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Sphinx and the Cursed Mummy Update Patch Notes on April 21, 2024

에 게시됨 05/16/2024 에 의해 패치봇 코멘트 없음 ~에 Sphinx and the Cursed Mummy Update Patch Notes on April 21, 2024
  • 제목: Sphinx and the Cursed Mummy
  • 출시일:
  • 개발자:
  • 발행자:
Information about Sphinx and the Cursed Mummy is still incomplete. 이것을 사용하여 게임의 세부 정보를 입력할 수 있도록 도와주세요. 문의 양식.

✅ 소스를 통해 확인됨 Steam 커뮤니티

  • 패치 제목: 2024-04-21 changelog
  • 패치 출시일: 4월 21, 2024

The developer of Sphinx and the Cursed Mummy has released a new update for the game on April 21, 2024. 이 새로운 업데이트에서 확인하거나 변경해야 할 새로운 사항은 다음과 같습니다.. 이 정보는 Steam의 공식 발표에서 직접 선별되었습니다. 


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. 예, 알아요.
  • 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.
  • 장애를 입히다 (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, 문자, 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, 괴물, 횃불, portals and more. 전체적으로, 더 나은.
  • 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 “벽” ~ 동안 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_AnimDatumCollision + a bigger _HT_AnimDatumCollisionBound) 에 «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 이벤트 («Doors/windowblock»). If there are collision datum they will be used. Copied this from the dart targets, 좋다 «_buttonright녹색», which work similarly but with spherical collision and collision bound.
      • 그만큼 WaitHit had the BeetleShockwave 깃발. The _TRObject trigger that uses this script (Windowblock in _Maps/_ur_4patsun, inside _Maps/Uruk_Sphinx/Urk4pat.elf) 가지다 SolidCollision 그리고 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.

이 새로운 업데이트에 대해 자세히 알아보려면, 위에 언급된 공식 소스를 확인하세요..

패치 노트 태그:Sphinx and the Cursed Mummy

탐색 후

이전 게시물: 스테퍼 케이스: 초능력 추리 어드벤처 Update Patch Notes on April 21, 2024
다음 게시물: Depauchery 업데이트 단계 패치 노트의 단계

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  • 제목: Sphinx and the Cursed Mummy
  • 출시일:
  • 개발자:
  • 발행자:
Information about Sphinx and the Cursed Mummy is still incomplete. 이것을 사용하여 게임의 세부 정보를 입력할 수 있도록 도와주세요. 문의 양식.

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