I'll summarize certain changes we will have regarding submission process.
1. New checklist for new systems.
I'm working on a renewed checklist (.xls, like previous one) that all custom system makers will have to attach to their work. Also, I'll post example submission that will contain all elements necessary for submitting a new system.
Since incorporating a system is a lengthy and complex process, I will encourage everyone to send me Freelancer Explorer layout pictures instead of system code in future, and possibly a .txt document with infocard names/descriptions.
If you still want to send the code, you'll have to follow requirements... nothing is impossible, but you'll have to be extremely attentive. If there's any inconsistency, it should be discussed before submitting, not after. Also, if any errors will be found (except for minor flaws that I'll fix myself), the submission will be sent back to you for re-working.
No special requirements here. Friendly submission terms for everyone )) Only thing I'd like to note is that:
1) Hardpoints MUST match the naming listed in this thread: http://discoverygc.com/forums/index.php?showtopic=4788
Letter case is important. Take care, use the hardpoint list in this thread and don't repeat errors of other shipmakers.
2) Would be very good if you check that all external hardpoints are located properly on the hull, without any gaps /hardpoint outside the hull, at a distance/ or overlaps /hardpoint inside the hull/ (overlaps are better than gaps - that's in case you have a complex situation and have to choose).
3) Avoid texture replacement errors that were typical for early ship submissions.
3. Ship copyright.
You all remember that story when Discovery mod was re-released under another name. Since ships are object of copyright, I'll remind the terms you are accepting when submitting ships for Discovery.
1) Person (or people) who created mesh and texture of the ship are copyright holders for those objects.
2) The ships created specially for Discovery should not be allowed for usage in any other Freelancer mods.
3) To use ships in another Freelancer mod(s), my approval is needed along with approval of ship creator(s).
4) To use ships in a mod unrelated to Freelancer or in a commercial gaming project, only ship creator approval is necessary. So, ship creator can freely choose what to do with the model, unless it's related to other Freelancer mods. If it's related to FL, I humbly ask to contact me prior to giving any permissions.
5) If you wish to create a ship that would be used in several mods simultaneously, one of them being Discovery, first release the ship pack, and then give me permission to include it into Discovery. Then, the ships will not be considered "created specially for Discovery", and won't fall under these terms.
If you wish to retain some proof of your author's rights, use simple ways that work in any country of the world... print your ship mesh/texture rendered from different angles, and send it to yourself by ordinary post. Don't open it. Envelope will contain date of sending and/or receiving, in case you'll someday need to prove that you were the first one to create such model.
If you need more serious ways to protect your copyright, contact a lawyer:)
4. A new user group will be created, named "Discovery Developers".
This user group will have minimal privileges compared to normal members. Privileges that devs will need to manage their own threads and posts: locking their threads, deleting their threads/posts themselves if necessary. Also, they'll have increased PM limit.
"Developers" is mainly a group for members who submit models (not systems). Send me a PM to be included into this group. It's optional; if you wish to conceal your involvement with mod development, just avoid it.