





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
Hey everyone! It's been a while since our last featured mod article, so today Im excited to share an incredible mod that faithfully recreates Serious Sam 2s versus deathmatch in Serious Sam Fusion.
This mod brings all four of the original Serious Sam 2 maps into the Fusion engine, along with nine additional maps from the latest 2.090 update. And best of all, you get to enjoy it without problematic netcode!
The included maps are:
Hello everyone! It's been a while since the last Featured Mod, but Im sure youve been handling the wait well thanks to the juicy Talos 2 reveal that youve got! Now it's time to get serious as in this episode we are featuring another great community campaign: Crystal Impact!
Crystal Impact is a collaboration project of 17 different mappers from the Slavic Serious Sam Community Khreth! The rules are simple: each participant must continue the previous persons map with their own level while having two to three weeks to do so.
The story is the perfect warmup for the upcoming Indiana Jones movie! It follows Sam Stone himself, who finds a strange crystal that leads him on a long journey around the new power in the world, affecting different worlds and leading him to a new mysterious ally!
17 participants, 17 maps, and 10 unique worlds to explore!
On top of all that, over 50 different custom enemies from the T&C co-op pack, more than 5 bosses, and a whole load of guns!
So what are you waiting for, go ahead and start your Crystal Impact Journey!
https://steamcommunity.com/sharedfiles/filedetails/?id=2940322581
It's time to play some Tennis, Serious Sam style!
The 7Smoke Tennis project was the first collaboration project of this kind in the Serious Sam community where several mappers come together to create a unique Serious Sam experience. Each map has been made by a different mapper, picking up where the last map left off (passing it to each other just like a tennis ball!), thus creating great variety in map style and level pacing.
There are a total of 6 Tennis Projects, all of them organized by none other than Noam 2000!
The first 3 tennis projects were on a smaller scale, with Tennis 1 and 2 had six participants and Tennis 3 having four, with all rounds released in a span of 2 months between each other.
Tennis 4 in 2016 is where things started expanding, with 14 mappers working on the project. The campaign now had a whole thoughtfully fleshed-out story, and more quality control was being done on the levels. The story takes place in an alternate timeline where Earth is destroyed by one of Mental's elite commanders: "Solgar", as Serious Sam chases him across the galaxy to exact his revenge. It was the first tennis project to feature a cast of voice actors, with one of them being John J Dick himself, playing the role of Serious Sam!
After one year break from Tennis, in the Summer of 2017, Noam opened the registrations for the 7Smoke Tennis Project 2018! Due to 20 participants applying for it, Noam took the decision to split the project into 2 separate campaigns: the 7Smoke Tennis Project Blue and Project Red, with each one of them having 10 modders.
The Tennis Blue campaign is more heavily focused on the battles and the custom range of heavy artillery with which the player can blast through the forty different enemy types including bosses!
Traverse through desolated fortresses, frozen caverns, and advanced technological strongholds - to name a few. As you travel through these domains, searching for its hidden secrets, its inhabitants will come into play - a fully voice-acted cast of characters serve to weave a story about a forsaken realm burnt by a devious tyrant and his warriors, and the player character's journey to carry the legacy of those who have met with an unfortunate fate. And to make things even spicier, in this mod, your choices matter and lead to different endings.
While not a prequel or sequel to its Blue sibling, Tennis Red has a larger focus on the story and an overarching narrative. The year is 2165, and thanks to ancient intervention, the reach, power, and influence of the human race across the galaxy have become much greater than anyone could have imagined.
Red editions story takes place in three distinct locations in three different chapters:
Hello and welcome to the first Featured Mod episode for 2023!
In todays episode, we won't highlight a single map, but a whole package of them that we recommend you guys to check out. Today we are highlighting a contest organized by SeriousSite.ru called Jingle Bombs 2022.
Jingle Bombs 2022 is a contest in which the contestants have to create a single-player or a cooperative map with a Christmas theme. The creation that captures the spirit of the Holiday the best and has the most effort put into it, gets the top prize.
The top 3 ranked maps are:
Winner - "Break the Loop" for Classic: TSE by Cr1sTaL
2nd Place - "Stolen Snow" for Serious Sam Fusion by Riba4k13
3rd Place - "On the eve" for Classic: TSE by TesLineX
Those maps deserve a featured mod article of their own, but as I've said today, we will focus on the contest as a whole, so I strongly recommend heading over to the SeriousSite.ru website and giving those maps and also the rest of the ones submitted for the contest a check. There are a total of 8 submissions: four maps for Classic: The Second Encounter, three maps for Serious Sam Fusion, and one map for Siberian Mayhem.
Now you have plenty of variety and Serious Content to play in the upcoming snowy days!
In todays basement chat, we will talk with the contests organizer whos also a member of TimeLock Studio: Ar2R-devil-PiNKy! This is just one of the competitions that he has organized. He has been doing mapping contests since 2010 on various themes such as: Speedrun, RetroWave, Escape, Horror, Puzzles, and many many more. You can check all those competitions and maps on the SeriousSite.ru website. Now lets head to the basement and talk with Ar2R-devil-PiNKy about all this stuff!
Link to the maps: https://www.serioussite.ru/forum/33-3959-1
Welcome to the Christmas episode of "Featured Mod" series!
Today we will spotlight Spy's Cr3ed's Christmas themed campaign: "Winter Wonderland"!
Winter Wonderland takes place in an alternate timeline where Serious Sam did not manage to find the Holy Grail so he had to continue his adventures through the snowy world of Winter Wonderland.
The campaign has just been updated this Winter, getting many quality of life improvements such as visual updates, enhanced boss fights, and some of the most known bugs and requested changes
We highly recommend this Christmas campaign and we advise you to enjoy it with some milk and cookies. You can also call your friends for some co-op mayhem!
As always, dont forget to read the interview with Spy's Cr3ed in which he shares his experience with the creation of the campaign and his struggles from being a beginner modder to a well established veteran now.
Merry Christmas and Happy New Year! See you in 2023 with more "Featured Mod" articles!
Link to the campaign: https://steamcommunity.com/sharedfiles/filedetails/?id=2811668527
Hello in another Featured Mod episode! Today we are featuring Thanadrax's survival map "Blood Sugar". Make no mistake, as this is no ordinary survival map. It works as a rogue lite, exploration project. The players are free to explore, do quests and fight bosses in a pace of their desire.
The progression goes through 11 tiers consisting of 4 quests each until the player conquers the whole island! There are 100 quests and 31 bosses you get to enjoy. It is possible to beat this survival map. The reason for it being a survival map and not a campaign one is, as mentioned before, to have a rogue lite feeling to it and the players to value their lifes.
Make sure to check the level and the rest of Thana's survival map collections. Also do not forget to read the Basement Chat with Yasen, its a pretty good one!
Link to mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2342502363
Special Reserve Games has teamed up with Devolver Digital and Croteam to create outstanding physicals! This is a PREORDER for a physical product. Estimated shipping date is NOVEMBER 2022. At the heart of our SERIOUS SAM COLLECTION is SRG's signature RESERVE EDITION for the game, which is LIMITED TO 3,000 COPIES and features: SWITCH CARTRIDGE Includes critical updates, patches, and DLC at the time of manufacture INCLUDES MULTIPLE GAMES Serious Sam HD: The First Encounter Serious Sam HD: The Second Encounter Serious Sam 3: BFE includes The Legend of the Beast expansion includes Jewel of the Nile expansion SEQUENTIALLY NUMBERED GAME PACKAGING REVERSIBLE JACKET ARTWORK SHIPS IN A SPECIAL RESERVE BOX Makes a great shelf display and protects your game SPECIAL RESERVE ART CARD Exclusive Reserve-only art card Metallic paper (4" x 6") with foil treatment 24-PAGE INSTRUCTION BOOKLET Inside the shrink-wrapped game packaging SERIOUS SAM COLLECTION is also available in an SRG SINGLE, and a SPECIAL RESERVE ART PRINT for the game is available as well. PREORDER NOW! Only 3,000 copies of the SERIOUS SAM COLLECTION physical Reserve are available, while supplies last.
Hello everyone! Its been a while since the last featured mod article, but Im sure Serious Sam Siberian Mayhem has been keeping you occupied with some serious action.
Let's escape the heatwaves and take ourselves to the cold mountains in ArtemPredators Serious Sam Fusion campaign- Operation Frostbite"
The campaign's storyline is easy to follow- you are in Siberia looking for commander Borok, one of Mental's most dangerous commanders. All you have to do is find him and kill him, as simple as that. The gameplay however spices things up a little bit more as the map pack includes a handful of exclusive new custom weapons such as the "Blaster" rifle and some new toys for you to play with, like a battle mech! Have I mentioned that this campaign is for Serious Sam Fusion?
This mod is definitely worth checking out, give it a shot by subscribing here: https://steamcommunity.com/sharedfiles/filedetails/?id=2590872471
And now for something completely different
Hi Everyone,
I have explosive Serious Sam news to share with you. Serious Sam: Kamikaze Attack! has launched on Steam! The game was first released 10 years ago on mobile as a part of the Serious Sam indie series, but over time the game slowly disappeared from the stores. As the games developer it was painful to see it fade away. Fans have been sending in requests to keep the game alive and it was haunting me that I couldnt revive the game until now. Ill finally be able to rest peacefully knowing the hordes of headless kamikazes are back at their jobs of chasing down Serious Sam.
https://store.steampowered.com/app/1623420/Serious_Sam_Kamikaze_Attack/
Its an honor to bring Serious Sam: Kamikaze Attack! to Steam for you to play. If you have any questions or want to chat about the game please feel free to post in the games community group or join Croteams Discord server.
Thanks for playing!
Brad Johnson
Be-Rad Entertainment
[previewyoutube=rOvbHwicQdU;full][/previewyoutube]
Hi everyone! Its been a while since we last featured a mod on these here pages, but times are tough. The pandemic, a new game release (check out Serious Sam 4 if you havent already, my guy), and a bunch of earthquakes all had an impact on what's happening in and around Croteam. However, we havent forgotten about our great modding community or the players who enjoy them. It just so happens that another cool mod has landed on the Serious Sam Fusion Workshop today, and what makes that one special is that Im a playable character.
All jokes aside, Seriously Retro: Karnak 1996 is an absolutely amazing total conversion mod which takes you back in time. Sam is super low-poly again, and hes revisiting his old friends in the Karnak Temple. As the authors say, the mod brings a bunch of changes to the original, which include reworked battles, secrets, and traps, as well as environments. The mod is even ready for VR!
Check out this cool Seriously Retro - Karnak 1996 trailer below, then grab your mice or put on your VR headsets, and get shootin.
[previewyoutube=wL0gzOupRZ8;full][/previewyoutube]
For more info on the mod, please visit Seriously Retro - Karnak 1996 on Steam Workshop.
https://steamcommunity.com/sharedfiles/filedetails/?id=2429128518
With that being said, wed like to take this chance to introduce to you a brand new section we like to call Basement chats with Yasen. Yasen has been locked up under the Croteam HQ and luring in prey for weeks. The first ones to fall for his traps are the authors of todays featured mod. Nitronik, Movento, and ToxicSwarm spoke about the motivation behind the mod and gave us a little insight into how it came to be. Read more below.
https://store.steampowered.com/news/app/564310/view/3044969559720189843
Are you making Serious Sam or The Talos Principle mods yourself? Reach out to our community team directly via Discord, or holler at us via Twitter - @croteam, @serioussamiam, @danny_hr, and @yasenstavrev.
Much love from Croteam!
Danny
The following interview has been conducted in Croteam's basement. It is related to the brand new Serious Sam Fusion mod Seriously Retro - Karnak 1996. https://steamcommunity.com/sharedfiles/filedetails/?id=2429128518 - Hi guys! Nice to have you here. As an old tradition, I always ask my guests to share their origin story on how and when they joined the Serious Sam community and what made them want to mod for Serious Sam. So please, share it with us. Nitronik: Hello! Cut to way too many years back, the Serious Sam 2 demo catches my eye as a wee little lad. It was love at first sight, and I only went deeper down the rabbit hole after getting my hands on The Second Encounter shortly after. I have been following Serious Sam Fusion for a while and seeing a modding hub of sorts, plus all the work done by the community, definitely piqued my interest. Now, here I am 1000 hours later... Movento: I had always known about Serious Sam but didn't get into it until TSE HD released. I actually won a copy of that one when a site was doing a contest by painting the Serious Bomb logo on my hand. I remember the humor, the secrets, the colorful world, and enemies to be a really nice change of pace from the more realistic shooters that were around at the time. Ive been following the development of the series ever since. While I messed around a bit when the TSE editor launched, I didn't release a mod for Serious Sam until BFE launched. Toxicswarm: Hey! I was a little late to the party when it comes to the Serious Sam franchise, but the frenzied gunplay immediately dragged me on board. Since 2015, I got my hands on The Second Encounter and BFE, sharing a lot of good moments and many laughs with my mates. I had a blast with Sam! Going back to a few months ago, Nitronik approached me with the idea to create a retro-mod for Serious Sam and I was totally down for it. - So Nitronik was the guy with the initiative I sense? Nitronik Share with us how did you guys all meet and how did you decide to start working on the "Seriously Retro'' mod. What is the inspiration behind it? Nitronik: Yep, I guess you could call me the head honcho. Toxicswarm and I go a long way back, and recently we have found another shared interest in 3D Art and Game Development in general. I was hoping he'd be interested, and it turns out I was in luck. Movento and I got in touch around the time I was working on my first Fusion mod (BFE Devolved). I was impressed with his skill and I found our personalities matched pretty well. As for how Seriously Retro came to be, I remember Movento posting some mock-ups of retro-styled BFE monsters, to which I began wondering - how feasible would it be to take a vertical slice of Sam and devolve it even further? Our main inspiration was the "boomer shooters" of yesteryear - an honorable mention being Quake and its limits such as lack of texture filtering, needing to have as few triangles as possible per model, etc. The recent renaissance of retro shooters also played a part in sparking this fire. - What a heartwarming story of tree amigos working together on a Serious Sam project. But now, let's focus a bit more on the future. What does the future hold for you guys related to Serious Sam? Do you plan to continue working on Seriously Retro or do you plan to move on to something different? The Serious Sam 4's editor is just around the corner. Nitronik: Working on this project has been fun and engaging in many ways. I'd like to see what the community thinks of it and if it's something they would enjoy more of. I know I certainly would. I'm also really looking forward to seeing what SED 4 brings to the table in terms of modding capabilities. The terrain engine looks like it'll be fun to play with, and the reworked shader editor could open up some more avenues in terms of asset creation. Movento: I'm always down to make more content! I had a blast making this mod. It's really fun to be able to create a character or a monster in a day this way. If more were to come, I'd personally love to explore new locations and enemies for Sam to travel and fight. Toxicswarm: Thank you Law. Right now Im working on another personal project, but I'd be down to expand on the mod with more levels/weapons and enemies working on new locations is going to be fun. As for the SS4 editor, I'm waiting for its release to play with it a bit and see what I can come out with! - Good to know you guys are not retiring anytime soon. Hopefully, we can enjoy your talent and the content you create with it for many years to come! I want to thank you all for this interview and for the hard work you put into creating Serious Sam content for the community. We really appreciate it! In conclusion, I will let you share anything with our readers. It could be editor advice to new aspiring modders or a simple shout-out, the stage is yours! Nitronik: Thank you! I'd say stay hydrated and, most importantly, if you want to dive into modding - keep the size of your project in check. It's better to finish something small and learn from your mistakes than to never finish anything. Big up! Thanks to all the selfless souls out there handing out advice and creating tutorials Movento: Thank you! We couldn't have done this without the community who helped us whenever we had a question about the editor. Toxicswarm: Thank you for your time, Yasen! As for the readers, remember to always be prone to learn new things and keep actively working on small projects. Learn from others, but also from the mistakes you will make. It's a wild world out there - stay safe in these hard times! One more thing before I let you guys go. Who's idea was to add Danny as a player model? Movento: That would be the crazy mastermind behind the project, Nitronik! Nitronik: Uhhh... I have no recollection of such a thing. Whoever did it, I have feedback. Add some more weight to the player model, as it's way too slim to pass for Danny! Or better, make a player model of the [strike]better-looking community manager![/strike] Nitronik: We are deeply sorry for not including both CMs, but we couldn't reach the beauty standards required to accurately represent the other. EDITORS NOTES We both know Danny is the better-looking guy, so the mod already has the most handsome Croteamer included.
Hey everyone!
I'm pretty sure many of you have already seen what's up by today, but here's a breakdown.
Serious Sam 4 is launching this August, and pre-orders are open now. You can get your hands on a Standard and Digital Deluxe editions with cool bonuses. The store page has a ton of new info and some new screenshots, so check it out!
https://store.steampowered.com/app/257420/Serious_Sam_4
We have released a cinematic trailer, as well as a few behind the scenes videos that show some actual gameplay. Both are listed below.
[previewyoutube=qhBUvRhaA4U;full][/previewyoutube]
[previewyoutube=6C8kJ78H_Qs;full][/previewyoutube]
Love you all! Byeeee.
Hey Everyone! It's been a while.
Serious Sam HD: The Second Encounter is 10 years old today. Time sure does fly super fast when you're having fun. To celebrate this huge anniversary we're planning a TSE themed multiplayer event this Saturday night, so spit-shine your weapons, sharpen your skills and get ready for mayhem.
Be sure to join our Discord channel at discord.gg/Croteam and get to know the community before we start this Serious Saturday in style.
Don't forget to follow our developer page on Steam for any and all future events, news, and announcements: https://store.steampowered.com/developer/croteam
Details to follow!
Cheers!
Danny
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. Unfortunately, we also noticed many OS-X players weren't able to start the game after the last update. The workaround for this was getting back to the "previousversion" branch. This is now fixed, so you can go ahead and update the game to the latest version. Changelog:
Admit it. You thought this day wouldn't happen, right? But alas, a brand new Fusion update is upon us.
To be honest, it's been way too long since we've last updated the game so we thought we'd let you know why that is. Some of you might know already, but for those who don't, Fusion is a central hub that connects all the main Serious Sam games in one and allows regular and VR players to jump in to the game together. Fusion also brings many improvements to previous games including a brand new engine - the same one Serious Sam 4 will be based on.
This development path brings with it various potential hickups, many of which we have experienced during the preparation of this patch. However, we are finally at a point where Fusion can be branched out as a stand-alone project, so SS4 development will no longer make its code unstable. Unfortunately due to this, the patch will re-download and re-install your game from scratch. With all games available, this makes the download around 12 GB.
The good news is - you can expect more frequent patches from now on. Happy days!
Please find the purged changelist below.
General Changes:
- Fusion now has its own menu and gametitle as default, the game no longer launches with the SS3 menu settings. As such, the SS3 intro now plays when the first level of SS3 is started.
- Added new default gamepad layout (classic one is still available as option).
- Added a new weapon wheel that slows down time when used to select weapons.
- Added a new Bloom system.
- Menu now properly scales on 4K resolutions.
- Many other smaller changes.
Fixes:
- Fixed hitscan tracer bug.
- Fixed tilted projectiles bug.
- In Versus, the player should be damageable while crouching now.
- Fixed bug where weapon effects would be rendered on both split screens when first player fires gun in first person view.
- Lots and lots of other smaller fixes.
Editor:
- Much larger Navigation meshes are supported now for more complex levels.
- Added support for textures up to 8K resolution.
- New system for damage multipliers on hulls. Hulls are added through "DamageMultiplierHulls" mechanism. Hulls with damage descriptions are embedded into puppet body params. Damage hull can define damage multiplier and damage type.
Notes for Content Creators:
- Changed how lightmap sizes are generally set up: Now every model should have its lightmap sizes defined in their mesh settings, instead of individually in Shader Modifiers (but shader modifiers are still needed to apply the lightmap). Some custom maps might need to have their GIs rebaked and some custom models' lightmaps adjusted due to this.
- Changed Nominal Velocity for Moving Animations: They are no longer set up in Moving Animation schemes, but in the animations directly in the Animation editor. If you have custom animations, you will likely get error messages related to this.
- Editor now puts out an error if a model uses invalid bones for attachments. You have to fix those or remove those attachments for the error to go away.
- Thanks to the new Bloom system, it is very possible that some custom maps might have problems with overly strong bloom. You can reduce the bloom on your level's post processing effect entity.
- Due to new NormalMap format, all custom Normal Maps will have to be recreated!
- In general, all custom content will likely have to be resaved for them to work again.
Dear modders, if you're having trouble with your mods after this patch, please refer to this guide by the powerful Noam2000, and make your mods look peechy again.
https://steamcommunity.com/sharedfiles/filedetails/?id=1551651827
***
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"
They call Infinity War the most ambitious crossover in history, but wait until they see I Hate Running Backwards, a game where Serious Sam is joined by other action heroes in the craziest shoot-em-up to date!
I Hate Running Backwards brings you heroes from Shadow Warrior, Hotline Miami, Enter the Gungeon and other fan-favorite games. Play it now on Windows and Linux!
https://store.steampowered.com/app/575820/I_Hate_Running_Backwards/
http://store.steampowered.com/app/257420/Serious_Sam_4_Planet_Badass/ Hey everyone! The time is finally right for us to do an official announcement of Serious Sam 4: Planet Badass. The full reveal will happen at the Devolver Digital E3 conference, this June in LA, but in the meantime be sure to wishlist the game on Steam to get all the latest info and updates first. Oh... and there's a nice little teaser on the store page, so be sure to check it out and tell us what you think. :)
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/564310/discussions/0/1700541698689161214/
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/564310/discussions/0/1700541698689161214/
Hey folks. We did some more fixing around, so here's a brand new update for you. This update focuses on some of the issues that have been reported more than once. For those of you who are playing VR, this update brings official support for Windows MR headsets, with official ghost controllers, adjusted controls etc. The list of changes is posted below. General changes: - 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 - improved the crosshair so that it's now in a fixed position when playing form the first person perspective - fixed instantly respawning items on Versus maps Sam HD Specific: - Harpies will now shoot at Sam while he is in water Sam 3 Specific: - enemies should no longer despawn while using the jetpack during the final fight on Guardian of Time - the Serious Sam (Classic) player model should be selectable in multiplayer yet again - fixed weapons misplacement in the third person view VR specific: - 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 *** 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 fixing around, so here's a brand new update for you. This update focuses on some of the issues that have been reported more than once. For those of you who are playing VR, this update brings official support for Windows MR headsets, with official ghost controllers, adjusted controls etc. The list of changes is posted below. General changes: - 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 - improved the crosshair so that it's now in a fixed position when playing form the first person perspective - fixed instantly respawning items on Versus maps Sam HD Specific: - Harpies will now shoot at Sam while he is in water Sam 3 Specific: - enemies should no longer despawn while using the jetpack during the final fight on Guardian of Time - the Serious Sam (Classic) player model should be selectable in multiplayer yet again - fixed weapons misplacement in the third person view VR specific: - 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 *** 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/564310/discussions/0/1489992713708158545/
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/564310/discussions/0/1489992713708158545/
Things just got more serious. Unleash Sam’s true potential and enhance his instincts with Tobii Eye Tracking. Now armed with several features, Aim at Gaze to target enemies by aiming with your sight. Features like Extended View and Clean UI make gameplay more immersive and allow you to seamlessly experience the spectacular landscapes - without modifying traditional controls. From invasions to battles, your gaze is your new weapon as you save the universe.
Compatible Eye Tracking Devices: Tobii Eye Tracker 4C, Alienware 17 Notebook, Acer Predator Notebook 21 X, MSI GT72 Notebook, Acer Predator Monitors Z301CT, Z271T, XB271HUT.
Things just got more serious. Unleash Sams true potential and enhance his instincts with Tobii Eye Tracking. Now armed with several features, Aim at Gaze to target enemies by aiming with your sight. Features like Extended View and Clean UI make gameplay more immersive and allow you to seamlessly experience the spectacular landscapes - without modifying traditional controls. From invasions to battles, your gaze is your new weapon as you save the universe.
Compatible Eye Tracking Devices: Tobii Eye Tracker 4C, Alienware 17 Notebook, Acer Predator Notebook 21 X, MSI GT72 Notebook, Acer Predator Monitors Z301CT, Z271T, XB271HUT.
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 Fusion 2017. 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. :)
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 Fusion 2017 Update 328320 released Here are the changes: New Features: New Feature - Implemented dynamic flow control options that will allow users to enable/disable dynamic flow control feature. Dynamic Flow Control enables dynamic calculation of BPS for network, making connections more stable and multiplayer more smoother. -Tutorial- 1. Client must go to Multiplayer Options and enable Dynamic Flow Control option 2. If server is not Dedicated Server, go to Multiplayer Options and enable Dynamic Flow Control 3. If server is Dedicated Server, cvar net_bEnableDynamicFlowControl needs to be set to "True" value. 4. Server can limit Client BPS with the variable "ser_iMaxClientBPS", that limits bandwidth used per client. ------------------- New Feature - Implemented multiplayer autodownload to modded mode. With this, Dedicated Servers for Modded Mode are now available! -Tutorial- 0. The Modded Dedicated Server is a separate exe, that you can find in the Bin folder of your game installation; if you have the Dedicated Server Tool installed, of course. 1. Dedicated server can be started with command argument "+downloaded_mods mod1,mod2,etc.". 2. Starting server like this will cause it to download requested mods from Steam Workshop. Server will be paused while downloads are in progress. After download, server will add newly acquired mods and continue as normal. 3. In general, every Workshop mod that the Server player have and is Enabled in the game, all clients will download before they can join the modded server. This includes aesthetic mods (player skins, weapons skins, etc) too! 4. Doesn't work for custom GRO files placed in the Content folder, just Workshop items. Known Bug, fixed in next patch: Sometimes when the Client downloads a needed mod used by the Host, then the Host immediately disables that mod then rehosts the server, the Client will be stuck in a "Client and server have incompatible mods" loop. Manually this can be fixed by the Client deleting the "DownloadedMods.txt" file located in: [Steam Installation]/Serious Sam Fusion 2017/Temp/SteamWorkshop/ ------------------- Changes and Fixes: Serious Sam 3 related: - Some quality of life changes: You can now reload while sprinting, switch weapons while sprinting, and interrupt a reload with firing if you still have ammo. You can also enable click to aim with weapons that can be aimed. (Actually, this last one was in the previous patch as well, but nobody noticed.) - Added new HUD icons for the SingleShotgun, MiniGun, Cannon weapons for SS3 (by Soulmyr, thanks!). - Created missing SS3 version of the Yellow Yarek player model. - Fixed jump animation not playing while moving in third person. - Fixed the stuttering feeling in some weapons' Sprint animations in first person. - Added missing sounds and music to SS3's menu. - Slightly changed the Pistol weapon: Randomized recoil animation, added a small zoom to the aimed mode, changed sounds to TLH's version. - Fixed a bug where C4 wouldn't do splash damage when it was attached to something. - Adjusted Hard+ attacks for various enemies. - Ammo HUD element now displays number of bullets in clip left and rest of the ammo right (original order). - Weapons will no longer play sprint animation when view bobbing is disabled. - Russian voice localization is now selectable. - Fixed shed doors on the "Gathering of Gods" level. - Removed unintended prediction from spiders' projectile attacks. - Fixed sync problems with the EndGame cutscene. - Fixed "The Doorman Should Wear A Suit" achievement. - Various other fixes to levels. Serious Sam HD related: - Werebulls will no longer rotate faster towards player after hitting them. - Demon fireballs are now destroyable by projectiles. - Added missing DM params for weapons. - Added missing ShottyTrouble versus map. - Flamethrower won't start the barrel effect anymore when its being brought up and fire is pressed at the same time. - 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. - Puppets spawned by Mordekai's projectiles will no longer add to total number of kills in the level. General: - Fixed black blood bug. - Fixed puppets speeding up on corners. - Fixed enemy death fall sounds. - Fixed third person camera position for Dive and Swim poses. - 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 bug that was causing muzzle flashes that are particle effects to be rendered in wrong position on screen when high FoV is used. - 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. Editor: - Increased the maximum number of weapon types to 64 and maximum number of ammo types to 32. - Ammo counter is now 4 digits. - Added Script Source Editor, that allows to edit Lua scripts outside a loaded level. - Script editor now supports basic colorization and hints. - Locate entities by ID tool now also works in simulation editor. - Script net members now support saving and loading. - Scripts can now mark entity as changed using the CEntity::NetMarkChanged function. - Enemies can be set on fire in SS3 by flamethrower type weapons now. - SS3 game title now properly supports powerups. - Added new flag for items when they're targeted by a script. Items targeted by script are always allowed. - Updated animation import to create an animset if it doesn't exist instead of requesting user to do it manually. - Added copy/paste envelopes tool. Tool copies content of selected envelopes (channels and keyframes), but for now ignores envelope params. - Updated animation editor shortcuts; R - SetChannelFilterTool Shift+N - CreateAnimSetTool N - CreateAnimationTool Alt+R - TogglePlaybackRepeatTool - The old "Generic Animator" system is replaced by Value Animators, which are more flexible, less error prone (no resource sharing hell), and controllable from scripts. 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. ***WARNING! DUE TO CHANGES IN RENDERING CODE, ALL CUSTOM MAPS MUST BE RESAVED AND UPDATED ON THE WORKSHOP! THEY WILL HAVE GRAPHICAL ISSUES OTHERWISE***
Eleven months after entering the Early Access phase, SSVR: The Last Hope is now available as a full release, and it's even better, badder and more epic than we ever imagined!
Thanks to the huge support of the gaming community our VR baby duckling grew to be a beautiful, giant, armed-to-the teeth swan with flaming eyes, and we can't wait for everyone to jump in the final version. We also couldn't have done it with your support and feedback – thank you for being the best community and fans any developer could wish for!
http://store.steampowered.com/app/465240/
With today's epic final update The Last Hope introduces randomly generated gameplay, available on five existing and three new levels. This new gameplay option is split to three different modes – Arena, Endless Wave and Daily Challenge.
Serious Sam Fusion 2017 Update 313521 released Here are the changes: Serious Sam 3 related: - Serious Difficulty Rebalance, which includes: - Adjusted the Hard+ attacks of several enemies. - Added new Hard+ attacks to several enemies. - There should be now a lot more enemies on Serious difficulty, restored old spawns and even some new battles throughout the game. - Ammo Refill crates no longer appear on Serious difficulty, with the exception of a few C4 crates needed for level progression. - The Explosive weapon had wrong sound scheme set up in its first person animations, causing some of its sounds to never play. Fixed. - Some weapon pickup sounds were muffled due to wrong set up. Fixed. - Changed water surfaces of SS3 DLC levels. They should look better and not have projectiles explode on them. - Fixed cutscene camera not stopping for clients in multiplayer. - Adjusted the Technopolip destruction effects and sounds. - Fixed Axe weapon's third person animations not playing properly. - Created a Netricsa message for the final boss of the Jewel of the Nile DLC. You get it when the boss is spawned and it hints at its weakness. - Players will now drop their weapons on death in versus mode. - Changed the auto select priority of weapons so whenever any weapon depletes, they won't all switch to the cannon. - Sam shouldn't get cramps in his arm when showing the Sirian Bracelet anymore, so he will likely put his arm down all the time from now on. - Player is now not allowed to climb ladders if they are too high to be reached. - As often requested, made the level end of Silent Riddler user triggerable. - Fixed Cave Daemons climbing destroyed columns. General: - 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. - 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. Editor: - Added DisableDespawn() script event to Puppet and Spawner entities. VR: - 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. Known bugs: - The credits sequence desyncs at the end of Guardian of Time. We are working on a solution for this, hopefully will be ready for next patch. - There are some shadow problems on the Under the Iron Cloud level. We noticed this when the patch was already built, but it will be fixed for next patch.
Croteam has partnered with independent developer Crackshell (Hammerwatch) to unleash Serious Sam’s Bogus Detour, a retro-styled take on the legendary first-person shooter series!
https://youtu.be/59HyLq2jkhI
Serious Sam’s Bogus Detour launches with up to 20% off the standard price for a limited time as fans that own any Serious Sam game or Crackshell’s Hammerwatch will receive 10% off in additional to the standard 10% off launch discount. The debut of Serious Sam’s Bogus Detour hits alongside a massive Serious Sam franchise sale on Steam with up to 90% off all other games in the beloved series http://store.steampowered.com/sale/serious-sam/].
Serious Sam’s Bogus Detour is an all-new action-adventure in the legendary Serious Sam saga from Hammerwatch developer Crackshell. Battle through beautiful Mediterranean locales, dangerous biological weapons labs and even high-tech moon bases as a one-man wrecking crew or in four-player online cooperative for maximum chaos! Dominate the chaotic 12-player Survival and Versus modes or make your own mods, modes, and even total conversions with the included game editor. Serious Sam’s Bogus Detour is the biggest little Serious Sam game ever made!
The Serious Sam series began as the prototypical indie game with developer Croteam existing as a group of childhood friends working on a groundbreaking tech demo in a garage. The series has gone on to sell millions of copies and recently branched into virtual reality with a collection of Serious Sam VR games. Serious Sam’s Bogus Detour is a return to these indie roots and a continuation of the Serious Sam Indie Series that includes Vlambeer’s Serious Sam: The Random Encounter and Mommy’s Best Games’ Serious Sam Double D.
Serious Sam Fusion 2017 Update 310488 released! IMPORTANT: With this update, Serious Sam 3: BFE is added to Fusion. Note that there is no VR version of it, as there are still some VR features specific to SS3 that are not implemented yet. The VR version of SS3 will be released at a later date. Also please note that the SS3 Fusion download will become available gradually during the day as we are adding it to various packages that people have bought the game through. Possible hiccups are expected and please let us know if something is broken (there probably will be). However, unlike with Serious Sam HD for Fusion, multiple smaller and bigger changes were made to the game, according to the feedback that we have received since the release of the original Serious Sam 3: BFE. The largest changes include: - Changes made to the levels and enemies to fix a so called "churn" with the overall gameplay; where the game seemed to annoying or monotone. Due to these changes, mainly on Normal difficulty, some battles were changed, some enemies no longer spawn, and some enemy stats have been changed. In general, the game should be less annoying and difficult to play on Normal. - Enemies that had a perfect immunity to non-explosive weapons, like the Khnum and the Technopolip now have a 50% immunity to non-explosives instead. - On the other hand, Hard and Serious difficulties have been made more difficult. Some enemy spawns that no longer appear on Normal will appear again. Several enemies also have additional attacks on Hard and Serious! (You'll "love" the kleer.) - Many many smaller changes. Try to find them all! As SS3 is a highly complex game, here can be a plethora of additional bugs that are not yet fixed. So consider this release as a beta. Thank you for understanding and for any potential help you can provide finding all these bugs! Regular 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.: - Added cvar prj_fCameraDistanceFactor that scales the desired distance for third person camera. - 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.
Build 301625 for Serious Sam Fusion 2017 is released! 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. - Improved the look of the meteors that fall on the final level in TSE. - Fixed secret invisibility item on Corridor of Death being launched too strong, ending outside the level. - 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. Editor: - Fixed performance issue in script source editing for large scripts. - Various improvements on GenericWeapon system. Still not guaranteed to be perfect, but it is very close to the old weapons system in functionality. - Gradient control: Added dialog for editing keyframes - Edit control: Ident suggestion list now reacts on Ctrl+Enter instead of just Enter - Meta Tree control: Enabled highlighting of modified values by default - Script Source Edit control: Added context menu item for selecting script's targets - Script Source Edit control: Added drop-down menu for assigning variables - Select Chain Entities tool: Script entity is no longer selected - World Editor default tool: The "D" shortcut now always assigns a custom coordinate system when any entity is selected. To disable custom coordiante system, hit "D" when nothing is selected.
Feeling philosophical? So many puzzling choices. Here's a no-brainer – The Talos Principle Gold Edition is now available!
http://store.steampowered.com/bundle/3042/
Gold Edition includes the original game and every DLC budnled together, and represents a fantastic value for new players (Srsly? Never played Talos?). Thanks to Midweek Madness, it's currently heavily discounted (-81%).
Build 299537 for Serious Sam Fusion 2017 is released! - Players now drop weapons in multiplayer. - Fixed enemies shooting at floor while the player is crouching. - Serious Bomb ammo is now depleted even with the infinite ammo option enabled. - Workshop files are now loaded on OSX and Linux. - Added background to the newsfeed to make the text more readable. - Added rcts_strAcceptFilter in addition to rcts_bLocalMode for configuring telnet server access permissions. - Many gameplay/level fixes. (Too many to list.) - Various Vulkan fixes. - (VR) Fixed crash bug that occurs when dying with weapon selection open. - (VR) Fixed licenses for Serious 8 models.
[ 6084 ]
[ 777 ]
[ 4040 ]