Bad camera placement? you mean in the third person view?
(Or is it for head bobbing and FoV? both are easy to change, even easier now after these latest patches.)
No, the camera is placed too far in the world in the first person mode. Its like you are always in binocular mode or weapon scope. It is designed for consoles, not for pcs therefore when you play you see less on screen and may get motion sickness.
Imagine zooming in and changing field of fiew. Its two different things. I also thought that this is FOV, until I started changing it and realizing that there's still something wrong with player's camera.
Network priority for projectiles is now boosted dynamically for each player's connection so that he gets those projectiles that are more important to him first (those fired by him, or at him).
- Optimized render target switching to improve performance on multi-GPU setups.
- Optimized screen clearing for SLI setups. Can be tuned by new cvar 'gfx_iClearBeforeRendering'.
- Fixed problem with too much shadow buffer clears when using muti-threaded rendering on multi-GPU setups.
- Fixed problems and crashes with several renderables in multithreaded rendering. (Note that this still an experimental feature!)
- Optimized memory usage for several multiplayer characters in team modes, by reusing same texture for red and blue, with dynamic colorizing in shader.
- View bobbing option now also affects weapon bobbing and weapon swaying.
- Fixed auto aiming (used by gamepads) on Warship enemy, so it aims for the right spot, not the center of the ship.
- Added yet another controller preset.
- Added some new swim and dive animations for the player (so user-made maps can use deep water).
- Controller crouch command no longer displays player list.
- Fixed controller being unable to skip intro cutscene.
- Errors related to microphone settings are now classified as "log", as they are not actually a problem.
- Optimized lightning particle effect implementation. On average, memory consumption is reduced by 50%, and performance is increased by 30%.
- Limited maximum subdivisions on lightning particles to ensure the do not exceed reasonable time and memory boundaries.
- Fixed potential crash after canceling a server list query.
- Added Russian localization for Santa Sammy.
- Fixed game freezing on entering menus via right arrow keyboard key.
- Updated in-game and in-editor console line editor to support unicode strings.
- Updated slider to fade out its value when widget is not on the active menu.
- Fixed graphics options defaults not resetting FOV value to default.
- Aiming hint for Devastator will not be shown if the user doesn't own the Devastator scope DLC.
- Fixed a possible crash occurring in a rare situation of player picking up a scaffolding pole while some client is connecting.
- Fixed an issue with wrong weapon shooting placement on hands weapons if they are used after "getting up from the floor" player animation.
- Fixed an issue causing Mutilator to sometimes fail to work on client if it's not rendered on server.
- Console font is now an OpenType font (DejaVu Mono), instead of a fixed bitmap, thus it supports a wide range of non-ascii characters and different scaling.
- Added console font scale cvar.
- Disabled cheat menu access during level loading.
- Fixed Khnum sliding after melee.
- Fixed endless loop at game start under OpenGL; waiting for all shaders to be pretouched (which never happens in OpenGL).
i wanted to play this game in splitscreen. One player with mouse and keyboard and one player with a gamepad(xbox360). but if i wanna duck i have to click de left stick but then i also see the score list. More people with this problem.
Not played this in 2 days but just tried and supposedly all my saves are damaged, every single one of them
That sucks, but luckily you can start the level you were on.
Thanks for that, I hadn't even noticed
I did restart the level and quickly quit, that level was a nightmare first time around
I loaded the game up again later and my 2 new saves were now "damaged" but the old ones were all working again
So whats the general consensus on the best crack or release for this game?
I know there was never any scene release but a few other cracks.
Is it playable from start to end?
Yes, there is a completely playable release with a last released crack.
Just managed to finish it and I must admit I hate this game. I don't say it is repetitive, boring it is just my general impression after so many quicksaves and quickloads. I simply can't understand that argument about old school shooter that is for real man. And if BulletStorm is a derpified and consolied rubbish, as some stated before it is time for this old to get his first console
ZX Spectrum 16K/48K | Grundig C410 cassette recorder (adjustable head) | 20BT TV Philips Multistandard Color V37cm | ZX Interface 2 | New Kempston Compatible Competition Pro Switched Joystick | Sinclair BASIC OS
So whats the general consensus on the best crack or release for this game?
I know there was never any scene release but a few other cracks.
Is it playable from start to end?
Yes, there is a completely playable release with a last released crack.
Just managed to finish it and I must admit I hate this game. I don't say it is repetitive, boring it is just my general impression after so many quicksaves and quickloads. I simply can't understand that argument about old school shooter that is for real man. And if BulletStorm is a derpified and consolied rubbish, as some stated before it is time for this old to get his first console
TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"
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).
What a brilliant game this was. Pretty much the best shooter I played in years. It had a slow start... I think they wanted to make a somewhat easier introduction to what Serious Sam is about for newcomers. Once you finish the first 4 levels the game simply goes insane at the half of the fifth level or so, finishing that level with a boss battle that makes you think the developers were crazy. Maybe they were, but that's nothing compared to what you'll encounter in the next levels.
This is a proper Serious Sam game, it's a proper oldschool shooter in which the focus is on the actual shooting, not on some story because "story > gameplay". You want a good story? Well, don't look in this direction... go read a book or play one of those "cinematic" shooters in which the shooting is anything but good. I'm tired of all the games being focused on the story. What the hell happened to the games that were just games?!
Anyway, the combat was fucking brutal in this game. They simply went insane, especially in the last level. I actually dropped the game last night because I kept dying in that level and the game tired me. I needed rest in order to pass all the remaining 600 enemies left from all those 1740 enemies that were in the level. The final boss fight was simply insane too. The amount of shit going on in that battle was just mindblowing. And there's a fucking jetpack! The game doesn't forgive a single mistake of the player. It punishes you for not reacting at the right time. It punishes you for staying in cover most of the time. It punishes you for not moving constantly. But that's just pure fun.
The soundtrack was bloody brilliant too. Damjan Mravunac did an amazing job with it. I loved the eastern themed tracks combined with metal. Even the soundtrack feels oldschool. There's the track "Gladiator" by Ivan Speljak which is basically the song "Hero" without vocals and remixed a bit in such a way that it reminded me a lot of the soundtrack from Quake II.
The graphics? Well, they're certainly very good. I didn't really like how the game looked in the first levels, through the ruined city. They weren't bad, but it was too much HDR there I guess. The interiors rendered in this engine are simply amazing. Great lighting effects in general actually. What is actually impressive is that it looks like this and it's still a DX9 engine and also how great it runs considering the amount of things happening at once on screen.
Last thing I would like to say is that it felt like a complete game. They didn't cut anything to sell DLC later or shit like that. They didn't neglect what happened in the previous game and made this fit perfectly as a prequel. It wasn't short either. It was the longest Serious Sam game, that's for sure. It took me 22 hours on hard. Yeah, that's how long it was. There are 12 levels but the first 4 that I said were bad are pretty much just a quarter of the game, if even that.
Well done, Croteam! You did it again and you showed us that games like this are still possible in this day. I feel bad for not buying the game, but I wanted a retail copy and I can't find that anywhere in my country. I'll buy it anyway at some point. Croteam deserves the money, especially that the game has a really small price considering its price and the fact that other games that are considerably smaller are more expensive.
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Yeah once the game starts opening up, around halfway trough the city environments the game really starts shining, high difficulty level and in MP is probably even crazier but I enjoyed the game a lot, the extra effort on patches and support (And mod support.) is also quite nice.
Not much else to say, I wonder what they'll do next.
(Expansion maybe or that update of Serious Sam 2.0 - which recently hit Steam with some smaller changes - we'll see.)
Yeah once the game starts opening up, around halfway trough the city environments the game really starts shining, high difficulty level and in MP is probably even crazier but I enjoyed the game a lot, the extra effort on patches and support (And mod support.) is also quite nice.
Not much else to say, I wonder what they'll do next.
(Expansion maybe or that update of Serious Sam 2.0 - which recently hit Steam with some smaller changes - we'll see.)
i read somewhere they want to remake ss2
Quote:
"Regarding Serious Sam 2 on Steam, our current plan is to basically recompile the game, so we can then add Steamworks for online play.
That way we will have all Croteam developed Sam PC games available online at one place.
We were thinking on doing a HD + total remake, but we will leave that for the future plans.
There is a lot we would like to change in gameplay, visuals etc. to make it like it should have been (that's why it is reffered to as total remake), unlike HDs where gameplay sticked to the originals. But, we decided to keep it in original, as, contrary to general thinking, looking at feedbacks we received over years, quite a few people like it as is now and we would dissapoint them.
We still need to do business talks with Valve and Devolver, but really don't expect roadblocks there.
Plan is to start all that after BFE is released."
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