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



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