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Serious Sam 3: BFE - Jewel of the Nile DLC out tomorrow!
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It was great fun you guys
Twitter: busfahrer -- Quake Live: busfahrer -- StarCraft II: busfahrer.184 (EU)
http://steamcommunity.com/id/idolninja
On the minus side- takes a while to get crazy, has some kinda tedious crypt areas, last level's a grind, graphics warrant spending a while dicking with the options.
On the plus side- awesome level design with some big destructible open environments, really satisfying weapons and carnage, quick snappy gameplay with a bit more depth than TF/SE, shitloads of enemies to kill, graphics are beautiful in places.
TF2 Backpack
Like, I'd be perfectly happy with depictions of violence like in that Dawn of War avatar I see, where there's still people getting impaled and there's still gore. Between the first-person mutilation moves and the much bloodier blood sprays, I just find it less appealing. Does it still have the multiple different violence settings like in the old Serious Sam games?
Rock Band DLC / A Cheesecake Recipe / Xbox Live
I love this game. Thank you envoy.
http://cloud.steampowered.com/ugc/649875346816196547/01FF0D80C7A5390C71BEDA8D2A26E25772CAD2EF/
Not really finding much use for the melee animations given how amazing the hammer is for racking up free kills.
got more chains than the snow patrol every one razor thin like an insect stripper pole
"It's not over until I teabag EVERY LAST ONE of you alien mutherfuckers." How can anybody not like Sam's cheesy action hero bravado and one liners?
They are better if you run through them as fast as you can murdering everything with the sledgehammer.
Also, lest we put on our rose colored glasses, TFE had a pretty similarly slow pace starting out. Second Encounter didn't, but of course Second Encounter is like the holy grail of brilliant FPS level design.
Or at least it's a step or two above Will Rock and Painkiller.
got more chains than the snow patrol every one razor thin like an insect stripper pole
The beautiful thing about the Serious Sam games is that once you play those levels, you never have to see them again. You can just select your preferred starting point and get serious.
I'm inclined to think this as well. It goes on a wee bit too long, though usually there was a nice big fight here and there to keep it from being too dull. I don't know exactly where it kicked in with me - I think it might've been one of those turret sections
BOOYAH MOTHERFUCKER HOW MY PLANET TASTE
I write for these people. Just reviewed: Drox Operative
Also, I can't stress enough how much more awesome the arsenal is compared to the First and Second Encounters. . . not just because everything feels so much punchier (love the new pistol and the AR with zoom) but because there's a lot more given to you for dealing with those pesky rushing enemies. The sledge and Mutilator are the perfect tools for screwing over Kleers.
One thing I do miss with respect to that is the flamethrower. I feel like there is a still a niche for that gun as a "hose down this close yet massive cluster of rushing dudes" gun. The sledgehammer is better for cleanup and the minigun is not as tight up close.
got more chains than the snow patrol every one razor thin like an insect stripper pole
Once I got the hang of them, I really liked the C4 charges. Apart from instantly erasing anything up to a scrapjack, they're great for tearing down the columns those stupid monkeys use for cover.
Also, apparently there's a cheevo for never sprinting, manually reloading, or using iron sights. I think I know what I'm doing next :whistle:
I write for these people. Just reviewed: Drox Operative
:shock:
Welp, I know what else I'm going to be doing in the aforementioned replay.
And by that I mean check youtube for help, because I'm terrible at finding secrets.
I write for these people. Just reviewed: Drox Operative
The laser:
Rock Band DLC / A Cheesecake Recipe / Xbox Live
The laser
There's also at least two places where you find the sniper rifle, but I forget quite where they were... I know one was part of a "secret vista", though.
I managed to stack up a few games from the sales and so I've npt spent much time in SS3 other than some co-op splitscreen. We managed to get past the second level but were both burnt out by then, I was dragging him through it hoping it would unlock level 3 in SP. Loaded it up again myself and managed to get to the same point then stopped...Glad it gets better especially after a double dose of level 2. Will wait till later for the laser
Quite gutted that I missed out on a full co-op run through but would definately be up for some more SS3 MP in any form, sign me up?
Also, while the cutscenes don't really do much for the game, I have to admit the music playing during the chopper flight intro puts me in the mood to fuck some shit up:
A blatant "Born to be Wild" knock-off, but I dig it.
I write for these people. Just reviewed: Drox Operative
Serious Sam 3 Update Released
Product Update - Valve
o Added support for AlienWare LightFX effects. o Fixed a number of issues (mainly related to HUD and menus) when using stereoscopic 3D rendering. The game should now look good in stereo 3D.
o Added GPU quality profiles for ATI Radeon HD 7000 series. o Voice chat now uses internal protocol with Speex compression. This lowers the bandwidth requirements for the voice traffic and makes voice transfer less bursty.
o Different screen layout configurations can now be chosen when playing in split-screen.
o Reworked a number of models by adding some more LODs for them, optimizing their geometry, fixing some errors etc. This should improve performance and used memory somewhat.
o Created some more swimming animations for player character.
o Fixed crash that occurred when kicking a Soldier enemy with multithreaded rendering enabled. o Sniper zoom now works correctly regardless of aspect ratio. o When generating crumbs, normals and tangents are not created if source model's shaders don't need them. o Fixed some crashes related to text rendering when multithreaded rendering is used.
o Added cvar 'mdl_bMorphedShadows' for controlling whether morph animations will be applied in casted dynamic shadows or not. (Default is disabled since it boost performance noticabely, while quality remains almost the same since morphs are used only for small model deformations and speaking.) o Fixed unresponsive safe area sliders in gfx options when adjusting window size. o Refactored implementation of font outline rendering to use a several times lower number of rendering calls.
o The option 'prefer 3rd person view' is now taken into consideration to set appropriate avatar view mode. Manual command for toggling 3rd person view overwrites the cvar linked to menu widget, but this is temporary (i.e., not saved in player profile). o Sniper no longer shows crosshair in versus games. o Added cvar 'ogl_iStaticBuffersType' for selecting which buffer type to use for static buffers under OpenGL. (For performance testing purposes mostly.) When changed, cfunc 'gfxRefreshGeometry()' needs to be invoked manually.
o Optimized in-game memory size of some model animations.
o Fixed a possible crash occurring if player disconnects or dies while using Mutilator to get pulled by a Werebull. o Fixed an issue causing rocket launcher to appear unloaded (missing rocket attachment) if weapon is brought up immediately (such as when starting game at chapter with rocket launcher already equipped). o Enemies without assigned foe player were scheduling moving too often. Now they use less CPU.
o Removed redundant changes of active texture unit in OpenGL.
o Fixed issues with wrong filtering of some textures in some cases.
o Reduced cases where rendering buffers get reallocated, e.g. for SSAO, haze, refraction, distance, sub-sampling and other aux buffers.
o Fixed a rare crash happening when player disconnects while some enemy is having him as foe and doing obstacle avoidance.
o Fixed an issue where picking up a weapon while already having full ammo of its type would not display a message to player to indicate ammo is full. o Tweaked HUD resolution-scale graph to fix an issue where certain HUD elements would overlap in low resolutions (800x600 and 640x480). o Fixed wrong trilinear dithering of shadows under OpenGL. ('ScreenPos' pixel shader input register doesn't have integer coordinates!) o Prevented appearing puppets from colliding with existing puppets and falling through floor upon appearing (common problem with "DigOut" spiders). o Implemented scriptable enemy despawning in case player is doing speed run. It is used on the last level for now.
o Fixed an issue allowing player to move while performing spinning attack with sledgehammer. o Relaxed cases when puppets force their physics to activate, so enemies standing still on uneven terrain can use less CPU.
o Fixed an issue causing Scrapjack's head to remain equipped on third person player model even if melee was interrupted before completion. o Optimized performance of flocking algorithms used by enemy in AI.
o Fixed missing polygons on stairs used on IbnTulun level near mosque.
o Fixed implementation of "Coin-op Co-op" achievement: player needs to finish all levels to get the achievement and is not required to be playing with other players. o Achievement completion checkboxes are now shown for all achievements which must be performed on all levels. o When storing level stats, all available level stats will be stored and all completed levels will be unlocked in profile. This is necessary as it sometimes happens that player profile doesn't get saved correctly (but stats are still stored in save game). o Statistics menu screen now shows statistics for all levels available in current game stats, not only for unlocked levels, as it happens that sometimes levels don't get unlocked even though they should be unlocked (probably a crash before profile was saved). o Optimized smart blur used with ambient occlusion.
o Setting cvar 'prf_bShowFPS' to 4 now shows frame-rate variation for given timing interval. (Just below average FPS.) o Significantly improved performance in several different aspects of AI code in presence of a large number of active entities. E.g. when player spawns a lot of enemies while doing speedruns.
o Fixed cases where too much memory was used if menu background level rendering was disabled.
o Voice encoding quality can now be changed on the fly using svm_iVoiceEncodingQuality cvar. o Voice chat streaming sound limited to buffer at most 1 second of data (otherwise it was possible for it to accumulate lots of data while application was in background).
https://twitter.com/#!/devolverdigital/status/181882938810580992
http://steamcommunity.com/id/idolninja
Hope the DLC's nice and meaty - SS3's the best FPS I've played in years and I'll gladly pick up an extra few levels if offered.
The multiplayer update for survival and other modes is FREE for everyone. The Legend of the Beast campaign DLC to buy seems to be 3 missions.
http://steamcommunity.com/id/idolninja
https://twitter.com/SeriousSamIAm/status/219098211279835136
http://steamcommunity.com/id/idolninja