Freedoom: request to build Ultimate Doom IWAD (doom.wad) too

Fabian Greffrath fabian at greffrath.com
Sat May 31 12:02:33 UTC 2014


Am Freitag, den 30.05.2014, 21:45 +0200 schrieb djcj:
> But you can build the doom.wad remake too!

Yes, but in the 0.8 release the doom.wad of Freedoom had a bug that made
it impossible to play certain PWADs with it (the texture directory
wasn't correctly split into TEXTURE1 and TEXTURE2 lumps):

https://github.com/freedoom/freedoom/issues/1

This has been fixed upstream and thus the WAD file will be included in
the next release, both upstream and in Debian.

> In this case however I would recommend to rename doom2.wad to
> freedoom2.wad
> and doom.wad to ultimatefreedoom.wad.

Upstream has renamed them to freedoom1.wad and freedoom2.wad and the
Debian package will of course follow this name change.

> This is how I would make the override_dh_auto_build part in
> debian/rules:

I'll take care of that.

> And can you maybe make the packages not dependent on a certain Doom
> engine,

>From a Debian packaging point of view, it strictly makes sense to have
freedoom depend on a suitable game engine. Else you could install the
"freedoom" package and would still not be able to actually play
Freedoom.

> so that I could just install the .wad files and run them on my
> home-brew source port?

That sounds interesting, what kind of port is that? ;)

- Fabian





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