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Xelerus Rules and Standards

XML Standards

See also: api_version

In your Transcendence extension's XML file, you must specify the version of the Transcendence API that your mod is using. Only version=1.0 is compatible with Transcendence 1.01. When you upload a mod onto Xelerus, you should specify the version of Transcendence that your mod was made for.

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/bmbl) and all Xelerus moderators (Digdug, Taben) reserve the right to edit, relocate and remove any mod at any time without prior notice. If you have the feeling that any of your mods was edited, relocated or removed by accident, or you want further information on why your mod was modified, please join the IRC channel and discuss it with any of us.

Quality & General standards

These standards apply to most non-utility, non-source, non-tutorial and non-development mods.

Opinion / Reccomendation: If you feel that your mod has serious artistic value despite perhaps straying into inappropriate territory, please talk to us (the community at large) about it, on the forums or IRC. The game already deals with some dark matter like compulsion, drugs, human tradgedy. If you feel you really need a couple harsh words to make a character feel right, we might be able to suggest alternate scifi-ish terms or work out a community-acceptable way to mark for harsh language. Written/oral depictions of violence aren't even usally covered by ratings schemes AFAIK, and there are a few gruesome scenes at least partly described in the base game (eurpoa, the thing relating to volkov). Any sexual content can probably be reduced to implications of the level of primetime TV or say, the succubai in nethack. … Anyway, if you feel there's legitimate cause for content that your reaction is that you should ask about it, please do. It's the constantly swearing wingman whose ship is a d—o with t–s slapped on that's right out … —Weaver

Directory standards

These directory standards should be followed strictly to avoid conflicts with other mods and to keep the mods organized.

Opinions and Reactions: Hmm … I agree with point one. Some people don't expand zips with directories, so always put your stuff in a directory. It won't /hurt/ people who don't do this, it might just slightly irritate people who organize thier mods directory just so… — Weaver

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, I don't think it matters if you put your images in a further subdirectory of that or not. I also don't think it matters if modname.xml is the same as the directory name. Extensions/myMod is the author's domain, let them organize the contents of it however they like. Of course if you have 100 image files you'll want an images subdir (or more), but if you just have 5-6 images like a playership or 2 images like an item mod might? I just stick those adjacent to the XML. — Weaver

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.

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 <Effects> are more important than other graphics).

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's eyes bleed. Demonstrations, proofs of concept, tutorials, and such are exempt from needing much in the way of graphical quality, as well. However, mods in the “graphics” category and mods that claim custom graphics as a selling point, we hold to a higher standard.

2D Graphics Rules

It's hard to produce 2D Graphics that fit the aesthetic qualities of Transcendence's stock graphics, so they may be judged a little more harshly than other graphics, but they are acceptable when done well. (I'll leave what done well means to someone who has more of a clue about 2D ships —Weaver)

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:

General Graphics Rules

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:

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.