Updates to Serious Sam HD: Second Encounter have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:
- Added automatic reconfiguration of menu and HUD on extra wide screens (e.g. ATI Eyefinity).
- Fixed “FlagThief” achievement not being awarded.
- Fixed “HeavyWeightChampion” achievement taking much more time to achieve when playing on a server with higher
framerate (like dedicated servers). - Players now drop chainsaw and sniper weapons in deathmatch (and other versus modes).
- Added workaround for occasional crash inside XAudio2 sound interface when using 5.1 speaker config.
- Renamed demos would refuse to play back with a “version mismatch” error. Renaming now properly adjusts the
demo info. - Fixed glitching in game overlay menu that happened if scrollbars appeared.
- Fixed wrong output of player names containing characters ‘<' and '>‘.
- Updated string input to make it usable via controller. Previously, it was possible to activate the input menu
via controller but then player had to use keyboad/mouse for exit.
Source Updates to Serious Sam HD: Second Encounter have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:
- Added automatic reconfiguration of menu and HUD on extra wide screens (e.g. ATI Eyefinity).
- Fixed “FlagThief” achievement not being awarded.
- Fixed “HeavyWeightChampion” achievement taking much more time to achieve when playing on a server with higher
framerate (like dedicated servers). - Players now drop chainsaw and sniper weapons in deathmatch (and other versus modes).
- Added workaround for occasional crash inside XAudio2 sound interface when using 5.1 speaker config.
- Renamed demos would refuse to play back with a “version mismatch” error. Renaming now properly adjusts the
demo info. - Fixed glitching in game overlay menu that happened if scrollbars appeared.
- Fixed wrong output of player names containing characters ‘<' and '>‘.
- Updated string input to make it usable via controller. Previously, it was possible to activate the input menu
via controller but then player had to use keyboad/mouse for exit.