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	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Portal:Multiplayer&amp;diff=13699</id>
		<title>Portal:Multiplayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Portal:Multiplayer&amp;diff=13699"/>
		<updated>2007-10-27T14:20:13Z</updated>

		<summary type="html">&lt;p&gt;Castor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=0 align=center cellpadding=4 cellspacing=0 width=95% style=&amp;quot;margin: 0 0 1em 1em; background: #202020; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #512020; 70%;&amp;quot;|'''The Freespace Multiplayer Portal'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=0 align=right cellpadding=4 cellspacing=0 width=20% style=&amp;quot;margin: 0 0 1em 1em; background: #302020; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #512020; 70%;&amp;quot;|'''''Technical'''''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Multiplayer Getting Started Guide|Getting Started Guide]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[List of Supported Mods]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Multiplayer Troubleshooting|Troubleshooting]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Multiplayer FAQ]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #512020; 70%;&amp;quot;|'''''Gameplay'''''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Multiplayer Medals and Awards|Medals &amp;amp; Awards]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #512020; 70%;&amp;quot;|'''''Community'''''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[:Category:Multiplayer Squadrons|Multiplayer Squadrons]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Playing Tips (Multiplayer)|Playing Tips]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Code of Conduct]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Multiplayer lingo]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Welcome to the Freespace Multiplayer portal. This section is dedicated to providing guides on how to set up, play, host and and enjoy multiplayer games, as well as useful information about the multiplayer community such as squadrons, codes of conduct and the like.&lt;br /&gt;
&lt;br /&gt;
===Freespace Multiplayer===&lt;br /&gt;
[[Image:Create_game_screen.JPG|left|300px|thumb|Create Game Screen]]&lt;br /&gt;
Currently, the [[FSSCP Introduction|Freespace Open]] engine supports multiplayer games with up to 12 human participants as well as any number of AI players. Play can be both cooperative and head-to-head, and can consist of anything from single mission slugfests up to full-length cooperative campaigns.&lt;br /&gt;
&lt;br /&gt;
All games are currently hosted by one of their participants. The host chooses the mission (''see image to the left''), and has the power to kick players, set priviledges, and the like.&lt;br /&gt;
&lt;br /&gt;
The retail release of Freespace 2 in 1999 included a standalone server option, but due to changes in the multiplayer code since the time of release, it is currently not functioning. Work is ongoing on bringing it back, however, and once it returns information on using it will be available here.&lt;br /&gt;
&lt;br /&gt;
An upgrade of the current multiplayer code is also in progress, and is tentatively slated for release with Freespace Open version 3.6.10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Connection Types===&lt;br /&gt;
There are two ways of playing online games using FSO:&lt;br /&gt;
*Connecting through [[FS2NetD]].&amp;lt;br /&amp;gt;FS2NetD is a replacement for the Parralax Online service that has now been terminated. It acts as a lobby for multiplayer games, tracking servers and facilitating connections without users needing to worry about each other's IP addresses, and also tracks stats for games that are played using validated data and missions. It does not actually host the games that are played, acting merely as a middle man.&lt;br /&gt;
&lt;br /&gt;
*Direct IP connection.&amp;lt;br /&amp;gt;It is also possible to play IP games, but doing this requires all participants to manually enter the IP of the server that hosts the game. This is also the option to use when playing LAN games.&lt;br /&gt;
&lt;br /&gt;
Details of setting up FSO to use either of these two options are explained in the getting started guide.&lt;br /&gt;
&lt;br /&gt;
===MODs and custom missions===&lt;br /&gt;
It is possible to use MODs and play custom missions using FSO. Mods will need to be distributed to all participating players in advance, but missions will be automatically distributed if any participants are missing them.&lt;br /&gt;
&lt;br /&gt;
When playing on FS2NetD, note that while MODs and custom missions are allowed, stats will not be saved for games that use them. ''Only'' games using validated missions and data are counted. For IP games where stats are not saved anyway, there are no such considerations.&lt;br /&gt;
&lt;br /&gt;
===Validated Missions===&lt;br /&gt;
A package containing all currently validated multiplayer missions for Freespace 2 is available from the downloads section below. A voice pack for those missions is also available. To use them, the best way is to place them in a seperate directory and select that as a mod from the launcher.&lt;br /&gt;
&lt;br /&gt;
Do not place them in the mediaVPs directory if you intend to play for stats, as the current mediaVPs are not validated.&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://www.game-warden.com/forum/showthread.php?t=267 GameWarden Multiplayer FAQ &amp;amp; Getting started guide]&lt;br /&gt;
*[http://fs2netd.game-warden.com/ FS2NetD Website - Player stats &amp;amp; Information about current games]&lt;br /&gt;
*[http://www.hard-light.net/forums/index.php/board,135.0.html HLP Multiplayer Forum]&lt;br /&gt;
==Downloads==&lt;br /&gt;
*[http://www.fszmirror.com/files/multi-mission-pack.vp Validated missions package for Freespace 2]&lt;br /&gt;
*[http://www.fszmirror.com/files/multi-voice-pack.vp Voice package for the validated missions]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
[[Category:Multiplayer]]&lt;/div&gt;</summary>
		<author><name>Castor</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Portal:Multiplayer&amp;diff=13698</id>
		<title>Portal:Multiplayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Portal:Multiplayer&amp;diff=13698"/>
		<updated>2007-10-27T14:19:41Z</updated>

		<summary type="html">&lt;p&gt;Castor: cosmetic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=0 align=center cellpadding=4 cellspacing=0 width=95% style=&amp;quot;margin: 0 0 1em 1em; background: #202020; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #512020; 70%;&amp;quot;|'''The Freespace Multiplayer Portal'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=0 align=right cellpadding=4 cellspacing=0 width=20% style=&amp;quot;margin: 0 0 1em 1em; background: #302020; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #512020; 70%;&amp;quot;|'''''Technical'''''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Multiplayer Getting Started Guide|Getting Started Guide]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[List of Supported Mods]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Multiplayer Troubleshooting|Troubleshooting]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Multiplayer FAQ]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #512020; 70%;&amp;quot;|'''''Gameplay'''''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Multiplayer Medals and Awards|Medals &amp;amp; Awards]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #512020; 70%;&amp;quot;|'''''Community'''''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[:Category:Multiplayer Squadrons|Multiplayer Squadrons]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Playing Tips (Multiplayer)|Playing Tips]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Code of Conduct]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Multiplayer Lingo]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Welcome to the Freespace Multiplayer portal. This section is dedicated to providing guides on how to set up, play, host and and enjoy multiplayer games, as well as useful information about the multiplayer community such as squadrons, codes of conduct and the like.&lt;br /&gt;
&lt;br /&gt;
===Freespace Multiplayer===&lt;br /&gt;
[[Image:Create_game_screen.JPG|left|300px|thumb|Create Game Screen]]&lt;br /&gt;
Currently, the [[FSSCP Introduction|Freespace Open]] engine supports multiplayer games with up to 12 human participants as well as any number of AI players. Play can be both cooperative and head-to-head, and can consist of anything from single mission slugfests up to full-length cooperative campaigns.&lt;br /&gt;
&lt;br /&gt;
All games are currently hosted by one of their participants. The host chooses the mission (''see image to the left''), and has the power to kick players, set priviledges, and the like.&lt;br /&gt;
&lt;br /&gt;
The retail release of Freespace 2 in 1999 included a standalone server option, but due to changes in the multiplayer code since the time of release, it is currently not functioning. Work is ongoing on bringing it back, however, and once it returns information on using it will be available here.&lt;br /&gt;
&lt;br /&gt;
An upgrade of the current multiplayer code is also in progress, and is tentatively slated for release with Freespace Open version 3.6.10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Connection Types===&lt;br /&gt;
There are two ways of playing online games using FSO:&lt;br /&gt;
*Connecting through [[FS2NetD]].&amp;lt;br /&amp;gt;FS2NetD is a replacement for the Parralax Online service that has now been terminated. It acts as a lobby for multiplayer games, tracking servers and facilitating connections without users needing to worry about each other's IP addresses, and also tracks stats for games that are played using validated data and missions. It does not actually host the games that are played, acting merely as a middle man.&lt;br /&gt;
&lt;br /&gt;
*Direct IP connection.&amp;lt;br /&amp;gt;It is also possible to play IP games, but doing this requires all participants to manually enter the IP of the server that hosts the game. This is also the option to use when playing LAN games.&lt;br /&gt;
&lt;br /&gt;
Details of setting up FSO to use either of these two options are explained in the getting started guide.&lt;br /&gt;
&lt;br /&gt;
===MODs and custom missions===&lt;br /&gt;
It is possible to use MODs and play custom missions using FSO. Mods will need to be distributed to all participating players in advance, but missions will be automatically distributed if any participants are missing them.&lt;br /&gt;
&lt;br /&gt;
When playing on FS2NetD, note that while MODs and custom missions are allowed, stats will not be saved for games that use them. ''Only'' games using validated missions and data are counted. For IP games where stats are not saved anyway, there are no such considerations.&lt;br /&gt;
&lt;br /&gt;
===Validated Missions===&lt;br /&gt;
A package containing all currently validated multiplayer missions for Freespace 2 is available from the downloads section below. A voice pack for those missions is also available. To use them, the best way is to place them in a seperate directory and select that as a mod from the launcher.&lt;br /&gt;
&lt;br /&gt;
Do not place them in the mediaVPs directory if you intend to play for stats, as the current mediaVPs are not validated.&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://www.game-warden.com/forum/showthread.php?t=267 GameWarden Multiplayer FAQ &amp;amp; Getting started guide]&lt;br /&gt;
*[http://fs2netd.game-warden.com/ FS2NetD Website - Player stats &amp;amp; Information about current games]&lt;br /&gt;
*[http://www.hard-light.net/forums/index.php/board,135.0.html HLP Multiplayer Forum]&lt;br /&gt;
==Downloads==&lt;br /&gt;
*[http://www.fszmirror.com/files/multi-mission-pack.vp Validated missions package for Freespace 2]&lt;br /&gt;
*[http://www.fszmirror.com/files/multi-voice-pack.vp Voice package for the validated missions]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
[[Category:Multiplayer]]&lt;/div&gt;</summary>
		<author><name>Castor</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Multiplayer_lingo&amp;diff=13696</id>
		<title>Multiplayer lingo</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Multiplayer_lingo&amp;diff=13696"/>
		<updated>2007-10-27T14:17:37Z</updated>

		<summary type="html">&lt;p&gt;Castor: Threw in a few quick terms for starters&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Following lists some of the terms commonly seen on multiplayer chat screens.&lt;br /&gt;
*'''AI:''' Computer controlled ships&lt;br /&gt;
*'''EMP:''' The EMP missile&lt;br /&gt;
*'''Fire:''' The Infyrno missile&lt;br /&gt;
*'''Fish:''' The Piranha missile&lt;br /&gt;
*'''Lock/Unlock:''' Refers to the 'Lock' button on the mission briefing screen. The host (or in TvT game, team captains) have to click the &amp;quot;Lock&amp;quot; button to allow other pilots/wingmates to make ship/loadout changes. &lt;br /&gt;
*'''LOW (object updates):''' Setting the &amp;quot;Object Updates&amp;quot; on &amp;quot;LOW&amp;quot; on the multiplayer options page - the preferred setting for MP clients. Limits the connection bit rate between the MP host and the client in order to make the game run smoother for everyone. Using something else tha LOW against host instructions may get you kicked! Later FS2 OPen builds provide a means for the host to force low object updates (the -cap_object_update flag).&lt;br /&gt;
*'''SD:''' Self Destruct (by pressing SHIFT+END)&lt;br /&gt;
*'''STD rules:''' Standard Rules - A set of rules commonly followed in TvT matches: no AI, no EMP, no Fire, no Fish, no SD allowed during the game.&lt;/div&gt;</summary>
		<author><name>Castor</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Portal:Multiplayer&amp;diff=13632</id>
		<title>Portal:Multiplayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Portal:Multiplayer&amp;diff=13632"/>
		<updated>2007-10-27T13:35:04Z</updated>

		<summary type="html">&lt;p&gt;Castor: Added &amp;quot;Multiplayer lingo&amp;quot; section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=0 align=center cellpadding=4 cellspacing=0 width=95% style=&amp;quot;margin: 0 0 1em 1em; background: #202020; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #512020; 70%;&amp;quot;|'''The Freespace Multiplayer Portal'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=0 align=right cellpadding=4 cellspacing=0 width=20% style=&amp;quot;margin: 0 0 1em 1em; background: #302020; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #512020; 70%;&amp;quot;|'''''Technical'''''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Multiplayer Getting Started Guide|Getting Started Guide]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[List of Supported Mods]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Multiplayer Troubleshooting|Troubleshooting]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Multiplayer FAQ]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #512020; 70%;&amp;quot;|'''''Gameplay'''''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Multiplayer Medals and Awards|Medals &amp;amp; Awards]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #512020; 70%;&amp;quot;|'''''Community'''''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[:Category:Multiplayer Squadrons|Multiplayer Squadrons]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Playing Tips (Multiplayer)|Playing Tips]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Code of Conduct]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Multiplayer lingo]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Welcome to the Freespace Multiplayer portal. This section is dedicated to providing guides on how to set up, play, host and and enjoy multiplayer games, as well as useful information about the multiplayer community such as squadrons, codes of conduct and the like.&lt;br /&gt;
&lt;br /&gt;
===Freespace Multiplayer===&lt;br /&gt;
[[Image:Create_game_screen.JPG|left|300px|thumb|Create Game Screen]]&lt;br /&gt;
Currently, the [[FSSCP Introduction|Freespace Open]] engine supports multiplayer games with up to 12 human participants as well as any number of AI players. Play can be both cooperative and head-to-head, and can consist of anything from single mission slugfests up to full-length cooperative campaigns.&lt;br /&gt;
&lt;br /&gt;
All games are currently hosted by one of their participants. The host chooses the mission (''see image to the left''), and has the power to kick players, set priviledges, and the like.&lt;br /&gt;
&lt;br /&gt;
The retail release of Freespace 2 in 1999 included a standalone server option, but due to changes in the multiplayer code since the time of release, it is currently not functioning. Work is ongoing on bringing it back, however, and once it returns information on using it will be available here.&lt;br /&gt;
&lt;br /&gt;
An upgrade of the current multiplayer code is also in progress, and is tentatively slated for release with Freespace Open version 3.6.10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Connection Types===&lt;br /&gt;
There are two ways of playing online games using FSO:&lt;br /&gt;
*Connecting through [[FS2NetD]].&amp;lt;br /&amp;gt;FS2NetD is a replacement for the Parralax Online service that has now been terminated. It acts as a lobby for multiplayer games, tracking servers and facilitating connections without users needing to worry about each other's IP addresses, and also tracks stats for games that are played using validated data and missions. It does not actually host the games that are played, acting merely as a middle man.&lt;br /&gt;
&lt;br /&gt;
*Direct IP connection.&amp;lt;br /&amp;gt;It is also possible to play IP games, but doing this requires all participants to manually enter the IP of the server that hosts the game. This is also the option to use when playing LAN games.&lt;br /&gt;
&lt;br /&gt;
Details of setting up FSO to use either of these two options are explained in the getting started guide.&lt;br /&gt;
&lt;br /&gt;
===MODs and custom missions===&lt;br /&gt;
It is possible to use MODs and play custom missions using FSO. Mods will need to be distributed to all participating players in advance, but missions will be automatically distributed if any participants are missing them.&lt;br /&gt;
&lt;br /&gt;
When playing on FS2NetD, note that while MODs and custom missions are allowed, stats will not be saved for games that use them. ''Only'' games using validated missions and data are counted. For IP games where stats are not saved anyway, there are no such considerations.&lt;br /&gt;
&lt;br /&gt;
===Validated Missions===&lt;br /&gt;
A package containing all currently validated multiplayer missions for Freespace 2 is available from the downloads section below. A voice pack for those missions is also available. To use them, the best way is to place them in a seperate directory and select that as a mod from the launcher.&lt;br /&gt;
&lt;br /&gt;
Do not place them in the mediaVPs directory if you intend to play for stats, as the current mediaVPs are not validated.&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://www.game-warden.com/forum/showthread.php?t=267 GameWarden Multiplayer FAQ &amp;amp; Getting started guide]&lt;br /&gt;
*[http://fs2netd.game-warden.com/ FS2NetD Website - Player stats &amp;amp; Information about current games]&lt;br /&gt;
*[http://www.hard-light.net/forums/index.php/board,135.0.html HLP Multiplayer Forum]&lt;br /&gt;
==Downloads==&lt;br /&gt;
*[http://www.fszmirror.com/files/multi-mission-pack.vp Validated missions package for Freespace 2]&lt;br /&gt;
*[http://www.fszmirror.com/files/multi-voice-pack.vp Voice package for the validated missions]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
[[Category:Multiplayer]]&lt;/div&gt;</summary>
		<author><name>Castor</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Fs2_open_on_Linux/Acquiring_the_Code&amp;diff=13629</id>
		<title>Fs2 open on Linux/Acquiring the Code</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Fs2_open_on_Linux/Acquiring_the_Code&amp;diff=13629"/>
		<updated>2007-10-27T10:02:58Z</updated>

		<summary type="html">&lt;p&gt;Castor: spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Page Navigation|&lt;br /&gt;
BookName=[[The fs2_open on Linux Guide]]|&lt;br /&gt;
CurrentPage=Acquiring the Code|Acquiring the Code|&lt;br /&gt;
PrevPage=[[Fs2_open on Linux/Installing the Development Libraries|Installing the Development Libraries]]|&lt;br /&gt;
NextPage=[[Fs2_open on Linux/Checkout Script|Checkout Script]]}}&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
{{Note| This step is only for those who want the bleeding-edge source code to compile on their own. You can skip this if you intend to use a provided binary &lt;br /&gt;
executable.}}&lt;br /&gt;
Before you begin, make sure you have write permissions on your current working directory. $HOME/$USER is a pretty safe bet. I recommend that you create a permanent /$HOME/$USER/src directory from which you run the CVS command, this way CVS will only update the files changed the next time you download the source and it's always nice to have things organized. Make sure you have CVS installed on your system. See the [[Fs2_open_on_Linux/Installing CVS|Installing CVS]] chapter on installing CVS.&lt;br /&gt;
&lt;br /&gt;
Now get the source. Run from a terminal:&lt;br /&gt;
 $ cvs -d:pserver:anonymous:anonymous@warpcore.org:/home/fs2source/cvsroot login&lt;br /&gt;
This tells the CVS tool to first use a password file for authentication (pserver), that you are user &amp;quot;anonymous&amp;quot; with the password &amp;quot;anonymous&amp;quot; who wants to access warpcore.org's CVS repository &amp;quot;/home/fs2source/cvsroot&amp;quot; and login.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Next, get the code from the server we just connected to, either from the development branch:&lt;br /&gt;
 $ cvs -z3 -d:pserver:anonymous@warpcore.org:/home/fs2source/cvsroot co fs2_open&lt;br /&gt;
..or from the &amp;quot;stable branch&amp;quot;:&lt;br /&gt;
 $ cvs -z3 -d:pserver:anonymous@warpcore.org:/home/fs2source/cvsroot co -r fs2_open_3_6_9 fs2_open&lt;br /&gt;
{{Note| For just playing the game it is usually best to get the code from the &amp;quot;stable branch&amp;quot;, as it will generally be more.. stable.}}&lt;br /&gt;
Both of the last two commands tell the CVS server that we want to checkout (co) the CVS module &amp;quot;fs2_open&amp;quot;, either from the default branch (the development branch - HEAD) or from the branch determined by the &amp;quot;-r&amp;quot; option. In the latter checkout we specified the branch &amp;quot;fs2_open_3_6_9&amp;quot; (implying the release 3.6.9 of FS2 Open), but this naming is only due to &amp;quot;historical reasons&amp;quot; - release specific branches don't exist at the time being, we will get the most recent stable code available by using that checkout. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Castor</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Fs2_open_on_Linux/Acquiring_the_Code&amp;diff=13628</id>
		<title>Fs2 open on Linux/Acquiring the Code</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Fs2_open_on_Linux/Acquiring_the_Code&amp;diff=13628"/>
		<updated>2007-10-27T09:59:41Z</updated>

		<summary type="html">&lt;p&gt;Castor: Stable branch clarifications&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Page Navigation|&lt;br /&gt;
BookName=[[The fs2_open on Linux Guide]]|&lt;br /&gt;
CurrentPage=Acquiring the Code|Acquiring the Code|&lt;br /&gt;
PrevPage=[[Fs2_open on Linux/Installing the Development Libraries|Installing the Development Libraries]]|&lt;br /&gt;
NextPage=[[Fs2_open on Linux/Checkout Script|Checkout Script]]}}&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
{{Note| This step is only for those who want the bleeding-edge source code to compile on their own. You can skip this if you intend to use a provided binary &lt;br /&gt;
executable.}}&lt;br /&gt;
Before you begin, make sure you have write permissions on your current working directory. $HOME/$USER is a pretty safe bet. I recommend that you create a permanent /$HOME/$USER/src directory from which you run the CVS command, this way CVS will only update the files changed the next time you download the source and it's always nice to have things organized. Make sure you have CVS installed on your system. See the [[Fs2_open_on_Linux/Installing CVS|Installing CVS]] chapter on installing CVS.&lt;br /&gt;
&lt;br /&gt;
Now get the source. Run from a terminal:&lt;br /&gt;
 $ cvs -d:pserver:anonymous:anonymous@warpcore.org:/home/fs2source/cvsroot login&lt;br /&gt;
This tells the CVS tool to first use a password file for authentication (pserver), that you are user &amp;quot;anonymous&amp;quot; with the password &amp;quot;anonymous&amp;quot; who wants to access warpcore.org's CVS repository &amp;quot;/home/fs2source/cvsroot&amp;quot; and login.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Next, get the code from the server we just connected to, either from the development branch:&lt;br /&gt;
 $ cvs -z3 -d:pserver:anonymous@warpcore.org:/home/fs2source/cvsroot co fs2_open&lt;br /&gt;
..or from the &amp;quot;stable branch&amp;quot;:&lt;br /&gt;
 $ cvs -z3 -d:pserver:anonymous@warpcore.org:/home/fs2source/cvsroot co -r fs2_open_3_6_9 fs2_open&lt;br /&gt;
{{Note| For just playing the game it is usually best to get the code from the &amp;quot;stable branch&amp;quot;, as it will generally be more.. stable.}}&lt;br /&gt;
Both of the last two commands tell the CVS server that we want to checkout (co) the CVS module &amp;quot;fs2_open&amp;quot;. Either from the default branch (the development branch - HEAD) or from the branch determined by the &amp;quot;-r&amp;quot; option. In the latter checkout we specified the branch &amp;quot;fs2_open_3_6_9&amp;quot; (implying the release 3.6.9 of FS2 Open), but this naming is only due to &amp;quot;historical reasons&amp;quot; - release specific branches don't exist at the time being, we will get the most recent stable code available by using that checkout. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Castor</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Fs2_open_on_Linux/Acquiring_the_Code&amp;diff=13625</id>
		<title>Fs2 open on Linux/Acquiring the Code</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Fs2_open_on_Linux/Acquiring_the_Code&amp;diff=13625"/>
		<updated>2007-10-26T20:21:48Z</updated>

		<summary type="html">&lt;p&gt;Castor: Added instructions for stable branch co&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Page Navigation|&lt;br /&gt;
BookName=[[The fs2_open on Linux Guide]]|&lt;br /&gt;
CurrentPage=Acquiring the Code|Acquiring the Code|&lt;br /&gt;
PrevPage=[[Fs2_open on Linux/Installing the Development Libraries|Installing the Development Libraries]]|&lt;br /&gt;
NextPage=[[Fs2_open on Linux/Checkout Script|Checkout Script]]}}&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
{{Note| This step is only for those who want the bleeding-edge source code to compile on their own. You can skip this if you intend to use a provided binary &lt;br /&gt;
executable.}}&lt;br /&gt;
Before you begin, make sure you have write permissions on your current working directory. $HOME/$USER is a pretty safe bet. I recommend that you create a permanent /$HOME/$USER/src directory from which you run the CVS command, this way CVS will only update the files changed the next time you download the source and it's always nice to have things organized. Make sure you have CVS installed on your system. See the [[Fs2_open_on_Linux/Installing CVS|Installing CVS]] chapter on installing CVS.&lt;br /&gt;
&lt;br /&gt;
Now get the source. Run from a terminal:&lt;br /&gt;
 $ cvs -d:pserver:anonymous:anonymous@warpcore.org:/home/fs2source/cvsroot login&lt;br /&gt;
This tells the CVS tool to first use a password file for authentication (pserver), that you are user &amp;quot;anonymous&amp;quot; with the password &amp;quot;anonymous&amp;quot; who wants to access warpcore.org's CVS repository &amp;quot;/home/fs2source/cvsroot&amp;quot; and login.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Next, get the code from the server we just connected to, either from the development branch:&lt;br /&gt;
 $ cvs -z3 -d:pserver:anonymous@warpcore.org:/home/fs2source/cvsroot co fs2_open&lt;br /&gt;
..or from the &amp;quot;stable branch&amp;quot; (currently 3.6.9):&lt;br /&gt;
 $ cvs -z3 -d:pserver:anonymous@warpcore.org:/home/fs2source/cvsroot co -r fs2_open_3_6_9 fs2_open&lt;br /&gt;
{{Note| For just playing the game it is usually best to get the code from the &amp;quot;stable branch&amp;quot;, as it will generally be more.. stable.}}&lt;br /&gt;
Both of the last two commands tell the CVS server that we want to checkout (co) the CVS module &amp;quot;fs2_open&amp;quot;. Either from the default branch (the development branch - HEAD) or from the branch determined by the &amp;quot;-r&amp;quot; option.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Castor</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Fs2_open_on_Linux/Acquiring_the_Game_Data&amp;diff=12686</id>
		<title>Fs2 open on Linux/Acquiring the Game Data</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Fs2_open_on_Linux/Acquiring_the_Game_Data&amp;diff=12686"/>
		<updated>2007-09-23T15:32:58Z</updated>

		<summary type="html">&lt;p&gt;Castor: Added: game data can be copied over from existing Win install&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Page Navigation|&lt;br /&gt;
BookName=[[The fs2_open on Linux Guide]]|&lt;br /&gt;
CurrentPage=Acquiring the Game Data|Acquiring the Game Data|&lt;br /&gt;
PrevPage=[[Fs2_open on Linux/Compile Script|Compile Script]]|&lt;br /&gt;
NextPage=[[Fs2_open on Linux/Extracting data from CD|Extracting data from CD]]}}&lt;br /&gt;
&lt;br /&gt;
This tutorial deals primarily with providing you with an executable, but in order to play the game you also need the game data. FreeSpace 2 game data is available from a number of sources, see this thread: http://www.hard-light.net/forums/index.php/topic,38195.0.html (or use Turey's installer, see above for a link)&lt;br /&gt;
&lt;br /&gt;
Note that if you use the retail CD, you'll need to extract the files and to copy them on your drive, reproducing the same layout as in a working win32 installation (just make sure every file is lowercase). This thread on the SCP forum has some more info on it : http://scp.indiegames.us/forum_viewtopic.php?3.282&lt;br /&gt;
&lt;br /&gt;
There are three ways of doing this,&lt;br /&gt;
* Copy the files over from an existing FS2 Windows install (by mounting the Win partition), or&lt;br /&gt;
* Use [http://www.winehq.org/ Wine] to install the game in the right directory, using the Setup.exe found on the first CD, or,&lt;br /&gt;
* Extract the files manually from the CD.&lt;br /&gt;
&lt;br /&gt;
The third method is detailed below. The wine one is straightforward and you shouldn't need any specific instruction as it behaves like a Windows install, but you'll have to fix permissions and lowercase the filename as well, so keep reading.&lt;/div&gt;</summary>
		<author><name>Castor</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Command-Line_Reference&amp;diff=7043</id>
		<title>Command-Line Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Command-Line_Reference&amp;diff=7043"/>
		<updated>2006-08-02T13:07:20Z</updated>

		<summary type="html">&lt;p&gt;Castor: /* -tga16 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Launcher Flags==&lt;br /&gt;
The following command-line options can be chosen from the launcher.  &lt;br /&gt;
===Graphics===&lt;br /&gt;
====-spec====&lt;br /&gt;
Enables specular mapping.  Only polygons mapped with textures for which a shinemap exists will recieve specular mapping; no attempt is made to generate spec maps where they do not exist.  Specular maps are specified with the base map name plus &amp;quot;-shine&amp;quot; (i.e. TCov3A-shine.pcx).&lt;br /&gt;
====-env====&lt;br /&gt;
Enables environment mapping.  OpenGL only.  Environment mapping intensity will be determined from the intensity of specular maps.&lt;br /&gt;
&lt;br /&gt;
====-glow====&lt;br /&gt;
Enables glowmapping.  Only polygons mapped with textures for which a glowmap exists will be glowmapped.  Glow maps are specified with the base map name plus &amp;quot;-glow&amp;quot; (i.e. TCov4A-glow.pcx)&lt;br /&gt;
&lt;br /&gt;
====-jpgtga====&lt;br /&gt;
Enables the use of TGA and JPG file formats for image files.  If a ship is showing up partially invisible, select this option.&lt;br /&gt;
====-pcx32====&lt;br /&gt;
'''WARNING - HIGH MEMORY USAGE'''&lt;br /&gt;
&lt;br /&gt;
Enables PCX files to be loaded into 32-bit memory.  This will not imporove the rendering of any ships in-game, and is usually more of a burden on performance than is worthwhile.  Use at your own risk.  Removed from launcher options after 3.6.7.&lt;br /&gt;
&lt;br /&gt;
====-cell====&lt;br /&gt;
Enables cell shading.  This will make graphics appear more &amp;quot;cartoonish&amp;quot;.  For use with media in mv_cell.vp.  Not considered a standard enhancement.&lt;br /&gt;
====-mipmap====&lt;br /&gt;
Enables mipmapping.&lt;br /&gt;
&lt;br /&gt;
====-nomotiondebris====&lt;br /&gt;
Disables motion debris.&lt;br /&gt;
====-2d_poof====&lt;br /&gt;
Applies nebula poofs in 2d, effectively preventing them from forming intersections with ships.&lt;br /&gt;
====-noscalevid====&lt;br /&gt;
Disables scaling of video clips.&lt;br /&gt;
====-missile_lighting====&lt;br /&gt;
Applys lighting to missiles.&lt;br /&gt;
====-rlm====&lt;br /&gt;
'''Obsolete Argument'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Enables more accurate lighting model for OpenGL mode.  Always on in current builds, so this command-line option has been removed.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Game Speed===&lt;br /&gt;
====-img2dds====&lt;br /&gt;
Converts all images to DDS (compressed) format.  Decreases memory usage but potentially reduces image quality.&lt;br /&gt;
====-no_vsync====&lt;br /&gt;
Disables vertical sync.&lt;br /&gt;
====-cache_bitmaps====&lt;br /&gt;
Caches bitmaps between missions, which will ideally reduce the load-time from one mission to another.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===HUD===&lt;br /&gt;
====-dualscanlines====&lt;br /&gt;
Adds a second pair of scanning lines to the target window when scanning an object.&lt;br /&gt;
====-targetinfo====&lt;br /&gt;
Displays target info, such as name and class, beside the targeted object.&lt;br /&gt;
====-orbradar====&lt;br /&gt;
Enables 3D radar (the Orb).  3D radar will replace the standard 2D version.&lt;br /&gt;
====-ballistic_gauge====&lt;br /&gt;
Adds an ammo gauge to the HUD when armed with a ballistic weapon.&lt;br /&gt;
====-rearm_timer====&lt;br /&gt;
Displays time remaining until rearm and repair from a support ship is complete.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-smart_shields====&lt;br /&gt;
Enables &amp;quot;smart&amp;quot; shield recharging.  Shield recharge is distributed to the most damaged shield quadrant instead of being distributed equally across the entire shield and be wasted when a quadrant is full.&lt;br /&gt;
====-ship_choice_3d====&lt;br /&gt;
Use ship and weapon models in ship selection and weapon loadout.  Completely disables the standard ANI interface on those screens.&lt;br /&gt;
====-3dwarp====&lt;br /&gt;
Use full geometry for the subspace warp effect.&lt;br /&gt;
====-warp_flash====&lt;br /&gt;
Enable a flash at warp in and warp out.&lt;br /&gt;
====-UseNewAI====&lt;br /&gt;
Tells the game to use new AI routines.  This argument alters mission balance and is not considered a standard feature.&lt;br /&gt;
====-tbp====&lt;br /&gt;
Enable feature set for The Babylon Project&lt;br /&gt;
====-wcsaga====&lt;br /&gt;
Enable feature set for The Wing Commander Saga&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Audio===&lt;br /&gt;
====-snd_preload====&lt;br /&gt;
Preload mission sounds.  Useful in preventing game stuttering when sounds are played for the first time.&lt;br /&gt;
====-nosound====&lt;br /&gt;
Disables all sounds.&lt;br /&gt;
====-nomusic====&lt;br /&gt;
Disables music only.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-standalone====&lt;br /&gt;
Creates a standalone server.&lt;br /&gt;
====-startgame====&lt;br /&gt;
'''''What does this do?'''''&lt;br /&gt;
====-closed====&lt;br /&gt;
'''''What does this do?'''''&lt;br /&gt;
====-restricted====&lt;br /&gt;
'''''What does this do?'''''&lt;br /&gt;
====-multilog====&lt;br /&gt;
'''''What does this do?'''''&lt;br /&gt;
====-clientdamage====&lt;br /&gt;
'''''What does this do?'''''&lt;br /&gt;
====-mpnoreturn====&lt;br /&gt;
Disables return to the flight deck screen after a mission completes.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
====-fixbugs====&lt;br /&gt;
'''Obsolete Argument - Removed in builds after 3.6.7'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.  This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
====-nocrash====&lt;br /&gt;
'''Obsolete Argument - Removed in builds after 3.6.7'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.  This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
====-oldfire====&lt;br /&gt;
'''''What does this do?'''''&lt;br /&gt;
====-nohtl====&lt;br /&gt;
'''WARNING - VERY SLOW'''&lt;br /&gt;
&lt;br /&gt;
Reverts to software rendering mode.  Does this work any more?&lt;br /&gt;
====-no_set_gamma====&lt;br /&gt;
Disables the gamma settings in the options screen.&lt;br /&gt;
====-nomovies====&lt;br /&gt;
Disables all video playback.&lt;br /&gt;
====-noparseerrors====&lt;br /&gt;
Disables some parsing warnings and makes other parse errors non-fatal.  Do not rely on this when creating new tables, the errors are there for a reason.&lt;br /&gt;
====-safeloading====&lt;br /&gt;
Loads missions the old way.  Typically safer, but slower.&lt;br /&gt;
====-query_speech====&lt;br /&gt;
Determines if the current build includes text-to-speech.&lt;br /&gt;
====-d3d_bad_tsys====&lt;br /&gt;
Enable inefficient texture system.&lt;br /&gt;
====-novbo====&lt;br /&gt;
Disables OpenGL VBO.&lt;br /&gt;
====-noibx====&lt;br /&gt;
Disables IBX caching of model geometry data.  This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.&lt;br /&gt;
====-loadallweps====&lt;br /&gt;
Load all weapons, even those not used.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Experimental===&lt;br /&gt;
====-alpha_env====&lt;br /&gt;
Enables alpha environment mapping.  OpenGL only.  Environment mapping intensity will be determined from the alpha channel of specular maps.&lt;br /&gt;
====-decals====&lt;br /&gt;
Enables damage decals.&lt;br /&gt;
====-ingame_join====&lt;br /&gt;
Enables ingame joining in multiplayer.  FIXME: Host option?&lt;br /&gt;
====-tga16====&lt;br /&gt;
'''Obsolete Argument - Removed in builds after 3.6.7'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to converts TGA images to 16-bits in order to reduce memory footprint (at the expense of image quality), superseded by ''-img2dds''.&amp;lt;/font&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Development Tools===&lt;br /&gt;
====-fps====&lt;br /&gt;
Displays current frames per second.&lt;br /&gt;
====-pos====&lt;br /&gt;
Displays current position coordinates of camera.&lt;br /&gt;
====-window====&lt;br /&gt;
Runs the game in a window.  No check to make sure that resolution is no higher than your desktop resolution, so be careful.&lt;br /&gt;
====-timerbar====&lt;br /&gt;
Displays a timing bar across the top of the screen.  Timebar format varies by build.&lt;br /&gt;
====-stats====&lt;br /&gt;
Shows total and free physical memory, virtual memory and system pagefile.&lt;br /&gt;
&lt;br /&gt;
====-coords====&lt;br /&gt;
Shows coordinates of the mouse cursor.&lt;br /&gt;
====-show_mem_usage====&lt;br /&gt;
Shows detailed RAM usage in HUD.&lt;br /&gt;
&lt;br /&gt;
The meaning of the info displayed in the upper right corner is:&lt;br /&gt;
&lt;br /&gt;
'''DYN''' = dynamic memory, basically anything that's been allocated by the vm_* memory functions.  This does NOT indicate total memory usage but does account for most of it.&lt;br /&gt;
&lt;br /&gt;
'''POF''' = model memory, how much memory is being used by models (does not include textures)&lt;br /&gt;
&lt;br /&gt;
'''C-BMP, BMP''' = bmpman memory, how much is used by the textures/images that are loaded.  C-BMP means that you are using -cache_bitmaps and it will try to keep textures in memory between level loads and as the new level is loading it will keep what it needs and unload what it doesn't.  Can greatly increase level loading speed, but does so at the cost of memory between level loads.  This does not increase overall memory usage though, only during the loading screen.  BMP means that it is not cached and all textures are unloaded from memory at the start of level load and all needed textures are then loaded from the disk again.&lt;br /&gt;
&lt;br /&gt;
'''S-RAM''' = sound memory, how much is used by the sounds loaded in memory at the time.  This counts static sounds only (from sounds.tbl, etc.) and not streaming sounds (music, voices, briefing stuff, etc).&lt;br /&gt;
&lt;br /&gt;
'''V-RAM''' = approximate memory usage of video textures.  This is not mean that your card has this much memory and can report higher numbers that your card actually has memory.  For OpenGL it also includes some of the geometry data, but this number does not reflect the total memory that your video card is using.  It only reports how much data the game has purposefully loaded into API memory (meaning it could be in system memory, video card memory, or AGP memory).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''(It only works with debug builds, not with release builds).''&lt;br /&gt;
&lt;br /&gt;
====-pofspew====&lt;br /&gt;
'''''What does this do?'''''&lt;br /&gt;
====-tablecrcs====&lt;br /&gt;
'''''What does this do?'''''&lt;br /&gt;
====-missioncrcs====&lt;br /&gt;
'''''What does this do?'''''&lt;br /&gt;
====-dis_collisions====&lt;br /&gt;
Disables all collisions.&lt;br /&gt;
====-dis_weapons====&lt;br /&gt;
Disables weapons rendering.&lt;br /&gt;
====-output_sexps====&lt;br /&gt;
Outputs SEXPs to sexps.html.&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
Outputs scripting to scripting.html.&lt;br /&gt;
====-nograb====&lt;br /&gt;
Unix only.  Disables focus grabbing in a window.&lt;br /&gt;
==Other==&lt;br /&gt;
The following options are not available as checkboxes in the launcher.  Many require parameters, which follow the flag seperated by a space.  The prototype for use in this case is &amp;quot;-option argument&amp;quot;&lt;br /&gt;
===Graphics===&lt;br /&gt;
====-ambient_factor====&lt;br /&gt;
&lt;br /&gt;
This must be entered into the &amp;quot;Custom flags&amp;quot; field. This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. FS2's standard value is 120. Try 75 for a good and realistic looking value. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_exp====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16, however 11 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_point====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the&lt;br /&gt;
&amp;quot;Custom flags&amp;quot; field. Adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. Default is 1.0, however 0.6 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_static====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however is 0.8 recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_tube====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much Beam Weapons contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however 0.4 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-clipdist====&lt;br /&gt;
Changes the distance from the viewpoint for the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the distance to the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-mod====&lt;br /&gt;
&lt;br /&gt;
Specifies in which folders inside Freespace2 directory, the game looks for all the game data (models, missions, textures, tables, ...). Retail version only looks inside ''Freespace2/data/'' structure and ''Freespace2/vp archives''.&lt;br /&gt;
&lt;br /&gt;
This flag allows installing several different mods that modify retail behaviour, and switching between them without needing to erase files or having undesired cross effects. Each mod should be installed in its own folder.&lt;br /&gt;
&lt;br /&gt;
It takes one argument string: the chain of names of the used directories. Comma (''',''') must be used as separator. In this way, '''-mod dir1,dir2,dir3,...,dirx''' causes the game to use the following directory precedence:&lt;br /&gt;
&lt;br /&gt;
#Freespace2/dir1/&lt;br /&gt;
#Freespace2/dir2/&lt;br /&gt;
#Freespace2/dir3/&lt;br /&gt;
# ... (the rest of the typed directories) ...&lt;br /&gt;
#Freespace2/dirx/&lt;br /&gt;
#Freespace2/&lt;br /&gt;
&lt;br /&gt;
:::Please note. Freespace Open doesn't like spaces in directories (in the full path) so do not install the game within ''Program Files/Freespace2'' or ''Games/Freespace 2'' and, of course, do not use spaces within mod directories (''dir1'' is OK but ''dir 1'' isn't).&lt;br /&gt;
&lt;br /&gt;
This flag can be indirectly set, (and it is normally set), through Launcher MOD tab and mod.ini file. Within this Launcher tab you can select one directory, (let's call it ''moddir''), so the flag is at least set to '''-mod moddir'''. If ''Freespace2/moddir/mod.ini'' exists, (its format must be plain text), it will be read and, inside it, the following section and lines can be used to modify the -mod flag too:&lt;br /&gt;
&lt;br /&gt;
: [multimod] &amp;lt;br&amp;gt; PrimaryList  = Pri1,Pri2,...(the rest of desired directories)...,Prix; &amp;lt;br&amp;gt;SecondaryList = Sec1,Sec2,...(the rest of desired directories)...,Secx;&lt;br /&gt;
&lt;br /&gt;
(Please note the ending semicolon (;) in each list line). With these lines the following flag would be built:&lt;br /&gt;
: '''-mod Pri1,Pri2,...,Prix,moddir,Sec1,Sec2,...,Secx'''&lt;br /&gt;
&lt;br /&gt;
If primary or secondary folders aren't used, their respective line can be erased or it can be typed as ''xxxxxxList = ;''.&lt;br /&gt;
&lt;br /&gt;
::: '''''PLEASE NOTE''': '''Launcher v 5.4''', or later, '''must be used'''. Earlier versions had some bugs that would cause the previous explanation about mod.ini fail.''&lt;br /&gt;
&lt;br /&gt;
::: The most common use of mod.ini and SecondaryList is sharing resources between mods. And the best example is the enhaced media vps from SCP crew. Most of the people install them in a folder called ''mediavps'' inside ''Freespace2''. In this way when running retail FS2 they do not interfere with this original game version that doesn't use this -mod flag feature. When using FS2_Open but without mods, you just need to select ''mediavps'' in Launcher MOD tab to use them. And if you want to enjoy that enhacements while playing any 'real' mod, you just need to put a mod.ini file inside its ''moddir'' with at least a ''SecondaryList = mediavps;'' line.&lt;br /&gt;
&lt;br /&gt;
Inside each directory, data precedence is the following:&lt;br /&gt;
&lt;br /&gt;
#Individual files located in ''Current_dir/data/'' subdir structure.&lt;br /&gt;
#Files located inside vp archives. (These vp archives are 'similar' to zip archives, they just contain other files and folders. Moreover, files have to be stored using the same ''data/'' structure used outside it). &amp;lt;br&amp;gt;Vp archives are read in alphabetical order so aaa.vp files have higher priority than aab.vp files and so on.&lt;br /&gt;
&lt;br /&gt;
The highest priority file overrides the rest of them. In this way, if you have a ''Mission.fs2'' inside ''Freespace2/Pri1/data/missions/'' it doesn't matter how this ''Mission.fs2'' is inside ''Freespace2/Pri1/aaa.vp'', ''Freespace2/Pri1/aab.vp'', ... or ''Freespace2/data/missions/''. This data precedence allows the user to quickly replace old files by corrected or enhaced ones adding them in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
As derived from explanation, the exact names for directories or vp archives are actually irrelevant. It only matters the directory order inside -mod flag argument and the alphabetical order for vp archives inside each used directory.&lt;br /&gt;
&lt;br /&gt;
:'''Additional notes'''&lt;br /&gt;
&lt;br /&gt;
# This flag is also used by FRED. So if there is special mod info, (like backgrounds maps, ship models or whatever), it must be typed, (''Fred2_Open_r.exe -MOD whatever''), or FRED won't be able to use it. No Launcher MOD tab available for this use. &amp;lt;br&amp;gt;  &lt;br /&gt;
# Be careful while typing the directory names in the flag argument or inside mod.ini files. The program doesn't check if the typed directories exist. If they do not exist, they are just ignored. No warnings, no errors, no messages at all.&lt;br /&gt;
&lt;br /&gt;
====-fov====&lt;br /&gt;
Specifies the Field of View for the player eyepoint.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the angle of the viewing cone in radians, from 0 to 2*pi&lt;br /&gt;
&lt;br /&gt;
You can set the cone of view making things look bigger/smaller. The problem with this is that if you choose a small FOV, you will have a squashed look on the edges of your screen - stretched edges with a too high FOV. It is recommended to change the FOV as FS2 normally has some perspective distortion at the screen edges (FOV too high). Set the FOV to something like 0.39 - it will fix the distortion problem, and (as a nice side effect) will make everything look bigger and more realistic scale-wise. The default is 0.75, if you go higher, you'll get the fish-eye effect. Feel free to experiment. This must be entered into the &amp;quot;Custom flags&amp;quot; field&lt;br /&gt;
&lt;br /&gt;
''Because of an active bug, FOV can misalign target boxes, effects, etc. Please check [http://lore.maxgaming.net/~scp/mantis/bug_view_advanced_page.php?bug_id=0000083 Mantis bug 083 status]if you are going to change the default value.''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-gamename====&lt;br /&gt;
Specifies the name of the game to be created by a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the name to be assigned to the game being created.&lt;br /&gt;
====-password====&lt;br /&gt;
Specifies the password for a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the required password for the game being created.&lt;br /&gt;
====-allowabove====&lt;br /&gt;
Specifies a player's minimum rank for joining a game on a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking above which a player must be to enter the game.&lt;br /&gt;
====-allowbelow====&lt;br /&gt;
Specifies a player's maximum rank for joining a game on a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking below which a player must be to enter the game.&lt;br /&gt;
====-port====&lt;br /&gt;
Specifies the port on which to run for a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the port which the game should use to connect.&lt;br /&gt;
====-connect====&lt;br /&gt;
'''''What does this do?'''''&lt;br /&gt;
====-clientdamage====&lt;br /&gt;
'''''What does this do?'''''&lt;br /&gt;
====-timeout====&lt;br /&gt;
'''''What does this do?'''''&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Castor</name></author>
		
	</entry>
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