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* games/gog-unpack: Fix unpacking with newer bsdtaraszlig2023-07-171-1/+1
| | | | | | | | | | | | | | With newer bsdtar, extraction fails because of this error: bsdtar: Pathname cannot be converted from UTF-8 to current locale. bsdtar: Archive entry has empty or unreadable filename ... skipping. bsdtar: Error exit delayed from previous errors. The reason is that the current locale isn't set during Nix builds, so in order for bsdtar to work properly, let's set it to C.UTF-8 so that it hopefully doesn't convert anything at all (which is what we want). Signed-off-by: aszlig <aszlig@nix.build>
* games/monogame-patcher: Fix evaluationaszlig2023-07-171-3/+3
| | | | | | | | | | | | The evaluation error is: error: function 'anonymous lambda' called without required argument 'pname' This is because the "baseName" attributes of the dotnet tooling have changed to the more common "pname" attributes that we use throughout nixpkgs. Signed-off-by: aszlig <aszlig@nix.build>
* games/build-unity: Allow to pass wrapper argsaszlig2023-07-171-1/+1
| | | | | | | This is handy if we want to pass further arguments to the makeWrapper call without either replacing installPhase or wrapping twice. Signed-off-by: aszlig <aszlig@nix.build>
* pkgs/games: Fix deprecated package attribute namesaszlig2023-07-172-6/+6
| | | | | | | These package attribute names have been renamed a long time ago and no longer evaluate in current nixpkgs. Signed-off-by: aszlig <aszlig@nix.build>
* pkgs/games/the-longest-journey: fix evalProfpatsch2022-06-261-2/+2
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* treewide: Replace xvfb_run with xvfb-runaszlig2021-06-163-6/+6
| | | | | | | | | | | | Another alias that has been introduced not too long ago[1] and now more closely resembles the actual command name. Since NixOS VM tests no longer allow aliases, our sandbox tests did not evaluate anymore. While at it, I also renamed all the other uses of the alias. [1]: https://github.com/NixOS/nixpkgs/commit/726306003af21ade95b1908d1920ce9a0f9815bb Signed-off-by: aszlig <aszlig@nix.build>
* treewide: Replace pkgconfig with pkg-configaszlig2021-06-164-9/+9
| | | | | | | | | | | | | | This is another alias which got introduced in 2018, because the actual command is "pkg-config" and so the package name containing a dash is more reasonable. The reason why I'm doing this is because NixOS VM tests now disallow aliases and while the evaluation error in question only affected the "gnupg" test, I decided to change all occurences in the event that we might want to disallow aliases for things other than VM tests. Signed-off-by: aszlig <aszlig@nix.build> Cc: @sternenseemann for "opam-env"
* factorio: Fix patcher to work with Radare2 5.xaszlig2021-04-141-2/+10
| | | | | | | | | | | | | | | Version 5.0.0 of Radare2 introduced a few changes in symbol naming, which causes our patcher to fail because it's unable to find the "/usr/share/factorio" string and the getSystemWriteData() method. The upstream change[1] in question for example now uses underscores for certain characters in the symbol/comment name, so for us to be backwards-compatible I added a check against the major version of Radare2 to determine whether we should add underscores when needed. [1]: https://github.com/radareorg/radare2/commit/aaa930ab261a31e58b1257df06db02481cd3bd55 Signed-off-by: aszlig <aszlig@nix.build>
* treewide: stdenv.lib -> pkgs.libProfpatsch2021-02-0518-53/+53
| | | | Upstream is deprecating `stdenv.lib`, so let’s do the same.
* games: Add Factorioaszlig2020-12-304-0/+695
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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>
* games/gog: Add Graveyard Keeperaszlig2020-12-202-0/+14
| | | | | | | | | | | | | 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>
* pkgs/games/humblebundle/pico-8: 0.1.12.c → 0.2.1bsternenseemann2020-12-181-3/+3
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* games/invisigun-heroes: Update to version 1.8.7aszlig2020-11-101-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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>
* games/stardew-valley: Update to version 1.4.5aszlig2020-11-101-3/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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>
* games/starbound: Update to version 1.4.4aszlig2020-11-101-6/+9
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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>
* games/gog: Add "The Longing"aszlig2020-11-102-0/+14
| | | | | | | 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>
* games/gog: Add Always Awakening/Legacyaszlig2020-11-103-0/+28
| | | | | | | 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>
* games/crosscode: Update to version 1.3aszlig2020-07-281-2/+2
| | | | | | | | | | | | | | | | 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>
* games/gog: Add Baldur's Gate I and IIaszlig2020-07-123-0/+133
| | | | | | | | | | | | | | 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>
* fetchGog: Default downloadName to "en3installer0"aszlig2020-06-2317-18/+5
| | | | | | | | | | | | | 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>
* 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>