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HOWTO doomsday-1.9.0_beta4-r1 w/ candy
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gr0x0rd
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PostPosted: Sun Feb 10, 2008 10:36 pm    Post subject: HOWTO doomsday-1.9.0_beta4-r1 w/ candy Reply with quote

* NOTE- The info in this post is deprecated. I can't get a working instance of doomsday working with the current nvidia drivers. *

There is a reason this has been posted in the Unsupported Software area of the forum: the Gentoo devs have recommended that users unmerge doomsday. There are many reasons for this; PLEASE review the bugs and security issues and take the advice of the Gentoo devs: don't use doomsday. Before we get going, I'd like to thank everyone who has contributed to doomsday, worked on the ebuilds and maintained doomsday in portage. You guys are awesome.

Still undeterred? You've read and understand the status of the doomsday engine and the security problems with it? If you're still too stubborn to follow the advice of the Genoo devs and want to play doomsday in SINGLE PLAYER ONLY... read on.

This will allow you to install doomsday-1.9.0_beta4-r1.

First, we need to install a portage overlay if you don't already have one. Open up your /etc/make.conf and add the following line:
Code:
PORTDIR_OVERLAY="/usr/local/portage/"
Now open up your /etc/portage/package.keywords and make sure the following lines are added:
Code:
#doomsday
=games-fps/doomsday-1.9.0_beta4-r1
=games-fps/doomsday-resources-1.01
You may also have to comment out the entries for doomsday and doomsday-resources in /usr/portage/profiles/package.mask.

Next, you'll need to download the patches and ebuild from yours truly. Navigate to

/usr/local/portage/games-fps/doomsday/ (create if it doesn't exist!)
Code:
wget http://gr0x0r.no-ip.org/doomsday/doomsday-1.9.0_beta4-r1.ebuild
mkdir files
cd files
wget http://gr0x0r.no-ip.org/doomsday/files/doomsday-1.9.0_beta4-configure.patch
wget http://gr0x0r.no-ip.org/doomsday/files/doomsday-1.9.0_beta4-music-driver.patch
wget http://gr0x0r.no-ip.org/doomsday/files/wrapper


all done? go back to /usr/local/portage/games-fps/doomsday/ and let's digest the ebuild:
Code:
ebuild doomsday-1.9.0_beta4-r1.ebuild digest
if it completes successfully, it should say
Code:
>>> Creating Manifest for /usr/local/portage/games-fps/doomsday
now, we can emerge doomsday.
Code:
emerge -av =games-fps/doomsday-1.9.0_beta4-r1
once doomsday has been emerged, we can run the game. But that's just not enough for us is it? Of course not. We're going to take advantage of some of the doomsday engine's flexibility and add some candy.

First of all, ear candy. I chose to go with sycraft's ogg files, so this guide will use those as the example. You can download the collections of doom and doom2 ogg files at sycraft's site

http://sycraft.org/content/audio/doom.shtml

Sadly, the ogg archives are all self-extracting executables, so you'll need something to extract them (I used wine). Once you've extracted your ogg files, you'll need to integrate them into your doomsday installation. Create the folder

/usr/share/games/deng/music

and copy your doom ogg files there. Now, we just need to edit our

/usr/share/games/deng/defs/jDoom/Audio.ded

The changes we need to make are somewhat time consuming, so here is the music section of my Audio.ded file. If you've used different music files, change the filenames below as needed.
Code:
#####====--- MUSIC ---====#####

Music { ID = "None"; }
Music { ID = "e1m1"; Lump = "D_E1M1"; Ext = "music\d_e1m1.ogg"; }
Music { ID = "e1m2"; Lump = "D_E1M2"; Ext = "music\d_e1m2.ogg"; }
Music { ID = "e1m3"; Lump = "D_E1M3"; Ext = "music\d_e1m3.ogg"; }
Music { ID = "e1m4"; Lump = "D_E1M4"; Ext = "music\d_e1m4.ogg"; }
Music { ID = "e1m5"; Lump = "D_E1M5"; Ext = "music\d_e1m5.ogg"; }
Music { ID = "e1m6"; Lump = "D_E1M6"; Ext = "music\d_e1m6.ogg"; }
Music { ID = "e1m7"; Lump = "D_E1M7"; Ext = "music\d_e1m7.ogg"; }
Music { ID = "e1m8"; Lump = "D_E1M8"; Ext = "music\d_e1m8.ogg"; }
Music { ID = "e1m9"; Lump = "D_E1M9"; Ext = "music\d_e1m9.ogg"; }
Music { ID = "e2m1"; Lump = "D_E2M1"; Ext = "music\d_e2m1.ogg"; }
Music { ID = "e2m2"; Lump = "D_E2M2"; Ext = "music\d_e2m2.ogg"; }
Music { ID = "e2m3"; Lump = "D_E2M3"; Ext = "music\d_e2m3.ogg"; }
Music { ID = "e2m4"; Lump = "D_E2M4"; Ext = "music\d_e2m4.ogg"; }
Music { ID = "e2m5"; Lump = "D_E2M5"; Ext = "music\d_e1m7.ogg"; }
Music { ID = "e2m6"; Lump = "D_E2M6"; Ext = "music\d_e2m6.ogg"; }
Music { ID = "e2m7"; Lump = "D_E2M7"; Ext = "music\d_e2m7.ogg"; }
Music { ID = "e2m8"; Lump = "D_E2M8"; Ext = "music\d_e2m8.ogg"; }
Music { ID = "e2m9"; Lump = "D_E2M9"; Ext = "music\d_e3m1.ogg"; }
Music { ID = "e3m1"; Lump = "D_E3M1"; Ext = "music\d_e3m1.ogg"; }
Music { ID = "e3m2"; Lump = "D_E3M2"; Ext = "music\d_e3m2.ogg"; }
Music { ID = "e3m3"; Lump = "D_E3M3"; Ext = "music\d_e3m3.ogg"; }
Music { ID = "e3m4"; Lump = "D_E3M4"; Ext = "music\d_e1m8.ogg"; }
Music { ID = "e3m5"; Lump = "D_E3M5"; Ext = "music\d_e1m7.ogg"; }
Music { ID = "e3m6"; Lump = "D_E3M6"; Ext = "music\d_e1m6.ogg"; }
Music { ID = "e3m7"; Lump = "D_E3M7"; Ext = "music\d_e2m7.ogg"; }
Music { ID = "e3m8"; Lump = "D_E3M8"; Ext = "music\d_e3m8.ogg"; }
Music { ID = "e3m9"; Lump = "D_E3M9"; Ext = "music\d_e1m9.ogg"; }
Music { ID = "inter"; Lump = "D_INTER"; Ext = "music\d_e2m3.ogg"; }
Music { ID = "intro"; Lump = "D_INTRO"; Ext = "music\d_intro.ogg"; }
Music { ID = "bunny"; Lump = "D_BUNNY"; Ext = "music\d_bunny.ogg"; }
Music { ID = "victor"; Lump = "D_VICTOR"; Ext = "music\d_victor.ogg"; }
Music { ID = "introa"; Lump = "D_INTROA"; Ext = "music\d_introa.ogg"; }
Music { ID = "runnin"; Lump = "D_RUNNIN"; Ext = "music\d_runnin.ogg"; }
Music { ID = "stalks"; Lump = "D_STALKS"; Ext = "music\d_stalks.ogg"; }
Music { ID = "countd"; Lump = "D_COUNTD"; Ext = "music\d_countd.ogg"; }
Music { ID = "betwee"; Lump = "D_BETWEE"; Ext = "music\d_betwee.ogg"; }
Music { ID = "doom"; Lump = "D_DOOM"; Ext = "music\d_doom.ogg"; }
Music { ID = "the_da"; Lump = "D_THE_DA"; Ext = "music\d_the_da.ogg"; }
Music { ID = "shawn"; Lump = "D_SHAWN"; Ext = "music\d_shawn.ogg"; }
Music { ID = "ddtblu"; Lump = "D_DDTBLU"; Ext = "music\d_ddtblu.ogg"; }
Music { ID = "in_cit"; Lump = "D_IN_CIT"; Ext = "music\d_in_cit.ogg"; }
Music { ID = "dead"; Lump = "D_DEAD"; Ext = "music\d_dead.ogg"; }
Music { ID = "stlks2"; Lump = "D_STLKS2"; Ext = "music\d_stalks.ogg"; }
Music { ID = "theda2"; Lump = "D_THEDA2"; Ext = "music\d_the_da.ogg"; }
Music { ID = "doom2"; Lump = "D_DOOM2"; Ext = "music\d_doom.ogg"; }
Music { ID = "ddtbl2"; Lump = "D_DDTBL2"; Ext = "music\d_ddtblu.ogg"; }
Music { ID = "runni2"; Lump = "D_RUNNI2"; Ext = "music\d_runnin.ogg"; }
Music { ID = "dead2"; Lump = "D_DEAD2"; Ext = "music\d_dead.ogg"; }
Music { ID = "stlks3"; Lump = "D_STLKS3"; Ext = "music\d_stalks.ogg"; }
Music { ID = "romero"; Lump = "D_ROMERO"; Ext = "music\d_romero.ogg"; }
Music { ID = "shawn2"; Lump = "D_SHAWN2"; Ext = "music\d_shawn.ogg"; }
Music { ID = "messag"; Lump = "D_MESSAG"; Ext = "music\d_messag.ogg"; }
Music { ID = "count2"; Lump = "D_COUNT2"; Ext = "music\d_countd.ogg"; }
Music { ID = "ddtbl3"; Lump = "D_DDTBL3"; Ext = "music\d_ddtblu.ogg"; }
Music { ID = "ampie"; Lump = "D_AMPIE"; Ext = "music\d_ampie.ogg"; }
Music { ID = "theda3"; Lump = "D_THEDA3"; Ext = "music\d_the_da.ogg"; }
Music { ID = "adrian"; Lump = "D_ADRIAN"; Ext = "music\d_adrian.ogg"; }
Music { ID = "messg2"; Lump = "D_MESSG2"; Ext = "music\d_messag.ogg"; }
Music { ID = "romer2"; Lump = "D_ROMER2"; Ext = "music\d_romero.ogg"; }
Music { ID = "tense"; Lump = "D_TENSE"; Ext = "music\d_tense.ogg"; }
Music { ID = "shawn3"; Lump = "D_SHAWN3"; Ext = "music\d_shawn.ogg"; }
Music { ID = "openin"; Lump = "D_OPENIN"; Ext = "music\d_openin.ogg"; }
Music { ID = "evil"; Lump = "D_EVIL"; Ext = "music\d_evil.ogg"; }
Music { ID = "ultima"; Lump = "D_ULTIMA"; Ext = "music\d_ultima.ogg"; }
Music { ID = "read_m"; Lump = "D_READ_M"; Ext = "music\d_read_m.ogg"; }
Music { ID = "dm2ttl"; Lump = "D_DM2TTL"; Ext = "music\d_dm2ttl.ogg"; }
Music { ID = "dm2int"; Lump = "D_DM2INT"; Ext = "music\d_dm2int.ogg"; }
you may want to make a backup of this file somewhere, since if you ever mess around with your doomsday installation it can get overwritten.

Now when you fire up doomsday, you should have your ear candy. Now, let's add some eye candy!
Code:
emerge -av doomsday-resources

You'll notice that after your emerge has completed, the files have all been extracted to a new folder, /usr/games/doomsday. I had some trouble getting the eye candy to work based on the information from portage; the jDRPreadme.txt in /usr/share/doc/doomsday-resources explans how to do this manually.

Perform the following file operations:
Code:
cp /usr/share/games/doomsday/data/jdoom/auto/jDRP.pk3 /usr/share/games/deng/Data/jDoom/jDRP.pk3
cp /usr/share/games/doomsday/data/jdoom/auto/Details.pk3 /usr/share/games/deng/Data/jDoom/Details.pk3
cp /usr/share/games/doomsday/defs/jdoom/jDRP.ded /usr/share/games/deng/Defs/jDoom/jDRP.ded


To run doom, try creating a launcher with the command

doomsday -game jdoom -userdir "/home/<username>/.doomsday/jdoom" -file /usr/share/games/doom-data/DOOM.WAD -file }Data/jDoom/jDRP.pk3 -file }Data/jDoom/Details.pk3 -def }Defs/jDoom/jDRP.ded

and for doom2

doomsday -game jdoom -userdir "/home/<username>/.doomsday/jdoom" -file /usr/share/games/doom-data/DOOM2.WAD -file }Data/jDoom/jDRP.pk3 -file }Data/jDoom/Details.pk3 -def }Defs/jDoom/jDRP.ded

Of course, substitute the DOOM.WAD and DOOM2.WAD for the names of your own files.

If something isn't working properly, you may need to check your paths, filenames, and of course permissions. You can use your doomsday output file for troubleshooting at

/home/<username>/.doomsday/jdoom/Doomsday.out

If you don't want to keep redundant files on your system, you can also delete the /usr/games/doomsday folder and all its subfolders since we've already moved the resource packs to the deng folders.

That's it... have fun and enjoy doomsday. :)
_________________
~g
emerge -FML...


Last edited by gr0x0rd on Sun Oct 24, 2010 7:35 pm; edited 5 times in total
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PaulBredbury
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Posts: 7310

PostPosted: Sun Feb 10, 2008 11:28 pm    Post subject: Reply with quote

Bug fixed :)

Last edited by PaulBredbury on Mon Feb 11, 2008 1:43 am; edited 1 time in total
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gr0x0rd
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Posts: 311

PostPosted: Mon Feb 11, 2008 1:37 am    Post subject: Reply with quote

Thanks PB, I've made the correction.
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