Hi! I managed to miss this when replying to your previous mail. ( 写道: > I just thought of some more possible improvements: > > On Sun Jul 31, 2022 at 11:46 AM BST, Tobias Geerinckx-Rice via > Guix-patches via wrote: >> + "--enable-exult-studio" > Couldn't this go in a new `exult:studio` output? I tried, but splitting out a Studio that doesn't randomly crash during normal usage proved too hard for me. It's dangerously easy to split out one that appears to run fine at first glance. I wouldn't call Exult frustrating in that department, but some file name assumptions aren't as trivial to patch or even find as one would hope. Apparently. >> + "--enable-compiler" > I'm not sure what this compiler is, but if it's a separate > program I guess it could > use `exult:compiler`. With its grand total size of 2.7 MiB (out of a 915-MiB closure), I'd rather not. >> + "--enable-gimp-plugin" > And this could go in `exult:gimp`. Ack. >> + (substitute* "gamemgr/modmgr.cc" >> + ;; EXULT_DATADIR is in the store where >> it's rather hard for >> + ;; users to put game assets. Use a more >> writable home by >> + ;; default, which users can override in >> their ~/.exult.cfg. >> + (("") >> + (string-append >> "/.local/share/exult")) >> + ;; …however, this causes a regression: >> the mods which we'll >> + ;; install to EXULT_DATADIR are no longer >> found. So: don't >> + ;; look for mods alongside the assets by >> default. This too >> + ;; can be overridden in users' >> ~/.exult.cfg. >> + (("game_path( \\+ \"/mods\")" _ +suffix) >> + (string-append >> "get_system_path(\"/\") + " >> + "cfgname" +suffix)))))))) > Perhaps we could patch in a GUIX_EXULT_PATH env var so we can > add a search path for > packaging mods. That's a lot of original code to add in a patch… and the current codez all assume file names, not paths. I'll think about it. Thanks, T G-R