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Xonotic packaging for new games team members (was Nexuiz 2.5.2-7)

On Friday 27 September 2013 23:17:06 Anton Balashov wrote:
> Hi, Simon.
> Thank you for detailed response! I agree, this reason is not enough
> for upload the new version.
> I wish know that earlier :) Anyway, I got some experience..
> About Xonotic packaging: I have week packaging skills yet and
> Xonotic is a big "project". Don't know, could I be useful?.. I'll
> think and maybe will ask David Bate.
> Thanks you.
> Anton.

Hi Anton,

In the whole Xonotic is big, but we can split it up and it becomes 
much easier :).  The problem is that it is too big for me alone...

Currently the engine that Xonotic uses (Darkplaces) is upto date in 
sid.  The next step is to package

1. gmqcc RFP: http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=712125
a new QuakeC compiler used in Xonotic, or
2. q3map2 RFP: http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=693637
the map compiler.

After a quick look, gmqcc looks like a good starting point to learn 
how to package.  I would be willing to help and even have a very quick 
start on the package that I can share if you take up the challenge.

q3map2 could be another start, though the upstream tarball has to be 
cleaned before it is suitable for Debian and so requires (a little) 
more work.
- Possibly we could use the UFO:AI map compiler that is not yet in 
Debian, but looks like it could be soon.  This has the potential of 
completely not working, or producing maps that are somehow not 
compatible with upstream Xonotic (?) but it would reduce clutter and 
maybe our work load.
- Another option would be to skip compiling the maps for a first 
packaging and use the ones provided upstream (along with source), like 
what is currently done for the other Quake derived games in Debian.

These are also options for any of the other new members of the games 


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