Greetings, I am one of the developers on the Eternal Lands project (games-rpg/eternal-lands) and we are not very far from being able to release Eternal Lands 1.0.2 (should happen within 2 weeks). In this version we will use Cal3D for all animations, but I have a question about the ebuild design. Background: We will be using Cal3D 0.10.0, and since Cal3D are frequently changing their API we might run into problems when dynamically linking in case the user updates Cal3D. The API of 0.9.1 and 0.11.0-pre* is not supported in Eternal Lands 1.0.2. Furthermore emerging Cal3D 0.10.0 might cause problems on the users system if he already has applications installed using another version, so I would rather avoid this; but how? In this case would you prefer that the Cal3D 0.10.0 was statically build into the EL binary or do you have other ideas on how to prevent problems caused by the frequent API changes in Cal3D? Thanks. Best regards Bj
Greetings, I am one of the developers on the Eternal Lands project (games-rpg/eternal-lands) and we are not very far from being able to release Eternal Lands 1.0.2 (should happen within 2 weeks). In this version we will use Cal3D for all animations, but I have a question about the ebuild design. Background: We will be using Cal3D 0.10.0, and since Cal3D are frequently changing their API we might run into problems when dynamically linking in case the user updates Cal3D. The API of 0.9.1 and 0.11.0-pre* is not supported in Eternal Lands 1.0.2. Furthermore emerging Cal3D 0.10.0 might cause problems on the users system if he already has applications installed using another version, so I would rather avoid this; but how? In this case would you prefer that the Cal3D 0.10.0 was statically build into the EL binary or do you have other ideas on how to prevent problems caused by the frequent API changes in Cal3D? Thanks. Best regards Bjørn Mogensen Reproducible: Always Steps to Reproduce: 1. 2. 3.
in the future you could just ask this question on the gentoo-dev mailing list basically this is a damned if you do, damned if you dont situation ... the cal3d guys havent designed their package to allow for diff versions to be installed side by side so we'll probably force the DEPEND in the ebuild as '=cal3d-0.10*'