Frankly, I'm not sure if I'm filing this in the correct place or not, so if I am not, I apologize. I would like to request that the game "Rune" be made available in portage, if at all possible.
I have this one... so I'll take it... I can tell you that it won't be right away... I'm working on a few things which are taking a bit more time, but I'll get this one added to portage.
Please look at http://www.gentoo.org/doc/en/gentoo-howto.xml for instructions how to create ebuild files.
? What was that all about? I know I've been slack on getting an ebuild for this, but at the moment, I've been working on some more demanding games, such as ut2004, and also on the newly formed LiveCD herd. Since the LiveCD is the first impression most people get of Gentoo, we want to make sure they are VERY well tested before our next release. Anyway, with all that being said, I'll jump on Rune in the next week or so, and hopefully it'll be in portage by the end of the month.
So, out of curiousity, what ever happened to this?
No one's made an ebuild for it yet. Attaching an ebuild is a sure way to speed things up.
Hey, what about the promise to write an ebuild?
Two things: 1. An ebuild for Halls of Valhalla would also be great. 2. Is it possible to write an ebuild to install the linux version with the windows CD (extract the linux specific files from the Linux Rune CD and apply on a Windows Rune CD and ofcourse mail human head to check if they agree)?
http://www.gentoo.org/proj/en/desktop/games/#doc_chap5_sect10 I never *promised* anything. Besides, I don't see an ebuild attached from you, either, so I don't think there's any way you should be pointing blame. New ebuild requests are probably the lowest priority for us, as we maintain over 400 packages with only 3 people. As Mr_Bones_ said, adding an ebuild to this bug is a sure way to get it done quicker, otherwise, it gets to wait until I find time for it, which could be this week or could be in two years, it all depends on how I prioritize things myself. Currently, I am going through the already submitted ebuilds we have and trying to find ones that are either ready for inclusion, or close enough, and getting them into the tree. Packages like this one, especially binary packages, usually are the slowest to get added as they tend to require more work than others.
1. I don't have that game 2. No. It only works with the actual retail copy from Loki under Linux. If you don't have it, you can't play it native. This isn't like Doom 3 or Quake 3 where all you need is data from the CD.
Created attachment 68535 [details, diff] the rune ebuild for windows cds does not work with out the runelinuxfiles.tar.gz, but when Human head says that it is OK I will share.
Chris, I apologize for being rude. I wrote an ebuild for installing Rune with the windows Rune CD. This ebuild only works with a file I created by copying a small folder of the linux Rune CD (the System folder) and extracting the patch files out of the 1.07 windows patch. Someone still has to mail to Human Head Studios if the usage of such a file is OK or not. The linux CD ebuild is on the way.
What would work better is if the detection determines which CD is used, like how the ut2004-data ebuild does it. Some pointers: - Quote your S declaration - make dir and Ddir global - since the CD is/will be one of two types, don't set the name - use doins doins -r where appropriate, rather than cp - use games_make_wrapper instead of dosym for rune - use doicon for the icon - use make_desktop_entry after installing the icon Where did you get the information on how to change the textures from the Windows CD to make it work on Linux? I was completely unaware of that.
I heavily copied from the unreal-tournament-goty ebuild. > What would work better is if the detection determines which CD is used, like how > the ut2004-data ebuild does it. At the begining I tried to use a CD-Checker and combine the linux and windows version in one ebuild, but I decided to split them up, because I didn't get it to work, even with games-ut2k4mod.eclass as help, and the second reason is that the windows rune installation differs slightly from the linux one, because there are still some differences in Maps and Sounds that are impossible to change, because the differences are to big. > Some pointers: > - Quote your S declaration done, but why? > - make dir and Ddir global done, but why? > - since the CD is/will be one of two types, don't set the name see above > - use doins doins -r where appropriate, rather than cp done > - use games_make_wrapper instead of dosym for rune done > - use doicon for the icon done > - use make_desktop_entry after installing the icon done > Where did you get the information on how to change the textures from the Windows > CD to make it work on Linux? I was completely unaware of that. It was luck to some degree, I did a diff on all the files from windows and linux CD after I found out that the game didn't work cause of differences between windows and linux files, diff (with the -a option) showed only one difference in each texture file. So I opened the linux and windows version in vi and saw that only the first some characters were different. I changed them and it worked. I have no clue what they are responsible for, but now it works.
Created attachment 68589 [details, diff] new version with the proposed additions
Created attachment 68595 [details, diff] the Rune windows CD ebuild
Created attachment 68596 [details, diff] the Rune linux CD ebuild Worked great for me.
Comment on attachment 68595 [details, diff] the Rune windows CD ebuild just removed some senseless comments
Created attachment 68607 [details, diff] the Rune ebuild for windows CDs. Changed permissions for the icon.xpm
Created attachment 68608 [details, diff] the Rune ebuild for linux CDs changed the permissions for icon.xpm
There's no need to set permissions. The default is 0644, and prepgamesdirs does the rest. Currently, I won't be adding the Windows ebuild. At least, not unless there is some way to make the data identical and detect which CD is which. There's also the fact that we still need data off the Linux CD and don't have redistribution rights. Otherwise, you've done an awesome job of working on this.
Created attachment 68660 [details, diff] the Windows - Linux combined version I got the combined version to work, copied nearly everything from games-ut2k4mod.eclass. It could be that the Linux and Windows versions only differ because I only have the Rune Gold Windows Version, and this one has some files from Halls of Valhalla in the Rune CD included. When some one has normal Windows Rune CD and the Linux one he could check if my speculation is right. Anyhow someone has to contact Human head for the legal issues.
Created attachment 69013 [details, diff] rune linux + windows ebuild I fixed a problem where the ebuild exited when neither the windows nor the linux cd were found.
Created attachment 71498 [details, diff] rune linux ebuild
Created attachment 71501 [details, diff] rune windows ebuild fixed a permission bug
Comment on attachment 71498 [details, diff] rune linux ebuild fixed a permission bug
I have added a modified version of the Linux ebuild to CVS. We'll see about the Windows version if we ever get permission to redistribute data from the Linux CD, but I honestly doubt that will ever happen.
(In reply to comment #26) > I have added a modified version of the Linux ebuild to CVS. We'll see about the > Windows version if we ever get permission to redistribute data from the Linux > CD, but I honestly doubt that will ever happen. IT HAPPENED!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Patrick, We apologize for the delayed response. It is fine to go ahead and publish the file. Thanks, Holly Peterson Executive Assistant Human Head Studios, Inc.
Created attachment 71999 [details] the complete mail The complete mail I got from human head studios
Holy crap! Excellent... Is there any way you can post a patch against the current ebuild in portage to have it detect which CD is loaded? Either that, or just post the listing of the files ion the CD, so I can determine which CD we have and act accordingly. We've added support to cdrom_get_cds to allow for more than one media set.
My combined ebuild should already do that, but anyways, here is a listing of the Windows CD: .: Autorun.inf DirectX7 Help Maps Meshes RuneRPG Setup.exe Sounds System Textures Web ./DirectX7: cfgmgr32.dll directx.cab directx.inf dsetup.dll dsetup32.dll dxsetup.exe setupapi.dll ./Help: Logo.bmp ReleaseNotes.htm Rune.ico RuneEd.ico RuneLogo.bmp RuneSetupLogo.bmp ./Maps: Asgard.run DeepUnder1OdinB.run DwarfTrans.run HelLift.run RagnarVillage2.run ThorMap4A.run BeetleFly.run DeepUnder3.run Entry.run Hell2End.run SailingShip.run ThorMap4B.run DM-AcidChamber.run DeepUnder4.run Goblin1.run Loki1.run SinkingShip.run TrialPit.run DM-Coliseum.run Dwarf1wwheel.run Goblin2.run Loki1A.run SinkingShip2.run VillageRuin.run DM-Hel.run DwarfMap2.run Hel1.run Loki2.run THORmap3.run intro.run DM-Hildir.run DwarfMap3A.run Hel1a.run Loki3a.run THORmap5A.run loki-maze.run DM-LavaPit.run DwarfMap3B.run Hel1a2.run Loki3b.run THORmap5B.run DM-Ruins.run DwarfMap5A.run Hel1b.run Mountain1.run THORmap6Loki.run DM-Thorstadt.run DwarfMap5B.run Hel3a.run Mountain2.run Thor1.run DeepUnder1Odin.run DwarfMap6DarkDwarf.run Hel3b.run RagnarVillage.run ThorApproach.run ./Meshes: creatures.ums objects.ums plants.ums players.ums weapons.ums ./RuneRPG: README_FIRST.htm RuneRPG.pdf ./Sounds: CreaturesSnd.uax EnvironmentalSnd.uax MurmurSnd.uax OtherSnd.uax VoiceOverSnd.uax DoorsSnd.uax FootstepsSnd.uax MusicalSnd.uax SongSnd.uax WeaponsSnd.uax ./System: AphexInstallRUNE10b6.EXE Engine.dll IpDrv.dll Manifest.int Rune.exe SGLDrv.int UWeb.u Core.dll Engine.int IpDrv.int MeTaLDrv.dll Rune.ini Setup.exe UWindow.int Core.int Engine.u IpDrv.u MeTaLDrv.int Rune.int Setup.int UWindow.u Core.u Fire.dll IpServer.int OpenGlDrv.dll RuneEd.exe SoftDrv.dll User.ini D3DDrv.dll Fire.u IpServer.u OpenGlDrv.ini RuneI.dll SoftDrv.int WinDrv.dll D3DDrv.int Galaxy.dll JunModel.int OpenGlDrv.int RuneI.int Startup.int WinDrv.int DefUser.ini Galaxy.int JunModel.u RBrowser.int RuneI.u UBrowser.int Window.dll Default.ini GameSpyWeb.url License.int RBrowser.u RuneServerAdmin.int UBrowser.u Window.int Editor.dll GlideDrv.dll License.txt RMenu.int RuneServerAdmin.u UCC.exe Editor.int GlideDrv.int MSVCRT.dll RMenu.u RuneWeb.url UWeb.dll Editor.u Imports.u Manifest.ini Render.dll SGLDrv.dll UWeb.int ./Textures: Aquaduct.utx GREGTEXTURE.utx Metals.utx Palettes.utx RuneFX2.utx UWindowFonts.utx bloodFX.utx Brckston.utx Goblin.utx MickScenes.utx RUNESTONES.UTX Sky.utx VikingShips.utx tedd.utx Breakage.utx GothicDwarf.utx Organic.utx Rag_2.utx Snowice.utx Village.utx Fluid.utx Hell.utx OrganicDecor.utx Rock.utx Statues.utx Wood.utx FogOuts.utx MetalDwarf.utx Ornate.utx RuneFX.utx UNDERANCIENT.utx aGREGTEXTURE.utx ./Web: current.uhtm current_menu.uhtm defaults_ippolicy-d.uhtm defaults_rules.uhtm message.uhtm current_console.uhtm current_mutators.uhtm defaults_ippolicy-f.uhtm defaults_server.uhtm root.uhtm current_console_log.uhtm current_players.uhtm defaults_ippolicy-h.uhtm defaults_settings.uhtm current_console_send.uhtm defaults.uhtm defaults_maps.uhtm images current_game.uhtm defaults_bots.uhtm defaults_menu.uhtm menu.uhtm ./Web/images: RuneLogo.bmp
We've since added multiple CD set support to the cdrom functions, so it should be able to detect which CD set that you're using. You would use it like: cdrom_get_cds System/rune-bin:System/Rune.exe Check out the quake2-data ebuild to see it in action. Also, where can I get a copy of "runelinuxfiles.tar.gz" that you're using? I have the CD, so I guess just telling me exactly which files it is should be fine.
(In reply to comment #31) > We've since added multiple CD set support to the cdrom functions, so it should > be able to detect which CD set that you're using. You would use it like: > > cdrom_get_cds System/rune-bin:System/Rune.exe This new function is way better than my nasty hack in my combined ebuild. I rewrote my combined ebuild. > Also, where can I get a > copy of "runelinuxfiles.tar.gz" that you're using? I have the CD, so I guess > just telling me exactly which files it is should be fine. Just read the complete mail from Human Head I attached, there is a file listing. Not all files are off the Linux CD so I think I still have to upload. The file is pretty big (30mb), I put the file on http://www.zakweb.de/runelinuxfiles.tar.gz I also rewrote my combined ebuild with the new cdrom_get_cds.
Created attachment 72776 [details] the linux + win ebuild with the new cdrom_get_cds This is the new ebuild which should work for windows and linux CDs and now uses the new CDROM_SET feature of cdrom_get_cds.
Alright... I've committed the ebuild in what is a known working state. The ebuild properly detects my Linux CD as CD set #1, which has me a bit curious. At any rate, I've got it in the tree now. If there's any issues with the Windows support in this ebuild, file a new bug, please.