The Elder Scrolls II: Daggerfall in AUR, anyone would like to test?

Recently I found a way to unpack archives used in Daggerfall, so now there is nothing that stops us from having it in AUR. Especially, that Daggerfall is now free, released by Bethesda for 15 years of TES anniversary. The package contains last Daggerfall (2.13 + Comp USA edition quests + fixsave 1.75) - so all official files. You can get it here: http://aur.archlinux.org/packages.php?ID=50316 - please note that I have not tested it on 32 bits, I'm bit worried for the extraction code (it uses bit shifts, it should be OK, but I cannot be 100% certain). It would be cool if someone could report how it works.
The package requires only dosbox to run and python2+bsdiff+unzip for building. Also, please adjust dosbox configuration to your needs, probably post your best working config so I can update the default config to one that works for most people?
The unpk.py script is used to unpack PACKED.DAT into ARCH3D.BSA and DAGGER.SND, and to unpack 109 updated files from patch file DAG213.EXE - it can probably be also used to unpack files from other old DOS games. It is based on public domain code and descriptions (with links to sources in comment near beginning), but modified (for example to support archives other than PACKED.DAT). If you want to use it, have fun with it, but be careful - it is very sketchy and bugs can live inside - I only tested it on 64 bit system and Daggerfall archives.
Soon I will create second package that requires this one, and will add community created stuff like bugfixes, improvements and quests. You will be able to install it anytime and it wil change from time to time as new files are released. It shouldn't break anything, in worst case you will have to start new game to benefit from new stuff.
Below is the information package shows after install, it's good description of the startup wrapper in package
========================================
You must read and accept the Daggerfall terms of use:
   /usr/share/licenses/daggerfall/license
You should tweak dosbox settings to match your needs:
   /usr/share/games/daggerfall/dagger.conf
To play, make sure you are in games group and use command:
   daggerfall
To setup your sound card, use command:
   daggerfall --setup
If your game gets corrupted, you can try fixing your saves with:
   daggerfall --fixsave
or fixing your maps with:
   daggerfall --fixmaps
========================================

One last update for some time. Mods support went quite well and turned out to be easy, so I did it already!
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
- you cannot remove mod without removing what depends on it
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!
System itself works using simple
--list-mods
--enable-mod=name
--disable-mod=name
There already 23 mods packaged in two AUR packages:
daggerfall-fixes - https://aur.archlinux.org/packages.php?ID=50417 - unofficial fixes to standard features ( http://www.uesp.net/wiki/Daggerfall:Fil … _and_Fixes ), good for 99% of players, you would most likely also want to enable wagon capacity of 1000 and high skills if you want to get original Daggerfall experience!
daggerfall-addons - https://aur.archlinux.org/packages.php?ID=50422 - unofficial addons to standard features, without gameplay modification ( http://www.uesp.net/wiki/Daggerfall:Fil … al_Add-Ons ), good for 90% of players, no gameplay mods, only more quests, text, textures, etc - you might want to disable mod brendan_straight_text and enable brendan_funny_text for some in-game jokes
From now on I will only fix bugs in launcher/packager and update daggerfall-fixes and daggerfall-addons as new versions come out upstream. I will not package other mods (no, really. I don't plan to because I don't use them when playing and they modify the game too much in my opinion), but it's easy and you can do it if you want, just extract archives to right places. What you might want to package?
1) Bigger gameplay mods
- AndyFall
- DaedraFall
- The Pirates of Tamriel
2) Translations
- French
- Spanish
- Russian
3) Save game editors and cheating tools if you are into this stuff
4) gui for launcher?? PyQt maybe? Anyone?
http://www.uesp.net/wiki/Daggerfall:Files is great resource for starting. Oh, and this installation and launcher is compatible with to-be-engine-remake DaggerXL/XLEngine - see http://xlengine.com/ - yay for native linux, windows and mac client!
And last but not least, tell me if you find any bugs in launcher or extractor, it grew quite a lot - almost 1500 lines of bash and python, so mistakes could crawl in. If not, I announce The Elder Scrolls II: Daggerfall fully packaged - and Arch is first linux distro I know to have one
HAVE FUN!

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