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* games/gog: Add Into the Breachaszlig2020-06-082-0/+33
| | | | | | | | | | | | 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>
* setup-hooks/fix-fmod: Patch all calls to system()aszlig2020-06-081-7/+10
| | | | | | | | | | | In newer versions of libfmod, there are two calls to system(), which cause the setup hook to fail, since it only expects one such call. Fortunately, we don't want libfmod to execute *any* external commands, so fixing this is rather easy by just making *all* calls to system() a no-op. Signed-off-by: aszlig <aszlig@nix.build>
* games/crosscode: Update to version 1.2aszlig2020-06-081-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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>
* games/gog: Add Gibbous and Knights and Bikesaszlig2020-06-083-0/+30
| | | | | | | | 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>
* pkgs/games/gog: init sunless-skies at 1.3.6Profpatsch2020-06-072-0/+15
| | | | | | 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.
* games/gog: Add Hollow Knight version 1.4.3.2aszlig2020-06-072-0/+25
| | | | | | | | | | | | | | | | | 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>
* games/gog: Add Freedom Planet version 1.21.5aszlig2020-06-072-0/+118
| | | | | | | | | | | | | | | 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>
* pkgs/games/fetch-gog: fix fetch redirection in curlProfpatsch2020-06-061-0/+1
| | | | Upstream has 30x redirects for some URLs.
* invisigun-heroes: Get nick name from environmentaszlig2020-03-291-0/+17
| | | | | | | | | | | | | | | | | | | | | | | | | | | Since the player's nick name is retrieved via Steam we don't get any nick name via the DRM-free version. To cope with this, the nick name is now determined by looking at the INVISIGUN_NICKNAME and USER if the former is not defined. If people don't want their local user name to be displayed to others, there is a setting in the options menu to disable this behaviour. The reason why I patched the call to Tools::FilterText (which is used sanitise the nick name) instead of a more specific one is because the more specific one is optimized out in the build: IL_0000: ldarg.0 IL_0001: call string class Tools::'?????????'(valuetype '?????????') IL_0006: call string class Tools::FilterText(string) IL_000b: ret So the only way to patch out the call in IL_0001 would be to use addresses/offsets, which is bound to break in the next upstream version. However, since the output is essentially wrapped in Tools::FilterText, I decided to patch that one instead and we simply throw away the argument. Signed-off-by: aszlig <aszlig@nix.build>
* invisigun-heroes: Update to version 1.8.1aszlig2020-03-261-3/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Upstream changes for version 1.8.1: * IRIS: Fixed crash involving dash on Stage 6 * EPI: Fixed cluster shots spawning at real Epi's location when hitting ghost Epi * CONTROLS: Fix loss of subsequent control if pause menu is open when a round ends online Upstream changes for version 1.8.0: * UI: Any player can control or skip instant replays after the first full viewing * UI: Lab hero menu starts with your current hero selected * INPUT: More accurate movement tapping when standing still * UI: Minor localization edits * UI: Pixel alignment visual fix on game mode selector buttons * UI: Fixed player selectors sometimes not showing ability text when you first join in * EPI: Fixed cluster shots hitting ghost Epi instead of real Epi when they occupy the same tile * EPI: Fixed shield showing for one frame on real Epi when toggling off ghost Epi * DJAAN-KHE: Fixed being able to trap players when they are in respawn invincibility time * DJAAN-KHE: Fixed footsteps/surface FX triggering when laying traps * GAME: Fixed sometimes not being able to fire when standing in same position as a dead player * GAME: Fixed edge case that could prevent players from respawning in sudden death situations * GAME: Fixed edge case where security cameras would fail to rotate towards some corners I also changed the screenshot path to use "$XDG_DATA_HOME/Invisigun Reloaded", since this is the new location of the "Reloaded" update which I didn't yet fix. Signed-off-by: aszlig <aszlig@nix.build>
* invisigun-heroes: Update to version 1.7.16aszlig2020-02-101-5/+30
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Lots of changes have been introduced in version 1.7.6, so here is a small summary: * New "The Hero's Journey" mode, which allows to discover the abilities of each hero along with challenges and puzzles. * Three new heroes: Djaan-Khe, Zephyr, Violet * Challenge mode has been removed (replaced by "The Hero's Journey"). * Guest Edition has been removed. The full changelog can be found here: http://www.sombr.com/pub/SIG/changelog/ While Invisigun Heroes in general went pretty smooth when it comes to packaging on our side, this time unfortunately we needed to patch something. There is now a new "config.json", which is written inside the game's data directory. Of course, since the data directory resides in the Nix store, I've relocated the file to be written into the the config directory ($XDG_CONFIG_HOME/unity3d/Sombr Studio/Invisigun Reloaded) of the game. Note that the config directory has also changed from "Invisigun Heroes" to "Invisigun Reloaded", so if you don't want to play the old version, you can delete the "Invisigun Heroes" directory. Signed-off-by: aszlig <aszlig@nix.build>
* monogame-patcher: Also patch late-bound methodsaszlig2020-02-101-1/+2
| | | | | | | | | | | | | | This is something I encountered in Invisigun Heroes, where there is a virtual FileManagerAdapter class, which then gets bound to either the Desktop variant or any of the other ones. Since we always use the full path of the corresponding type/object, just adding the Callvirt to the opcodes we patch shouldn't interfere with any other games we patch that way and using an extra subcommand just for the Callvirt case would only add additional boilerplate for no additional benefits. Signed-off-by: aszlig <aszlig@nix.build>
* pkgs/games/planescape-torment-enhanced-edition: fix data dirProfpatsch2019-11-011-1/+1
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* pkgs/games/gog: add Planescape Torment: Enhanced EditionProfpatsch2019-11-012-0/+33
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* games/humblebundle: pico-8 1.10 -> 1.12csternenseemann2019-10-061-3/+3
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* Merge pull request #21 (Add game "Baba Is You")aszlig2019-09-302-0/+28
|\ | | | | | | | | | | | | | | | | | | This adds the latest release of "Baba Is You", a puzzle video game. Since I do not own this game, I can't test whether it's working, but the Nix expression overall doesn't look controversial, so I'm merging anyway. Thanks to @layus for the contribution.
| * baba-is-you: fix $HOME usage with updateGuillaume Maudoux2019-09-301-4/+4
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| * baba-is-you: init at 2019-03-31Guillaume Maudoux2019-04-032-0/+28
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*-. \ Merge games "Kingdoms and Castles" and "minimetro"aszlig2019-09-304-0/+31
|\ \ \ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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
| | * | add minimetroGuillaume Maudoux2019-09-302-0/+16
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| * | | add kindoms and castlesGuillaume Maudoux2019-09-282-0/+15
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* | | fetch-gog: Fix login with captchaaszlig2019-09-301-9/+20
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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>
* | | fetch-humble-bundle: Fix login with guard codeaszlig2019-09-302-15/+195
|/ / | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | HumbleBundle has introduced a new guard code, which is sent to the email address of the account owner after the captcha has been solved. Unfortunately, the humblebundle-python[1] library is no longer maintained and there are no forks with fixups. In addition, the code of the library is sub-par and also doesn't support Python 3. So I added a patch containing a _very_ dirty fix to include the guard code during the login procedure for now until we have decided to either go with the existing library and fork it or use another library or implement it ourselves, since we only use a tiny fraction of the HB API. I also fixed up the Qt plugin path for the captcha prompt if a newer nixpkgs revision is used, where we have wrapQtAppsHook. One downside of the guard code is that we get prompted for it _every_ time we download something, which might be annoying, but at least it's better than not working at all. Signed-off-by: aszlig <aszlig@nix.build>
* | pkgs/games: Add Warcraft II BNEaszlig2019-06-213-0/+186
| | | | | | | | | | | | | | | | | | | | 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>
* | games/gog: Add The Longest Journeyaszlig2019-06-113-0/+136
| | | | | | | | | | | | | | | | | | | | | | | | 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
* | games: Use preferLocalBuild for fetchersaszlig2019-06-114-0/+7
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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
* | games/gog: Add Heroes of Might & Magic 3: Completeaszlig2019-06-113-0/+134
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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>
* | crosscode: 1.0.3 -> 1.1.0aszlig2019-06-111-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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>
* | fetch-gog: Provide a better login failure messageaszlig2019-06-111-2/+8
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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
* | crosscode: 1.0.2 -> 1.0.3aszlig2019-06-111-2/+2
|/ | | | | | | | | | | | | | 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>
* stardew-valley: Update to version 1.3.33aszlig2019-02-131-2/+2
| | | | | | | | | | | | | | | | | 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>
* monogame-patcher: Fix SHA256 hashes for depsaszlig2019-02-131-2/+2
| | | | | | | | | | | I checked the archives against the previous versions and the contents match, however the archives themselves had differences with the file order so the hashes are different now. In the long term, we probably should use fetchzip instead so we don't get a hash mismatch if none of the actual contents change. Signed-off-by: aszlig <aszlig@nix.build>
* games: Use "mono" instead of "mono50"aszlig2019-02-134-9/+9
| | | | | | | | | | | 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>
* fetchHumbleBundle: Fix fetching productsaszlig2019-02-131-0/+2
| | | | | | | | | | The "Product" model expects to have a "supports_canonical" attribute in the JSON Product object, which since a while is no longer there. We really don't need that attribute for our purposes, so we can simply drop the line where we do the lookup. Signed-off-by: aszlig <aszlig@nix.build>
* fetchHumbleBundle: Fix getting recaptcha responseaszlig2019-02-131-1/+5
| | | | | | | | | | | | | | | | | | The object in question to get the response from the Recaptcha widget is now called "grecaptcha" instead of just "captcha" and the method to call now is also called "getResponse" instead of "get_response". Another change is that the grecaptcha object isn't available immediately once the page is loaded, so I added a try...catch loop for that. I know it's evil to do that, but I tried to check just for whether grecaptcha is available and then call the getResponse method but found out that during object construction there is a small time window where getResponse is available but isn't a callable method. There is still another issue with the HB fetcher, but the first step is hereby fixed. Signed-off-by: aszlig <aszlig@nix.build>
* games/crosscode: Update to version 1.0.2aszlig2018-12-081-2/+5
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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>
* games: Rename the_bridge attribute to the-bridgeaszlig2018-12-082-1/+1
| | | | | | | | With other games we already use dashed delimiters, so it's more consistent to also use them for "The Bridge". Signed-off-by: aszlig <aszlig@nix.build> Cc: @layus
*-. Merge pull requests for Epistory and The Bridgeaszlig2018-12-084-0/+74
|\ \ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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
| | * add The BridgeGuillaume Maudoux2018-11-172-0/+38
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| * | epistory: initGuillaume Maudoux2018-10-032-0/+36
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* | | stardew-valley: Update to version 1.3.32aszlig2018-11-241-2/+2
| |/ |/| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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>
* | invisigun-heroes: Update to version 1.6.101aszlig2018-11-171-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Upstream changes since version 1.6.100: * UI: Lobby chat messages don't reset the auto countdown timer for Guest Edition matches * NET: Increased connection and idle timeouts to prevent disconnections in some high latency cases Full upstream changelog: https://s3-us-west-1.amazonaws.com/sombr-invisigun/messages/ReleaseNotes.txt Signed-off-by: aszlig <aszlig@nix.build>
* | invisigun-heroes: Update to version 1.6.100aszlig2018-11-161-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This includes upstream release version 1.6.97 and 1.6.100, the latter being mainly a bugfix release. Version 1.6.100 contains the following changes: * UI: Fixed display of waiting-for-more-players time for Guest Edition * UI: Fixed soft lockup that could occur when randomizing player bot selections * UI: Fixed edge case that could cause the match to not fade in (black screen) * UI: Italian localization updates The major update however is version 1.6.97, which contains the following changes: New features: * New powerup: Ability Boost * UI: You can choose an emote to display on the scoreboard after you die * UI: You can now edit the match settings without leaving the lobby! * UI: Dualshock 4 lights reflect in-game player colors (except via Bluetooth on Mac) * NET: Online matches will auto start from the lobby after 30s of inactivity * NET: All matches will auto return to the lobby after 30s of post-match inactivity Updated features: * Land Grab: Markers appear a little bit faster when you've reached a tile * The Conundrum: Some map layout adjustments * NET: Better selection of open UDP ports * NET: Remote players option is now 3 choices: None (local only), IP/LAN, or Online * UI: Unified inputs for all pause- and context-menu interactions (Start/ESC to toggle, Fire to interact) * UI: Better render texture selection for screen recording depending on platform * UI: Loading indicator in lobby shows when match is preparing to start * UI: Most menus and options now wrap vertically and horizontally when navigating * UI: Map selectors show an indicator for how many maps there are & which you are on * UI: Updated Cerebrus planet look * UI: Unified lobby actions menu and start match behavior / inputs * UI: Hero profile demos updated; some have a second player to show ability interactions * GAME: Improved handling to protect against saved data corruption * SFX: Increased buffer for simultaneous replay audio cues (less dropped replay SFX) Fixes: * EPI: Ghost cluster bombs have much shorter stun time to prevent stun lock * EPI: Fixed situations on ghost death (real Epi dying, position swapping, etc) (regression bug) * RONIN: Slash will correctly hit multiple players and projectiles in its path (but powering up is capped) * SELENE: Fixed Selene leaving soot footprints even if jumping over Cronus' bomb impact tiles * GAME: Fixed potential for minecarts to bump objects on opposite side of a shot hitting them (for real) * GAME: Fixed empty powerup crate falling once on clients if all powerups are disabled (for real) * UI: Some localization fixes for button labels * UI: Fixed being able to navigate to the title screen bulletin items even if they aren't visible * UI: Fixed cooldown indicator errors if pausing and resuming before ever having spammed abilities * UI: Fixed some display issues with hidden indicators in replays * UI: Controller reference in pause menu shows more info about each player (type, ping, nickname, etc) * UI: Partial GIF files are deleted if the export process is canceled * UI: Fixed different spectator modes visibility in time delayed situations * UI: Fixed fade-in on tips screen * UI: Fixed copyright date * UI: Potential fix for instant replay starting too soon, overlapping the "Match Over" message * UI: Some Italian localization corrections and updates * NET: Game doesn't soft-lock on catastrophic network transport layer failures * NET: Fixed edge case that could leave a client in a joining state while the match is being delisted * NET: Fixed potential for online lobbies to fail to continue after playing local matches * NET: Fixed LAN matches not broadcasting for local network discovery after multiple match sessions * NET: Fixed LAN match joining * NET: More reliable LAN broadcasting and discovery * NET: Removed duplicate LAN match listings due to multiple network interface broadcasts * NET: Fixed LAN matches counting as online matches in stats * NET: Fixed delayed spectators end-of-match soft deadlock if the remote kill happens during the countdown * NET: Fixed an issue that could cause some matches to not properly list and delist from the matchmaker You can find the full upstream changelog at: https://s3-us-west-1.amazonaws.com/sombr-invisigun/messages/ReleaseNotes.txt Here is a more shiny blog post about this release: http://www.sombr.com/2018/11/12/v1-6-100-update-ability-boost-and-emotes-d/ Signed-off-by: aszlig <aszlig@nix.build>
* | crosscode: Update to version 1.0.1aszlig2018-11-131-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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>
* | games/gog: Add CrossCodeaszlig2018-09-222-0/+30
| | | | | | | | | | | | | | | | | | 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
* | games/humblebundle: Add Trine 2aszlig2018-09-102-0/+98
| | | | | | | | | | | | | | | | | | Had this lying around for a while already, so just adding for completeness. I've tested whether the game still works. Signed-off-by: aszlig <aszlig@nix.build>
* | games/invisigun-heroes: Update to version 1.6.81aszlig2018-09-021-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | New content: * New Cerebrus map: Chaos Pit Updates: * SYSTEM: This update will require DirectX 11 or OpenGL on Windows (DirectX 9 won't be supported) * GAME: Player visibility time after using their ability now includes the brief spam window time * UI: Ability recharge bar flashes during the short post-cooldown spam window time * UI: Game base resolution changed from 484x272 to 480x270 (resolution preferences will be reset) * UI: Some Chinese localization edits * UI: Improved progress scene performance * UI: Optimized screen fading transitions * UI: When exiting the lobby, you can choose to go back to match setup or the title screen * UI: Bulletin items on title screen will open associated URLs in your browser when activated Fixes: * EPI: Fix edge case that could cause ghost Epi's position to be out of sync online * GAME: Fix edge case that could cause a downward spiral if save data is corrupt * GAME: Cronus bombs' soot shouldn't affect players with Silent Steps * GAME: Fix potential for minecarts to bump objects on opposite side of a shot hitting them * UI: Fix error that prevented all victory phrases from showing up (custom or default) * UI: Fix loss of UI focus if spamming save/cancel buttons in options sub panels * UI: Fix timing edge case that could cause the cooldown indicator to not show online * UI: Fix edge case that could leave a dialog box onscreen * NET: Fix edge case that leaves the client in lobby-limbo if the host disconnects * NET: Fix remote clients not skipping tips screen when playing consecutive online matches * NET: Handled some edge cases when there is no internet connection present Full upstream changelog: https://s3-us-west-1.amazonaws.com/sombr-invisigun/messages/ReleaseNotes.txt Signed-off-by: aszlig <aszlig@nix.build>
* | games/wfto: Update to version 2.0.4aszlig2018-09-021-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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>
* | games/overload: Update to version 1.0.1854aszlig2018-08-201-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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>
* | stardew-valley: Update to version 1.3.28aszlig2018-08-141-2/+2
|/ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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>