Package Details: daggerfall 1.07.213-12

Git Clone URL: https://aur.archlinux.org/daggerfall.git (read-only)
Package Base: daggerfall
Description: The Elder Scrolls II: Daggerfall
Upstream URL: http://www.elderscrolls.com/daggerfall/
Licenses: custom:daggerfall
Submitter: giniu
Maintainer: giniu
Last Packager: giniu
Votes: 9
Popularity: 0.000078
First Submitted: 2011-06-29 20:32
Last Updated: 2015-07-15 14:35

Latest Comments

giniu commented on 2012-08-13 18:48

Info about games group is also displayed by install file when you install the package. Anyway, most games do not require to have games group, because they store all user data/profiles in /home. When I have time I might experiment with similar things using unionfs-fuse (especially that it would simplify mod switching), but I rather not set the permissions to everyone for this.

tea commented on 2012-08-13 15:51

s/steel/still

tea commented on 2012-08-13 15:50

@giniu Yeah I did, I didn't have write permission to ARENA2 and this meant as levels were loading, I had to chmod them. I read in the comment about having to be in the games group, I've since added myself to that and don't seem to have any more permissions errors.

But it does seem archaic to me to have to add users to a 'games' group now and regardless of whether it actually works or not, I think we should be discouraging that. I'm not aware of very many distributions or specific packages that steel require being in the games group to play games.

giniu commented on 2012-08-06 11:49

I will consider it, thanks for sugestion. Anyway you mentioned permissions errors - do you have any, or this is just precaution?

tea commented on 2012-08-02 13:27

Would it perhaps be better to install this to /opt/ as most games seem to be doing nowadays? Have a look at the packages for uplink or doom3. Desura even allows regular users to write to /opt/desura/common.

To avoid permissions errors, we could install to /opt/ and allow users to write to ARENA2, something which might be unsafe to do in /usr/share.

giniu commented on 2012-04-10 20:44

Try setting "core=normal" in /usr/share/games/daggerfall/dagger.conf. It might help. I believe this is dosbox issue with it's "dynamic" core. If setting core to normal helps (performance might be not best) try reporting this to dosbox people - they will probably ask you about your cpu and some other details that can help in tracking this.

neuromancer85 commented on 2012-04-10 19:25

After clicking on "Start new game", it crashes giving "Exit to error: DRC64:Unhandled memory reference". Any idea on how to solve this problem?

giniu commented on 2012-04-10 17:00

(in case when user isn't in group games, it wouldn't work anyway - for example, there would be no way to save the game. That's why in install info I listed that it is necessary to include all users that are allowed to play this game in games group)

giniu commented on 2012-04-10 16:55

The permissions were OK actually, it was group that wasn't right. I forgot about this file when I fixed other bug - one regarding not portable permissions (moved setting of group from PKGBUILD to .install file). Thanks for noticing.

neuromancer85 commented on 2012-04-10 16:18

the "daggerfall" script installed in /usr/bin has wrong permissions: "-rwxr-xr--" instead of "-rwxr-xr-x"

giniu commented on 2012-01-26 15:43

I removed the unzip hack, it works now without it (because of fix in libarchive 3.0.3-3)

avantjazz commented on 2012-01-20 10:55

It works alright now, thanks.

giniu commented on 2012-01-19 15:29

For some reason extracting zip files does not seem to work when using pacman 4. Maybe something I'm not aware of changed. For now I added the files to "noextract" and unpack them using "unzip" in first lines of build function - I will try to find better way, but until then it works.

avantjazz commented on 2012-01-19 14:57

Won't install on my system.

-> Extracting dos32a-912-bin.zip with bsdtar
binw/: Can't remove already-existing dir
bsdtar: Error exit delayed from previous errors.
==> ERROR: Failed to extract dos32a-912-bin.zip
Aborting...
==> ERROR: Makepkg was unable to build daggerfall.

Any idea on how to fix it?

giniu commented on 2011-07-15 09:46

Try setting up https://wiki.archlinux.org/index.php/Timidity in alsa daemon mode - it works for me - results in really nice in-game music - if it works for you, I will add it to optdepends/post-install info

Blubaur commented on 2011-07-14 08:38

Got mididevice=oss in my config, yet the one and only midi device dosbox wants to open is 'alsa', which then obviously doesn't work.
Might be a dosbox bug though, but I have no other game/program to test this with.

giniu commented on 2011-07-13 18:10

Version -9 understands fallhack2-like fall.exe patches (only numeric lines, easy to get out from dfh files with grep "^[0-9]").

giniu commented on 2011-07-11 12:53

Version -8 has new, redesigned launcher.

giniu commented on 2011-07-03 21:42

In version -7 I fixed bug in mod system. There were troubles in following situation:

1) mod A added new file, not in official Daggerfall
2) mod B extending mod A modified that file
3) you remove mod B
4) it was not possible to remove mod A then

btw, I'd like to describe the mod system a bit - it's extremely easy:

1) you create directory in /usr/share/games/daggerfall/mods/<name> - <name> will be name of your mod in system (to enable, do --enable-mod=<name>). In most cases, that's all!
- all files and directories inside will be copied to /usr/share/game/daggerfall/DAGGER when enabled.
- original version of files will be remembered automatically, just in case you want to disable mod
- new files will be marked as new, so they are also removed from system - same for empty directories
- if two enabled mods modify same file, it's conflict and whole enable process will be stopped, what can you do?
2) if you are sure, that your mod works well and includes other mod, create file /usr/share/games/daggerfall/mods/<name>.extends and place names of mods your mod extends, one in each line of file.
- if you enable mod that extends another mods, system will make sure they are enabled before continuing
- you can create mod sets by creating only <name>.extends without <name> directory
- file that are changed few times are remembered - i.e. all past versions are stored
3) no, really - there is no 3... just <name> directory and <name>.extends file! All is managed by launcher and you don't have to worry about it!

giniu commented on 2011-07-03 19:00

Mods support turned out to be easier than I though. So it's here:

--list-mods
--enable-mod=name
--disable-mod=name

names are obvious enough, aren't they? Ah, there is also daggerfall-fixes package ( https://aur.archlinux.org/packages.php?ID=50417 ) - it includes few mods, unofficial fixes (no addons) to what was in Daggerfall. Most like every player will want those! (mods are enabled when installed).

Anonymous comment on 2011-07-03 10:00

Thank you for offering Daggerfall!

giniu commented on 2011-07-02 21:25

version -5 brings new launcher with support for save game backups and options rename (slightly better style).

You can backup saves from slot i (i=0,..,5). When you request backup creation using

--backup-save=i

for example --backup-save=0, new backup will be created with name <slot>-<game name>-<date>-<time>, where <game name> is taken from save name. You can restore such backup with

--restore-save=name

If you skip <date>-<time>, last backup will be used. If you skip the <game name>, current name of game in slot will be used. You can also restore to different slot (as a result, you can for copy saves). To do so, in addition to --restore-save specify:

--restore-to=slot

During restore process you will be asked to confirm (and warned, if you will overwrite other save) - but if you want to restore save non-interactively and/or are absolutely sure what you are doing, there is option

--restore-dont-ask

which makes launcher assume you said yes.

Next version (-6) will support mods, but it will not be out till next week. Please test what is here already to catch any possible bugs. I tried to make sure that names with spaces and special characters work, but I might have skipped something. Have fun, and remember to check

daggerfall --help

to see new options names!

giniu commented on 2011-07-02 18:06

version -4 brings some new cool stuff:

- ability to set gamma (--gamma=..., --storepalettes, --restorepalettes)
- ability to unlock "Master of (skill)" by changing max skill level from 100 to 200 (--skills=...) - this feature is already in Daggerfall, but locked after beta release
- ability to change wagon weight capacity (--wagon=...) - do not over use this! In unpatched Daggerfall, wagon space was reported to be 1000lbs but indeed unlimited. Patches fixed this but limited the wagon to 750lbs at same time. With this option you can set the wagon back to 1000lbs.
- usage of various commands in launcher (--help)
- improved permissions for multi-user system (some files made by launcher did not had games group set)

This concludes all mods that are not too much invasive but require things different than file copying. There will be few releases more:

-5 that will include save backups
-6 that will include mods support
-7 that will be clean-up release

After version -7, this package will hopefully be fixed in stone, and new mods-stuff will be added to (small and quick to build) daggerfall-mods package.

giniu commented on 2011-07-02 14:54

In version 3 I updated unpk.py to support files with offset and tweaked its output to be a little bit more obvious. Also, decided to not patch FALL.EXE with dos32a extender, but do it live at each run (it should be easier to make mods that modify FALL.EXE)

giniu commented on 2011-07-02 14:40

I posted new version, some changes include:

- the game is patched to use dos32a extender instead of dos4gw. It is reported to greatly reduce corrupted save game situations and improve overall stability
- better launch script, now checks for conflicting options
- to be sure that license is read and accepted, on first run there is license text displayed and user is requested to say yes to license. If you know the license text, you can also issue "daggerfall --accept" command to skip the dialog
- I added information about mouse grab and fullscreen to install information
- oh, and sorry for version number change, I changed it to reflect the version reported by fall.exe itself.

Next versions will hopefully have:
- daggerfall --help to display launcher usage
- daggerfall --gamma to setup gamma
- daggerfall --backup to backup save games
- daggerfall --enable/--disable to enable/disable mods (to come)

There will also be (one or multiple) mods packages that you will be able to enable/disable with daggerfall launcher.

giniu commented on 2011-07-02 10:11

@diegoxter:

What you need to do is the mouse grab - for example ctrl+F10 moves mouse into window. The mouse is also grabbed when you go fullscreen (alt+enter). Check http://www.dosbox.com/wiki/Special_Keys for dosbox keys and http://www.uesp.net/wiki/Daggerfall:Running_Under_DOSBox for information about how to tune/troubleshoot your Daggerfall installation.

The mouse isn't grabbed by default intentionally - if something goes wrong (like dosbox unresponsive) it's easier to close/kill the window when the mouse is outside. You can make it automatically grabbed to window later, when you are sure it works.

giniu commented on 2011-06-29 20:45

This is the latest and probably last version of "The Elder Scrolls II: Daggerfall". It uses official and free "15 years of TES anniversary" release. This package includes all files ever released by Bethesda - First of all there is release of Daggerfall equal to released CD version, there is CompUSA edition quest pack, official patch that moves the game to version 2.13 and save fixing package update for critical situations. There is also launcher "daggerfall" that allows you to easily run the game, sound configuration or fix utilities (fixmaps & fixsave if something gets corrupted) - and remember to read and accept the license and tweak your dosbox.conf (by default I did not enabled fullscreen just in case something does not work, that way it is easier to fix/tweak your setup).

There is very experimental part in this, unpk.py - python script to unpack PKWare archives - I tested it only on 64 bit system, so if you use 32 bit OS proceed with caution! Also sorry for bsdiff makedepend - this was best way I fund to fix the maps automatically on install and without user interaction. The package is in community and very small without other dependencies, so it shouldn't be too much pain.

Soon there will be another package with all unofficial addons packaged that will require this one. It will be possible to install it any time, but you will have to start new game to benefit from added/fixed quests and other stuff. Stay tuned!

And of course, I'd be happy to hear if this works on 32 bits without problems :)