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Posted: Wed, 27th Jun 2012 01:49 Post subject: |
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Cracked
Serious.Sam.3.BFE [1xDVD-5] [Multi-7]-SHIELD
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Posted: Wed, 27th Jun 2012 04:09 Post subject: |
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Proof? of cracked?
Gigabyte Z590 UD AC Motherboard - Intel i5-11600k 3.90 GHZ - 32 GB DDR 4 Corsair Vengeance LPX 3600MHz- GIGABYTE RTX 4070 Windforce OC 12GB (Driver 566.03) Corsair GOLD 80 Plus RM750x PSU Gigabyte QS32Q 32" flat screen Gaming Monitor
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Posted: Wed, 27th Jun 2012 07:44 Post subject: |
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Playing it now
At the final boss level
2012-06-21
16:50:17 4.30
GB
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Posted: Wed, 27th Jun 2012 09:03 Post subject: |
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Did they cracked all the patches (11 so far) ? I dont think so...
chill out man, life is beautifull...
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prudislav
VIP Member
Posts: 29148
Location: The land of beer and porn
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Posted: Wed, 27th Jun 2012 16:54 Post subject: |
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roberta507 wrote: | Cracked
Serious.Sam.3.BFE [1xDVD-5] [Multi-7]-SHIELD |
whcih version is this?
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Posted: Sun, 1st Jul 2012 19:45 Post subject: |
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prudislav wrote: | roberta507 wrote: | Cracked
Serious.Sam.3.BFE [1xDVD-5] [Multi-7]-SHIELD |
whcih version is this? |
3.0.3.0 (build 147879)
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chiv
Posts: 27530
Location: Behind You...
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Posted: Sun, 1st Jul 2012 20:08 Post subject: |
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pfffn i havestill havent p;layed this yet!!
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prudislav
VIP Member
Posts: 29148
Location: The land of beer and porn
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Posted: Sun, 1st Jul 2012 23:47 Post subject: |
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danger1911 wrote: | prudislav wrote: | roberta507 wrote: | Cracked
Serious.Sam.3.BFE [1xDVD-5] [Multi-7]-SHIELD |
whcih version is this? |
3.0.3.0 (build 147879) |
so its just neogame's crack edited to fix that spinning trigger(i think it was binded to steam location for registry)
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Posted: Mon, 2nd Jul 2012 06:23 Post subject: |
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and still no way to get the co-op working right?
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Posted: Fri, 6th Jul 2012 18:37 Post subject: |
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JBeckman
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Posts: 34974
Location: Sweden
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Posted: Mon, 9th Jul 2012 21:40 Post subject: |
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Posted: Wed, 11th Jul 2012 11:28 Post subject: |
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Posted: Wed, 11th Jul 2012 11:37 Post subject: |
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DarkRohirrim wrote: | "Croteam is very excited about the reception Serious Sam 3: BFE received from our fans so we've worked really hard to make sure the Jewel of the Nile expansion tells more of Sam's story and cranks up the insanity,"
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Story?? What story? 
1 and 2 are still amazing.
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kumkss
Posts: 4834
Location: Chile
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Posted: Wed, 11th Jul 2012 20:41 Post subject: |
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Yes
Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
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JBeckman
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Posts: 34974
Location: Sweden
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Posted: Thu, 19th Jul 2012 21:41 Post subject: |
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Anyone still playing this? I would like to try co-op.
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Posted: Thu, 19th Jul 2012 23:36 Post subject: |
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Sadly not many play it.
BUt you will find at least one full Co-Op Server in EU and US.
Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
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JBeckman
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Posts: 34974
Location: Sweden
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Posted: Thu, 2nd Aug 2012 14:23 Post subject: |
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http://forums.seriouszone.com/showthread.php?t=62433
New patch soon, probably in preparation of the DLC.
Quote: |
- 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 crashthat 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 gamesometimes when rendering resolution was smaller than screen resolution.
- Raw input system now detects XFire and falls back to legacy sytem(sic), 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(sic) 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(sic) 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(sic) 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(sic) 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/ 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 Chinese translations.
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JBeckman
VIP Member
Posts: 34974
Location: Sweden
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Posted: Thu, 2nd Aug 2012 16:53 Post subject: |
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Ha ha, I think it's for the custom levels and maybe the DLC or it's just a community requested feature.
(Some Sam3_PoolDay MP map? ha ha ha.)
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Posted: Sat, 11th Aug 2012 11:56 Post subject: |
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Posted: Sat, 11th Aug 2012 12:06 Post subject: |
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It's a nice idea and kudos to them for making it, but no thanks. I'm not a fan of any of the Doom games and a lot of the SS magic will be lost by switching from the Serious Engine.
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Posted: Sat, 11th Aug 2012 14:32 Post subject: |
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Yes, torrents download slow, but instead you always have a working and clean release.
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prudislav
VIP Member
Posts: 29148
Location: The land of beer and porn
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Posted: Thu, 4th Oct 2012 19:28 Post subject: |
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Croteam and Devolver Digital are excited to announce that the all-new campaign expansion pack Serious Sam 3: Jewel of the Nile will hit PC on October 16th!
Serious Sam 3: Jewel of the Nile follows the legendary hero to the mysterious Temple of Isis on the island of Philae where a monstrous temple guardian lies in wait. Set in the midst of the events in Serious Sam 3: BFE, Sam and his team will battle through three new campaign missions against the unrelenting hordes of Mental’s forces.
Serious Sam 3: Jewel of the Nile will be available on Steam, Get Games, and other fine digital retailers for $9.99.
* Three 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
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