[CT]Robert  [developer] May 10, 2013 @ 1:00am
Serious Sam 3 Update 181708
Serious Sam 3 Update 181708

Build 181708 for Serious Sam 3 is released.
If you have previously opted into public beta, you already have this.

Here are the changes:

- Added support for new GPUs from nVidia and ATI.
- Fixed potential crash when FPS graph is disabled and then re-enabled.
- Fixed collision on a building in SV_UnderPressure level.
- Fixed a possible exploit in split-screen survival.
- Fixed a Steam Workshop issue causing some of the packages user was subscribed to to be silently deleted in case of an error. Now the game reports an error and performs no synchronization in such cases.
- Fixed baking of light probes within editor; it now correctly determines whether a light is visible or invisible due to being hidden behind some model(s).
- Fixed problem with overdraw visualisation modes not working when fast-lights are enabled.
- Added point-overdraw rendering mode, very useful for visualizing small triangles, where model LOD is too high! Also, removed lightmaps' size rendering mode - no more use for it, since lightmaps are atlased.
- Optimized uploading of cube-map textures.
- Optimized probe light baking.
- Fixed a rare bug in post-processing.
- Fixed rare blinking problem in some instanced models.
- Fixed wrong wrapping of German text on loading screen.
- Decals' bounding box for selection now reflects size of decal.
- Enabled "Create .gro file" for all documents (tex, rsc, etc.). Added file list dialog for selecting which files go into the archive.
- Updated "Create .gro file" option to use the built-in zipper instead of an external tool.
- A progress bar is now displayed when collecting resources for creating a .gro file.
- Added warning if a .gro file contains no files.
- Linux: additional mouse buttons are now supported.
- Linux+OSX: split screen menus now show player names and input devices instead of "Dummy".
- View bobbing strength params are now exposed in player puppet params, rather than hardcoded.
- Scripting: added a new macro function: mthSafeNormalizeV3f(), which normalizes a vector and is safe to call on nul-vectors.
- Scripting: added new macro functions for manipulating puppets' tools: AddDesiredTool(), RemoveDesiredTool(), DeleteAllTools(), IsToolAttached(), IsToolDesired().
- Scripting: added new macro functions for controlling puppets' view direction and movement: GetLookDirEul(), GetDesiredTempo(), SetDesiredTempo(), GetMoveType(), MoveToPoint(), SetCharacterMover().
The function GetMoveType() returns the editor name of the current value of pupet's move type. Possible return values are: "None", "Goal point", "Desired tempo look", "Drive steer look".
The function MoveToPoint() sets the puppet to move towards a given destination. Internally, this sets up a move-to-point character mover, which automatically switches to navigation mover (and back) as required. However, the MoveToPoint() macro function itself is inexpensive, and can be called every frame.
The function SetCharacterMover() can be used to override the character mover directly, bypassing the usual tactic selection logic.
- Scripting: puppets now send a "GoalPointReached" script event upon reaching their goal point.
- Scripting: unified naming convention of puppet macro attack functions and added leap attack macro function. The functions are now called: AttackMelee(), AttackShoot(), AttackLeap().
- Scripting: added a new macro function to puppet: IsInvisible(). This function checks if the puppet has an active invisibility power up, or if the player used the invisibility cheat.
- Scripting: added a new macro function to puppet: MarkNonIdle(). This function should be called on scripted player actions to break idle time counter.
- Scripting: added a new macro function to puppet: CanSeeEntity(). This function will perform an entity-to-entity raycast and return its result.
- Scripting: added new macro functions to player puppet for showing/hiding attachments and spawning particle effects on player's main hand weapon, playing custom weapon animations and checking if weapon is busy. The functions are: IsRightHandWeaponBusy(), PlayCustomAnimOnRightHandWeapon(), RemoveCustomAnimOnRightHandWeapon(), ShowAttachmentOnRightHandWeapon(), HideAttachmentOnRightHandWeapon(), SpawnParticleEffectOnRightHandWeapon().
- Scripting: added new macro functions to player puppet for manipulating player speed multiplier, and weapon rate of fire multiplier: GetSpeedMultiplier(), SetSpeedMultiplier(), GetRateOfFireMultiplierOnRightHandWeapon(), SetRateOfFireMultiplierOnRightHandWeapon().
- Scripting: added a new macro function to player puppet: GetAimedPuppet(). This function returns the puppet which is currently under the crosshair.
- Scripting: added a new macro function to world info: GetClosestLivingPlayer(). This function performs a linear search for the closest living player to a given entity, within a given range.
- Scripting: added a new macro function to particle effect entity: SetRelevantEntity().
- Scripting: model hud element can now ignore aspect ratio correction, if flag is set in params.
Showing 1-15 of 17 comments
< >
SalamatiQus May 10, 2013 @ 5:30am 
Thanks for updates!
Tiny Trees May 10, 2013 @ 8:30am 
Can you update the annoying music. That sitar gets on your wick playing the same twankly riff repeatedly. The oboe/clarinet plying the same four notes over and over again never changing for hours. Seriously infuriating. The best bit of music in level 2 - Into the Spider's Nest, so don't touch that, it's epic.
[Neon] Icy RD May 10, 2013 @ 8:35am 
nice
Aphyxia May 10, 2013 @ 12:34pm 
Tiny Trees, you might want to try the Classic Serious Sam music mod (can't remember it's exact name). The game got 2x better after installing it.
Wezilla May 10, 2013 @ 7:22pm 
Thank You same to SS : TSE
Tiny Trees May 11, 2013 @ 10:26am 
Sorry, I should add to my post @ 10 May 2013 @ 4:30pm. I meant the music only in level five, was driving me crazy. The sitar and the wind instrument doing the four notes only. I take my time with the levels, and don't rush through them like the time hint suggests. That makes the music loops go on forever. After a break it's all fun again to continue the level, as always is with SS. Aphyxia - thanks for the hint, but I'd leave SS3 as it is. I saw the SS2 mod, but not for me. **** Hopefully one day they will HD SS2, (*please Croteam*), and I will buy it then. [Though play probably looks OK standard def.]
[DGA]Lord_Arschbacke May 12, 2013 @ 5:57am 
i agree that the music is sometimes annoying (damn you dark areas!!) I dont get why the awesome tracks are only played at the beginning of the game. There are so many epic fight near end and you never hear the WAR!! Tracks from the beginning :(
MaLDo May 13, 2013 @ 4:56pm 
Originally posted by ctRobert:
Serious Sam 3 Update 181708

Build 181708 for Serious Sam 3 is released.
If you have previously opted into public beta, you already have this.

Here are the changes:

It's incredible you update the game yet.

I found a little glitch in running animation with machine gun. There is a frame jump in the world movement every 2 seconds more or less. Doesn't happen with other weapons.
[Goi]hawake[Linux] May 15, 2013 @ 10:49am 
Thanks for update, but the game is still unplayable on Linux machines with ATI graphic cards... for example, on Windows it runs smoothly at about 50-60 fps (all settings to maximum) while on Linux it goes for 9-10 fps (medium settings and below...), hardware: Intel Core i5 at 2.66 Ghz , 8 GB of RAM and ATI HD5830 as videocard. :(

Thanks for making this game i hope to play it on Linux one day...

Bye
hawake
Tiny Trees May 15, 2013 @ 5:44pm 
Hi, sorry me again. I was just playing level nine, (and still am); another audio issue. The lightning causes massive cracking noises or thunder claps. It needs trimming down in regularity. At the moment it's a minimum of one crash every ten seconds. That's lots of loud crashes when you take you time in the level. Had to take a few breaks, to come back fresh later. I like this game, but unlike the music, the thunder can't be decreased in volume. Or we'd lose the gun shots and baddie noises. (Oh yeah and one more audio issue Croteam. What (!?!) is that racket when aliens port in. It sounds like the sub-woof is blowing its driver. (P.S. I don't know if I ever enjoyed taking down baddies as much as I do in this game.)
Last edited by Tiny Trees; May 17, 2013 @ 3:32pm
Nicholas Steel May 16, 2013 @ 5:13am 
Not sure if this is the right place to mention this (Should I start a new thread?) but I've been intermittently experiencing this crash when applying video settings that require the video engine to reset (I see a loading screen after applying them).

Here is a copy of the error message:

---------------------------
Message
---------------------------
Stream is signed with insufficient credentials. ($K:/Steam Games/userdata/37355470/41070/local/SeriousSam3/SavedGames/0000000025_Save_Thumb.tga)
---------------------------
OK
---------------------------
Last edited by Nicholas Steel; May 16, 2013 @ 5:14am
Nicholas Steel May 16, 2013 @ 6:10am 
When wearing headphones it always sounds like your footsteps are heard in front of you which is annoying and most annoying when walking backwards as it makes it seem like your footsteps are trailing you.
『Speed Dunker』 May 17, 2013 @ 8:44pm 
Time to get serious
turtleburgers May 19, 2013 @ 2:41am 
Good work!
Andrewjfree33 May 21, 2013 @ 1:00am 
Thanks for the update.
Showing 1-15 of 17 comments
< >
Per page: 15 30 50
Date Posted: May 10, 2013 @ 1:00am
Posts: 17