События Serious Sam 3: BFE развернутся в 22 веке на развалинах Египта, еще до начала действий оригинальной игры Serious Sam: The First Encounter. Вам придется защитить планету от нашествий легионов разношерстных тварей и наемников Mental. Трейлер
Проблема: На уровне Свинцовая атака случился глюк: мышь не работает, упирается в небо и все крутится. Не было ни у кого?
Игру надо устанавливать по такому пути C:\Program Files\Steam\steamapps\common\Serious Sam 3 , и тогда никаких проблем с камерой.
Последний раз редактировалось Dark Knight 20.12.2011 12:00, всего редактировалось 6 раз(а).
Default member
Статус: Не в сети Регистрация: 23.06.2004 Откуда: Россия, г. Орёл
emporevo, согласен. Только не второй частью он закончился, т.к. вторая часть была ничуть не лучше третьей. Он закончился тут: #77
Добавлено спустя 5 минут 3 секунды:
Axl_Rose80 писал(а):
не распробовал значит
Не-не-не.. Там процесс распробования идет в обратную сторону. Сначала вроде красиво и интересно, потом однотипно и скучно, а дальше уже виднеется "забивание болта" разработчиков- тупо унылые открытые пространства и куча мобов на кв.см. и проч. Такое впечатление, что игру доделывали убегая из горящего помещения, или с бодуна.
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Статус: Не в сети Регистрация: 03.03.2006 Откуда: Москва
emporevo, sErgillo чёт вы загоняете ... игра настоящий ад от сатаны ... мясо, олдскул и никаких компромисов ... Даже сильно порадовавший моё сердце Хард Резет здорово ей слил ...
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Статус: Не в сети Регистрация: 03.03.2006 Откуда: Москва
Ну да, как же, запели старую песню про траву ( мол раньше зеленее была и вставляла лучше). Вот только сабж не виноват что вышел сейчас а не в эпоху ренессанса, ога. А геймплей в нём каноничный на все 120% + графон , музлон и хумор а вы просто сопли по столу размазываете, не сказав ничего по существу .
Default member
Статус: Не в сети Регистрация: 23.06.2004 Откуда: Россия, г. Орёл
Sicvestoratium писал(а):
не сказав ничего по существу
Впрочем, как и вы.
Sicvestoratium писал(а):
сабж не виноват что вышел сейчас а не в эпоху ренессанса
Ключевая фраза, прошу заметить. Именно- виноват, и никак иначе. Ну, если вы "могёте" ментально переносится в разные эпохи, исключая современное окружение, то это ваша уникальная почетная способность.
З.Ы. Можете не утруждаться отвечать, или троллить далее, отвечать по теме холивара "нравится-не-нравится" более не намерен. И еще- давайте жить дружно.
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Статус: Не в сети Регистрация: 03.03.2006 Откуда: Москва
sErgillo писал(а):
Впрочем, как и вы.
Да нифига...
Sicvestoratium писал(а):
геймплей в нём каноничный на все 120% + графон , музлон и хумор
А вот ...
sErgillo писал(а):
Сначала вроде красиво и интересно, потом однотипно и скучно
Вилами по воде , да и не правда... Дизайн уровней там отличный а плюшки и монстры открываются чуть ли не 2\3 игры ... Хотим по существу, вот пожалуйста закуривайте
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Статус: Не в сети Регистрация: 02.06.2010 Откуда: Москва Фото: 8
SicvestoratiumsErgillo Ребят, чего холивар развели - у каждого свое мнение и человека не переубедить. Лично я написал свое, а вы тут начали спорить разводя из мухи слона. Это тоже самое, что одному нравится есть лимон, а другому нет. И тот которому нравится убеждает оппонента в том, что лимон вкусный, полезный, ссылки на статьи кидает и т.д. - это все бессмысленно!!!
Member
Статус: Не в сети Регистрация: 03.03.2006 Откуда: Москва
Каждый имеет право на мнение, даже ошибочное. Я не переубеждал, а всего навсего обосновал свою точку зрения. Ссылка не на обзор а на небольшой ролик-мнение, который довольно лаконично и чётко рассказывает о игре.
3 new massive missions set against a mysterious island, treacherous canyons, and ancient temples Battle against the powerful Aludran Reptiloid for the first time in Serious Sam 3 and face-off against an all-new gargantuan final boss More laser rifle? More sniper rifle? A new battle axe? You got it! New challenging Steam achievements
Про плазменную 4-х стволку и снайперку эт понятно,но зачем секиру добавили?Я и с кувалдой справлялся...да я и без нее в принципе гнару глаз на опу натягивал(ИМХО брутальнее получалось) С ssd каждый гиг дорог и приходиться из нескольких десятков игр выбрать 4-5 лучших - БФ3,Д3,ГТА4 и конечно SS3.Семен реально зацепил,старый-добрый олдскульный геймплей,современная графика,не только выжимающая из видюшек и процов все соки,но и взамен дающая отличную картинку и оптимизация конечно на высоте.Такие игры выходят ооочень редко.
_________________ Внимание!Данное сообщение заговорено!Модерирование приведет к венерическим заболеваниям и половому бессилию!
Advanced member
Статус: Не в сети Регистрация: 20.03.2009 Откуда: USSR
В Steam'е вышел большой патч (из нововведений, помимо многочисленных багфиксов - новые карты и поддержка VAC: читеры, берегись! ):
- NEW! Added 7 new versus maps and 3 new survival maps. - NEW! Added support for VAC.
- When playing versus with automatic map rotation, if playing some map other than the official ones, next map would always be Slumoner. Fixed. - Fixed problem with debris sometimes being lit by distant light even in underground rooms. - Updated localizations for Chinese, Russian, Polish and Czech. - Added support for caching GLSL shaders' binary code under OpenGL via "GL_ARB_get_program_binary" extension. (Currently only works with separated shaders!) - Fixed some cases where (false positive) credentials errors were causing the moddable game to exit. - Fixed SeriousEditor reporting credential errors when user tried to finalize files from list. - Fixed SeriousEditor reporting credential errors when user tried to execute custom script commands. - Fixed a case where 3rd person player model would be left without weapon in hand in some situations. - Devastator projectile can now hit other physical projectiles. - Driver version detection now works under OpenGL. - Update auto-detect GPU info for new and existing cards. - JPG files are now supported as a valid texture file type. - Fixed a very very rare case of crash when printing time/date values (e.g. in load/save menus). - Fixed an enemies remaining without an animation (rendering T-pose) in some very rare cases. - Fixed jetpack sound being heard on entire map. - Fixed errors when getting on or off ladders in network in some cases that didn't manifest on official maps. - Fixed Rockets exploding on launch in some cases if fired while swimming. - Fixed some wrong HUD visuals happening when using combinations of keyboard/mouse and gamepad. - Fixed player banning not working and re-enabled player time ban in voting menu. - Added support for OpenGL "GL_ARB_separate_shader_objects" extension, which speeds up shader compiling under OpenGL. - Fixed fight music sometimes continuing playing when an event script was supposed to induce silence. - Fixed big lens-flares being visible over sniper mask. - Fixed black screen issue under OpenGL when player is hurt. (Mostly appeared on Mac) - Added OpenGL extension for determining amount of video and texture RAM on NV and ATI GPUs. - Fixed some artefacts on Pirate Pete player model. - When no players are alive and have no lives left in a game mode that uses lives, game play will end (in 5 seconds to allow after death score from kills) and map will be restarted. - In case there are no living players anywhere on the world, the first available spectator camera will be selected as best. - Some optimizations in sound playback system. - Light streaks effect quality is now smoother and can be adjusted via new 'efx_iStreaksQuality' cvar. - Fixed black surfaces in some cases when a model with Vegetation shader is instanced. - Further optimizations in multithreaded renderer. - Fixed a rare crash when using C4 in network games. - Various rendering performance optimizations. - Fixed occasional crash at startup of Serious Editor. - Faster texture uploads under Direct3D. Also, if d3d_bMultiThreadedDevice=1, it can upload in separate thread. - Numerous bug fixes for OpenGL rendering. - tex_iSquishCompressionQuality controls DXT compression quality of Squish algorithm; used only when NVIDIA texture tools are not installed - Serious Editor now supports high quality texture compression even in Steam builds. Install NVIDIA texture tools ( http://developer.nvidia.com/content/gpu ... ompression ) to enable this. - Updated fbx import to support blend shape animation. - Fixed bug which caused falling damage when player would climb down the ladder. - Ladders can now be used underwater. - Player can now exit the ladder after climbing down to its base, even if there is no floor below. - Fixed cases where ladders would not work correctly on clients. - Fixed a rare crash that happened some times if client was left in the "you were disconnected" screen for very long time. - Several optimizations in network processing, which lower the CPU load on server and make better use of available bandwidth for clients. - Added steam_bEnableVAC cvar for starting a dedicated server with VAC support. VAC is now enabled by default. - Added a checkbox for filtering VAC unsecured servers in the server list. - Server list now shows an icon for VAC protected servers. - Dedicated server no longer reports errors if XInput is not installed. - Using third person view mode is no longer reported as cheating in versus game modes. - Fixed RConServer handling of cursor offset when pasting text or using home / end keys. - Rcon telnet server now prevents brute force password guessing attacks by limiting number of allowed connection attempts by various criteria. - Fixed a possible crash when processing texts with invalid utf8 sequences. - Fixed cursor navigation in game console in presence of utf8 characters. - Voting info now properly handles player names that have html tags ("<", ">", "&") in them. - Fixed a rare bug where level stats of a finished level would be written to a wrong leaderboard. - Gamepad layout menu no longer renders its menu reflection, to improve readability. - Fixed problem with menus glowing all around after returning from the game sometimes when rendering resolution was smaller than screen resolution. - Raw input system now detects XFire and falls back to legacy sytem, because XFire breaks raw input on the system where it is running. - Added warning in split screen menu if XFire is running. (Since without raw input one cannot use multiple keyboards.) - Fixed some rare general multithreading crashes (all platforms). - Fixed several cases of wrong rendering when multi-threaded renderer was enabled: translucent objects, first-person weapon and some other models flashing, morphs not working. - Fixed crash when using multi-threaded rendering in editor and trying to edit a model. - Fixed a possible crash in editor when attempting to edit a non-local script bound to an entity of a world which had previously been closed. - Fixed a crash in script editor when inserting a new object into an empty line in a script by drag and dropping it. - Fixed an issue preventing auto-complete from working if used on the first token in the first line in script editor. - Skeletons (and animation editor) now support three types of bones - bones, joints and null bones. FBX importer automatically uses null and joint bones where needed. - FBX importer now supports importing and exporting polygon maps and morph maps. - Updated FBX importer to handle negative timestamps for animation keyframes. - Added mesh simplification tool (Ctrl+Shift+C) in mesh editor. It can be used to automatically create LODs or generally simplify meshes. - Environment grabber now also temporarly disable rendering of comments, so these are no longer baked inside probe lights. - Door entity can now be set up to ignore distant lights (added "Ignore distant lights" property). - Find entities dialog now has an "Extensive resource search" button. Entities which in any way reference a resource whose file name matches the search expression will be selected. Note that this is very slow and can take a few minutes on production size levels. - Fixed crash when trying to test model without collision geometry for raycast. - Fixed an issue where third person weapon tool would remain visible after switching to hands weapon to show sirian bracelet. - Fixed some rare cases when enemies would behave strangely if player was in water. - Rather than starting with the first spectator camera on the world, the camera closest to a living player is selected. - Spectator camera's current FOV is now kept same when switching between cameras. - Spectator view now uses standerd HUD rendering system to obey all of its settings, scaling, etc. - Players are no longer forced to exit spectator mode during mid-game round countdown. - Fixed various problems for players that were dead during cutscenes (not seeing the CS, spawning on wrong place...) - Players will no longer produce wound sounds and effects if damaged while dead. - A sound is now played when extra life is received. - Added Intel GPUs to auto-detection list. This is just first version, and will possibly need more tweaking. (Intel GPUs are still not officially supported.) - Added new GPUs from nVidia and ATi to auto-detection list. - Fixed OpenGL initialization crashing on drivers that returned invalid values for identification. - Added workaround for wrong report from ATI OpenGL driver about max render target size supported (GL_MAX_RENDERBUFFER_SIZE). - Fixed some rare cases where shadows were rendered wrong due to visibility errors. - Added further optimizations to visibility system for shadows. - Instancing now works even on destruction models. - Fixed a model disappearing too early if it has several meshes with different max distances and/or fading lenghts. - Fixed problem with some models flashing when fading out. - Fixed flashing pyramid in cut-scene in Luxor level. - Fixed occasional junk screen on startup. - Fixed extremely slow updating of font texture when using extended Direct3D device. - Fixed some HDR brightness parameters from one split-screen view being applied to another in some cases. - Highlight shader now renders in correct brightness when HDR output normalization is used. - Loading shaders from disk is now faster. - Some shaders now report errors for some invalid setup combinations, to aid properly configuring them. - Optimized zoom shader so it doesn't render the effect in vain when very weak. - General optimization in CPU usage for per-frame preparations for some shaders. - Several optimisations in mirrors, refractions and water rippler, as well as SSAO, color ramp processing and light-streaks effect. - Added compatibility testing cvar 'efx_bNoColorGrading' which, when enabled, forbid color ramping in post-processing pass. - Radio chat controller now has IsInRadioChat() functoin to determine if a radio chat is currently in progress. - Khnum now adjusts its feet on unlevel ground. - All jetpack parameters are now overridable through zone controller. - Jet pack can now be dynamically added and removed from script using AddJetpack() and RemoveJetpack() macro functions. - Weapons that don't need auto-aiming no longer show the indicator. - Pressing "aim" button when auto-aiming is enabled will lock on target even for weapons that don't have aim-down-sight. - Auto-aim target tracking during aiming is now more robust handling cases such as spiders on ceilings. - Fixed multiple players sometimes being able to attach a sticky bomb to the same entity on the same attachment. - Fixed sticky bombs sometimes failing to lock on attachment in some rare cases. - Puppets can now define custom stretch multiplier for locked on sticky bomb projectiles / attachments. - Fixed possible lockup in spaceship's beam attack. - Fixed cases where enemies using some tactics would never be able to unable to reach their foe. - Tactics without markers now work. - Fixed an issue with enemy kills in beast hunt mode not being counted if achieved via indirect damage (e.g., killing a kamikaze near another enemy, killing them both with kamikaze's blast). - Ramesseum - fixed bug where in Cooperative if some player with picked canister came to fill the car within 3 seconds after other player filled last canister (8/8) script could fail and level could not finish. - Fixed a rare issue where destroying some object would leave another object on top of it floating in the air. - Fixed the spinning view bug that sometimes appeared on OSX. - Updated fbx import-export to sdk version 2013.2. - Updated fbx import-export. Fixes for model mover and unit conversions. - Player sprint state is now canceled when game session is finished (winner or round winner is declared). - It is no longer possible to sprint when carrying MyBurden. - It is no longer possible to sprint underwater. - Fixed a rare crash after respawning a player who was gibbed.
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