RFS: 0ad

Karl Goetz karl at kgoetz.id.au
Tue Apr 5 11:15:23 UTC 2011


On Mon, 4 Apr 2011 22:15:56 -0700
Vincent Cheng <vincentc1208 at gmail.com> wrote:

> On Mon, Apr 4, 2011 at 5:43 AM, Karl Goetz <karl at kgoetz.id.au> wrote:
> 
> > On Sun, 3 Apr 2011 12:08:39 +0100
> > Philip Taylor <excors at gmail.com> wrote:
> >
> > > On Sun, Apr 3, 2011 at 11:00 AM, Karl Goetz <karl at kgoetz.id.au>
> > > wrote:
> > > > On Sat, 2 Apr 2011 21:59:59 -0700
> > > > I've left all the CCs in; should they all be maintained, or can
> > > > some be dropped?

> > > now, since https://bugzilla.mozilla.org/show_bug.cgi?id=628723
> > > gives a relatively stable modern version - just need to do a bit
> > > of work to port the game to the latest version of the API. I can
> > > probably get that done for the next alpha release of the game.
> >
> > Vincent, how do you feel about ITPing that too?
>
> Isn't spidermonkey already available in Debian? If possible, I would rather

I don't know; i assumed it being bundled here meant it wasn't included.

> avoid filing an ITP; rather, I'd prefer including libmozjs-dev as a
> build dependency for 0 A.D (and work with the Debian Mozilla crew if
> any changes have to be made to libmozjs in order for 0 A.D. to get
> along with it).

Please do.

> > > > ./binaries/data/mods/public/public.zip
> > > >  - is this meant to be sitting around as a zip, or extracted by
> > > > something at unpack? Could this be related to the lack of files
> > > > in binaries/data/mods/ ? The copyright file says there is an
> > > > art/ and an audio/ dir in there.
> > >
> > > It's meant to be installed as a zip (kind of like Quake's PK3
> > > files). The game's LICENSE.txt file refers to paths in SVN (where
> > > they're not
> >
> > This is probably where the problem in debian/copyright comes from
> > then.
> >
> > 0 A.D. runs fine with public.zip installed as a zip, so I'm
> > assuming that
> there's no need to unzip it prior to packaging and installing it. Do
> I have to account for all the contents of the zip in
> debian/copyright, and if so, how would I go about doing that?

Don't know, hopefully someone else can clarify this. (you will have to
take it into account, i just don't know how detailed you'll have to be)

> > > > ./libraries/fcollada/src/FCollada/FColladaTest/Samples/Copyright.txt
> > > > ./libraries/fcollada/src/FCollada/FColladaTest/Samples/Eagle.DAE
> > > >  - according to the Copyright file, Eagle.DAE is non-free.
> > >
> > > It'd be best for the game to not bundle a copy of FCollada. See
> > > http://trac.wildfiregames.com/ticket/562 - I don't know how long
> > > it's likely to be before that's integrated and working, though.
> > >
> > > In the meantime, it's safe to delete those files from a release
> > > (since the FCollada tests don't get run automatically; they're
> > > only useful when people are developing FCollada itself).
> >
> > Any chance you could stop shipping the DAE file? otherwise debian
> > will have to repack the tarball.
> > thanks,
> > kk

> Actually, I have to repack the tarball anyways in order to have 0ad
> and 0ad-data build from the same source package, although they're
> offered as 2 separate source packages upstream.

I'd question the logic of doing that, I suggest having separate source
packages. How big would the two packages be?

> Also, since fcollada tests aren't run automatically, should i simply
> just remove those files from my source tarball (along with dbghelp)?

eagle.dae? definitely remove it. the supporting code? up to you.

> I don't want to have to modify the source tarball too much, but it is
> simply much easier than trying to make sure that every potential
> copyright/licensing issue is adressed.

You have to make sure they are addressed :)
thanks,
kk

-- 
Karl Goetz, (Kamping_Kaiser / VK5FOSS)
Debian contributor / gNewSense Maintainer
http://www.kgoetz.id.au
No, I won't join your social networking group
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