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			 CREATING NEW CONTENT PACKAGES
			 -----------------------------

When a new version of UQM is released, new versions of the content
packages will also need to be created and uploaded. These packages are
renamed zip files created by the uqmzip utility under tools/uqmzip, and
ultimately by the "zip" commandline utility itself.

Because of the way Windows and Git interact with line endings and the like,
and because of macOS's occasionaly pollution of zip files with macOS-specific
metadata, official releases always create these packages on a Linux system,

The behavior of uqmzip is controlled by variables set at the beginning of it;
customize these variables for the version and for your system, but remember
to back out any changes that refer to your system's unique configuration!

Once the packages are created, upload them to SourceForge in an appropriate
directory matching the current pattern for previous versions. This will
make them available for new users and for the Windows network installer.

The network installer will also need to be modified to know how to recognize
the new packages. Make a dist-packages/ directory in the repository root (so,
next to sc2 and tools) and put all of them in there. There should be seven;
content, 3domusic, voice, and the four remix packs. Change the directory to
sc2/build/win32_install and run:

    ./procpkgs.sh

This will update packages.nsh with fresh versions of the MD5 sums and
package filenames for later inclusion in the installer logic.

If this was a release more significant than a patch release, then the
SourceForge packages were uploaded to a new directory; edit any necessary
instances of the $DOWNLOADPATH variable in uqm-installer.nsi to point
to the new URLs.

Changes to packages.nsh and uqm-installer.nsi SHOULD be committed to the
repository in their corresponding version branch. Changes to the uqmzip
script SHOULD NOT be committed.