Sapphire | Remaster | v2.0 released
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
Re: Sapphire | Remaster | v2.0 released
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
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
- Tormentor667
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Re: Sapphire | Remaster | v2.0 released
What GZDoom version did you use?
Re: Sapphire | Remaster | v2.0 released
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
Even the official page is misleading:
Which I assume applies to the original release but the remaster link is on the same page and doesn't specify anything newer.Port GZDoom 1.6+
- Tormentor667
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Re: Sapphire | Remaster | v2.0 released
Thanks for the hint, I just fixed the webpage
- Lagi
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Re: Sapphire | Remaster | v2.0 released
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.
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
I think the line that uses the action to activate the fight should be one-time only instead of being repeatable.
- Ozymandias81
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Re: Sapphire | Remaster | v2.0 released
All your mentioned issues (so even the Austerity one) shoould be fixed now, thanks LeoDoom85
Re: Sapphire | Remaster | v2.0 released
If you can spot anything weird in this video, feel free to watch this.
- Tormentor667
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Re: Sapphire | Remaster | v2.0 released
Awesome, thanks a lot for this video, it is awesome to watch Will showcase that on the Realm667!
Re: Sapphire | Remaster | v2.0 released
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:
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":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
Code: Select all
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");
- Ozymandias81
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Re: Sapphire | Remaster | v2.0 released
Thank you very much NovaRain, we finally going to update those lumps among all re-releases
- Graf Zahl
- Lead GZDoom+Raze Developer
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Re: Sapphire | Remaster | v2.0 released
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.
In case someone asks, this had to be renamed because of a name clash after letting these screens run as cutscenes.