[quote=“Kevin Granade, post:2, topic:13568”]You need the 32-bit version of liblua5.2, I don’t remember what Debian calls it.
I’m planning on eliminating this dependency, partially for this specific reason.
On non-linux unices you may need a 32-bit gettext as well, Linux distros tend to bundle gettext with libc, but BSDs don’t.
If you want to run with tiles* you’ll also need 32-bit SDL, sdl_ttf, sdl_img, and SDL sound.[/quote]
Thanks for clarifying. I was expecting something similar because the error was that the shared library couldn’t be found but I haven’t worked much with native x86 binaries in an amd64-system so I was not sure what to do at that point. The lua libraries which are in the Debian-repositories are liblua5.1, liblua5.2 and liblua5.3 and my system had all of them installed. So what I needed to do was to just install the i386 version of liblua5.2 and the game-binary ran perfectly after that.
$ sudo apt install liblua5.2-0:i386
...
$ ./cataclysm
I also needed to install the libncursesw library because it is needed along with libncurses5 (which I had installed previously).
$ sudo apt install libncursesw5:i386
Furthermore I was able to find the 64bit binaries for the game (albeit only for Curses which is fine by me) buried in the downloads server at the latest experimental link on the website. The binaries can be found here: http://dev.narc.ro/cataclysm/jenkins-latest/Linux_x64/Curses/, while the website only gives link to the 32bit binaries (erroneously labeled Linux rather than Linux_x86) here: http://dev.narc.ro/cataclysm/jenkins-latest/Linux/Curses/ .
If anybody reading this thread wants to run the latest experimental builds on a 64bit system they can either:
[ul][li]Download the 64bit binary from the server which is only for the console. Or,[/li]
[li]Install the i386 versions of all the requisite libraries (obvious ones like libc6, libncurses5 and libstdc++6 and not so obvious ones like liblua5.2 and libnucursesw5) You also need to install the i386 versions of the required SDL libraries if running the tiles version.[/li][/ul]
tl;dr The game works correctly after installing the i386 versions of liblua and libncursesw. 
The repo for dda is huge because it's a huge program with a very long development history. In file size it's dominated by tilesets like any game with graphical elements, but the ~250,000 lines of c++ and 500,000+ lines of json defining game entities adds up. The reason the clone takes so long is we're currently sitting at commit number 49,769, and a clone can reproduce any one of those commits.
If you want to build the source but not develop, there are several options better than a git clone.
On the GitHub page there’s a link to download a tarball or zip of the source code.
You can do a git “shallow clone” that only retrieves the latest version of the code without retrieving all of the history.
If you keep your clone around and do “git pull” before a build it’s much less to download than a full clone.
I haven’t done it, but I’ve heard there’s a way to avoid checking out certain files or directories, so you might be able to clone without pulling the tilesets, which would greatly reduce data volume.
I get that the source code repo is huge because after all it is a huge game with a long development history. I’ve also been looking for an easy way to just clone the things I need (like all the source-files needed for a Curses-build) but I guess that’s easier said than done. I’m not a dev so obviously I don’t know much of git but I would certainly like to know what ways are there to clone just once and pull only the files that were updated later on, like you said.
Can you provide the exact incantations for that? because honestly, the git manpage is lengthy and quite confusing for a complete beginner like me.