Bug#827669: Confusion with minetest-mod-mobf
On 09.07.2016 12:08, Julien Puydt wrote: > Hi, > > according to bug #827669 the current minetest-mod-mobf packaging is > buggy/incomplete with a debian/ directory shipped within and probably > missing directories ; in #830493 I pointed out that one of the missing > directories was really a missing package on which to depend. > > After some more poking around, I found out that in fact the situation is > worse than what I thought, as what is in minetest-mod-mobf isn't mobf at > all : it really should be named minetest-mod-animals. We don't ship mobf > at all in Debian! > > To fix things I propose: [...] Hi, I haven't checked all the information, so here are just a few general thoughts of mine. I provide my own public minetest server and I'd rather like to see some kind of modpack (like the most popular mods) in Debian that is properly maintained upstream instead of many single mod packages which all need to be touched from time to time. Or a new game mode like capture the flag: https://github.com/rubenwardy/capturetheflag I've made the experience that it is rather simple to create a customized server with many different mods. For instance I copy everything into /var/games/minetest-server/worlds/$server_name/world/worldmods which even overrides default mods. On the other hand a lot of these mods are in a constant state of flux and some of them can easily crash your server. Thus I'm currently not up for packaging more minetest mods because I would rather like to see that the game gets more stabilized and more focus is put into making it a playable and fun game instead of just a good engine. > - here there's a hole in my plan because I think we also need doors, > fire, vessels and wool -- and I'm not sure where to find those. These mods are already part of minetest_game and are installed by default. See /usr/share/games/minetest/games/minetest_game/mods Regards, Markus signature.asc Description: OpenPGP digital signature
Bug#827669: Confusion with minetest-mod-mobf
Hi, according to bug #827669 the current minetest-mod-mobf packaging is buggy/incomplete with a debian/ directory shipped within and probably missing directories ; in #830493 I pointed out that one of the missing directories was really a missing package on which to depend. After some more poking around, I found out that in fact the situation is worse than what I thought, as what is in minetest-mod-mobf isn't mobf at all : it really should be named minetest-mod-animals. We don't ship mobf at all in Debian! To fix things I propose: - create a src:minetest-mod-mobf-core package, based on: https://github.com/sapier/mobf_core which would provide a binary minetest-mod-mobf-core package with most of the repo, except for the trap directory, which would go into a minetest-mod-mobf-trap package depending on minetest-mod-mobf-core, minetest-mod-animalmaterials (see below) and minetest-mod-animals (see below). - create a minetest-mod-animalmaterials package (I have ITP #830492 to cover it and a mostly ready package -- I need license+copyright clarifications from upstream) to provide the animalmaterials, animal_resources, cooking and mob_environments mods. - here there's a hole in my plan because I think we also need doors, fire, vessels and wool -- and I'm not sure where to find those. - create a minetest-mod-animals package, containing: https://github.com/sapier/animals_modpack (what is actually in the current minetest-mod-mobf package!), shipping as much as we can with the deps we'll have (see previous point). I hope that helps, Snark on #debian-games PS: pointing this mail to both bug reports because it makes sense for both, and the Debian Devel Games team mailing-list because those packages would certainly be team-maintained and I would like some feedback on the ideas.