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	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Sample_Lighting_Settings&amp;diff=39295</id>
		<title>Sample Lighting Settings</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Sample_Lighting_Settings&amp;diff=39295"/>
		<updated>2012-07-29T07:32:17Z</updated>

		<summary type="html">&lt;p&gt;Karajorma: /* Recommended &amp;quot;Baseline&amp;quot; Settings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page documents some sample lighting settings. These must be entered into the optional command line parameters to have any effect. Best results are always achieved using the MediaVPs and with glowmaps, shinemaps, normal maps and environment maps turned on. Please consult the [[Command-Line Reference#Lighting|Command Line Reference]] page for specific notes on these settings.&lt;br /&gt;
&lt;br /&gt;
==FreeSpace Engine Default Settings==&lt;br /&gt;
These are the Engine defaults used when no settings are specified as shown [[Command-Line_Reference#Lighting|here]], for easy reference.&lt;br /&gt;
*-ambient_factor 128&lt;br /&gt;
*-spec_exp 16&lt;br /&gt;
*-spec_point 1.0&lt;br /&gt;
*-spec_static 1.0&lt;br /&gt;
*-spec_tube 1.0&lt;br /&gt;
*-ogl_spec 80&lt;br /&gt;
*-bloom_intensity 75&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Recommended Diaspora Settings==&lt;br /&gt;
These are the recommended light settings for Diaspora. For now, you'll only see them available in Diaspora's version of the launcher.&lt;br /&gt;
* -ambient_factor 90&lt;br /&gt;
* -spec_exp 0.7&lt;br /&gt;
* -spec_point 0.7&lt;br /&gt;
* -spec_static 1.0&lt;br /&gt;
* -spec_tube 1.0&lt;br /&gt;
* -ogl_spec 15&lt;br /&gt;
* -bloom_intensity 20&lt;br /&gt;
&lt;br /&gt;
{{note|Copy and paste this line into your launcher's custom flags box to make it work: -ambient_factor 90 -spec_exp 0.7 -spec_tube 1.0 -spec_point 0.7 -spec_static 1.0 -ogl_spec 15 -bloom_intensity 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Recommended &amp;quot;Baseline&amp;quot; Settings==&lt;br /&gt;
These are the recommended light settings as mentioned [[Command-Line_Reference#Lighting|here]], for easy reference.&lt;br /&gt;
* -ambient_factor 75&lt;br /&gt;
* -spec_exp 11&lt;br /&gt;
* -spec_point 0.6&lt;br /&gt;
* -spec_static 0.8&lt;br /&gt;
* -spec_tube 0.4&lt;br /&gt;
* -ogl_spec 60&lt;br /&gt;
&lt;br /&gt;
{{note|Copy and paste this line into your launcher's custom flags box to make it work: -ambient_factor 75 -spec_exp 11 -spec_point 0.6 -spec_static 0.8 -spec_tube 0.4 -ogl_spec 60}}&lt;br /&gt;
&lt;br /&gt;
==DaBrain's Settings==&lt;br /&gt;
[[Image:Lighting-db1.jpg|thumb|DaBrain's settings feature relatively even lighting with a low specular value.]]&lt;br /&gt;
*-ambient_factor 10&lt;br /&gt;
*-no_emissive_light&lt;br /&gt;
*-spec_exp 7.0&lt;br /&gt;
*-spec_point 8.6&lt;br /&gt;
*-spec_static 12.8&lt;br /&gt;
*-spec_tube 5.0&lt;br /&gt;
&lt;br /&gt;
{{note|Copy and paste this line into your launcher's custom flags box to make it work: -ambient_factor 10 -no_emissive_light -spec_exp 7.0 -spec_point 8.6 -spec_static 12.8 -spec_tube 5.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Herra Tohtori's Settings==&lt;br /&gt;
[[Image:Lighting-herra.jpg|thumb|Herra Tohtori's settings feature high specularity and glossiness.]]&lt;br /&gt;
*-ambient_factor 35&lt;br /&gt;
*-no_emissive_light&lt;br /&gt;
*-spec_exp 15&lt;br /&gt;
*-spec_point 1.2&lt;br /&gt;
*-spec_static 1.5&lt;br /&gt;
*-spec_tube 1.5&lt;br /&gt;
*-ogl_spec 20&lt;br /&gt;
&lt;br /&gt;
{{note|Copy and paste this line into your launcher's custom flags box to make it work: -ambient_factor 35 -no_emissive_light -spec_exp 15 -spec_point 1.2 -spec_static 1.5 -spec_tube 1.5 -ogl_spec 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CKid's Settings==&lt;br /&gt;
[[Image:Lighting-ckid.jpg|thumb|CKid's settings adds emphasis on glowmaps and normal maps.]]&lt;br /&gt;
*-ambient_factor 35&lt;br /&gt;
*-no_emissive_light&lt;br /&gt;
*-spec_exp 16.7&lt;br /&gt;
*-spec_point 0.6&lt;br /&gt;
*-spec_static 0.9&lt;br /&gt;
*-spec_tube 1&lt;br /&gt;
&lt;br /&gt;
{{note|Copy and paste this line into your launcher's custom flags box to make it work: -ambient_factor 35  -no_emissive_light -spec_exp 16.7 -spec_point 0.6 -spec_static 0.9 -spec_tube 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ColeCampbell666's Settings==&lt;br /&gt;
[[Image:Lighting-cc666.jpg|thumb|ColeCampbell666's settings result in a very dark environment with most of the lighting coming from weapons fire.]]&lt;br /&gt;
*-ambient_factor 0&lt;br /&gt;
*-no_emissive_light&lt;br /&gt;
*-spec_exp 11&lt;br /&gt;
*-spec_point .6&lt;br /&gt;
*-spec_static .8&lt;br /&gt;
*-spec_tube .4&lt;br /&gt;
*-ogl_spec 80&lt;br /&gt;
&lt;br /&gt;
{{note|Copy and paste this line into your launcher's custom flags box to make it work: -ambient_factor 0 -no_emissive_light -spec_exp 11 -spec_point .6 -spec_static .8 -spec_tube .4 -ogl_spec 80}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Castor's Settings==&lt;br /&gt;
[[Image:Lighting-castor.jpg|thumb|''&amp;quot;The thing with 'darker' settings is that the lower you go, the more dependent it will be on the quality/settings of the particular display you are viewing it on.&amp;quot;'' -- Castor]]&lt;br /&gt;
*-ambient_factor 75&lt;br /&gt;
*-spec_exp 7.0&lt;br /&gt;
*-spec_point 8.6&lt;br /&gt;
*-spec_static 3.0&lt;br /&gt;
*-spec_tube 5.0&lt;br /&gt;
&lt;br /&gt;
{{note|Copy and paste this line into your launcher's custom flags box to make it work: -ambient_factor 75 -spec_exp 7.0 -spec_point 8.6 -spec_static 3.0 -spec_tube 5.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spidey's Settings==&lt;br /&gt;
[[Image:Lighting-spidey.jpg|thumb|Spidey's settings nicely balance emphasis on diffuse, specular, and normal maps.]]&lt;br /&gt;
*-ambient_factor 5&lt;br /&gt;
*-spec_exp 15&lt;br /&gt;
*-spec_point 1.2&lt;br /&gt;
*-spec_static 1.7&lt;br /&gt;
*-spec_tube 1.5&lt;br /&gt;
*-ogl_spec 50&lt;br /&gt;
&lt;br /&gt;
{{note|Copy and paste this line into your launcher's custom flags box to make it work: -ambient_factor 5 -spec_exp 15 -spec_point 1.2 -spec_static 1.7 -spec_tube 1.5 -ogl_spec 50}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Woolie Wool's Settings==&lt;br /&gt;
[[Image:Lighting-woolie.png|thumb|Woolie Wool's settings use a very focused specular lighting to emphasize the normal maps and model contours, and a high ambient light setting to make lighting more dependent on the mission settings.]]&lt;br /&gt;
*-ambient_factor 105&lt;br /&gt;
*-no_emissive_light&lt;br /&gt;
*-spec_exp 9&lt;br /&gt;
*-spec_point 0.3&lt;br /&gt;
*-spec_static 0.8&lt;br /&gt;
*-spec_tube 0.7&lt;br /&gt;
*-ogl_spec 120&lt;br /&gt;
&lt;br /&gt;
{{note|Copy and paste this line into your launcher's custom flags box to make it work: -ambient_factor 105 -no_emissive_light -spec_exp 9 -spec_point 0.3 -spec_static 0.8 -spec_tube 0.7 -ogl_spec 120}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Karajorma</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Variables&amp;diff=20148</id>
		<title>Variables</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Variables&amp;diff=20148"/>
		<updated>2009-01-10T10:50:02Z</updated>

		<summary type="html">&lt;p&gt;Karajorma: /* Three Types of Variables */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Variables''', implemented in retail FS2, can be a powerful FRED tool. [[FREDder]]s use variables for the same two reasons that programmers do. One, they allow you to easily store pieces of information for later use, which can be modified and used to do cool things. Two, they let you avoid hard-coded or &amp;quot;magic&amp;quot; numbers for arguments that you use several times in your mission's events.&lt;br /&gt;
&lt;br /&gt;
Using variables is simple. You can use variables in place of any SEXP argument where you would normally use a string or number. Right-click on  the argument in the Events list and look at the three options at the bottom of the menu, '''Add Variable''', '''Modify Variable''', and '''Insert Variable'''. Click '''Add Variable''' to create a new variable. '''Modify Variable''' allows you to change a variable that you've already created. '''Insert Variable''' replaces the currently selected SEXP argument with the variable of your choice.&lt;br /&gt;
&lt;br /&gt;
== Three Types of Variables ==&lt;br /&gt;
&lt;br /&gt;
There are three types of variables.&lt;br /&gt;
&lt;br /&gt;
'''Player-persistent:''' This type of persistent variable is stored in the pilot file. Further, they are stored immediately when they are created/changed from within a mission. This means that any change is going to be there regardless of the later outcome of the mission. Player-persistent variables can be accessed and changed from any campaign played with the same pilot.&lt;br /&gt;
&lt;br /&gt;
'''Campaign-persistent:''' These persistent variables are stored in the campaign file, and are only stored when a campaign progresses to a new mission. So if the player is killed or quits during a mission, and changes made to a campaign-persistent variable are not stored.&lt;br /&gt;
&lt;br /&gt;
'''Network variables''' are only relevant in a multiplayer game. Non-network variables are only ever altered on the server. This means that they can not be used in messages or scripting because all the client machines will only ever have the default value. If you need to have the value of a variable display in a message you will need to mark it as a network variable. ''&lt;br /&gt;
&lt;br /&gt;
== Variables and Messages ==&lt;br /&gt;
&lt;br /&gt;
Variables can also be used in messages. To do this, use the variable's name preceded by the '$' token (for example &amp;quot;$killcount&amp;quot;), and in-game this will be replaced with the value of the variable. It works for both numeric and string variables.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
&lt;br /&gt;
*[http://homepage.ntlworld.com/karajorma/FAQ/fredretail.html#variables Karajorma's FreeSpace FAQ on variables]&lt;br /&gt;
* Fred Zone examples for variables [http://fredzone.hard-light.net/cetanu_adv-fred-lessons.shtml] [http://fredzone.hard-light.net/cetanu_adv-fred-lessons-2.shtml] &lt;br /&gt;
&lt;br /&gt;
[[Category:FRED]]&lt;/div&gt;</summary>
		<author><name>Karajorma</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Talk:Battle_of_Endor_Syndrome&amp;diff=16501</id>
		<title>Talk:Battle of Endor Syndrome</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Talk:Battle_of_Endor_Syndrome&amp;diff=16501"/>
		<updated>2008-06-20T22:30:41Z</updated>

		<summary type="html">&lt;p&gt;Karajorma: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Scheme&amp;quot; isn't really an appropriate wording for this subject - Black Wolf&lt;br /&gt;
&lt;br /&gt;
What about &amp;quot;Disease&amp;quot;? Figuratively, I mean - TopAce&lt;br /&gt;
&lt;br /&gt;
It's traditionally been called &amp;quot;Battle of Endor Syndrome&amp;quot; AFAIK. - Black Wolf&lt;br /&gt;
&lt;br /&gt;
I did not want to use that title, I wanted a new one. - TopAce&lt;br /&gt;
&lt;br /&gt;
Why?  - Black Wolf&lt;br /&gt;
&lt;br /&gt;
Only to differenciate the two articles. - TopAce&lt;br /&gt;
&lt;br /&gt;
Article moved. - TopAce&lt;br /&gt;
&lt;br /&gt;
I question the validity of this article in this day and age; most of the anti-BOE resources cite FS1 limitations. I can cite several campaigns that have had well-executed Endor-esque situations off the top of my head. If the mission fell apart it was for other reasons. I'll agree it's not for the novice FREDder, but unless and until you can properly execute a large mission, you haven't really earned your spurs.-ngtm1r&lt;br /&gt;
&lt;br /&gt;
In my opinion, the modern-day objections about BOE missions can be boiled down to two points:&lt;br /&gt;
*The complexity of a BOE mission requires a very skilled FREDder to pull off effectively&lt;br /&gt;
*Because of scale, it is difficult or impossible for the player to affect the outcome of a BOE mission in any way, something that is usually desirable from a gameplay standpoint&lt;br /&gt;
I think these points adequately justify the continuing prejudice against these kinds of missions.  This, of course, does not imply that it cannot be done, only that it is very difficult.  I can cite the penultimate mission of Inferno as an excellent example of a BOE mission done right, IMHO. --[[User:Goober5000|Goober5000]]00:43, 1 January 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
Altered the article, and considering further alterations, considering that we're basically agreed upon that A: such missions are possible and B: it isn't technical limitations holding the game back from them anymore. --[[User:ngtm1r|ngtm1r]] 10:21, 2 October 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
Whether you consider it possible or not there have been many, many user-made campaigns featuring decent BoEs. The main reason for prejudice against them is that someone who didn't know how to use FRED tried to make one, then wrote a VolitionWatch article a long time ago about it. 'Bout time, nghtm1r, and thank you. [[User:Mustang19|Mustang19]] 13:39, 2 October 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
As the person who wrote the Volition Watch article and had 2 missions on the Game of the Year edition, I disagree and removed the uninformed slur.  Back at the creation of FS1, there were significant technical constraints and Volition programmers put limits into place to restrain their mission editors.  The initial FRED discussion list (FDL) was concerned with how poorly designed missions were impacting user reaction to FreeSpace, and making the community difficult to gain respectability among all the trash missions that were released.  That's why I worked with Peter Drake on explaining the initial FRED docs and pioneered a community peer-review system.  While technology has advanced even in FreeSpace 2, such missions are not just difficult to appropriately test and balance (as those at Volition Watch who worked on Inferno were well aware).  A well-crafted battle and story relies on specific set pieces, rather than just letting the AI simulation cover up the lack of design.  It's not prejudice, it's a recognition of good design. - Zarathud 6/13/08 10:00 CT&lt;br /&gt;
&lt;br /&gt;
Beg differ. It is ''extremely'' difficult for what you say to take place. A mission where it does will have bigger problems then this; indeed, a campaign where it does will have problems even in non-Endorish missions. As observed before as well, a well-crafted battle relies on suspension of disbelief just to get there; capitals moving and attacking in groups helps establish this. And more to the point, you are speaking from an FS1 sensablity in regards to not only mission design and technology, but also storytelling. In FreeSpace 1 it was much more acceptable for such things to occur. The Shivans were overpowering the PVE and GTA. You fought without support, without reinforcements, because all available assets were commited already. Things were stretched beyond the breaking point. As for the Shivans, they didn't need more than one or perhaps two capitals to wreak all the havoc they wanted. FreeSpace 1's missions are also designed to reflect a degree of desperation; a fight for absolute survival.&lt;br /&gt;
&lt;br /&gt;
These things aren't true in FreeSpace 2 for the most part, and that fact made the game's sins as mentioned in the article much more grevious. It placed opposing sides on much more equal footings, where both sides had more than single capital ships available to commit and could have made good use of those extra ships. Also, though things certainly got desperate, they never deterioriated to the point they did in FS1; there was always a plan, and it was always feasible. These points also hold true for the vast majority of user-made campaigns and missions as well.&lt;br /&gt;
&lt;br /&gt;
It is a prejudice. It is a prejudice against the recognition that letting the AI work for you can ''be'' good design (Clash of the Titans, the first one, called). It is a prejudice that conveniently forgets missions like Evangelist and the one that followed it, or Clash of the Titans, all the way back in FreeSpace 1. It is a prejudice against expanding the scope of your story so that it is clear Alpha 1 is not the sole savior of the universe and the Terran and Vasudan races, but part of a team; it could not have been done without him/her, but they could not have done it alone...or even that perhaps it could have been done without them, but at greater cost. It is a prejudice, in short, from telling a different story or telling the same story differently. And that in the end will be far more deadly to the community then bad design. To be blunt, Transcend's missions particularly as originally released were, from quite a few standpoints, not all that great in design. But Transcend is regarded as a must-play campaign, and it did truly transcend the boundaries of what most of us thought were the kind of stories that could be told through the medium of FreeSpace.&lt;br /&gt;
&lt;br /&gt;
Someone saying you are &amp;quot;inexperienced&amp;quot; is hardly a slur, particularly as since compared to now, or even a year ago from this date, when that article was written FREDding was in its infancy. However because you seem to have taken personal offense, I did add a comment to this effect...though I would point out taking personal offense at that is frankly a sign that you shouldn't be editing this stuff because it is supposed to be unemotional. And as a statement of fact, as I already said, it's almost undoubtedly true.&lt;br /&gt;
&lt;br /&gt;
Reverted.- [[User:Ngtm1r|Ngtm1r]] 01:44, 14 June 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
Battle of Endor syndrome has always referred to the tendency (mainly amongst novice FREDders) to make missions so large that they either crash the machine they are on or (usually due to the inexperience of the FREDder) are boring/unplayable. It does not refer to any mission which has a lot of ships in it. That is a big misuse of the term. Zarathud made it pretty clear in his original article what he was referring to. If you actually look at the missions that were being released at that time you'll see that the quality of the BoE missions was very low. The article served it's purpose of warning people of the dangers of trying to recreate Star Wars by simply sticking a few ships and events into a mission and hoping for the best. &lt;br /&gt;
&lt;br /&gt;
Secondly, claiming that Zarathud was &amp;quot;inexperienced&amp;quot; is basically the same as saying STFU N00b rather than actually addressing his argument. That sort of thing has no place in a discussion (It's an ad hominem) let alone set in stone in a wiki article. Furthermore it's foolish to claim that the article was written that way simply because Zarathud was inexperienced because if I were to write an article on the subject I doubt it would be very different. I assume no one is dumb enough to try to claim I'm an inexperienced FREDder. :p &lt;br /&gt;
&lt;br /&gt;
Furthermore FS2_Open has made it harder to make a good BoE mission in many ways. You can't get away with blaming flaws in your mission on things the engine won't let you do half as often because the engine allows you to do more. The bar is higher these days. So bad newbie missions that suffer from BoE look even worse. &lt;br /&gt;
&lt;br /&gt;
BoE Syndrome is not a prejudice. It's nothing more than &amp;quot;No AWOL debrief syndrome&amp;quot; or any other syndrome you could make up from a common newbie mistake. - Karajorma 18/06/08&lt;br /&gt;
&lt;br /&gt;
I think that the article is pretty balanced as it is. It warns of the difficulties of making these missions yet doesn't reject the BoE concept entirely, as the original version did.&lt;br /&gt;
&lt;br /&gt;
The point is that Zarathud warned people ''not to make a BoE under any circumstances'', inexperienced or not. That's why this article has been changed from its original form. As for the personal drama, all of the ad homimem seems to be going on in this talk page, not the article. So I don't see a need for any changes to the article, if that's what either of you are suggesting. [[User:Mustang19|Mustang19]] 14:56, 20 June 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
Yes he did warn them not to make BoE missions. However he also defined exactly what a Battle of Endor mission was. The missions you've picked as examples of good BoE missions have little resemblance to the one he gave. Instead of realising what the article is actually on about you've chosen to ignore that definition, assign your own strawman definition and then label him a n00b for believing it. As for ad hominem you haven't refuted Zarathud's article, you've simply said &amp;quot;Don't listen to him, he didn't know better when he said it.&amp;quot; That is by definition an ad hominem since even if he was inexperienced that doesn't make a jot of difference as to whether he is right or not. &lt;br /&gt;
&lt;br /&gt;
And he is right. As I said earlier I pretty much agree with every single thing he said in that article now (for retail) and most of it still applies to SCP. So either remove the flame on an active HLP member and argue on merit or I'll write my own article and dare you to say that I'm saying it cause I'm inexperienced as a FREDder. :p [[User:Karajorma|Karajorma]]&lt;/div&gt;</summary>
		<author><name>Karajorma</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Talk:Battle_of_Endor_Syndrome&amp;diff=16482</id>
		<title>Talk:Battle of Endor Syndrome</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Talk:Battle_of_Endor_Syndrome&amp;diff=16482"/>
		<updated>2008-06-18T23:18:36Z</updated>

		<summary type="html">&lt;p&gt;Karajorma: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Scheme&amp;quot; isn't really an appropriate wording for this subject - Black Wolf&lt;br /&gt;
&lt;br /&gt;
What about &amp;quot;Disease&amp;quot;? Figuratively, I mean - TopAce&lt;br /&gt;
&lt;br /&gt;
It's traditionally been called &amp;quot;Battle of Endor Syndrome&amp;quot; AFAIK. - Black Wolf&lt;br /&gt;
&lt;br /&gt;
I did not want to use that title, I wanted a new one. - TopAce&lt;br /&gt;
&lt;br /&gt;
Why?  - Black Wolf&lt;br /&gt;
&lt;br /&gt;
Only to differenciate the two articles. - TopAce&lt;br /&gt;
&lt;br /&gt;
Article moved. - TopAce&lt;br /&gt;
&lt;br /&gt;
I question the validity of this article in this day and age; most of the anti-BOE resources cite FS1 limitations. I can cite several campaigns that have had well-executed Endor-esque situations off the top of my head. If the mission fell apart it was for other reasons. I'll agree it's not for the novice FREDder, but unless and until you can properly execute a large mission, you haven't really earned your spurs.-ngtm1r&lt;br /&gt;
&lt;br /&gt;
In my opinion, the modern-day objections about BOE missions can be boiled down to two points:&lt;br /&gt;
*The complexity of a BOE mission requires a very skilled FREDder to pull off effectively&lt;br /&gt;
*Because of scale, it is difficult or impossible for the player to affect the outcome of a BOE mission in any way, something that is usually desirable from a gameplay standpoint&lt;br /&gt;
I think these points adequately justify the continuing prejudice against these kinds of missions.  This, of course, does not imply that it cannot be done, only that it is very difficult.  I can cite the penultimate mission of Inferno as an excellent example of a BOE mission done right, IMHO. --[[User:Goober5000|Goober5000]]00:43, 1 January 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
Altered the article, and considering further alterations, considering that we're basically agreed upon that A: such missions are possible and B: it isn't technical limitations holding the game back from them anymore. --[[User:ngtm1r|ngtm1r]] 10:21, 2 October 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
Whether you consider it possible or not there have been many, many user-made campaigns featuring decent BoEs. The main reason for prejudice against them is that someone who didn't know how to use FRED tried to make one, then wrote a VolitionWatch article a long time ago about it. 'Bout time, nghtm1r, and thank you. [[User:Mustang19|Mustang19]] 13:39, 2 October 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
As the person who wrote the Volition Watch article and had 2 missions on the Game of the Year edition, I disagree and removed the uninformed slur.  Back at the creation of FS1, there were significant technical constraints and Volition programmers put limits into place to restrain their mission editors.  The initial FRED discussion list (FDL) was concerned with how poorly designed missions were impacting user reaction to FreeSpace, and making the community difficult to gain respectability among all the trash missions that were released.  That's why I worked with Peter Drake on explaining the initial FRED docs and pioneered a community peer-review system.  While technology has advanced even in FreeSpace 2, such missions are not just difficult to appropriately test and balance (as those at Volition Watch who worked on Inferno were well aware).  A well-crafted battle and story relies on specific set pieces, rather than just letting the AI simulation cover up the lack of design.  It's not prejudice, it's a recognition of good design. - Zarathud 6/13/08 10:00 CT&lt;br /&gt;
&lt;br /&gt;
Beg differ. It is ''extremely'' difficult for what you say to take place. A mission where it does will have bigger problems then this; indeed, a campaign where it does will have problems even in non-Endorish missions. As observed before as well, a well-crafted battle relies on suspension of disbelief just to get there; capitals moving and attacking in groups helps establish this. And more to the point, you are speaking from an FS1 sensablity in regards to not only mission design and technology, but also storytelling. In FreeSpace 1 it was much more acceptable for such things to occur. The Shivans were overpowering the PVE and GTA. You fought without support, without reinforcements, because all available assets were commited already. Things were stretched beyond the breaking point. As for the Shivans, they didn't need more than one or perhaps two capitals to wreak all the havoc they wanted. FreeSpace 1's missions are also designed to reflect a degree of desperation; a fight for absolute survival.&lt;br /&gt;
&lt;br /&gt;
These things aren't true in FreeSpace 2 for the most part, and that fact made the game's sins as mentioned in the article much more grevious. It placed opposing sides on much more equal footings, where both sides had more than single capital ships available to commit and could have made good use of those extra ships. Also, though things certainly got desperate, they never deterioriated to the point they did in FS1; there was always a plan, and it was always feasible. These points also hold true for the vast majority of user-made campaigns and missions as well.&lt;br /&gt;
&lt;br /&gt;
It is a prejudice. It is a prejudice against the recognition that letting the AI work for you can ''be'' good design (Clash of the Titans, the first one, called). It is a prejudice that conveniently forgets missions like Evangelist and the one that followed it, or Clash of the Titans, all the way back in FreeSpace 1. It is a prejudice against expanding the scope of your story so that it is clear Alpha 1 is not the sole savior of the universe and the Terran and Vasudan races, but part of a team; it could not have been done without him/her, but they could not have done it alone...or even that perhaps it could have been done without them, but at greater cost. It is a prejudice, in short, from telling a different story or telling the same story differently. And that in the end will be far more deadly to the community then bad design. To be blunt, Transcend's missions particularly as originally released were, from quite a few standpoints, not all that great in design. But Transcend is regarded as a must-play campaign, and it did truly transcend the boundaries of what most of us thought were the kind of stories that could be told through the medium of FreeSpace.&lt;br /&gt;
&lt;br /&gt;
Someone saying you are &amp;quot;inexperienced&amp;quot; is hardly a slur, particularly as since compared to now, or even a year ago from this date, when that article was written FREDding was in its infancy. However because you seem to have taken personal offense, I did add a comment to this effect...though I would point out taking personal offense at that is frankly a sign that you shouldn't be editing this stuff because it is supposed to be unemotional. And as a statement of fact, as I already said, it's almost undoubtedly true.&lt;br /&gt;
&lt;br /&gt;
Reverted.- [[User:Ngtm1r|Ngtm1r]] 01:44, 14 June 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
Battle of Endor syndrome has always referred to the tendency (mainly amongst novice FREDders) to make missions so large that they either crash the machine they are on or (usually due to the inexperience of the FREDder) are boring/unplayable. It does not refer to any mission which has a lot of ships in it. That is a big misuse of the term. Zarathud made it pretty clear in his original article what he was referring to. If you actually look at the missions that were being released at that time you'll see that the quality of the BoE missions was very low. The article served it's purpose of warning people of the dangers of trying to recreate Star Wars by simply sticking a few ships and events into a mission and hoping for the best. &lt;br /&gt;
&lt;br /&gt;
Secondly, claiming that Zarathud was &amp;quot;inexperienced&amp;quot; is basically the same as saying STFU N00b rather than actually addressing his argument. That sort of thing has no place in a discussion (It's an ad hominem) let alone set in stone in a wiki article. Furthermore it's foolish to claim that the article was written that way simply because Zarathud was inexperienced because if I were to write an article on the subject I doubt it would be very different. I assume no one is dumb enough to try to claim I'm an inexperienced FREDder. :p &lt;br /&gt;
&lt;br /&gt;
Furthermore FS2_Open has made it harder to make a good BoE mission in many ways. You can't get away with blaming flaws in your mission on things the engine won't let you do half as often because the engine allows you to do more. The bar is higher these days. So bad newbie missions that suffer from BoE look even worse. &lt;br /&gt;
&lt;br /&gt;
BoE Syndrome is not a prejudice. It's nothing more than &amp;quot;No AWOL debrief syndrome&amp;quot; or any other syndrome you could make up from a common newbie mistake. - Karajorma 18/06/08&lt;/div&gt;</summary>
		<author><name>Karajorma</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Command-Line_Reference&amp;diff=11713</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=11713"/>
		<updated>2007-09-02T10:02:54Z</updated>

		<summary type="html">&lt;p&gt;Karajorma: /* Multiplayer */&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.  Environment mapping intensity will be determined from the intensity of specular maps.  At the time of this writing (build 3.6.9 RC7), environment mapping only works when the video mode is OpenGL. [[Installing_fs2_open#Video setup|See Video setup.]]&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;
Made default after 3.6.9&lt;br /&gt;
&lt;br /&gt;
====-pcx32====&lt;br /&gt;
{{Warning|This will not improve 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 post version 3.6.7.}}&lt;br /&gt;
Enables PCX files to be loaded into 32-bit memory.&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;
{{Note| This option is not present in builds after [http://tinyurl.com/2yndle 2005/09/30] and is now always on.}}&lt;br /&gt;
Enables more accurate lighting model for OpenGL mode.&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;
It does the following changes to the normal FS2 engine behaviour:&lt;br /&gt;
* It removes -class name in the briefing ship render window, (the window that appears when ship icons are clicked).&lt;br /&gt;
* It removes enemy names ingame for wings of ships.&lt;br /&gt;
* Enemies can scream when dying. (Without the flag only friendlies scream).&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;
Once you launch and choose a pilot within the game, you will immediately have begun to host a game.  This can be used in conjunction with several options to customize the game you create: -closed, -restricted, -password, -gamename, -allowabove, and -allowbelow.  -startgame has no effect when -standalone is used.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-restricted|-restricted]]  [[Command-Line_Reference#-password|-password]]  [[Command-Line_Reference#-gamename|-gamename]]  [[Command-Line_Reference#-allowabove|-allowabove]]  [[Command-Line_Reference#-allowbelow|-allowbelow]]&lt;br /&gt;
&lt;br /&gt;
====-closed====&lt;br /&gt;
Hosts a new game in a closed state, where no one can join until the in-game &amp;quot;Close&amp;quot; button is cleared.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -restricted or -password.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-restricted|-restricted]]  [[Command-Line_Reference#-password|-password]]&lt;br /&gt;
&lt;br /&gt;
====-restricted====&lt;br /&gt;
Hosts a new game in a restricted state.  The host is presented with option to accept or deny each client's request to join the game.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -closed or -password.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-password|-password]]&lt;br /&gt;
&lt;br /&gt;
====-multilog====&lt;br /&gt;
Creates a log file with a summary of packets sent and received in multiplayer games.  The file is saved as \data\multi.log within the active mod folder - or with main data folder if no mod is active.&lt;br /&gt;
&lt;br /&gt;
====-clientdamage====&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
&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;
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/3eynan 2007/03/22]).}}&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.&lt;br /&gt;
&lt;br /&gt;
====-nocrash====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/3eynan 2007/03/22]).}}&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.&lt;br /&gt;
&lt;br /&gt;
====-oldfire====&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====-nohtl====&lt;br /&gt;
{{Warning| Enabling this will significantly reduce performance.}}&lt;br /&gt;
Reverts to software rendering mode.&lt;br /&gt;
&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;
(Decals have been disabled in builds after May 4, 2006)&lt;br /&gt;
&lt;br /&gt;
====-ingame_join====&lt;br /&gt;
Enables ingame joining in multiplayer.  FIXME: Host option?&lt;br /&gt;
====-tga16====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/yr8tub 2006/04/05]).}}&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 [[Command-Line_Reference#-closed|-img2dds]].&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 does 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;
Reads all objects in the pof file of the selected mod, and creates an ibx cache file for each object in the data/cache folder for that mod.&lt;br /&gt;
Details for each object are output to a pofspew.txt file created in the data folder.&lt;br /&gt;
Otherwise ibx files are created in game before each mission.&lt;br /&gt;
&lt;br /&gt;
====-tablecrcs====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
&lt;br /&gt;
====-missioncrcs====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
&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;
====-no_emissive_light====&lt;br /&gt;
By default, all ships in FS2 have a light generated on their own, it is more or less similar to a minimal amount of -ambient_factor. This feature was implemented to help the player seeing the ships over a black background. This flag disables this feature. Use it with a low -ambient_factor value to obtain an ultra realistic dark looking.&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;
====-no_emissive_light====&lt;br /&gt;
'''''OpenGL Only'''''. Disables global emissive light. Shadows are darker. Objects are harder to see.&lt;br /&gt;
&lt;br /&gt;
====-ogl_spec====&lt;br /&gt;
'''''OpenGL Only'''''. Takes a numerical argument. This value changes the basic shininess of the specular light in OpenGL.  A lower value reduces the overall intensity of the light making it broader and less powerful.  A higher value makes it more focued and brighter.  The default value is 80, and the usable range is 0 to 128 (clamped). The original default value was 60, but it was raised to behave more D3D like.&lt;br /&gt;
&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] &lt;br /&gt;
 PrimaryList  = Pri1,Pri2,...(the rest of desired directories)...,Prix; &lt;br /&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;
Nested directories can be also used. As example imagine that you have all your mods inside a main folder called ''MyMods'' and that shared resources like Media VPs are also in another folder called ''Resources''. In this way you could have:&lt;br /&gt;
&lt;br /&gt;
*/Freespace2/MyMods/ModWhatever1/&lt;br /&gt;
*/Freespace2/MyMods/ModWhatever2/&lt;br /&gt;
*...&lt;br /&gt;
*/Freespace2/MyMods/ModWhateverx/&lt;br /&gt;
*/Freespace2/Resources/mediavps/&lt;br /&gt;
&lt;br /&gt;
Then imagine that you want to use ''ModWhatever1'' with ''mediavps'' enhacement. Your mod flag should be set to '''-mod MyMods/ModWhatever1,Resources/mediavps'''. Like always, you could type this flag as a custom flag or you could select ''MyMods/ModWhatever1'' in Launcher MOD Tab and in its mod.ini file type:&lt;br /&gt;
&lt;br /&gt;
 [multimod] &lt;br /&gt;
 SecondaryList = Resources/mediavps;&lt;br /&gt;
&lt;br /&gt;
Please note that your path structure will use \ instead of / in a Windows environment.&lt;br /&gt;
&lt;br /&gt;
'''Data precedence'''&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. See [[FS2_Data_Structure|FS2 Data Structure topic]] for deeper info about the different folders and contents this structure has.&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;
&lt;br /&gt;
'''Additional notes'''&lt;br /&gt;
&lt;br /&gt;
# In systems running Windows use '''\''' instead of '''/''' as directory separator.&lt;br /&gt;
# As derived from the 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;
# 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 is available for this use.&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;
&lt;br /&gt;
:'''VERY IMPORTANT INFO ABOUT PRIORITY AND TEXTURE FORMATS'''&lt;br /&gt;
&lt;br /&gt;
:FS2_Open can use several file formats in textures: PCX, DDS, JPG and TGA (the last two need the flag [[Command-Line_Reference#-jpgtga|-jpgtga]]). '''Always update every texture keeping its format'''. For example if you update the old ''TextureOfMyFighter.tga'', do not save it as ''TextureOfMyFighter.dds'' in a higher priority place, because there is a chance of the game loading the old one despite of all.&lt;br /&gt;
&lt;br /&gt;
:The reason to do this is that, at least in FS2_Open v3.6.9. and previous versions, loading process (including priorities) is applied firstly for a kind of textures (TGAs), then for another kind (JPGs), and so on. The exact order of this global texture type priority may change in the future but nevertheless there is always going to be a fixed loading order between them. This behaviour can lead to situation where your new, updated and higher priority placed texture is not read because the format of the older one. (An example of this situation can be found in [http://scp.indiegames.us/mantis/view.php?id=1123 this false Mantised Bug 1123]).&lt;br /&gt;
&lt;br /&gt;
:The reason of this behaviour relays in the way the game looks for files. Without this way of coding, the number of file searches would hugely increase, so mission loading times would be much higher.&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. Even with the default value, (no flag), there are small distortions.''&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 the host.  This only works when used in conjunction with -startgame.  &lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the name to be assigned to the game being created.&lt;br /&gt;
&lt;br /&gt;
This argument does nothing when used with -standalone.  To set the name for a standalone server, see [[Multiplayer(Main)#Standalone Servers|Standalone Servers]].&lt;br /&gt;
&lt;br /&gt;
See related:&amp;amp;nbsp;&amp;amp;nbsp; [[Command-Line_Reference#-startgame|-startgame]]&amp;amp;nbsp;&amp;amp;nbsp; [[Multiplayer(Main)#Standalone Servers|Standalone Servers]]&lt;br /&gt;
&lt;br /&gt;
====-password====&lt;br /&gt;
Specifies the password for a stand-alone server.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -closed or -restricted.&lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the required password for the game being created.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-restricted|-restricted]]&lt;br /&gt;
&lt;br /&gt;
====-allowabove====&lt;br /&gt;
Specifies a player's minimum rank for joining a game.  This only works when used in conjunction with -startgame.&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;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-allowbelow====&lt;br /&gt;
Specifies a player's maximum rank for joining a game on a stand-alone server.  This only works when used in conjunction with -startgame.&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;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-port====&lt;br /&gt;
Specifies the port on which to host a game or serve a stand-alone game.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the port on which the host will listen for clients.&lt;br /&gt;
&lt;br /&gt;
====-connect====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
&lt;br /&gt;
====-timeout====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
&lt;br /&gt;
====-cap_object_update====&lt;br /&gt;
Caps the maximum object update the server will respond to regardless of what the client has set. If the client is set to request high object updates but the server is capped to low then that's all the client will get. &lt;br /&gt;
&lt;br /&gt;
Takes one argument integer (0 to 3) which corresponds to the object update cap (With 0 being low and 3 being LAN).&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Karajorma</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Ai.tbl&amp;diff=8575</id>
		<title>Ai.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Ai.tbl&amp;diff=8575"/>
		<updated>2007-01-13T08:47:25Z</updated>

		<summary type="html">&lt;p&gt;Karajorma: /* Patience */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*The AI.tbl file defines the AI classed used in the game. This table is used to define each AI class with four abilities for each of the five difficulty levels.&lt;br /&gt;
&lt;br /&gt;
==Ability==&lt;br /&gt;
*Higher number means better ability&lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
*How accurately ship uses its weapons&lt;br /&gt;
&lt;br /&gt;
===Evasion===&lt;br /&gt;
*How good the ship is at evading&lt;br /&gt;
&lt;br /&gt;
===Courage===&lt;br /&gt;
*How likely the ship is to chance danger to accomplish goals&lt;br /&gt;
&lt;br /&gt;
===Patience===&lt;br /&gt;
*How willing the ship is to wait for an advantage before pursuing goals (Never actually implemented - It does nothing)&lt;br /&gt;
&lt;br /&gt;
==Table Entry==&lt;br /&gt;
'''$Name:'''&lt;br /&gt;
*Defines a name for the AI class that can be used with ships.tbl and also with FRED&lt;br /&gt;
*Syntax: ''Name''&lt;br /&gt;
'''$accuracy:'''&lt;br /&gt;
*Value from 0.0 to 1.0&lt;br /&gt;
*Syntax: ''Value, Value, Value, Value, Value''&lt;br /&gt;
**Very Easy, Easy, Moderate, Hard, Very Hard difficulty levels respectively&lt;br /&gt;
'''$evasion:''', '''$courage:''' and '''$patience:'''&lt;br /&gt;
*Value from 0 to 100&lt;br /&gt;
*Syntax: ''Value, Value, Value, Value, Value''&lt;br /&gt;
**Very Easy, Easy, Moderate, Hard, Very Hard difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
   #AI Classes&lt;br /&gt;
   $Name:         Captain&lt;br /&gt;
   $accuracy:     0.5      0.55     0.6      0.65     0.7&lt;br /&gt;
   $evasion:      10,      20,      30,      40,      50&lt;br /&gt;
   $courage:      10,      20,      30,      40,      50&lt;br /&gt;
   $patience:     10,      20,      30,      40,      50&lt;br /&gt;
   #End&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Karajorma</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Ai.tbl&amp;diff=8574</id>
		<title>Ai.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Ai.tbl&amp;diff=8574"/>
		<updated>2007-01-13T08:46:29Z</updated>

		<summary type="html">&lt;p&gt;Karajorma: /* Patience */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*The AI.tbl file defines the AI classed used in the game. This table is used to define each AI class with four abilities for each of the five difficulty levels.&lt;br /&gt;
&lt;br /&gt;
==Ability==&lt;br /&gt;
*Higher number means better ability&lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
*How accurately ship uses its weapons&lt;br /&gt;
&lt;br /&gt;
===Evasion===&lt;br /&gt;
*How good the ship is at evading&lt;br /&gt;
&lt;br /&gt;
===Courage===&lt;br /&gt;
*How likely the ship is to chance danger to accomplish goals&lt;br /&gt;
&lt;br /&gt;
===Patience===&lt;br /&gt;
*How willing the ship is to wait for an advantage before pursuing goals (Never actually implimented - It does nothing)&lt;br /&gt;
&lt;br /&gt;
==Table Entry==&lt;br /&gt;
'''$Name:'''&lt;br /&gt;
*Defines a name for the AI class that can be used with ships.tbl and also with FRED&lt;br /&gt;
*Syntax: ''Name''&lt;br /&gt;
'''$accuracy:'''&lt;br /&gt;
*Value from 0.0 to 1.0&lt;br /&gt;
*Syntax: ''Value, Value, Value, Value, Value''&lt;br /&gt;
**Very Easy, Easy, Moderate, Hard, Very Hard difficulty levels respectively&lt;br /&gt;
'''$evasion:''', '''$courage:''' and '''$patience:'''&lt;br /&gt;
*Value from 0 to 100&lt;br /&gt;
*Syntax: ''Value, Value, Value, Value, Value''&lt;br /&gt;
**Very Easy, Easy, Moderate, Hard, Very Hard difficulty levels respectively&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
   #AI Classes&lt;br /&gt;
   $Name:         Captain&lt;br /&gt;
   $accuracy:     0.5      0.55     0.6      0.65     0.7&lt;br /&gt;
   $evasion:      10,      20,      30,      40,      50&lt;br /&gt;
   $courage:      10,      20,      30,      40,      50&lt;br /&gt;
   $patience:     10,      20,      30,      40,      50&lt;br /&gt;
   #End&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Karajorma</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Template:Recent_FRED_Additions&amp;diff=6025</id>
		<title>Template:Recent FRED Additions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Template:Recent_FRED_Additions&amp;diff=6025"/>
		<updated>2006-06-02T10:54:23Z</updated>

		<summary type="html">&lt;p&gt;Karajorma: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=0 align=center cellpadding=4 cellspacing=0 width=70% style=&amp;quot;margin: 0 0 1em 1em; background: #404040; border-collapse: collapse; font-size: 95%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #613030; 70%; font-size: 125%;&amp;quot; width=&amp;quot;100px&amp;quot; |&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #613030; 70%; font-size: 125%;&amp;quot;|'''Most Recent FRED Additions'''&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #613030; 70%; font-size: 75%;&amp;quot; align=&amp;quot;right&amp;quot; width=&amp;quot;100px&amp;quot; | [http://www.hard-light.net/wiki/index.php?title=Template:Recent_FRED_Additions&amp;amp;action=edit Edit]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#100505;&amp;quot; colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
&amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;''SEXPs:''&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;!-- Place new SEXP additions in the list below --&amp;gt;&lt;br /&gt;
* [[disable-builtin-messages]]&lt;br /&gt;
* [[enable-builtin-messages]]&lt;br /&gt;
* [[num-assists]]&lt;br /&gt;
*[[lock-primary-weapon]]&lt;br /&gt;
*[[unlock-primary-weapon]]&lt;br /&gt;
*[[lock-secondary-weapon]]&lt;br /&gt;
*[[unlock-secondary-weapon]]&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;''Features:''&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;!-- Place new Feature additions in the list below --&amp;gt;&lt;br /&gt;
* [[Improved Team Loadout]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Karajorma</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Improved_Team_Loadout&amp;diff=6024</id>
		<title>Improved Team Loadout</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Improved_Team_Loadout&amp;diff=6024"/>
		<updated>2006-06-02T10:50:05Z</updated>

		<summary type="html">&lt;p&gt;Karajorma: /* Setting Up The Next Mission */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Team Loadout has been improved to allow the use of variables as well as numbers to determine how many ships will be available. The heart of the new system is the updated Team Loadout panel of course. &lt;br /&gt;
&lt;br /&gt;
http://www.hard-light.net/images/wiki/TeamLoadoutEditor.jpg&lt;br /&gt;
&lt;br /&gt;
The most important addition is the Set Amount from Variable. The list presented to the player shows all the available number SEXP variables. In the example shown the NumberOfHercIIs variable has been set to 5 but since this is a [[Persistent Variables|persistent variable]] any previous mission could set this to another number. &lt;br /&gt;
&lt;br /&gt;
The From Variable list gives you access to another powerful feature. Not only can the number of ships available be set from a variable. The class of the ship itself can also be set from a string variable. That means you can determine the loadout of one mission in the one preceeding it. &lt;br /&gt;
&lt;br /&gt;
The Team Loadout Editor only affects the number of ships that will be available in game but it won't touch the ships that have been specified in the mission file by default. If you set up Alpha wing to consist of 4 GTF Ares that's what you will get by default. If however you go to the Ship Editor and select the Set Class Dynamically the ship class will be set based on what is left in the Loadout. &lt;br /&gt;
&lt;br /&gt;
http://www.hard-light.net/images/wiki/SetClassDynamically.jpg&lt;br /&gt;
&lt;br /&gt;
For every ship that has the Set Class Dynamically box ticked the game does the following : -  &lt;br /&gt;
&lt;br /&gt;
# Check if the ship specified in the mission file was set to be available in the loadout and if there are any left. If so the number left is decreased by one. &lt;br /&gt;
# Check if the ship fits one one of the Alt Ship Classes (more on these later). If so the ship is changed to that class. &lt;br /&gt;
# Loop through the loadout in the order they appear in Ship.tbl and set it to first class that it can find any ships available for.&lt;br /&gt;
# If all the above has been unsuccessful the game sticks with what was supplied in the mission file. &lt;br /&gt;
&lt;br /&gt;
Note that the game does this for '''every''' ship that has been told to Set Class Dynamically not just Alpha, Beta and Gamma wings. It is quite possible to use this feature to set the class of any ship in the mission (Although using it with anything other than ship classes that the player can fly is pointless)&lt;br /&gt;
&lt;br /&gt;
http://www.hard-light.net/images/wiki/AltShipClassEditor.jpg&lt;br /&gt;
&lt;br /&gt;
The Alternate Ship Classes Editor gives the mission designer a way to fine tune which ships will be selected by the game. Alt Class Type 1 acts as a suggestion. The game will try to set the ship class to that if there are any ships of that class remaining. Alt Class Type 2 however is more of an order. If one of these is given that will be the ship class that the ship ends up with if it couldn't find a match earlier on. Note that Alt Classes are completely optional.&lt;br /&gt;
&lt;br /&gt;
Here's a run down of what will happen for the ship that the Alt Ship Class Editor pictured above belongs to.&lt;br /&gt;
&lt;br /&gt;
# Check the class in the mission file has any remaining ships.  &lt;br /&gt;
# Check the first type one alt class (if any). In this case it's a Herc Mark II. &lt;br /&gt;
# Check 2nd and 3rd type one alt classes. In this case that's an Erinyes and whatever the AltClass01 String Variable holds&lt;br /&gt;
# If the above steps have failed the game then notices that the GTF Hercules has been specified as the Type 2 Alt Classs. The ship will be a Herc. Had no Type 2 been specified the game would then start looping through the entire loadout as described above. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Setting Up The Next Mission==&lt;br /&gt;
&lt;br /&gt;
When it comes to setting up the team loadout variables you have several options. You can roll your own events to set up everything but this could get tedious. Work on constructing SEXPs to alter the the loadout depending on ships which departed or were destroyed are on their way. Till then the deal-with-ship-loadout will automatically sort out the loadout variables for any destroyed ship that had set the Team Loadout Store Status box clicked for it. Don't release anything using this SEXP though since it is subject to change or removal.&lt;br /&gt;
[[Category:FRED]]&lt;/div&gt;</summary>
		<author><name>Karajorma</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Template:Recent_FRED_Additions&amp;diff=6023</id>
		<title>Template:Recent FRED Additions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Template:Recent_FRED_Additions&amp;diff=6023"/>
		<updated>2006-06-02T10:49:00Z</updated>

		<summary type="html">&lt;p&gt;Karajorma: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=0 align=center cellpadding=4 cellspacing=0 width=70% style=&amp;quot;margin: 0 0 1em 1em; background: #404040; border-collapse: collapse; font-size: 95%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #613030; 70%; font-size: 125%;&amp;quot; width=&amp;quot;100px&amp;quot; |&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #613030; 70%; font-size: 125%;&amp;quot;|'''Most Recent FRED Additions'''&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #613030; 70%; font-size: 75%;&amp;quot; align=&amp;quot;right&amp;quot; width=&amp;quot;100px&amp;quot; | [http://www.hard-light.net/wiki/index.php?title=Template:Recent_FRED_Additions&amp;amp;action=edit Edit]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#100505;&amp;quot; colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
&amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;''SEXPs:''&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;!-- Place new SEXP additions in the list below --&amp;gt;&lt;br /&gt;
* [[disable-builtin-messages]]&lt;br /&gt;
* [[enable-builtin-messages]]&lt;br /&gt;
* [[num-assists]]&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;''Features:''&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;!-- Place new Feature additions in the list below --&amp;gt;&lt;br /&gt;
* [[Improved Team Loadout]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Karajorma</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Portal:FRED&amp;diff=6021</id>
		<title>Portal:FRED</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Portal:FRED&amp;diff=6021"/>
		<updated>2006-06-02T10:42:53Z</updated>

		<summary type="html">&lt;p&gt;Karajorma: &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: #404040; border-collapse: collapse; font-size: 95%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #613030; 70%;&amp;quot;|'''The FRED Portal'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=0 align=right cellpadding=4 cellspacing=1 width=200 style=&amp;quot;margin: 0 0 1em 1em; background: #404040; border-collapse: collapse; font-size: 95%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #613030; 70%;&amp;quot;|'''''Learning FRED'''''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #404040; 70%;&amp;quot;|[[5 Easy steps towards your FREDucation|5 Easy Steps]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #404040; 70%;&amp;quot;|[[:Category:FRED Tips|FRED Hints and Tips]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #404040; 70%;&amp;quot;|[[:Category:FRED Mistakes|Common FRED Mistakes]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #404040; 70%;&amp;quot;|[[:Category:FRED Examples|FRED Examples]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #613030; 70%;&amp;quot;|'''''SEXPs'''''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #404040; 70%;&amp;quot;|[[Retail SEXP Reference|Retail SEXPs]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #404040; 70%;&amp;quot;|[[SCP SEXP Reference|SCP SEXPs]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #613030; 70%;&amp;quot;|'''''New FRED Features'''''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #404040; 70%;&amp;quot;|[[Skybox|Skybox]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #404040; 70%;&amp;quot;|[[Texture Replacement|Texture Replacement]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #404040; 70%;&amp;quot;|[[FRED Command Line Reference|Command Line Options]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #404040; 70%;&amp;quot;|[[Persistent Variables|Persistent Variables]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #404040; 70%;&amp;quot;|[[Improved Team Loadout|Improved Team Loadout]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #404040; 70%;&amp;quot;|[[Minor FRED Features|List of Minor Features]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #613030; 70%;&amp;quot;|'''''Mission Designer's Reference'''''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #404040; 70%;&amp;quot;|[[Nebula background|Nebula Backgrounds]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #404040; 70%;&amp;quot;|[[Friendly wing names|Friendly Wing Names]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #404040; 70%;&amp;quot;|[[Enemy wing names|Enemy Wing Names]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #404040; 70%;&amp;quot;|[[Freespace 2 Ship Database|FS2 Ship Database]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #404040; 70%;&amp;quot;|[[Stars and Planets|Stars and Planets]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #613030; 70%;&amp;quot;|'''''FRED Troubleshooting'''''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #404040; 70%;&amp;quot;|[[Known FRED Problems|Known Problems]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #404040; 70%;&amp;quot;|[[Common FRED Issues|Common Issues FAQ]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Welcome to the FRED portal. Here you will find tips, guides, reference material and other information regarding the Freespace Editor as well as mission design in general. This page is not yet completed, but feel free to help fill in any articles and categories you think are missing.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{Recent FRED Additions}}&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[The FRED Academy]]&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
*[[Portal:Modding|The Freespace Modding Portal]]&lt;br /&gt;
*[[User-made Campaigns]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://www.woodentoyandgift.com/GTD/fred/ Online FRED Walkthrough]&lt;br /&gt;
*[http://www.hard-light.net/forums/index.php/topic,34852.0.html Download latest FRED builds]&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:FRED]]&lt;/div&gt;</summary>
		<author><name>Karajorma</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Improved_Team_Loadout&amp;diff=5994</id>
		<title>Improved Team Loadout</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Improved_Team_Loadout&amp;diff=5994"/>
		<updated>2006-05-29T21:24:39Z</updated>

		<summary type="html">&lt;p&gt;Karajorma: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Team Loadout has been improved to allow the use of variables as well as numbers to determine how many ships will be available. The heart of the new system is the updated Team Loadout panel of course. &lt;br /&gt;
&lt;br /&gt;
http://www.hard-light.net/images/wiki/TeamLoadoutEditor.jpg&lt;br /&gt;
&lt;br /&gt;
The most important addition is the Set Amount from Variable. The list presented to the player shows all the available number SEXP variables. In the example shown the NumberOfHercIIs variable has been set to 5 but since this is a [[Persistent Variables|persistent variable]] any previous mission could set this to another number. &lt;br /&gt;
&lt;br /&gt;
The From Variable list gives you access to another powerful feature. Not only can the number of ships available be set from a variable. The class of the ship itself can also be set from a string variable. That means you can determine the loadout of one mission in the one preceeding it. &lt;br /&gt;
&lt;br /&gt;
The Team Loadout Editor only affects the number of ships that will be available in game but it won't touch the ships that have been specified in the mission file by default. If you set up Alpha wing to consist of 4 GTF Ares that's what you will get by default. If however you go to the Ship Editor and select the Set Class Dynamically the ship class will be set based on what is left in the Loadout. &lt;br /&gt;
&lt;br /&gt;
http://www.hard-light.net/images/wiki/SetClassDynamically.jpg&lt;br /&gt;
&lt;br /&gt;
For every ship that has the Set Class Dynamically box ticked the game does the following : -  &lt;br /&gt;
&lt;br /&gt;
# Check if the ship specified in the mission file was set to be available in the loadout and if there are any left. If so the number left is decreased by one. &lt;br /&gt;
# Check if the ship fits one one of the Alt Ship Classes (more on these later). If so the ship is changed to that class. &lt;br /&gt;
# Loop through the loadout in the order they appear in Ship.tbl and set it to first class that it can find any ships available for.&lt;br /&gt;
# If all the above has been unsuccessful the game sticks with what was supplied in the mission file. &lt;br /&gt;
&lt;br /&gt;
Note that the game does this for '''every''' ship that has been told to Set Class Dynamically not just Alpha, Beta and Gamma wings. It is quite possible to use this feature to set the class of any ship in the mission (Although using it with anything other than ship classes that the player can fly is pointless)&lt;br /&gt;
&lt;br /&gt;
http://www.hard-light.net/images/wiki/AltShipClassEditor.jpg&lt;br /&gt;
&lt;br /&gt;
The Alternate Ship Classes Editor gives the mission designer a way to fine tune which ships will be selected by the game. Alt Class Type 1 acts as a suggestion. The game will try to set the ship class to that if there are any ships of that class remaining. Alt Class Type 2 however is more of an order. If one of these is given that will be the ship class that the ship ends up with if it couldn't find a match earlier on. Note that Alt Classes are completely optional.&lt;br /&gt;
&lt;br /&gt;
Here's a run down of what will happen for the ship that the Alt Ship Class Editor pictured above belongs to.&lt;br /&gt;
&lt;br /&gt;
# Check the class in the mission file has any remaining ships.  &lt;br /&gt;
# Check the first type one alt class (if any). In this case it's a Herc Mark II. &lt;br /&gt;
# Check 2nd and 3rd type one alt classes. In this case that's an Erinyes and whatever the AltClass01 String Variable holds&lt;br /&gt;
# If the above steps have failed the game then notices that the GTF Hercules has been specified as the Type 2 Alt Classs. The ship will be a Herc. Had no Type 2 been specified the game would then start looping through the entire loadout as described above. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Setting Up The Next Mission==&lt;br /&gt;
&lt;br /&gt;
When it comes to setting up the team loadout variables you have several options. You can roll your own events to set up everything but this could get tedious. Work on constructing SEXPs to alter the the loadout depending on ships which departed or were destroyed are on their way. Till then the deal-with-ship-loadout will automatically sort out the loadout variables for any destroyed ship that had set the Team Loadout Store Status box clicked for it.&lt;/div&gt;</summary>
		<author><name>Karajorma</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Portal:FRED&amp;diff=4937</id>
		<title>Portal:FRED</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Portal:FRED&amp;diff=4937"/>
		<updated>2006-04-29T14:43:39Z</updated>

		<summary type="html">&lt;p&gt;Karajorma: &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: #404040; border: 1px &lt;br /&gt;
#CC0500 solid; border-collapse: collapse; font-size: 95%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #613030; 70%;&amp;quot;|'''The FRED Portal'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=0 align=right cellpadding=4 cellspacing=1 width=200 style=&amp;quot;margin: 0 0 1em 1em; background: #404040; border: 1px &lt;br /&gt;
&lt;br /&gt;
#CC0500 solid; border-collapse: collapse; font-size: 95%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #613030; 70%;&amp;quot;|'''''Learning FRED'''''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #404040; 70%;&amp;quot;|[[5 Easy steps towards your FREDucation|5 Easy Steps]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #404040; 70%;&amp;quot;|[[:Category:FRED Tips|FRED Hints and Tips]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #404040; 70%;&amp;quot;|[[:Category:FRED Mistakes|Common FRED Mistakes]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #404040; 70%;&amp;quot;|[[:Category:FRED Examples|FRED Examples]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #613030; 70%;&amp;quot;|'''''SEXPs'''''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #404040; 70%;&amp;quot;|[[Retail SEXP Reference|Retail SEXPs]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #404040; 70%;&amp;quot;|[[SCP SEXP Reference|SCP SEXPs]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #613030; 70%;&amp;quot;|'''''New FRED Features'''''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #404040; 70%;&amp;quot;|[[Skybox|Skybox]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #404040; 70%;&amp;quot;|[[Texture Replacement|Texture Replacement]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #404040; 70%;&amp;quot;|[[FRED Command Line Reference|Command Line Options]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #404040; 70%;&amp;quot;|[[Persistant Variables|Persistant Variables]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #404040; 70%;&amp;quot;|[[Improved Team Loadout|Improved Team Loadout]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #404040; 70%;&amp;quot;|[[Minor FRED Features|List of Minor Features]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #613030; 70%;&amp;quot;|'''''Mission Designer's Reference'''''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #404040; 70%;&amp;quot;|[[Nebula background|Nebula Backgrounds]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #404040; 70%;&amp;quot;|[[Friendly wing names|Friendly Wing Names]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #404040; 70%;&amp;quot;|[[Enemy wing names|Enemy Wing Names]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #404040; 70%;&amp;quot;|[[Freespace 2 Ship Database|FS2 Ship Database]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #404040; 70%;&amp;quot;|[[Stars and Planets|Stars and Planets]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #613030; 70%;&amp;quot;|'''''FRED Troubleshooting'''''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #404040; 70%;&amp;quot;|[[Known FRED Problems|Known Problems]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #404040; 70%;&amp;quot;|[[Common FRED Issues|Common Issues FAQ]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Welcome to the FRED portal. Here you will find tips, guides, reference material and other information regarding the Freespace Editor as well as mission design in general. This page is not yet completed, but feel free to help fill in any articles and categories you think are missing.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{Recent FRED Additions}}&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[The FRED Academy]]&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
*[[Portal:Modding|The Freespace Modding Portal]]&lt;br /&gt;
*[[User-made Campaigns]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://www.woodentoyandgift.com/GTD/fred/ Online FRED Walkthrough]&lt;br /&gt;
*[http://www.hard-light.net/forums/index.php/topic,34852.0.html Download latest FRED builds]&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:FRED]]&lt;/div&gt;</summary>
		<author><name>Karajorma</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Installing_FreeSpace_2&amp;diff=1958</id>
		<title>Installing FreeSpace 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Installing_FreeSpace_2&amp;diff=1958"/>
		<updated>2006-01-28T19:09:29Z</updated>

		<summary type="html">&lt;p&gt;Karajorma: /* How do I install FS2? I have the I have the retail CDs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==How do I install FS2? I have the I have the retail CDs==&lt;br /&gt;
			&lt;br /&gt;
The FS2 installer is pretty easy to use so I'm only going to point out a few pitfalls that could cause you problems later rather than guide you through the whole install. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul type=&amp;quot;disc&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Do not install to &amp;lt;i&amp;gt;C:\Program Files&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; - Don't use any path with a space or a hyphen in it. This may cause you minor problems when using FS2_Open later. &amp;lt;i&amp;gt;C:\Games&amp;lt;/i&amp;gt; is fine for instance.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;B&amp;gt;Do not untick the High Resolution Artwork&amp;lt;/B&amp;gt; - Unless you want to doom yourself to playing in 640x480 (Even in FS2_Open you may have problems with higher resolutions). &amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;If you skip the other options, you may copy them from the CD later.&amp;lt;/li&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
&amp;lt;P&amp;gt;Congratulations you now have a (hopefully) working copy of FS2. Even if you intend to install FS2_Open next you should run the game once. First to check if there are any problems and second cause you'll have to start the game once before you can patch it to 1.2 (which you should do regardless of whether or not you'll be using FS2_Open). Playing long enough to see the tutorial start should be long enough to detect most problems. Since you can skip the training sims if you have to restart you may wish to play the first one through anyway. You can then quit and run the updater in the FS2 launcher.&lt;/div&gt;</summary>
		<author><name>Karajorma</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Installing_FreeSpace_2&amp;diff=1910</id>
		<title>Installing FreeSpace 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Installing_FreeSpace_2&amp;diff=1910"/>
		<updated>2006-01-28T19:06:22Z</updated>

		<summary type="html">&lt;p&gt;Karajorma: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==How do I install FS2? I have the I have the retail CDs==&lt;br /&gt;
			&lt;br /&gt;
The FS2 installer is pretty easy to use so I'm only going to point out a few pitfalls that could cause you problems later rather than guide you through the whole install. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul type=&amp;quot;disc&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Do not install to &amp;lt;i&amp;gt;C:\Program Files&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; - Don't use any path with a space or a hyphen in it. This may cause you minor problems when using FS2_Open later. &amp;lt;i&amp;gt;C:\Games&amp;lt;/i&amp;gt; is fine for instance.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&amp;lt;B&amp;gt;Do not untick the High Resolution Artwork&amp;lt;/B&amp;gt; - Unless you want to doom yourself to playing in 640x480 (Even in FS2_Open you may have problems with higher resolutions). &amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;If you skip the other options, you may copy them from the CD later.&amp;lt;/li&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
&amp;lt;P&amp;gt;Congratulations you now have a (hopefully) working copy of FS2. Even if you intend to install FS2_Open next you should run the game once. First to check if there are any problems and second cause you'll have to start the game once before you can patch it to 1.2 (which you should do before trying to install FS2_Open). Playing long enough to see the tutorial start should be long enough to detect most problems. Since you can skip the training sims if you have to restart you may wish to play the first one through anyway. It will give you an appreciation of the advances in FS2_Open if you do see the original in action. You can then quit and run the updater in the FS2 launcher.&lt;/div&gt;</summary>
		<author><name>Karajorma</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Installing_fs2_open&amp;diff=2045</id>
		<title>Installing fs2 open</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Installing_fs2_open&amp;diff=2045"/>
		<updated>2006-01-16T23:43:36Z</updated>

		<summary type="html">&lt;p&gt;Karajorma: /* Official Releases */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide assumes you already have a working copy of Freespace 2 installed. If not, see [[Installing Freespace 2]]. Also, this build assumes you do not use an installer. If you do, skip down to the part where it talks about configuring fs2_open.&lt;br /&gt;
&lt;br /&gt;
== Step One: Understanding what you need ==&lt;br /&gt;
&lt;br /&gt;
There are three main components that you need to get the most out of fs2_open.&lt;br /&gt;
&lt;br /&gt;
First, the Launcher. This lets you configure the fs2_open executable for your particular system, in much the same way the original Freespace 2 launcher is used to configure it.&lt;br /&gt;
&lt;br /&gt;
Next, the fs2_open build. This is the core game engine, a single executable file.&lt;br /&gt;
&lt;br /&gt;
Finally, the MediaVPs. These contain all sorts of graphical improvements and are highly recommended. Version numbers of mediaVPs generally agree with the fs2_open build that they're supposed to be used with.&lt;br /&gt;
&lt;br /&gt;
== Step Two: Getting the Launcher ==&lt;br /&gt;
&lt;br /&gt;
Unless you are using an extremely old build, you will want to get Launcher 5.3. Otherwise, go with Launcher 4. To install either,  extract it to your main Freespace 2 folder. (You can have both on your computer at the same time, although it's not recommended)&lt;br /&gt;
&lt;br /&gt;
[http://scp.indiegames.us/download.php?view.133 Launcher 5.3 download page]&lt;br /&gt;
&lt;br /&gt;
== Step Three: Choosing a build ==&lt;br /&gt;
There are two main types of fs2_open builds, at the time of this writing. A &amp;quot;build&amp;quot; is any executable built from source code. Any build may also be a debug build. (Debug builds usually have names that end with &amp;quot;_d&amp;quot; or &amp;quot;_dbg&amp;quot; or somesuch) If you don't know why you'd want to use a debug build, you're almost certainly better off not using one.&lt;br /&gt;
&lt;br /&gt;
All builds should be extracted to your main Freespace 2 folder.&lt;br /&gt;
&lt;br /&gt;
=== Official Releases ===&lt;br /&gt;
The first type is the &amp;quot;stable&amp;quot; release build. Depending on the version, there may be some minor bugs that made it into the final release. (In 3.6, you can't warp out in Very Easy difficulty; in 3.6.5, OGG music, and thus the MediaVP package mv_music, will cause a crash to desktop, 3.6.7 has issues with dual core processors). However, they are more consistently stable than &amp;quot;recent builds&amp;quot;, as they represent a group effort to get a stable build out, by all coders on the [[FSSCP]].&lt;br /&gt;
&lt;br /&gt;
Additionally, some official release builds are available with installers. It's a good idea to get the most recent official release, even if you end up deciding to get a recent build anyway.&lt;br /&gt;
&lt;br /&gt;
[http://scp.indiegames.us/download.php?list.8 Official release download page]&lt;br /&gt;
&lt;br /&gt;
=== Recent Builds ===&lt;br /&gt;
Recent Builds are ones that individual coders release. These may be more stable than Official Releases, in some cases. Most of the time they're released to either test or showcase some particular new feature. If you're curious about how reliable a build is, your best bet is to check the original thread it was posted in and see what people's responses were.&lt;br /&gt;
&lt;br /&gt;
[http://scp.indiegames.us/download.php?list.7 Recent builds download page]&lt;br /&gt;
&lt;br /&gt;
== Step Four: Choosing your MediaVPs ==&lt;br /&gt;
&lt;br /&gt;
There are a variety of different [[MediaVP]]s available for download. No matter what system you have, it should be able to support mv_core with no degradation in performance. This will enable a few interface improvements that require extra art.&lt;br /&gt;
&lt;br /&gt;
mv_music should only be used with builds from April 2005 or after. mv_models should not be used on systems that do not support HT&amp;amp;L (video cards such as the TNT2 and below do not support HT&amp;amp;L). mv_adveffects should only be used if you have an extremely high-end system. (In the neighborhood of an X800 or 6800, and with a P4 or AMD64 processor.) The rest of the MediaVPs can be installed as your computer allows. (You may want to download them one at a time after you have configured fs2_open so you can get an idea of how much they will slow fs2_open down)&lt;br /&gt;
&lt;br /&gt;
There are two ways to set up the media VPs. The quick and dirty method is to simply dump them in your main Freespace 2 folder. This will allow FS2_open to work but will prevent you from playing the standard retail version or from playing games on FS2NetD (The FS2 online service) without getting a &amp;quot;hacked tables&amp;quot; error message. The second way preserves both of these and requires minimal extra time to set up. (See step six for further details)&lt;br /&gt;
&lt;br /&gt;
[http://scp.indiegames.us/download.php?list.2 MediaVP download page]&lt;br /&gt;
&lt;br /&gt;
== Step Five: Configuring Everything ==&lt;br /&gt;
&lt;br /&gt;
=== Basic setup ===&lt;br /&gt;
&lt;br /&gt;
At this point, you have one final stage remaining before fs2_open is ready to go. Open up the Launcher. (It should be in your main Freespace 2 folder). Select the EXE you'd like to use by clicking the &amp;quot;Browse...&amp;quot; button at the top of the Launcher.&lt;br /&gt;
&lt;br /&gt;
Next, ensure that the &amp;quot;Audio/Joystick&amp;quot; and &amp;quot;Network&amp;quot; tabs have the proper settings. (If you have trouble with your joystick not working properly in fs2_open, you may try the &amp;quot;Force 0&amp;quot; or &amp;quot;Force 1&amp;quot; options, which will force fs2_open to use the first or second joysticks, respectively.&lt;br /&gt;
&lt;br /&gt;
=== Speech setup ===&lt;br /&gt;
&lt;br /&gt;
If you are using Windows XP, or have the Speech API installed, fs2_open will be able to read briefings, techroom descriptions, and even ingame messages to you using computer-generated voices. Although no match for real voice acting, it is convenient when valid plot points are mentioned in the middle of combat. Speech in the various locations can be turned on and off by checking and unchecking the check boxes; you can choose which of the installed voices to use in fs2_open by changing the drop-down menu. As of this writing, fs2_open will only use the voice you choose for everything.&lt;br /&gt;
&lt;br /&gt;
=== Video setup ===&lt;br /&gt;
&lt;br /&gt;
On the &amp;quot;Video&amp;quot; tab, you can choose which API to use (OpenGL or Direct3D), what resolution to run in, and whether to use anti-aliasing (Multisampling) or not. Note that if you're using an ATI card, with Catalyst drivers above 4.3, shinemaps will not work in Direct3D. However, environment mapping will not work in OpenGL.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Allow non standard modes&amp;quot; will let you choose resoltuions other than 1024x768 and 640x480. There may be some small graphics alignment errors, but these are generally small and virtually unnoticeable.&lt;br /&gt;
&lt;br /&gt;
=== Features setup ===&lt;br /&gt;
&lt;br /&gt;
This tab is where most of fs2_open's options can be toggled on and off. At the top is a readout of your current command line; you should include this in any debugging reports you make.&lt;br /&gt;
&lt;br /&gt;
The next box, with the buttons &amp;quot;Select mod&amp;quot; and &amp;quot;No mod&amp;quot; allow you to choose a mod directory to use; files in the mod directory will be given precedence over other files, so you can easily switch between mods by installing them to different directories.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Custom flags&amp;quot; allows you to add any command line flags that don't show up in the Launcher. This may be because they require additional arguments, as is the case with the &amp;quot;-fov&amp;quot; command line argument. For more information, see the [[Command Line Flags]] page.&lt;br /&gt;
&lt;br /&gt;
Finally, the two boxes below this let you toggle the various new features in fs2_open, many of which are graphical improvements. Recommended options for midrange systems are &amp;quot;Enable specular&amp;quot;, &amp;quot;Enable glowmaps&amp;quot;, &amp;quot;Enable jpg,tga textures&amp;quot;, &amp;quot;Enable more realistic lighting&amp;quot;, and &amp;quot;Load only used weapons&amp;quot;. (You may have to choose a different section in the drop-down box to get to some of these days). There are many, many more options, but these should get you started.&lt;br /&gt;
&lt;br /&gt;
[http://www.hard-light.net/wiki/index.php/Command-Line_Reference Command line Flags]&lt;br /&gt;
&lt;br /&gt;
== Step Six: (Optional) Preserving Freespace 2 ==&lt;br /&gt;
&lt;br /&gt;
At this point, if you try to start the original Freespace 2 executables, they'll likely crash at some point or other. To prevent this, do the following:&lt;br /&gt;
&lt;br /&gt;
=== Move the mediaVPs to a mod dir ===&lt;br /&gt;
You can take advantage of the SCP's -mod feature and move the mediaVPs to a folder inside your main Freespace 2 folder; this folder can be named anything you like, such as &amp;quot;scp&amp;quot; or &amp;quot;mediaVPs&amp;quot;. However, whenever you run Freespace 2, you must remember to  select that folder as the current mod. If you want to play another mod, you must make use of the SCP's multiple mod feature.&lt;br /&gt;
&lt;br /&gt;
=== Save any existing pilot files ===&lt;br /&gt;
Fs2_open upgraded the pilot files to allow for better mod handling in version 3.6.5. To prevent double entries from showing up, a new, upgraded version of the pilot file is created, and then the old one is deleted. To save your progress, copy all *.plr, *.csg, and *.css files that start with your pilot name. Then, rename the copies so that they're in the form of &amp;lt;your name&amp;gt;_scp. For example, my player file would be called &amp;quot;WMCoolmon_scp.plr&amp;quot;. Then, only use the &amp;quot;_scp&amp;quot; versions when running fs2_open.&lt;br /&gt;
&lt;br /&gt;
It's recommended you back up the originals as well, in case you accidentally click on the non-SCP version while in the SCP. (It should warn you that it's going to destructively convert them, however.)&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Karajorma</name></author>
		
	</entry>
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