| Commit message (Collapse) | Author | Age | Files | Lines |
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Packaging is a bit similar to what we had to do back then with Opus
Magnum (see commit 523dcef1f77251a4cfeb3428a0b13c0ec1d9c342) where some
game data files were tried to open in read-write mode.
I'm using the same patcher (which is using Mono.Cecil) that I have used
for Opus Magnum back then but I've cleaned it up a bit.
In the long term I'd try to make the patcher a bit more generic so that
it can be used for other Mono-based games, because opening game data
files in read-only mode seems to be fairly common among a few other
games I haven't fully packaged yet.
The game also tries to execute "xdg-open error_log.txt" in the event a
uncaught exception occurs, which then fails because no xdg-open is
available. So instead, I made a small dummy wrapper which just runs
"head" on the error.log instead.
Another thing which unfortunately is currently not working is the
editor, because it tries to create a directory ("Workshop") within the
game's content directory, which - again - doesn't work within the
read-only Nix store.
Signed-off-by: aszlig <aszlig@nix.build>
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Another Unit3d game, so packaging is pretty straightforward but the save
games and settings are in $XDG_DATA_HOME/SatelliteReign instead of the
standard Unity3d directory ($XDG_CONFIG_HOME/unity3d).
The standard Unity3d directory however is still used, but it only
contains the player log file.
Signed-off-by: aszlig <aszlig@nix.build>
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This time, let's make wireguard permanently available.
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Sometimes you wanna dig, but sometimes you also just wanna drill.
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The build currently fails on Hydra and I highly doubt that it will be
used on an i686-linux system. If it's really needed for i686-linux
systems it can be directly used for a specific machine or this very
commit could be reverted.
Signed-off-by: aszlig <aszlig@nix.build>
Cc: @Profpatsch
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I really didn't use it at all and there is also no reason to keep it
there anyway.
Signed-off-by: aszlig <aszlig@nix.build>
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I'm no longer using Miro, so there really is no point in having this
override in there.
Signed-off-by: aszlig <aszlig@nix.build>
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This also supports the "Ransome Unbeeped" addon which should get rid of
all the beeps from Ransome's voice tracks. I added this by default in
the package, because in order to enable it you still either need to
enable it every time you start the game or set "forceRansomeUnbeeped: 1"
in "$XDG_DATA_HOME/Terrible Toybox/Thimbleweed Park/Prefs.json" to make
it permanent.
The packaging is pretty straightforward except a small preloader which
changes the working directory to the shared data directory so the
"ggpack" files can be found. From inspecting the binary this should also
be doable by setting the THIMBLEENGINE_GAMEROOT environment variable,
but I haven't tried yet.
Signed-off-by: aszlig <aszlig@nix.build>
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Unfortunately this game doesn't work on my machine, as I don't have
support for OpenGL 4.3. However, the game at least gets to the loading
screen, so it should work in theory.
Signed-off-by: aszlig <aszlig@nix.build>
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Some games (well, currently just one, Dungeons 3) come with a .app
directory that contains additional game data which includes package
.unity3d files.
Such directories will be searched relative from the current working
directory, so let's actually set the working directory to
$out/share/something and copy the .app directory to that if it exists.
Tested with Dungeons 3 and also with a few other Unity3d games to see
whether they still work.
Signed-off-by: aszlig <aszlig@nix.build>
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This package has been broken for a long time, because in the meantime
(actually quite a while ago, maybe a year even) runCommand no longer
includes a C compiler. So let's switch to runCommandCC instead and use
"cc" instead of "gcc" to be Clang-compatible.
Signed-off-by: aszlig <aszlig@nix.build>
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A Unity3d game, so packaging is pretty straightforward.
Signed-off-by: aszlig <aszlig@nix.build>
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The patch no longer applies with this kernel version because the patch
context has changed.
Signed-off-by: aszlig <aszlig@nix.build>
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I have only tested whether loading and saving games works and flew
around for about 1 minute in the first mission.
Signed-off-by: aszlig <aszlig@nix.build>
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While it would be preferrable to have the current version (1.3.19, which
is not available for GOG GNU/Linux users right now), this update at
least fixes a few of the more nastier bugs.
Fixes for 1.3.12 (22 May 2018):
* All players seeing milking messages
* Object desync on farm between players
* Lighting issue in spa
* Clocks becoming de-synced from server latency (now will disconnect
player)
* Network usage high when NPCs moving
* Delay when using bombs
* Hidden mines ladder to skull cavern
* Erroneous thunderstorm weather forecast in summer
Fixes for 1.3.13 (24 May 2018):
* Added separate chests in the mines for each player
* Fishing tent control lock up
* Duplicate cursors in minigames
* Crashes buying furniture
* Freeze ups when fishing during events
* Crash caused by ordering a building construction the day before a
festival
* Crash breaking certain objects in the skull cavern
* Horse-related bugs with movement between screens/clipping
Fixes for 1.3.14 (25 May 2018):
* Re-enabled moving & demolishing buildings in multiplayer (although
only host can do it)
* Staircases appearing at the bottom of the mines
* Mermaid show not playing if volume is muted
* Added a quest to hint at the magnifying lens
* Crash when selling lots of items to Pierre / through the shipping
bin
Fixes for 1.3.15 (30 May 2018):
* Bundle menu is usable for clients outside of the community center
* Break-up event has been made less harsh
* Crash upon returning to a level of the mines with a chest, after
having just been in it
* Machines breaking themselves sometimes when you're near torches
* Crash caused by attempting to load a quest that hasn't been
localized yet
* Monster cries being heard outside of the mines
Fixes for 1.3.16 (05 June 2018):
* Client 'introductions' quest tracking the wrong number of villagers
* Cabin fridges emptying when host reloads
* Secret Santa assignments changing
* Items missing from festival shops playing in Chinese
* Fishing tackle traded breaking after one use
* Tree seeds not harvestable in multiplayer
* Spouse position issues
* Players stuck in wall after Emily's 10 heart event
* Wallpaper/Floors vanishing and resetting
* Host and client don't sync if a ladder or shaft spawns
* Slimes aggroing player during secret woods event
* Horse becomes unmountable after entering a new location
* Horses vanish when jumping between two quickly
Fixes for 1.3.17 (07 June 2018):
* Farmhands not able to interact with bundles inside community center
* Farmhand tools disappearing after logging out while being upgraded
* Museum donations disappearing
* Farmhand profession sale bonuses not applying
* Artifact donation message appears in English for all languages
* Profit margin mistranslated in German
* Character names appearing in English while playing non-English
character languages
* Unable to walk through animals while inside a building
* Bug which could make farm animals disappear
* Baby gender assignment issue for player/player newborns
This releaso also contains a new feature:
* Invite code now copyable to clipboard
Fixes for 1.3.18 (12 June 2018):
* Active players can cancel new player creation for farmhands
* Mouseover hover missing for buffs
* Horse footsteps using wrong sounds
* Crash whenever Marlon's name is used
* NPCs end of route animation playing at double speed for clients
* NPC positions not syncing at end of route animations (multiple NPCs)
* Extra tools spawning overnight if another player has them
* Gift giving not properly resetting after upgrading from 1.2 to 1.3
* Mistranslated pt-br seed disc saying to plant in winter
* Spa sign in English while playing in Chinese
* Proposals cannot be canceled
* Fishing rod event not triggering for farmhand
* Machines producing 'empty' products
Signed-off-by: aszlig <aszlig@nix.build>
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Ghostwriter, Vim with Goyo, and now Focuswriter. Who will win?
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Should fix the build hopefully.
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Packaging is pretty straightforward, because it's a Unity3d game and we
have a build hepler for that.
Upstream site: http://www.tinybuild.com/partyhard
Signed-off-by: aszlig <aszlig@nix.build>
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I think this has te be fixed in <nixpkgs>, because SDL2 loads libGL at
runtime using dlopen(), but recent changes have been made so that
libGL.so is no longer in LD_LIBRARY_PATH on NixOS by default.
So until then, let's set SDL_OPENGL_LIBRARY, so that SDL2 will load it
from that path directly instead of searching in LD_LIBRARY_PATH.
Signed-off-by: aszlig <aszlig@nix.build>
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For example the store path of libGL-1.0.0 is a symlink pointing to
libglvnd-1.0.0 right now on my machine.
If we have such a symlink the sandbox would just silently skip it and
only mount the *resolved* path instead of creating the symlink leading
to the target.
Now whenever bind_mount() with the resolve argument being true is used,
we create all the symlinks leading to the target path determined by
realpath().
Signed-off-by: aszlig <aszlig@nix.build>
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This has been broken since a while when Automake 1.16 was introduced in
NixOS/nixpkgs@e0c155e26b6a73bba06d6f2ced12bd4bcb0d6503.
The upstream WildMIDI project has since moved to CMake and the patches
from the static recompilation project haven't been ported to a newer
version, so we're stuck with the Automake variant.
Fortunately, the fix is rather easy and it's more obvious when you look
at the changelog of Automake 1.16:
The 'subdir-object' option no longer causes object files corresponding
to source files specified with an explicit '$(srcdir)' component to be
placed in the source tree rather than in the build tree.
For example, if Makefile.am contains:
AUTOMAKE_OPTIONS = subdir-objects
foo_SOURCES = $(srcdir)/foo.c $(srcdir)/s/bar.c $(top_srcdir)/baz.c
then "make all" will create 'foo.o' and 's/bar.o' in $(builddir)
rather than in $(srcdir), and will create 'baz.o' in $(top_builddir)
rather than in $(top_srcdir).
So all we need to do is strip off the absolute pathname of
libWildMidi.la/libWildMidiA.la and the build passes.
Signed-off-by: aszlig <aszlig@nix.build>
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This is the result when you combine Might and Magic 4 and 5 and ScummVM
very recently got support for that. See http://scummvm.org/news/20180501
for the announcement.
So we're wrapping the game using latest git version of ScummVM.
Signed-off-by: aszlig <aszlig@nix.build>
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The namespace was kind of hard to remember, so let’s just call it openlab.
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The machine’s mainboard broke, so it’s gone.
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The patches are basically the same but only the files were moved to a
different place in the upstream repository.
Tested building and execution.
Signed-off-by: aszlig <aszlig@nix.build>
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The hotfix release 1.6.71 contains the following fixes:
* UI: Fixed sorting of UI dialogs when in-match
* UI: Fixed missing Chinese translation for training menu label
* UI: Fixed resolution "free" label value change when changing
languages
New features in version 1.6.70:
* New localization: French
* New localization: Chinese
* UI: Language selector is presented on first launch
* UI: Some title screen layout adjustments for localization (complete
reskin later)
* CRONUS: Finally has a unique victory pose (like the rest of the
cast)
Fixes in version 1.6.70:
* GAME: GIF export files are properly closed when canceling
* GAME: Fixed empty powerup crate falling once on clients if all
powerups are disabled
* GAME: Fixed not being able to split shots on clients if projectile
is already destroyed on the host
* GAME: Fixed possibility for two projectiles to create a blast
barrier instead of hitting objects
* GAME: Fixed missing left ember spawner on The Catacombs
* GAME: Random map is refreshed when returning to the lobby from a
match
* GFX: Fixed the tint of Epi's ghost in his victory pose
* UI: "Keyboard" is now properly localized on player selectors
* UI: Fixed potential for game to stall if localized text parsing
fails in some edge cases
* UI: Better spacing in GIF end cards for multi-line Steam usernames
* UI: Fixed Connect button being selected after removing IP digits
using the GUI
* UI: Various minor layout fixes for different locales
* UI Fixed ready up indicator minor scaling issues
* AUDIO: Fixed replays always playing SFX at max volume
* EPI: Fixed ghost Epi getting hit instead of real Epi if standing in
the same spot
Full upstream change log:
https://s3-us-west-1.amazonaws.com/sombr-invisigun/messages/ReleaseNotes.txt
Signed-off-by: aszlig <aszlig@nix.build>
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This was an error I made in 7b7f782c93fafe2c42f882b933cf49ba99e3e3bc.
Basically the change was to replace "import ../../nixpkgs-path.nix" by
thu "nixpkgsPath" argument, but I forgot to remove the ".nix" and it
became "nixpkgsPath.nix".
Signed-off-by: aszlig <aszlig@nix.build>
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This is to make sure that noone accidentally installs this either via
"nix-env -i" or via "nix-env -u".
Signed-off-by: aszlig <aszlig@nix.build>
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This adds version 1.3.11 of the ongoing multiplayer beta, so it can be
conveniently installed via Nix :-)
I haven't tested this a whole lot, only started a new farm, walked
around and that's it.
Signed-off-by: aszlig <aszlig@nix.build>
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So far we only showed the main installer packages that are available for
a certain game. However there are other things such as downloadable
content and related products that we might be interested in.
I needed this mainly because the Stardew Valley beta download is listed
as bonus content.
Signed-off-by: aszlig <aszlig@nix.build>
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I haven't bisected this to know the exact commit that made this change
necessary, but it might be that SDL2 now no longer propagates libGL
anymore.
If this is the case for other games as well, I might want to do a
bisect, but for now let's just fix it.
Signed-off-by: aszlig <aszlig@nix.build>
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Unlike the other Unity3D games, LIADS writes settings and save files to
XDG_DATA_HOME, so we need to add it to the required sandbox paths.
Signed-off-by: aszlig <aszlig@nix.build>
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Now that the mutt configuration works like a charm again, we can finally
remove claws-mail.
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Apparently only three primary DNS servers allowed, so we'll reduce it to
whatever DHCP offers plus two of our own definition.
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The original idea was to have globally reachable nameservers as
fallback, but really this isn't what I wanted. I want to have
nameservers additionally to the ones provided by DHCP, but in case the
one provided by DHCP does not deliver the resolve, the other primary
nameservers here will be queried instead.
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Attribute set entry wasn't closed with a semicolon.
Signed-off-by: aszlig <aszlig@nix.build>
Cc: @devhell
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Let's try to take the DHCP supplied nameservers and add defined ones as
fallback in systemd-resolved.
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