| Commit message (Collapse) | Author | Age | Files | Lines |
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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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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 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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A Unity3d game, so packaging is pretty straightforward.
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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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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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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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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This is quite straightforward and very similar to most other Mono games
and even uses XDG directories already.
Signed-off-by: aszlig <aszlig@nix.build>
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We only fetch the data files from GOG here and use the port from
OpenPandora (https://repo.openpandora.org/?page=detail&app=albion_sr)
for the main game executable.
Instead of using the binaries of the static recompiler, this is
completely compiled from source and comes with a few changes in the form
of a few patches:
config.patch:
Hide the mouse cursor and set the default scaled resolution to
1280x960 (the window can still be resized) in the default
albion.cfg.
error-log-stderr.patch:
Whenever an error happens, the game usually creates a file called
"error.log", which contains the actual error message. This patch
makes sure the file isn't created but the error message is printed
to stderr.
scons.patch:
Fixes a few SConstruct/SConscript files to use the builder's
environment, so that it can find executables such as gcc.
sdl2.patch:
SDL 2 has dropped support for the keysym.unicode field at some
point, so use keysym.sym instead. This has the disadvantage that it
doesn't recognize key modifiers, so we might want to switch this to
use the SDL_TEXTINPUT event.
xdg-paths.patch:
We want to use XDG_CONFIG_HOME and XDG_DATA_HOME instead of writing
everything to one directory, so this patch makes sure that the paths
are correctly read depending on whether its an XDG directory or one
of the store paths of the game.
Signed-off-by: aszlig <aszlig@nix.build>
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We're in almost the same misery here as with HumbleBundle, because we
can't get stable download URLs with manifests for games that have an
"os" field of either "windows" or "osx".
Unfortunately, this isn't the only hoop we're going to, because similar
to the HumbleBundle fetcher, we need to solve a (re)captcha in order to
login (and I've been annoyed by countless cars, street signs, roads,
busses, store fronts, hills and mountains during development).
I tried looking for a way to get an API key similar to what itch.io is
doing, but the only mechanism in place is a temporary key which needs to
be refreshed using the old key after a while, so it's unsuitable for our
case.
The code currently is very much _not_ DRY, because a lot of it is copied
over and modified from fetchHumbleBundle, especially the captcha solving
application.
It's really a shame to see the same situation that we have for
HumbleBundle in GOG, given that HB is getting less DRM-free games these
days and GOG is DRM-free *only* (which is a very good thing).
Signed-off-by: aszlig <aszlig@nix.build>
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