Hi!

Am Mittwoch, 4. März 2009 21:34:25 schrieb Kamaze:
> Dennis Schridde schrieb:
> > Our issue is rather that there are no people developing mods, and not so
> > much that we are overrun by the crowds.
>
> Who decides which mods will be included and which not?
The release maintainer decides on a case by case basis.
The current mods (ok, just one...) went in by request of the mod author, and 
after us two sitting down and getting the mod to comply with the GPL and 
fixing any incompatibilities.
I think this could work for other mods as well. (They would have to be GPL and 
should not have obvious incompatibilities. In the end the mod author is of 
course the one responsible...)
As soon as we reach a critical mass, we can think about more advanced 
solutions, I think.

> What about the
> case, that we need to remove mods due to inactivity or incompatibility?
Yes, that might be necessary, if a mod becomes incompatible or has known bugs 
which are not fixed "in time". (Which is entirely up to the release manager of 
that cycle.)

> Providing a simple listing trough a Mod-Manager or trough the Website,
> where people can download the mods they want, would be a clear rule and
> every mod developer would have the same premises.
Yes, it would be fairer if there would be "competing" mod authors. There are 
not, that's the issue. So any time of the core team is better spent on a mod 
making assistant (WZStudio was such thing during brainstorming).

> > You wrote it? Or are at least going to do it in a reasonable timeframe?
>
> No, but a in-game implemented mod-manager or at least update checker
> shouldn't be such a big deal, as soon as Betawidget is deployed, or?
> (Interface Wise)
>
> I think that even I would be able to implement an update check and
> downloading mechanism for the new mod package, using cURL.
Be careful with "not a big deal" and especially "even I would be able to".
The first one can be way off and the latter never gets tested, because out of 
experience I can tell you that there will be no one writing such a tool. (If 
there was, that someone would probably have written it already.)

No offense, but there have always been talkers in this community, who proposed 
things that would be nice to have, but no one ever sat down and actually did 
it.
(Really no offense, brainstorming is a good thing, and there are some very 
clever ideas coming out of it. It just does not help anyone if they slowly 
trickle away afterwards.)


> > The one in Gentoo is quite current... ;)
> > Arch is probably the same. Ubuntu crawled a bit, but that's nothing new.
> > Maybe you should show some stats for the major distros, so we have some
> > ground for discussion.
>
> See Zarels Reply.
That was Ubuntu specific. There are other major distros as well. And if we 
have to sacrifice Ubuntu, I am willing to do that, if their maintainers are 
not able to deliver their packages in a timely manner.

As an additional note: Ubuntu apparently just managed to sync with their 
upstream and is therefore just as up-to-date as Debian again. Wow. :)

> > The resulting build would not run on Gentoo, and
> > probably not on at least one of SuSE, Fedora, Mandriva, Arch, <insert
> > your distro here>.
>
> Warsow - for example - delivers simply a zip package, containing the
> game data and a win32, win64, Linux x86 and Linux x86_64 binary, and
> they seem to drive well with it. But probably because their Quake engine
> doesn't have that much dependencys as we have.
It could work if we package all the required libraries as well...
That's more work, has security, compatibility and other flaws, but it might 
work on the first sight. "Someone" (r.a.) might want to do it.
The major issue I see which such thing (nevertheless several games, especially 
closed source ones, do it anyway) is that you will have to take over the job 
of distributors here. You will have to watch out for ABI changes, security 
reports, etc, to do the job correctly. Of course there are also quick-and-
dirty solutions everywhere there is a problem.

Greetings,
DevUrandom

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