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All of us at Croteam wish you have a great Winter break.
Happy Holidays and have a great New Year. 2020 is about to get Serious!
https://www.youtube.com/watch?v=Yvz1-pWeq7I
Hey everyone! By now, we really hope you played through Red Day: Episode One, an amazing mod that was the star of our first Mod Feature back in May. We also believe its about time for another one. Weve played some of them recently and decided that summertime is perfect to play through Plastic Patrol 2: Replastered. This custom campaign mode tells the story about the Green Army and a fight to save their home.
Some of the highlights of this really cool mod include six unique maps that you can play through solo or with friends, along with appropriate weapon mods, enemies and everything youd expect from such a mod. Theres even a decent plane mission, something wed never expect from a Serious Sam mod.
The mod was made by the powerful Pan, with help by Mauritsio, UrbanDeHuman, and Soulmyr, so were sending massive props their way.
https://steamcommunity.com/sharedfiles/filedetails/?id=1497358886
NOTE: To play the mod you'll need to own SSHD: The First Encounter, SSHD: The Second Encounter and SS3: BFE.
Are you making Serious Sam or The Talos Principle mods yourself? Let us know, we'd love to check them out.
For all things Serious Sam hit Mr. Stone up on Twitter and Facebook. Follow Croteam on Twitter and Instagram, like us on Facebook, and subscribe to our YouTube channel. Oh, and dont forget to join our ever-growing Croteam family on Discord and Reddit.
Hey everyone! Check out this epic Serious Sam Fusion mod Red Day: Episode One. It's a custom campaign mod telling a story about Sam's war against the Mental forces in Russia.
The highlight of this Serious Sam Fusion mod is a three-part, 50-minute long campaign set in a typical Russian provincial city Muhogradsk. The Red Day campaing is full of chaos and crazy arena-style action spaning over three custom levels, with cutscenes and everything you'd expect from a full-blown campaign. Oh, and there's a brand new soundtrack, as well so make sure you check it out on Steam and let us know what you think.
Massive thanks to the powerful Dead_Kadath for making this mod happen.
https://steamcommunity.com/sharedfiles/filedetails/?id=1511106169
https://www.youtube.com/watch?v=TJ6DMrbd5wk
NOTE: To play the mod you'll need to own SSHD: The First Encounter, SSHD: The Second Encounter, Legend of the Beast, SS3: BFE and SS3: BFE Jewel of the Nile.
Our community has always been big on modifying Serious Sam and The Talos Principle to their liking, so we thought it's long overdue giving them mad props for all the creative work they do. This is why we have decided to periodically feature some of those mods on our channels and get more people in on the action.
Are you making Serious Sam or The Talos Principle mods yourself? Let us know, we'd love to check them out.
For all things Serious Sam hit Mr. Stone up on Twitter and Facebook. Follow Croteam on Twitter and Instagram, like us on Facebook, and subscribe to our YouTube channel. Oh, and dont forget to join our ever-growing Croteam family on Discord and Reddit.
Hey everyone! It's that time of the year again, the time of Fusion updates. This time, we're bringing to you a relatively small update focusing mostly on bug fixes and tweaks, rather than new features, engines and other huge changes that were introduced several months ago.
Guided by our community we have made huge progress in providing you with a stable, up-to-date Serious Sam experience, and Fusion is at its peak right now. It's THE way to play all supported Serious Sam games.
The changelog is below:
Serious Sam is 18 years old today. It was on March 21st, 2001 that Serious Sam: The First Encounter hit the shelves. Quite literally, as digital distribution was still a distant future back then.
We were young, super passionate and, after a successful tech test launched in the summer of 2000, confident that Serious Sam would resonate well with the gaming community. Turns out, we were right. Serious Sam: The First Encounter caused quite a stir in the gaming community, won dozens of awards (including Gamespot's Game of the Year) and laid the foundation of everything Croteam is today.
Fast forward 18 years later and Serious Sam got numerous sequels, spin-offs and remasters on most platforms. Hell, we even sent Sam to virtual reality and as with everything else - had tons of fun doing so.
Even though he's 18 years old (and legally allowed to buy a beer here in Croatia, finally), Sam's still going strong and we can't wait to take you on another journey of chaos and mayhem with Serious Sam 4.
Until then, we'll raise a glass (of aforementioned beer) in Sam's name and celebrate all of you for being Seriously awesome. Whether you've been demolishing hordes of aliens since day one or just joined our community we thank you for supporting us from the bottom of our hearts!
BOOM GOES THE ALIEN!
Hey guys. We have another update for you. This one is not that big in size, but fixes some of the issues that were missed in the latest patch. We have also realized that some of you have been experienced a performance drop after the last patch. This was due to the new system we use for shadows and the higher shadow resolution. This was readjusted so you should see a performance boost on higher settings now. The update is a part of the Fusion update of the same number, so please find the full changelog by following the link below: https://steamcommunity.com/app/564310/discussions/0/1745605598704090943/
Admit it. You thought this day wouldn't happen, right? But alas, a brand new Fusion update is upon us. Please find the full changelog by following the link below: https://steamcommunity.com/games/564310/announcements/detail/3398424857432930076
Hey everybody. We've just released a hotfix update 341433 that fixes the issues with projectile aim when playing in VR. Also, the flickering while using DX11 on older video cards under Windows 7 should be gone. All the other recent changes are mentioned in the last update (341203): http://steamcommunity.com/app/552450/discussions/0/1699415798763332052/
Hey everybody. We've just released a hotfix update 341433 that fixes the issues with projectile aim when playing in VR. Also, the flickering while using DX11 on older video cards under Windows 7 should be gone. All the other recent changes are mentioned in the last update (341203): http://steamcommunity.com/app/552450/discussions/0/1699415798763332052/
Hey folks. We did some more work on your favourite VR games, so here's a brand new update for you. This update focuses on Windows Mixed Reality headsets that are finally officially supported in all our VR games. Be prepared to enjoy custom controls, official ghost controllers and anything else you'd expect from Win MR support. The list of changes is posted below. - Windows MR headsets and controllers are now officially supported, with MR specific control schemes - fixed the problem with alt-tab not working correctly when VR's mirror was set to full-screen - fixed the problem with random teleporting when using custom teleport controls on Oculus - fixed the problem where players would be unable to jump out of the water while using teleport movement - added a check for content corruption during the downloading of mods - fixed a problem where XAudio was causing audio stuttering for some users - fixed an issue where commands containing "/" would not execute in console - added a pop up for downloading mods when connecting to a modded server, clients can now download or refuse to download mods - fixed instantly respawning items on Versus maps - Harpies will now shoot at Sam while he is in water *** As always - if you are having any issues with this build, the previous one is still available for opt-in, by doing this: - locate the game in the Steam's "Library" panel - right click and invoke "Properties" - select the "Betas" tab - choose "previousversion"
Hey folks. We did some more work on your favourite VR games, so here's a brand new update for you. This update focuses on Windows Mixed Reality headsets that are finally officially supported in all our VR games. Be prepared to enjoy custom controls, official ghost controllers and anything else you'd expect from Win MR support. The list of changes is posted below. - Windows MR headsets and controllers are now officially supported, with MR specific control schemes - fixed the problem with alt-tab not working correctly when VR's mirror was set to full-screen - fixed the problem with random teleporting when using custom teleport controls on Oculus - fixed the problem where players would be unable to jump out of the water while using teleport movement - added a check for content corruption during the downloading of mods - fixed a problem where XAudio was causing audio stuttering for some users - fixed an issue where commands containing "/" would not execute in console - added a pop up for downloading mods when connecting to a modded server, clients can now download or refuse to download mods - fixed instantly respawning items on Versus maps - Harpies will now shoot at Sam while he is in water *** As always - if you are having any issues with this build, the previous one is still available for opt-in, by doing this: - locate the game in the Steam's "Library" panel - right click and invoke "Properties" - select the "Betas" tab - choose "previousversion"
Hey boys and girls. We have just released a hotfix update (337175) that fixes the issues with verification which became apparent this morning. All the other recent changes are mentioned in the last update (333254): http://steamcommunity.com/app/552450/discussions/0/1488866813773910781/
Hey boys and girls. We have just released a hotfix update (337175) that fixes the issues with verification which became apparent this morning. All the other recent changes are mentioned in the last update (333254): http://steamcommunity.com/app/552450/discussions/0/1488866813773910781/
Hey folks. We have gone ahead and released a new patch that brings some performance improvements and tweaks for people using Vulkan or DirectX 12. For those of you that take this gaming thing all serious, there's an official changelog below.
Hey folks. We have gone ahead and released a new patch that brings some performance improvements and tweaks for people using Vulkan or DirectX 12. For those of you that take this gaming thing all serious, there's an official changelog below.
Hey everyone. We have just released a new patch for Serious Sam VR: The First Encounter. Check a look at the changelog, it's short but sweet. :)
Hey everyone. We have just released a new patch for Serious Sam VR: The First Encounter. Check a look at the changelog, it's short but sweet. :)
Hey everyone. We have just released a new patch for Serious Sam Fusion 2017 with changes that were made according to community feedback, so thanks for that. :)
Hey everyone. We have just released a new patch for Serious Sam Fusion 2017 with changes that were made according to community feedback, so thanks for that. :)
Surprise! We're releasing Serious Sam 3 VR: BFE in 3, 2, 1... aaaand it's out! That's right, the game is already available. Grab your motion-controllers and start mowing down Mental's horde!
Thinking of pulling the trigger? Do it now as there's a week-long 10% launch discount. We know that (virtual) reality can be tough so there's an additional automatic 10% discount available to all existing owners of Serious Sam 3: BFE. Thank you for supporting Croteam and Croteam VR!
http://store.steampowered.com/app/567670/Serious_Sam_3_VR_BFE/
Serious Sam VR bundle is updated as well so bundle owners can pick up Serious Sam VR: BFE with a 10% discount AND get an additional 40% off:
http://store.steampowered.com/bundle/2308/Serious_Sam_VR_Bundle/
Don't own a single Croteam's VR game? Well, nobody's perfect but there's a quick fix: all our VR games are available as neatly packaged and deeply discounted bundle:
http://store.steampowered.com/bundle/5145/CROTEAM_VR_Bundle/
HF & stay serious!
Surprise! We're releasing Serious Sam 3 VR: BFE in 3, 2, 1... aaaand it's out! That's right, the game is already available. Grab your motion-controllers and start mowing down Mental's horde!
Thinking of pulling the trigger? Do it now as there's a week-long 10% launch discount. We know that (virtual) reality can be tough so there's an additional automatic 10% discount available to all existing owners of Serious Sam 3: BFE. Thank you for supporting Croteam and Croteam VR!
http://store.steampowered.com/app/567670/Serious_Sam_3_VR_BFE/
Serious Sam VR bundle is updated as well so bundle owners can pick up Serious Sam VR: BFE with a 10% discount AND get an additional 40% off:
http://store.steampowered.com/bundle/2308/Serious_Sam_VR_Bundle/
Don't own a single Croteam's VR game? Well, nobody's perfect but there's a quick fix: all our VR games are available as neatly packaged and deeply discounted bundle:
http://store.steampowered.com/bundle/5145/CROTEAM_VR_Bundle/
HF & stay serious!
Serious Sam VR: The First Encounter Update 328320 released Here are the changes: Serious Sam HD related: - Werebulls will no longer rotate faster towards player after hitting them. - Added missing DM params for weapons. - Added missing ShottyTrouble versus map. - Fixed bug with the final cutscene on the Great Pyramid level sometimes reverting to the Morph Room cutscene. - Added missing destruction settings to SSHD player models. - Fixed SS1 cameras, so that cutscenes end when they're supposed to. General: - Fixed black blood bug. - Fixed puppets speeding up on corners. - Fixed enemy death fall sounds. - Fixed mouse and keyboard configuration menu for split screen games. - Added XAudio 2.8/2.9 in sound options. - Serious Sam is now the default player model for multiplayer. - Fixed an infinite view bug when going from spectating to playing. - Fixed spectator camera jittering when network speed is low. - Players will now always be able to see their own selected multiplayer character model, while everyone who doesn't have that character model will see them as default player model (properly colored). - Fixed Custom Weapons not working at all for clients in Multiplayer. VR: - Updated regular and advanced VR option menus with new options. - Fixed crashing when weapon selection menu is activated at certain times. - Fixed problem where player would not teleport jump if blink teleport was enabled. - Added flat-friendly mode option in difficulty options menu. - Implemented recoil bar for VR weapons in flat friendly mode. - Power-up effects no longer affect the ammo counter or the sniper scope.
Serious Sam VR: The First Encounter Update 313521 released Here are the changes: - Many various fixes to all levels in all games. - Player will now only respawn when gibbed if it's versus mode. - Fixed moving models (elevators and platforms) not retaining their collision after loading a saved game. (This hopefully fixes the final boss fight in TFE VR as well.) - Fixed Russian locale for SamHD. Also, subtitles will no longer be force-loaded from the English localization, unless the subtitles are missing in the currently set locale. - Fixed enemies appearing invisible when loading a saved game that was saved while the enemies were in mid-spawn. - Removed pickup score from all items across all games. - Removed the unintended shoot prediction from all Walker enemies across all games. - When changing games in cooperative mode, the weapons inventory should be reset now, no longer causing the too many weapons error. - Fixed randomly teleporting to the desert and getting stuck on the Dunes level. - If flat friendly mode is used, the last selected weapon for an opposite hand will be reset, so not getting dual weapons when not allowed. - Added new post processing effect for Heat Damage areas on some SSHD levels. - Excessive saving will now always penalize your score, even after loading a save. - Fixed SSHD Netricsa messages not working on custom levels.
Serious Sam VR: The First/Second Encounter Update 310488 released! Here are the changes: Gameplay: - Fixed spawning enemies being invisible for a period of time when network ping is high. - Added "Allow Power-Up Items" in Deathmatch gamemodes. - Added abilty to override default behavior of the real time factor cheat. User is now able to define fixed, linear step for the cheat. - Added a check for items that are not allowed by game options but should still be visible on sim start. This should only happen for SS games when items are not allowed but there is a trigger or a script referencing them in which case we think they are needed for level progression. - Secret generic items are now allowed and visible even if custom difficulty that doesnt allow those items is used. - Updated TSE invisibility powerup duration to 30 seconds, that's the value from the Classic. - Added hud element icon for invisibility powerup. Rendering: - Fixed some smaller rendering problems in Vulkan. - Fixed problem with Spot light's shadows being vertically flipped under Vulkan and OpenGL (and ES) gfx APIs. - Fixed problem with wrong calculation of static lighting when object is in sector not influenced by distant light. Serious Editor: - Added Drop Down tool, which replaces separate Drop Down tools for World editor and Mesh editor. - Improved view information in fly mode (hit Tab to show altitude above ground, ray hit distance etc). - Fixing a crash inside Legged puppet save data when mechanism does not exist. - Added different colors for selected and unselected entity names. - Tool Help dialog: Added scrollbar. - Script Source Edit control: Changed the color scheme to match the one from Visual Studio. - Text Control: Fixed Ctrl+Up/Ctrl+Down not working. - World Editor: Added an option to display names of entities in the world. - Projectile launch velocity is now clamped to 300, as it is the maximum velocity supported by the physics. Misc.: - Fixed incorrect player models in the menu list in SSHD. - Fixed ragdolls playing an animation after loading a saved game. - Dynamic music volume is now saved, so it will be properly restored after loading a save - Some of the TSE Intro's scripts had wrong translation strings, that prevented them to be added to the localization files. Fixed.
Here are the changes: Gameplay: - You can now choose Mental difficulty if any of the games (TFE, TSE, BFE) are completed on Serious. - Third person camera can now be placed directly behind player (instead of over the shoulder). - Fixed cases where hitscan weapons were generating "fake hits" in detahmatch on higher pings. - Gibbed players were not respawning automatically. Fixed. - Long load progress bar (with "Continue" button) was sometimes shown for Quick loads. This should now work correctly. - User is not able to activate serious bomb while another one is active. - Removed SeriousBomb from GiveAllCheat in SeriousSamHD. - Fixed Kukulkan moving up after reloading a save. - Fixed a case where "Autoselect Weapon if New" didn't work. - Fixed some moving platforms being positioned wrong after loading a saved game. Rendering: - Updated Vulkan SDK to 1.0.49.0 version. - Added workaround for wrong lens-flares' rendering on ATI GPUs under Vulkan. - Fixed sniper scope rendering wrong in VR in some cases. - Fixed visual issues with large polygons and omni and spot lights' shadows. - The duration for "Unlimited" benchmarking was 10 minutes in fact. Fixed. - Fixed visual issue with detail normal-map attenuation not working in ambient light in some situations. - Fixed problem with Zoom shader not working correctly in single-pass VR rendering mode sometimes. Modding: - ForceFields can now be deactivated using SS1Triggers. - Added ability to change puppet's alignment. - Fixed non-moddable game crashing on boot if a mod with custom CommandTable scripts was installed. - Fixed the issue with editor crashing when creating new world while there are custom game titles in content. - Netricsa should now be able to use non-official models. Serious Editor: - Model editor: added an option to display and select attachments without models - HyperLabelControl now allows one to copy selected text into the clipboard by pressing Ctrl+C keyboard shortcut. - Fixed various problems with paint to texture tool: - rendering of preview texture didn't respect z-buffer, - blending in RGB channels mode now works correctly - RGB channels mode no longer blends thru alpha channel even if texture has one. - Resource Browser: Made the quick search input field white - Fixed a crash when accessing invalid mesh layer element. - Tree Grid control: Previous search text is now restored when user hits Ctr+F for the second time - Model Editor Default tool: Implemented lasso selection for attachments - Model Editor: Implemented attachments stretching using PRS guide (Ctrl+Shift+LMB) - Text Control: Replaced bookmark symbols with icons - Model Editor: Added an option to display orientations of attachments - Skeleton Editor: Added "Copy selected bone names" command to the context menu of bone selector - Added Tool Help command to "Help" menu in the main application toolbar Misc: - A few more fixes in formatting and visual appearance of the text chat window. - More detailed logging of the cases when crashreporter is not able to contact the reporting server.
Here are the changes... Gameplay: - Fixed enemies playing idle sounds instead of footstep sounds on every walk cycle. - Ammo cannot be picked if there is already a maximum amount in the inventory. - Fixed some non-spawning enemies on LotB. - Double colt was playing mirrored animations in some cases. Fixed. - For some reason, the Highlander Reptiloids spawned a small, green blood decal when killed, instead of the big red puddle as they did in SSHD (and their regular reptiloids do). Fixed. - Pillars in the Khnum boss' room in LotB can be destroyed by the boss again. - Fixed some items disappearing after load game in rare cases. Multiplayer: - Fixed enemies prefering the first player in the list in coop in some rare cases. - Fixed multiplayer desync issues if vr_fVRWeaponPitchAdjustment used on clients. Menus: - Serious Sam games now have the Benchmark menu, just like Talos did. - Moved graphics API selector to the top of gfx options. - Enabled resolution and view mode options for VR games. - Moved the refresh button in Join Game menu so it doesn't overlap the game list. - Fixed wrong description of number of lives in Standard coop in some places. - Fixed netricsa hud element being visible in game modes which do not support netricsa. - Many various fixes in usability and readability in chat console, both for flat and VR. Graphics: - Updated GPU performance table for autoadjustments. - Fixed bug with flickering on burning objects under OpenGL/ES. (Also fixed player appearing effect!) - Fixed various cases where flamethrower flames didn't appear on some objects. Editor/modding: - Added Generic Script tool. This allows creating new Editor tools from Lua! - It is now possible to easily change the difficulty in editor: instead of going through the simulation start params and clicking the difficutly, you can just set the gam_gdEditorDifficultyOverride cvar to desired difficulty (or none = 0 if you want to disable that). - Deletion of animation envelope will now also delete its animation tracks. - Animation clips/tracks from unselected envelopes are now dimmed in animation track editor. - Skeleton editor: Added movable splitter between LOD and bone lists - Animation editor: Added "Create channel" shortcut to Envelope list context menu - Skeleton editor: Added one more movable splitter to the bottom panel - Animation editor: Added one more movable splitter to the bottom panel - Script Source Edit control: Added command to set cursor to a variable pointing at selected entity (Shift+F2) - Text control: Fixed long strings not fitting the screen. - Text control: Added automatic scrolling for left/right cursor movement using arrow buttons. - Animation Editor: Fixed wrong order of animations when using Shift+Up/Down with no filter string - Added ability to assign parent for the static sound entity form the script. - Optimized saving non-world resource files from within the context of a world document. - Starting a simulation on a world with a game title for which game title info doesnt exist should not crash the editor anymore. It will just refuse to run the simulation. - Fixed several various small precision bugs with respect to how probe lights and prebaked lightmaps are generated. - Meta Pointer control: Dialog for selecting targets now always shows all available targets - Animation editor: When animations are changed using Shift+Up/Down, the currently selected envelope remains selected if possible. - Script Source Edit control: Shift+F2/Ctrl+Shift+F2 to cycle variables (forward/backward) pointing at selected entity - Created scriptable support for adding any kind of postprocessing layers to player view. Layers have some ID and can be added, modified or removed on demand. - Interpolator Editor tool: Added shortcut (Tab) - Copy Attachment Names tool: Added shortcut (Ctrl+Shift+C) - Added mask texture to Zoom shader which specifies (in red channel!) how much zoom to apply at each given texel.
Here are the changes: General: - Fixed crash due to inability to create Player Puppet entity on some configurations. - Jump height is no longer frame-rate dependent even when sliding along walls. - Fixed crash when loading a save with dynamically spawned SS1 rotating cannons. - Fixed broken lava elementals when loading a save that was saved during their spawn animation. - Starting the game with +level now works with level paths in local OS format (backslashes and all). - Fixed sorting order of workshop files. They now override regular game gro files because they are sorted correctly. - Fixed problem with crumbs casting shadows even when theirs rendering was disabled. - Fixed some lighting artefacts happening in specific places. - Fixed some GLSL shader compiling errors on OSX platform. - Various stability and performance improvements in Vulkan. - Misc optimizations in model instancing. - Small optimization in rendering of dynamically spawned enemies. VR specific: - Fixed weird acceleration if VR player moved around playspace while the game is paused. - Added flat-friendly mode in multiplayer servers.
In the immortal words of our beloved publisher: “Chaos incarnate Croteam and professional hype-people Devolver Digital have launched Serious Sam VR: The First Encounter and Serious Sam VR: The Second Encounter on HTC Vive and Oculus Rift via Steam.”
http://store.steampowered.com/app/552460/
Visit South America, ancient Mesopotamia and Medieval Europe, and don't forget to bring your chainsaw. Actually, bring two: dual-wield your new toys to defeat Mental or use your arsenal in a deathmatch against "flat peasants"!
That's right, SSVR: The Second encounter will be getting a free Fusion 2017 update, bringing cross-platform co-op and other multiplayer modes (VR vs non-VR) and Steam Workshop support.
SSVR: The Second Encounter is launching with a special 25% discount (until April 11th), but if you already own ANY other Serious Sam VR game there's an additional 25% discount (stackable) – thank you for supporting Croteam's VR division!
The Second Encounter is out? Already? Why, yes, it is!
Good news, everybody!
- Final fixes for Linux VR. Linux is now supported! Beware that the SteamVR for Linux support is still beta, and not all hardware is supported. See here for how to enable it: http://steamcommunity.com/app/250820/discussions/5/133257636777113042/ Edit: Note that the game is not currently marked in the store as supporting Linux (because this is still a beta). But anyone that owns the game can install it on Linux. - Opening the console was making weapons disappear from hands. Fixed. - Fixed VR controllers being stuck after Alt+Tab sometimes. - Chat console is now properly rendered during loading. - Mixed Reality camera is no longer influenced by mouse movement or controller rotation. - Improved rendering of enemy spawn effect, especially on lower quality settings. - Added a VR "Use" button binding in kbd+m VR so Use no longer collides with the right weapon selection binding. - Added new option in graphics menu to change VR API when using Oculus Rift on Steam. - Left Oculus controller now properly shows hint for the menu button on Steam. - Controller idle detection now only triggers in known idle positions - i.e. when the controller is resting on a horizontal surface. - Various stability fixes and performance improvements in Vulkan. - Cheat to give all Netricsa messages now works. - Fixed player floating up/down in Emulated VR mode. - Fixed some enemies not being able to pass through doors that have a treshold. - Fixed player being able to shoot during cuscenes. - Netricsa wasn't triggered on clients in some cases. - Cheats menu can be invoked through selection wheel and appears as proper translucent menu. - Fixed some switches not synchronizing movement and usage outline correctly. - Better detection for automatic switching between kbd+mouse or gamepad to full VR controllers.
We've been stuck in the basement for more than a month trying to fix all the problems you've reported and implement new features you've asked for. Finally, we present you an update with the following major changes:
Build 286415 is now live: - Added world and weapon scaling. World scaling makes you appear bigger or smaller in VR, by making everything else smaller or bigger. Look in Options>Game Options menu. - Added a "blink" teleport option. - First experimental support for playing with gamepad, or keyboard+mouse (i.e. tracked controllers are no longer required). See the forums for instructions. - All VR options are now moved from Game Options and Motion Sickness options menus, into the new VR Controls options menu. - Besides hand- and head-relative we now support playspace-relative (aka "absolute") forward direction for locomotion. - It is now possible to switch spectator cameras through the selection wheel. - Usable objects are now highlighted. - Added leaderboards for individual levels. - Selection wheel now shows textural tooltips for all non-weapon options (menu, save/load, Netricsa...) - Fixed end boss not being beatable if loaded from a save game. - Fixed problem with client losing his inventory when crossing levels. - Fixed crashes when saving game from menu and entering save name through virtual keyboard in VR. - Better crash reporting in effort to catch weird crashes that some people are having when loading saves. - Fixed crash when skipping some specific cutscenes. - Fixed some random crashes in rendering on some scenes. - Fixed crash when rendering mirrors in mixed reality VR mode. - Fixed rain effects at the start of the game. - Fixed several cases of enemies being stuck. - Fixed Harpy enemies sometimes animating through floor when wounded. - Fixed some enemy models blinking randomly when viewed in Netricsa. - Various smaller fixes on levels (enemies getting stuck, items falling off world, wrong shadows, textures,...)
Build 285731 is released, with the following changes: - Savegame system should now properly detect old bugged saves and warn against loading them. - Fixed multiple crash problems related to savegames. - Fixed VR controller hints staying in the air at the start of the level if loading a save with them on. - Trackpad locomotion now has analog control - if the thumb is closer to the center, the player moves slower. - Added support for continuous and discrete rotation in VR. - Added Trackpad Click To Move to game options menu. - Smooth vertical movement on stairs etc, when using trackpad locomotion. - Fixed motion sickness problems caused by cutscene cameras, because they had motion delay. - Fixed player not moving in VR cutscenes. - Fixed camera errors in cutscenes causing disorienting views and neverending cutscenes. - Fixed VR controller lag when going fast (e.g. jumping on bouncepads). - Besides the Menu, weapon wheel now also features Netricsa, Vote Yes/No, QuickLoad/QuickSave. - Fixed weapons being unselectable in modes with infinite ammo. - Fixed HUD scaling errorneously outside of screen if supersampling is used (it was near impossible to see health/armor on supersampling>1). - If you only had the left weapon equipped you had to use the right controller to fire with it, until you equipped the right weapon. Fixed. - Improved Performance autodetection, for cases where single-pass VR rendering is used. - Cvar prj_bRenderVRLaserSight controls whether to render aiming laser ray on weapons in VR mode. (Can be turned off for hard-core players who want ADS shooting.) - Fixed game not starting for people with bad root certificates installed in Windows. - Various fixes, optimizations and other improvements in the low-level rendering systems for both DX and Vulkan.
Build 285099 is released, with the following changes: - Fixed a crash that could occur when saving and loading game. - Fixed a crash that could happen in some cases when using the virtual keyboard. - Fixed an issue in multiplayer where clients would jump when using a switch. - Fixed slow underwater movement. If you experience issues with this update, please use "previousversion" beta from Steam>SSVR:TFE>Properties>Betas to roll back.
Build 284873 is released, with the following changes: - Added air control when jumping. - Prevented getting stuck on corners in water when teleporting. - Fixed in-game menu sometimes not opening in front of player in room-scale setups. - Fixed score being reset to zero after loading a savegame. - Improved auto-detection of Performance options for CPU, and for low VRAM. - Fixed colts playing reload animations on client. - Fixed some cases where wrong model animations were being selected for players. - Fixed missing muzzle flashes on other players in MP. - Added missing dive animations to player. - Fixed ammo packs appearing over one another in coop. - Fixed a bug with the last spaceship cutscene on Level 15. If you experience issues with this update, please use "previousversion" beta from Steam>SSVR:TFE>Properties>Betas to roll back.
You can now buy the Early Access version of Serious Sam VR: The First Encounter with a launch discount of 10% and additional discount of 10% for owners of Serious Sam HD: The First Encounter and 20% for owners of Serious Sam VR: The Last Hope - all stackable! That's right - it makes it for a maximum total discount of whooping 40%! We are excited to present to all of you VR enthusiasts, a full-campaign action-based first-person VR game with configurable locomotion options, multiplayer and (soon) Steam Workshop support. Hoping that this will give you hours of unadulterated fun, we will continue to improve upon the current version based on your feedback. For all suggestions, ideas and problem solutions, please visit the official game forum.
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