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The Cleaner | Locked | |
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Feb 3 2006 Anchor | |
Forty months. That's the longest a hosted yet unreleased mod has gone without updating on the ModDB. And guess what? It's dead, and has been for some time. Now, to many of you this won't come as much of a surprise. Some of you may even ask: 'What's the big deal, anyway?' The deal, is that these mods are getting between players and the mods they want to play. They're giving a false indication of how many mods are still in production and they waste people's time on a daily basis. Even if the ModDB doesn't want to delete these mods outright, they should still be placed into an archive, and should not appear on a normal mod search. Some have simply just ceased to be, but some... well some of them are just ridiculous: Example #1 No Mans Land [ Return to Castle Wolfenstein ] Example #2 KiddyWars [ Half-Life 2 ]
These three mods seem to be just the tip of the iceberg, and I intend to bring any dead mods to the ModDB staff's attention so we can keep the mod listing clean from detritus such as these. |
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Feb 3 2006 Anchor | |
We probably do need a 'dead' category; I've a few projects still listed that could quite happily be dispatched into it. I think No Mans Land was released, which may mean that their profile was just never kept up to date. |
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Feb 3 2006 Anchor | |
Well of the three, No Mans Land definitely got furthest in production, and I wouldn't be surprised if they did get to a release. The point is, when mods sign up to the ModDB it's not about a one-way service. It's also about bringing mods to the attention of the ModDB members so they can search out the games they want to play. I'll be honest, I have a mod on that list that is currently on hold, and will be for some time. What's problematic is that the only option available to me is changing the mod status to inactive, which doesn't automatically remove it from the list. Ideally I'd be able to choose to remove it from the list myself by changing a value in its profile, thus saving the ModDB staff from wading through the enormous backlog of discontinued mods on the list. Afterall, the least I want is to get people's hopes up and have to deal with a bunch of mod-hungry ModDB members chanting the 'D' word over and over again in my ear. Sadly, that option isn't currently available. With this thread, I'd hope to provide the ModDB staff with a list of mods that they can briefly check into and move into the archived section. As members, we can only meet the staff halfway on this one, further action is up to them to take. |
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Feb 3 2006 Anchor | |
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Feb 3 2006 Anchor | |
That's why we can modify our posts !! And I agree, a filter for dead/discontinued mods should definitely be in order. |
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Feb 4 2006 Anchor | |
No Mans Land The Russian Front There hasn't been any update in the last months at this site nor in the mod itself. We are completely lacking of dedicated team members. This and the still disastrous support from the makers of RTCW will force us to think about changin something in the mod. This post didn't look promising for the future which has now become the past 35 months, and the link to their forums is dead. Nuclear-Warr This mod is being moved to HL-2.from there I will start over and will not let it die! and it will have almost the same name. and a new story line too.so check up on it some time.and for now the mod Nuclear-warr is DEAD..... The Project Lead has clearly declared this mod dead. The website is no longer being used for the mod and is wasting ModDB content hosting space that could be given to a more deserving mod. Entropy HELP WANTED AND NEEDED! The website has not been updated since its first ever news post. I think it's safe to assume this mod is dead. Mars Mod Urban Cowboys 1337 Cama Killer Red Tide MortalKombat Half-Life Edited by (in order): Crispy, Crispy, Crispy, Crispy, Crispy, Crispy, Crispy, Crispy |
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Feb 4 2006 Anchor | ||
The filter is the "Last Updated" part Moddb isn't in charge of the mods, which means they can't decide if they're dead or not just because they haven't been updated in awhile. This should only bother lazy users. All you have to do is open the search and click the "Last Updated" tab to filter out all the old mods with the new ones. Same goes for released mods. You're just making it a bigger deal than it really is. I play plenty of mods, and have never had dead mods "get in the way" or "waste my time". |
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Feb 4 2006 Anchor | ||
I must say that I agree with Cripsy. Perhaps the administrators/moderators/etc. can be given a option to manually delete mods. Then they can remove very old mods which are sure to be dead. An automated function is more risky; it could delete active mods. The "last updated" filter is not enough... -- |
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Feb 4 2006 Anchor | ||
They already have that option They usually only delete mods which are asked to be taken down by the team members. They are not in charge of the mods themselfs, so they can't decide whether it's dead or not just because it hasn't been updated. Edit: Whoops. I guess you were talking about the admins who own the mod. Doh! Edited by: Chunky |
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Feb 4 2006 Anchor | |
Chunky, that's very true but there are mods using ModDB webspace to host content of a purely personal nature (such as clans!) which do not pertain to the mod they originally registered it for. By going through the backlog the ModDB would be doing the following:
I'll reiterate/clarify a few points: - Nobody's talking about deletion. 'Dead' mods would be archived. They'd still be listed, just on another part of the site which wouldn't be accessible through a normal search. Edited by: Crispy |
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Feb 4 2006 Anchor | ||
No, I was talking about the ModDB admins. Since they got that ability, I think they should use it. I am not saying they have to spend their time going through old mods checking wether they are dead, but they could at least delete inactive mods they find by coincidence and mods listed by users like Crispy... Edited by: GFJ -- |
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Feb 4 2006 Anchor | |
Deletion is a hard line to take, I'm only asking for these mods to be archived. Basically, when you register a mod it takes some time to be authorised. During this time it's listed in the archives, along with other mods waiting authorisation and also some (but not all) inactive or dead mods. Everything in the archived section can still be accessed by the public by typing in the correct address (www.moddb.com/mods/modnumber). If your mod gets archived you can still stick a link to it in your sig to make sure people can still find it if they need to. The mod would still remain on everyone's modwatch list. Edited by: Crispy |
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Feb 4 2006 Anchor | ||
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Feb 4 2006 Anchor | |
Give some links, and I'll inspect them. Also, even so, last I checked, ModDB still had over 500 GB of free space. |
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Feb 5 2006 Anchor | |
Sticky: Give some links, and I'll inspect them I'm grouping these in sets of 10 so that the ModDB staff can distribute the workload amongst themselves, going through them ten by ten without losing track of which one they last got to. Verifying the information I post should only take a maximum of 30 seconds, with copy+pasting, filling in and sending of email templates not exceeding another 30 seconds. That means to archive 10 mods shouldn't take more than 10 minutes. If every staff member who wasn't too busy took just ten minutes every week to archive 10 mods it would be done in no time. Fire! P.A. Antarctica 2116 DropShip Command Fraction The Fallen Unsafe Haven A Vida o Muerte
Project Lead offline for 18 months. Ragnarok: Destiny
Project Lead offline for 1 months. Space: Above and Beyond Mod Binary-Zero That's 20 mods so far, but there are 698 unreleased mods that haven't updated in the last 12 months. To save a lot of time, they could all just be archived, with any complaints (and I don't think there'd be many at all) being dealt with on a case by case basis. To me it makes more sense to deal with a few mods wanting to be taken out of the archives compared to the massive majority of the 698 that haven't updated in the last year. Perhaps a system could be put in place to automatically place mods in the archives if they haven't updated within the last 12 months. A news post would then automatically take them out of the archives. I reckon it'd keep mod leaders on their toes and make sure they keep the public posted. |
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Feb 5 2006 Anchor | ||
hmm, do they get a chance to unarchive themselves after? |
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Feb 5 2006 Anchor | ||
Feb 5 2006 Anchor | ||
*sigh* Moddb is fine as it is - You're making a mountain out of a mole-hill. |
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Feb 5 2006 Anchor | |
@CSNW: Yes. Archived mods are never deleted, only put in storage. At the moment you have to contact the staff to negotiate your mod being added back on to the normal list. I'm proposing that your mod would automatically move from the archives onto the normal listing if you made an update. Chunky, I don't understand why you're so opposed to this. At the moment the ModDB is listing dead mods. You can't play dead mods, so they shouldn't even be in the list. If you could get enough people together you could technically have had a dead mod win the ModDB 'Mod of the Year: Best Upcoming Mod' award because you can still vote for dead mods. It's ridiculous. For a site whose motto is 'Play Something Different', listing mods you can't actually play, and never will be able to, is a mockery of the whole raison d'etre of the ModDB. It's like a dating agency keeping deceased members in its database! Nobody wants to be paired up with a corpse! |
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Feb 5 2006 Anchor | ||
Well then according to your rules, your mod is dead: Citadel Utopia Edited by: Chunky |
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Feb 6 2006 Anchor | |
Wow, I can see someone read the thread before posting. (try reading the third post in the thread) So I've already said that if I could manually archive my mod, by changing a value in its profile, I would. And I explained why. Edited by: Crispy |
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Feb 7 2006 Anchor | ||
At the least, maybe the filter needs to be set by default for Released,Beta and maybe Alpha... |
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Mar 14 2006 Anchor | |
How come you never got round to this Intense? |
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Mar 14 2006 Anchor | ||
You can always PM him instead of bumping up an old thread. Edited by: Chunky |
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Mar 14 2006 Anchor | |
I wholeheartedly agree that dead mods should get the boot. But there should be serious checks to ensure that they are dead. And if, for example the mod is in "beta released" or any completed release status all, it should get far more time than a mod that isn't. This way a dead mod's profile can serve as a record for people if they want to get their hands on an alpha/beta release of a now defunct mod. Less clutter on moddb = good EDIT: how about this. Got a mod with no release yet? and 6+ months inactive in terms of updates on moddb? Delete it. |
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