community:xelerus
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community:xelerus [2012/08/25 14:59] – Proper English, you say... (I left the last block of text out on purpose) androgeos | community:xelerus [2012/10/15 10:21] – Another one of these... androgeos | ||
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+ | Discuss this page on this page's [[Xelerus Rules and Standards Talk Page|Talk Page]] | ||
+ | ====== Xelerus Rules and Standards ====== | ||
+ | |||
+ | ===== XML Standards ===== | ||
+ | //See also: [[modding/ | ||
+ | |||
+ | In your Transcendence extension' | ||
+ | |||
+ | ===== General Mod Standards 1.0 ===== | ||
+ | These standards were created by the community and should be considered before creating a mod. Following these rules should ensure good mods that enhance gameplay. | ||
+ | |||
+ | ===== Disclaimer ===== | ||
+ | The Xelerus administrator (Bimbel/ | ||
+ | |||
+ | ==== Quality & General standards ==== | ||
+ | These standards apply to most non-utility, | ||
+ | |||
+ | * If your mod overwrites vanilla content, it should clearly say that it does this. If it is **not** a TC (total conversion), | ||
+ | * Please use proper English, grammar and punctuation. If English is not your first language, feel free to add some text in your language to the English one. | ||
+ | * Do not take ships, items, stations, etc. out of the game with the intention of only changing some values and making it your mod. | ||
+ | * Do not upload several godmods onto Xelerus! Taking a weapon and adding 100k damage or the like not only breaks the game, it is also doable by every modder and shouldn' | ||
+ | * Refrain from creating mods that feature a single ship, item, station, etc. taken out of the game to be made playable. Instead, consider making a mod pack that consists of several of these and/or ships, items, stations, etc. of your own. | ||
+ | * Do not upload similar mods! If you have a mod that resembles another one, try collaborating with the creator of the latter to create a mod pack. | ||
+ | * Do not retain old versions of your mods on Xelerus. You should always have only the newest release uploaded to avoid confusion. | ||
+ | * If your mod is not finished, classify it under the Development category (in addition to any other category you would like to classify it under) so that it will not be deleted for being unfinished. | ||
+ | * Do not upload inappropriate content (e.g. things that are NSFW, contain crude language, etc). | ||
+ | |||
+ | //Opinion / Reccomendation: | ||
+ | |||
+ | ==== Directory standards ==== | ||
+ | These directory standards should be followed strictly to avoid conflicts with other mods and to keep the mods organized. | ||
+ | |||
+ | * Stand-alone mods should be packaged in their own directory such as: // | ||
+ | * Subordinate mods should be packaged in a subdirectory of the mod that they modify. An example would be: // | ||
+ | * Resources (these include image and sound files the mod uses) should be packaged as: // | ||
+ | |||
+ | //Opinions and Reactions: Hmm ... I agree with point one. Some people don't expand zips with directories, | ||
+ | |||
+ | |||
+ | //Point two might make sense for subordinate mods published by the same person, for mod-mods made by third parties I'd probably go with \extensions\[mod]-[submod]\... if it's solely meant to extend the mod, stuff that just requires or optionally works with another mod I'm not sure qualifies for this? ---Weaver// | ||
+ | |||
+ | |||
+ | //Point three, I don't think matters at all. As long as you guarantee a subdirectory, | ||
+ | |||
+ | ==== Extension Standards ==== | ||
+ | A few basic extension quality standards are required. Not complying with these basic rules will likely result in a request to promptly fix your mod and re upload, and the mod possibly deleted if you don't respond or comply. These standards apply to most non-source, and non-development mods. | ||
+ | |||
+ | * You should have a registered UNID prefix for mods that you produce. If you use an unregistered prefix and doing so causes conflicts down the line, the administration may remove or edit your mod depending on the circumstances at the time, unless you can be reached for prompt updates. | ||
+ | * The authoritative UNID prefix list is now [[modding: | ||
+ | * Go to the [[http:// | ||
+ | * Go to [[community: | ||
+ | * You should never use another modders UNID prefix. Doing so will result in prompt deletion. Using an active modder' | ||
+ | * The exception to this is patch mods or compatibility patches included in other mods. These are usually files // | ||
+ | * When updating another modder' | ||
+ | * The extension must work. All mods that prevent transcendence from launching will be promptly removed from Xelerus, unless they are placed in the bugtesting and/or broken categories by their uploader. Even then, they are likely to be deleted if left unattended for a while and present no apparent value. | ||
+ | * Use legal UNIDs and prefixes only. These are hexadecimal numbers, the digits are 0123456789ABCDEF, | ||
+ | * You can use lowercase or mixed case hexadecimal, | ||
+ | |||
+ | |||
+ | |||
+ | ==== Graphics standards ==== | ||
+ | |||
+ | Some mods have no need for graphics at all --- mods that resculpt content the game already has into new variants or a new setting. Some mods don't //need// graphics but could be made a little more attractive and professional with them; mods that add items or stations where the focus is on what said objects do can get by with stock graphics (and in the case of weapons, pretty particle < | ||
+ | |||
+ | And some mods nearly require custom --- or at a minimum, recolored --- graphics. Chief among these is are playership mods, where the coolness of the design is one of the main selling points. | ||
+ | |||
+ | For most mods we merely require that any added graphics not make anyone' | ||
+ | |||
+ | === 2D Graphics Rules === | ||
+ | It's hard to produce 2D Graphics that fit the aesthetic qualities of Transcendence' | ||
+ | |||
+ | === 3D Graphics Rules === | ||
+ | The ships that come with Transcendence were all rendered from 3D models, so doing the same is the easiest way to make ships that look right in the setting. Some guidelines: | ||
+ | |||
+ | * Don't just slap a few primitives together and upload it. | ||
+ | * Don't just use a bland grey-scale. We know, some of the ships in the game are like that, but at least try making a version with a little trim color to help it stand out. | ||
+ | * Don't render in orthographic views (i.e. top, side, front). The full details for George' | ||
+ | |||
+ | === General Graphics Rules === | ||
+ | * Use 40 facings --- especially for 3D ships --- unless you have a good reason to do otherwise; small file size is **not** a valid reason. Ships with less than 40 facings do not look appealling, and the choppiness of turning in large 20 facing NPC ships (even those in the base game) is somewhat annoying. | ||
+ | * If you give the AI control of a ship with more than 40 facings, make sure you test it extensively, | ||
+ | * Make sure the ship rotates cleanly and doesn' | ||
+ | * Do not make a mod just to make a player ship out of a single free-to-use ship graphics resource. Either make a set of playerships out of a set of graphics, or add meat to your mod in another way. | ||
+ | |||
+ | ==== General Player Ship Suggestions ==== | ||
+ | Adding a spiffy new playership to the game is pretty cool, but there are some things you can do to make your ship really shine: | ||
+ | |||
+ | * (Playership drones interoperability note but I want to test something first ---Weaver) | ||
+ | |||
+ | * Add NPC versions of your ship to the game. There are several ways to do this //(should link to tutorials later ---Weaver)// | ||
+ | |||
+ | * Other options for robustness including encounters in which the ship attacks the player, or where a pilot of one of the new ship can be gained as a wingman. | ||
+ | |||
+ | ==== Ethical & Legal Standards ==== | ||
+ | These are the most strictly enforced of all standards. Any violations will result in immediate removal of the mod. Recurring violations may result in account removal at the discretion of Bimbel. | ||
+ | |||
+ | * No " | ||
+ | * There is a desire in the community to allow for updated versions of mods that have been abandoned by people no longer around to work for them or ask about them, but there is no current consensus on how this should be handled except that all efforts should be made to contact the original author before proceeding. | ||
+ | * No mods that violate the laws of your country of residence. |
community/xelerus.txt · Last modified: 2014/12/27 04:40 by 127.0.0.1