8/19/2023 0 Comments Serious sam 3 update![]() O Fixed a rare crash happening when player disconnects while some enemy is having him as foe and doing obstacle avoidance. for SSAO, haze, refraction, distance, sub-sampling and other aux buffers. O Reduced cases where rendering buffers get reallocated, e.g. O Fixed issues with wrong filtering of some textures in some cases. O Removed redundant changes of active texture unit in OpenGL. o Enemies without assigned foe player were scheduling moving too often. 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 Fixed a possible crash occurring if player disconnects or dies while using Mutilator to get pulled by a Werebull. ![]() O Optimized in-game memory size of some model animations. (For performance testing purposes mostly.) When changed, cfunc ‘gfxRefreshGeometry()’ needs to be invoked manually. O Added cvar ‘ogl_iStaticBuffersType’ for selecting which buffer type to use for static buffers under OpenGL. O Sniper no longer shows crosshair in versus games. 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 The option ‘prefer 3rd person view’ is now taken into consideration to set appropriate avatar view mode. O Refactored implementation of font outline rendering to use a several times lower number of rendering calls. O Fixed unresponsive safe area sliders in gfx options when adjusting window size. (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 Added cvar ‘mdl_bMorphedShadows’ for controlling whether morph animations will be applied in casted dynamic shadows or not. O Fixed some crashes related to text rendering when multithreaded rendering is used. O When generating crumbs, normals and tangents are not created if source model’s shaders don’t need them. O Sniper zoom now works correctly regardless of aspect ratio. O Fixed crash that occurred when kicking a Soldier enemy with multithreaded rendering enabled. ![]() O Created some more swimming animations for player character. This should improve performance and used memory somewhat. O Reworked a number of models by adding some more LODs for them, optimizing their geometry, fixing some errors etc. ![]() O Different screen layout configurations can now be chosen when playing in split-screen. This lowers the bandwidth requirements for the voice traffic and makes voice transfer less bursty. O Voice chat now uses internal protocol with Speex compression. O Added GPU quality profiles for ATI Radeon HD 7000 series. The game should now look good in stereo 3D. O Fixed a number of issues (mainly related to HUD and menus) when using stereoscopic 3D rendering. Serious Sam 3: BFE Update Changelog: o Added support for AlienWare LightFX effects. As always, the update will be auto-downloaded next time you start the Steam client and you can view its huge changelog after the jump. This new patch is massive and fixes lots of issues, proving that Croteam is dedicated to the PC version of their little gem, even though they are currently working on the console versions of Serious Sam 3. As we told you a couple of days ago, Croteam was working on a new update for Serious Sam 3 and… well… it has finally been released on Steam. ![]()
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