Sapphire | Remaster | v2.0 released

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Nerotrobe
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Joined: Thu Jun 04, 2020 12:11 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: Sapphire | Remaster | v2.0 released

Post by Nerotrobe »

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
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Tormentor667
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Joined: Wed Jul 16, 2003 3:52 am

Re: Sapphire | Remaster | v2.0 released

Post by Tormentor667 »

What GZDoom version did you use?
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Rachael
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Re: Sapphire | Remaster | v2.0 released

Post 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.
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Enjay
 
 
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Re: Sapphire | Remaster | v2.0 released

Post 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.
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Tormentor667
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Re: Sapphire | Remaster | v2.0 released

Post by Tormentor667 »

Thanks for the hint, I just fixed the webpage :)
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Lagi
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Re: Sapphire | Remaster | v2.0 released

Post 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.
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leodoom85
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Re: Sapphire | Remaster | v2.0 released

Post by leodoom85 »

I think the line that uses the action to activate the fight should be one-time only instead of being repeatable.
Image
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Ozymandias81
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Graphics Processor: nVidia with Vulkan support
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Re: Sapphire | Remaster | v2.0 released

Post by Ozymandias81 »

All your mentioned issues (so even the Austerity one) shoould be fixed now, thanks LeoDoom85 :)
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leodoom85
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Re: Sapphire | Remaster | v2.0 released

Post by leodoom85 »

If you can spot anything weird in this video, feel free to watch this.
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Tormentor667
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Re: Sapphire | Remaster | v2.0 released

Post by Tormentor667 »

Awesome, thanks a lot for this video, it is awesome to watch :) Will showcase that on the Realm667!
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leodoom85
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Re: Sapphire | Remaster | v2.0 released

Post by leodoom85 »

Neato :)
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NovaRain
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Joined: Sun Jan 20, 2013 8:15 pm

Re: Sapphire | Remaster | v2.0 released

Post 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":

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");
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Ozymandias81
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Re: Sapphire | Remaster | v2.0 released

Post by Ozymandias81 »

Thank you very much NovaRain, we finally going to update those lumps among all re-releases
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
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Re: Sapphire | Remaster | v2.0 released

Post 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.

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