MarkTraceur wrote:aptitude is a powerful one, and is used widely already, we could come up with a script that packages mods and a place to host them, then write or port an apt-get client
MarkTraceur wrote:Setting up a Bugzilla instance
MarkTraceur wrote:I agree the GUI should be secondary, since a GUI would leave out major servers from the user base, which is problematic.
MarkTraceur wrote: Should there be MOTU-type people who review new packages and help maintain existing ones?
mauvebic wrote:MarkTraceur wrote: Should there be MOTU-type people who review new packages and help maintain existing ones?
Except where the license doesn't allow for it. Personally i dont want anyone else "maintaining" (ruining) my code lol weather or not im still active. But i am curious what role (if any) licensing will play. Cuz the present system seems geared towards protecting the community (cosmetic knockoffs, reposts) more than it protects the actual authors (who's interests should be paramount). I could use a system i can have more faith in (which is why i agree hosting mods here is a terrible idea). Perhaps then modders will stop removing all their stuff when they have disagreements with the management.
RAPHAEL wrote:I think all mod devs should consider putting in their mod posts permission for the community to UPDATE their mods should they become absent. They could put restrictions on and define what is an update.
Me personally with my mods if I'm absent and my mod is out of date (doesn't work) and people enjoy it, I have no issue about it being updated to work. However taking over development of the mod may be an issue as I will never be absent forever from minetest (that I can see of anytime soon).
MarkTraceur wrote:mauvebic, if you want to develop and release non-free mods, it's up to you to distribute them, I'm not going to help you.
Calinou wrote:Also, mauvebic, why use the NC and ND clauses? Why would someone even attempt making money with your mod, and why is that bad to you? Same goes to derivative works.
mauvebic wrote:Calinou wrote:Also, mauvebic, why use the NC and ND clauses? Why would someone even attempt making money with your mod, and why is that bad to you? Same goes to derivative works.
NC - because i did it for free and should stay as such.
ND - 2/13 mods - because i write mods to be enjoyed by the players. If i thought people would improve the code and not just rebrand part of it then i wouldn't need the clause. I also wasted a lot of time trying to differentiate multinode, then worldedit had a rewrite which cancelled out those efforts. This time i'd like it to stay different. I dont know what else you'd have me do to maintain some measure of uniqueness, it was a moderator who suggested using a different license in the first place.
1. What should it look like? Should it be a graphical thing? In-game (this means it would be in C++ or, if we first write a mod system for the main menu, Lua)?
3. Where/by whom/how should it be hosted? Is a personal server (like the one at marktraceur.info) good enough? Would we need a dedicated server? Would we want a proper domain name, or would an IP address be good enough?
4. How should packages be tracked, reviewed, and maintained?
MarkTraceur wrote:"best" meaning....?
I mean, it's nice, and it could be useful, but it doesn't seem to have any API, it's (apparently) a totally new system, and from what I can tell it's not free software. One of the better options still seems to be a debian-style package manager and repository.
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