Serious Sam 3
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roberta507




Posts: 203

PostPosted: Wed, 27th Jun 2012 01:49    Post subject:
Cracked
Serious.Sam.3.BFE [1xDVD-5] [Multi-7]-SHIELD
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zellar




Posts: 1553

PostPosted: Wed, 27th Jun 2012 04:09    Post subject:
Proof? of cracked?


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roberta507




Posts: 203

PostPosted: Wed, 27th Jun 2012 07:44    Post subject:
Playing it now
At the final boss level
2012-06-21
16:50:17 4.30
GB
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Fugen




Posts: 2219

PostPosted: Wed, 27th Jun 2012 09:03    Post subject:
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
PostPosted: Wed, 27th Jun 2012 16:54    Post subject:
roberta507 wrote:
Cracked
Serious.Sam.3.BFE [1xDVD-5] [Multi-7]-SHIELD

whcih version is this?
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danger1911




Posts: 430
Location: BrightFalls
PostPosted: Sun, 1st Jul 2012 19:45    Post subject:
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...
PostPosted: Sun, 1st Jul 2012 20:08    Post subject:
pfffn i havestill havent p;layed this yet!!


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prudislav
VIP Member



Posts: 29148
Location: The land of beer and porn
PostPosted: Sun, 1st Jul 2012 23:47    Post subject:
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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Shawn_Hunter




Posts: 2752
Location: Bombay, India
PostPosted: Mon, 2nd Jul 2012 06:23    Post subject:
and still no way to get the co-op working right?
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KaSssss




Posts: 2136

PostPosted: Fri, 6th Jul 2012 18:37    Post subject:
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JBeckman
VIP Member



Posts: 34974
Location: Sweden
PostPosted: Mon, 9th Jul 2012 21:40    Post subject:
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DarkRohirrim




Posts: 9901
Location: The Void
PostPosted: Mon, 9th Jul 2012 21:46    Post subject:
"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,"

Like it wasn't enough! Still, awesome! Also, it's a good thing that those 2 weapons are not going to be just secret weapons anymore. It was a shame that you couldn't do much with them.

Anyway... I want a legit copy of the game, damn it! No money at the moment and no place to buy it boxed either. Fucking world!!! Sad
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Ancient78




Posts: 518
Location: Unknown
PostPosted: Wed, 11th Jul 2012 11:28    Post subject:
DarkRohirrim wrote:
Anyway... I want a legit copy of the game, damn it! No money at the moment and no place to buy it boxed either. Fucking world!!! Sad


there are other solutions that can help you my "Pirate" friend Troll Face
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Yuri




Posts: 11000

PostPosted: Wed, 11th Jul 2012 11:37    Post subject:
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,"


Reaction Pffchh Story?? What story? Pffchh Reaction



1 and 2 are still amazing.
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kumkss




Posts: 4834
Location: Chile
PostPosted: Wed, 11th Jul 2012 20:20    Post subject:
im at level 5 or so, and still have only those shity pistols and a fucking shotgun that gest out of ammo very quick...

am i missing something?? Razz
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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Wed, 11th Jul 2012 20:41    Post subject:
Yes


Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
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DarkRohirrim




Posts: 9901
Location: The Void
PostPosted: Wed, 11th Jul 2012 21:12    Post subject:
kumkss wrote:
im at level 5 or so, and still have only those shity pistols and a fucking shotgun that gest out of ammo very quick...

am i missing something?? Razz

That's where the game really begins and yes, you're missing something somewhat... exploration!
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JBeckman
VIP Member



Posts: 34974
Location: Sweden
PostPosted: Wed, 11th Jul 2012 21:25    Post subject:
Yeah exploration is quite useful, you can get that laser gun in level 2 for example along with a sawn-off and the sniper rifle a few levels later (Thus both the secret/uncommon weapons appear early on.), even the cannon shortly after that (For that laser gun I guess that's why you get those batteries early on starting on the first map even.) and sometimes it also gives other stuff besides the normal pills and health or armor items. Very Happy

Finding all the secrets on the first level took nearly six replays of said map and that last one took really long since I took it slow and explored, it's really easy to miss things and some stuff is also very well hidden.

Still missing some stuff on the later city levels not to mention the more exotic locations where stuff can get really tricky due to the level layout.
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Arukardo




Posts: 4463

PostPosted: Thu, 19th Jul 2012 21:41    Post subject:
Anyone still playing this? I would like to try co-op.
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DarkRohirrim




Posts: 9901
Location: The Void
PostPosted: Thu, 19th Jul 2012 23:17    Post subject:
I would play if I would have the game on Steam, but I don't. Sad


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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Thu, 19th Jul 2012 23:36    Post subject:
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
VIP Member



Posts: 34974
Location: Sweden
PostPosted: Thu, 2nd Aug 2012 14:23    Post subject:
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/Cool 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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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Thu, 2nd Aug 2012 16:46    Post subject:
Quote:
Ladders can now be used underwater.


Yes finally, waited for that so long Frap Frap Guy
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JBeckman
VIP Member



Posts: 34974
Location: Sweden
PostPosted: Thu, 2nd Aug 2012 16:53    Post subject:
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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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Thu, 2nd Aug 2012 20:41    Post subject:
Yes maybe, who knows Smile


Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Sat, 11th Aug 2012 11:56    Post subject:
It's not really "big enough news" to create a new thread about and since this is the most popular SS thread on here, I guess it fits here;

http://www.dsogaming.com/news/pc-gamers-meet-serious-sam-the-retro-encounter-a-serious-sam-mod-for-doom-2/

A total conversion mod for Doom 2, called "Serious Sam: The Retro Encounter"

Very Happy Very Happy Very Happy
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DarkRohirrim




Posts: 9901
Location: The Void
PostPosted: Sat, 11th Aug 2012 12:06    Post subject:
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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Freakness
Banned



Posts: 3583

PostPosted: Sat, 11th Aug 2012 13:57    Post subject:
roberta507 wrote:
Cracked
Serious.Sam.3.BFE [1xDVD-5] [Multi-7]-SHIELD
dloading this shit for like a week now. Stuck at 88% Neutral
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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Sat, 11th Aug 2012 14:32    Post subject:
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
PostPosted: Thu, 4th Oct 2012 19:28    Post subject:
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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