Transcribing from IRC with Nameeater's permission, so this doesn't get lost:
10:57 < smcv> Nameeater: fyi, the UrbanTerror RFP is blocked on two things 10:57 < smcv> Nameeater: 1) determining whether it runs correctly on an unmodified ioquake3, or needs engine changes; and if it needs engine changes, whether they're upstreamable 10:57 < smcv> Nameeater: 2) having a maintainer who cares about it 10:58 < Nameeater> smcv: I will have to have a look into #1, thanks for that 10:58 < smcv> Nameeater: as de facto ioquake3 maintainer, I'm happy to help out with ioq3 issues, but the only ioq3 games I actually play are OA and Q3A, so I'm not willing to be the *only* active maintainer for other games ... 11:01 < smcv> Nameeater: oh yeah, the other thing about UrT is that it's massive... 11:02 < smcv> but tbh it has the usual game-mod-team "I can't believe it's not a license" so I wouldn't be particularly comfortable with putting it in non-free 11:02 < smcv> so maybe game-data-packager would be the best way to deal with it anyway ... 11:03 < Nameeater> pabs pointed out yesterday that it looked like a big reason it packaging was stopped due to the lack of data.debian.org 11:03 < Nameeater> its* 11:03 < smcv> that would have been another way to deal with the size 11:04 < smcv> splitting it like I recently did with OA would also help 11:04 < smcv> except that UrT only has two PK3s iirc 11:04 < smcv> so you can't split it very far 11:04 < smcv> you get stuck on "assets.pk3" which is about 500M on its own 11:04 < Nameeater> which leaves me wondering whether its worth packaging 11:04 < smcv> yeah 11:05 < Nameeater> it was pretty much an unzip and run game last time I tried, and as you say, not many files involved at that 11:05 < smcv> one reason why having it in a distro with a shared engine would be better is security support 11:06 < smcv> I haven't checked which ioquake3 vulns are present in the engine binaries it comes with 11:06 < smcv> but I expect it's a nonzero number 11:08 < smcv> whereas Debian's src:ioquake3 should be somewhere near secure, since I (intermittently) track upstream svn, and I'm on their "advance warning about vulnerabilities" list ... 1:13 < smcv> officially, urban terror is (still) a Q3A mod 11:14 < smcv> but it bundles some community-provided binaries that let you run it as a standalone game using a modified ioquake3 11:14 < smcv> and I think in practice those are what everyone actually uses 11:15 < Nameeater> I do believe you're correct, and last time I looked into it there wasn't source for anything 11:15 < Nameeater> but back then they wouldn't even say if you could distribute it, so I'll check it out again 11:15 < smcv> Nameeater: if you want to do the research on the engine, you might find these interesting 11:15 < smcv> http://anonscm.debian.org/gitweb/?p=users/smcv/ioquake3-upstream.git;a=commitdiff;h=baaee02048cef2db19156414a350d3092409c0b2 11:15 < smcv> http://anonscm.debian.org/gitweb/?p=users/smcv/ioquake3-upstream.git;a=commitdiff;h=26964378428e81c0417d02bf9b097edb5eb103d9 11:16 < smcv> those are the ioUrbanTerror code drops from 2007, diffed against whatever seemed to be the closest ioquake3 svn rev 11:20 < Nameeater> my C knowledge is pretty lacking, but I get the feeling from reading that, that the mod may run, but with out some of those changes an ioUrT dedicated server won't let you connect 11:21 < smcv> it's possible -- To UNSUBSCRIBE, email to debian-bugs-dist-requ...@lists.debian.org with a subject of "unsubscribe". Trouble? Contact listmas...@lists.debian.org