| Commit message (Collapse) | Author | Age | Files | Lines |
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The patcher using Cecil is now in its own derivation and can thus be
easily added via nativeBuildInputs. Patching FileStream types is so
common that it comes in handy for other games using Mono.
I also improved the patcher a little bit so it accepts command line
arguments and it's easier to add the types that needed to be patched
directly via command line arguments.
Signed-off-by: aszlig <aszlig@nix.build>
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This is a really good GraphViz viewer and since I need to do some GV
this integrates nicely with my workflow.
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Signed-off-by: aszlig <aszlig@nix.build>
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Most of these machines have limited RAM and come to a crawl whenever
swap space needs to be used.
Signed-off-by: aszlig <aszlig@nix.build>
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The zswap module is essentially what I had here, so let's just use that
instead.
Signed-off-by: aszlig <aszlig@nix.build>
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Even though these options are rather opinionated rather than generally
useful, it makes sense to have an option for that because I'm going to
use it for my managed machines as well.
Signed-off-by: aszlig <aszlig@nix.build>
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The Ransome Unbeeped DLC doesn't have a data/noarch/support directory
which we need for the icon so we need to change the unpack root to
data/noarch. This shouldn't make the unpacking phase that much longer
because the only additional files that get unpacked are small scripts
and docs.
Signed-off-by: aszlig <aszlig@nix.build>
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With fetchHumbleBundle finally being able to fetch the game with my
account, I think it's time to update the Nix expression. :-)
The game's binary is basically nothing more than just a wrapped Mono, so
we can use directly Mono from <nixpkgs> instead of patching the wrapper.
I also stubbed out the symbols for libsteam_api.so, which might be a
good idea to provide for other games as well but in a more generic way.
Another thing that was needed solely because of my stubbornness was to
patch out the system() libc library call in libfmodex.so, because I
didn't want to add /bin/sh to the sandbox.
So in summary: The new expression now is sandboxed, doesn't use the
wrapper anymore and also has a desktop entry :-)
Unfortunately I haven't found a changelog online to see what has changed
between the 20120620 and 20161016.
Signed-off-by: aszlig <aszlig@nix.build>
Cc: @layus
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Every HumbleBundle purchase has a list of subproducts and those have
so-called 'machine_name' attributes which are unique. However in our
fetcher we used the 'human_name' as a unique key, which isn't really
unique and in case of bastion the soundtrack subproduct is has the
human_name "Bastion" and the actual game has the *same* name as well.
Using the machine_name as the unique key now solves the problem that
certain games couldn't be found if you for example also have the
soundtrack.
Signed-off-by: aszlig <aszlig@nix.build>
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Since kernel 4.18 contains the zstd compression module in the crypto
API, it really makes sense to use that instead of the default (lzo) as
it seems to have lower CPU usage with higher compression ratios.
Another change I've made is to use z3fold for the pooling, so that 3
pages are cramped into one page of the pool. I did also have a look at
zsmalloc, but it seems to come with the cost of additional CPU usage.
Signed-off-by: aszlig <aszlig@nix.build>
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Includes changes for upstream release 1.0.1834 and 1.0.1839.
New & Changed Features for version 1.0.1839:
* Two changes were made to data saved for NG+ after completing the
game:
* Level 2 upgrades (Super Upgrade points) are undone and the
upgrade points are refunded. This allows the player to choose
different Level 2 upgrades when starting the NG+ game.
* Ammo, missile, and upgrade counts will only be updated if they
are better than the values saved from the player's previous
run(s).
* Updated Rewired input manager, providing support for 3Dconnexion
devices such as Space Mouse, Space Explorer, Space Navigator, etc.
Fixes for version 1.0.1839:
* Fixed the problem with user levels not working on Linux.
* NG+ now works add-on missions.
* Add-on levels are ignored if they have the same name as an existing
level.
* The correct ending is now played for Cronus NG+.
* Fixed survivor pickup error when there was no story text (which
could happen in an add-on level).
* Removed anti-cheat detector warning messages that in certain cases
caused performance issues.
* Fix Save/Load issue with Flak range finder.
* Player is no longer warned about skipping upgrades if all upgrades
have been applied.
* Fixed the orange sky in Phoebe Complex.
* Fixed the flickering light at the start of Level 6.
* Fixed problem of upgrades disappearing in add-on missions.
New & Changed Features for version 1.0.1834:
* Added 17 new cheat codes (total is now 20). We'll probably do
something like announce one new code each day in Discord.
* Pause menu and end level menu shows 'Cheater' if cheat code used.
* Added Valkyrie to some CM levels, and added Phantom to more CM
levels.
* Made [Backspace] act like [Delete] on Mac.
* Post-level and post-mission results show times in line with the
speedrun timer.
* Added stars in the sky in 4 CM levels, 3 MP levels, and 5 SP levels.
Fixes for version 1.0.1834:
* Fixed an issue in NG+ with reactors doubling their health after each
save/load.
* Fixed an issue with doors getting erroneously locked after
save/load.
* Fixed a mixup with black/grey decals.
* Fixed missing boss music in NG+ level 15.
* Fixed issue with 'last' weapon available in CM not being randomly
chosen.
* Fixed Vortex and Lancer (and Timebomb in some situations) not
spawning in CM.
* Fixed an issue with not dying in certain situations on Linux in
non-English after loading a saved game.
* Fixed invisible weapons in MP
Signed-off-by: aszlig <aszlig@nix.build>
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The latest master version has a few fixes for World of Xeen:
* Split the Adlib sound driver into it's own file
* Add detection entries for Clouds/Darkside/World of Xeen GOG German
* Fix crash using mirrors in standalone Clouds of Xeen
* Properly handle SFX & Music volume control
* Call audio cd manager open/close in engine init/deinit
* Fix using mouse click to close message dialogs
Signed-off-by: aszlig <aszlig@nix.build>
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Two of the applications I use (gpodder and gajim) use Gtk and the
default Adwaita theme is rather blinding me, especially at night.
So let's set the GTK_THEME environment variable globally.
Signed-off-by: aszlig <aszlig@nix.build>
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Upstream fixes:
* Prismatic shard drop rates don't increase when players hit the
bottom of the mine
* Farmhands warped to the wrong version of Marnie's house after
purchasing animals
* Crash when player/player child is born and one of the parents is
offline
* Multiple spouses standing in same space on farm
* Using a weapon after eating nullifies the food effects
* Walk around (instead of through) Pam when getting on the bus
* Toddlers not moving inside cabins
* Stop fly buzzing sound when it dies
Signed-off-by: aszlig <aszlig@nix.build>
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This packages "Return to the Roots" along with the game data fetched
from GOG. So basically it's RTTR with a "RTTR_GAMEDIR" set to the files
extracted from the GOG version.
In reality it's a bit more involved as we need to patch a few things and
also make sure that the sounds are built via Nix rather to be generated
at runtime.
The RTTR standard procedure would be to just install RTTR and you put
your game data somewhere in /usr/share (or any other place you've
configured) and on first startup it's generating the SOUND.LST file.
We want all the games in Vuizvui to be completely dispensible so that
the persistent files are *only* in $XDG_DATA_HOME/settlers2, so I've
made sure that everything is baked in at *build* time instead.
Signed-off-by: aszlig <aszlig@nix.build>
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So far in the games namespace we have just used the callPackage_i686
function from <nixpkgs> instead of our augmented set.
If we just use packages that are available in <nixpkgs> everything is
fine, but as soon as we want to use one of our own packages for
i686-linux we can't simply do that.
One example is the override in the gog.albion derivation which just uses
buildSandbox from the main pkgs attribute set.
We now properly pass through the whole pkgsi686Linux set to the games
namespace, so we can drop that hack for Albion.
Signed-off-by: aszlig <aszlig@nix.build>
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The attribute linuxPackages_copperhead_stable has been removed in
NixOS/nixpkgs@ddce094ddf456434e15a7af315be1f6de4136fd7 because it's
unmaintained.
Signed-off-by: aszlig <aszlig@nix.build>
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Finally the version is in par with the Steam version.
Here are the fixes since 1.3.18:
1.3.19 (14 June 2018):
* Client crashing when joining game due to null quest
* Beach Bridge not updating for other players when one repairs it
* Controls locking up inside fishing tent
* Loss of 'Dating' friendship status when upgrading from 1.2 to 1.3
* Wedding ring not appearing in crafting list in smapi
* deepestMineLevel stat only updating when they go deeper then any
other player
* Seasonal tileset / smapi compatibility issue
* Farmhands unable to enter pierre's on Wednesday after Community
center completion
* Rain totems not working in multiplayer
* No blue chickens in mulitplayer
* Gus walking through walls in Community Center
* Some animations playing at double speed inside buildings
* Pam disappearing (potential fix)
1.3.20 (19 June 2018):
* Fish splash points not properly syncing
* Missing elevator dings for clients
* Objects broken by weapons breaking twice when there is latency
* Glitched chest object in inventory UI
* Horse missing sounds/animation for clients
* Crash when trying to display dialogue for NPCs without any dialogue
left
* Players hidden from view when local player uses a return scepter
* All players teleported when return scepter used
* Structures can be placed where players would get stuck exiting them
* Allow players to walk out of resources (stumps/rocks) if they become
stuck inside
* Grandpa's candles not lighting
* Freeze up when all players are not in bed at 2am
* Farmhands not seeing giant mushroom trees until they relog
* Translation fixes
* Door/footstep sounds can be heard mapwide
* Item duplication if farmhands login while their inventory is open
* Stamina resetting to max when you leave/rejoin
* Trash items respawning when player travels to a different location
* Crash after blowing up a rock crab
* Fishing treasure chest causing a new cast
* Filled chests breaking when they're next to an empty chest
1.3.21 (21 June 2018):
* Animal sounds playing outside of map
* Player icons overlapping on the map page
* Fishing rod casting temp sprites during the fall mini game
* Unsynced exhausted state and passing out
* Remote characters not blinking
* Grubs invincible to host while retreating
* Floating lamp sprite in mines
* Secret notes fished up spawning without a note number
* Beer sprite overlapped by counter in Clint 3 heart event
* Secret note #4 description fix
1.3.22 (3 July 2018):
* Crash after 596 hours of gameplay
* Mistranslated Chinese co-op button on main menu
* Divorced status not carried over from 1.2 saves
* Post-6pm animal mood drain
* Animal happiness overflowing
* Spa not regenerating stamina when a menu is open in multiplayer
* Second player-player parent pregnancy causing crashes
* Farmhands able to retrieve last item shipped after it has been sold
* Lighting detaching from sources when upgrading house
* Players losing cursor slot items when they become disconnected while
managing inventory
* Farmhands unable to enter tower if they join after CC is completed
* Armored bugs not invincible
* Wrong fish appearing in fishing minigame tent
* Slingshot minigame crash
* Broken skull cavern level 100 event in Russian
* Cave carrot quest crash
* Buffs not clearing when farmhands log out
* Farmhands can't open chest in Junimo huts
* Goblin problem quest still in log for other players after goblin is
removed
* New songs on Jukebox show wrong names
* Duplicate songs on Jukebox
I haven't extensively tested this, only loaded a savegame and walked
around a bit. However the changes are only fixes and there aren't any
changes that would be relevant for our packaging.
Signed-off-by: aszlig <aszlig@nix.build>
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This reverts commit 21118154c9a5c94ae701f88ac20743e8c3c2d539.
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Introduced in #42798. The usage of `users.extraGroups` is apparently
deprecated and has been replaced with `users.groups`.
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The users.extraUsers has been renamed a long time ago, so let's switch
to the new option.
Signed-off-by: aszlig <aszlig@nix.build>
Cc: @sternenseemann
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I'm going to use the sandboxing implementation as the basis for
something else where I'm going to do additional mounts on top of the
existing ones. This is just to make it easier to find the mount target.
Signed-off-by: aszlig <aszlig@nix.build>
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When using MS_BIND the mount flags aren't actually applied, so we need
to remount the bind mount with the flags we wanted if additional flags
are desired for the mount.
I've also removed the MS_NOATIME, because this doesn't work for kernel
4.14 (returns -EPERM) and it's really not necessary to change the atime
flags for our bind mounts.
Signed-off-by: aszlig <aszlig@nix.build>
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While the Nix store should be read-only by default, we can't guarantee
this as the Nix store could be mounted read-write (for example on
non-NixOS systems).
For paths other than store directories, I took a conservative approach
here where only /etc is mounted read-only, for all the pseudo-
filesystems such as /proc, /sys or /dev write access might still be
needed, for example to write to a hardware device exposed via /dev (eg.
a gamepad with rumble support).
Signed-off-by: aszlig <aszlig@nix.build>
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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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