Sphinx and the Cursed Mummy + DLC GOG

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Sphinx and the Cursed Mummy + DLC GOG

Post by vastyr »

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Sphinx and the Cursed Mummy + Authoring Tools + Soundtrack

Genre: Action - Adventure - Fantasy
Works on: Windows (7, 8, 10)
Languages: Text only: Deutsch, English, español, français, italiano, 한국어
Features: Single-player
Released: November 10, 2017
Size: 980 MB
Company: Eurocom / THQ Nordic GmbH
Installer version: v2023.08.30_(67798)
Store page: https://www.gog.com/game/sphinx_and_the_cursed_mummy

About: Sphinx and The Cursed Mummy is an original 3rd person action-adventure inspired by the
mythology of ancient Egypt. Travelling the world via magical portals to foil the evil plans of Set. Sphinx's
Journey will require all his wits, agility, and special powers. He will also rely on his reluctant hero friend,
The Mummy, to help when being inconspicuous is the only solution. By finding the stolen magical crowns
of Egypt, Sphinx can stop Set and save the world.

An ancient Egyptian Universal Empire once joined several worlds through Solar Disc portals. The old
empire was destroyed and the civilizations in each world have suffered different fates, some of them have
continued contact and others have lost it. These worlds have been separated for such a long time that
many of them would not recognize each other.

The legend says that two forces, one negative, one positive, are trying to recover the old empire and all of
its crowns again. But we know very little about these forces or if they really exist. Other people are
simply trying to understand what happened and the real nature of each world. Meanwhile each world
continues with it’s own way and history.

Recently, strange things have been happening… News is received from many places that problems are
appearing; the normally peaceful villages are now at war, odd monsters appear in valleys where there was
once placid ecology... Nobody knows why…

The chain of communication between the worlds remains partially abandoned, partially destroyed and so
unstable that to use it is a sure way to cause even more problems and dangers. A long time ago the Great
Wall in Heliopolis was built to protect the civilians. Many people have used the portals but disappeared
without trace. For this reason you never know how you will be received in any of the locations or if you
will get anywhere at all.

● Use Sphinx and his increasing array of skills to face deadly mythical monsters while avoiding perilous
traps with acrobatic ease. Weaken enemies and use capture beetles to store and unleash their abilities
at will.
● Take control the Mummy when strength & combat skills aren't needed — use the Mummy's stealth and
unconventional antics to avoid enemies, solve puzzles and sabotage right under the enemy's nose.
● Interact with hundreds of unique and imaginative creatures, enemies and allies
● Fantastic graphics bring this mythical world based on Egyptian legends to life
● Totally immersive storyline and epic gameplay

Image
Released: November 10, 2017
Included goodies: soundtrack (MP3) + soundtrack (FLAC)
Store page: https://www.gog.com/game/sphinx_and_the ... soundtrack

About: The rich and compelling score in Sphinx, composed by Steve Duckworth in 2003, combines both
Eastern and Western musical influences. Available in FLAC and MP3 formats.
► Track list
01 - Abydos Council Interor
02 - Abydos Councl Interor (II)
03 - Abydos Juggler
04 - Abydos Man
05 - Abydos North
06 - Acton (I)
07 - Ambent (I)
08 - Ambent (II)
09 - Ambent (III)
10 - Ambent (IV)
11 - Boss (I)
12 - Boss (II)
13 - Boss (III)
14 - Boss (IV)
15 - Danger (I)
16 - Danger (II)
17 - Danger (III)
18 - Mltary
19 - Mngame: Intro
20 - Mngame: Pars
21 - Mngame: Shoot
22 - Mngame: Smon
23 - Mngame: Walls
24 - Bat Mummy (I)
25 - Bat Mummy (II)
26 - Bat Mummy (III)
27 - Electrc Mummy (I)
28 - Electrc Mummy (II)
29 - Electrc Mummy (III)
30 - Fre Mummy (I)
31 - Fre Mummy (II)
32 - Fre Mummy (III)
33 - Paper Mummy (I)
34 - Paper Mummy (II)
35 - Paper Mummy (III)
36 - Smoke Mummy
37 - Stone Mummy
38 - Nomads
39 - Pause
40 - Platform (I)
41 - Possess Dno
42 - Possess Crtter
43 - Puzzle (I)
44 - Puzzle (II)
45 - Sakkara Man
46 - Sneak (I) Jal
47 - Sneak (I) Jal Intro
48 - Sneak (II) Puzzle
49 - Sorrow
50 - Swm
51 - Swm Danger
52 - Temple (I)
53 - Temple (II)
54 - Ttle
55 - Ttle (End Stng)
● Western orchestral sound with an Arabian feel.
● Powerful melodies that draw the player deeper into the Egyptian fantasy world.
● Includes 55 songs in raw, lossless FLAC format with Vorbis loop points, cover art and annotated with
full metadata.
● The extended version in high-bitrate MP3 features over two and a half hours of uninterrupted music.
● Contains several previously unreleased tracks.

Image

Authoring Tools

Languages: English
Released: February 19, 2018
Size: 2.7 GB
Store page: https://www.gog.com/game/sphinx_and_the ... ring_tools

About:
The EngineX Authoring Tools provides everything you need to create your own mods and storylines, by
using the exact same toolset that the Eurocom team used to create Sphinx and the Cursed Mummy in
2003. Allowing you to edit final and beta levels, characters and cutscenes to your heart's content.

EuroLand Editor:
  • Entities (3D models).
  • Textures.
  • Surfaces (materials with different blending modes).
  • Maps (composed of portals, triggers and other submaps).
  • Animations (bone-based).
  • Scripts (mainly used for cutscenes).
  • Particle systems.
  • In-game fonts.
  • Spreadsheets (translations and Excel data).
  • Swooshes (speed trails).
Documentation:
  • Introduction to EngineX and support materials.
  • Sphinx scripting language; used to script map triggers.
  • Walkthroughs for the original storyline and removed levels.
Source art assets:
  • Every .ELF file used to generate the final game maps and characters.
  • Beta versions of the original maps, including unfinished versions of Akaria, Sakkara, Uruk,
    Heliopolis, Abydos and the Dark Area.
  • Never-before-seen characters and storylines that you can edit, improve and export to create your
    own content.
► System requirements
Minimum system requirements - Windows: 7 / 8 / 10
Processor: Intel or AMD 1,5 GHz supporting SSE2 instructions
Memory: 1 GB

Graphics: OpenGL 3.0 Core Profile compatible like GeForce 8600
Recommended system requirements - Windows: 7 / 8 / 10
Processor: Intel or AMD 2 GHz supporting SSE2 instructions
Memory: 2 GB
Graphics: OpenGL 3.0 Core Profile compatible like GeForce 8800
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Re: Sphinx and the Cursed Mummy + DLC GOG

Post by vastyr »

Update!
  • added full installer, v2018-06-28_(21839).
  • added patch update, from v2018.05.23_(20988) to v2018-06-28_(21839).
    previous patches also available.
    + updated ChangeLog.
► ChangeLog
Patch 2018-06-28 (29 June 2018)
Made the fan-favorite intro logo thunderous again. The sound was broken on release due to a little hashcode header mismatch.
Add initial support for the mouse-controlled camera that we have been teasing for a while, we still need to add a mouse sensitivity control. The player can shoot with the left mouse button and exit first-person mode via right-click. The groundwork for keyboard action mapping is laid out and it will probably come after this.
Save the vertical sync changes to Sphinx.ini, fixes disabling v-sync in the in-game options.
Prefix the screen name with a number in the graphics options, useful to distinguish them in case there are two or more screens with the same name.
Add support for clicking the "(B) Back" labels in the pause and main menus, now the user can go back and cancel via mouse.

Carefully hex-edit the level data to improve draw distances of NPCs and triggers in the Abydos Canals. Now characters like the the boat owner, the Mad Boy/Juggler and the giggling lady in the Main Plaza can be seen from afar.
Add several much needed HQ textures for the Abydos Museum, refurbish some wall textures to add some lost detail. Make some signs and canopies partially transparent via alpha-testing/alpha-to-coverage.
Remove the squarish/invisible roadblocks in the middle of the ramp in the Great Wall Entrance II Room, the collision meshes of the wooden pillars poked through the ramp they support. This is a long standing bug still present in all the original console versions.
Fix the hanging flags collision in the sneak corridor of the Castle of Uruk during the second mummy visit. Now the mummy doesn't get stuck and can walk and sneak under them, hopefully without introducing some extra regressions.

If we skipped a cutscene with the inventory key and the dialog/help window was in a pause point waiting for user input we would get stuck in the fade-to-black transition after skipping it, and we would also need to press 'accept' to return to normal gameplay. Fix that so that pressing the inventory/skip button suffices.
Reimplement some beta features and mechanics asked by modders:
Add support for the PushFlag_AmunRa flag in the XTrigger_Pickupable and XTrigger_Pushable triggers; it was halfplemented. Set the needed strength to 2 if we have the Hands of Amun + Hands of Amun Ra or 1 of each. Previously it only counted the amount of HT_Item_Ability_HandsOfAmun, and there was no reference to HT_Item_Ability_HandsOfAmunRa.
Whitelist HT_Item_Pickup_FireDart for pickup creation, which is also used while dropping items randomly in breakable containers. Also, add support for dropping fire darts on intelligent item generation.
Now when ContainerFlag_SpawnPickup is checked in EuroLand the FireDart flag can generate an item in either random or intelligent mode. The behavior in the final game shouldn't change because this item isn't flagged in any container, only in beta maps.
Fix the slightly offset highlight tab in the Notes section of the Book of Sphinx; the currently selected objective/entry text overflowed a bit.
Update the copyright year of the boot-up/legal screen from the initial 2017 to 2018.
Use the HQ selection tab texture for the Book of Sphinx again, it regressed after the latest changes.
Losslessly compress all of the HQ texture replacements, reducing their disk footprint and halving loading times.
Reduce HQ texture replacement micro-stutter during gameplay.
Add some framebuffer discard optimizations on MSAA resolve.

Patch 2018-05-23 (24 May 2018)
Add a massive amount of HQ texture replacements sourced from the original artwork, mixed with tweaked versions of the texture pack. Covering mainly Uruk Intro, Uruk Islands, Abydos Canals, Heliopolis, Dark Area, Uruk exteriors, Cursed Palace surroundings and the Anubis Wall itself.
Flip the conditions in the ISSAID command to hopefully try to fix some rare softlocks when a gamescript is waiting for ISSAID after LOCKCONTROLS + PRINTMESSAGE and then some other trigger overlaps in time and also does LOCKCONTROLS 1 + PRINTMESSAGE while we are waiting, causing the first trigger to never return from ISSAID and unlock the controls with the tailing LOCKCONTROLS 0, leaving the player stuck. This can happen in the crawlspace of the Luxor throne room, if the crawl help text wasn't triggered by not moving the throne all the way and then we accidentally move it just when the old NPC called Sorkon talks to us when coming back.
Don't let the user set negative display indexes in Sphinx.ini, clamp it to {0, max-screen-index} range. Fixes displaying the resolution when [RenderMode] Display=-1.

Patch 2018-03-09 (15 March 2018)
Improve the safe zone for 4:3 screens, some of the text in menus and HUD spilled over at either side.
Update to the latest SDL2 version in both Windows and macOS. We now use 2.0.8, which comes with a bunch of fixes and improvements.
Compile and update the macOS version of OpenAL Soft to 1.18.2, we were using 1.18.1 until now; bundle the HRTF coefficients in the .dylib.
Conditionally enable the frame-stepping code when a
[Debug]
AllowGamePause=1 key appears in Sphinx.ini. Replace the forwards/backwards mouse buttons by the Scroll Lock/Pause keys.
Enable this mode by keeping pressed one of the buttons until you press the other once. The game will stop, gameplay-wise. You can then either press Scroll Lock to make it go really slow or just advance one frame each time you press Pause. To disable just do the same press-one-while-keeping-the-other-pressed trick again.
For some reason the dynamic lights didn't use the alpha modulation term that was enabled for things like the fireflies (i.e. TR_SmallLight trigger) so they appear and go off suddenly in a pretty jarring fashion, fix those fade-ins and outs ~15 years later. Buttery smooth.
Simplify the sound streaming code in the OpenAL back-end, this is used for music and ambient sounds.
Enable a bunch of important debug traces in the retail build.
Get rid of the jarring one-frame flicker in the light that appears while diving fast. This is more of a workaround than a real fix, but it's simple and will do the trick for now.
Add support for the GL_NV_fill_rectangle extension, that should improve drawing 2D text and all the other screen-aligned rectangular sprites. It uses the polygon's bounding box during rasterization, simplifying the computations and making them faster, at least in theory.
Enable the subnormal number flush-to-zero mode at start-up to make floating point operations faster on supported hardware by trading some precision.
Also, workaround the crash on file selection in the EngineX Viewer (EXGeoViewer).
Make the HUD toggle option in the development Watcher dialog actually work. This should have been implemented in 2003. Now the optional
[WatcherItems] Display-Hud=0 Sphinx.ini key can be used to take superior screenshots.
Improve the SDL2 event loop handling for snappier response times.
Improve the SDL2 gamepad back-end performance and its hot-plugging support. There are still some underlying issues in the SDL2/Xinput library that prevent the Steam Controller from hot-plugging while using it wirelessly on Windows, an easy workaround is to connect it via USB cable or plug a different wired controller after pairing so that both are detected.
Also, stop the rumbling altogether when we switch to mouse/keyboard mode.
Set the TextHudObjScaling variable to 1.3, unless overridden in Sphinx.ini. Making UI text slightly larger by default.
Minor cleanups.

Patch 2018-01-31 (01 February 2018)
German translation improvements by @MagicianMana.
Make the health Gold Ankh UI indicators scalable by the TextHudObjScaling key in the [Graphics] section of Sphinx.ini, too. As requested by @DaxterSpeed.
Add a texture override (hudRotatorSelect.png) for the golden highlight frame around the currently selected item in the pop-up rotator of the HUD. This one has higher resolution and it doesn't look half as stretched as the original one, specially after making that list wider a few weeks ago.
Disable the EGXGL_ATTRIB_DIVISOR_INSTANCING / glVertexAttribDivisor hack, it didn't seem to help. It was disabled by default; let it autodetect, as intended
Disable glObjectLabel'ing again to improve performance.
Update the Windows version of the SDL2 (to 2.0.7) and OpenAL Soft (to 1.18.2) libraries. Don't link/import the SDL2 library symbols by ordinal anymore; do it by name, because it breaks dragging and dropping new SDL2.dll versions that don't share export order.
Let the user choose if she wants to bound/restrict/confine the mouse cursor within the window borders through a new InputGrabbed key in the [RenderMode] section of Sphinx.ini. It is set to 1/TRUE by default. Suggested by @DaxterSpeed.
[RenderMode]
InputGrabbed=0
Make the left analog stick WASD keyboard button support remappable for people that use AZERTY/QUERTZ. It can be done through new configuration keys in Sphinx.ini. For example, this is is the correct mapping for French AZERTY layouts, where WASD is ZQSD:
[PCKeyboardMap]
SDL_CONTROLLER_LSTICK_LEFT=20 # Q
SDL_CONTROLLER_LSTICK_RIGHT=7 # D
SDL_CONTROLLER_LSTICK_UP=29 # Z
SDL_CONTROLLER_LSTICK_DOWN=22 # S
SDL_CONTROLLER_BUTTON_LEFTSTICK=26 # W
SDL_CONTROLLER_BUTTON_RIGHTSTICK=6 # C
SDL_CONTROLLER_BUTTON_LEFTSHOULDER=4 # A
SDL_CONTROLLER_BUTTON_RIGHTSHOULDER=8 # E

Patch 2018-01-08 (12 January 2018)
Implement omnidirectional point lights in the OpenGL back-end. Happy new year!
Let the player configure the text size for the font used in the dialog/cutscene/help window through a TextHudObjScaling key in the [Graphics] section of Sphinx.ini. - Example:
[Graphics]
TextHudObjScaling=1.4
Use the texture-based fallback technique by default for particle instancing, let's see if this is more compatible with Intel(R) HD Graphics 3000 users.
More German translation fixes and stylistic improvements, courtesy of @MagicianMana.
Make the hardcoded button prompts bigger by default.
Disable RTTI to improve performance, minor cleanups.

Patch 2017-12-10 (12 December 2017)
Switch to a Clang/C2-based compiler on Windows instead of MSVC, this fixes the Abydos monkey-bars regression on Windows and probably several other subtle things.
Enlarge the internal memory pools to avoid crashing in Luxor after talking to Nefertiti and advancing to the banquet hall due to a memory compaction trigger caused by the bigger size of the new fonts.
Fix a few mistakes in the Spanish translation, mainly covering Horus lines in the Uruk intro.

-------------------------------------------

Patch 2017-12-09 (12 December 2017)
Remake all the default fonts for all the languages with more legible counterparts.
Fix the proportions of the amounts column in the artifacts/captured monsters list of the Book of Sphinx. With the new fonts there were some overlapping issues.
Make the game DPI-aware on Windows to hopefully improve the resolution limitations. - Keep in mind that higher resolutions will make some parts of the interface unreadable.
Improve the alignment of the Circle/B button text in the contextual HUD to account for the bigger fonts in all the non-English languages.
Minor HUD tweaks.

------------------------------------------

Patch 2017-12-08 (12 December 2017)
Add a bigger, more legible default font for the English version of the game, this is a tentative change to test the waters and get some feedback before doing it for other languages. It works in the ability rotator, HUD, cutscene teletyper, Book of Sphinx and several other places.
Check that either the {GL_ARB_multisample + GL_ARB_texture_multisample + GL_EXT_framebuffer_multisample} extensions or OpenGL 3.2 are available before enabling multi-sampling and alpha-to-coverage. This should mitigate possible black screens and opaque objects that normally should have cutout transparency.
Minor fixes.

------------------------------------------

Patch 2017-12-05 (06 December 2017)
Second attempt at fixing the occasional player/NPC teleport floating point NaN issue. The black objects issue (due to invalid ambient light coloring) at least seems to be fixed.
Fix several logic defects with the help of a static analyzer.
Turn down the debug switches a notch.
Replaced the existing title screen logos with HQ versions that combine original sources ("SPHINX") with remastered subtitles ("and the cursed mummy" in various languages).
Minor cosmetic changes done to the oxygen bubble indicator.
Minor tweaks done to the Italian translation for consistency.
Let the player skip most of the cutscenes in the PC port by pressing the Back/Select button, this is now enabled by default. Dedicated to speedrunners like Remi and turothking.
Add a HQ version of the Book of Sphinx section pointer texture, repainted with added details that didn't exist before.
Changed the localized versions of some achievement names to match with their original in-game names.
Minor fixes.

----------------------------------------

Patch 2017-11-21 (21 November 2017)
Fix the monkey bars traversal issue in the Temple Trials of the Uruk Islands. Sphinx was bound to fall every time at the L intersection. The level geometry has been tweaked.
Lower the OpenGL context requirements to 3.0+ Core Profile and GLSL 1.30. macOS still has a minimum of OpenGL 3.2+ Core Profile and GLSL 1.50. Players with standard GL 3 cards should now be able to launch the game on Windows and Linux. At least I hope so.
More grammatical corrections done to the Italian translation by @LetsPlayNintendoITA (gendering problems mainly). Kudos to him, these were pretty bad too.

-----------------------------------------

Patch 2017-11-15 (16 November 2017)
Improve validation in the OpenAL 3D sound back-end, should mitigate the segfaults on Linux. Thanks to the GOG Linux Team (and THQ Nordic) for providing a backtrace and core dump.
Set the correct depth mode every frame to ensure that overlays like MSI Afterburner don't get away with their bad behavior, should fix the reversed depth issues where Sphinx appeared with googly eyes.
Add a custom DT_RUNPATH attribute in the Linux version and include the two fallback libraries we depend on, ensuring that the game loads even if they aren't installed system-wide, a bit like a mini Steam Runtime. This will be used as a basis for the GOG version.

Patch 2017-11-14 (15 November 2017)
Fix the occasional sound loop problem once and for all. Tested in the Anubis wall entrance and verified various times. But one can never be completely sure.
Always disable the original 'fake' widescreen option on load, as the option will be inaccessible very soon.
Don't store the music/sound effect volume, gamepad rumble or camera axis inversion options in each savegame. Instead make them global across the game and persistent in the Sphinx.ini configuration file, just like the new graphics settings.
Minor cleanups.

Patch 2017-11-13 (15 November 2017)
Second attempt at fixing the sound loop problem.

Patch 2017-11-11 (15 November 2017)
Rename «Antialiasing» to «Anisotropic Filtering» to make it less confusing.
Make the windowed mode bigger by default.
Add five graphics options (FOV, particles, anisotropic filtering, multisampling, vertical sync) and one sound option (reverb toggle) in the English version of the pause menu. More languages coming up.
Don't make the window resizable to avoid possible sprite misalignment issues. Disable Alt+Enter for the same reason.
Lock the mouse within the window bounds while the game is in the foreground.
Added a configuration key to let the player choose PlayStation-style button prompts.
Added a Sphinx.png icon file for the Linux version of the game, it will be used in the game window.
Move the Sphinx.ini configuration file to the following folder, ensuring that settings are always writable:
Windows: %appdata%\Sphinx\Sphinx.ini
macOS: ~/Library/Application Support/Sphinx/Sphinx.ini
Linux: ~/.local/share/Sphinx/Sphinx.ini

Patch 2017-11-10 (15 November 2017)
Fixed an off-by-one bug in the resolution selector that skipped one entry while going to the left, never showing the biggest resolution unless pressing the right key again.
Don't show a message-box showing GLSL compilation errors when the compilation was successful but the error string was not zero; this only happened under the Intel OpenGL driver.
Mitigate the occasional sound-looping problem. A more comprehensive fix is in the works.

Added a workaround for people reporting black screens and framebuffer issues:
Open the Sphinx.ini configuration with your favorite plain text editor (Notepad, for example)
Windows: %appdata%\Sphinx\Sphinx.ini
macOS: ~/Library/Application Support/Sphinx/Sphinx.ini
Linux: ~/.local/share/Sphinx/Sphinx.ini
Then copy the following block of text and paste it there, replacing any previous content with it:
[Graphics]
UseFramebuffer=0
[RenderMode]
PresentMode=Windowed
Save it and launch the game. It should appear in windowed mode, maybe now it swaps the frames correctly. Cross your fingers.

Minor cleanups.
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Re: Sphinx and the Cursed Mummy + DLC GOG

Post by Bastardicus »

I believe this is the same game version as in the OP, but they separated the game and authoring tools into different downloads. So if you're only interested in the game, you can download just that.
► Outdated version
setup_sphinx_and_the_cursed_mummy_1.0_(23681):
setup_sphinx_and_the_cursed_mummy_authoring_tools_1.0_(23681):
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Re: Sphinx and the Cursed Mummy + DLC GOG

Post by jd2 »

Bastardicus wrote: 28 Feb 2019, 11:49 I believe this is the same game version as in the OP
No, your 23681 version is newer. The one in the
► Outdated version
Google Drive is 23526.
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Re: Sphinx and the Cursed Mummy + DLC GOG

Post by vastyr »

Update!
  • added dl link for PATCH to v2019.02.20_(28822).
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Re: Sphinx and the Cursed Mummy + DLC GOG

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Re: Sphinx and the Cursed Mummy + DLC GOG

Post by vastyr »

Update!
  • added full installer + authoring tools v2019.02.20_(28822).
  • added missing FLAC soundtrack.
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Re: Sphinx and the Cursed Mummy + DLC GOG

Post by vastyr »

Update!
  • added full installer + authoring tools v2019.03.26_(29004).
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Re: Sphinx and the Cursed Mummy + DLC GOG

Post by jimmychan »

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Re: Sphinx and the Cursed Mummy + DLC GOG

Post by wood11 »

savegame location?
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Re: Sphinx and the Cursed Mummy + DLC GOG

Post by vastyr »

wood11, should be in... C:/Users/<username>/Saved Games/Sphinx
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Re: Sphinx and the Cursed Mummy + DLC GOG

Post by ADMIN »

main post updated:
- added patch v2019.08.28_(35531)
- full game installer v2019.08.28_(35531)
Support the software developers. If you like this game, BUY IT!
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Re: Sphinx and the Cursed Mummy + DLC GOG

Post by catastic »

ADMIN wrote: 21 Jan 2020, 20:03 main post updated:
- added patch v2019.08.28_(35531)
- full game installer v2019.08.28_(35531)
► Changelog
2019-08-28 (Wednesday)

Add a preliminary version of sRGB-aware linear color blending, for correctness. This means that now textures and colors should display more vividly, as the artists intended.
The final image should have more contrast and mix in the right proportions for a more pleasing result.
It is not yet perfect in the sense that water and some other transparent surfaces look fainter, and will require some tweaking via future updates that are being worked on.
Add more high-resolution HQ texture overrides.
Mainly covering Uruk Temple Trials, Mummy RotoHub, Heliopolis Exterior, Uruk Canyon, Mummy Hang Train and several particle effects.
Add more level portraits to the Discord Rich Presence integration.
Fix an ugly stack overflow issue during enemy AI avoidance recursion.
Particle orientation fixes, previously some particles faced the wrong direction.
Fix gameplay logic defects for the wall sneak mechanics and ceiling collision checks. Fix other various original logic issues.
Mouse cursor handling has been rewritten and optimized to be more responsive in preparation for remapping.
Get rid of the Sword of Osiris blade gap; the light-blade ended a bit short of the handle, with nothing in between. Now both components are joined together.
Reduce the Sword of Osiris guard/hand/finger clipping by making the sword grip more natural without changing its orientation; doing so would have affected gameplay, cutscenes and attacks.
The Abydos/Heliopolis ferry boat nets now appear on both sides. Fixed other flipped geometry elements and correct the bad UV mapping at the top of most of the nets so that they appear solid black instead of like small transparent holes. It looks better now, this one took a few years to fix.
Re-enable the wheel platform trigger (TR_WheelPlatform). While most of the physics code existed, the rest had to be partially guessed and reconstructed from existing documentation and hints left by Eurocom, so it may not exactly match the original functionality, but it seems to work fine. Please report any issues if you use this fun beta device in your custom levels.
Add fade-in and out support to the wheel platform trigger, its spindle and various platforms.
Add fade-in and out support to the boids of flock triggers, mainly for schools of fish and many other "flocking" creatures.
Fix possible black screen buffers under very specific circumstances.
Switch the gamepad subsystem to always use all the available gamepads and fuse all their analog and digital inputs together.
By doing this we can do multiple actions from various devices at the same time without any artificial switching.
This should improve the Steam Controller support, as well as third-party remappers that mix and match inputs.
Cut off any remaining rumbling before switching to a new active gamepad. Only the controller that is actually in the player hands will actually vibrate.
Add some hysteresis to the keyboard/mouse and gamepad switching modes.
Now it only marks a controller as active after after giving it some leeway to avoid spurious analog movement.
Fix a logic bug in the CAMERATOPLAYER gamescript operation. This may change some angles and behavior that depended on it.
Enable the Euroland, EDB FileInfo, OBJ FileInfo, Watcher, Resources, Stats and Draw Mode elements in the 'Viewer mode'.
Also enable the Collision Info data dumping section in the EDB Info window. These are all useful menus, some of them exist in normal mode.
Let the game open EuroLand files directly from Viewer mode via pipe messaging.
Re-enable the Output Items, Output Solid, Output Contour, Output Usage, R2 ScreenDump and List Trig Files entries in the Watcher. These dump text reports via stdout every time they are ticked.
Most EDB and soundbank loading errors should now be user-facing instead of failing silently.
Fix the high-resolution timers in the Item Update window. Now the more costly items (the ones that take more game cycles to process) should be visible.

Implement a [InitialLevel] PCReplaceFrontEnd=1 configuration key, so that PCLevel actually makes something.
Also implement a -level <hashcode> command-line parameter that overrides it and does the same thing.
If set to 1 it will load the PCLevel value, if not it will interpret it as a hash code. It only works in -dev mode.
See this wiki page[sphinxandthecursedmummy.fandom.com] for more information.
Implement a [Debug] KeyboardOptions=1 Sphinx.ini configuration entry. That will enable a series of keyboard shortcuts while in -dev mode.
Ctrl + M: Reloads the current level.
Ctrl + N: Toggles trigger markers, same as in the Watcher.
Ctrl + D: Toggles viewing trigger radiuses, same as in the Watcher.
Ctrl + G: Toggles god mode, same as in the Watcher.
Ctrl + I: Toggles the 'Always has item' cheat, same as in the Watcher.

Ctrl + {1,5}: Quickly loads the level stored in [InitialLevel] QuickLevelJump1=hashcode.
Ctrl + Shift + {1,5}: Assigns the currently loaded level to that jump combo key.

General performance improvements and optimizations.
Minor cleanups.
Abramo Nardella
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Sphinx and the Cursed Mummy + DLC GOG

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