2024-04-21 changelog
[ 2024-04-21 09:52:16 CET ] [ Original post ]
This update comes with lots of bugfixes and gameplay tweaks, improved levels (Cursed Palace, Mummy Sewer and Uruk Temple), and a few higher-quality textures.
People with NVIDIA laptops should not get black screens anymore. The fiddly part at the end of Uruk Temple with the moving metal platform has been streamlined. See the full changelog below:
2024-04-21 (Sunday)
- Tweak the Mummy Sewer level to fix the glitchy metal grate that flickered against the water plane, also fix the fast-moving water in the 64-bit version of the same level.
- Fix a bunch of player-reported crashes and bugs:
- Fix a crash to desktop when picking up items without a parent trigger.
- Fix a hairy issue related to pickupable frozen enemies who are almost dead.
- Fix a NULL pointer dereference in the way EngineX draws in-game windows, which led to code execution redirection.
- Fix a crash when the player tried to look at another nearby character's neck, but the neck bone did not exist. Yes, I know.
- The NVIDIA driver reports supporting up to MSAA x32 via costly supersampling when the hardware only generally handles up to x8.
- Detect what is the actual limit to have more reliable performance.
- NVIDIA laptops also seem to have trouble with the supersampling, causing black screens.
- Limit the valid MSAA values loaded from Sphinx.ini to x1 / x2 / x4 / x8 / x16 / x32 / +, round them down and avoid possible OpenGL driver issues when players try to run the game with something like MSAA x3 directly.
- Disable (texture) anisotropic filtering by default during the first startup if MSAA or advanced features are not decently supported. Better performance for potentially low-end graphics cards.
- Close the game properly, without crashing, while having a -dev mode sub-menu open while doing Alt + F4 or closing the window.
- Add HQ texture overrides for the flying stone platform in the Uruk Islands, the Heliopolis Exterior palace bird heads and the smashed obelisk floor. The low-res bird heads one was suggested by @lordquacksmith.
- Fix the wrong texture in the throne room wall of the Cursed Palace. Enlarge the spawn radius of torches, characters, breakable pots, and other triggers.
- Fix more funky texture UV coordinates in Cursed Palace; the triangular glitches in the side door frames, the flipped and misaligned wall design at either side of them. Expand the draw distance of pots, monsters, torches, portals and more. All in all, better.
- Update the boot-up copyright year to 2024, it was about time.
- Tweak the Uruk Temple level to fix the biggest collision issue in the game with the moving platform and the window blocker.
- The released beetle would get stuck in the seam between the moving and static platform; if they detected collision against a "wall" during 15 consecutive frames they would explode, and this often happened in the seam unless the player moved it very fast to cross it before the count went up. Now the moving platform entity (platform_floor) has an invisible polygonal wedge that bridges the gap, as a geometry skirt or lip.
- The other problem was that even after reaching the window blocker and touching the actual wall with the beetle, the stone cover wouldn't explode with it most of the time; it would only explode around a small, spherical area surrounding the trigger center.
- To fix that we add two anim datum (one HT_AnimDatum_Collision + a bigger HT_AnimDatum_CollisionBound) to the Platform01/platform1 entity of type lozenge (the shape is rectangular, box collisions don't seem to be supported, lozenge are the 2D boxy equivalent of a capsule), the entity and its datum end up being part of a script with a WaitHit event (Doors/windowblock). If there are collision datum they will be used. Copied this from the dart targets, like buttonright_green, which work similarly but with spherical collision and collision bound.
- The WaitHit had the BeetleShockwave flag. The TR_Object trigger that uses this script (Windowblock in Maps/_ur_4pat_sun, inside Maps/Uruk_Sphinx/Urk_4pat.elf) has SolidCollision and HitZoneCollision set in User Flags.
- Raise the beetle-wall collision counter from 15 to 31-consecutive-frames. Making it harder to trigger via buggy ground geometry gaps like the movable platform in Uruk Temple.
- Make it frame-rate invariant, so that it does not get more or less difficult depending on the monitor or hardware.
- Fix a potential instant explosion that could theoretically happen randomly.
Sphinx and the Cursed Mummy
Eurocom
THQ Nordic
2017-11-10
RPG Singleplayer
GameBillet
3.33 /
€
Game News Posts 21
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Very Positive
(514 reviews)
https://store.steampowered.com/app/606710 
The Game includes VR Support
Sphinx and the Cursed Mummy: Linux Binaries [27.58 M]
Sphinx and the Cursed Mummy: Authoring Tools
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.
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.
Features:
- 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.
The Story:
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.
MINIMAL SETUP
- OS: Ubuntu 12.04 LTS. Steam OS. Arch Linux. Linux Kernel 2.6+ (i686 arch) / glibc 2.1.3+
- Processor: 1.5 GHz supporting SSE2 instructionsMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: OpenGL 3.0 Core Profile compatible
- Storage: 1 GB available space
- OS: Ubuntu 12.04 LTS. Steam OS. Arch Linux. Linux Kernel 2.6+ (i686 arch) / glibc 2.1.3+
- Processor: 2 GHz supporting SSE2 instructionsMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: OpenGL 3.0 Core Profile compatible
- Storage: 2 GB available spaceAdditional Notes: Having ARB_clip_control improves depth precision over large distances.
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