Jon Dowland wrote:
A brief explanation as to their meaning. Doom games are divided into engine and world-resource components. The former is captured by 'doom-engine'.
I don't understand why we need a 'doom-engine' virtual package. [i.e.: avoid circular dependencies]. IMHO, a user will select an engine, not data.
The latter is covered by two different names, 'boom-wad' and 'doom-wad'.
I'm confused. A single virtual package ('doom-engine') should handle two incompatibles engines? I've also some problem understanding the utility of such ('boom-wad' and 'doom-wad') virtual package, because of the way of common package manager interfaces. People tend to use the default value on dependencies. (to much use of 'apt-get') Virtual package are not normally used to allow multiple selections. I see the problem, but I'm not sure that virtual package are the right solution, but also I don't see an alternative. Could you provide an example of use of these new virtual package, and the common use (what user select and should expect)? BTW 'boom-wad' and 'doom-wad' are visually very confusing: could you use 'boom-extended-wad', 'doom-classic-wad', or something less confusing? ciao cate -- To UNSUBSCRIBE, email to debian-bugs-dist-requ...@lists.debian.org with a subject of "unsubscribe". Trouble? Contact listmas...@lists.debian.org