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deadascend's Issues

Black screen after completion

This seem to occur on both iOS and Android - usaually for users who complete the game in one (the same) playthrough.

Elevator goes to the wrong floor

Maybe this is on purpose but the "elevator" (the first one that get fixed with the fuse) is now going to the bottom of the rope instead of where it was going before. So I cannot go back to the first three rooms and I pretty sure I’m supposed to go back to get the red thing down the hole in the first room.

Add install target for Linux distros

Currently the DeadAscend binary expects to find its assets.rcc file next to the binary:

assetPath = QCoreApplication::applicationDirPath()+"/assets.rcc";

This is practical when running from the source folder, or when shipping pre-compiled versions of the game in a zip/tarball, so this logic should stay, but it should be extended to allow reading assets from a system-specific binary.

On Linux, packagers would typically package games in:

  • Either /usr/bin/deadascend for the binary (or /usr/bin/DeadAscend if they don't have a strict lowercase-only policy) and /usr/share/deadascend/ for the architecture-independent data (Fedora, openSUSE, Arch, etc.),
  • Or /usr/games/deadascend for the binary and /usr/share/games/deadascend for the architecture-independent data (Debian, Ubuntu, Mageia, etc.)

Regardless of whether the games-specific FHS paths are used by the distro, it's a strong requirement that data and binary are not packaged together, so the binary should be able to find its data in that other path.

A simple way to ensure it is to give packagers command line options to define said path, e.g. qmake bindir=/usr/games datadir=/usr/share/games/deadascend. Alternatively, you can hardcore looking in both /usr/share/<name>/ and /usr/share/games/<name>/ for the game's data before defaulting to the binary dir.

Build is failing because of asset file size

Hello, attempting at building the game on ArchLinux, I get an error "virtual memory exhausted: Ne peut allouer de la mémoire".

Haiku people had the same one and solved it by splitting the assets in several files, as you can see here: https://github.com/haikuports/haikuports/blob/f92cae670d78574271e067d34d89581839dc03a4/games-rpg/dead_ascend/patches/dead_ascend-1.1.0.patchset

Could you merge this so that the game is easier to build without huge RAM or swap file?

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