<div dir="ltr"><div><div><div>Hi, there was some talks some years ago about that topic there: <br><a href="https://bugs.debian.org/cgi-bin/bugreport.cgi?bug=646377">https://bugs.debian.org/cgi-bin/bugreport.cgi?bug=646377</a><br><br></div>But there was some problems with the directions it taken, they notably tried to also rebuild the non-code stuff (like map .bsp), which is a process that takes a very long time, from 30 minutes to 6 hours per map, meaning the whole build of the 27 maps can last days. Any effort like that can lead easily to overwork, this kind<span id="gmail-result_box" class="gmail-short_text" lang="en"><span class="gmail-"> of deadly </span></span><span id="gmail-result_box" class="gmail-short_text" lang="en"><span class="gmail-">perfectionism </span></span>makes people <span id="gmail-result_box" class="gmail-short_text" lang="en"><span class="gmail-">exhausted and likely to abandon the project. So much waste of time and effort only to produces non-code files that will have different checksum with the ones hosted by servers!…<br><br></span></span></div><div><span id="gmail-result_box" class="gmail-short_text" lang="en"><span class="gmail-">Also, </span></span>the whole thread makes some wrong assumptions based on Nexuiz needs without further check, like the assumption about the need for FTEQCC to compile the game code. But Xonotic ditched FTEQCC long time ago in favor of GMQCC if I remember correctly. So, to be successful, a Xonotic packaging effort for Debian must rethink some directions that were taken before (and were going nowhere).<br clear="all"></div></div><div><div><div><div><br>-- <br><div class="gmail_signature" data-smartmail="gmail_signature"><div dir="ltr">Thomas DEBESSE</div></div>
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