NixOS Package

General discussions about game development using the Drag[en]gine Game Engine.

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dragonlord
Site Admin
Posts: 37
Joined: Tue Apr 21, 2020 12:18 am

Re: NixOS Package

Post by dragonlord »

That's really not nice. It's a security feature to avoid file corruption and tampering. But you could disable the checks in if nothing helps:
- https://github.com/LordOfDragons/dragen ... e.cpp#L548
- https://github.com/LordOfDragons/dragen ... n.cpp#L390
You would need to disable the entire if-blocks there to avoid the file based exception.
gale_username
Posts: 6
Joined: Sun Sep 08, 2024 1:28 am

Re: NixOS Package

Post by gale_username »

Is there a way I could generate the manifest files separate from the main build step after the modules have been patched?
dragonlord
Site Admin
Posts: 37
Joined: Tue Apr 21, 2020 12:18 am

Re: NixOS Package

Post by dragonlord »

The manifest files are XML files. You can use an XML library to load, edit and save them. Most probably simpler would be using an XSLT processor to alter a specific tag content. "xsltproc" is the usual command line tool to do this.
dragonlord
Site Admin
Posts: 37
Joined: Tue Apr 21, 2020 12:18 am

Re: NixOS Package

Post by dragonlord »

So is it now all working as expected? Anything I should upstream or not?
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