--- Begin Message ---
Subject: |
[PATCH] gnu: freedoom: Avoid the need to propagate prboom-plus. |
Date: |
Wed, 22 Mar 2017 22:35:39 -0400 |
* gnu/packages/games.scm (freedoom)[arguments]: Substitute shell
variable assignment in start script for a direct engine launch.
---
gnu/packages/games.scm | 19 ++++++++++++-------
1 file changed, 12 insertions(+), 7 deletions(-)
diff --git a/gnu/packages/games.scm b/gnu/packages/games.scm
index 67fcb7b49..401ba4444 100644
--- a/gnu/packages/games.scm
+++ b/gnu/packages/games.scm
@@ -162,14 +162,19 @@
(("freedoom2.png")
"-define png:exclude-chunks=date freedoom2.png"))
;; Make sure that the install scripts know where to find
- ;; the appropriate WAD files.
+ ;; the appropriate WAD files and Doom engine.
+ ;; Do this by turning a shell variable assignment into a
+ ;; direct engine launch and exit.
(substitute* "dist/freedoom"
- (("IWAD=freedm.wad")
- (string-append "IWAD=" wad-dir "/freedm.wad"))
- (("IWAD=freedoom1.wad")
- (string-append "IWAD=" wad-dir "/freedoom1.wad"))
- (("IWAD=freedoom2.wad")
- (string-append "IWAD=" wad-dir "/freedoom2.wad")))
+ (("IWAD=")
+ (string-append (assoc-ref inputs "prboom-plus")
+ "/bin/prboom-plus -iwad "))
+ (("freedm.wad")
+ (string-append wad-dir "/freedm.wad
\"address@hidden"; exit $?"))
+ (("freedoom1.wad")
+ (string-append wad-dir "/freedoom1.wad
\"address@hidden"; exit $?"))
+ (("freedoom2.wad")
+ (string-append wad-dir "/freedoom2.wad
\"address@hidden"; exit $?")))
#t))))))
(native-inputs
`(("asciidoc" ,asciidoc)
--
2.12.0
--- End Message ---
--- Begin Message ---
Subject: |
Re: bug#26222: [PATCH] gnu: freedoom: Avoid the need to propagate prboom-plus. |
Date: |
Sat, 01 Apr 2017 19:19:26 -0400 |
User-agent: |
Gnus/5.13 (Gnus v5.13) Emacs/25.1 (gnu/linux) |
Kei Kebreau <address@hidden> writes:
> Marius Bakke <address@hidden> writes:
>
>> Kei Kebreau <address@hidden> writes:
>>
>> From reading the "dist/freedoom" shell script, it looks like it tries
>> prboom-plus automatically if it exists in PATH. Does this not work? It
>> also tries a bunch of other engines, so I don't think we should hard
>> code one.
>>
>
> In that case, we could instead leave the package as is and have users
> install prboom-plus (or future engines when they are packaged)
> manually. Freedoom's package description already mentions that it needs
> a compatible engine to run. If you think that's enough for a casual user
> to notice, I'm fine with dropping the patch.
>
I've decided against this patch, as we may have other Doom engines
available in the future. Thank you for your time, Marius.
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