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high rated
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.

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

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.
high rated
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.
high rated
Changelog for Patch 2017-11-21 (added 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.
high rated
Changelog for patch 2017-11-23 (added 27 November 2017):

- First attempt at fixing the root of the problem that causes the pure black objects and the black screen/teleport issues.
- Add colours to some of the new toggleable graphics options (Particles/V-Sync).
- More in-depth Italian translation fixes courtesy of @LetsPlayNintendoITA.
- Minor cleanups.
high rated
Changelog for Patch 2017-12-05 (added 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.
Post edited December 06, 2017 by MarkoH01
high rated
Changelog for Patch 2017-12-10 (added 11 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, as seen in this thread.
- Minor fixes.
- 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.
- 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.
Post edited December 12, 2017 by Swyter
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Swyter: snip
Hey, thank you for adding chngelogs here as well. :)
A small question: did you already add a keybinding option other than using the config file in the meantime?
Post edited December 12, 2017 by MarkoH01
high rated
Remappable keys have been the main priority starting this Monday. If everything goes well they should be working either this or the following week. Maybe the UI work takes a bit more, depending on the difficulty. But at least they should be configurable via INI file.

A new GOG update (2017.12.12) is scheduled for today or tomorrow morning, depending on how well the latest fix is doing. Hope that helps!
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Swyter: Remappable keys have been the main priority starting this Monday. If everything goes well they should be working either this or the following week. Maybe the UI work takes a bit more, depending on the difficulty. But at least they should be configurable via INI file.

A new GOG update (2017.12.12) is scheduled for today or tomorrow morning, depending on how well the latest fix is doing. Hope that helps!
That sounds absolutely amazing. So great to see how much work you are putting into this to make the experience even better Thank you for all the informations.
high rated
Changelog: for 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.

(Unfortunately I still cannot see any rebindable keys listed in the changelog - I guess we'll have to wait a bit longer for something that should be absolute standard in every PC game).
high rated
Looks like the 2017.12.12 update got lost along the way, at least it should now be up to date. Rebindable keys turned out to be much trickier than originally thought; they require a lot of internal rework, so I have been doing other things in the meantime. I don't want to break what it is already there, but things are progressing. Sorry about that.

I posted an announcement here, just in case some of you are interested: http://steamcommunity.com/games/606710/announcements/detail/1594705210010547904
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Swyter: Looks like the 2017.12.12 update got lost along the way, at least it should now be up to date. Rebindable keys turned out to be much trickier than originally thought; they require a lot of internal rework, so I have been doing other things in the meantime. I don't want to break what it is already there, but things are progressing. Sorry about that.

I posted an announcement here, just in case some of you are interested: http://steamcommunity.com/games/606710/announcements/detail/1594705210010547904
Hey, thank you for keeping us informed. Just a suggestion/question: wouldn't it be more easy - at least as a workaround - to simply add a config tool or a launcher to solve this "rebindable keys" issue without the danger of breaking things that already are working?
high rated
Changelog for Patch 2018-01-31 (added 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 s/he 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
high rated
Changelog for Patch 2018-03-09 (added 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.
high rated
Changelog for Patch 2018-05-23 (added 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.