Release Daikatana


Once in a while the map doesn't load, leaving me at the console command line.  Loading again is usually successful (or starting a new game).  I took advantage of the opportunity to display the value set for CONSOLE - it showed a value of 1.  So the console is actually being enabled by the autoexec.cfg I used, but the ~ key does not bring it up.
 
No, it's closed sources, but tahnks to @Lightkey I got access to them
In the interest of transparency, you're certain this is entirely on the up and up, right? Wherever Lightkey got the sources through is entirely legit? Don't want Eidos (or whoever currently owns the copyright) lawyers banging on your door about server cracking and whatnot. Before anyone gets ideas of accusations of intentional fraud, I'm picturing scenarios like he acquired them through someone who claims to work wherever and everything checked out at first except that they got fired the day before so any agreements reached are in fact void.
 
TL;DR: Since I was (literally) the fifth link in the chain, it's not clear.

There is no official statement by any party involved in the development of Daikatana so far, so the only way to confirm would be to ask them directly (John Romero is on Twitter for example).

I was just relaying the access to the source code on the BitBucket account where the website is also hosted by the guy who told me about the project initially (and whom I also know AFK).

He himself heard from another guy on a forum about the "Daikatana scene" and then asked whether he could port it to Linux, which is how he got involved.

The Daikatana scene guys allegedly got the source code from John Romero himself, not a disgruntled employee.

One of the guys runs http://daikatananews.net/ where he posted a news in May 2008 already with a screenshot from one Frank Holden Sapone (who probably is the guy who talked John Romero into it) supposedly showing the whole original development archive at 30 GB in size with over 100k of files but with (deliberately) giving no further explanation; though it took them six years to release Daikatana 1.3 after that. He also wondered in a recent news entry about whether the game was updated for the Steam release, since to his knowledge Eidos did not have the source code.
 
TL;DR: Since I was (literally) the fifth link in the chain, it's not clear
It's cool. I'm pretty sure it's fine. As long as there's a clear chain I think the worst that could possibly happen is DMCA takedown notice, but I'm no lawyer, just like to keep safe as much as possible.
 
As no sourcode or gamedata is provided with the pnd and others distributed binaries derived from this sourcecode before, everybody should be cool about it.
 
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mcobit: Legally, it makes no difference whether the code is being distributed as source or in compiled form, it's being used either way. The question is rather if it was contract work (meaning Eidos has the rights) or if the programmers retained the rights, that all of them agreed to it or if not, then that their contributions were replaced (the last one is unlikely).
 
mcobit: Legally, it makes no difference whether the code is being distributed as source or in compiled form, it's being used either way. The question is rather if it was contract work (meaning Eidos has the rights) or if the programmers retained the rights, that all of them agreed to it or if not, then that their contributions were replaced (the last one is unlikely).
Legally it possibly makes no difference (I'm just assuming you are right), but the relevant people would be much more pissed off if their source code is published without their consent than when a binary is published without their consent.
 
New build, to make it compatible with Firmware 1.62+

Build 03

------------

  • Compatible with Firmware 1.62 and later
  • If on earlier firmware, no need to update
 
New build on the repo, and demo too.

I have switched back to SDL2, now that it handles Nubs (and gamma).

Build 04
------------

  • Fresh build, with latest sources
  • Switched to SDL2
  • Using latest libs (Brightness should work nicely)
 
So I have updated the PNDs (both demo and full) with latest sources, in case someone what to go online...

Build 05
------------

  • Fresh build, with latest sources
  • Using latest libs
 
There's a "Here is the demo of Daikatana, the game" in the not-demo Daikatana's description.
 
I wanted to try this game but it doesn't start in my pandora. I gathered the pnd_out:

Code:
=======================================================================================
PND             : /media/SD128A/pandora/menu/daikatana_ptitseb.pnd
PND_FSTYPE      : Squashfs
APPDATADIR      : /media/SD16/pandora/appdata/pndmanager
APPDD_FSTYPE    : vfat
PND_CPUSPEED    : <unset>
EXENAME         : runscript.sh
ARGUMENTS       : <unset>
=======================================================================================
[ START ]--- Mount the PND ----------
Mounting : mount -t squashfs -o ro "/dev/loop1" "/mnt/utmp/daikatana"
Mounting the Union FS : mount -t aufs -o exec,noplink,dirs="/media/SD128A/pandora/appdata/daikatana=rw+nolwh":"/mnt/pnd/daikatana=rr" none "/mnt/utmp/daikatana"
[SUCCESS]--- Mount the PND ----------
[ START ]--- Starting the application ( runscript.sh  ) ----------
--------------------------------------------------------------
Setting PATH to /mnt/utmp/daikatana:/usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin:/usr/bin/X11:/usr/games
Setting LD_LIBRARY_PATH to /mnt/utmp/daikatana/lib:/mnt/utmp/daikatana/lib:lib
System check
============
Freememory is 80
Cpu Speed is 1000
Sys Speed is 400
Nubs as absolute, mouse

----- Filesystem Initialization -----
Current search path:
----------
/mnt/utmp/daikatana/home/./Daikatana/data
/mnt/utmp/daikatana/data
/mnt/utmp/daikatana/data/pak4.pak (73 files)
/mnt/utmp/daikatana/data/pak3.pak (782 files)
/mnt/utmp/daikatana/data/pak2.pak (83 files)
/mnt/utmp/daikatana/data/pak1.pak (11455 files)
-------------------------------------
12393 files in PAK files

Unknown command "vid_restart"
Unknown command "snd_restart"
execing daikatana.cfg
execing default_keys.cfg
Berkeley Sockets Initialized
Console initialized.
execing curcfg.cfg
execing current.cfg
dedicated is write protected.
Executed current.cfg.
------- Loading ref_gl.so -------
ref_gl version: GL EXT 0.01
LIBGL: Initialising gl4es
LIBGL: v0.9.4 built on Feb 14 2017 08:34:22
LIBGL: framebuffer output enabled
LIBGL:loaded: libGLES_CM.so
LIBGL:loaded: libEGL.so
LIBGL: Hardware Limited NPOT detected and used
LIBGL: Extension GL_OES_blend_subtract detected and used
LIBGL: Extension GL_OES_blend_func_separate detected and used
LIBGL: Extension GL_OES_blend_equation_separate detected and used
LIBGL: Extension GL_OES_point_sprite detected and used
LIBGL: Extension GL_OES_point_size_array detected
LIBGL: Extension GL_OES_framebuffer_object detected and used
LIBGL: Extension GL_OES_depth24 detected and used
LIBGL: Extension GL_OES_rgb8_rgba8 detected and used
LIBGL: Extension GL_EXT_multi_draw_arrays detected and used
LIBGL: Extension GL_EXT_texture_format_BGRA8888 detected and used
LIBGL: Extension GL_OES_texture_cube_map detected and used
LIBGL: Max texture size: 2048
LIBGL: Texture Units: 4, Max lights: 8
LIBGL: Current folder is:/mnt/utmp/daikatana
glXGetProcAddress: glXGetSwapIntervalMESA not found.
glX stub: glAccum
glX stub: glAreTexturesResident
glX stub: glClearAccum
glXGetProcAddress: glClearIndex not found.
glXGetProcAddress: glEdgeFlagv not found.
glX stub: glFeedbackBuffer
glX stub: glGetClipPlane
glX stub: glGetPixelMapfv
glX stub: glGetPixelMapuiv
glX stub: glGetPixelMapusv
glX stub: glGetPolygonStipple
glXGetProcAddress: glGetLevelParameterfv not found.
glXGetProcAddress: glGetLevelParameteriv not found.
glXGetProcAddress: glIndexMask not found.
glX stub: glPassThrough
glX stub: glPixelMapfv
glX stub: glPixelMapuiv
glX stub: glPixelMapusv
glX stub: glPrioritizeTextures
glX stub: glSelectBuffer
Initializing OpenGL display
...setting mode 12: 800 480 FS
...Using stencil buffer
LIBGL: Enable LIBGL_VSYNC=1 if you want to use vsync.
LIBGL: Enable LIBGL_VSYNC=1 if you want to use vsync.
Using hardware gamma via X11/xRandR.
GL_VENDOR: ptitSeb
GL_RENDERER: GLES_CM wrapper
GL_VERSION: 1.5 gl4es wrapper
GL_MAX_TEXTURE_SIZE: 2048

...allowing CDS
...using new lightmap format
...using glDrawElements
...using glDrawRangeElements
...enabling GL_EXT_compiled_vertex_array
...using GL_EXT_point_parameters
...GL_EXT_shared_texture_palette not found
...using OpenGL multitexture
...GL_MAX_TEXTURE_UNITS: 4
...GL_ARB_texture_non_power_of_two not found
...GL_EXT_texture_filter_anisotropic not found
...using GL_ARB_texture_env_combine
...using GL_EXT_stencil_wrap
...GL_ATI_separate_stencil not found
...GL_EXT_stencil_two_side not found
LIBGL: Enable LIBGL_VSYNC=1 if you want to use vsync.
LIBGL: Enable LIBGL_VSYNC=1 if you want to use vsync.
------------------------------------
-> Loading Audio Engine DLL 'audio.so'
Error loading libdumb.so: libdumb.so: cannot open shared object file: No such file or directory
AudioEngine: OpenAL Sound Engine for Daikatana - version 2

------- sound initialization -------
  Using AudioEngine:
    'OpenAL Sound Engine for Daikatana'
QAL_Init(): available devices for OpenAL:
  ALSA Default
  omap3pandora,  (CARD=omap3pandora,DEV=0)
  omap3pandora,  (CARD=omap3pandora,DEV=1)
QAL_Init(): Try to initialize OpenAL with default device (can be changed with s_al_device CVar)
QAL_Init(): Initializing OpenAL successful!
OpenAL Infos:
  AL_VENDOR: OpenAL Community
  AL_VERSION: 1.1 ALSOFT 1.17.2
  AL_RENDERER: OpenAL Soft
  AL_EXTENSIONS: AL_EXT_ALAW AL_EXT_BFORMAT AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_MULAW AL_EXT_MULAW_BFORMAT AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_EXT_SOURCE_RADIUS AL_EXT_STEREO_ANGLES AL_LOKI_quadriphonic AL_SOFT_block_alignment AL_SOFT_deferred_updates AL_SOFT_direct_channels AL_SOFT_gain_clamp_ex AL_SOFT_loop_points AL_SOFT_MSADPCM AL_SOFT_source_latency AL_SOFT_source_length
  ALC_EXTENSIONS: ALC_ENUMERATE_ALL_EXT ALC_ENUMERATION_EXT ALC_EXT_CAPTURE ALC_EXT_DEDICATED ALC_EXT_disconnect ALC_EXT_EFX ALC_EXT_thread_local_context ALC_SOFTX_device_clock ALC_SOFT_HRTF ALC_SOFT_loopback ALC_SOFT_pause_device
  ALC_DEVICE_SPECIFIER: OpenAL Soft
------------------------------------

Joystick found ((null))

WARNING: Couldn't find language DLL: english.  Attempting to load default: english.
Shutting down OpenAL.
Freeing Audio Engine DLL...
Restored original Gamma
./runscript.sh: line 139: 23222 Trace/breakpoint trap   ./daikatana $noshouldermb $*
[SUCCESS]--- Starting the application ( runscript.sh  ) ----------
[ START ]--- Restoring the frame buffer status ----------
[SUCCESS]--- Restoring the frame buffer status ----------
[ START ]--- uMount the PND ----------
[ START ]--- Waiting the Union to be available ----------
[SUCCESS]--- Waiting the Union to be available ----------
rmdir: failed to remove `/mnt/utmp/daikatana': Device or resource busy
[ START ]--- Waiting the PND mount dir to be free ----------
[SUCCESS]--- Waiting the PND mount dir to be free ----------
cleanup done
[SUCCESS]--- uMount the PND ----------
=======================================================================================
Return code is : 3

I'm using the GOG version and made sure that this one booted on my virtual Windows XP.

Any idea of what's happening?
 
Looks like there is a missing dependancie with libdumb? I'll check that
[doublepost=1495998018,1495993904][/doublepost]@asimov-solensan : I have checked, and that lib is in the PND, so it's probably something else. To know if it's the data or the package, can you try the demo pnd?
 
The demo worked fine. Tried redownloading the PND from the repo page and I'm still unable to run the game.

Tomorrow I will try to copy again the data folder if you think there is the problem.
 
@pitiSeb i have the same issue with the GOG data. I mounted your latest pnd and I dont see libdumb in lib, if i look the demo pnd there is a libdumb in lib.

Edit: darn i created my own pnd with the libdumb and the execution line for the daikatana exe is still failing
does it need the language dll?

Edit 2: took the language dll from the demo and it works!

Edit 3: ugh selecting difficulty ends in a segfault
 
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@pitiSeb i have the same issue with the GOG data. I mounted your latest pnd and I dont see libdumb in lib, if i look the demo pnd there is a libdumb in lib.

Edit: darn i created my own pnd with the libdumb and the execution line for the daikatana exe is still failing
does it need the language dll?

Edit 2: took the language dll from the demo and it works!

Edit 3: ugh selecting difficulty ends in a segfault
Oh, I'll check all this tomorow. I have only Steam data but I don't expect them to be different. It's probably a good time to refresh the build of this.
 
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