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didn't have any interest in the game, but just recently heard the steam version had the dev tools release for people to mod the game with the same tools that were used to make it in the first place. was wondering if the GOG version got this update, isn't getting it, or if it's coming at a later date since this has my interest now.
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I just asked a similar question over on the Steam thread announcing the Modkit release. Hope to see a response somewhen soon. I only just caught wind of this, and am stoked to read the news!
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We are still fleshing out the tools and adding a bit of documentation, but I don't see why we can't include them as added GOG bonus materials. It's good to see some interest over here, too.

Keep in mind that the Authoring Tools also contain all the source assets and beta levels, amounting to around ~7.5GB, uncompressed. So it's not something you play around for a few hours, when we say we are releasing the original Eurocom/EngineX toolset we really mean it. There are many parts of EuroLand that even I don't understand yet, and while there are a bunch of fan projects in the works we still need to make things like Blender exp/importers for rigged/morphed meshes and better introduction guides to improve accessibility.

I have been modding and untangling the game for years, so we were lucky THQ Nordic was so supportive and lenient to release *all* the stuff I'd like to see if I wasn't part of the PC port. Hopefully a dev-enabled build of the game with a level selector and gamescript debugger will pass internal review in a few days.

No promises, though. But the 2018-03-09 patch is coming for sure.

PS: If you are interested in taking a look at what the community is doing behind the scenes you can join the unofficial Discord server, where most of the stuff/chat/speedrunning happens. I also hang out over there, so you can ask me stuff as a technical-minded Sphinx fan in my spare time, in case you need it: https://discord.gg/dbnxcPJ
Post edited March 12, 2018 by Swyter
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Swyter: We are still fleshing out the tools and adding a bit of documentation, but I don't see why we can't include them as added GOG bonus materials. It's good to see some interest over here, too.

Keep in mind that the Authoring Tools also contain all the source assets and beta levels, amounting to around ~7.5GB, uncompressed. So it's not something you play around for a few hours, when we say we are releasing the original Eurocom/EngineX toolset we really mean it. There are many parts of EuroLand that even I don't understand yet, and while there are a bunch of fan projects in the works we still need to make things like Blender exp/importers for rigged/morphed meshes and better introduction guides to improve accessibility.

I have been modding and untangling the game for years, so we were lucky THQ Nordic was so supportive and lenient to release *all* the stuff I'd like to see if I wasn't part of the PC port. Hopefully a dev-enabled build of the game with a level selector and gamescript debugger will pass internal review in a few days.

No promises, though. But the 2018-03-09 patch is coming for sure.

PS: If you are interested in taking a look at what the community is doing behind the scenes you can join the unofficial Discord server, where most of the stuff/chat/speedrunning happens. I also hang out over there, so you can ask me stuff as a technical-minded Sphinx fan in my spare time, in case you need it: https://discord.gg/dbnxcPJ
Yes, I noticed that the game has increased in size because of this tool. While it is appreciated for those who are interested in it unfortunately at the moment the toolkit is included in the installer. It would be great if it could instead be added as bonus material or if at least an optional installation could be included.
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Swyter: We are still fleshing out the tools and adding a bit of documentation, but I don't see why we can't include them as added GOG bonus materials. It's good to see some interest over here, too.

Keep in mind that the Authoring Tools also contain all the source assets and beta levels, amounting to around ~7.5GB, uncompressed. So it's not something you play around for a few hours, when we say we are releasing the original Eurocom/EngineX toolset we really mean it. There are many parts of EuroLand that even I don't understand yet, and while there are a bunch of fan projects in the works we still need to make things like Blender exp/importers for rigged/morphed meshes and better introduction guides to improve accessibility.

I have been modding and untangling the game for years, so we were lucky THQ Nordic was so supportive and lenient to release *all* the stuff I'd like to see if I wasn't part of the PC port. Hopefully a dev-enabled build of the game with a level selector and gamescript debugger will pass internal review in a few days.

No promises, though. But the 2018-03-09 patch is coming for sure.

PS: If you are interested in taking a look at what the community is doing behind the scenes you can join the unofficial Discord server, where most of the stuff/chat/speedrunning happens. I also hang out over there, so you can ask me stuff as a technical-minded Sphinx fan in my spare time, in case you need it: https://discord.gg/dbnxcPJ
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MarkoH01: Yes, I noticed that the game has increased in size because of this tool. While it is appreciated for those who are interested in it unfortunately at the moment the toolkit is included in the installer. It would be great if it could instead be added as bonus material or if at least an optional installation could be included.
I asked them to add it as bonus content, I explicitly called it bonus. Looks like they added it as part of the latest Windows patch for some reason. Sorry about that, there are a bunch of middlemen in the GOG release process, so nuances get lost in the way.

Usually for Steam patches it's just me, that makes it easier.
Post edited March 17, 2018 by Swyter
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Swyter: I asked them to add it as bonus content, I explicitly called it bonus. Looks like they added it as part of the latest Windows patch for some reason. Sorry about that, there are a bunch of middlemen in the GOG release process, so nuances get lost in the way.

Usually for Steam patches it's just me, that makes it easier.
Glad to hear that. Now I am quite sure that GOG will change this. If not now then with the next update.
I will point those responsible to your reply so I am sure there won't be any misunderstandings anymore. :)
Only just noticed the responses here, thanks for keeping us in the loop Swyter!
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MarkoH01: Yes, I noticed that the game has increased in size because of this tool. While it is appreciated for those who are interested in it unfortunately at the moment the toolkit is included in the installer. It would be great if it could instead be added as bonus material or if at least an optional installation could be included.
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Swyter: I asked them to add it as bonus content, I explicitly called it bonus. Looks like they added it as part of the latest Windows patch for some reason. Sorry about that, there are a bunch of middlemen in the GOG release process, so nuances get lost in the way.

Usually for Steam patches it's just me, that makes it easier.
It's still the same - Tools are still inside the game. Could you please ask your middlemen to reupload the build with the dev tools as extra like it was intended?
I did, a long time ago. Turns out that GOG extras/goodies have to be uploaded and handled directly by the GOG staff, making things a bit more complicated from the publisher side of things and adding some friction, specially when those assets have to be updated. That seems to be the reason they bundle everything with the game.

I don't know anything about how GOG works internally, but I find steamcmd pretty nifty for direct developer updates and Valve's partner page gives a lot of unsupervised freedom. If you wonder why games seem to be updated at different rhythms in Steam / GOG / Consoles.

Personally, I like to update pretty often, so the less supervision the better.
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Swyter: I don't know anything about how GOG works internally, but I find steamcmd pretty nifty for direct developer updates and Valve's partner page gives a lot of unsupervised freedom. If you wonder why games seem to be updated at different rhythms in Steam / GOG / Consoles.

Personally, I like to update pretty often, so the less supervision the better.
Not sure if you are setup to use GOG's devportal, but it should allow for a bit more freedom than the old GOG method. If you are already using it than perhaps not so much. However it appears to me there was a fairly recent policy change on GOG's side to open it up a bit more to all the devs. E.G. the Project Zomboid devs seem happier with the update process than they were. They even finally brought their beta channel to GOG after sitting through one final build approval.
No idea if this would at all help for extras. Also, I should mention I have no particular insight to either side of the process, GOG or developer.
Post edited June 10, 2018 by Gydion
DevTools after newest update still are included in game directory wasting diskspace and bandwith sadly.
Would be so thankful if whoever is responsible for this (obviously nobody is but I will keep on asking) could change this. Also for those who want to play with kb+m there's still not a trace of keyboard remapping. Since this was one of the most requested things since the first release of the game months ago I am starting to think this will never happen and that's sad too.

I am thankful for the many updates the devs are providing and I am especially thankful for the work and posts Swyter is doing here. But maybe the priotities should be changed. Those two things cannot be that difficult to do. Keyboard rebinding should be quite easyly implemented just by using an additional launcher which does the same as all those free third party tools on the net or serving as an editing tool for the already existing but for regular users quite cryptic config file. Uploading the game in a different way should not even be a problem at all. If the devs don't know how to do this just contact your publisher or GOG directly. You all have a mouth use it to talk, ask and make this better ;)
Post edited September 08, 2018 by MarkoH01
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MarkoH01: DevTools after newest update still are still included in game directory wasting diskspace and bandwith sadly.
Would be so thankful if whoever is responsible for this (obviously nobody is but I will keep on asking) could change this. Also for those who want to play with kb+m there's still not a trace of keyboard remapping. Since this was one of the most requested things since the first release of the game months ago I am starting to think this will never happen and that's sad too.

I am thankful for the many updates the devs are providing and I am especially thankful for the work and posts Swyter is doing here. But maybe the priotities should be changed. Those two things cannot be that difficult to do. Keyboard rebinding should be quite easyly implemented just by using an additional launcher which does the same as all those free third party tools on the net or serving as an editing tool for the already existing but for regular users quite cryptic config file. Uploading the game in a different way should not even be a problem at all. If the devs don't know how to do this just contact your publisher or GOG directly. You all have a mouth use it to talk, ask and make this better ;)
Yeah... I still have the DevTools -- which I don't use and have no plans on ever using -- included with my GOG installation of the game. Plus, the latest two updates made the game very sluggish for me, I'm assuming it's because of the HD textures that were added (I have a very old laptop, and it can't handle most graphic-intensive games, even those from 7 or 8 years ago). It would be nice if some sort of option was given to players, and those of us with crap machines could choose whether we want the original SD stuff, instead of all the new graphical improvements that make the game unplayable for us. The sad thing is that, while the game had other issues in previous builds (like sound bugs and important NPCs being affected by draw distance clipping), at least it looked and played good. To be completely honest, I already loved the way the game originally looked, so I would be fine with it looking like it did on my Gamecube, plus a robust keyboard & mouse support like the one in Psychonauts. That's all I wanted, really, I had no need for all of these technical improvements.

I think Swyter is doing an incredible job, to the extent of his abilities, especially considering he's doing all of this practically on his own. But I would strongly suggest hanging around the less tech savvy fans of the game, because he's doing this for us, too, not just the speedrunners and the modders and the tech über nerds he currently surrounds himself of. That's great, supporting that particular group of people, it really is, but they're not the only fans of the game, and definitely not the only ones who bought it.

We've been told time and time again that proper keyboard & mouse support is high on Swyter's to-do list. I don't pretend to know how hard it is to implement that, as I know nothing about coding or programming or porting a game that was probably written in a very cryptic language, but almost a year after release there are still no signs of this feature. That doesn't seem very high priority, to me, in all honesty, especially as the game keeps getting graphically bloated with each update. Now, I do believe proper kb+m support will eventually be released, I'm just not sure my PC will be able to run the game anymore, when that happens.

My three suggestions for things to prioritize, right now: PLEASE, proper keyboard & mouse fully remap customization, an option to downgrade graphics so older PCs can run the game and -- GOG only -- please remove the DevTools bloatware from the current standard GOG installation (make it an extra goodie). As for the graphics downgrade, I know that, fortunately, GOG Galaxy has a rollback feature that lets me go back to a version that works better for me but, like I previously said, earlier builds were not without their fair share of issues.
Alright, I have asked around again, let's see what happens.

For the time being I recommend deleting the Tools folder and reclaiming back all that space, as it's an optional extra that isn't needed for the game to run. Unfortunately downloading every update still wastes bandwidth, sorry about that.

About the launcher, it's a bit more complicated than that, because the game is multi-platform (Windows, Linux and macOS). So I'm just expanding the in-game menus with new options. As @MarkoH01 said, the 1-to-1 gamepad to key mapping is already configurable through Sphinx.ini, as shown in this thread: https://steamcommunity.com/app/606710/discussions/0/1693785669871752529/

The difficult thing is decoupling the game actions (jumping, attacking, moving through menus) from the inputs, that's what I'm rewriting. So that when you press the space key during gameplay the character jumps, but if you open a menu you can use it to toggle an option.

It's context-sensitive, and not easy to retrofit in a console game where they based their entire input around twelve gamepad buttons, two analog sticks and four unrelated ways to receive inputs.

In any case I appreciate the slap on the wrist.
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Quick update. The good people at THQ Nordic have just added a new free, optional DLC for the Authoring Tools, and they shouldn't be included in the main game package anymore. You will be able to download them separately if you want them, just like in the Steam release:

https://www.gog.com/game/sphinx_and_the_cursed_mummy_authoring_tools

Every Sphinx and the Cursed Mummy owner on GOG should automatically 'own' it. Have fun in Heliopolis.

Kudos to the publisher for listening to customer feedback, and GOG for the fast response.

Hopefully that solves the issue.