- If your mod is in development indicate this in the description.
- if your mod has dependencies or requires special installation indicate this in the description.
- if your mod overrides anything that may interfere with another mod put this in the description.
modding etiquette request for comment
I was talking to digdug on IRC about some now stamped out flames on Xelerus and came up with some guidelines for posting mods that would hopefully have prevented some of the angry comments.
Last edited by Atarlost on Fri Nov 07, 2008 7:46 pm, edited 1 time in total.
- digdug
- Fleet Admiral
- Posts: 2620
- Joined: Mon Oct 29, 2007 9:23 pm
- Location: Decoding hieroglyphics on Tan-Ru-Dorem
# Please post incomplete or not working mods in the Development section.
# If you use a common global function or parts of other mods (with proper auth), please change the UNIDs to yours and change the name of the global functions to unique names so that the mods won't collide/crash.
# If you use a common global function or parts of other mods (with proper auth), please change the UNIDs to yours and change the name of the global functions to unique names so that the mods won't collide/crash.
How about a system on xelerus to flag mods? Either on upload or on edit? If you tell me what kind of flags you'd like I could implement them!
http://xelerus.de || #transcendence @ Freenode || https://www.dropbox.com/referrals/NTMyNTMzNTk
Computing...
- Dev: Mod is in development.
Dep(modname): Mod requires mod named modname.
Conf(modname): Mod confiicts with mod named modname.
Ovp: Mod contains items which may unbalance the game. (in the player's favor)
Slow: Mod may slow down the game (see Stephinian Missle Rack mod)
Big: Mod is over 1 MB
Hard: Mod contains items which may unbalance the game (not in the player's favor)
Repl: Replaces parts of Transcendence or other mods.
Hlp: Is a helper mod (see Topology Accelerator mod)
Base: Has parts based on Transcendence or other mods.
[schilcote] It doesn't have to be good, it just has to not be "wow is that the only thing you could think of" bad
- digdug
- Fleet Admiral
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- Joined: Mon Oct 29, 2007 9:23 pm
- Location: Decoding hieroglyphics on Tan-Ru-Dorem
maybe we just need 1 flag: "playable mod" meaning that the flagged mod is "drop files in the folder and play".
All the others mods will be consequently helper mods, non playable, script examples, test mods, graphics, etc...
All the others mods will be consequently helper mods, non playable, script examples, test mods, graphics, etc...
- Betelgeuse
- Fleet Officer
- Posts: 1920
- Joined: Sun Mar 05, 2006 6:31 am
I would the development tag (if it gets added) to mean that it is meant to help in development. Things like frameworks and helper functions.
If you keep the current system and just add flags d1gdugs suggestion sounds best.
If you keep the current system and just add flags d1gdugs suggestion sounds best.
Crying is not a proper retort!
With the exception of dev and base tags, I think schilcote's suggestion is a very good one.
Also I would like this tag:
uses(functionname) -- uses a helper function in the helper functions thread. This would make determining certain kinds of conflicts easier (two mods have the same uses(foo) tag) and make the solution trivial (global find and replace).
Also I would like this tag:
uses(functionname) -- uses a helper function in the helper functions thread. This would make determining certain kinds of conflicts easier (two mods have the same uses(foo) tag) and make the solution trivial (global find and replace).