Sokomine wrote:rubenwardy wrote:MMDB would be better than the wiki if it actually worked and was improved to at least have the functionality of "Minetest Extensions". (Minetest Extensions is the project that MMDB was based on / inspired by. It is in PHP rather than Python.
I've wished for automatic entries in MMDB as well for quite some time now. Even then, there will be one problem remaining: The sheer quantitude of mods. MMDB isn't designed to handle hundreds of mods - at least not the way it's designed right now. As long as mods have to be entered manually, very few will show up there, and players still have a chance of scrolling through. With all mods listed, there'll be a need for categories.
The current review system is of limited use. Few people write reviews. Perhaps listing which *games* use a particular mod might be more helpful. That could be done automaticly to a degree.
Since we're bringing up MMDB, I should probably mention something I tried working on before:
My idea was to use a python script to create a database file of sorts to store some basic info on mods, and then categorize them by the type of mod they were. Then another script would generate an html file out of the database file. While the project it's self may not be of much use, the conecpts behind it may help.
First, the system involved a person, or persons adding in the mods, thus freeing the restiction of only having the creator of the mod being able to add their mod.
Second, exact guidelines for the categorization of mods became a bit difficult to get straightened out, but bellow are the guidelines that were created for the project. The guidelines sytem the project used allowed mods to be classified under multiple categories, thus all that were applicable to the mod. While the individual guidelines could likely use some tweaking, I'd reccomend loking over them to see if it can help with the creation of a better categorization system.
Third, with some mods there are a bit unusal circumstances which make entering them into a system a bit difficult. While many mods depend on "default", not all of the mods that do so list such in the "depeds.txt" file, which could make determining the exact dependiencies of a mod a little more time consuming, as one would need to make sure that the mod in question doesn't truely depend on "default". Also, some mods use GitHub to store the code of the mod, which makes having some type of GitHub connectivity a good thing to add, however one should note that many mods do not use GitHub, and a few use other git repo storage sites like Gitorious.
Fourth, for mods, when it comes to licensing it can get a bit complicated. While some mods use on license outright for the entire mod, others have on license for the code, one for the textures, one fo the models, etc.. So it may not be a good idea to try to get and display the license of a mod, as there is not always just one license for a mod.
I don't know how much this info will help this discussion, but hopefully it might contribute a bit to the discussion.