I can't load this level. I get the following error:
sapphire.pk3:zscript/saphrtorch.zc, line 89: Default blocks currently disabled in mixins
sapphire.pk3:zscript/saphrtorch.zc, line 165: Mixin SaphrFireMixin does not exist.
Attempt to get invalid state SpawnLoop from actor SaphrTorchFlame.
Execution could not continue.
2 errors, 0 warnings while compiling sapphire.pk3:zscript.zc
Re: Sapphire | Remaster | v2.0 released
Posted: Thu Jun 04, 2020 3:18 pm
by Tormentor667
What GZDoom version did you use?
Re: Sapphire | Remaster | v2.0 released
Posted: Thu Jun 04, 2020 3:59 pm
by Rachael
Might be a good idea to put in the topic title in brackets [REQUIRES GZDoom 4.3.x] or something, if it fits, to help avoid that confusion.
Re: Sapphire | Remaster | v2.0 released
Posted: Thu Jun 04, 2020 4:22 pm
by Enjay
Even the official page is misleading:
Port GZDoom 1.6+
Which I assume applies to the original release but the remaster link is on the same page and doesn't specify anything newer.
Re: Sapphire | Remaster | v2.0 released
Posted: Fri Jun 05, 2020 10:49 am
by Tormentor667
Thanks for the hint, I just fixed the webpage
Re: Sapphire | Remaster | v2.0 released
Posted: Sat Jun 06, 2020 5:46 pm
by Lagi
amazing level. Visuals are top notch. This planet in background make me feel uncomfortable.
final boss was strange? and not all monster left from the red rooms.
quite hard also. included autoquicksave was very helpful.
Re: Sapphire | Remaster | v2.0 released
Posted: Sat Jun 13, 2020 10:17 pm
by leodoom85
I think the line that uses the action to activate the fight should be one-time only instead of being repeatable.
Re: Sapphire | Remaster | v2.0 released
Posted: Sun Jun 14, 2020 9:57 am
by Ozymandias81
All your mentioned issues (so even the Austerity one) shoould be fixed now, thanks LeoDoom85
Re: Sapphire | Remaster | v2.0 released
Posted: Mon Jun 15, 2020 7:04 pm
by leodoom85
If you can spot anything weird in this video, feel free to watch this.
Re: Sapphire | Remaster | v2.0 released
Posted: Tue Jun 16, 2020 1:59 pm
by Tormentor667
Awesome, thanks a lot for this video, it is awesome to watch Will showcase that on the Realm667!
Re: Sapphire | Remaster | v2.0 released
Posted: Tue Jun 16, 2020 4:29 pm
by leodoom85
Neato
Re: Sapphire | Remaster | v2.0 released
Posted: Thu Jun 16, 2022 8:23 pm
by NovaRain
Sorry for necro post, but I found GZDoom 4.8.0 cannot run Sapphire v2.0 without editing zscript. It failed to start with error messages:
Script error, "sapphire.pk3:zscript/saphrinter.zc" line 34:
Left side of mFont is not a struct or class
Script error, "sapphire.pk3:zscript/saphrinter.zc" line 49:
Left side of mFont is not a struct or class
After comparing the content of gzdoom.pk3 between 4.7.1 and 4.8.0, all "finished" in these lines in SaphrInter.zc need to be changed to "finishedp":
Line 34> disp += finished.mFont.GetMaxAscender("$WI_FINISHED");
Line 49> if (y < (statsy - finished.mFont.GetHeight()*3/4) * CleanYfac)
Line 52> y = DrawPatchOrText(y, finished, finishedPatch, "$WI_FINISHED");
Re: Sapphire | Remaster | v2.0 released
Posted: Sat Jul 23, 2022 9:48 am
by Ozymandias81
Thank you very much NovaRain, we finally going to update those lumps among all re-releases
Re: Sapphire | Remaster | v2.0 released
Posted: Mon Jul 25, 2022 5:38 am
by Graf Zahl
Why was all this stuff copied verbatim from the base classes anyway?
In case someone asks, this had to be renamed because of a name clash after letting these screens run as cutscenes.