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onny avatar onny commented on July 21, 2024

Hey thanks for asking. I'm getting this error when I try to run repak.js:

node bin/repak.js --src base/baseq3/ --dest assets
internal/modules/cjs/loader.js:638
    throw err;
    ^

Error: Cannot find module './build/Release/shell'
    at Function.Module._resolveFilename (internal/modules/cjs/loader.js:636:15)
    at Function.Module._load (internal/modules/cjs/loader.js:562:25)
    at Module.require (internal/modules/cjs/loader.js:692:17)
    at require (internal/modules/cjs/helpers.js:25:18)
    at Object.<anonymous> (/home/onny/quakejs/node_modules/execSync/index.js:30:11)
    at Module._compile (internal/modules/cjs/loader.js:778:30)
    at Object.Module._extensions..js (internal/modules/cjs/loader.js:789:10)
    at Module.load (internal/modules/cjs/loader.js:653:32)
    at tryModuleLoad (internal/modules/cjs/loader.js:593:12)
    at Function.Module._load (internal/modules/cjs/loader.js:585:3)

How did you solve this issue?

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onny avatar onny commented on July 21, 2024

Okay I fixed that by replacing execSync with require('child_process').execSync in repack.js. But now same issue as above. The assets folder is empty :(

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onny avatar onny commented on July 21, 2024

@briancullinan

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thedankay avatar thedankay commented on July 21, 2024

@Elijahg @onny you probably need to run node bin/repak.js --src base --dest assets instead

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 avatar commented on July 21, 2024

There isn't a lot of magic to this repacking stuff. But there are some critical bugs. The quakejs-files repo is imported for repack and there is an underlying buffer that reads the files. I've had trouble with the buffer, and some files names. If there is an error it crashes with very little error handling. I've rewritten this script and there were still missing files in the graph. Some games include a .dat file, the fonts are hard coded to TGA so those don't convert. I've tried to resolve some of these errors with engine code too. Some mods check the pk3 checksum to make sure people installed the mod correctly. That won't work of its been repacked. Edawn and excessive+ and a few others I have found check the pk3 files.

I was able to load the mods by hacking the assembly code in vm.c. if you would like me to run the conversion on any mods or files I will give it a shot and maybe after doing that a few times, we can find a better solution to relying on these faulty repack scripts.

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