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Re: Should sauerbraten-wake6 be part of main?



On Tue, Feb 18, 2014 at 8:49 AM, Vincent Cheng wrote:

> Ah, sorry about that; I think me, pabs, and smcv all wrote our replies
> on the assumption that you were suggesting _sauerbraten_ be moved to
> main. Reading the initial mail, I can see clearly that that's not the
> case.

I was assuming that he wasn't suggesting that but I made the implicit
assumption that sauerbraten-wake6 is pointless to have in main without
an engine that can interpret it.

> The crux of your argument (correct me if I'm wrong) is that
> sauerbraten-wake6 serves its purpose primarily as a piece of DFSG-free
> game art/assets that can (but is not currently) be used by other
> DFSG-compliant games/game engines, i.e. it's nothing more than a loose
> collection of DFSG-free generic game assets. However, I see
> sauerbraten-wake6 as a work of art that is (currently) only usable
> with sauerbraten's game engine, in which case I'd argue that
> sauerbraten-wake6 "requires [a package] in contrib...for compilation
> or execution" (i.e. the first point mentioned in the above quote).
>
> I admit that I don't see the point of moving sauerbraten-wake6 from
> contrib to main. Users who install it will very likely also install
> sauerbraten to actually use the game data packaged in sauerbraten, so
> they must enable contrib anyways. I would probably take a different
> stance if there was actually some other game engine packaged in main
> that uses the data in sauerbraten-wake6, but this is presently not the
> case, so this feels like nothing more than an academic exercise.

Agreed.

-- 
bye,
pabs

http://wiki.debian.org/PaulWise


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