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Bug#518199: debian-policy: virtual package names for doom-related packages



Wouter Verhelst wrote:
On Thu, Mar 05, 2009 at 11:03:57AM +0100, Giacomo A. Catenazzi wrote:
Jon Dowland wrote:
A brief explanation as to their meaning. Doom games are
divided into engine and world-resource components. The
former is captured by 'doom-engine'.
I don't understand why we need a 'doom-engine' virtual package.
[i.e.: avoid circular dependencies].

IMHO, a user will select an engine, not data.

I do not think so. The game data defines what game you play; the engine
defines _how_ you play it. Personally, I couldn't care less how exactly
a game is run on my system, as long as it is a game I like. IOW, the
data is what the user will choose, not the engine.

The latter is covered
by two different names, 'boom-wad' and 'doom-wad'.
I'm confused. A single virtual package ('doom-engine')
should handle two incompatibles engines?

No, boom-wad and doom-wad are the data packages.

Yes, I mean:
a 'boom-wad' should depend on the virtual engine: 'doom-engine',
a 'doom-wad' should depend on the virtual engine: 'doom-engine'.
but not all doom-engines support boom data. This was my confusion:
two virtual package on data side, but only one engine virtual package.

So an usage example would help me ;-)


Doom is the original
game from id Software; boom is a fully-free set of data to implement a
different game (with the same engine).

I know. I think some very old kernel release announces has references to
the big final monsters.

ciao
	cate



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