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Since there is no thread for the Humble Bundle for Android 3 yet and currently it is being discussed off-topically in another thread, I’m making one
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Here is the information known so far:
Fieldrunners
Requires freeglut if you’re running Arch 32 bit, and lib32-freeglut from the AUR under 64 bit. (thanks fbt)
The sound gets cut all the time under ALSA and you must kill pulseaudio first (or use padsp). (thanks fbt/whoops)
Otherwise seems to work fine.
Spacechem
is a windows binary + a wine'ish blob (that just freezes on my machine), comes only as rpm/deb and seems to insist to be installed in /opt (AND some files in /usr/share). The included .exe doesn't work with native wine either (without further adjustments at least).
Uplink
seems to be unplayable on a big resolution Display without workarounds due to its small font...?
Spirits
says:
(Spirits-64:14143): Gtk-WARNING **: Error loading theme icon 'image-missing' for stock: Fatal error reading PNG image file: Incompatible libpng version in application and library... but seems to work fine at a first glance (safe for a missing picture in the launcher which isn't really tragic).
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So far, I have only gotten SpaceChem to work...
(I do like that game though)
Bit Trip Beat
> ./bit.trip.beat
zsh: exec format error: ./bit.trip.beatThis is with the AMD 64 version. linux32 ./bit.trip.beat has the same output. It looks to me like it is compiled for different architecture.
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Thanks for cleaning up the mess I made ![]()
So...:
$ file spacechem/SpaceChem.exe spacechem/spacechem bittripbeat/bit.trip.beat-1.0/bit.trip.beat/bit.trip.beat fieldrunners/fieldrunners/fieldrunners/Fieldrunners spirits/Spirits/Spirits spirits/Spirits/Spirits-64
spacechem/spacechem: POSIX shell script, ASCII text executable
spacechem/SpaceChem.exe: PE32 executable (GUI) Intel 80386 Mono/.Net assembly, for MS Windows
bittripbeat/bit.trip.beat-1.0/bit.trip.beat/bit.trip.beat: ELF 32-bit LSB executable, Intel 80386, version 1 (SYSV), dynamically linked (uses shared libs), for GNU/Linux 2.6.15, BuildID[sha1]=0x98062ac139c090c491d259e8bcaab90dd258f117, not stripped
fieldrunners/fieldrunners/fieldrunners/Fieldrunners: ELF 32-bit LSB executable, Intel 80386, version 1 (SYSV), dynamically linked (uses shared libs), for GNU/Linux 2.6.24, BuildID[sha1]=0x753c2e88b91c387acf8f11703bf83adab182bc36, not stripped
spirits/Spirits/Spirits: POSIX shell script, ASCII text executable
spirits/Spirits/Spirits-64: ELF 64-bit LSB executable, x86-64, version 1 (SYSV), dynamically linked (uses shared libs), for GNU/Linux 2.6.15, BuildID[sha1]=0xc6faec202e4b14587aab4f802effc8f025325ceb, not strippedSpirits seems to be the only one that's 64 bit....
Spacechem is mono... and needs sdl_mixer. After that it at least starts (with "mono ./SpaceChem.exe"), didn't test further.
I only really tried around with Fieldrunners so far, didn't manage to get the sound working. Changing my default bitrate or switching to OSS didn't help. Also tried my graphic card's sound audio adapter instead of the motherboard one - no luck (They are both Intel HDA though). It maxes out one cpu core as soon as it's started and was looking like a threading problem for a minute there, but limiting it to use only one core with taskset didn't change anything.
Last edited by whoops (2012-08-17 11:50:53)
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The copies I grabbed (.tar.gz & .deb) were 64-bit where available except Fieldrunners. SpaceChem plays perfectly once its unlisted dependencies are installed. ![]()
I've gotten Fieldrunners working perfectly (for me anyway, YMMV). I threw together an ugly hack that overrides a couple ALSA functions, making FR open the 'default' device instead of 'plughw:0,0' which was causing problems with Pulse & dmix. There's also a severely ugly hack that keeps FR from filling its entire buffer and causing ~1sec audio delays (I've had no luck actually shortening the HUGE audio buffer, which would be the right way to fix the problem).
frfix.c at: http://pastebin.com/eAXTdzcJ
Instructions for building & launching included in file.
Newer version that automatically disables PulseAudio, adds resizable window & fullscreen support, and fixes a crash at Subatomic Studios Forums.
Last edited by decimalman (2012-08-25 03:04:38)
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The copies I grabbed (.tar.gz & .deb) were 64-bit where available. SpaceChem plays perfectly once its unlisted dependencies are installed.
I've gotten Fieldrunners working perfectly (for me anyway, YMMV). I threw together an ugly hack that overrides a couple ALSA functions, making FR open the 'default' device instead of 'plughw:0,0' which was causing problems with Pulse & dmix. There's also a severely ugly hack that keeps FR from filling its entire buffer and causing ~1sec audio delays (I've had no luck actually shortening the HUGE audio buffer, which would be the right way to fix the problem).
frfix.c at: http://pastebin.com/eAXTdzcJ
Instructions for building & launching included in file.Edit: I don't use PulseAudio and have no way of testing whether the game works with it. It works perfectly with dmixed devices though.
Works for me when I kill pulseaudio before I launch the game.
Thank you very much.
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Package is up for Bit.Trip.Beat in the AUR -> http://aur.archlinux.org/packages.php?ID=62145
It uses _humbleand3bundlekey='<KEY>' if you want to automate the installation.
Last edited by JazzplayerL9 (2012-08-20 18:50:58)
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Works for me when I kill pulseaudio before I launch the game.
Thank you very much.
Glad to hear it's working. I'm puzzled that you still have to kill pulseaudio before running, though. IIRC, ALSA's 'default' device should automatically redirect into PA.
On an unrelated note, I'm concerned that the fix may actually cause another problem to surface. I'm worried -DFIXDELAY=48 might cause lots of short buffer underruns on some hardware. I probably should have recommended using 1024 or so.
Edit: Future updates will be made on the Subatomic forums at http://www.subatomicstudios.com/forum/v … 12&t=99482.
Last edited by decimalman (2012-08-20 22:26:17)
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It uses _humbleand3bundlekey='<KEY>' if you want to automate the installation.
This is great! I really ask myself, why nobody has come up with this so far.
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@Awebb,
There are quite a few humble bundle packages on the AUR, actually. Over time we've (the packagers) come up with a few different ways of automating the process. I actually based my PKGBUILD off of bit.trip.runner on AUR.
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JazzplayerL9 wrote:It uses _humbleand3bundlekey='<KEY>' if you want to automate the installation.
This is great! I really ask myself, why nobody has come up with this so far.
I thought, this is standard in humble bundle aur packages... Saw it always, when used.
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@ChemBro,
It is standard. I was just letting people know what key to use ![]()
Btw,
Spirits is up on the AUR -> https://aur.archlinux.org/packages.php?ID=62189
Let me know if there are any problems with it. The launcher still has problems displaying the image. I'm in contact with the developers to see if we can figure this out.
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I have problem running bit.trip.beat, console output:
resource: directory not found for Shaders/error.aeshader
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resource: directory not found for Shaders/error.aeshader
BTB insists on being run from its installed directory. You'll probably want to create a launch script to cd to wherever you installed it.
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darkraven wrote:resource: directory not found for Shaders/error.aeshader
BTB insists on being run from its installed directory. You'll probably want to create a launch script to cd to wherever you installed it.
I am running it from the install directory. Otherwise the error message would be:
resource: failed to load required file error.aeshader
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Here is my experience with the games on my Core i3 550 (Intel HD Graphics) under Arch 64 bit Xfce, with ALSA:
bit.trip.beat: real 64 bit linux binary, works fine with the usual SDL problems (no alt-tab, need to kill unclutter). Xscreensaver triggered during the game so it’s a good idea to disable it before. The game is more fun than I expected, although I would have liked richer music.
Fieldrunners: amd64 archive contains a 32 bit binary (what are they thinking?) and needs installing a few lib32 libs (ogg, vorbis, freeglut). Be carefull if you have like me your “master” volume set to the max at all times because the game uses the wrong alsa device and the volume will be very high. I needed decimalman’s patch, which made the sound perfect (thanks!). The game is a fairly normal tower defense with no obvious flaw, apart from an apparent lack of originality (based on my play of the first level).
Edit: when I launched Fieldrunners today it crashed at startup. Turns out it’s trying to load stuff from /opt (where it isn’t). Deleting ~/.fieldrunners “fixes” the problem… I guess I’ll install it to /opt then.
Spirits: real 64 bit binary, works perfectly (apart from the launcher UI), can alt-tab out of fullscreen. Fun if you like Lemmings.
uplink: real 64 bit binary, sets my display to 1024×768, fucks up my font, and segfaults. Opening the “Appearance” Xfce settings and clicking twice on “Custom DPI setting” in the “Fonts” tab restored my font.
Running it with the “-graphics_fullscreen” command-line option makes it work, but as someone said the font is too small and hard to read. The game is still playable if you have good eyes, I guess…
Spacechem: I’ll try it when there is a tgz archive; only rpm and deb for now.
EDGE: real 64 bit binary, works perfectly apart from the lack of alt-tab in fullscreen (but one can set the game to windowed in the options). Averagely fun for the first few levels; I guess it’s intended for people who want to find how to get the best score.
Anomaly: segfaults at startup.
World of Goo: worked fine last time I played it, months ago.
Osmos: ditto.
Last edited by stqn (2012-08-23 17:11:34)
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@darkraven && @decimalman,
Are you using the AUR package or have you installed it to your own directory? The AUR package isn't giving me any errors...does anyone else have this happening?
Last edited by JazzplayerL9 (2012-08-23 16:50:18)
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to everyone who is trying to automate the download, please follow the example here https://aur.archlinux.org/packages/ba/bastion/PKGBUILD of creating a Specific DL_AGENT instead of creating the complex script inside the build function. Using the DL_AGENT allows for fixing the pkgbuild faster and it allows makepkg to do it's job of getting the source files and verifying them
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Turns out the font in uplink can be changed, see this post: http://forums.introversion.co.uk/uplink … 531#435531
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to everyone who is trying to automate the download, please follow the example here https://aur.archlinux.org/packages/ba/bastion/PKGBUILD of creating a Specific DL_AGENT instead of creating the complex script inside the build function. Using the DL_AGENT allows for fixing the pkgbuild faster and it allows makepkg to do it's job of getting the source files and verifying them
Is it possible to write a general humble bundle downloader script, so these PKGBUILDs can just do this?
DLAGENTS=("http::/usr/bin/humblebundledownload %u $_game")Or even just
source /usr/share/humblebundledownload/pkgbuild-dlagent-snippetCan humblepie be used for this?
Last edited by hagabaka (2012-08-25 03:00:59)
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@darkraven && @decimalman,
Are you using the AUR package or have you installed it to your own directory? The AUR package isn't giving me any errors...does anyone else have this happening?
I manually copied the game into /opt, and it works fine. I haven't actually been able to produce the exact error that darkraven is seeing -- I hadn't checked that the error messages actually matched, just the filename. Oops.
Spacechem: I’ll try it when there is a tgz archive; only rpm and deb for now.
It's worth dealing with the .deb for SpaceChem. IMO, it's this bundle's standout.
Last edited by decimalman (2012-08-25 03:35:44)
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:v
fieldrunners-1.0.0-32bit-1345663134.tar.gz
$ file Fieldrunners
Fieldrunners: ELF 64-bit LSB executable, x86-64, version 1 (SYSV), dynamically linked (uses shared libs), for GNU/Linux 2.6.24, BuildID[sha1]=0x74a993ede996406b20f64b5c6615e55ac18dc782, not strippedfieldrunners-1.0.0-64bit-1345663134.tar.gz
$ file Fieldrunners
Fieldrunners: ELF 64-bit LSB executable, x86-64, version 1 (SYSV), dynamically linked (uses shared libs), for GNU/Linux 2.6.24, BuildID[sha1]=0x74a993ede996406b20f64b5c6615e55ac18dc782, not strippedOffline
humblepie I don't believe is configured for this bundle
i don't have this bundle, but it should be fairly straight forward, the only real thing that needs to be configured it the first grep command, and then make sure sed grabs the correct url based on the architecture and grab the data-web= url
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What about World of Goo?
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Oh, damn it... Anomaly doesn't run on Intel graphics.
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http://aur.archlinux.org/packages/lo/lo … r/PKGBUILD
here is the lonesurvivor pkgbuild that I just fixed to take _humbleemail and _humblepassword this can be used to download from the accounts page since they will all be on that page
heh, this bit is almost the exact same for the bastion pkgbuild
the first source item should be the name of the tarball or self extracting thing, and after the :: is https://www.humblebundle.com/login
so the name of the file will be %o and the url with be %u
make sure the %o includes the architecture if both 64 and 32 are available,
the case statement makes it easy to assign a _arch and you can include the
in the %o if you need to
source=("Bastion-HIB-${_pkgver}.sh::https://www.humblebundle.com/login"
"Bastion-HIB-${_pkgver}.sh::http://www.humblebundle.com/downloads?key=${_humblebundleVkey}"
"$pkgname.desktop"
"mesa$pkgname"
"$pkgname.install")
case $CARCH in
i686) _arch=x86 ;;
x86_64) _arch=x86_64;;
esac
_char=\'
#we now echo the name of the file into /tmp/arch and remove the .part from it
#then we grap a cookie from the file
#and then authenticate with our $_humbleemail and $_humblepassword
#now we have the html stuff from the website, we grep for the %o from /tmp/arch
#and then we find the dataweb link and put it in /tmp/url
#this line requires the $_char from above because escaping a ' inside the 's for the whole DLAGENT is a pain
#now, just use the authenticated cookie and download the file pointed to by /tmp/url
#and last clean up everything
#the http: makes it so that you can download from the http link if the account is not bound to
#_humbleemail
DLAGENTS=('https::/bin/echo %o > /tmp/arch && sed -i "s/.part//" /tmp/arch &&
/usr/bin/curl -s --cookie-jar /tmp/cjar --output /dev/null %u && cp /tmp/cjar ./ &&
/usr/bin/curl -sL --cookie /tmp/cjar --cookie-jar /tmp/cjar --data "username=$_humbleemail" --data "password=$_humblepassword" %u |
grep -f /tmp/arch |grep -o -E "data-web=[^ ]+"| sed -e "s/data-web=\([^ ]*\)/\1/" > /tmp/url &&
sed -i "s/$_char//g" /tmp/url &&
/usr/bin/curl --cookie /tmp/cjar --cookie-jar /tmp/cjar -fLC - --retry 3 --retry-delay 3 -o %o "$(</tmp/url)" &&
rm -f /tmp/{arch,url} | return 0'
"http::/usr/bin/curl -sL %u | grep Bastion-HIB | sed -e \"s/.*data-web='\([^']*\)'.*/url = \1/\" > /tmp/url && /usr/bin/curl -fLC - --retry 3 --retry-delay 3 -o %o -K /tmp/url && rm /tmp/url")
#this message is why having the file from the website first in source is important
#it checks $SRCDEST, never use $startdir, sometimes that is the same as SRCDEST and sometimes it isn't
#if the files exists everything is skipped, otherwise the user is informed to either export _humbleemail and password
#it also checks for the old humblebundleVkey from the hib5 sale
if [[ ! -f $SRCDEST/${source[0]%%:*} ]]; then
if [[ -z $_humbleemail || -z $_humblepassword ]]; then
if [[ -z $_humblebundleVkey ]]; then
msg "if you have bound your email and password to your account, "
msg "please export the values _humbleemail and _humblepassword so"
msg "that you can be logged in to download the game."
echo
msg "if you have not bound the key to an email, "
msg "please export _humblebundleVkey in your .bashrc"
return 1
fi
fi
fi
Last edited by gtmanfred (2012-08-27 02:27:01)
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