[aur-general] [Help] Vegastrike
I like to build the packages for the Game Vegastrike http://vegastrike.sourceforge.net/ I am not shure now how I will do it. I need some ideas. Option No. 1 I build one package all in one from http://vegastrike.sourceforge.net/ Option No. 2 I build 3 packages "vegastrike", "vegastrike-data" and "vegastrike-music" build from Ubuntu's deb packages. Why I am asking is, I am in doubt with using ubuntu's deb packages and the download size from Vega Strike 0.5.0 is 488 Megabytes. With a fast Internet it will be no problem, but many people still using slower dialup or DSL. It is something what I don't like about AUR, that we only provide PKGBUILD and not the packages. regards Uwe
On Sun 2008-04-27 18:14 , Uwe Vogt wrote:
I like to build the packages for the Game Vegastrike http://vegastrike.sourceforge.net/
I am not shure now how I will do it. I need some ideas.
Option No. 1 I build one package all in one from http://vegastrike.sourceforge.net/ Option No. 2 I build 3 packages "vegastrike", "vegastrike-data" and "vegastrike-music" build from Ubuntu's deb packages.
Why I am asking is, I am in doubt with using ubuntu's deb packages and the download size from Vega Strike 0.5.0 is 488 Megabytes. With a fast Internet it will be no problem, but many people still using slower dialup or DSL.
If I didn't misunderstand, the sources are very big, so you are not sure if it would be better to build the package from the sources or from ubuntu's packages, right? Well, you can write two PKGBUILD: one "vegastrike" that builds from the sources, and one "vegastrike-bin" that uses ubuntu's (or whatever) packages. To extract a .deb there is deb2targz in [community]. There is no guideline (I think) about this, but in the AUR you can see a lot of examples, just search for "-bin". About the splitting of the package (vegastrike-{,-data,music}), we are usually against it. It is true anyway that vegastrike-music is not really needed (that's what ubuntu's package description says). While it stays in the AUR, it is not a problem because there is not pre-compiled package and users can easily comment out the part of the PKGBUILD that downloads/installs the music if the want to.
It is something what I don't like about AUR, that we only provide PKGBUILD and not the packages.
That's for security reasons (but probably you already know that); many users have a personal repo, you can create your own too or ask one of them to build vegastrike. There is also [community], that provides "the best of the AUR" :) Cheers, -- Alessio (molok) Bolognino Please send personal email to themolok@gmail.com Public Key http://pgp.mit.edu:11371/pks/lookup?op=get&search=0xFE0270FB GPG Key ID = 1024D / FE0270FB 2007-04-11 Key Fingerprint = 9AF8 9011 F271 450D 59CF 2D7D 96C9 8F2A FE02 70FB
Excerpts from Alessio Bolognino's message of Mon Apr 28 08:02:04 -0500 2008:
On Sun 2008-04-27 18:14 , Uwe Vogt wrote:
Why I am asking is, I am in doubt with using ubuntu's deb packages and the download size from Vega Strike 0.5.0 is 488 Megabytes. With a fast Internet it will be no problem, but many people still using slower dialup or DSL.
If I didn't misunderstand, the sources are very big, so you are not sure if it would be better to build the package from the sources or from ubuntu's packages, right?
By looking at vegastrike's website, they provide: 1) binaries (32 & 64) + data + music -> 488MB 2) sources only -> 9MB Ubuntu has: vegastrike 5MB + vegastrike-data 153MB + veagstrike-music 59MB. For me personally, I'd just go for the original binaries from the authors. I think if 488MB is too much, 217MB (from ubuntu) is too much also. Furthermore, apart from size, there's no reason to depend on ubuntu's packages (just "cut the middle man"). If you think it's important, I'd suggest two PKGBUILDs: vegastrike (the original from authors) and vegastrike-deb (or vegastrike-ubuntu :) where you use deb's. -- Jan
Greetings, I have many games-related PKGBUILDs in the AUR over the years, some of which are massive in size. In my opinion, you should just make 1 PKGBUILD for the whole thing and be done with it, forget about what Debian does. We build from source on the AUR, which means you'd have to have that 420M requirement for every one of the 3 packages (ok, maybe 2, since the one is probably a binary from source), which is absurd, with no benefit. The PKGBUILD should try to reflect the distribution method of the source software, as long as it makes sense. In this case, it makes sense. If they make a new release, but didn't change any of the music, you'd still need to update the music PKGBUILD because the md5sums changed and you'd have to download the new version anyways for the data. And as mentioned, if someone doesn't want the music, they can modify the PKGBUILD. This is a perfectly reasonable expectation you can have from an Arch Linux user. Arch isn't here to do everything for you and hold you by the hand- It gives you the tools to do things yourself easily if you don't like something. Compare with CPMA (Quake 3 Mod) which distributes the core game components and maps separately- This makes sense to have 2 PKGBUILDs because the map pack is rarely updated and there is no reason to require the user using the CPMA PKGBUILD to download the same 50M map pack every couple of weeks when there is a new release. If they distributed these and updated these separately, it would make sense- or if we were only concerned with distributing the built package and bandwidth on our package repos, but under these circumstances, considering the nature of the AUR, I would say one PKGBUILD would be best. Thanks, Slash
Also, build from source whenever possible- so you'd have to get the 9M source package too! :) On Mon, Apr 28, 2008 at 5:40 PM, Slash <demodevil@gmail.com> wrote:
Greetings,
I have many games-related PKGBUILDs in the AUR over the years, some of which are massive in size. In my opinion, you should just make 1 PKGBUILD for the whole thing and be done with it, forget about what Debian does. We build from source on the AUR, which means you'd have to have that 420M requirement for every one of the 3 packages (ok, maybe 2, since the one is probably a binary from source), which is absurd, with no benefit. The PKGBUILD should try to reflect the distribution method of the source software, as long as it makes sense. In this case, it makes sense. If they make a new release, but didn't change any of the music, you'd still need to update the music PKGBUILD because the md5sums changed and you'd have to download the new version anyways for the data.
And as mentioned, if someone doesn't want the music, they can modify the PKGBUILD. This is a perfectly reasonable expectation you can have from an Arch Linux user. Arch isn't here to do everything for you and hold you by the hand- It gives you the tools to do things yourself easily if you don't like something.
Compare with CPMA (Quake 3 Mod) which distributes the core game components and maps separately- This makes sense to have 2 PKGBUILDs because the map pack is rarely updated and there is no reason to require the user using the CPMA PKGBUILD to download the same 50M map pack every couple of weeks when there is a new release.
If they distributed these and updated these separately, it would make sense- or if we were only concerned with distributing the built package and bandwidth on our package repos, but under these circumstances, considering the nature of the AUR, I would say one PKGBUILD would be best.
Thanks,
Slash
I have old vegastrike PKGBUILD from beginning the of 2007 that builds from svn. Its not pretty, doenst follow standards (+it took me a day to dl sources via svn as it was over a gig) http://never.mortals.dy.fi/PKGBUILD.vegastrike Worked at the time, but its old now so not too sure. Slash wrote:
Also, build from source whenever possible- so you'd have to get the 9M source package too! :)
On Mon, Apr 28, 2008 at 5:40 PM, Slash <demodevil@gmail.com> wrote:
Greetings,
I have many games-related PKGBUILDs in the AUR over the years, some of which are massive in size. In my opinion, you should just make 1 PKGBUILD for the whole thing and be done with it, forget about what Debian does. We build from source on the AUR, which means you'd have to have that 420M requirement for every one of the 3 packages (ok, maybe 2, since the one is probably a binary from source), which is absurd, with no benefit. The PKGBUILD should try to reflect the distribution method of the source software, as long as it makes sense. In this case, it makes sense. If they make a new release, but didn't change any of the music, you'd still need to update the music PKGBUILD because the md5sums changed and you'd have to download the new version anyways for the data.
And as mentioned, if someone doesn't want the music, they can modify the PKGBUILD. This is a perfectly reasonable expectation you can have from an Arch Linux user. Arch isn't here to do everything for you and hold you by the hand- It gives you the tools to do things yourself easily if you don't like something.
Compare with CPMA (Quake 3 Mod) which distributes the core game components and maps separately- This makes sense to have 2 PKGBUILDs because the map pack is rarely updated and there is no reason to require the user using the CPMA PKGBUILD to download the same 50M map pack every couple of weeks when there is a new release.
If they distributed these and updated these separately, it would make sense- or if we were only concerned with distributing the built package and bandwidth on our package repos, but under these circumstances, considering the nature of the AUR, I would say one PKGBUILD would be best.
Thanks,
Slash
Forgot to mention that the PKGBUILD was written for x86_64 (no arch tags at the time) since there was no 64bit bersion available, so I decided to test a bit. Mikko Seppälä wrote:
I have old vegastrike PKGBUILD from beginning the of 2007 that builds from svn. Its not pretty, doenst follow standards (+it took me a day to dl sources via svn as it was over a gig) http://never.mortals.dy.fi/PKGBUILD.vegastrike
Worked at the time, but its old now so not too sure.
Slash wrote:
Also, build from source whenever possible- so you'd have to get the 9M source package too! :)
On Mon, Apr 28, 2008 at 5:40 PM, Slash <demodevil@gmail.com> wrote:
Greetings,
I have many games-related PKGBUILDs in the AUR over the years, some of which are massive in size. In my opinion, you should just make 1 PKGBUILD for the whole thing and be done with it, forget about what Debian does. We build from source on the AUR, which means you'd have to have that 420M requirement for every one of the 3 packages (ok, maybe 2, since the one is probably a binary from source), which is absurd, with no benefit. The PKGBUILD should try to reflect the distribution method of the source software, as long as it makes sense. In this case, it makes sense. If they make a new release, but didn't change any of the music, you'd still need to update the music PKGBUILD because the md5sums changed and you'd have to download the new version anyways for the data.
And as mentioned, if someone doesn't want the music, they can modify the PKGBUILD. This is a perfectly reasonable expectation you can have from an Arch Linux user. Arch isn't here to do everything for you and hold you by the hand- It gives you the tools to do things yourself easily if you don't like something.
Compare with CPMA (Quake 3 Mod) which distributes the core game components and maps separately- This makes sense to have 2 PKGBUILDs because the map pack is rarely updated and there is no reason to require the user using the CPMA PKGBUILD to download the same 50M map pack every couple of weeks when there is a new release.
If they distributed these and updated these separately, it would make sense- or if we were only concerned with distributing the built package and bandwidth on our package repos, but under these circumstances, considering the nature of the AUR, I would say one PKGBUILD would be best.
Thanks,
Slash
participants (5)
-
Alessio Bolognino
-
Jan Spakula
-
Mikko Seppälä
-
Slash
-
Uwe Vogt