Hi everyone,
I am a member of the Debian Games Team and I am working on an official release of UFO:AI for Debian and its derivatives. So far i'm trying to get the bigger picture by figuring out in how many packages the game has to be split and if there are any license issues to consider.
You have done an extraordinary job with documenting the licenses of each and every file of the game. From Debian's point of view there exist only two issues which i think are easily solvable.
All files that are licensed under CC-BY-SA-2.0 and CC-BY-SA-2.5 are considered non-free by Debian but clause 4b) of CC-BY-SA-2.5 grants the right to upgrade the license to a later version while CC-BY-SA-3.0 is considered to be a DFSG-free license. CC-BY-2.5 is even less restrictive (no copyleft) and upgrading to CC-BY-3.0 should be no problem at all.
I have tried to compile the stable version 2.4 but the game failed to build from source with the latest packages from Debian unstable.
CamWnd.cpp:411: undefined reference to `CameraSettings::getMode() const'
However the latest development version compiles fine. I have built upon the already available Debian packaging work but upgraded almost all files to more recent technologies like source format 3.0, dh sequencer and so on.
My questions (so far):I intend to split the game data in multiple source packages, depending on the frequency of updates, because the data is very large. Which data files change regularly and what files are more static?
UFO:AI seems to depend on many different fonts. What fonts are strictly needed to make the game run? The current unofficial Debian packaging pulls in almost 150 MB of font data.
Why do you build-depend on binutils-dev? The game appears running fine without binutils.
Do you provide a changelog somewhere?
I think i will find more questions in the future but that's it for now.
Thanks for reading this far and for developing UFO.
Markus