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* games/gog: Add Thimbleweed Parkaszlig2018-06-282-0/+56
| | | | | | | | | | | | | | | | | 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>
* games/gog: Add Dungeons 3aszlig2018-06-282-0/+19
| | | | | | | | 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>
* games/gog: Add Wizard of Legendaszlig2018-06-282-0/+17
| | | | | | A Unity3d game, so packaging is pretty straightforward. Signed-off-by: aszlig <aszlig@nix.build>
* games/gog: Add Overloadaszlig2018-06-222-0/+17
| | | | | | | 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>
* stardew-valley-beta: Update to version 1.3.18aszlig2018-06-191-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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>
* games/gog: Add Party Hardaszlig2018-06-142-0/+17
| | | | | | | | | 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>
* games/albion: Temporarily fix loading of libGLaszlig2018-06-101-2/+6
| | | | | | | | | | | 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>
* games/albion: Fix build with Automake 1.16aszlig2018-06-091-1/+4
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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>
* games/gog: Add World of Xeenaszlig2018-06-092-0/+124
| | | | | | | | | | 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>
* games/stardew-valley: Mark beta as lowPrioaszlig2018-05-191-1/+3
| | | | | | | 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>
* games/stardew-valley: Add multiplayer betaaszlig2018-05-192-7/+37
| | | | | | | | | | 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>
* pkgs/fetch-gog: List more download typesaszlig2018-05-191-1/+1
| | | | | | | | | | | 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>
* games/stardew-valley: Add libGL to LD_LIBRARY_PATHaszlig2018-05-171-1/+2
| | | | | | | | | | | 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>
* games/albion: Fix ancient wildmidi against GCC 7aszlig2018-03-072-0/+26
| | | | | | | | | The first error is that there was a case statement fallthrough which was actually unintended and is a bug in the ancient wildmidi used here, while the second one was because of a structure that wasn't initialized to zero before first use. Signed-off-by: aszlig <aszlig@nix.build>
* games/albion: Add missing patch filesaszlig2018-03-072-0/+81
| | | | | | | These are the patches I forgot to add to 77a0f47d06f3d21b78c7f34a129bc3f75d69fbf7. Signed-off-by: aszlig <aszlig@nix.build>
* pkgs/games/gog: Add Stardew Valleyaszlig2018-02-222-0/+47
| | | | | | | 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>
* fetch-gog: Try to login without captchaaszlig2018-02-222-16/+327
| | | | | | | | On some occasions a captcha isn't needed for login (not sure exactly when this is the case), so we really should just log in without it instead of bailing out with an error. Signed-off-by: aszlig <aszlig@nix.build>
* games/gog: Add statically recompiled Albionaszlig2018-02-217-0/+697
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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>
* pkgs/games: Add a basic fetcher for GOGaszlig2018-02-212-0/+282
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>