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Re: Quake packaging

On Sat, 09 Jul 2011 at 22:46:15 +0100, Simon McVittie wrote:
> On Sat, 09 Jul 2011 at 20:38:28 +0100, David Banks wrote:
> > I can
> > definitely put the appropriate packages in 'quake' package, but I guess
> > the binaries and menus would always end up installed, even if the user
> > did not have those data packages installed?
> Unless we do a separate binary package per mission pack, or (as a compromise)
> one for the base game, and one for users with either or both of the mission
> packs?

Here's a fun hack we could use:

* modify game-data-packager to include an empty shell script in each of the
  mission-pack .debs; its contents are irrelevant, it will never be run,
  but it needs to be executable

* use that script for the TryExec key in the desktop file (and the equivalent
  in the menu files)

* ... but use "/usr/games/quake -hipnotic" as the Exec key (and equivalent)

I think that gives us what we want - user just installs quake, one menu entry
for Quake, user installs quake-dissolution, menu entry appears for it too -
while avoiding having menu entries in quake-dissolution (which we don't
want because we can't directly update them).


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