Doom Wiki:Central Processing/2016

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Link archiving
I have created a series of new templates for semantic link archiving and and a help page that explains how they work. --Quasar (talk) 16:30, 1 February 2016 (CST)

Webfonts
The MIT-licensed version of Glyphicons Halflings and the (somewhat vaguely) open-source Iconochive fonts are now pushed out through our Common.css, allowing use of the various icons they contain. Right now you need to know the magic Unicode numbers but we can address that through either templates or CSS rules, depending on how much we value IE8 support (the CSS :before selector cannot insert content in that browser, which is the typical strategy used for this). --Quasar (talk) 16:30, 1 February 2016 (CST)

Promotion for Nukeykt
Fraggle would like for Nukeykt to have editor rights, in lieu of waiting for autopromotion. I am opening discussion here. --Quasar (talk) 16:30, 1 February 2016 (CST)
 * I have no objection. --Gez (talk) 16:41, 1 February 2016 (CST)

Marked spots?
Gez enlightened me on what tools generate the maps deployed in this wiki, but this seems a general issue so I'll pose it here rather than to him directly: many level walk-throughs refer to "marked spots" on the accompanying map, but quite a lot of maps don't actually show those spots. Is this being discussed or addressed? I searched but didn't find a previous topic about it. --Xymph (talk) 04:39, 18 February 2016 (CST)


 * Doom Wiki:RFC/Maptabs template is relevant. The intention is to make such walkthrough images alternatives to the normal map images and make both available through this template. However, I do not have the patience required to redo the CSS on the tabs template because it took literal weeks to get it working. Since there is negative consensus on the current appearance, the RFC has stalled. --Quasar (talk) 12:04, 18 February 2016 (CST)


 * I love that template, but I think this is about its prerequisites, i.e. how do we get the "dotted" images uploaded in the first place? The short answer is no, there is not currently an ongoing project (unless someone is doing it secretly).  The only previous thread I recall is here; in addition to what I told that guy, it is not purely a clerical task, because you have to examine the level sufficiently to match the 2D locations with their architectural descriptions in the text.  Like many aspects of map articles, improvements can and should be made, but it takes time and concentration to do correctly.    Ryan W (talk) 16:26, 18 February 2016 (CST)


 * Yes, I was more curious about the latter, but thanks both for further enlightenment. :) --Xymph (talk) 02:41, 19 February 2016 (CST)

Should go without saying...
Please do not place multiple right-floating elements next to each other when authoring pages. Most of these happened a long time ago but a few are recent. General rule, if it looks funny to you, it's funny :P --Quasar (talk) 14:00, 25 February 2016 (CST)
 * This can be dependent on browser window size, zoom level, font size, etc. so sometimes it'll look fine on your computer and wrong on another. A long time ago on UESP I got in a dumb edit war because of that: I'd tweak a page's layout to look great on my screen and then someone else would come and ruin everything for me by making it look great on his screen. :p --Gez (talk) 16:36, 25 February 2016 (CST)
 * True, always a consideration. --Quasar (talk) 21:24, 26 February 2016 (CST)

Console level template deletions
As per consensus reached to move multiple competing article-top-right-corner nav templates related to console levels down to the bottom as wide navboxes, the following templates are now unused and I have nominated them for deletion. The top-right role will be replaced by a console level progression navigator that lets you move backward and forward to the previous or next map for the specific console you want to follow, which we felt was the primary motivator for these templates to begin with. --Quasar (talk) 16:38, 2 March 2016 (CST)
 * Template:Console Doom Conversions
 * Template:PSX Doom II
 * Template:PSX Ultimate Doom
 * Template:Console conversion levels


 * Yeah, delete. These templates indeed appear to be superseded by the new wide navboxes, and have been replaced by them in all articles.  (Still not sure how that happened so quickly...)    Ryan W (talk) 23:05, 4 March 2016 (CST)

Banning and IP blocking procedures
Due to the rash of spam we opened up the CheckUser ability to some sysadmins. It is important that procedures continue to be followed as they were previously, however: --Quasar (talk) 01:14, 3 March 2016 (CST)
 * If a user account spams, that user account must be blocked. Creating an IP range block that covers them does not ban any accounts they already created.
 * IP rangeblocks should only be set to prevent account registration when a spammer has actually registered an account from that range, not just because spam came out of that range from anonymous IPs. This is what our captcha exists for - to allow constructive human editors to have a chance of getting past indiscriminate IP blocks. If you go back to all the rangeblocks I did, *only* ranges that had accounts registered from them ever had "prevent account registration" selected.
 * IP rangeblocks in areas likely to contain constructive editors must be temporary. Anglosphere countries, Western Europe, or Russian dynamic IP ranges should not be permanently blocked. Chinese, Indian, Philippine, Ukranian, Russian private /24 networks, and dedicated hosting companies should be permanent blocks. This is obviously on a case-by-case basis but my rule has been the less likely an area is to be constructively editing or even having any interest at all in our site, the longer the block. A general scale I go by: US/English-speaking/Western European dynamic range: weeks to 1 month block at most. Eastern European or various other less likely areas: 2-6 months.

Console map articles: going forward
So, from the recent mass edits, I infer the following.


 * SNES Doom and GBA Doom II don't need separate map articles, because some effort was made to match the originals. Any changes can be described in a section of the PC map article.
 * Doom Classic, Windows CE, and Tapwave Zodiac are even closer conversions, and should be assumed identical (aside from global differences listed in the main article), barring some unforeseen technical research.
 * Stock PC maps go into Category:Levels with console versions only when a separate console article exists (or is redlinked).
 * Category:Stock levels with multiple names may include redirects for ease of navigation. We don't normally categorize redirects, but I can see the point in this case.

Does that make sense? I personally don't have big plans for this content, but presumably others do :>  and also I'm thinking of how best to react when a newbie creates a page, or when working on related PC articles. Ryan W (talk) 15:26, 5 March 2016 (CST)