On Thu, Mar 05, 2009 at 11:03:57AM +0100, Giacomo A. Catenazzi wrote: > 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.
I do not think so. The game data defines what game you play; the engine defines _how_ you play it. Personally, I couldn't care less how exactly a game is run on my system, as long as it is a game I like. IOW, the data is what the user will choose, not the engine. >> 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? No, boom-wad and doom-wad are the data packages. Doom is the original game from id Software; boom is a fully-free set of data to implement a different game (with the same engine). -- <Lo-lan-do> Home is where you have to wash the dishes. -- #debian-devel, Freenode, 2004-09-22 -- To UNSUBSCRIBE, email to debian-policy-requ...@lists.debian.org with a subject of "unsubscribe". Trouble? Contact listmas...@lists.debian.org