I have the loki tribes 2 cd, with which I emerged tribes 2. When I launch tribes 2, it reports that it is version 21570, yet the version number of the ebuild is 25034, obviously it was never patched. Reproducible: Always Steps to Reproduce: 1.CD_ROOT=(location of tribes 2 mount) emerge tribes2 2.launch tribes 2 with t2launch 3.log in 4.note version number in upper right corner Actual Results: It diaplayed that it was version 21570. Expected Results: It should have been version 25043.
I'll look into this... I guess it's a good thing I didn't sell my Tribes 2 CD... ;]
I think I may have found part of the problem. The patch uses the depreciated syntax +(line number) with tail. I fixed this to -n (line number), and disabled the checksum checks, but the patch still didnt work :( It says that the data of the patch is not in gzip format. I dont know shell scripting enough to get any deeper than that. Hope this helps.
There is a work around on the homepage of makeself: export _POSIX2_VERSION=199209 This will make tail interpret the old syntax again. Patching around the self extracting file, seems futile to me, as the checksums will fail. Can somebody that has more skill with ebuilds than me, implement the above?
ok, i applied the patch manually using the export posix and help from form post, to be attached is the log of all the steps i took note - the copying of the directory wasnt necesary, as seen at the end
Created attachment 36338 [details] here are the steps i took to patch I took a look at the ebuild and didnt have a good idea of how to put this into there, so any help would be appreciated
Problem solved, ebuild and a patch to follow.
Created attachment 36411 [details] tribes2-25034-r1.ebuild took a bit of work, but this will patch correctly. Note the changes needed for sound to work.
Created attachment 36412 [details, diff] update-sh.patch A patch for the patch script to make it allow piped input.
I started working on this today and must say that I cannot believe that I totally forgot to put the loki_patch lines in the ebuild! Anyway, rather than using your solution, which works quite well, I am instead working to add the loki_* tools into portage proper. This way they can be reused easily on multiple ebuilds. I already have one other ebuild that I would like to add to portage but it segfaults on trying to patch. I am attaching my current version of the ebuild, which doesn't work due to the patch segfaulting, but it'll give you an idea of where I'm going with it.
Created attachment 39732 [details] games-fps/tribes2/tribes2-25034.ebuild
Created attachment 39788 [details] tribes2-25034-r1.ebuild You need to use the modified loki_patch that I use in the ebuild. Fixed your ebuild to use it, put in the warning about the sound, and changed tribes2 to t2launch, as tribes2 will error out if you dont give it an argument.
I have no intention of using a pre-compiled binary loki_patch, so there's no need to even go that route. I am adding the loki_* tools to portage and will be forcing a DEPEND on them for this package. Also, the sound stuff can be done within the ebuild, more than likely. It makes for a much cleaner interface to do all the work in the ebuild rather than pushing it onto the user, who more than likely won't see the message anyway and will then come here and file a bug about their sound not working... ;] Like I said, it was a work in progress, I wasn't looking to have someone correct it... ;]
Are you still working on this or is it fixed, yet? I would like to install my t2...
Sorry... it has been in portage, I just didn't update the ebuild revision (since it used to work) and also forgot to close the bug.