Ребят ,тут обновка вышла очень большая : - 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....ression ) 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.
По началу DLC действительно порадовало качеством исполнения - не без мелких огрехов, но куда лучше LoTB. Я даже почти поверил, что в конце будет действительно "совершенно новый здоровенный по-размерам финальный босс", и... В общем, можно было что-то пооригинальней придумать, ящитаю.
Сообщение отредактировалArtificia1 - Среда, 17.10.2012, 15:23
SeriousKamikadze, Да, на call of duty можно прям щас в магазине найти, а вот на Battledieled bad company 2 был всего один диск (причем внутри небыло самого диска, а лишь ключ для активации)
Ребят у меня хрень какая-то ,игра тупо не покупается ,постоянно появляются ошибки при покупке ! Кто поможет решить проблему ? Или кто как подарок купить сможет ?
Я один чтоли в первом уровне дважды капитально застрял? Подскажите что делать после того как взял статую. Так я еще и лайв трансляции мучался, запись вот - http://www.twitch.tv/reikoraph/b/335875208
В центре храм, там есть комната с 5 пьедесталами, один в центре и 4 по углам (там еще куча аптечек разбросано), ставь статую на центральный, после этого из окрестных руин собери 4 оставшихся и ставь их на пьедесталы в углах, после этого там появится печать, бери её и беги обратно в подземелье.
Дополнение вышло просто здоровское. Уровни полностью оригинальные, они не похожи на те из оригинальной кампании, и друг на друга тоже. Играется интересно, геймплей простой, не задумываясь как в классиках, если хочется посмотреть кат-сцены, то они сделаны хорошо и с юмором, также вернулись пасхалки и приколы с гнаарами, правда в одном разе : ( и попытка сделать камикадзе мемом по-аналогии с гнааром, мол если нервничаешь, то вступай в ряды камикадзе Головоломки второго уровня вышли отличные. Только вот смысл топора в игре, если нельзя CUT THAT WOOD , да, кромсать врагов чуть приятнее, и всё, просто заменили модель кувалды, в остальном нареканий нет.
А проходилось всё дополнение на одном дыхании, и оно стоит своих денег, 2 часа хорошего геймплея за 150 рублей неплохо, билет на кино уже стоит под 200. ХОЧУ БОЛЬШЕ ТАКОГО ГЕЙМПЛЕЯ, гораздо интереснее проходить чем оригинальную сторилайн.
Я тут подумал. Может кротим, поблагодарить за это DLC, так как оно реально классное( и тут больше юмора, чем за все 12 уровней оригинала LOL) и попросить, сделать их какой-нибудь бесплатный ивент, в честь праздника хеллоуина или нового года, при этом с юмором на эту же тему и прочими приколами. Единственная проблема время на это слишком мало :(.(Или с помощью сообщества как вариант).
Сообщение отредактировалVovantv - Среда, 17.10.2012, 20:42
Я тут подумал. Может кротим, поблагодарить за это DLC, так как оно реально классное( и тут больше юмора, чем за все 12 уровней оригинала LOL) и попросить, сделать их какой-нибудь бесплатный ивент, в честь праздника хеллоуина или нового года, при этом с юмором на эту же тему и прочими приколами. Единственная проблема время на это слишком мало :(.(Или с помощью сообщества как вариант).
Персональную вики о Serious Sam и Croteam ?:) Потихоньку делаю, но как обычно, не успеваю доделать. Щас прям JotN вдохновляет
Парни, точно такая же проблема, как у SeriousKamikadze. Оплачиваю через Яндекс, но вылезает ошибка о неправильности введённых данных. Третью попытку делать уже страшновато, т.к. боюсь, что оплачу тройную цену. Помогите пожалуйста...
Парни, точно такая же проблема, как у SeriousKamikadze. Оплачиваю через Яндекс, но вылезает ошибка о неправильности введённых данных. Третью попытку делать уже страшновато, т.к. боюсь, что оплачу тройную цену. Помогите пожалуйста...
Три раза не снимет, гарантию на 99%, т.к. была всегда такая проблема с WebMoney, через пару часов (ребута ОС, перезапуска Steam и т.д.) всё решалось. P.S. Скоро будет официальная озвучка нового дополнения...