| Commit message (Collapse) | Author | Age | Files | Lines |
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This has been laying around since a few weeks but instead of just using
a simple shell script wrapper (which I had in the first place), I
decided to directly patch the binary during rC3.
The main reason why I went this route was because in the long run we
want to have a generic implementation we can use to patch all sorts of
games, similar to what we have with monogame-patcher.
So the way the *current* patcher roughly works is by allocating an area
called "compost", which is then used as some kind of abstraction for
allocating code and data to be used for the references/logic that we
need to patch.
The latter involves patching XDG_DATA_HOME into the game and changing
the "/usr/share/factorio" path to use the ones within the store path
($out/share/factorio). Fortunately, Factorio already assumes that
everything within /usr/share/factorio (or our path for that matter) is
read-only, so we don't need to add extra code/conditions specifically to
handle that.
Patching both cases is made possible by patching a third location
(get_executable_name), which tries to get the current executable path
via several methods (using /proc/self/exe, running "ps", ...) at
runtime, which in our case is really unnecessary and a perfect
opportunity to replace the function logic by the hardcoded path and
using the rest of the function for our compost area.
While patching might sound straigtforward, I actually introduced two
little (but hard to debug) bugs, where I'm very grateful to all those
folks (you know who you are) at rC3 who were actually following along
and provided helpful input.
In the long term, the goal is to rewrite the patcher with more elaborate
type information (eg. right now function/opcode information is raw JSON)
and generalise it enough that we can use it to get rid of a few other
wrappers.
Signed-off-by: aszlig <aszlig@nix.build>
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This has been mentioned on Discourse[1] and since I have that game in my
GOG library, I just decided to package it.
I only went to the main menu and didn't actually play it, since I'm
somewhat time constrained at the moment. So this only is "for the sake
of completeness" :-)
[1]: https://discourse.nixos.org/t/nix-expression-for-downloaded-gog-game/10595/7
Signed-off-by: aszlig <aszlig@nix.build>
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Upstream changes:
* New localization: Russian
* GAME: Performance optimizations
* GAME: Faster startup
* GAME: Framerate locked at 60fps to prevent timing drifts
* GAME: Vsync disabled and setting removed due to sync timing issues
* UI: Adjusted some button target visuals for clarity
* UI: Much improved UI performance in online lobbies
* UI: Warning when time-based modes are almost over is more clear
* JOURNEY: Aether's boss shows shields on all body segments instead of
just the head
* JOURNEY: Regen shield time on Carmen stage 6 increased from 0.5s to
0.75s
* UI: Fixed letterboxing shadows in middle of screen
* UI: Localization corrections
* UI: Fixed some text labels' display in Japanese
* UI: Fixed offset scrolling positions in options menus
* UI: Possible fix for blank interface elements (sanity checks when
data loading on startup)
* INPUT: Fixed some instances where control would be lost
* NET: Fix for some disconnection cases when returning to the lobby
after a match
* NET: Fixed degrading network performance as a match progresses
* NET: Fixed online stuttering and hitches after the first round
* NET: Fixed incorrect shot style being set on clients
* NET: Fixed freezing that can occur in Zone Control and Carrier modes
* NET: More accurate framerate-independent timers for online modes
* GFX: Fixed Selene's jump shadow showing in the wrong location for 1
frame
* GFX: Fixed Phoebe instantly showing at her teleport destination for
1 frame
* IRIS: Fixed being able to dash over Djaan-Khe's traps
* EPI: Fixed not triggering footstep effects if activating ability
midway to the next tile
* DJAAN-KHE: Fixed not triggering footstep effects if activating
ability midway to the next tile
The full upstream changelog can be found at:
https://www.sombr.com/pub/SIG/changelog/
Signed-off-by: aszlig <aszlig@nix.build>
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The list of changes is very huge, so here is a *very* small summary for
the 1.4 upgrade:
* There is a new end-game mystery
* Add some more character events
* Add Fish Ponds
* Add a new farm map: Four Corners
* Over 60 new items, some fun, some practical and some powerful
* Add 24 new hairstyles, 181 new shirts, 35 new hats, 14 new pants and
2 new boots
* Junimo Kart has been almost completely re-done
* Sheds can be upgraded to double their interior size
* Add 2 new monsters and 2 new alternative levels to the mines
* Add a new type of upgrade at the Blacksmith’s
* New emote menu for your farmer (default key is Y)
* Lots of Quality of Life improvements
* Your collections tab now keeps track of all the letters you’ve
received
* Add 14 new music tracks
* Hundreds of bug fixes
Here is the full version history with not only the 1.4 upgrade but also
all the patches till now:
https://stardewvalleywiki.com/Version_History
Signed-off-by: aszlig <aszlig@nix.build>
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I already updated the game a while ago, but didn't commit it yet and
since the update has been out since a year, I think it's time to
actually update it here as well (shame on me).
This essentially includes the "new" bounty hunter update from June 2019,
which has a lot of changes.
So instead of including the changelog here, I'm hereby referring to the
upstream release announcement:
https://playstarbound.com/starbound-1-4-bounty-hunter-update/
I also changed the -Werror flag in the preloader to -Wall, since the
errors/warnings we're getting are false-positives:
error: '__builtin_strncpy' specified bound depends on the length of
the source argument [-Werror=stringop-overflow=]
While a warning like this usually is a concern, it's not in our case,
since the size of the destination *also* depends on the length of the
source argument.
Additionally, I changed the test to use the new
networking.interfaces.*.ipv4.addresses option instead of the legacy one
which has been deprecated for ages.
Signed-off-by: aszlig <aszlig@nix.build>
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Another game that I already finished (in less than 400 days obviously)
but haven't yet committed so far.
Signed-off-by: aszlig <aszlig@nix.build>
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I've already packaged both games a while ago and already finished them,
so this is basically to get rid of a dirty Git working tree.
Signed-off-by: aszlig <aszlig@nix.build>
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This adds a new exclusive PC version quest, which is accessible in the
end game (after you acquired the Meteor Shade) and can be found in
Ba'kii Kum.
Version 1.3.0 additionally adds new combat attacks for certain (later)
party members that were lacking in that regard.
There are also tons of smaller changes under the hood for the upcoming
DLC.
Full upstream announcement: https://www.radicalfishgames.com/?p=6983
Signed-off-by: aszlig <aszlig@nix.build>
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Both are the enhanced edition from GOG. Packaging is mostly
straightforward, although I had to use patchelf with a custom patch,
since while --remove-needed removes the DT_NEEDED entries from the ELF
it doesn't however remove the corresponding entries in the
.gnu.version_r section.
The reason why I did this is because we really should not need Expat and
OpenSSL, because they're only used by the XMPP portions of the
statically linked libjingle.
Signed-off-by: aszlig <aszlig@nix.build>
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Most of the games are using "en3installer0" as the downloadName, so it
makes sense to use this as the default, since first of all do not
support languages other than English except for a few games (eg. Albion)
and second, there is no game with several installer packages to chose
from (at least not on top of my head).
Even if there would be, it would still be the exception rather than the
rule, so let's optimise for the common scenario.
Signed-off-by: aszlig <aszlig@nix.build>
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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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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>
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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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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>
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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>
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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>
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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>
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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.
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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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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>
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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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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>
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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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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>
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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>
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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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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
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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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