Great observations too. Essentially they're saying it's less fun because they say so. "Novelty wearing off." AS OPPOSED TO FUCKING WHAT? THE NOVELTY OF MODERN WARFARE? "Sprinting feels detached." Morons.
Same guy who did all of their big shooter reviews this season. His tastes clearly don't skew towards Sam.
Just because you dont understand the epiphany of conjunctiva reviews doesnt mean when creating consanguinity for gaming masses that your punctilious attitude has any unurbane justification.Christ that review sounded like a middle school paper trying to use big words. Gross.
Just because you dont understand the epiphany of conjunctiva reviews doesnt mean when creating consanguinity for gaming masses that your punctilious attitude has any unurbane justification.
The laser gun and sniper rifle weren't originally planned to be in the game, but got added in as secrets because of fan demand. I kinda miss ammo packs too, but the game in general is much tighter about ammo availability as a balancing factor than SS1, so I can understand why they got cut.The lasers ammo were pretty much all secrets and the sniper rifle was also a secret (+ you lose it further in the game). I'm not sure if I missed any other weapons since I only found 48 secrets.
There are dedicated servers available, they just aren't widely used. I'd expect most of the game's multiplayer activity is small co-op sessions between friends, and those don't lend themselves well to setting up dedicated hosting.I tried to play some multiplayer but the game was really laggy since it uses p2p instead of dedicated servers so I didn't play very long.
Ah, didn't know that. I guess that makes senseThe laser gun and sniper rifle weren't originally planned to be in the game, but got added in as secrets because of fan demand. I kinda miss ammo packs too, but the game in general is much tighter about ammo availability as a balancing factor than SS1, so I can understand why they got cut.
Really? Sucks that they're not being used. I only found 2 servers and both had a ping over 100.There are dedicated servers available, they just aren't widely used. I'd expect most of the game's multiplayer activity is small co-op sessions between friends, and those don't lend themselves well to setting up dedicated hosting.
Same guy who did all of their big shooter reviews this season. His tastes clearly don't skew towards Sam.
I hope this game is part of an upcoming holiday sale or something, because it looks and sounds absolutely awesome. If not, I'll gladly buy it anyway.
Serious Sam 3 Update Released
Product Update - Valve
- 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).
The game is exhausting, yep.
It kinda sucks that you occasionally need to roll back a save or two, but the game remembers the last 8 or so auto-saves. It kinda sucks that glorious no-quicksave mode has to be a player-imposed rule, but it's far more sensible to do that now that the checkpoints are overall pretty good.
Bring it out on the 360, already!
My money is ready to be yours, Croteam!
just fixed my performance, the gunplay is fucking amazing.
?? how
How does saving and scoring work? If you use quick save does it deduct from your score?
The first level I had like 25/15 saves and the next I just went with autosaves and had 14/15.
the game is awesome and all that but why the character starts walking even if I didn't press W?
because you're playing with a pad and the analogue stick isn't properly centered? i'm not sure. i've haven't run into this or heard of anyone else with that issue.