I can still remember working at an OEM when I played a demo for the first time. It’s hard to believe but Serious Sam has been with us for almost twenty years already. But the content will be pretty much the same, so if you plan on looking into either of those versions this review may still help you. I imagine the PlayStation 4, and Xbox One versions will look a little bit better as they share some technology with the PC in components. But I can compare the games with the original PC releases as I explain how well the transition to Nintendo’s tablet system has gone. While this bundle is on all of the current generation platforms I’m focusing on the Switch version here since that’s the one I bought. No physical editions as of now.īONUS CONTENT: A Horde mode, and Split-Screen multiplayer added. Bonus content.ĬONS: Minor performance issues. While visual concessions were there, we still saw Panic Button port DOOM (2016), we saw Shiver port Mortal Kombat 11 last year, CD Projeckt Red migrated The Witcher 3 with all of its DLC content onto the thing, and now Croteam has migrated Serious Sam Collection. Much like her, the Nintendo Switch has been running video game software most would not have thought possible. She’s a teenager now (Time flies)but she would never give up on anything at 4. Like when she flew a kite for the first time. “I CAN DO IT MYSELF!” she would exclaim when she got interested in trying something. On Linux, fixed wrong display settings if no monitor has been marked as primary.The Nintendo Switch has had a track record of being like my niece when she was a toddler. Added cfunc edtSelectEntityPropertyByID(iEntityID). Added cfuncs edtGetMemberValue(strUserDataPath) and edtSetMemberValue(strUserDataPath, value) used to change entity properties. Added facilities in Serious Editor to automate editing on entities from console scripts. Added vertex merge when importing fbx meshes. Fixed duplicate directory entries being shown in Serious Editor in file browsing for directories inside user-made. Fixed popup menus in Serious Editor sometimes going off the bottom of the screen in multimonitor setups. Weapon change attempt is now correctly being indicated on HUD if performed during sprint. This only happened with user-made levels. Fixed a lockup happening if spectator cameras are linked in a closed loop. Fixed an issue causing clients to always see weapon change on HUD at game start. Previuously, it locked up the application. Upload to Steam Workshop command is no longer available until Steam Workshop sync is finished. SeriousEditor now displays Steam Workshop sync progress in status bar. Fixed issues that might have prevented some user accounts from uploading to Workshop. User is now properly notified when Steam Workshop content download fails. Workshop packages menu is now also available in non-moddable version of application (this allows enabling/disabling of language packs). Language mods can now work even in pure (non-moddable) version of the game, and don't require any customization from user side. Full support for language packs in Workshop. Fixed problems with filenames of wrong case that happened only with Linux dedicated server. Dedicated server on Linux no longer requires X11 to be installed. X11 libraries on Linux are now dynamically loaded, so game can properly report and error if something is missing. OpenGL library can now load even if some vendor dependent functions are missing. Fixed screen-shot grabbing and manual save-game thumbnails not working under OpenGL. Fixed graphics corruption under OpenGL if game is minimized or "alt-tabbed" while it is loading content. Added a script that offers to automatically install libpci.3 on linux if it is missing. They can be found in BIOS under names such as SpeedStep, Cool'N'Quiet, C1E, PowerNow!, Power Saving, CPU Throttling, Dynamic Frequency Scaling, or something else - depending on your BIOS. The recommended solution is to turn off such features in BIOS for Linux machines. It is not perfect however, as there might still be a few percents of performance to squeeze out. This build adds a workaround for this which should hopefully prevent the symptoms from being so extreme. IMPORTANT FOR LINUX: Most of the weird performance problems in previous builds were caused by performance throttling (aka power saving) features on various CPUs not correctly identifying that the game is running and continually jittering between low and high performance modes (several times per second sometimes!). Update 173456 contains a number of general fixes in the game, as well as some that are specific to the Linux version.
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