Forum Thread
  Posts  
The Cleaner (Forums : Support : The Cleaner) Locked
Thread Options 1 2
Crispy
Crispy Professional Games Tester
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 ]
This is a mod that seems to have just fizzled out over time. However, their website is brings up a 404 and if they did change hosting they haven't got around to updating their ModDB profile... for 40 months! (that's three years and four months!)

Example #2 KiddyWars [ Half-Life 2 ]
"It is about kids running around with spades and hitting eachother, throwing buckets, uses slingshots, BIG waterguns, etc." Intrigued? No, I wasn't really. Whilst certainly an original concept, I can only imagine that whoever started this mod is having fun doing exactly what the profile promises. The mod, however, remains unreleased -most probably dead- after 28 months without an update.

Example Offender #3 prjkt redemption [ Half-Life 2 ]
When I found this mod I found their profile pretty laughable. They've kept it short and sweet when describing their mod, the profile simply reads "soon"! However, when I found out what they were using their ModDB hosting for I wasn't laughing. Since when does the Mod Database host CS clans? Last ModDB update: 28 months ago.

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.

Edited by (in order): Crispy, Crispy

ambershee
ambershee Nimbusfish Rawks
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.

Crispy
Crispy Professional Games Tester
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.

Edited by (in order): Crispy, Crispy

Crispy
Crispy Professional Games Tester
Feb 3 2006 Anchor

[Edit] Found the camoflaged 'modify' button :P

Edited by (in order): Crispy, Crispy, Crispy, Crispy, Crispy, Crispy

ambershee
ambershee Nimbusfish Rawks
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.

Crispy
Crispy Professional Games Tester
Feb 4 2006 Anchor

No Mans Land
Time elapsed since last updated:
40 months
Website status: planetwolfenstein.com displays "Error 404: Page Not Found"
Diagnosis: They haven't updated in over three years. If they have released this mod, they sure as hell didn't bother to tell the ModDB about it.
Recommended action: Verify details and archive immediately.

The Russian Front
Time elapsed since last updated:
35 months
Website status: intact, but inactive.
Diagnosis: Last news announcement on their website is dated September 9th, 2003 and reads:

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.
Recommended action: Verify details and send email/PM to Project Lead. If there is no reply within two weeks archive immediately.

Nuclear-Warr
Time elapsed since last updated:
29 months
Website status: nuclearwarr.moddb.com displays "Welcome to GECKO'S model page"
Diagnosis: The last ModDB news announcement reads as follows:

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.
Recommended action: Verify details and archive immediately. Send email/PM to Project Lead informing them that their hosting will be revoked within a month. This should be enough time for them to salvage any of the content on their defunct website.

Entropy
Time elapsed since last updated:
29 months
Website status: mostly intact, but inactive.
Diagnosis: The last website news announcement reads as follows:

HELP WANTED AND NEEDED!
Sept 1st '03- Game in very starting point of pre-production, and website created today. Some people may say that the Quake engines are out of date, thats why we are using Quake 2 Max or the Nexuiz engine?

The website has not been updated since its first ever news post. I think it's safe to assume this mod is dead.
Recommended action: Verify details and archive immediately.

Mars Mod
Time elapsed since last updated:
29 months
Website status: marsmod.com shows up as an unregistered domain name.
Diagnosis: With the a broken website link and no news posts you might think it difficult to find irrefutable proof for this mod having actually died. I think the fact that the Project Lead's profile shows him as offline for 29 months pretty much clears that one up.
Recommended action: Verify details and archive immediately.

Urban Cowboys
Time elapsed since last updated:
29 months
Website status: urbancowboys.tk shows up as an unregistered domain name.
Diagnosis: With the a broken website link and no news posts you might think it difficult to find irrefutable proof for this mod having actually died. Again, I checked the Project Lead's profile which shows him as offline for -guess what?- 29 months.
Recommended action: Verify details and archive immediately.

1337
Time elapsed since last updated:
29 months
Website status: Website barely intact. Forums intact but inactive.
Diagnosis: The site has a broken picture and links back to its ModDB profile. The forums are linked from the mod profile but those forums only ever had 4 topics.
Recommended action: Ask Cheapalert, he started it! :P

Cama Killer
Time elapsed since last updated:
29 months
Website status: cama-killer domain does not exist at c-17.net.
Diagnosis: Broken website link, no news posts in ModDB profile, Project Lead offline for 29 months.
Recommended action: Verify details and archive immediately.

Red Tide
Time elapsed since last updated:
29 months
Website status: redtide domain does not exist at hltwo.com.
Diagnosis: Broken website link, no news posts in ModDB profile, Project Lead offline for 28 months.
Recommended action: Verify details and archive immediately.

MortalKombat Half-Life
Time elapsed since last updated:
29 months
Website status: mkhl.tk shows up as an unregistered domain name.
Diagnosis: Broken website link, no news posts in ModDB profile, Project Lead offline for 13 months.
Recommended action: Verify details and archive immediately.

Edited by (in order): Crispy, Crispy, Crispy, Crispy, Crispy, Crispy, Crispy, Crispy

Feb 4 2006 Anchor

The filter is the "Last Updated" part :P

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".

GFJ
GFJ
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...
If having the ability to manually delete mods, the team could also easily remove mods with explicit content.

Feb 4 2006 Anchor

GFJ wrote: Perhaps the administrators/moderators/etc. can be given a option to manually delete mods.

They already have that option :P

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

Crispy
Crispy Professional Games Tester
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:

  • Providing its users with a more efficient service
  • Giving a more accurate representation of the amount of mods it lists (not just mod ideas that never got made)
  • Be streamlining the amount of space that actually needs to be used to host modsites, thus reducing its overheads and also providing it with more accurate information in terms of how much more space will be required when the ModDB needs to expand.

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.

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.
- The examples I've given make it perfectly clear that those mods are dead. In the cases of the mods that have released, they are not keeping up their side of the bargain. They've failed to update their profile in multiples of 12 months, which is just ridiculous. But in those cases I'm not even suggesting that they get sent straight to the archived section 'without trial'. If you read those particular cases you'll see that I recommend that the Project Lead be contacted, and if he/she hasn't bothered to update their contact details then they really can't complain of being unfairly treated. If they do reply within 2 weeks (more than enough time for someone to check their emails, even if they're on an extended holiday), the staff can take it from there.
- IF, in the unlikely case a mod leader notices their mod has been archived, they can PM a designated staff member with a convincing argument to ask for it to be restored in the default listing.

Edited by: Crispy

GFJ
GFJ
Feb 4 2006 Anchor

Chunky.The.Tree wrote: Edit: Whoops. I guess you were talking about the admins who own the mod. Doh!


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

Crispy
Crispy Professional Games Tester
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

GFJ
GFJ
Feb 4 2006 Anchor

Crispy wrote: Deletion is a hard line to take, I'm only asking for these mods to be archived.


Although I personally prefer deletion (yes, it is a "hard line"), I definitely support archiving dead mods.

Edited by: GFJ

Sticky
Sticky I'm pretty awesome.
Feb 4 2006 Anchor

Crispy wrote: that's very true but there are mods using ModDB webspace to host content of a purely personal nature (such as clans!)


Give some links, and I'll inspect them.

Also, even so, last I checked, ModDB still had over 500 GB of free space. O_o

Crispy
Crispy Professional Games Tester
Feb 5 2006 Anchor

Sticky: Give some links, and I'll inspect them
- See Nuclear-Warr and prjkt redemption

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!
Time elapsed since last updated:
29 months
Website status: fire.pas2.org leads to the homepage of urli.net.
Diagnosis: Broken website link, no news posts in ModDB profile, Project Lead offline for 29 months.
Recommended action: Verify details and archive immediately.

P.A. Antarctica 2116
Time elapsed since last updated:
29 months
Website status: antarctica.origin-network.net shows up as an unregistered domain name.
Diagnosis: Broken website link, no news posts in ModDB profile, Project Lead offline for 4 months.
Recommended action: Verify details (& contact Project Lead?) and archive immediately.

DropShip Command
Time elapsed since last updated:
29 months
Website status: Domain name does not exist.
Diagnosis: Broken website link, no news posts in ModDB profile, Project Lead offline for 28 months.
Recommended action: Verify details and archive immediately.

Fraction
Time elapsed since last updated:
29 months
Website status: Website intact (it consists of a 'coming soon' message on a plain white background)
Diagnosis: Inactive website, two news posts in ModDB profile (last one posted on Friday 8th August, 2003), Project Lead offline for 29 months.
Recommended action: Verify details and archive immediately.

The Fallen
Time elapsed since last updated:
29 months
Website status: Domain name does not exist.
Diagnosis: Broken website link, one news post in ModDB profile (posted on Saturday 19th July, 2003), Project Lead offline for 26 months.
Recommended action: Verify details and archive immediately.

Unsafe Haven
Time elapsed since last updated:
29 months
Website status: Domain name does not exist.
Diagnosis: Broken website link, no news posts in ModDB profile, Project Lead offline for 28 months.
Recommended action: Verify details and archive immediately.

A Vida o Muerte
Time elapsed since last updated:
29 months
Website status: Intact and mostly functional.
Diagnosis: Broken forums link, last website news announcement on Friday 5th August, 2005 reads (in Spanish, my translation):

It's been some months that the forums have been giving us problems, only functioning when it feels like it, which is usually not that often. We are trying to resolve this as soon as possible, and hope to have it fully functional for this month (August). Please excuse the inconvenience.

Project Lead offline for 18 months.
Recommended action: Verify details and contact Project Lead. If no reply within 2 weeks archive immediately. Inform Project Lead that his ModDB profile should be kept up to date or it risks being archived.

Ragnarok: Destiny
Time elapsed since last updated:
28 months
Website status: Website intact but inactive.
Diagnosis: Last website news announcement on 29th September, 2003 reads:

No work has been done since last Thursday, but work on the prologue is almost complete. This will either be released with the game or before the game as a kind of demo.

Project Lead offline for 1 months.
Recommended action: Verify details (& contact Project Lead?) and archive immediately.

Space: Above and Beyond Mod
Time elapsed since last updated:
28 months
Website status: Domain name does not exist.
Diagnosis: Broken website link, one news post in ModDB profile (Sunday 21st September, 2003), Project Lead offline for 11 months.
Recommended action: Verify details and archive immediately.

Binary-Zero
Time elapsed since last updated:
28 months
Website status: Domain name does not exist.
Diagnosis: Broken website link, one news post in ModDB profile (Saturday 2nd August, 2003), Project Lead offline for 28 months.
Recommended action: Verify details and archive immediately.

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.

Edited by (in order): Crispy, Crispy

Feb 5 2006 Anchor

hmm, do they get a chance to unarchive themselves after?

Feb 5 2006 Anchor

I am fine with this as long as it wont nuke out my finished mods just cause i didnt update them in a long time.

--

---------------------------
Wasteland merc 1, 2 and 3
Moddb.com
Moddb.com <--most famous fallout 2 mod ever.
Moddb.com

Feb 5 2006 Anchor

*sigh* Moddb is fine as it is - You're making a mountain out of a mole-hill.

Crispy
Crispy Professional Games Tester
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!

Edited by (in order): Crispy, Crispy

Feb 5 2006 Anchor

Well then according to your rules, your mod is dead:

Citadel Utopia
Time elapsed since last updated:
2 months
Website status: no site
Diagnosis: Broken website link, 2 months idle
Recommended action: delete

Edited by: Chunky

Crispy
Crispy Professional Games Tester
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

Feb 7 2006 Anchor

At the least, maybe the filter needs to be set by default for Released,Beta and maybe Alpha...

Crispy
Crispy Professional Games Tester
Mar 14 2006 Anchor

How come you never got round to this Intense? :P

Mar 14 2006 Anchor

You can always PM him instead of bumping up an old thread.

Edited by: Chunky

AJ_Quick
AJ_Quick Arty type thing
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.
Got a mod WITH a prior release and 12+ months inactive in terms of updates on moddb? archive the profile under (discontinued mods) or something so that those who want to go looking can still find them

Edited by (in order): AJ_Quick, AJ_Quick

--


"I will play but only if there is clopping" - Alex Quick, Sep 15 2012, 6:56am

Reply to thread
click to sign in and post

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.