| Commit message (Collapse) | Author | Age | Files | Lines |
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The second game from Subset Games after FTL:
The remnants of human civilization are threatened by gigantic creatures
breeding beneath the earth. You must control powerful mechs from the
future to hold off this alien threat. Each attempt to save the world
presents a new randomly generated challenge in this turn-based strategy
game.
Signed-off-by: aszlig <aszlig@nix.build>
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New upstream features:
* A new "New Game Plus" mode, which allows to replay the game with
various modifications
* Three more cups are now available in the Arena of Rhombus Square
along with new items in the Arena Shop
Upstream fixes:
* Add missing Chinese translation for New Game Plus menu
* Slightly adapt point requirements for new Arena Cups
* "Get on my Level" NG+ option will now set enemy level based on your
average stats, making for a much more balanced experience
* 4x Enemy Damage didn't work. Now it does
* Potentially fix crash in statistics menu (hopefully)
* Fix damage number display with enemy damage x1.5 scaling
* Self inflicted damage with Sergey-Hax won't immediately kill you
* Regen items work outside of combat when "Classic Heals" is enabled
* EXP scaling slightly modified to scale after level scaling
* Fixed music playback issues in the arena
* Fixed softlock when skipping intro and solving a still unsolved
puzzle later in the cargo-hold
* Shredder detection will ignore wave duplicates because otherwise you
can easily break/softlock things
* Fixed a few more crash issues in the arena
* Element Load is now active again when you skipped the intro in NG+
* Boosters work properly now together with "Get on my Level"
* Several smaller dialog fixes, especially when "Get on my level" is
activated
* Apollo's level won't be scaled despite "Get on my level" because
he's a honorable Spheromancer that doesn't cheat!
* Fix broken Healing at Landmarks
* Fix crashes related to attacking Kamikater in ways you really
shouldn't attack it
* Fix some more arena music issues
* Make sure all descriptions of HP Regen specify healing every 60
seconds
Full upstream announcement:
https://www.radicalfishgames.com/?p=6864
Signed-off-by: aszlig <aszlig@nix.build>
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Both games have been laying around uncommitted for quite a while and
since they work out of the box with the generic Unity3d builder they're
also straightforward to package without any surprises.
Signed-off-by: aszlig <aszlig@nix.build>
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I had some problems where it got stuck in the loading screen, but
after restarting a few times to find out why, it suddenly worked. So
no guarantees that it’s bug-free.
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Hollow Knight is a 2D Metroidvania action-adventure game, which takes
place in Hallownest, a fictional ancient kingdom.
The player controls an insect-like, silent, and nameless knight while
exploring the underground world.
Packaging the game would have been almost straightforward, would there
not be another occasion where the developer has mixed up the persistent
data path with the non-persistent data path, which is quite common in
many games.
Fortunately, this is pretty easy to fix with our Mono game patcher.
Signed-off-by: aszlig <aszlig@nix.build>
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A game that I had laying around since quite a while but I was too lazy
to patch properly, since the game expects its data files as well as its
save files in the current working directory.
While I did patch the game via an LD_PRELOAD wrapper of fopen it also
feels kinda rendundant with code we have in preloaders of other games.
So in the long term we might want to implement something a bit more
generic, but for now the game works and config and saves are properly
placed in XDG_CONFIG_HOME and XDG_DATA_HOME.
Signed-off-by: aszlig <aszlig@nix.build>
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Upstream has 30x redirects for some URLs.
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Both were contributed by @layus, thanks a lot :-)
While there are a few other pull requests pending, these two games are
Unity3d based and thus quite non-controversal.
I don't own these games, so I can't test whether they actually work.
Merges: #25
Merges: #26
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The way GOG embeds recaptcha has changed a while ago and it's now
embedded via additional JavaScript which no longer directly contains
"google.com/recaptcha", because it is now contained within an iframe.
Fortunately, the fix is relatively easy, because everything else is
still implemented in the same way, we just need to match portions of
that JavaScript code.
I also fixed up the Qt plugin path for the captcha prompt if a newer
nixpkgs revision is used, where we have wrapQtAppsHook.
Signed-off-by: aszlig <aszlig@nix.build>
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This is supported by the Stratagus/Wargus engine and it's using the data
files from the GOG version.
I had this laying in the repository for a while but didn't commit and
push it yet, so let's call it done by now :-)
Signed-off-by: aszlig <aszlig@nix.build>
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This is basically a wrapper around ResidualVM, which I also patched so
that we can inject a basic config file from the Nix store that contains
the basic game information.
The ResidualVM build is pretty minimal in that we only use those
dependencies that we actually need for the game.
Signed-off-by: aszlig <aszlig@nix.build>
Cc: @Profpatsch
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If we're on a machine with remote builds enabled, we'd like to prefer
not having our login credentials to be pushed on a remote server.
We of course also don't want the actual games to end up on a different
machine, so let's use preferLocalBuild to avoid this.
Unfortunately avoidance is not at any cost, because if we for example
use a different system attribute, it might be built on a remote machine
nevertheless. Ideally there would be something like "forceLocalBuild",
which avoids remote builds at any cost.
Signed-off-by: aszlig <aszlig@nix.build>
Cc: @Profpatsch
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I had this laying around for quite a while but haven't committed it yet,
so I decided to update VCMI to the latest master version.
Instead of using the "mp3" directory in the game assets, I decided to go
for "music" instead, because all of the files within that directory are
actually Ogg Vorbis and it's the game's music.
Another thing I've changed is that the launcher now uses execl() instead
of QProcess::startDetached, because the latter doesn't work very well
with our sandbox and will subsequently cause the client to be killed.
Signed-off-by: aszlig <aszlig@nix.build>
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This introduces the arena in Rhombus Square, which was previously
closed, as a major update.
The full release announcement can be found at:
https://www.radicalfishgames.com/?p=6772
Apart from the arena update here are the rest of the changes:
* Finally fix "Wet Work" quest softlock
* New Arena tab in Statistics Menu
* Introduce pets
* A new quest can be found in Sapphire Ridge
* A new quest in Ba'kii Kum
* New challenges available for the Turret Defense Quests
* New equipment and trade offer in Rhombus Square
* More guest role NPCs here and there
* Remove "Save FIle" version from the save/load menu
Signed-off-by: aszlig <aszlig@nix.build>
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So far if the login credentials were wrong, you get something like this:
Traceback (most recent call last):
File "/nix/store/...-fetch-gog.py", line 113, in <module>
GogFetcher(sys.argv[1], sys.argv[2], sys.argv[3]).fetch()
File "/nix/store/...-fetch-gog.py", line 15, in __init__
self.login()
File "/nix/store/...-fetch-gog.py", line 28, in login
auth_code = parse_qs(urlsplit(browser.get_url()).query)['code']
KeyError: 'code'
This is isn't very helpful and might hint that there is something wrong
with the fetcher. Of course, if GOG would change their login interface
and no longer expose the "code" query string item, it might still say
login failure, but right now we don't have a better way to detect it.
At least if we get a login failure with a login that has been working so
far, we know something has changed upstream :-)
Signed-off-by: aszlig <aszlig@nix.build>
Reported-by: @Profpatsch
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Upstream changes:
* Add a couple of new quests, new NPC dialogs and a few small details
here and there
* Finish the "A Promise is a Promise" quest line
* The Last Minute Heroes guild headquarters is finally open to
everyone, with a new quest
* New consumable item is now dropped by the Moon bugs in Sapphire
Ridge
Signed-off-by: aszlig <aszlig@nix.build>
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Upstream changes:
* Improved performance in locations with lots of light sources (e.g.
torches).
* Improved performance on farms with lots of animals.
* Tweaked new "H" health icon.
Upstream bug fixes:
* Fixed multiplayer visual glitch when another player uses a tool and
then starts moving in a new direction.
* Fixed "fishing stance" visual glitches in multiplayer.
Signed-off-by: aszlig <aszlig@nix.build>
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The use of mono50 was just an old relic where I was debugging some issue
with a game, but I used it as a template for packaging other games, so
it spread throughout the code base.
I've tested all these games just to make sure they still work with the
latest version.
Signed-off-by: aszlig <aszlig@nix.build>
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This update contains mostly Steam-related changes, which are not
relevant to the GOG version.
However here are the changes that affect us:
* The plaza of the Last Minute Heroes HQ can be entered and it
includes the first few statues! The interior is still closed off,
but it will open up with the next update.
* There are a few more NPCs in CrossWorlds including a new cameo guest
role somewhere in Bergen village.
* The new stat "Time played with Assist Mode" was added to the
Statistics menu.
The full upstream blog post can be found at:
http://www.radicalfishgames.com/?p=6520
With this update a bunch of different Greenworks[1] versions are now in
a new "modules" subdirectory, which I removed because they contain
native code for interfacing with Steamworks. This doesn't apply to us,
so let's actually make sure that this code never runs by removing the
modules directory entirely.
[1]: https://github.com/greenheartgames/greenworks
Signed-off-by: aszlig <aszlig@nix.build>
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This adds the games Epistory and The Bridge to our games collection,
packaged by @layous (thanks a lot).
I don't own these games, so I can't really test them, but from looking
at the code they look fine to me and even if they'd break it would still
only affect the games in question and not other games.
Merges: https://github.com/openlab-aux/vuizvui/pull/19
Merges: https://github.com/openlab-aux/vuizvui/pull/20
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Upstream changes:
* Optimised network performance.
* Added more ways for the host to unpause the server (by pressing ESC,
B, Back).
* Added alternative way to show the chat box (press right stick button
on a controller).
* Added internal changes for modders (should have no effect on vanilla
gameplay).
Upstream bug fixes:
* Fixed slimes not pouncing correctly.
* Fixed items-crafted stat being 0 after loading a file until you
craft something again.
* Fixed rabbit's foot not affecting the breakup scene in non-English
language modes.
* Fixed some rare tool-related crashes in multiplayer.
* Fixed an audio-related crash often caused when using bombs.
* Fixed Junimos dropping crops on the floor instead of collecting
them.
* Fixed NPCs walking through the saloon doors.
* Fixed a few rare-ish crashes that can occur when connecting to
another player's game.
* Fixed eye color being reset to brown after reloading.
* Fixed inability to use rod / slingshot in festival minigames.
* Fixed the title menu back button being hidden behind submenus.
* Fixed inability to move after receiving a gift at the Feast of the
Winter Star.
* Fixed crash when saving after the game adds Lewis's shorts to
Marnie's house.
* Fixed crash viewing the map when another player is in certain
events.
* Fixed "double sound" when using singing stone.
* Fixed a Geneva Convention violation (by replacing red crosses in
graphics).
* Fixed clicks on the chatbox not being registered when the game is
paused.
* Fixed players sometimes walking off in a straight line through all
terrain when they get disconnected.
* Fixed babies sometimes spawning in houses that don't belong to the
parents.
* Fixed the potential for overnight events to cancel or skip a wedding
event.
* Fixed a desync that could occur if a player tried to get into the
casino after a different player has removed the bouncer.
* Fixed players able to simultaneously build overlapping farm
buildings.
* Fixed only one player being able to get the dark talisman.
* Fixed the inability to place donated items on the bottom two rows of
the museum.
* Fixed farmhands being unable to pick up items they dropped in
festivals.
* Fixed Pam's upgraded house interior event not happening.
* Fixed visual glitches caused by triggering a shared event
simultaneously with the return scepter.
* Fixed softlock caused by mistaken ability to use daggers during
events.
* Fixed players all receiving the same personal overnight events on
the same day (e.g. spouse asking if you want a baby).
* Fixed attempting to demolish cabins of abnormally disconnected
farmhands causing the cabin to be destroyed after you leave the
buildings menu.
* Fixed farmers getting stuck in the fishing casting animation after
picking up someone else's rod.
* Fixed host sometimes appearing stuck using tool in shared events.
* Fixed softlock when you play the Journey of the Prairie King past
2am.
* Fixed glitched chest lid appearing when you destroy a cabin.
* Fixed duplicate songs in the jukebox.
* Fixed only one player's glow ring working at a time.
* Fixed farmhands not being able to see each others' bundle changes.
* Fixed bug causing some players to become married to two other
players in 3-4 player farms.
* Fixed player sometimes getting stuck in bed after another player got
in and then back got out.
The official blog post announcing this release can be found at:
https://stardewvalley.net/1-3-32-small-bug-fix-patch-released-on-pc-today/
Versions between 1.3.28 and 1.3.32 were all beta versions, the details
about those can be found in section "Beta Versions (1.3.29-1.3.32)":
https://stardewvalleywiki.com/Version_History#1.3.32
Signed-off-by: aszlig <aszlig@nix.build>
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Upstream changelog:
* Introduce new "Assist Mode" that allows to tweak the difficulty of
the game in a detailed manner.
* The "Screen shake" option is now properly applied on all screen
shake effects of the game.
* A new guest role character showed up in Rhombus Square.
* The new Ninja Skin has been properly implemented.
* Progress for each trophy can now be viewed in the trophy menu.
The full announcement can be found here:
https://steamcommunity.com/games/368340/announcements/detail/1688180265711126610
Signed-off-by: aszlig <aszlig@nix.build>
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Packaging is pretty straightforward because the game is written in JS,
so only the assets need to be copied along with wrapper for NW.js
pointing to the directory and we're done.
Signed-off-by: aszlig <aszlig@nix.build>
Cc: @Profpatsch
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Gameplay/balance changes for units:
* Archon (Titan)
* Basic Attack -- Damage decreased from 400 to 350
* Exterminate -- Damage decreased from 500 to 400
* Behemoth (Titan)
* Recuperation (Out of combat health regeneration)
* Regeneration rate increased from 0.25% to 0.45% of maximum health
per second
* Relentless (In combat health regeneration)
* Regeneration rate increased from 0.025% to 0.045% of maximum
health per second
* Eternal (Titan)
* Time Vortex (Slowing Aura)
* Now slows enemies by 50% down from 60%
Visual Improvements:
* The Evil Arcane theme now has its own worker. Evil dorfs arrive!
Audio Changes:
* Added Additional Unit VO:
* Democorn
* Sentinel & Stone Knight
* Rat
* Highguard
* Thunderling
Adjusted VO:
* Chunder
* Miscellaneous Improvements
* Users on all platforms who were suffering from abnormally high GPU
* Utilisation should no longer suffer from this issue
Bug Fixes:
* Crashes & Show-stoppers
* A number of graphics related Linux crashes should no longer occur
Levels / Campaigns:
* Fix an issue on Level 13 of the War for the Overworld campaign where
Arcane Templar's shields would appear without their texture
Miscellaneous:
* Fix some minor warnings
This release also fixes the crash I encountered when adding the game in
54e484fa385b16858bad77041da19c52238ae1c9.
Upstream ticket:
https://brightrockgames.userecho.com/communities/1/topics/4685-x
Signed-off-by: aszlig <aszlig@nix.build>
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New & Changed Features:
* Added a new multiplayer level: Terminal.
* Added new graphics options (see second page of Advanced Graphics
Options).
* Added particle effects to make switches look more interactive.
* Added platform identifier icons for MP.
* Added some text to clarify successive NG+ runs.
* Hacked "Just Practicing" achievement so it will be awarded for
unlocking Insane+ on all CM levels.
* Updated Rewired input manager to version 1.1.18.0. Provides support
for 3Dconnexion SpaceMouse Compact and SpaceMouse Wireless.
* Added 30 Hz option to V-Sync setting.
* Private Matches now show password in the lobby now (unless it's
hidden).
Fixes:
* Fixed an issue with warpers and chunked-out areas.
* Fixed count-based Achievements on GOG Galaxy.
* Fixed issue in CM where a robot could be a Variant AND a Super.
* Fixed an issue with fabricated bots being invisible in some cases.
* Alien secret doors no longer trigger when Flak 'targets' them.
* Fixed a graphical glitch with Super Powerups after save/load.
* Fixed an issue where completing Ymirus on NG+ wouldn't properly
update saved NG+ values.
* Fixed an issue where the Super Op warning message could block a the
final message in a Secret Level.
* Fixed a problem with some bots not activating properly after loading
a saved game.
* Added translations for cheat messages and other text.
* Fixed a couple of minor text issues, including the spelling of
"Initiated."
Updates/Fixes in Level Editor Build 34:
* User level [format] improvements
* Automatic chunking is now controlled by a export-time flag and not
an ifdef
* Support for reference_guid in Entities of an .overload for
overriding with inline prefabs. Use "$INTERNAL$:" as a reference to
the entity internally to the overload file
* Bumped user level version number to 4
* Added LocalPosition and LocalRotation to the ITransformComponent
interface
* Added UnityEngine.BoneWeight as a native serialized type
* Added CreateInlinePrefab as a new command for user level files
* User level support for loading asset bundles for OSX and Linux
platforms (in addition to the existing Windows)
* Updated UnityEngine.Mesh support for colors32, boneWeights, and
bindposes
* More emulated Unity matrix4x4 support and BoneWeight
Signed-off-by: aszlig <aszlig@nix.build>
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Upstream fixes:
* Bug preventing buildings from being placed where there would be a
path/flooring tile in front of the door.
* Music not playing at the Luau festival and in town.
* Clients occasionally crashing in rainy weather.
* Server crash when there are no available network adapters.
* The load menu showing 'no saved games' while searching for files.
* Crash that occurred if you collided with a monster on the first
frame you entered a new location.
* Robin forgetting that she's meant to upgrade a farmhand cabin if
the farmhand disconnects abnormally.
* Farmhands not being able to set the next day's weather with rain
totems.
* Farmhands 'swimming' inside their cabins if they're disconnected
while swimming in the spa.
* Swimming-related visual bugs in on farmers' faces.
* Furniture rotation graphical glitch.
* A crash that occurs if you try to copy an invite code while
remotely logged into the machine the game is running on.
* A German localisation issue with '%Farm' appearing in text instead
of the farm's name.
* Spouse NPCs not kissing farmers.
Also some various internal changes requested on the modding wishlist.
The upstream URL with the release notes is:
https://community.playstarbound.com/threads/stardew-valley-multiplayer-known-issues-fixes.147892/
Signed-off-by: aszlig <aszlig@nix.build>
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These small fixes mark the end of the beta:
* Changes to the NetList events we added for modding
* Gift limits not resetting sometimes in single-player
So we now can finally get rid of the "stardew-valley-beta" attribute and
track the stable version from now on.
Signed-off-by: aszlig <aszlig@nix.build>
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For Albion, Settlers 2 and World of Xeen we need to explicitly add
gogUnpackHook, because for those the derivation containing the game data
is not created via our buildGame wrapper.
Everything else is just done by removing unpackCmd and unzip from the
package arguments. One exception is Thimbleweed Park, which relied on
custom path for unzip in order to get the desktop icon, but with our now
hook, we get that icon now in xdg-icon.png with a flat directory
structure.
I've tested this by building all the games from GOG that we have
packaged here. However, I didn't test whether every single one actually
runs.
Signed-off-by: aszlig <aszlig@nix.build>
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Upstream fixes:
* Bug with Magsphere spell not collecting projectiles as it should
* Bug with Frost Feint not freezing enemies when the decoy was struck
* Bug that caused Air Burst Dash effect to not show up
* Bug where Takeout Box would grant max shield in post boss PvP
battles
* Armor of Greed causing players to lose gold during post boss PvP
battles
* Bug that would end the game on double-ko situations during post boss
PvP battles
* Bug with loading screen not showing 2nd player on the game board
* Artifacting on the loading screen
Signed-off-by: aszlig <aszlig@nix.build>
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Upstream changes:
* Fix Grandpa's event and witch event happening simultaniously can
lock the game up
* Give full house achievement in player-player marriage births
* Fix Black screen (until you click) after player-player childbirth
* Fix children not appearing in farmhouse for player-player marriage
* Fix buildings evaluating current position as ineligible move space
* Fix prismatic shard rate too high after reaching bottom of mines
* Fix stardrop not rewarding for player-player marriages
* Fix instantly brewing wine
* Fix horse duplication bug
* Fix Krobus winter event quest typo
* Fix crash when entering railroad area
* Fix disconnect issues reported in 1.3.25
* Fix fishing rod crash bug
* Fix farmhands unable to get rid of children at dark shrine
* Allow players to fix their saves by removing duplicate museum items
* Fix players are able to simultaneously donate/rearrange the museum
* Fix spouse NPCs not kissing back in multiplayer
* Fix farmhands talking to NPCs playing unique animations causing them
to stop animating
* Fix lack of spouse patio animations
* Fix host seeing spouse dialogue for farmhand spouses
* Allow to mount horse while farmer is playing an animation (e.g.
picking up an item)
* Fix animals eating twice as much if they're outside while the player
sleeps.
* Add ValueAdded/ValueRemoved events to NetList
Signed-off-by: aszlig <aszlig@nix.build>
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Upstream fixes since 1.3.23:
1.3.24 (10 July 2018):
* Players stuck on "Connecting to online services..." screen
* Crystalarium item swap exploit
* Furniture can be used to complete bundles
* Milk requirements for certain cooking recipes (now can accept either
Milk or Large Milk)
* Summer weather forecast bug
* Furniture duplication bug
* Long tool use animation bug
* Warp tile player & shadow animation bug
* "Cloud Country" not being added to the jukebox if you create a game
via the co-op menu
* Cooking food in the kitchen using ingredients from the wrong fridge
* Item debris duplication bug
1.3.25 (16 July 2018):
* Experimental network usage optimizations
* Infinite ingredient use exploit when cooking in the kitchen
* NPC marriage dialogue appearing for non-spouse players
* Lack of experience gained for harvesting crops with the scythe
* Inability to cancel moving a building
* Game occasionally locking up on a black screen at 2am
Signed-off-by: aszlig <aszlig@nix.build>
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This was the whole reason why I implemented the monogame-patcher even
though it is very useful for other games as well.
So the main issue why patching was needed is that the game writes its
savegames into the same directories as other assets, so we need to be
very careful about which method we patch and how in order to avoid
failures to load other assets rather than savegames.
However while in principle the game runs fine there is a Heisenbug
hidden, so it segfaults whenever strace is not used. Here is the
backtrace:
#0 0x0000000000f973be in ?? ()
#1 0x0000000000f8f444 in ?? ()
#2 0x0000000000f2379b in ?? ()
#3 0x0000000000f2940b in ?? ()
#4 0x0000000000f1fa87 in ?? ()
#5 0x00000000008e8cc8 in ?? ()
#6 0x00007ffff79bc5a7 in start_thread () from libpthread.so.0
#7 0x00007ffff61cf22f in clone () from libc.so.6
Disassembly around 0xf973be:
f973a2: 45 0f b6 4f 02 movzbl 0x2(%r15),%r9d
f973a7: ba 04 00 00 00 mov $0x4,%edx
f973ac: 41 80 f9 02 cmp $0x2,%r9b
f973b0: 74 05 je f973b7
f973b2: 41 0f b6 57 03 movzbl 0x3(%r15),%edx
f973b7: 48 8b 40 30 mov 0x30(%rax),%rax
f973bb: 83 f9 1b cmp $0x1b,%ecx
>f973be: 8b 40 08 mov 0x8(%rax),%eax
f973c1: 89 44 24 58 mov %eax,0x58(%rsp)
f973c5: 0f 86 6d 01 00 00 jbe f97538
f973cb: c6 44 24 5f 00 movb $0x0,0x5f(%rsp)
f973d0: 45 31 ff xor %r15d,%r15d
f973d3: 89 54 24 28 mov %edx,0x28(%rsp)
f973d7: 89 74 24 20 mov %esi,0x20(%rsp)
f973db: 44 88 44 24 18 mov %r8b,0x18(%rsp)
f973e0: 44 88 4c 24 30 mov %r9b,0x30(%rsp)
f973e5: e8 16 fa 92 ff callq 8c6e00
The last callq is for <operator new(unsigned long)@@Base+0x27c9d0>, so
I'd suppose this might be a bug in the patched Mono version of Unity but
could also be a chain reaction (who knows).
Probably the reason why it works with strace might be a race condition,
but I haven't thoroughly debugged this. Especially if there are no
symbols available it's very hard to debug, so I'll leave that to some
day in the future.
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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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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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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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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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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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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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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