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<H1>[Mageia-dev] RFC: Improvements for ioquake3 package and related games</H1>
<B>Samuel Verschelde</B>
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TITLE="[Mageia-dev] RFC: Improvements for ioquake3 package and related games">stormi at laposte.net
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<I>Thu Dec 8 08:49:16 CET 2011</I>
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<PRE>Le jeudi 8 décembre 2011 06:02:59, Juan Luis Baptiste a écrit :
><i> On Thu, Dec 1, 2011 at 12:22 PM, zezinho <<A HREF="https://www.mageia.org/mailman/listinfo/mageia-dev">lists.jjorge at free.fr</A>> wrote:
</I>><i> > Le jeudi 1 décembre 2011 06:45:56, Juan Luis Baptiste a écrit :
</I>><i> >> One way to accomplish this could be to redefine Version and Release in
</I>><i> >> the game subpackages, but I don't know if this ok to do, thinking in
</I>><i> >> future updates of the ioquake3 main package or changes in any of the
</I>><i> >> game subpackages. Or just redefine Version and use the same Release
</I>><i> >> tag (currently svn2102.0), I really don't know how to handle this.
</I>><i> >
</I>><i> > I think you should not do subpackages then, but separate downloader
</I>><i> > package for each game as we do for flash-player-plugin.
</I>><i>
</I>><i> Ok, I splitted each game into it's separate package as you suggested,
</I>><i> leaving only inside ioquake3 the engine per-se and the quake 3 demo,
</I>><i> and put in separate packages Urban Terror, World Of Padman and Smokin'
</I>><i> Guns. All of this packges only contain the necesary scripts to
</I>><i> autodownload at first run the data files of the game. They where
</I>><i> pushed to the BS and should be already available on mirrors.
</I>><i>
</I>><i> I'll apply the same autodownload technique to fix the Sauerbraten
</I>><i> issue and to other games that also use the ioquake3 engine but have
</I>><i> issues with the game data files too.
</I>><i>
</I>><i> Please test and have fun !!
</I>
Question : what happens once a game is updated upstream and that we provide a
new "empty" package ? Will the data files be autodownloaded at next run ?
Samuel
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