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Re: About your minetest-mod-* packages



Hi,

On Mon, 2016-05-16 at 09:56 +0200, Dominik George wrote:
> > my kids play minetest, and I found the packages were quite old...
> > since
> > 
> > you don't seem interested in updating them, would you mind if I
> > take over maintainership?
>
> Why is it you think I am not interested? How can you possibly tell
> that without asking?

To be fair, he just asked you.

> Besides, did you look closely enough to find out that the packages
> are not maintained by me, but by the Debian Games team?

Well the 4 listed on this page aren't maintained by the games team:
https://qa.debian.org/developer.php?email=nik@naturalnet.de

> As to why the packages are not updated: For some years now, Minetest
> has had its own mod install system. This clashes with the system-wide 
> mod installations.
> 
> There are two ways to go:
> 
> 1. Disable the homebrew mod installer in minetest and maintain
> seperate packages. This would be the best solution from a Debian pov,
> but I do not think it would do Minetest and open source gaming as a
> whole any good - mainly because a lot of mod devs should not have
> touched or released code in the first place, are stupid idiots with
> absolutely no interest in fixing license or other tiny issues and
> just do everything to be the worst upstream they can be. Thus, many
> mods cannot be packaged or will be bad, and people will point
> fingers.

I'm not sure I understand, does minetest had a mod installer (I don't
play it a lot)?  Why can't we use separate packages for globally
installed mods and keep user installed mods?

If your other points are true, then the mod packages should be removed
and people can just install them manually. In my experience most
upstream developers are not as bad as you claim if you ask them to fix
something.

> 2. Remove the legacy mod packages from Debian and just use the
> homebrew mod installer.
> 
> I strongly prefer 1., but do not think it is feasable.
> 
> What does the Games team think?

Thanks,
James

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