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		<id>https://wiki.hard-light.net/index.php?title=Manually_Installing_FreeSpace_2_Open&amp;diff=45998</id>
		<title>Manually Installing FreeSpace 2 Open</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Manually_Installing_FreeSpace_2_Open&amp;diff=45998"/>
		<updated>2017-02-12T19:10:26Z</updated>

		<summary type="html">&lt;p&gt;Mongoose: /* Step Three: Choosing a build */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;font-size:125%; font-weight:bold; color:red&amp;quot;&amp;gt;This page covers installing FSO and associated mods by hand.  You may want to use the [[FreeSpace Open Installer]] as it considerably streamlines and automates the whole process.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;amp;nbsp;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This guide assumes you already have a working copy of FreeSpace 2 installed. If not, see [[Installing FreeSpace 2]].&lt;br /&gt;
&lt;br /&gt;
== Step One: Understanding what you need ==&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, you need to install the retail data from [[Installing FreeSpace 2|FreeSpace 2]]&lt;br /&gt;
* Second, the '''fs2_open build'''. This is the core game engine, a single executable file.&lt;br /&gt;
* Next, 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;
* 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 the appropriate launcher for your OS.  It may be bundled with your release but the direct download link is below.&lt;br /&gt;
&lt;br /&gt;
Windows:  [http://www.hard-light.net/forums/index.php?topic=67950.0 wxLauncher] (highly recommended) or [http://swc.fs2downloads.com/files/Launcher55g.zip Launcher 5.5g] (does not work on Windows 8/10)&lt;br /&gt;
&lt;br /&gt;
OS X:  [http://www.hard-light.net/forums/index.php?topic=67950.0 wxLauncher] unless you are using Tiger or a PowerPC Mac, in which case use Soulstorm's [http://www.hard-light.net/forums/index.php?topic=51391.0 OS X Launcher 3.0] ([[Soulstorm's OS X Launcher|instructions]])&lt;br /&gt;
&lt;br /&gt;
Linux:  [http://www.hard-light.net/forums/index.php?topic=67950.0 wxLauncher] (build it from source; see the [http://code.google.com/p/wxlauncher/source/browse/ReadMe.txt readme] for instructions)&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. 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. Current official release is '''FreeSpace Open 3.7.4'''.&lt;br /&gt;
&lt;br /&gt;
[http://www.hard-light.net/forums/index.php?topic=92181.0 FreeSpace Open 3.7.4 release thread]&lt;br /&gt;
&lt;br /&gt;
=== Test Builds ===&lt;br /&gt;
Recent Builds are ones that individual coders release. 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://www.hard-light.net/forums/index.php/board,97.0.html Test builds forum]&lt;br /&gt;
&lt;br /&gt;
[http://www.hard-light.net/forums/index.php/board,113.0.html Cross Platform Development forum (for Linux/OS X builds)]&lt;br /&gt;
&lt;br /&gt;
=== Nightly Builds ===&lt;br /&gt;
&lt;br /&gt;
In addition to recent builds, nightly builds are built every evening after any changes have been applied to the source code.  These are put out so that the code base can be quickly verified for general stability.  Testing nightly builds on a regular basis and reporting bugs helps ensure a stable code base is maintained.&lt;br /&gt;
&lt;br /&gt;
[http://www.hard-light.net/forums/index.php/board,173.0.html Nightly builds forum]&lt;br /&gt;
&lt;br /&gt;
== Step Four: MediaVPs ==&lt;br /&gt;
&lt;br /&gt;
With the release of the 2014 MediaVPs, there is once again only one set of recommended MediaVPs available. The detailed instructions for installing and the current links can currently be found in the MediaVPs Release Thread linked below.&lt;br /&gt;
&lt;br /&gt;
MediaVPs should be installed in a new 'mediavps_2014' directory under the main FreeSpace directory (\freespace2\mediavps_2014) This preserves the possibility to play with either with retail FreeSpace 2 vp files if this is desired (for example in multiplayer) and using the retail FreeSpace 2 executive files and requires minimal extra time to set up. (See step six for further details).&lt;br /&gt;
&lt;br /&gt;
[http://www.hard-light.net/forums/index.php?topic=86475.0 2014 MediaVPs Release Thread]&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.  There are two types typically for any build release: &lt;br /&gt;
* a debug build with the name containing 'd' or 'debug' right after the version number. For example, fs2_open_3_6_10'''d'''.exe.&lt;br /&gt;
* a regular/release build with the name containing 'r' or nothing right after the version number. For example, fs2_open_3_6_10.exe or fs2_open_3_6_11'''r'''_sse2-20100131_r5862.exe.&lt;br /&gt;
&lt;br /&gt;
For normal play you will want to use a regular build but for any testing, development, or bug reporting you definitely want to use a 'd' build.  For example, fs2_open_3_6_10d.exe vs fs2_open_3_6_10.exe.&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.&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.  Text to Speech is typically only available in stable release builds.  Recent Builds from a coder's test branch will usually not have it, nor will Nightly Builds.&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 choose various graphics options. Here, you can set the resolution as well as the colour depth. It is recommended to use a resolution greater or equal to 1024x768 at 32 bits of colour depth. The other options, especially the anisotropic filter and antialiasing sliders, should not be altered.&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 Reference]] 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 Environment Maps&amp;quot;, and &amp;quot;Enable normal maps&amp;quot;. (You may have to choose a different section in the drop-down box to get to some of these options). 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;
=== Language Setup ===&lt;br /&gt;
&lt;br /&gt;
Freespace &amp;amp; Freespace 2 supported non-English languages such as French, German &amp;amp; Polish.  Some mods (most notably Freespace Port) also support non-English languages.  The steps required to change the language differ depending on which OS FSO is running on.&lt;br /&gt;
&lt;br /&gt;
Note that due to pilot file limitations, pilots can only be used with '''one''' language.  If you switch languages you need to have multiple pilots.&lt;br /&gt;
&lt;br /&gt;
To set the language, modify the Language entry in the [[Getting_started_with_FreeSpace_2#Registry|registry or the [Default] section of the .ini file]].&lt;br /&gt;
&lt;br /&gt;
e.g.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
[Default]&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
Language=French&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Step Six: Cutscenes ==&lt;br /&gt;
&lt;br /&gt;
Depending on how you installed the game, the cutscenes might not be in the proper location.  If you bought your copy of FS2 from Good Old Games, the cutscenes (ten .mve files) are somewhere in \freespace2\data2\ or \freespace2\data3\ . You can get them working by moving them to \freespace2\data\movies\ . Create the directory if it does not exist. You can also download either the [http://www.freespacemods.net/download.php?view.124 original MVE cutscenes] or [http://freespacemods.net/download.php?view.128 OGG-encoded versions] from FreeSpaceMods.net. If you have the game CDs/DVD, you can copy the cutscenes from them to the FreeSpace2/data/movies/ folder.  The OGG cutscenes are smaller but might not perform as well on older hardware that could run the MVEs without problem.  Now you should have the full gamut of updated and retail content installed!&lt;br /&gt;
&lt;br /&gt;
Note: If you've found the AVI versions of the cutscenes, do not use them. Support for AVI has been removed in FSO versions 3.6.10 and higher.&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Manually_Installing_FreeSpace_2_Open&amp;diff=45997</id>
		<title>Manually Installing FreeSpace 2 Open</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Manually_Installing_FreeSpace_2_Open&amp;diff=45997"/>
		<updated>2017-02-12T19:09:03Z</updated>

		<summary type="html">&lt;p&gt;Mongoose: /* Step Two: Getting the Launcher */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;font-size:125%; font-weight:bold; color:red&amp;quot;&amp;gt;This page covers installing FSO and associated mods by hand.  You may want to use the [[FreeSpace Open Installer]] as it considerably streamlines and automates the whole process.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;amp;nbsp;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This guide assumes you already have a working copy of FreeSpace 2 installed. If not, see [[Installing FreeSpace 2]].&lt;br /&gt;
&lt;br /&gt;
== Step One: Understanding what you need ==&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, you need to install the retail data from [[Installing FreeSpace 2|FreeSpace 2]]&lt;br /&gt;
* Second, the '''fs2_open build'''. This is the core game engine, a single executable file.&lt;br /&gt;
* Next, 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;
* 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 the appropriate launcher for your OS.  It may be bundled with your release but the direct download link is below.&lt;br /&gt;
&lt;br /&gt;
Windows:  [http://www.hard-light.net/forums/index.php?topic=67950.0 wxLauncher] (highly recommended) or [http://swc.fs2downloads.com/files/Launcher55g.zip Launcher 5.5g] (does not work on Windows 8/10)&lt;br /&gt;
&lt;br /&gt;
OS X:  [http://www.hard-light.net/forums/index.php?topic=67950.0 wxLauncher] unless you are using Tiger or a PowerPC Mac, in which case use Soulstorm's [http://www.hard-light.net/forums/index.php?topic=51391.0 OS X Launcher 3.0] ([[Soulstorm's OS X Launcher|instructions]])&lt;br /&gt;
&lt;br /&gt;
Linux:  [http://www.hard-light.net/forums/index.php?topic=67950.0 wxLauncher] (build it from source; see the [http://code.google.com/p/wxlauncher/source/browse/ReadMe.txt readme] for instructions)&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. 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. Current official release is '''FreeSpace Open 3.7.0'''.&lt;br /&gt;
&lt;br /&gt;
[http://www.hard-light.net/forums/index.php?topic=85435.0 FreeSpace Open 3.7.0 release thread]&lt;br /&gt;
&lt;br /&gt;
=== Test Builds ===&lt;br /&gt;
Recent Builds are ones that individual coders release. 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://www.hard-light.net/forums/index.php/board,97.0.html Test builds forum]&lt;br /&gt;
&lt;br /&gt;
[http://www.hard-light.net/forums/index.php/board,113.0.html Cross Platform Development forum (for Linux/OS X builds)]&lt;br /&gt;
&lt;br /&gt;
=== Nightly Builds ===&lt;br /&gt;
&lt;br /&gt;
In addition to recent builds, nightly builds are built every evening after any changes have been applied to the source code.  These are put out so that the code base can be quickly verified for general stability.  Testing nightly builds on a regular basis and reporting bugs helps ensure a stable code base is maintained.&lt;br /&gt;
&lt;br /&gt;
[http://www.hard-light.net/forums/index.php/board,173.0.html Nightly builds forum]&lt;br /&gt;
&lt;br /&gt;
== Step Four: MediaVPs ==&lt;br /&gt;
&lt;br /&gt;
With the release of the 2014 MediaVPs, there is once again only one set of recommended MediaVPs available. The detailed instructions for installing and the current links can currently be found in the MediaVPs Release Thread linked below.&lt;br /&gt;
&lt;br /&gt;
MediaVPs should be installed in a new 'mediavps_2014' directory under the main FreeSpace directory (\freespace2\mediavps_2014) This preserves the possibility to play with either with retail FreeSpace 2 vp files if this is desired (for example in multiplayer) and using the retail FreeSpace 2 executive files and requires minimal extra time to set up. (See step six for further details).&lt;br /&gt;
&lt;br /&gt;
[http://www.hard-light.net/forums/index.php?topic=86475.0 2014 MediaVPs Release Thread]&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.  There are two types typically for any build release: &lt;br /&gt;
* a debug build with the name containing 'd' or 'debug' right after the version number. For example, fs2_open_3_6_10'''d'''.exe.&lt;br /&gt;
* a regular/release build with the name containing 'r' or nothing right after the version number. For example, fs2_open_3_6_10.exe or fs2_open_3_6_11'''r'''_sse2-20100131_r5862.exe.&lt;br /&gt;
&lt;br /&gt;
For normal play you will want to use a regular build but for any testing, development, or bug reporting you definitely want to use a 'd' build.  For example, fs2_open_3_6_10d.exe vs fs2_open_3_6_10.exe.&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.&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.  Text to Speech is typically only available in stable release builds.  Recent Builds from a coder's test branch will usually not have it, nor will Nightly Builds.&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 choose various graphics options. Here, you can set the resolution as well as the colour depth. It is recommended to use a resolution greater or equal to 1024x768 at 32 bits of colour depth. The other options, especially the anisotropic filter and antialiasing sliders, should not be altered.&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 Reference]] 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 Environment Maps&amp;quot;, and &amp;quot;Enable normal maps&amp;quot;. (You may have to choose a different section in the drop-down box to get to some of these options). 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;
=== Language Setup ===&lt;br /&gt;
&lt;br /&gt;
Freespace &amp;amp; Freespace 2 supported non-English languages such as French, German &amp;amp; Polish.  Some mods (most notably Freespace Port) also support non-English languages.  The steps required to change the language differ depending on which OS FSO is running on.&lt;br /&gt;
&lt;br /&gt;
Note that due to pilot file limitations, pilots can only be used with '''one''' language.  If you switch languages you need to have multiple pilots.&lt;br /&gt;
&lt;br /&gt;
To set the language, modify the Language entry in the [[Getting_started_with_FreeSpace_2#Registry|registry or the [Default] section of the .ini file]].&lt;br /&gt;
&lt;br /&gt;
e.g.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
[Default]&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
Language=French&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Step Six: Cutscenes ==&lt;br /&gt;
&lt;br /&gt;
Depending on how you installed the game, the cutscenes might not be in the proper location.  If you bought your copy of FS2 from Good Old Games, the cutscenes (ten .mve files) are somewhere in \freespace2\data2\ or \freespace2\data3\ . You can get them working by moving them to \freespace2\data\movies\ . Create the directory if it does not exist. You can also download either the [http://www.freespacemods.net/download.php?view.124 original MVE cutscenes] or [http://freespacemods.net/download.php?view.128 OGG-encoded versions] from FreeSpaceMods.net. If you have the game CDs/DVD, you can copy the cutscenes from them to the FreeSpace2/data/movies/ folder.  The OGG cutscenes are smaller but might not perform as well on older hardware that could run the MVEs without problem.  Now you should have the full gamut of updated and retail content installed!&lt;br /&gt;
&lt;br /&gt;
Note: If you've found the AVI versions of the cutscenes, do not use them. Support for AVI has been removed in FSO versions 3.6.10 and higher.&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=User:Mongoose&amp;diff=45613</id>
		<title>User:Mongoose</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=User:Mongoose&amp;diff=45613"/>
		<updated>2016-08-13T01:43:18Z</updated>

		<summary type="html">&lt;p&gt;Mongoose: Created page with &amp;quot;A guy!  Who posts stuff!&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A guy!  Who posts stuff!&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Talk:Getting_FreeSpace&amp;diff=31379</id>
		<title>Talk:Getting FreeSpace</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Talk:Getting_FreeSpace&amp;diff=31379"/>
		<updated>2010-10-19T07:19:28Z</updated>

		<summary type="html">&lt;p&gt;Mongoose: /* Organization */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Organization==&lt;br /&gt;
&lt;br /&gt;
I opted to move the purchase and Gametap options to the top of the page, as they are the only unambiguously legal ways to acquire FreeSpace.  On a similar token, I removed the bit about the 'friends' clause in the original EULA, as [[Freespace 2 EULA Issues|that clause was rescinded]].  I don't want to turn this into a big discussion on piracy, but with the slowly increasing ease with which FreeSpace can be found legally, I think the least we can do is emphasize those legal means of acquisition, instead of patently endorsing continued piracy of the game.&lt;br /&gt;
&lt;br /&gt;
That said, I'm not going to crop any more sections of the article, unless they can be demonstrated factually inaccurate or the general concensus changes to call for their removal.  -- [[User:BlueFlames|BlueFlames]] 01:57, 12 July 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
Seeing as how Good Old Games has been out of closed beta for some time, and given the current forum policy, I'm going to go ahead and snip out the download options. I'll shift the GOG section to the top, too, seeing as how it's by far the easiest way to obtain the game. -- [[User:Mongoose|Mongoose]] 14:48, 20 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Removed the GameTap section, since the service apparently removed them.  Bummer. :( --[[User:Mongoose|Mongoose]] 07:19, 19 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Talk:Getting_FreeSpace&amp;diff=31378</id>
		<title>Talk:Getting FreeSpace</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Talk:Getting_FreeSpace&amp;diff=31378"/>
		<updated>2010-10-19T07:19:03Z</updated>

		<summary type="html">&lt;p&gt;Mongoose: /* Organization */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Organization==&lt;br /&gt;
&lt;br /&gt;
I opted to move the purchase and Gametap options to the top of the page, as they are the only unambiguously legal ways to acquire FreeSpace.  On a similar token, I removed the bit about the 'friends' clause in the original EULA, as [[Freespace 2 EULA Issues|that clause was rescinded]].  I don't want to turn this into a big discussion on piracy, but with the slowly increasing ease with which FreeSpace can be found legally, I think the least we can do is emphasize those legal means of acquisition, instead of patently endorsing continued piracy of the game.&lt;br /&gt;
&lt;br /&gt;
That said, I'm not going to crop any more sections of the article, unless they can be demonstrated factually inaccurate or the general concensus changes to call for their removal.  -- [[User:BlueFlames|BlueFlames]] 01:57, 12 July 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
Seeing as how Good Old Games has been out of closed beta for some time, and given the current forum policy, I'm going to go ahead and snip out the download options. I'll shift the GOG section to the top, too, seeing as how it's by far the easiest way to obtain the game. -- [[User:Mongoose|Mongoose]] 14:48, 20 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Removed the GameTap section, since the service apparently removed them.  Bummer. :(&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Getting_FreeSpace&amp;diff=31377</id>
		<title>Getting FreeSpace</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Getting_FreeSpace&amp;diff=31377"/>
		<updated>2010-10-19T07:18:18Z</updated>

		<summary type="html">&lt;p&gt;Mongoose: /* GameTap */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a few different ways of getting your hands on FreeSpace 2.&lt;br /&gt;
&lt;br /&gt;
==[http://www.gog.com/en/frontpage Good Old Games] (GOG)==&lt;br /&gt;
&lt;br /&gt;
A new digital distribution service for classic games, including both FreeSpace titles, which launched in late 2008.  GOG is selling both games for $5.99 (USD) with no digital rights management strings attached.  Definitely the most highly-recommended means of obtaining the games at the present time.&lt;br /&gt;
&lt;br /&gt;
==Physical Copies==&lt;br /&gt;
&lt;br /&gt;
There are still copies of FS2 floating around, but finding them is not always easy.&lt;br /&gt;
&lt;br /&gt;
So where could you grab a copy?&lt;br /&gt;
* [http://search.ebay.com/FreeSpace-2 There are usually some up for sale on eBay]. &lt;br /&gt;
* A Bargain Bin.&lt;br /&gt;
&lt;br /&gt;
FreeSpace 2 has not been mass-produced for several years, so checking places that sell used software is your only recourse if you need to buy locally. The original FreeSpace has been out-of-print (so to speak) for even longer, but luckily for you you can play FS1 by getting [[The FreeSpace Port]], but you'll need FS2 set up first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Keeping this commented out until I get the Installer section cleaned up&lt;br /&gt;
Turey and [DW]-Hunter have created two installers for those who do not have the Retail version or are missing some VP or Cutscene files can use the [http://www.hard-light.net/forums/index.php/topic,43905.0.html Freespace Online Installer]. &lt;br /&gt;
Note, Retail is a requirement to install freespace open and the freespace open installer doesn't include the retail files. You will never need the CDs to play retail with this installer, This installer includes Kazan's no-cd crack that doesn't have the problems that have been occurring in the HOTU crack. &lt;br /&gt;
As an option you can download the Freespace Open Installer at the end of the retail installation. If you have retail and you just want the Freespace Online Installer you can goto the [http://www.fsoinstaller.com/downloads.html FSOInstaller site] or visit [http://www.hard-light.net/forums/index.php/topic,42854.0.html Hard-light's forum post]. &lt;br /&gt;
This is probably the easiest way and most user friendly way to get freespace2 and freespace open.But if you wish to have the cds there are many other sites you can download them from, one of the most popular sites for the cds is one of Hunter's sites, [http://www.freespacezone.com FreespaceZone].&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Just keeping these around for reference until I've added all the needed links &lt;br /&gt;
== Get it from another source ==&lt;br /&gt;
There are other sources out there, that may have ISOs of the CDs, the VPs, etc.&lt;br /&gt;
You may find some info on this thread of the HLP forums : [http://www.hard-light.net/forums/index.php/topic,38195.msg896412.html#msg896412 here] or [http://www.hard-light.net/forums/index.php/topic,38195.0.html here].&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Acquiring FreeSpace]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Voice_Recognition&amp;diff=24813</id>
		<title>Voice Recognition</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Voice_Recognition&amp;diff=24813"/>
		<updated>2009-08-10T06:12:00Z</updated>

		<summary type="html">&lt;p&gt;Mongoose: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The voice recognition system, a feature added by the [[Source Code Project]], allows the player to issue orders to wingmen by speaking commands into a microphone.  It can almost completely eliminate the need to press keys in order to navigate the command functions.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
(Taken from [http://www.hard-light.net/forums/index.php/topic,37643.0.html post] by feature creator RandomTiger)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BEFORE RUNNING THIS YOU MUST TRAIN THE VOICE SYSTEM.&lt;br /&gt;
This feature is for the PC only and is activated with -voicer in the command line.&lt;br /&gt;
&lt;br /&gt;
In XP (and possibly 2000) in control panel there should be a Speech-&amp;gt;Speech Recognition option. Run through 'Configure Mic' and 'Train Profile'. If the Speech Recognition option isn't available, you'll need to install the Microsoft Speech Recognition Engine.  See [http://www.microsoft.com/windowsxp/using/setup/expert/moskowitz_02september23.mspx this support article] for more details.&lt;br /&gt;
&lt;br /&gt;
The system has limitations; it only understands set commands (most in the menu) and most Greek alphabet wing names, so no custom ship names are going to be understood.  Also, running this may slow down the game, as it has to spend CPU time processing your speech.&lt;br /&gt;
&lt;br /&gt;
Sometimes the menu pops up with stuff it shouldn't, but I've found the speech recognition to be fairly good and I'm not even using a proper mic, just headphones plugged into the mic socket.&lt;br /&gt;
&lt;br /&gt;
== Recognized Commands ==&lt;br /&gt;
&lt;br /&gt;
=== Wings ===&lt;br /&gt;
&lt;br /&gt;
* Wing&lt;br /&gt;
&lt;br /&gt;
* Alpha&lt;br /&gt;
* Beta&lt;br /&gt;
* Gamma&lt;br /&gt;
* Delta&lt;br /&gt;
* Epsilon&lt;br /&gt;
* Zeta&lt;br /&gt;
* Eta&lt;br /&gt;
* Theta&lt;br /&gt;
* Iota&lt;br /&gt;
* Kappa&lt;br /&gt;
* Lambda&lt;br /&gt;
* Mu&lt;br /&gt;
* Nu&lt;br /&gt;
* Omicron&lt;br /&gt;
* Rho&lt;br /&gt;
* Sigma&lt;br /&gt;
* Tau&lt;br /&gt;
* Upsilon&lt;br /&gt;
* Omega&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Numbers ===&lt;br /&gt;
&lt;br /&gt;
* One&lt;br /&gt;
* Two&lt;br /&gt;
* Three&lt;br /&gt;
* Four&lt;br /&gt;
* Five&lt;br /&gt;
* Six&lt;br /&gt;
* Seven&lt;br /&gt;
* Eight&lt;br /&gt;
* Nine&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Menu Options ===&lt;br /&gt;
&lt;br /&gt;
* Ships&lt;br /&gt;
* Wings&lt;br /&gt;
* All fighters&lt;br /&gt;
* All wings&lt;br /&gt;
* Reinforcements&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Support ===&lt;br /&gt;
&lt;br /&gt;
* Support ship&lt;br /&gt;
* Rearm&lt;br /&gt;
* Repair&lt;br /&gt;
* Abort&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Commands ===&lt;br /&gt;
&lt;br /&gt;
* Cancel&lt;br /&gt;
* Command&lt;br /&gt;
&lt;br /&gt;
* Destroy my target&lt;br /&gt;
* Disable my target&lt;br /&gt;
* Disarm my target&lt;br /&gt;
* Destroy subsystem&lt;br /&gt;
* Protect my target&lt;br /&gt;
* Ignore my target&lt;br /&gt;
* Form on my wing&lt;br /&gt;
* Cover me&lt;br /&gt;
* Engage enemy&lt;br /&gt;
* Attack&lt;br /&gt;
* Depart&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Source_Code_Project]]&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Voice_Recognition&amp;diff=24812</id>
		<title>Voice Recognition</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Voice_Recognition&amp;diff=24812"/>
		<updated>2009-08-10T06:11:47Z</updated>

		<summary type="html">&lt;p&gt;Mongoose: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The voice recognition system, a feature added by the [[Source Code Project]], allows the player to issue orders to wingmen by speaking commands into a microphone.  It can almost completely eliminate the need to press keys in order to navigate the command functions.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
(Taken from [http://www.hard-light.net/forums/index.php/topic,37643.0.html post] by feature creator RandomTiger)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BEFORE RUNNING THIS YOU MUST TRAIN THE VOICE SYSTEM.&lt;br /&gt;
This feature is for the PC only and is activated with -voicer in the command line.&lt;br /&gt;
&lt;br /&gt;
In XP (and possibly 2000) in control panel there should be a Speech-&amp;gt;Speech Recognition option. Run through 'Configure Mic' and 'Train Profile'. If the Speech Recognition option isn't available, you'll need to install the Microsoft Speech Recognition Engine.  See [http://www.microsoft.com/windowsxp/using/setup/expert/moskowitz_02september23.mspx this support article] for more details.&lt;br /&gt;
&lt;br /&gt;
The system has limitations; it only understands set commands (most in the menu) and most Greek alphabet wing names, so no custom ship names are going to be understood.  Also, running this may slow down the game, as it has to spend CPU time processing your speech.&lt;br /&gt;
&lt;br /&gt;
Sometimes the menu pops up with stuff it shouldn't, but I've found the speech recognition to be fairly good and I'm not even using a proper mic, just headphones plugged into the mic socket.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Recognized Commands ==&lt;br /&gt;
&lt;br /&gt;
=== Wings ===&lt;br /&gt;
&lt;br /&gt;
* Wing&lt;br /&gt;
&lt;br /&gt;
* Alpha&lt;br /&gt;
* Beta&lt;br /&gt;
* Gamma&lt;br /&gt;
* Delta&lt;br /&gt;
* Epsilon&lt;br /&gt;
* Zeta&lt;br /&gt;
* Eta&lt;br /&gt;
* Theta&lt;br /&gt;
* Iota&lt;br /&gt;
* Kappa&lt;br /&gt;
* Lambda&lt;br /&gt;
* Mu&lt;br /&gt;
* Nu&lt;br /&gt;
* Omicron&lt;br /&gt;
* Rho&lt;br /&gt;
* Sigma&lt;br /&gt;
* Tau&lt;br /&gt;
* Upsilon&lt;br /&gt;
* Omega&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Numbers ===&lt;br /&gt;
&lt;br /&gt;
* One&lt;br /&gt;
* Two&lt;br /&gt;
* Three&lt;br /&gt;
* Four&lt;br /&gt;
* Five&lt;br /&gt;
* Six&lt;br /&gt;
* Seven&lt;br /&gt;
* Eight&lt;br /&gt;
* Nine&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Menu Options ===&lt;br /&gt;
&lt;br /&gt;
* Ships&lt;br /&gt;
* Wings&lt;br /&gt;
* All fighters&lt;br /&gt;
* All wings&lt;br /&gt;
* Reinforcements&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Support ===&lt;br /&gt;
&lt;br /&gt;
* Support ship&lt;br /&gt;
* Rearm&lt;br /&gt;
* Repair&lt;br /&gt;
* Abort&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Commands ===&lt;br /&gt;
&lt;br /&gt;
* Cancel&lt;br /&gt;
* Command&lt;br /&gt;
&lt;br /&gt;
* Destroy my target&lt;br /&gt;
* Disable my target&lt;br /&gt;
* Disarm my target&lt;br /&gt;
* Destroy subsystem&lt;br /&gt;
* Protect my target&lt;br /&gt;
* Ignore my target&lt;br /&gt;
* Form on my wing&lt;br /&gt;
* Cover me&lt;br /&gt;
* Engage enemy&lt;br /&gt;
* Attack&lt;br /&gt;
* Depart&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Source_Code_Project]]&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Voice_Recognition&amp;diff=24811</id>
		<title>Voice Recognition</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Voice_Recognition&amp;diff=24811"/>
		<updated>2009-08-10T06:11:30Z</updated>

		<summary type="html">&lt;p&gt;Mongoose: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The voice recognition system, a feature added by the [[Source Code Project]], allows the player to issue orders to wingmen by speaking commands into a microphone.  It can almost completely eliminate the need to press keys in order to navigate the command functions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
(Taken from [http://www.hard-light.net/forums/index.php/topic,37643.0.html post] by feature creator RandomTiger)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BEFORE RUNNING THIS YOU MUST TRAIN THE VOICE SYSTEM.&lt;br /&gt;
This feature is for the PC only and is activated with -voicer in the command line.&lt;br /&gt;
&lt;br /&gt;
In XP (and possibly 2000) in control panel there should be a Speech-&amp;gt;Speech Recognition option. Run through 'Configure Mic' and 'Train Profile'. If the Speech Recognition option isn't available, you'll need to install the Microsoft Speech Recognition Engine.  See [http://www.microsoft.com/windowsxp/using/setup/expert/moskowitz_02september23.mspx this support article] for more details.&lt;br /&gt;
&lt;br /&gt;
The system has limitations; it only understands set commands (most in the menu) and most Greek alphabet wing names, so no custom ship names are going to be understood.  Also, running this may slow down the game, as it has to spend CPU time processing your speech.&lt;br /&gt;
&lt;br /&gt;
Sometimes the menu pops up with stuff it shouldn't, but I've found the speech recognition to be fairly good and I'm not even using a proper mic, just headphones plugged into the mic socket.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Recognized Commands ==&lt;br /&gt;
&lt;br /&gt;
=== Wings ===&lt;br /&gt;
&lt;br /&gt;
* Wing&lt;br /&gt;
&lt;br /&gt;
* Alpha&lt;br /&gt;
* Beta&lt;br /&gt;
* Gamma&lt;br /&gt;
* Delta&lt;br /&gt;
* Epsilon&lt;br /&gt;
* Zeta&lt;br /&gt;
* Eta&lt;br /&gt;
* Theta&lt;br /&gt;
* Iota&lt;br /&gt;
* Kappa&lt;br /&gt;
* Lambda&lt;br /&gt;
* Mu&lt;br /&gt;
* Nu&lt;br /&gt;
* Omicron&lt;br /&gt;
* Rho&lt;br /&gt;
* Sigma&lt;br /&gt;
* Tau&lt;br /&gt;
* Upsilon&lt;br /&gt;
* Omega&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Numbers ===&lt;br /&gt;
&lt;br /&gt;
* One&lt;br /&gt;
* Two&lt;br /&gt;
* Three&lt;br /&gt;
* Four&lt;br /&gt;
* Five&lt;br /&gt;
* Six&lt;br /&gt;
* Seven&lt;br /&gt;
* Eight&lt;br /&gt;
* Nine&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Menu Options ===&lt;br /&gt;
&lt;br /&gt;
* Ships&lt;br /&gt;
* Wings&lt;br /&gt;
* All fighters&lt;br /&gt;
* All wings&lt;br /&gt;
* Reinforcements&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Support ===&lt;br /&gt;
&lt;br /&gt;
* Support ship&lt;br /&gt;
* Rearm&lt;br /&gt;
* Repair&lt;br /&gt;
* Abort&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Commands ===&lt;br /&gt;
&lt;br /&gt;
* Cancel&lt;br /&gt;
* Command&lt;br /&gt;
&lt;br /&gt;
* Destroy my target&lt;br /&gt;
* Disable my target&lt;br /&gt;
* Disarm my target&lt;br /&gt;
* Destroy subsystem&lt;br /&gt;
* Protect my target&lt;br /&gt;
* Ignore my target&lt;br /&gt;
* Form on my wing&lt;br /&gt;
* Cover me&lt;br /&gt;
* Engage enemy&lt;br /&gt;
* Attack&lt;br /&gt;
* Depart&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Source_Code_Project]]&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Voice_Recognition&amp;diff=24810</id>
		<title>Voice Recognition</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Voice_Recognition&amp;diff=24810"/>
		<updated>2009-08-10T06:11:01Z</updated>

		<summary type="html">&lt;p&gt;Mongoose: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The voice recognition system, a feature added by the [[Source Code Project]], allows the player to issue orders to wingmen by speaking commands into a microphone.  It can almost completely eliminate the need to press keys in order to navigate the command functions.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
(Taken from [http://www.hard-light.net/forums/index.php/topic,37643.0.html post] by feature creator RandomTiger)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BEFORE RUNNING THIS YOU MUST TRAIN THE VOICE SYSTEM.&lt;br /&gt;
This feature is for the PC only and is activated with -voicer in the command line.&lt;br /&gt;
&lt;br /&gt;
In XP (and possibly 2000) in control panel there should be a Speech-&amp;gt;Speech Recognition option. Run through 'Configure Mic' and 'Train Profile'. If the Speech Recognition option isn't available, you'll need to install the Microsoft Speech Recognition Engine.  See [http://www.microsoft.com/windowsxp/using/setup/expert/moskowitz_02september23.mspx this support article] for more details.&lt;br /&gt;
&lt;br /&gt;
The system has limitations; it only understands set commands (most in the menu) and most Greek alphabet wing names, so no custom ship names are going to be understood.  Also, running this may slow down the game, as it has to spend CPU time processing your speech.&lt;br /&gt;
&lt;br /&gt;
Sometimes the menu pops up with stuff it shouldn't, but I've found the speech recognition to be fairly good and I'm not even using a proper mic, just headphones plugged into the mic socket.&lt;br /&gt;
&lt;br /&gt;
== Recognized Commands ==&lt;br /&gt;
&lt;br /&gt;
=== Wings ===&lt;br /&gt;
&lt;br /&gt;
* Wing&lt;br /&gt;
&lt;br /&gt;
* Alpha&lt;br /&gt;
* Beta&lt;br /&gt;
* Gamma&lt;br /&gt;
* Delta&lt;br /&gt;
* Epsilon&lt;br /&gt;
* Zeta&lt;br /&gt;
* Eta&lt;br /&gt;
* Theta&lt;br /&gt;
* Iota&lt;br /&gt;
* Kappa&lt;br /&gt;
* Lambda&lt;br /&gt;
* Mu&lt;br /&gt;
* Nu&lt;br /&gt;
* Omicron&lt;br /&gt;
* Rho&lt;br /&gt;
* Sigma&lt;br /&gt;
* Tau&lt;br /&gt;
* Upsilon&lt;br /&gt;
* Omega&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Numbers ===&lt;br /&gt;
&lt;br /&gt;
* One&lt;br /&gt;
* Two&lt;br /&gt;
* Three&lt;br /&gt;
* Four&lt;br /&gt;
* Five&lt;br /&gt;
* Six&lt;br /&gt;
* Seven&lt;br /&gt;
* Eight&lt;br /&gt;
* Nine&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Menu Options ===&lt;br /&gt;
&lt;br /&gt;
* Ships&lt;br /&gt;
* Wings&lt;br /&gt;
* All fighters&lt;br /&gt;
* All wings&lt;br /&gt;
* Reinforcements&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Support ===&lt;br /&gt;
&lt;br /&gt;
* Support ship&lt;br /&gt;
* Rearm&lt;br /&gt;
* Repair&lt;br /&gt;
* Abort&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Commands ===&lt;br /&gt;
&lt;br /&gt;
* Cancel&lt;br /&gt;
* Command&lt;br /&gt;
&lt;br /&gt;
* Destroy my target&lt;br /&gt;
* Disable my target&lt;br /&gt;
* Disarm my target&lt;br /&gt;
* Destroy subsystem&lt;br /&gt;
* Protect my target&lt;br /&gt;
* Ignore my target&lt;br /&gt;
* Form on my wing&lt;br /&gt;
* Cover me&lt;br /&gt;
* Engage enemy&lt;br /&gt;
* Attack&lt;br /&gt;
* Depart&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Source_Code_Project]]&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Voice_Recognition&amp;diff=24809</id>
		<title>Voice Recognition</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Voice_Recognition&amp;diff=24809"/>
		<updated>2009-08-10T06:10:10Z</updated>

		<summary type="html">&lt;p&gt;Mongoose: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The voice recognition system allows the player to issue orders to wingmen by speaking commands into a microphone.  It can almost completely eliminate the need to press keys in order to navigate the command functions.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
(Taken from [http://www.hard-light.net/forums/index.php/topic,37643.0.html post] by feature creator RandomTiger)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BEFORE RUNNING THIS YOU MUST TRAIN THE VOICE SYSTEM.&lt;br /&gt;
This feature is for the PC only and is activated with -voicer in the command line.&lt;br /&gt;
&lt;br /&gt;
In XP (and possibly 2000) in control panel there should be a Speech-&amp;gt;Speech Recognition option. Run through 'Configure Mic' and 'Train Profile'. If the Speech Recognition option isn't available, you'll need to install the Microsoft Speech Recognition Engine.  See [http://www.microsoft.com/windowsxp/using/setup/expert/moskowitz_02september23.mspx this support article] for more details.&lt;br /&gt;
&lt;br /&gt;
The system has limitations; it only understands set commands (most in the menu) and most Greek alphabet wing names, so no custom ship names are going to be understood.  Also, running this may slow down the game, as it has to spend CPU time processing your speech.&lt;br /&gt;
&lt;br /&gt;
Sometimes the menu pops up with stuff it shouldn't, but I've found the speech recognition to be fairly good and I'm not even using a proper mic, just headphones plugged into the mic socket.&lt;br /&gt;
&lt;br /&gt;
== Recognized Commands ==&lt;br /&gt;
&lt;br /&gt;
=== Wings ===&lt;br /&gt;
&lt;br /&gt;
* Wing&lt;br /&gt;
&lt;br /&gt;
* Alpha&lt;br /&gt;
* Beta&lt;br /&gt;
* Gamma&lt;br /&gt;
* Delta&lt;br /&gt;
* Epsilon&lt;br /&gt;
* Zeta&lt;br /&gt;
* Eta&lt;br /&gt;
* Theta&lt;br /&gt;
* Iota&lt;br /&gt;
* Kappa&lt;br /&gt;
* Lambda&lt;br /&gt;
* Mu&lt;br /&gt;
* Nu&lt;br /&gt;
* Omicron&lt;br /&gt;
* Rho&lt;br /&gt;
* Sigma&lt;br /&gt;
* Tau&lt;br /&gt;
* Upsilon&lt;br /&gt;
* Omega&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Numbers ===&lt;br /&gt;
&lt;br /&gt;
* One&lt;br /&gt;
* Two&lt;br /&gt;
* Three&lt;br /&gt;
* Four&lt;br /&gt;
* Five&lt;br /&gt;
* Six&lt;br /&gt;
* Seven&lt;br /&gt;
* Eight&lt;br /&gt;
* Nine&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Menu Options ===&lt;br /&gt;
&lt;br /&gt;
* Ships&lt;br /&gt;
* Wings&lt;br /&gt;
* All fighters&lt;br /&gt;
* All wings&lt;br /&gt;
* Reinforcements&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Support ===&lt;br /&gt;
&lt;br /&gt;
* Support ship&lt;br /&gt;
* Rearm&lt;br /&gt;
* Repair&lt;br /&gt;
* Abort&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Commands ===&lt;br /&gt;
&lt;br /&gt;
* Cancel&lt;br /&gt;
* Command&lt;br /&gt;
&lt;br /&gt;
* Destroy my target&lt;br /&gt;
* Disable my target&lt;br /&gt;
* Disarm my target&lt;br /&gt;
* Destroy subsystem&lt;br /&gt;
* Protect my target&lt;br /&gt;
* Ignore my target&lt;br /&gt;
* Form on my wing&lt;br /&gt;
* Cover me&lt;br /&gt;
* Engage enemy&lt;br /&gt;
* Attack&lt;br /&gt;
* Depart&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Source_Code_Project]]&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Command-Line_Reference&amp;diff=24808</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=24808"/>
		<updated>2009-08-10T05:59:23Z</updated>

		<summary type="html">&lt;p&gt;Mongoose: /* -voicer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following command-line options can be chosen from the launcher.  &lt;br /&gt;
&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 receive 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;
&lt;br /&gt;
====-env====&lt;br /&gt;
Enables environment mapping.  It only works if [[Command-Line_Reference#-spec|-spec]] is also set. Environment mapping intensity will be determined from the shine map too (see [[Texturing]] for more info). 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;
{{Note | This option is not present in builds after 3.6.9 and is now always on.}}&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;
&lt;br /&gt;
====-pcx32====&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;
&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&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.}}&lt;br /&gt;
Enables PCX files to be loaded into 32-bit memory.&lt;br /&gt;
&lt;br /&gt;
====-mipmap====&lt;br /&gt;
Enables mipmapping generation within GPU on certain kind of texture formats, (IIRC, DDS formatted textures with a power of 2 size in both width and height). &amp;lt;br&amp;gt;&lt;br /&gt;
Since the use of previously mipmapped DDS textures has become common, it has become depreciated.&lt;br /&gt;
The quality of the generated mipmaps depends on each GPU and used driver. It is normally used with [[Command-Line_Reference#-img2dds|-img2dds]] flag.&lt;br /&gt;
&lt;br /&gt;
====-nomotiondebris====&lt;br /&gt;
Disables motion debris.&lt;br /&gt;
&lt;br /&gt;
====-2d_poof====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.9.}}&lt;br /&gt;
Applies nebula poofs in 2d, effectively preventing them from forming intersections with ships.&lt;br /&gt;
&lt;br /&gt;
====-noscalevid====&lt;br /&gt;
Disables fullscreen scaling of video clips.&lt;br /&gt;
&lt;br /&gt;
====-missile_lighting====&lt;br /&gt;
Applies lighting to missiles.&lt;br /&gt;
&lt;br /&gt;
====-normal====&lt;br /&gt;
Enables normal maps. It needs GLSL rendering, (see [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] for further info). It needs auxiliary normal maps (the same name of the base map plus &amp;quot;-normal&amp;quot;). DXT5_NM DDS format is needed.&lt;br /&gt;
&lt;br /&gt;
====-3dshockwave====&lt;br /&gt;
Enables 3D Shockwaves.  This only has any effect when both a 2d and 3d shockwave effect are present, otherwise the only available effect is used.&lt;br /&gt;
&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;
&lt;br /&gt;
====-no_vsync====&lt;br /&gt;
Disables vertical sync.&lt;br /&gt;
&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;
===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;
===Gameplay===&lt;br /&gt;
====-smart_shields====&lt;br /&gt;
{{Note| This option has been moved to [[Ai_profiles.tbl]] table since 3.6.9. builds. It doesn't exist as a flag anymore.}}&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;
Uses ship models in ship selection window. It completely disables the standard ANI interface in this screen. &amp;lt;br&amp;gt;&lt;br /&gt;
Some mods need a compulsory use of this flag because they don't have available animations for their ships. In this situation, and if it is not used, the game will probably crash to desktop in the ship selection window.&lt;br /&gt;
====-weapon_choice_3d====&lt;br /&gt;
Uses weapon models in weapon loadout window for secondary weapons (missiles and bombs). It completely disables the standard ANI interface in this screen.  &amp;lt;br&amp;gt;&lt;br /&gt;
Some mods need a compulsory use of this flag because they don't have available animations for their secondary weapons. In this situation, and if it is not used, the game will probably crash to desktop in the weapon loadout window.&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;
====-no_ap_interrupt====&lt;br /&gt;
Tells the game to not allow players to interrupt an autopilot already-in-progress.&lt;br /&gt;
====-tbp====&lt;br /&gt;
Enable feature set for The Babylon Project.  This option also forces the Enable 3d Shockwave and Use 3d Models for Weapon Selection options as of 3.6.10 testing builds r4983 or higher.&lt;br /&gt;
====-wcsaga====&lt;br /&gt;
Enable feature set for The Wing Commander Saga. &amp;lt;br&amp;gt;&lt;br /&gt;
It does the following changes to the normal FS2 engine behavior:&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;
===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;
===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&amp;amp;mdash;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;
===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;
====-no_glsl====&lt;br /&gt;
Disables the use of GLSL rendering (OpenGL shaders). The game will revert to legacy fixed render pipeline. Please note that Normal and Height map effects will be unavailable.&lt;br /&gt;
&lt;br /&gt;
===Experimental===&lt;br /&gt;
====-ingame_join====&lt;br /&gt;
Enables ingame joining in multiplayer.  FIXME: Host option?&lt;br /&gt;
====-voicer====&lt;br /&gt;
Windows-only.  Enables voice-recognition for wingmen commands.  Must be specifically compiled into a build in order for it to be available; 3.6.10 final includes the feature.  See [[Voice Recognition]] for more details.&lt;br /&gt;
&lt;br /&gt;
====-alpha_env====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.9. In current builds this effect is always on}}&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. &amp;lt;br&amp;gt;&lt;br /&gt;
(Decals have been disabled in builds after May 4, 2006)&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. &amp;lt;br&amp;gt;&lt;br /&gt;
Details for each object are output to a pofspew.txt file created in the data folder. &amp;lt;br&amp;gt;&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 separated by a space.  The prototype for use in this case is &amp;quot;-option argument&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Lighting===&lt;br /&gt;
These factors can dramatically alter the atmosphere of the game. [[Sample Lighting Settings|This page]] has some sample lighting settings with screenshots.&lt;br /&gt;
&lt;br /&gt;
====-ambient_factor====&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;
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. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-spec_point====&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. This is a relative value.&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. This is a relative value.&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. This is a relative value.&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;
===Graphics===&lt;br /&gt;
&lt;br /&gt;
====-height====&lt;br /&gt;
Enables height maps (parallax mapping). It only works if [[Command-Line_Reference#-normal|-normal]] is also set. It also needs GLSL rendering, (see [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] for further info). It needs auxiliary height maps (with the same name than base map plus &amp;quot;-height&amp;quot;).&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;
===Gameplay===&lt;br /&gt;
====-mod====&lt;br /&gt;
{{Note| Please note that the ''[[mod.ini]]'' file is a feature exclusive to the Windows Launcher.}}&lt;br /&gt;
Specifies in which folders inside FreeSpace 2 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 behavior, 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;
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 those enhacenments 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'' enhacenment. 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;
 [multimod] &lt;br /&gt;
 SecondaryList = Resources/mediavps;&lt;br /&gt;
{{Note|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;
As already said, within the different directories, the data precedence is set by the specified order in the -mod flag. The lowest priority goes to the Freespace2 installation directory.&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 &amp;quot;similar&amp;quot; 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;
# 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 [[Portal:FRED|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;
{{Warning| '''Priority and Texture Formats'''&lt;br /&gt;
&lt;br /&gt;
''Obsolete behavior - Until FS2_open v3.6.9.:''&lt;br /&gt;
&lt;br /&gt;
FS2_Open can use several file formats in textures: [http://en.wikipedia.org/wiki/PCX PCX], [http://en.wikipedia.org/wiki/DirectDraw_Surface DDS], [http://en.wikipedia.org/wiki/JPG JPG] and [http://en.wikipedia.org/wiki/TGA TGA]. Make sure you keep the format when you update your texture. 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, loading process (including priorities) is applied firstly for a kind of textures (TGAs), then for another kind (JPGs), and so on. This behavior can lead to situation where your new, updated and higher priority placed texture is not read because the format of the older one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''New behavior - From FS2_open v3.6.10. (including previous beta testing releases):''&lt;br /&gt;
&lt;br /&gt;
The former issue has been fixed. Now texture format priority is only applied within the same location. In this ''strange'' situation it goes DDS -&amp;gt; TGA -&amp;gt; JPG -&amp;gt; PCX. Examples:&lt;br /&gt;
* ''/Freespace2/MyVp.vp&amp;gt;&amp;gt;&amp;gt;data/maps/MyTexture.dds'' is loaded instead of ''/Freespace2/MyVp.vp&amp;gt;&amp;gt;&amp;gt;data/maps/MyTexture.tga''.&lt;br /&gt;
* But your improved ''/Freespace2/data/maps/MyTexture.xxx'' will override them both despite of its format.&lt;br /&gt;
In this way, when you update any texture, you don't have to pay attention to its original format. Just place it in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, global priority is kept between animated and static textures. Because of their management, animated textures (ANIs and EFFs) are looked for BEFORE static ones. In this way there's no way to update an animated texture with a static one (an obsolete ANI is always going to be loaded before the newer DDS version). The solution: use an updated EFF with just one frame.&lt;br /&gt;
&lt;br /&gt;
}}&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. On the other hand, it also stretches the backgrounds - this is usually not a big issue, but it does get annoying if using a skybox.&lt;br /&gt;
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;
===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 standalone 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 standalone 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 standalone 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>Mongoose</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Command-Line_Reference&amp;diff=24807</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=24807"/>
		<updated>2009-08-10T05:59:09Z</updated>

		<summary type="html">&lt;p&gt;Mongoose: /* -voicer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following command-line options can be chosen from the launcher.  &lt;br /&gt;
&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 receive 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;
&lt;br /&gt;
====-env====&lt;br /&gt;
Enables environment mapping.  It only works if [[Command-Line_Reference#-spec|-spec]] is also set. Environment mapping intensity will be determined from the shine map too (see [[Texturing]] for more info). 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;
{{Note | This option is not present in builds after 3.6.9 and is now always on.}}&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;
&lt;br /&gt;
====-pcx32====&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;
&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&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.}}&lt;br /&gt;
Enables PCX files to be loaded into 32-bit memory.&lt;br /&gt;
&lt;br /&gt;
====-mipmap====&lt;br /&gt;
Enables mipmapping generation within GPU on certain kind of texture formats, (IIRC, DDS formatted textures with a power of 2 size in both width and height). &amp;lt;br&amp;gt;&lt;br /&gt;
Since the use of previously mipmapped DDS textures has become common, it has become depreciated.&lt;br /&gt;
The quality of the generated mipmaps depends on each GPU and used driver. It is normally used with [[Command-Line_Reference#-img2dds|-img2dds]] flag.&lt;br /&gt;
&lt;br /&gt;
====-nomotiondebris====&lt;br /&gt;
Disables motion debris.&lt;br /&gt;
&lt;br /&gt;
====-2d_poof====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.9.}}&lt;br /&gt;
Applies nebula poofs in 2d, effectively preventing them from forming intersections with ships.&lt;br /&gt;
&lt;br /&gt;
====-noscalevid====&lt;br /&gt;
Disables fullscreen scaling of video clips.&lt;br /&gt;
&lt;br /&gt;
====-missile_lighting====&lt;br /&gt;
Applies lighting to missiles.&lt;br /&gt;
&lt;br /&gt;
====-normal====&lt;br /&gt;
Enables normal maps. It needs GLSL rendering, (see [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] for further info). It needs auxiliary normal maps (the same name of the base map plus &amp;quot;-normal&amp;quot;). DXT5_NM DDS format is needed.&lt;br /&gt;
&lt;br /&gt;
====-3dshockwave====&lt;br /&gt;
Enables 3D Shockwaves.  This only has any effect when both a 2d and 3d shockwave effect are present, otherwise the only available effect is used.&lt;br /&gt;
&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;
&lt;br /&gt;
====-no_vsync====&lt;br /&gt;
Disables vertical sync.&lt;br /&gt;
&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;
===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;
===Gameplay===&lt;br /&gt;
====-smart_shields====&lt;br /&gt;
{{Note| This option has been moved to [[Ai_profiles.tbl]] table since 3.6.9. builds. It doesn't exist as a flag anymore.}}&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;
Uses ship models in ship selection window. It completely disables the standard ANI interface in this screen. &amp;lt;br&amp;gt;&lt;br /&gt;
Some mods need a compulsory use of this flag because they don't have available animations for their ships. In this situation, and if it is not used, the game will probably crash to desktop in the ship selection window.&lt;br /&gt;
====-weapon_choice_3d====&lt;br /&gt;
Uses weapon models in weapon loadout window for secondary weapons (missiles and bombs). It completely disables the standard ANI interface in this screen.  &amp;lt;br&amp;gt;&lt;br /&gt;
Some mods need a compulsory use of this flag because they don't have available animations for their secondary weapons. In this situation, and if it is not used, the game will probably crash to desktop in the weapon loadout window.&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;
====-no_ap_interrupt====&lt;br /&gt;
Tells the game to not allow players to interrupt an autopilot already-in-progress.&lt;br /&gt;
====-tbp====&lt;br /&gt;
Enable feature set for The Babylon Project.  This option also forces the Enable 3d Shockwave and Use 3d Models for Weapon Selection options as of 3.6.10 testing builds r4983 or higher.&lt;br /&gt;
====-wcsaga====&lt;br /&gt;
Enable feature set for The Wing Commander Saga. &amp;lt;br&amp;gt;&lt;br /&gt;
It does the following changes to the normal FS2 engine behavior:&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;
===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;
===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&amp;amp;mdash;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;
===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;
====-no_glsl====&lt;br /&gt;
Disables the use of GLSL rendering (OpenGL shaders). The game will revert to legacy fixed render pipeline. Please note that Normal and Height map effects will be unavailable.&lt;br /&gt;
&lt;br /&gt;
===Experimental===&lt;br /&gt;
====-ingame_join====&lt;br /&gt;
Enables ingame joining in multiplayer.  FIXME: Host option?&lt;br /&gt;
====-voicer====&lt;br /&gt;
Windows-only.  Enables voice-recognition for wingmen commands.  Must be specifically compiled into a build in order for it to be available; 3.6.10 final includes the feature.  See [[Voice_Recognition]] for more details.&lt;br /&gt;
&lt;br /&gt;
====-alpha_env====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.9. In current builds this effect is always on}}&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. &amp;lt;br&amp;gt;&lt;br /&gt;
(Decals have been disabled in builds after May 4, 2006)&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. &amp;lt;br&amp;gt;&lt;br /&gt;
Details for each object are output to a pofspew.txt file created in the data folder. &amp;lt;br&amp;gt;&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 separated by a space.  The prototype for use in this case is &amp;quot;-option argument&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Lighting===&lt;br /&gt;
These factors can dramatically alter the atmosphere of the game. [[Sample Lighting Settings|This page]] has some sample lighting settings with screenshots.&lt;br /&gt;
&lt;br /&gt;
====-ambient_factor====&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;
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. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-spec_point====&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. This is a relative value.&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. This is a relative value.&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. This is a relative value.&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;
===Graphics===&lt;br /&gt;
&lt;br /&gt;
====-height====&lt;br /&gt;
Enables height maps (parallax mapping). It only works if [[Command-Line_Reference#-normal|-normal]] is also set. It also needs GLSL rendering, (see [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] for further info). It needs auxiliary height maps (with the same name than base map plus &amp;quot;-height&amp;quot;).&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;
===Gameplay===&lt;br /&gt;
====-mod====&lt;br /&gt;
{{Note| Please note that the ''[[mod.ini]]'' file is a feature exclusive to the Windows Launcher.}}&lt;br /&gt;
Specifies in which folders inside FreeSpace 2 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 behavior, 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;
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 those enhacenments 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'' enhacenment. 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;
 [multimod] &lt;br /&gt;
 SecondaryList = Resources/mediavps;&lt;br /&gt;
{{Note|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;
As already said, within the different directories, the data precedence is set by the specified order in the -mod flag. The lowest priority goes to the Freespace2 installation directory.&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 &amp;quot;similar&amp;quot; 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;
# 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 [[Portal:FRED|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;
{{Warning| '''Priority and Texture Formats'''&lt;br /&gt;
&lt;br /&gt;
''Obsolete behavior - Until FS2_open v3.6.9.:''&lt;br /&gt;
&lt;br /&gt;
FS2_Open can use several file formats in textures: [http://en.wikipedia.org/wiki/PCX PCX], [http://en.wikipedia.org/wiki/DirectDraw_Surface DDS], [http://en.wikipedia.org/wiki/JPG JPG] and [http://en.wikipedia.org/wiki/TGA TGA]. Make sure you keep the format when you update your texture. 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, loading process (including priorities) is applied firstly for a kind of textures (TGAs), then for another kind (JPGs), and so on. This behavior can lead to situation where your new, updated and higher priority placed texture is not read because the format of the older one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''New behavior - From FS2_open v3.6.10. (including previous beta testing releases):''&lt;br /&gt;
&lt;br /&gt;
The former issue has been fixed. Now texture format priority is only applied within the same location. In this ''strange'' situation it goes DDS -&amp;gt; TGA -&amp;gt; JPG -&amp;gt; PCX. Examples:&lt;br /&gt;
* ''/Freespace2/MyVp.vp&amp;gt;&amp;gt;&amp;gt;data/maps/MyTexture.dds'' is loaded instead of ''/Freespace2/MyVp.vp&amp;gt;&amp;gt;&amp;gt;data/maps/MyTexture.tga''.&lt;br /&gt;
* But your improved ''/Freespace2/data/maps/MyTexture.xxx'' will override them both despite of its format.&lt;br /&gt;
In this way, when you update any texture, you don't have to pay attention to its original format. Just place it in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, global priority is kept between animated and static textures. Because of their management, animated textures (ANIs and EFFs) are looked for BEFORE static ones. In this way there's no way to update an animated texture with a static one (an obsolete ANI is always going to be loaded before the newer DDS version). The solution: use an updated EFF with just one frame.&lt;br /&gt;
&lt;br /&gt;
}}&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. On the other hand, it also stretches the backgrounds - this is usually not a big issue, but it does get annoying if using a skybox.&lt;br /&gt;
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;
===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 standalone 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 standalone 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 standalone 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>Mongoose</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Command-Line_Reference&amp;diff=24806</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=24806"/>
		<updated>2009-08-10T05:58:14Z</updated>

		<summary type="html">&lt;p&gt;Mongoose: /* -voicer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following command-line options can be chosen from the launcher.  &lt;br /&gt;
&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 receive 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;
&lt;br /&gt;
====-env====&lt;br /&gt;
Enables environment mapping.  It only works if [[Command-Line_Reference#-spec|-spec]] is also set. Environment mapping intensity will be determined from the shine map too (see [[Texturing]] for more info). 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;
{{Note | This option is not present in builds after 3.6.9 and is now always on.}}&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;
&lt;br /&gt;
====-pcx32====&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;
&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&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.}}&lt;br /&gt;
Enables PCX files to be loaded into 32-bit memory.&lt;br /&gt;
&lt;br /&gt;
====-mipmap====&lt;br /&gt;
Enables mipmapping generation within GPU on certain kind of texture formats, (IIRC, DDS formatted textures with a power of 2 size in both width and height). &amp;lt;br&amp;gt;&lt;br /&gt;
Since the use of previously mipmapped DDS textures has become common, it has become depreciated.&lt;br /&gt;
The quality of the generated mipmaps depends on each GPU and used driver. It is normally used with [[Command-Line_Reference#-img2dds|-img2dds]] flag.&lt;br /&gt;
&lt;br /&gt;
====-nomotiondebris====&lt;br /&gt;
Disables motion debris.&lt;br /&gt;
&lt;br /&gt;
====-2d_poof====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.9.}}&lt;br /&gt;
Applies nebula poofs in 2d, effectively preventing them from forming intersections with ships.&lt;br /&gt;
&lt;br /&gt;
====-noscalevid====&lt;br /&gt;
Disables fullscreen scaling of video clips.&lt;br /&gt;
&lt;br /&gt;
====-missile_lighting====&lt;br /&gt;
Applies lighting to missiles.&lt;br /&gt;
&lt;br /&gt;
====-normal====&lt;br /&gt;
Enables normal maps. It needs GLSL rendering, (see [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] for further info). It needs auxiliary normal maps (the same name of the base map plus &amp;quot;-normal&amp;quot;). DXT5_NM DDS format is needed.&lt;br /&gt;
&lt;br /&gt;
====-3dshockwave====&lt;br /&gt;
Enables 3D Shockwaves.  This only has any effect when both a 2d and 3d shockwave effect are present, otherwise the only available effect is used.&lt;br /&gt;
&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;
&lt;br /&gt;
====-no_vsync====&lt;br /&gt;
Disables vertical sync.&lt;br /&gt;
&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;
===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;
===Gameplay===&lt;br /&gt;
====-smart_shields====&lt;br /&gt;
{{Note| This option has been moved to [[Ai_profiles.tbl]] table since 3.6.9. builds. It doesn't exist as a flag anymore.}}&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;
Uses ship models in ship selection window. It completely disables the standard ANI interface in this screen. &amp;lt;br&amp;gt;&lt;br /&gt;
Some mods need a compulsory use of this flag because they don't have available animations for their ships. In this situation, and if it is not used, the game will probably crash to desktop in the ship selection window.&lt;br /&gt;
====-weapon_choice_3d====&lt;br /&gt;
Uses weapon models in weapon loadout window for secondary weapons (missiles and bombs). It completely disables the standard ANI interface in this screen.  &amp;lt;br&amp;gt;&lt;br /&gt;
Some mods need a compulsory use of this flag because they don't have available animations for their secondary weapons. In this situation, and if it is not used, the game will probably crash to desktop in the weapon loadout window.&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;
====-no_ap_interrupt====&lt;br /&gt;
Tells the game to not allow players to interrupt an autopilot already-in-progress.&lt;br /&gt;
====-tbp====&lt;br /&gt;
Enable feature set for The Babylon Project.  This option also forces the Enable 3d Shockwave and Use 3d Models for Weapon Selection options as of 3.6.10 testing builds r4983 or higher.&lt;br /&gt;
====-wcsaga====&lt;br /&gt;
Enable feature set for The Wing Commander Saga. &amp;lt;br&amp;gt;&lt;br /&gt;
It does the following changes to the normal FS2 engine behavior:&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;
===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;
===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&amp;amp;mdash;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;
===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;
====-no_glsl====&lt;br /&gt;
Disables the use of GLSL rendering (OpenGL shaders). The game will revert to legacy fixed render pipeline. Please note that Normal and Height map effects will be unavailable.&lt;br /&gt;
&lt;br /&gt;
===Experimental===&lt;br /&gt;
====-ingame_join====&lt;br /&gt;
Enables ingame joining in multiplayer.  FIXME: Host option?&lt;br /&gt;
====-voicer====&lt;br /&gt;
Windows-only.  Enables voice-recognition for wingmen commands.  Must be specifically compiled into a build in order for it to be available; 3.6.10 final includes the feature.  See [[Voice_Recognition this page]] for more details.&lt;br /&gt;
&lt;br /&gt;
====-alpha_env====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.9. In current builds this effect is always on}}&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. &amp;lt;br&amp;gt;&lt;br /&gt;
(Decals have been disabled in builds after May 4, 2006)&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. &amp;lt;br&amp;gt;&lt;br /&gt;
Details for each object are output to a pofspew.txt file created in the data folder. &amp;lt;br&amp;gt;&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 separated by a space.  The prototype for use in this case is &amp;quot;-option argument&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Lighting===&lt;br /&gt;
These factors can dramatically alter the atmosphere of the game. [[Sample Lighting Settings|This page]] has some sample lighting settings with screenshots.&lt;br /&gt;
&lt;br /&gt;
====-ambient_factor====&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;
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. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-spec_point====&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. This is a relative value.&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. This is a relative value.&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. This is a relative value.&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;
===Graphics===&lt;br /&gt;
&lt;br /&gt;
====-height====&lt;br /&gt;
Enables height maps (parallax mapping). It only works if [[Command-Line_Reference#-normal|-normal]] is also set. It also needs GLSL rendering, (see [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] for further info). It needs auxiliary height maps (with the same name than base map plus &amp;quot;-height&amp;quot;).&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;
===Gameplay===&lt;br /&gt;
====-mod====&lt;br /&gt;
{{Note| Please note that the ''[[mod.ini]]'' file is a feature exclusive to the Windows Launcher.}}&lt;br /&gt;
Specifies in which folders inside FreeSpace 2 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 behavior, 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;
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 those enhacenments 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'' enhacenment. 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;
 [multimod] &lt;br /&gt;
 SecondaryList = Resources/mediavps;&lt;br /&gt;
{{Note|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;
As already said, within the different directories, the data precedence is set by the specified order in the -mod flag. The lowest priority goes to the Freespace2 installation directory.&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 &amp;quot;similar&amp;quot; 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;
# 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 [[Portal:FRED|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;
{{Warning| '''Priority and Texture Formats'''&lt;br /&gt;
&lt;br /&gt;
''Obsolete behavior - Until FS2_open v3.6.9.:''&lt;br /&gt;
&lt;br /&gt;
FS2_Open can use several file formats in textures: [http://en.wikipedia.org/wiki/PCX PCX], [http://en.wikipedia.org/wiki/DirectDraw_Surface DDS], [http://en.wikipedia.org/wiki/JPG JPG] and [http://en.wikipedia.org/wiki/TGA TGA]. Make sure you keep the format when you update your texture. 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, loading process (including priorities) is applied firstly for a kind of textures (TGAs), then for another kind (JPGs), and so on. This behavior can lead to situation where your new, updated and higher priority placed texture is not read because the format of the older one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''New behavior - From FS2_open v3.6.10. (including previous beta testing releases):''&lt;br /&gt;
&lt;br /&gt;
The former issue has been fixed. Now texture format priority is only applied within the same location. In this ''strange'' situation it goes DDS -&amp;gt; TGA -&amp;gt; JPG -&amp;gt; PCX. Examples:&lt;br /&gt;
* ''/Freespace2/MyVp.vp&amp;gt;&amp;gt;&amp;gt;data/maps/MyTexture.dds'' is loaded instead of ''/Freespace2/MyVp.vp&amp;gt;&amp;gt;&amp;gt;data/maps/MyTexture.tga''.&lt;br /&gt;
* But your improved ''/Freespace2/data/maps/MyTexture.xxx'' will override them both despite of its format.&lt;br /&gt;
In this way, when you update any texture, you don't have to pay attention to its original format. Just place it in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, global priority is kept between animated and static textures. Because of their management, animated textures (ANIs and EFFs) are looked for BEFORE static ones. In this way there's no way to update an animated texture with a static one (an obsolete ANI is always going to be loaded before the newer DDS version). The solution: use an updated EFF with just one frame.&lt;br /&gt;
&lt;br /&gt;
}}&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. On the other hand, it also stretches the backgrounds - this is usually not a big issue, but it does get annoying if using a skybox.&lt;br /&gt;
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;
===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 standalone 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 standalone 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 standalone 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>Mongoose</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Command-Line_Reference&amp;diff=24805</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=24805"/>
		<updated>2009-08-10T05:57:56Z</updated>

		<summary type="html">&lt;p&gt;Mongoose: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following command-line options can be chosen from the launcher.  &lt;br /&gt;
&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 receive 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;
&lt;br /&gt;
====-env====&lt;br /&gt;
Enables environment mapping.  It only works if [[Command-Line_Reference#-spec|-spec]] is also set. Environment mapping intensity will be determined from the shine map too (see [[Texturing]] for more info). 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;
{{Note | This option is not present in builds after 3.6.9 and is now always on.}}&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;
&lt;br /&gt;
====-pcx32====&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;
&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&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.}}&lt;br /&gt;
Enables PCX files to be loaded into 32-bit memory.&lt;br /&gt;
&lt;br /&gt;
====-mipmap====&lt;br /&gt;
Enables mipmapping generation within GPU on certain kind of texture formats, (IIRC, DDS formatted textures with a power of 2 size in both width and height). &amp;lt;br&amp;gt;&lt;br /&gt;
Since the use of previously mipmapped DDS textures has become common, it has become depreciated.&lt;br /&gt;
The quality of the generated mipmaps depends on each GPU and used driver. It is normally used with [[Command-Line_Reference#-img2dds|-img2dds]] flag.&lt;br /&gt;
&lt;br /&gt;
====-nomotiondebris====&lt;br /&gt;
Disables motion debris.&lt;br /&gt;
&lt;br /&gt;
====-2d_poof====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.9.}}&lt;br /&gt;
Applies nebula poofs in 2d, effectively preventing them from forming intersections with ships.&lt;br /&gt;
&lt;br /&gt;
====-noscalevid====&lt;br /&gt;
Disables fullscreen scaling of video clips.&lt;br /&gt;
&lt;br /&gt;
====-missile_lighting====&lt;br /&gt;
Applies lighting to missiles.&lt;br /&gt;
&lt;br /&gt;
====-normal====&lt;br /&gt;
Enables normal maps. It needs GLSL rendering, (see [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] for further info). It needs auxiliary normal maps (the same name of the base map plus &amp;quot;-normal&amp;quot;). DXT5_NM DDS format is needed.&lt;br /&gt;
&lt;br /&gt;
====-3dshockwave====&lt;br /&gt;
Enables 3D Shockwaves.  This only has any effect when both a 2d and 3d shockwave effect are present, otherwise the only available effect is used.&lt;br /&gt;
&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;
&lt;br /&gt;
====-no_vsync====&lt;br /&gt;
Disables vertical sync.&lt;br /&gt;
&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;
===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;
===Gameplay===&lt;br /&gt;
====-smart_shields====&lt;br /&gt;
{{Note| This option has been moved to [[Ai_profiles.tbl]] table since 3.6.9. builds. It doesn't exist as a flag anymore.}}&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;
Uses ship models in ship selection window. It completely disables the standard ANI interface in this screen. &amp;lt;br&amp;gt;&lt;br /&gt;
Some mods need a compulsory use of this flag because they don't have available animations for their ships. In this situation, and if it is not used, the game will probably crash to desktop in the ship selection window.&lt;br /&gt;
====-weapon_choice_3d====&lt;br /&gt;
Uses weapon models in weapon loadout window for secondary weapons (missiles and bombs). It completely disables the standard ANI interface in this screen.  &amp;lt;br&amp;gt;&lt;br /&gt;
Some mods need a compulsory use of this flag because they don't have available animations for their secondary weapons. In this situation, and if it is not used, the game will probably crash to desktop in the weapon loadout window.&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;
====-no_ap_interrupt====&lt;br /&gt;
Tells the game to not allow players to interrupt an autopilot already-in-progress.&lt;br /&gt;
====-tbp====&lt;br /&gt;
Enable feature set for The Babylon Project.  This option also forces the Enable 3d Shockwave and Use 3d Models for Weapon Selection options as of 3.6.10 testing builds r4983 or higher.&lt;br /&gt;
====-wcsaga====&lt;br /&gt;
Enable feature set for The Wing Commander Saga. &amp;lt;br&amp;gt;&lt;br /&gt;
It does the following changes to the normal FS2 engine behavior:&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;
===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;
===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&amp;amp;mdash;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;
===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;
====-no_glsl====&lt;br /&gt;
Disables the use of GLSL rendering (OpenGL shaders). The game will revert to legacy fixed render pipeline. Please note that Normal and Height map effects will be unavailable.&lt;br /&gt;
&lt;br /&gt;
===Experimental===&lt;br /&gt;
====-ingame_join====&lt;br /&gt;
Enables ingame joining in multiplayer.  FIXME: Host option?&lt;br /&gt;
====-voicer====&lt;br /&gt;
Windows-only.  Enables voice-recognition for wingmen commands.  Must be specifically compiled into a build in order for it to be available; 3.6.10 final includes the feature.  See [Voice_Recognition this page] for more details.&lt;br /&gt;
&lt;br /&gt;
====-alpha_env====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.9. In current builds this effect is always on}}&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. &amp;lt;br&amp;gt;&lt;br /&gt;
(Decals have been disabled in builds after May 4, 2006)&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. &amp;lt;br&amp;gt;&lt;br /&gt;
Details for each object are output to a pofspew.txt file created in the data folder. &amp;lt;br&amp;gt;&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 separated by a space.  The prototype for use in this case is &amp;quot;-option argument&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Lighting===&lt;br /&gt;
These factors can dramatically alter the atmosphere of the game. [[Sample Lighting Settings|This page]] has some sample lighting settings with screenshots.&lt;br /&gt;
&lt;br /&gt;
====-ambient_factor====&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;
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. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-spec_point====&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. This is a relative value.&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. This is a relative value.&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. This is a relative value.&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;
===Graphics===&lt;br /&gt;
&lt;br /&gt;
====-height====&lt;br /&gt;
Enables height maps (parallax mapping). It only works if [[Command-Line_Reference#-normal|-normal]] is also set. It also needs GLSL rendering, (see [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] for further info). It needs auxiliary height maps (with the same name than base map plus &amp;quot;-height&amp;quot;).&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;
===Gameplay===&lt;br /&gt;
====-mod====&lt;br /&gt;
{{Note| Please note that the ''[[mod.ini]]'' file is a feature exclusive to the Windows Launcher.}}&lt;br /&gt;
Specifies in which folders inside FreeSpace 2 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 behavior, 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;
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 those enhacenments 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'' enhacenment. 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;
 [multimod] &lt;br /&gt;
 SecondaryList = Resources/mediavps;&lt;br /&gt;
{{Note|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;
As already said, within the different directories, the data precedence is set by the specified order in the -mod flag. The lowest priority goes to the Freespace2 installation directory.&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 &amp;quot;similar&amp;quot; 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;
# 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 [[Portal:FRED|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;
{{Warning| '''Priority and Texture Formats'''&lt;br /&gt;
&lt;br /&gt;
''Obsolete behavior - Until FS2_open v3.6.9.:''&lt;br /&gt;
&lt;br /&gt;
FS2_Open can use several file formats in textures: [http://en.wikipedia.org/wiki/PCX PCX], [http://en.wikipedia.org/wiki/DirectDraw_Surface DDS], [http://en.wikipedia.org/wiki/JPG JPG] and [http://en.wikipedia.org/wiki/TGA TGA]. Make sure you keep the format when you update your texture. 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, loading process (including priorities) is applied firstly for a kind of textures (TGAs), then for another kind (JPGs), and so on. This behavior can lead to situation where your new, updated and higher priority placed texture is not read because the format of the older one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''New behavior - From FS2_open v3.6.10. (including previous beta testing releases):''&lt;br /&gt;
&lt;br /&gt;
The former issue has been fixed. Now texture format priority is only applied within the same location. In this ''strange'' situation it goes DDS -&amp;gt; TGA -&amp;gt; JPG -&amp;gt; PCX. Examples:&lt;br /&gt;
* ''/Freespace2/MyVp.vp&amp;gt;&amp;gt;&amp;gt;data/maps/MyTexture.dds'' is loaded instead of ''/Freespace2/MyVp.vp&amp;gt;&amp;gt;&amp;gt;data/maps/MyTexture.tga''.&lt;br /&gt;
* But your improved ''/Freespace2/data/maps/MyTexture.xxx'' will override them both despite of its format.&lt;br /&gt;
In this way, when you update any texture, you don't have to pay attention to its original format. Just place it in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, global priority is kept between animated and static textures. Because of their management, animated textures (ANIs and EFFs) are looked for BEFORE static ones. In this way there's no way to update an animated texture with a static one (an obsolete ANI is always going to be loaded before the newer DDS version). The solution: use an updated EFF with just one frame.&lt;br /&gt;
&lt;br /&gt;
}}&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. On the other hand, it also stretches the backgrounds - this is usually not a big issue, but it does get annoying if using a skybox.&lt;br /&gt;
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;
===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 standalone 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 standalone 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 standalone 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>Mongoose</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Voice_Recognition&amp;diff=24804</id>
		<title>Voice Recognition</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Voice_Recognition&amp;diff=24804"/>
		<updated>2009-08-10T05:56:50Z</updated>

		<summary type="html">&lt;p&gt;Mongoose: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Taken from [http://www.hard-light.net/forums/index.php/topic,37643.0.html post] by feature creator RandomTiger)&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
BEFORE RUNNING THIS YOU MUST TRAIN THE VOICE SYSTEM.&lt;br /&gt;
This feature is for the PC only and is activated with -voicer in the command line.&lt;br /&gt;
&lt;br /&gt;
In XP (and possibly 2000) in control panel there should be a Speech-&amp;gt;Speech Recognition option. Run through 'Configure Mic' and 'Train Profile'. If the Speech Recognition option isn't available, you'll need to install the Microsoft Speech Recognition Engine.  See [http://www.microsoft.com/windowsxp/using/setup/expert/moskowitz_02september23.mspx this support article] for more details.&lt;br /&gt;
&lt;br /&gt;
The system has limitations; it only understands set commands (most in the menu) and most Greek alphabet wing names, so no custom ship names are going to be understood.  Also, running this may slow down the game, as it has to spend CPU time processing your speech.&lt;br /&gt;
&lt;br /&gt;
Sometimes the menu pops up with stuff it shouldn't, but I've found the speech recognition to be fairly good and I'm not even using a proper mic, just headphones plugged into the mic socket.&lt;br /&gt;
&lt;br /&gt;
== Recognized Commands ==&lt;br /&gt;
&lt;br /&gt;
=== Wings ===&lt;br /&gt;
&lt;br /&gt;
* Wing&lt;br /&gt;
&lt;br /&gt;
* Alpha&lt;br /&gt;
* Beta&lt;br /&gt;
* Gamma&lt;br /&gt;
* Delta&lt;br /&gt;
* Epsilon&lt;br /&gt;
* Zeta&lt;br /&gt;
* Eta&lt;br /&gt;
* Theta&lt;br /&gt;
* Iota&lt;br /&gt;
* Kappa&lt;br /&gt;
* Lambda&lt;br /&gt;
* Mu&lt;br /&gt;
* Nu&lt;br /&gt;
* Omicron&lt;br /&gt;
* Rho&lt;br /&gt;
* Sigma&lt;br /&gt;
* Tau&lt;br /&gt;
* Upsilon&lt;br /&gt;
* Omega&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Numbers ===&lt;br /&gt;
&lt;br /&gt;
* One&lt;br /&gt;
* Two&lt;br /&gt;
* Three&lt;br /&gt;
* Four&lt;br /&gt;
* Five&lt;br /&gt;
* Six&lt;br /&gt;
* Seven&lt;br /&gt;
* Eight&lt;br /&gt;
* Nine&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Menu Options ===&lt;br /&gt;
&lt;br /&gt;
* Ships&lt;br /&gt;
* Wings&lt;br /&gt;
* All fighters&lt;br /&gt;
* All wings&lt;br /&gt;
* Reinforcements&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Support ===&lt;br /&gt;
&lt;br /&gt;
* Support ship&lt;br /&gt;
* Rearm&lt;br /&gt;
* Repair&lt;br /&gt;
* Abort&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Commands ===&lt;br /&gt;
&lt;br /&gt;
* Cancel&lt;br /&gt;
* Command&lt;br /&gt;
&lt;br /&gt;
* Destroy my target&lt;br /&gt;
* Disable my target&lt;br /&gt;
* Disarm my target&lt;br /&gt;
* Destroy subsystem&lt;br /&gt;
* Protect my target&lt;br /&gt;
* Ignore my target&lt;br /&gt;
* Form on my wing&lt;br /&gt;
* Cover me&lt;br /&gt;
* Engage enemy&lt;br /&gt;
* Attack&lt;br /&gt;
* Depart&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Source_Code_Project]]&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Voice_Recognition&amp;diff=24803</id>
		<title>Voice Recognition</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Voice_Recognition&amp;diff=24803"/>
		<updated>2009-08-10T05:56:13Z</updated>

		<summary type="html">&lt;p&gt;Mongoose: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Taken from [http://www.hard-light.net/forums/index.php/topic,37643.0.html post] by feature creator RandomTiger)&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
BEFORE RUNNING THIS YOU MUST TRAIN THE VOICE SYSTEM.&lt;br /&gt;
This feature is for the PC only and is activated with -voicer in the command line.&lt;br /&gt;
&lt;br /&gt;
In XP (and possibly 2000) in control panel there should be a Speech-&amp;gt;Speech Recognition option. Run through 'Configure Mic' and 'Train Profile'. If the Speech Recognition option isn't available, you'll need to install the Microsoft Speech Recognition Engine.  See [http://www.microsoft.com/windowsxp/using/setup/expert/moskowitz_02september23.mspx this support article] for more details.&lt;br /&gt;
&lt;br /&gt;
The system has limitations; it only understands set commands (most in the menu) and most Greek alphabet wing names, so no custom ship names are going to be understood.  Also, running this may slow down the game, as it has to spend CPU time processing your speech.&lt;br /&gt;
&lt;br /&gt;
Sometimes the menu pops up with stuff it shouldn't, but I've found the speech recognition to be fairly good and I'm not even using a proper mic, just headphones plugged into the mic socket.&lt;br /&gt;
&lt;br /&gt;
== Recognized Commands ==&lt;br /&gt;
&lt;br /&gt;
=== Wings ===&lt;br /&gt;
&lt;br /&gt;
* Wing&lt;br /&gt;
&lt;br /&gt;
* Alpha&lt;br /&gt;
* Beta&lt;br /&gt;
* Gamma&lt;br /&gt;
* Delta&lt;br /&gt;
* Epsilon&lt;br /&gt;
* Zeta&lt;br /&gt;
* Eta&lt;br /&gt;
* Theta&lt;br /&gt;
* Iota&lt;br /&gt;
* Kappa&lt;br /&gt;
* Lambda&lt;br /&gt;
* Mu&lt;br /&gt;
* Nu&lt;br /&gt;
* Omicron&lt;br /&gt;
* Rho&lt;br /&gt;
* Sigma&lt;br /&gt;
* Tau&lt;br /&gt;
* Upsilon&lt;br /&gt;
* Omega&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Numbers ===&lt;br /&gt;
&lt;br /&gt;
* One&lt;br /&gt;
* Two&lt;br /&gt;
* Three&lt;br /&gt;
* Four&lt;br /&gt;
* Five&lt;br /&gt;
* Six&lt;br /&gt;
* Seven&lt;br /&gt;
* Eight&lt;br /&gt;
* Nine&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Menu Options ===&lt;br /&gt;
&lt;br /&gt;
* Ships&lt;br /&gt;
* Wings&lt;br /&gt;
* All fighters&lt;br /&gt;
* All wings&lt;br /&gt;
* Reinforcements&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Support ===&lt;br /&gt;
&lt;br /&gt;
* Support ship&lt;br /&gt;
* Rearm&lt;br /&gt;
* Repair&lt;br /&gt;
* Abort&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Commands ===&lt;br /&gt;
&lt;br /&gt;
* Cancel&lt;br /&gt;
* Command&lt;br /&gt;
&lt;br /&gt;
* Destroy my target&lt;br /&gt;
* Disable my target&lt;br /&gt;
* Disarm my target&lt;br /&gt;
* Destroy subsystem&lt;br /&gt;
* Protect my target&lt;br /&gt;
* Ignore my target&lt;br /&gt;
* Form on my wing&lt;br /&gt;
* Cover me&lt;br /&gt;
* Engage enemy&lt;br /&gt;
* Attack&lt;br /&gt;
* Depart&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:SCP_Additions]]&lt;br /&gt;
[[Category:Command-Line_Reference]]&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Voice_Recognition&amp;diff=24802</id>
		<title>Voice Recognition</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Voice_Recognition&amp;diff=24802"/>
		<updated>2009-08-10T05:55:11Z</updated>

		<summary type="html">&lt;p&gt;Mongoose: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Taken from [http://www.hard-light.net/forums/index.php/topic,37643.0.html post] by feature creator RandomTiger)&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
BEFORE RUNNING THIS YOU MUST TRAIN THE VOICE SYSTEM.&lt;br /&gt;
This feature is for the PC only and is activated with -voicer in the command line.&lt;br /&gt;
&lt;br /&gt;
In XP (and possibly 2000) in control panel there should be a Speech-&amp;gt;Speech Recognition option. Run through 'Configure Mic' and 'Train Profile'. If the Speech Recognition option isn't available, you'll need to install the Microsoft Speech Recognition Engine.  See [http://www.microsoft.com/windowsxp/using/setup/expert/moskowitz_02september23.mspx this support article] for more details.&lt;br /&gt;
&lt;br /&gt;
The system has limitations; it only understands set commands (most in the menu) and most Greek alphabet wing names, so no custom ship names are going to be understood.  Also, running this may slow down the game, as it has to spend CPU time processing your speech.&lt;br /&gt;
&lt;br /&gt;
Sometimes the menu pops up with stuff it shouldn't, but I've found the speech recognition to be fairly good and I'm not even using a proper mic, just headphones plugged into the mic socket.&lt;br /&gt;
&lt;br /&gt;
== Recognized Commands ==&lt;br /&gt;
&lt;br /&gt;
=== Wings ===&lt;br /&gt;
&lt;br /&gt;
* Wing&lt;br /&gt;
&lt;br /&gt;
* Alpha&lt;br /&gt;
* Beta&lt;br /&gt;
* Gamma&lt;br /&gt;
* Delta&lt;br /&gt;
* Epsilon&lt;br /&gt;
* Zeta&lt;br /&gt;
* Eta&lt;br /&gt;
* Theta&lt;br /&gt;
* Iota&lt;br /&gt;
* Kappa&lt;br /&gt;
* Lambda&lt;br /&gt;
* Mu&lt;br /&gt;
* Nu&lt;br /&gt;
* Omicron&lt;br /&gt;
* Rho&lt;br /&gt;
* Sigma&lt;br /&gt;
* Tau&lt;br /&gt;
* Upsilon&lt;br /&gt;
* Omega&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Numbers ===&lt;br /&gt;
&lt;br /&gt;
* One&lt;br /&gt;
* Two&lt;br /&gt;
* Three&lt;br /&gt;
* Four&lt;br /&gt;
* Five&lt;br /&gt;
* Six&lt;br /&gt;
* Seven&lt;br /&gt;
* Eight&lt;br /&gt;
* Nine&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Menu Options ===&lt;br /&gt;
&lt;br /&gt;
* Ships&lt;br /&gt;
* Wings&lt;br /&gt;
* All fighters&lt;br /&gt;
* All wings&lt;br /&gt;
* Reinforcements&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Support ===&lt;br /&gt;
&lt;br /&gt;
* Support ship&lt;br /&gt;
* Rearm&lt;br /&gt;
* Repair&lt;br /&gt;
* Abort&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Commands ===&lt;br /&gt;
&lt;br /&gt;
* Cancel&lt;br /&gt;
* Command&lt;br /&gt;
&lt;br /&gt;
* Destroy my target&lt;br /&gt;
* Disable my target&lt;br /&gt;
* Disarm my target&lt;br /&gt;
* Destroy subsystem&lt;br /&gt;
* Protect my target&lt;br /&gt;
* Ignore my target&lt;br /&gt;
* Form on my wing&lt;br /&gt;
* Cover me&lt;br /&gt;
* Engage enemy&lt;br /&gt;
* Attack&lt;br /&gt;
* Depart&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:SCP additions]]&lt;br /&gt;
[[Category:Command-Line Reference]]&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Voice_Recognition&amp;diff=24801</id>
		<title>Voice Recognition</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Voice_Recognition&amp;diff=24801"/>
		<updated>2009-08-10T05:49:21Z</updated>

		<summary type="html">&lt;p&gt;Mongoose: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Taken from [http://www.hard-light.net/forums/index.php/topic,37643.0.html post] by feature creator RandomTiger)&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
BEFORE RUNNING THIS YOU MUST TRAIN THE VOICE SYSTEM.&lt;br /&gt;
This feature is for the PC only and is activated with -voicer in the command line.&lt;br /&gt;
&lt;br /&gt;
In XP (and possibly 2000) in control panel there should be a Speech-&amp;gt;Speech Recognition option. Run through 'Configure Mic' and 'Train Profile'. If the Speech Recognition option isn't available, you'll need to install the Microsoft Speech Recognition Engine.  See [http://www.microsoft.com/windowsxp/using/setup/expert/moskowitz_02september23.mspx this support article] for more details.&lt;br /&gt;
&lt;br /&gt;
The system has limitations; it only understands set commands (most in the menu) and most Greek alphabet wing names, so no custom ship names are going to be understood.  Also, running this may slow down the game, as it has to spend CPU time processing your speech.&lt;br /&gt;
&lt;br /&gt;
Sometimes the menu pops up with stuff it shouldn't, but I've found the speech recognition to be fairly good and I'm not even using a proper mic, just headphones plugged into the mic socket.&lt;br /&gt;
&lt;br /&gt;
== Recognized Commands ==&lt;br /&gt;
&lt;br /&gt;
=== Wings ===&lt;br /&gt;
&lt;br /&gt;
* Wing&lt;br /&gt;
&lt;br /&gt;
* Alpha&lt;br /&gt;
* Beta&lt;br /&gt;
* Gamma&lt;br /&gt;
* Delta&lt;br /&gt;
* Epsilon&lt;br /&gt;
* Zeta&lt;br /&gt;
* Eta&lt;br /&gt;
* Theta&lt;br /&gt;
* Iota&lt;br /&gt;
* Kappa&lt;br /&gt;
* Lambda&lt;br /&gt;
* Mu&lt;br /&gt;
* Nu&lt;br /&gt;
* Omicron&lt;br /&gt;
* Rho&lt;br /&gt;
* Sigma&lt;br /&gt;
* Tau&lt;br /&gt;
* Upsilon&lt;br /&gt;
* Omega&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Numbers ===&lt;br /&gt;
&lt;br /&gt;
* One&lt;br /&gt;
* Two&lt;br /&gt;
* Three&lt;br /&gt;
* Four&lt;br /&gt;
* Five&lt;br /&gt;
* Six&lt;br /&gt;
* Seven&lt;br /&gt;
* Eight&lt;br /&gt;
* Nine&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Menu Options ===&lt;br /&gt;
&lt;br /&gt;
* Ships&lt;br /&gt;
* Wings&lt;br /&gt;
* All fighters&lt;br /&gt;
* All wings&lt;br /&gt;
* Reinforcements&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Support ===&lt;br /&gt;
&lt;br /&gt;
* Support ship&lt;br /&gt;
* Rearm&lt;br /&gt;
* Repair&lt;br /&gt;
* Abort&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Commands ===&lt;br /&gt;
&lt;br /&gt;
* Cancel&lt;br /&gt;
* Command&lt;br /&gt;
&lt;br /&gt;
* Destroy my target&lt;br /&gt;
* Disable my target&lt;br /&gt;
* Disarm my target&lt;br /&gt;
* Destroy subsystem&lt;br /&gt;
* Protect my target&lt;br /&gt;
* Ignore my target&lt;br /&gt;
* Form on my wing&lt;br /&gt;
* Cover me&lt;br /&gt;
* Engage enemy&lt;br /&gt;
* Attack&lt;br /&gt;
* Depart&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Voice_Recognition&amp;diff=24800</id>
		<title>Voice Recognition</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Voice_Recognition&amp;diff=24800"/>
		<updated>2009-08-10T05:47:09Z</updated>

		<summary type="html">&lt;p&gt;Mongoose: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Taken from [http://www.hard-light.net/forums/index.php/topic,37643.0.html post] by feature creator RandomTiger)&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
BEFORE RUNNING THIS YOU MUST TRAIN THE VOICE SYSTEM.&lt;br /&gt;
This feature is for the PC only and is activated with -voicer in the command line.&lt;br /&gt;
&lt;br /&gt;
In XP (and possibly 2000) in control panel there should be a Speech-&amp;gt;Speech Recognition option. Run through 'Configure Mic' and 'Train Profile'. If the Speech Recognition option isn't available, you'll need to install the Microsoft Speech Recognition Engine.  See [http://www.microsoft.com/windowsxp/using/setup/expert/moskowitz_02september23.mspx this support article] for more details.&lt;br /&gt;
&lt;br /&gt;
The system has limitations; it only understands set commands (most in the menu) and most Greek alphabet wing names, so no custom ship names are going to be understood.  Also, running this may slow down the game, as it has to spend CPU time processing your speech.&lt;br /&gt;
&lt;br /&gt;
Sometimes the menu pops up with stuff it shouldn't, but I've found the speech recognition to be fairly good and I'm not even using a proper mic, just headphones plugged into the mic socket.&lt;br /&gt;
&lt;br /&gt;
== Recognized Commands ==&lt;br /&gt;
=== Wings ===&lt;br /&gt;
* Wing&lt;br /&gt;
&lt;br /&gt;
* Alpha&lt;br /&gt;
* Beta&lt;br /&gt;
* Gamma&lt;br /&gt;
* Delta&lt;br /&gt;
* Epsilon&lt;br /&gt;
* Zeta&lt;br /&gt;
* Eta&lt;br /&gt;
* Theta&lt;br /&gt;
* Iota&lt;br /&gt;
* Kappa&lt;br /&gt;
* Lambda&lt;br /&gt;
* Mu&lt;br /&gt;
* Nu&lt;br /&gt;
* Omicron&lt;br /&gt;
* Rho&lt;br /&gt;
* Sigma&lt;br /&gt;
* Tau&lt;br /&gt;
* Upsilon&lt;br /&gt;
* Omega&lt;br /&gt;
&lt;br /&gt;
=== Numbers ===&lt;br /&gt;
* One&lt;br /&gt;
* Two&lt;br /&gt;
* Three&lt;br /&gt;
* Four&lt;br /&gt;
* Five&lt;br /&gt;
* Six&lt;br /&gt;
* Seven&lt;br /&gt;
* Eight&lt;br /&gt;
* Nine&lt;br /&gt;
&lt;br /&gt;
=== Menu Options ===&lt;br /&gt;
* Ships&lt;br /&gt;
* Wings&lt;br /&gt;
* All fighters&lt;br /&gt;
* All wings&lt;br /&gt;
* Reinforcements&lt;br /&gt;
&lt;br /&gt;
=== Support ===&lt;br /&gt;
* Support ship&lt;br /&gt;
* Rearm&lt;br /&gt;
* Repair&lt;br /&gt;
* Abort&lt;br /&gt;
&lt;br /&gt;
=== Commands ===&lt;br /&gt;
* Cancel&lt;br /&gt;
* Command&lt;br /&gt;
&lt;br /&gt;
* Destroy my target&lt;br /&gt;
* Disable my target&lt;br /&gt;
* Disarm my target&lt;br /&gt;
* Destroy subsystem&lt;br /&gt;
* Protect my target&lt;br /&gt;
* Ignore my target&lt;br /&gt;
* Form on my wing&lt;br /&gt;
* Cover me&lt;br /&gt;
* Engage enemy&lt;br /&gt;
* Attack&lt;br /&gt;
* Depart&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Voice_Recognition&amp;diff=24799</id>
		<title>Voice Recognition</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Voice_Recognition&amp;diff=24799"/>
		<updated>2009-08-10T05:09:00Z</updated>

		<summary type="html">&lt;p&gt;Mongoose: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Taken from [http://www.hard-light.net/forums/index.php/topic,37643.0.html post] by feature creator RandomTiger)&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Voice_Recognition&amp;diff=24798</id>
		<title>Voice Recognition</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Voice_Recognition&amp;diff=24798"/>
		<updated>2009-08-10T05:08:31Z</updated>

		<summary type="html">&lt;p&gt;Mongoose: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Taken from *[http://www.hard-light.net/forums/index.php/topic,37643.0.html post] by feature creator RandomTiger)&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Voice_Recognition&amp;diff=24797</id>
		<title>Voice Recognition</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Voice_Recognition&amp;diff=24797"/>
		<updated>2009-08-10T05:08:16Z</updated>

		<summary type="html">&lt;p&gt;Mongoose: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Taken from *[[http://www.hard-light.net/forums/index.php/topic,37643.0.html post]] by feature creator RandomTiger)&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Voice_Recognition&amp;diff=24796</id>
		<title>Voice Recognition</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Voice_Recognition&amp;diff=24796"/>
		<updated>2009-08-10T05:08:07Z</updated>

		<summary type="html">&lt;p&gt;Mongoose: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Taken from [[http://www.hard-light.net/forums/index.php/topic,37643.0.html post]] by feature creator RandomTiger)&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Voice_Recognition&amp;diff=24795</id>
		<title>Voice Recognition</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Voice_Recognition&amp;diff=24795"/>
		<updated>2009-08-10T05:07:08Z</updated>

		<summary type="html">&lt;p&gt;Mongoose: New page: (Taken from [http://www.hard-light.net/forums/index.php/topic,37643.0.html post] by feature creator RandomTiger)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Taken from [http://www.hard-light.net/forums/index.php/topic,37643.0.html post] by feature creator RandomTiger)&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Portal:FreeSpace_Universe&amp;diff=24794</id>
		<title>Portal:FreeSpace Universe</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Portal:FreeSpace_Universe&amp;diff=24794"/>
		<updated>2009-08-10T03:55:43Z</updated>

		<summary type="html">&lt;p&gt;Mongoose: /* The galaxy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=0 align=center cellpadding=4 cellspacing=0 width=95% style=&amp;quot;margin: 0 0 1em 1em; background: #202020; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #512020; 70%;&amp;quot;|'''The FreeSpace Universe Portal'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=0 align=right cellpadding=4 cellspacing=1 width=30% style=&amp;quot;margin: 0 0 1em 1em; background: #202020; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #512020; 70%;&amp;quot;|'''''[[Species]]'''''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px;&amp;quot;|[[Terrans]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Vasudans]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Shivans]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Ancients]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #512020; 70%;&amp;quot;|'''''Groups'''''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Galactic Terran Alliance]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Parliamentary Vasudan Empire]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Galactic Terran-Vasudan Alliance]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Neo-Terran Front]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Galactic Terran Intelligence]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Hammer of Light]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Special Operations Command]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Pirates]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #512020; 70%;&amp;quot;|'''''Ships'''''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[The Great War Era Craft|FreeSpace 1]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[FreeSpace 2 Era Craft|FreeSpace 2]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[FreeSpace_2_Ship_Database|Named ships of FreeSpace 2]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Fighter squadrons]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #512020; 70%;&amp;quot;|'''''Other'''''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Corporations]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Ground Combat]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Famous Persons]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Politics]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[List of Historical Events|History]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Ranks in FreeSpace|Ranks]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Stars and Planets]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Technologies]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Timeline]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[FreeSpace Trivia]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Fleets of FreeSpace]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Welcome to the FreeSpace Universe Portal. Though presently unfinished, the FS Universe Portal will come to be the central hub of all information related to the in-game universe on the FS Wiki. Please help expand this portal by editing and adding to pages linked from it.&lt;br /&gt;
&lt;br /&gt;
This page will give you a general overview of the FreeSpace universe. For details, browse the [[:Category:FreeSpace Universe|FreeSpace Universe category]] or pick a topic from the right-side window.&lt;br /&gt;
&lt;br /&gt;
The '''FreeSpace universe''' is a fictional continuation of human history as they spread their [[Galactic Terran Alliance|globalized culture]] and interact with two alien species. Canon events range from 2335 until 2367, with heavy emphasis on these two dates.&lt;br /&gt;
&lt;br /&gt;
In 2335, the [[Terrans]] (as humans are called in ''FreeSpace'') and the [[Vasudans]] had been at war for fourteen years when a third species, the [[Shivans]], entered with their superior technologies. The two species put aside their differences to combat this new threat. This conflict is known as the [[Great War]]. The antagonistic Shivans were defeated; however, not only was the [[Vasuda Prime|Vasudan homeworld]] obliterated, contact with Earth was also severed.&lt;br /&gt;
&lt;br /&gt;
Shortly after the events of the first game, a rebellion known as the [[Hades Rebellion]] takes place. A rogue element of [[Galactic Terran Intelligence]] constructed a massive warship, the [[GTD Hades|GTD ''Hades'']], with Shivan weaponry. The rebellion ultimately ends with the destruction of the ''Hades''. The official expansion of ''Conflict: FreeSpace'', ''[[Silent Threat]]'', catalogues this rebellion.&lt;br /&gt;
&lt;br /&gt;
The period between 2335 and 2367 is called the [[Reconstruction]]. In this period, the Terrans and Vasudans rebuild their ravaged worlds and form an alliance called the [[Galactic Terran-Vasudan Alliance]] (or GTVA). Eighteen months before the events of [[Portal:FreeSpace 2|''FreeSpace 2'']], a [[Neo-Terran Front|military coup]] led by Admiral [[Aken Bosch]] takes place and threatens the integrity of the GTVA.&lt;br /&gt;
&lt;br /&gt;
''FreeSpace 2'' deals with the last weeks of the rebellion (called the [[Neo-Terran Front]] or NTF) and tells the story of the [[Second Shivan Incursion|Shivans' second return]]. This event is not canonically named. It's usually referred to as the Second Shivan Incursion or the Second Great War. The NTF is ultimately defeated but the Shivans muster a seemingly invincible fleet in the [[Capella]] system. The GTVA fleets do not stand a chance, and they destroy the two subspace nodes that lead out of the Capella system and severe the Shivan armada from the rest of the known galaxy.&lt;br /&gt;
&lt;br /&gt;
There is no canon information about the events happened after that. The FreeSpace community refers to this era as the Post-Capella Era.&lt;br /&gt;
&lt;br /&gt;
==The galaxy==&lt;br /&gt;
The FreeSpace galaxy consists of numerous star systems, most of them are based on real-life astronomical observations. The FreeSpace galaxy is best observed through the [[Official Volition Node Map|official galaxy map]] released by [[Volition]]. Travel between these star systems is realized through the use of [[subspace]]. Ships can enter subspace through fixed-position [[jump node]]s. It is not clear how much time it takes to travel from one system to another through subspace; the only ambiguous source is the [[Good Luck|last mission]] of ''Conflict:FreeSpace'', where the player has 10 minutes to complete the mission before the [[SD Lucifer|SD ''Lucifer'']] would enter [[Sol]] through the [[Delta Serpentis]]-Sol jump node.&lt;br /&gt;
&lt;br /&gt;
==FreeSpace canon==&lt;br /&gt;
FreeSpace continuity consists of four sources: the two games, the [[FreeSpace Reference Bible]], and ''Silent Threat''. There are a few inconsistencies in the official continuity, the most famous ones are [[Node Inconsistencies|jump node inconsistencies]].&lt;br /&gt;
&lt;br /&gt;
[[Category:FreeSpace Universe|*]]&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Command-Line_Reference&amp;diff=24793</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=24793"/>
		<updated>2009-08-10T03:45:35Z</updated>

		<summary type="html">&lt;p&gt;Mongoose: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following command-line options can be chosen from the launcher.  &lt;br /&gt;
&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 receive 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;
&lt;br /&gt;
====-env====&lt;br /&gt;
Enables environment mapping.  It only works if [[Command-Line_Reference#-spec|-spec]] is also set. Environment mapping intensity will be determined from the shine map too (see [[Texturing]] for more info). 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;
{{Note | This option is not present in builds after 3.6.9 and is now always on.}}&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;
&lt;br /&gt;
====-pcx32====&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;
&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&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.}}&lt;br /&gt;
Enables PCX files to be loaded into 32-bit memory.&lt;br /&gt;
&lt;br /&gt;
====-mipmap====&lt;br /&gt;
Enables mipmapping generation within GPU on certain kind of texture formats, (IIRC, DDS formatted textures with a power of 2 size in both width and height). &amp;lt;br&amp;gt;&lt;br /&gt;
Since the use of previously mipmapped DDS textures has become common, it has become depreciated.&lt;br /&gt;
The quality of the generated mipmaps depends on each GPU and used driver. It is normally used with [[Command-Line_Reference#-img2dds|-img2dds]] flag.&lt;br /&gt;
&lt;br /&gt;
====-nomotiondebris====&lt;br /&gt;
Disables motion debris.&lt;br /&gt;
&lt;br /&gt;
====-2d_poof====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.9.}}&lt;br /&gt;
Applies nebula poofs in 2d, effectively preventing them from forming intersections with ships.&lt;br /&gt;
&lt;br /&gt;
====-noscalevid====&lt;br /&gt;
Disables fullscreen scaling of video clips.&lt;br /&gt;
&lt;br /&gt;
====-missile_lighting====&lt;br /&gt;
Applies lighting to missiles.&lt;br /&gt;
&lt;br /&gt;
====-normal====&lt;br /&gt;
Enables normal maps. It needs GLSL rendering, (see [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] for further info). It needs auxiliary normal maps (the same name of the base map plus &amp;quot;-normal&amp;quot;). DXT5_NM DDS format is needed.&lt;br /&gt;
&lt;br /&gt;
====-3dshockwave====&lt;br /&gt;
Enables 3D Shockwaves.  This only has any effect when both a 2d and 3d shockwave effect are present, otherwise the only available effect is used.&lt;br /&gt;
&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;
&lt;br /&gt;
====-no_vsync====&lt;br /&gt;
Disables vertical sync.&lt;br /&gt;
&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;
===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;
===Gameplay===&lt;br /&gt;
====-smart_shields====&lt;br /&gt;
{{Note| This option has been moved to [[Ai_profiles.tbl]] table since 3.6.9. builds. It doesn't exist as a flag anymore.}}&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;
Uses ship models in ship selection window. It completely disables the standard ANI interface in this screen. &amp;lt;br&amp;gt;&lt;br /&gt;
Some mods need a compulsory use of this flag because they don't have available animations for their ships. In this situation, and if it is not used, the game will probably crash to desktop in the ship selection window.&lt;br /&gt;
====-weapon_choice_3d====&lt;br /&gt;
Uses weapon models in weapon loadout window for secondary weapons (missiles and bombs). It completely disables the standard ANI interface in this screen.  &amp;lt;br&amp;gt;&lt;br /&gt;
Some mods need a compulsory use of this flag because they don't have available animations for their secondary weapons. In this situation, and if it is not used, the game will probably crash to desktop in the weapon loadout window.&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;
====-no_ap_interrupt====&lt;br /&gt;
Tells the game to not allow players to interrupt an autopilot already-in-progress.&lt;br /&gt;
====-tbp====&lt;br /&gt;
Enable feature set for The Babylon Project.  This option also forces the Enable 3d Shockwave and Use 3d Models for Weapon Selection options as of 3.6.10 testing builds r4983 or higher.&lt;br /&gt;
====-wcsaga====&lt;br /&gt;
Enable feature set for The Wing Commander Saga. &amp;lt;br&amp;gt;&lt;br /&gt;
It does the following changes to the normal FS2 engine behavior:&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;
===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;
===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&amp;amp;mdash;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;
===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;
====-no_glsl====&lt;br /&gt;
Disables the use of GLSL rendering (OpenGL shaders). The game will revert to legacy fixed render pipeline. Please note that Normal and Height map effects will be unavailable.&lt;br /&gt;
&lt;br /&gt;
===Experimental===&lt;br /&gt;
====-ingame_join====&lt;br /&gt;
Enables ingame joining in multiplayer.  FIXME: Host option?&lt;br /&gt;
====-voicer====&lt;br /&gt;
Windows-only.  Enables voice-recognition for wingmen commands.  Must be specifically compiled into a build in order for it to be available; 3.6.10 final includes the feature.&lt;br /&gt;
&lt;br /&gt;
====-alpha_env====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.9. In current builds this effect is always on}}&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. &amp;lt;br&amp;gt;&lt;br /&gt;
(Decals have been disabled in builds after May 4, 2006)&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. &amp;lt;br&amp;gt;&lt;br /&gt;
Details for each object are output to a pofspew.txt file created in the data folder. &amp;lt;br&amp;gt;&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 separated by a space.  The prototype for use in this case is &amp;quot;-option argument&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Lighting===&lt;br /&gt;
These factors can dramatically alter the atmosphere of the game. [[Sample Lighting Settings|This page]] has some sample lighting settings with screenshots.&lt;br /&gt;
&lt;br /&gt;
====-ambient_factor====&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;
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. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-spec_point====&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. This is a relative value.&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. This is a relative value.&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. This is a relative value.&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;
===Graphics===&lt;br /&gt;
&lt;br /&gt;
====-height====&lt;br /&gt;
Enables height maps (parallax mapping). It only works if [[Command-Line_Reference#-normal|-normal]] is also set. It also needs GLSL rendering, (see [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] for further info). It needs auxiliary height maps (with the same name than base map plus &amp;quot;-height&amp;quot;).&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;
===Gameplay===&lt;br /&gt;
====-mod====&lt;br /&gt;
{{Note| Please note that the ''[[mod.ini]]'' file is a feature exclusive to the Windows Launcher.}}&lt;br /&gt;
Specifies in which folders inside FreeSpace 2 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 behavior, 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;
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 those enhacenments 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'' enhacenment. 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;
 [multimod] &lt;br /&gt;
 SecondaryList = Resources/mediavps;&lt;br /&gt;
{{Note|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;
As already said, within the different directories, the data precedence is set by the specified order in the -mod flag. The lowest priority goes to the Freespace2 installation directory.&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 &amp;quot;similar&amp;quot; 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;
# 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 [[Portal:FRED|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;
{{Warning| '''Priority and Texture Formats'''&lt;br /&gt;
&lt;br /&gt;
''Obsolete behavior - Until FS2_open v3.6.9.:''&lt;br /&gt;
&lt;br /&gt;
FS2_Open can use several file formats in textures: [http://en.wikipedia.org/wiki/PCX PCX], [http://en.wikipedia.org/wiki/DirectDraw_Surface DDS], [http://en.wikipedia.org/wiki/JPG JPG] and [http://en.wikipedia.org/wiki/TGA TGA]. Make sure you keep the format when you update your texture. 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, loading process (including priorities) is applied firstly for a kind of textures (TGAs), then for another kind (JPGs), and so on. This behavior can lead to situation where your new, updated and higher priority placed texture is not read because the format of the older one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''New behavior - From FS2_open v3.6.10. (including previous beta testing releases):''&lt;br /&gt;
&lt;br /&gt;
The former issue has been fixed. Now texture format priority is only applied within the same location. In this ''strange'' situation it goes DDS -&amp;gt; TGA -&amp;gt; JPG -&amp;gt; PCX. Examples:&lt;br /&gt;
* ''/Freespace2/MyVp.vp&amp;gt;&amp;gt;&amp;gt;data/maps/MyTexture.dds'' is loaded instead of ''/Freespace2/MyVp.vp&amp;gt;&amp;gt;&amp;gt;data/maps/MyTexture.tga''.&lt;br /&gt;
* But your improved ''/Freespace2/data/maps/MyTexture.xxx'' will override them both despite of its format.&lt;br /&gt;
In this way, when you update any texture, you don't have to pay attention to its original format. Just place it in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, global priority is kept between animated and static textures. Because of their management, animated textures (ANIs and EFFs) are looked for BEFORE static ones. In this way there's no way to update an animated texture with a static one (an obsolete ANI is always going to be loaded before the newer DDS version). The solution: use an updated EFF with just one frame.&lt;br /&gt;
&lt;br /&gt;
}}&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. On the other hand, it also stretches the backgrounds - this is usually not a big issue, but it does get annoying if using a skybox.&lt;br /&gt;
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;
===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 standalone 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 standalone 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 standalone 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>Mongoose</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Voice_Acting_-_List_of_samples&amp;diff=24325</id>
		<title>Voice Acting - List of samples</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Voice_Acting_-_List_of_samples&amp;diff=24325"/>
		<updated>2009-08-08T05:28:41Z</updated>

		<summary type="html">&lt;p&gt;Mongoose: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the list of active voice actors with detailled info regarding their past experience and links to their samples(they're currently unavailable for this page, please change this intro as soon as you add them).&lt;br /&gt;
&lt;br /&gt;
Each entry is composed by four parts:&lt;br /&gt;
&lt;br /&gt;
''Name:''&lt;br /&gt;
&lt;br /&gt;
''Accent/Description:''&lt;br /&gt;
&lt;br /&gt;
''Eventual past experience:''&lt;br /&gt;
&lt;br /&gt;
''Link to samples:''&lt;br /&gt;
&lt;br /&gt;
Please follow the alphabetical order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===''Admiral Ahmose''===&lt;br /&gt;
Accent: American Midwestern&lt;br /&gt;
&lt;br /&gt;
Past Experience: BWO Demo, Professional radio; work on unreleased Rogue Intentions episode&lt;br /&gt;
&lt;br /&gt;
Samples: Rogue Intentions Monologue, Forceful, Confused, Commanding, Reply to Command&lt;br /&gt;
&lt;br /&gt;
===''Azrael15''===&lt;br /&gt;
Accent: Australian&lt;br /&gt;
&lt;br /&gt;
Past Experience: Derelict (Kyle Athanas, Gorgon Cannon, Adam Tarovich, Qualmotep)&lt;br /&gt;
&lt;br /&gt;
Samples: See Derelict Voiceacting.&lt;br /&gt;
&lt;br /&gt;
===''freespacegundam''===&lt;br /&gt;
Accent: American Midwestern&lt;br /&gt;
&lt;br /&gt;
Past Experience: No released campaigns; work on unreleased Rogue Intentions sequel.&lt;br /&gt;
&lt;br /&gt;
Samples: Command, Pilot 1, Pilot 2.&lt;br /&gt;
&lt;br /&gt;
===''J.P.''===&lt;br /&gt;
Accent/Description: American, moderate to deep voice.&lt;br /&gt;
&lt;br /&gt;
Past Experience: None (?)&lt;br /&gt;
&lt;br /&gt;
Samples: Moderate 1, Moderate 2, Moderate 3, Moderate 4, Deep 1, Deep 2&lt;br /&gt;
&lt;br /&gt;
===''Mongoose''===&lt;br /&gt;
Accent/Description: American, variable&lt;br /&gt;
&lt;br /&gt;
Past Experience: Derelict (Tau Sigma Station, Debriefing), Shrouding the Light (Commodore Cooper), unreleased RI chapter&lt;br /&gt;
&lt;br /&gt;
Samples: See Derelict Voiceacting, See Attachment for Rogue Intentions Samples&lt;br /&gt;
&lt;br /&gt;
===''pecenipicek''===&lt;br /&gt;
Accent: Eastern European (Russian, Croatian)&lt;br /&gt;
&lt;br /&gt;
Past Experience: None released (?), work on unreleased Rogue Intentions sequel&lt;br /&gt;
&lt;br /&gt;
Samples: None&lt;br /&gt;
&lt;br /&gt;
===''p0zer''===&lt;br /&gt;
Accent: Very deep, neutral.&lt;br /&gt;
&lt;br /&gt;
Past Experience: Working on new Blaise Russel campaign.&lt;br /&gt;
&lt;br /&gt;
Samples: One, Two, Three, Four&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Getting_FreeSpace&amp;diff=19673</id>
		<title>Getting FreeSpace</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Getting_FreeSpace&amp;diff=19673"/>
		<updated>2008-12-20T21:00:53Z</updated>

		<summary type="html">&lt;p&gt;Mongoose: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a few different ways of getting your hands on FreeSpace 2.&lt;br /&gt;
&lt;br /&gt;
==[http://www.gog.com/en/frontpage Good Old Games] (GOG)==&lt;br /&gt;
&lt;br /&gt;
A new digital distribution service for classic games, including both FreeSpace titles, which launched in late 2008.  GOG is selling both games for $5.99 (USD) with no digital rights management strings attached.  Definitely the most highly-recommended means of obtaining the games at the present time.&lt;br /&gt;
&lt;br /&gt;
==[http://www.gametap.com GameTap]==&lt;br /&gt;
&lt;br /&gt;
GameTap allows premium users to play both FreeSpace 1 and FreeSpace 2. However, the service does not support mods of either game (meaning no FS2 Open) or online play.&lt;br /&gt;
&lt;br /&gt;
==Physical Copies==&lt;br /&gt;
&lt;br /&gt;
There are still copies of FS2 floating around, but finding them is not always easy.&lt;br /&gt;
&lt;br /&gt;
So where could you grab a copy?&lt;br /&gt;
* [http://search.ebay.com/FreeSpace-2 There are usually some up for sale on eBay]. &lt;br /&gt;
* A Bargain Bin.&lt;br /&gt;
&lt;br /&gt;
FreeSpace 2 has not been mass-produced for several years, so checking places that sell used software is your only recourse if you need to buy locally. The original FreeSpace has been out-of-print (so to speak) for even longer, but luckily for you you can play FS1 by getting &amp;lt;u&amp;gt;[[The FreeSpace Port]]&amp;lt;/u&amp;gt;, but you'll need FS2 set up first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Keeping this commented out until I get the Installer section cleaned up&lt;br /&gt;
Turey and [DW]-Hunter have created two installers for those who do not have the Retail version or are missing some VP or Cutscene files can use the [http://www.hard-light.net/forums/index.php/topic,43905.0.html Freespace Online Installer]. &lt;br /&gt;
Note, Retail is a requirement to install freespace open and the freespace open installer doesn't include the retail files. You will never need the CDs to play retail with this installer, This installer includes Kazan's no-cd crack that doesn't have the problems that have been occurring in the HOTU crack. &lt;br /&gt;
As an option you can download the Freespace Open Installer at the end of the retail installation. If you have retail and you just want the Freespace Online Installer you can goto the [http://www.fsoinstaller.com/downloads.html FSOInstaller site] or visit [http://www.hard-light.net/forums/index.php/topic,42854.0.html Hard-light's forum post]. &lt;br /&gt;
This is probably the easiest way and most user friendly way to get freespace2 and freespace open.But if you wish to have the cds there are many other sites you can download them from, one of the most popular sites for the cds is one of Hunter's sites, [http://www.freespacezone.com FreespaceZone].&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Just keeping these around for reference until I've added all the needed links &lt;br /&gt;
== Get it from another source ==&lt;br /&gt;
There are other sources out there, that may have ISOs of the CDs, the VPs, etc.&lt;br /&gt;
You may find some info on this thread of the HLP forums : [http://www.hard-light.net/forums/index.php/topic,38195.msg896412.html#msg896412 here] or [http://www.hard-light.net/forums/index.php/topic,38195.0.html here].&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Acquiring FreeSpace]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Getting_FreeSpace&amp;diff=19672</id>
		<title>Getting FreeSpace</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Getting_FreeSpace&amp;diff=19672"/>
		<updated>2008-12-20T20:59:15Z</updated>

		<summary type="html">&lt;p&gt;Mongoose: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a few different ways of getting your hands on FreeSpace 2.&lt;br /&gt;
&lt;br /&gt;
==[http://www.gog.com/en/frontpage Good Old Games] (GOG)==&lt;br /&gt;
&lt;br /&gt;
A new digital distribution service for classic games, including both FreeSpace titles, which launched in late 2008.  GOG is selling both games for $5.99 (USD) with no digital rights management strings attached.  Definitely the most highly-recommended means of obtaining the games at the present time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[http://www.gametap.com GameTap]==&lt;br /&gt;
&lt;br /&gt;
GameTap allows premium users to play both FreeSpace 1 and FreeSpace 2. However, the service does not support mods of either game (meaning no FS2 Open) or online play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Physical Copies==&lt;br /&gt;
&lt;br /&gt;
There are still copies of FS2 floating around, but finding them is not always easy.&lt;br /&gt;
&lt;br /&gt;
So where could you grab a copy?&lt;br /&gt;
* [http://search.ebay.com/FreeSpace-2 There are usually some up for sale on eBay]. &lt;br /&gt;
* A Bargain Bin.&lt;br /&gt;
&lt;br /&gt;
FreeSpace 2 has not been mass-produced for several years, so checking places that sell used software is your only recourse if you need to buy locally. The original FreeSpace has been out-of-print (so to speak) for even longer, but luckily for you you can play FS1 by getting &amp;lt;u&amp;gt;[[The FreeSpace Port]]&amp;lt;/u&amp;gt;, but you'll need FS2 set up first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Keeping this commented out until I get the Installer section cleaned up&lt;br /&gt;
Turey and [DW]-Hunter have created two installers for those who do not have the Retail version or are missing some VP or Cutscene files can use the [http://www.hard-light.net/forums/index.php/topic,43905.0.html Freespace Online Installer]. &lt;br /&gt;
Note, Retail is a requirement to install freespace open and the freespace open installer doesn't include the retail files. You will never need the CDs to play retail with this installer, This installer includes Kazan's no-cd crack that doesn't have the problems that have been occurring in the HOTU crack. &lt;br /&gt;
As an option you can download the Freespace Open Installer at the end of the retail installation. If you have retail and you just want the Freespace Online Installer you can goto the [http://www.fsoinstaller.com/downloads.html FSOInstaller site] or visit [http://www.hard-light.net/forums/index.php/topic,42854.0.html Hard-light's forum post]. &lt;br /&gt;
This is probably the easiest way and most user friendly way to get freespace2 and freespace open.But if you wish to have the cds there are many other sites you can download them from, one of the most popular sites for the cds is one of Hunter's sites, [http://www.freespacezone.com FreespaceZone].&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Just keeping these around for reference until I've added all the needed links &lt;br /&gt;
== Get it from another source ==&lt;br /&gt;
There are other sources out there, that may have ISOs of the CDs, the VPs, etc.&lt;br /&gt;
You may find some info on this thread of the HLP forums : [http://www.hard-light.net/forums/index.php/topic,38195.msg896412.html#msg896412 here] or [http://www.hard-light.net/forums/index.php/topic,38195.0.html here].&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Acquiring FreeSpace]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Getting_FreeSpace&amp;diff=19671</id>
		<title>Getting FreeSpace</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Getting_FreeSpace&amp;diff=19671"/>
		<updated>2008-12-20T20:58:09Z</updated>

		<summary type="html">&lt;p&gt;Mongoose: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are several different ways of getting your hands on FreeSpace 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Buy it ==&lt;br /&gt;
&lt;br /&gt;
===[http://www.gog.com/en/frontpage Good Old Games] (GOG)===&lt;br /&gt;
&lt;br /&gt;
A new digital distribution service for classic games, including both FreeSpace titles, which launched in late 2008.  GOG is selling both games for $5.99 (USD) with no digital rights management strings attached.  Definitely the most highly-recommended means of obtaining the games at the present time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[http://www.gametap.com GameTap]==&lt;br /&gt;
&lt;br /&gt;
GameTap allows premium users to play both FreeSpace 1 and FreeSpace 2. However, the service does not support mods of either game (meaning no FS2 Open) or online play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Physical Copies===&lt;br /&gt;
&lt;br /&gt;
There are still copies of FS2 floating around, but finding them is not always easy.&lt;br /&gt;
&lt;br /&gt;
So where could you grab a copy?&lt;br /&gt;
* [http://search.ebay.com/FreeSpace-2 There are usually some up for sale on eBay]. &lt;br /&gt;
* A Bargain Bin.&lt;br /&gt;
&lt;br /&gt;
FreeSpace 2 has not been mass-produced for several years, so checking places that sell used software is your only recourse if you need to buy locally. The original FreeSpace has been out-of-print (so to speak) for even longer, but luckily for you you can play FS1 by getting &amp;lt;u&amp;gt;[[The FreeSpace Port]]&amp;lt;/u&amp;gt;, but you'll need FS2 set up first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Keeping this commented out until I get the Installer section cleaned up&lt;br /&gt;
Turey and [DW]-Hunter have created two installers for those who do not have the Retail version or are missing some VP or Cutscene files can use the [http://www.hard-light.net/forums/index.php/topic,43905.0.html Freespace Online Installer]. &lt;br /&gt;
Note, Retail is a requirement to install freespace open and the freespace open installer doesn't include the retail files. You will never need the CDs to play retail with this installer, This installer includes Kazan's no-cd crack that doesn't have the problems that have been occurring in the HOTU crack. &lt;br /&gt;
As an option you can download the Freespace Open Installer at the end of the retail installation. If you have retail and you just want the Freespace Online Installer you can goto the [http://www.fsoinstaller.com/downloads.html FSOInstaller site] or visit [http://www.hard-light.net/forums/index.php/topic,42854.0.html Hard-light's forum post]. &lt;br /&gt;
This is probably the easiest way and most user friendly way to get freespace2 and freespace open.But if you wish to have the cds there are many other sites you can download them from, one of the most popular sites for the cds is one of Hunter's sites, [http://www.freespacezone.com FreespaceZone].&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Just keeping these around for reference until I've added all the needed links &lt;br /&gt;
== Get it from another source ==&lt;br /&gt;
There are other sources out there, that may have ISOs of the CDs, the VPs, etc.&lt;br /&gt;
You may find some info on this thread of the HLP forums : [http://www.hard-light.net/forums/index.php/topic,38195.msg896412.html#msg896412 here] or [http://www.hard-light.net/forums/index.php/topic,38195.0.html here].&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Acquiring FreeSpace]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Talk:Getting_FreeSpace&amp;diff=19670</id>
		<title>Talk:Getting FreeSpace</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Talk:Getting_FreeSpace&amp;diff=19670"/>
		<updated>2008-12-20T20:48:08Z</updated>

		<summary type="html">&lt;p&gt;Mongoose: /* Organization */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Organization==&lt;br /&gt;
&lt;br /&gt;
I opted to move the purchase and Gametap options to the top of the page, as they are the only unambiguously legal ways to acquire FreeSpace.  On a similar token, I removed the bit about the 'friends' clause in the original EULA, as [[Freespace 2 EULA Issues|that clause was rescinded]].  I don't want to turn this into a big discussion on piracy, but with the slowly increasing ease with which FreeSpace can be found legally, I think the least we can do is emphasize those legal means of acquisition, instead of patently endorsing continued piracy of the game.&lt;br /&gt;
&lt;br /&gt;
That said, I'm not going to crop any more sections of the article, unless they can be demonstrated factually inaccurate or the general concensus changes to call for their removal.  -- [[User:BlueFlames|BlueFlames]] 01:57, 12 July 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
Seeing as how Good Old Games has been out of closed beta for some time, and given the current forum policy, I'm going to go ahead and snip out the download options. I'll shift the GOG section to the top, too, seeing as how it's by far the easiest way to obtain the game. -- [[User:Mongoose|Mongoose]] 14:48, 20 December 2008 (CST)&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Talk:Getting_FreeSpace&amp;diff=19669</id>
		<title>Talk:Getting FreeSpace</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Talk:Getting_FreeSpace&amp;diff=19669"/>
		<updated>2008-12-20T20:46:47Z</updated>

		<summary type="html">&lt;p&gt;Mongoose: /* Organization */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Organization==&lt;br /&gt;
&lt;br /&gt;
I opted to move the purchase and Gametap options to the top of the page, as they are the only unambiguously legal ways to acquire FreeSpace.  On a similar token, I removed the bit about the 'friends' clause in the original EULA, as [[Freespace 2 EULA Issues|that clause was rescinded]].  I don't want to turn this into a big discussion on piracy, but with the slowly increasing ease with which FreeSpace can be found legally, I think the least we can do is emphasize those legal means of acquisition, instead of patently endorsing continued piracy of the game.&lt;br /&gt;
&lt;br /&gt;
That said, I'm not going to crop any more sections of the article, unless they can be demonstrated factually inaccurate or the general concensus changes to call for their removal.  -- [[User:BlueFlames|BlueFlames]] 01:57, 12 July 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
Seeing as how Good Old Games has been out of closed beta for some time, and given the current forum policy, I'm going to go ahead and snip out the download options. I'll shift the GOG section to the top, too, seeing as how it's by far the easiest way to obtain the game. -- Mongoose, 3:44 PM, 20 Dec. 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Talk:Getting_FreeSpace&amp;diff=19668</id>
		<title>Talk:Getting FreeSpace</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Talk:Getting_FreeSpace&amp;diff=19668"/>
		<updated>2008-12-20T20:46:08Z</updated>

		<summary type="html">&lt;p&gt;Mongoose: /* Organization */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Organization==&lt;br /&gt;
&lt;br /&gt;
I opted to move the purchase and Gametap options to the top of the page, as they are the only unambiguously legal ways to acquire FreeSpace.  On a similar token, I removed the bit about the 'friends' clause in the original EULA, as [[Freespace 2 EULA Issues|that clause was rescinded]].  I don't want to turn this into a big discussion on piracy, but with the slowly increasing ease with which FreeSpace can be found legally, I think the least we can do is emphasize those legal means of acquisition, instead of patently endorsing continued piracy of the game.&lt;br /&gt;
&lt;br /&gt;
That said, I'm not going to crop any more sections of the article, unless they can be demonstrated factually inaccurate or the general concensus changes to call for their removal.  -- [[User:BlueFlames|BlueFlames]] 01:57, 12 July 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
Seeing as how Good Old Games has been out of closed beta for some time, and given the current forum policy, I'm going to go ahead and snip out the download options. -- Mongoose, 3:44 PM, 20 Dec. 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Talk:Getting_FreeSpace&amp;diff=19667</id>
		<title>Talk:Getting FreeSpace</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Talk:Getting_FreeSpace&amp;diff=19667"/>
		<updated>2008-12-20T20:45:47Z</updated>

		<summary type="html">&lt;p&gt;Mongoose: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Organization==&lt;br /&gt;
&lt;br /&gt;
I opted to move the purchase and Gametap options to the top of the page, as they are the only unambiguously legal ways to acquire FreeSpace.  On a similar token, I removed the bit about the 'friends' clause in the original EULA, as [[Freespace 2 EULA Issues|that clause was rescinded]].  I don't want to turn this into a big discussion on piracy, but with the slowly increasing ease with which FreeSpace can be found legally, I think the least we can do is emphasize those legal means of acquisition, instead of patently endorsing continued piracy of the game.&lt;br /&gt;
&lt;br /&gt;
That said, I'm not going to crop any more sections of the article, unless they can be demonstrated factually inaccurate or the general concensus changes to call for their removal.  -- [[User:BlueFlames|BlueFlames]] 01:57, 12 July 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
Seeing as how Good Old Games has been out of closed beta for some time, and given the current forum policy, I'm going to go ahead and snip out the download options. -- [[User:Mongoose|Mongoose]] 3:44 PM, 20 Dec. 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Talk:Getting_FreeSpace&amp;diff=19666</id>
		<title>Talk:Getting FreeSpace</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Talk:Getting_FreeSpace&amp;diff=19666"/>
		<updated>2008-12-20T20:45:23Z</updated>

		<summary type="html">&lt;p&gt;Mongoose: /* Organization */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Organization==&lt;br /&gt;
&lt;br /&gt;
I opted to move the purchase and Gametap options to the top of the page, as they are the only unambiguously legal ways to acquire FreeSpace.  On a similar token, I removed the bit about the 'friends' clause in the original EULA, as [[Freespace 2 EULA Issues|that clause was rescinded]].  I don't want to turn this into a big discussion on piracy, but with the slowly increasing ease with which FreeSpace can be found legally, I think the least we can do is emphasize those legal means of acquisition, instead of patently endorsing continued piracy of the game.&lt;br /&gt;
&lt;br /&gt;
That said, I'm not going to crop any more sections of the article, unless they can be demonstrated factually inaccurate or the general concensus changes to call for their removal.  -- [[User:BlueFlames|BlueFlames]] 01:57, 12 July 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
Seeing as how Good Old Games has been out of closed beta for some time, and given the current forum policy, I'm going to go ahead and snip out the download options. -- -- [[User:Mongoose|Mongoose]] 3:44 PM, 20 Dec. 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Talk:Getting_FreeSpace&amp;diff=19665</id>
		<title>Talk:Getting FreeSpace</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.net/index.php?title=Talk:Getting_FreeSpace&amp;diff=19665"/>
		<updated>2008-12-20T20:44:34Z</updated>

		<summary type="html">&lt;p&gt;Mongoose: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Organization==&lt;br /&gt;
&lt;br /&gt;
I opted to move the purchase and Gametap options to the top of the page, as they are the only unambiguously legal ways to acquire FreeSpace.  On a similar token, I removed the bit about the 'friends' clause in the original EULA, as [[Freespace 2 EULA Issues|that clause was rescinded]].  I don't want to turn this into a big discussion on piracy, but with the slowly increasing ease with which FreeSpace can be found legally, I think the least we can do is emphasize those legal means of acquisition, instead of patently endorsing continued piracy of the game.&lt;br /&gt;
&lt;br /&gt;
That said, I'm not going to crop any more sections of the article, unless they can be demonstrated factually inaccurate or the general concensus changes to call for their removal.  -- [[User:BlueFlames|BlueFlames]] 01:57, 12 July 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
Seeing as how Good Old Games has been out of closed beta for some time, and given the current forum policy, I'm going to go ahead and snip out the download options.&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hard-light.net/index.php?title=Installing_fs2_open&amp;diff=19656</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=19656"/>
		<updated>2008-12-20T02:46:56Z</updated>

		<summary type="html">&lt;p&gt;Mongoose: &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;
== Quick Start: Using the Online Installer ==&lt;br /&gt;
&lt;br /&gt;
You can use the excellent installer by Turey, that should give you a baseline of everything you need to play. The rest of this guide is full of information if you want to start tweaking things, or tackle things manually. However, for most players, you can stop with this step.&lt;br /&gt;
&lt;br /&gt;
* [http://www.fsoinstaller.com/files/installer/FreeSpaceOpenInstaller.zip Windows Installer (Zipped .exe, 19 MB)] (Doesn't need Java, get this one if you are unsure and are using Windows)&lt;br /&gt;
* [http://www.fsoinstaller.com/files/installer/java/FreeSpaceOpenInstaller.jar Win/Linux/Mac Installer (.jar, 26 KB)] (Requires Java 1.5)&lt;br /&gt;
&lt;br /&gt;
You can also get the Installer [http://www.fsoinstaller.com/files/installer/java/ source code here.]&lt;br /&gt;
&lt;br /&gt;
This Installer is known to work on Windows, Linux(tested on Gentoo and Fedora, should work on others), and Mac (OSX Panther, with a hacked install of Java 1.5)&lt;br /&gt;
&lt;br /&gt;
The most recent Installer includes:&lt;br /&gt;
&lt;br /&gt;
* FreeSpace Open 3.6.9 Final (regular and debug)&lt;br /&gt;
* FreeSpace Open 3.6.10 Experimental (regular and debug)&lt;br /&gt;
* FRED2 Open 3.6.9 Final (regular and debug)&lt;br /&gt;
* Launcher 5.5a&lt;br /&gt;
* launcher6.ini&lt;br /&gt;
* Mac Executables&lt;br /&gt;
* Soulstorm's OSX Launcher&lt;br /&gt;
* fs2open_pxo.cfg&lt;br /&gt;
* The OpenAL Installer (optional)&lt;br /&gt;
* 3.6.8 Zeta MediaVPs (optional, includes the 710 patches)&lt;br /&gt;
* 3.6.8 Zeta adveffects (only for those with high-power systems, requires regular MediaVPs, includes 710 patch)&lt;br /&gt;
* .OGG Cutscenes&lt;br /&gt;
* Derelict SCP Version (With optional voice)&lt;br /&gt;
* Just Another Day 1, 2 &amp;amp; 3 (separate options for each)&lt;br /&gt;
* FreeSpace Port&lt;br /&gt;
* Awakenings&lt;br /&gt;
* Homesick&lt;br /&gt;
* Transcend&lt;br /&gt;
* Sync&lt;br /&gt;
&lt;br /&gt;
=== Requirements and Notes ===&lt;br /&gt;
You can update your installation by simply running the Installer again. It will download files that are out of date.&lt;br /&gt;
&lt;br /&gt;
The Installer requires an internet connection to install. This is because:&lt;br /&gt;
* It checks to see if it is out of date by pulling the number of the most recent version off of the web.&lt;br /&gt;
* It automatically takes you to the download page of the most recent version if your version is out of date.&lt;br /&gt;
* It checks that all the files are up-to-date.&lt;br /&gt;
&lt;br /&gt;
Source:&lt;br /&gt;
[http://www.hard-light.net/forums/index.php/topic,42854.0.html Original thread by Turey]&lt;br /&gt;
&lt;br /&gt;
== Step One: Understanding what you need ==&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;
If Turey's installer is down, or if you want to assemble it all yourself, you need the following components, the rest of this guide tells you about those components and various inner workings of hte SCP:&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;
* Next, the '''fs2_open build'''. This is the core game engine, a single executable file.&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 5.5 which is bundled with the FreeSpace Open 3.6.9 release but download link to is provided below.&lt;br /&gt;
&lt;br /&gt;
[http://fs2source.warpcore.org/exes/Launcher55d.rar Launcher 5.5d download]&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. 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. Current official release is '''FreeSpace Open 3.6.9'''.&lt;br /&gt;
&lt;br /&gt;
[http://www.hard-light.net/forums/index.php/topic,44291.0.html FreeSpace Open 3.6.9 release thread]&lt;br /&gt;
&lt;br /&gt;
[http://fs2source.warpcore.org/exes/3.6.9.rar Official 3.6.9 release download]&lt;br /&gt;
&lt;br /&gt;
=== Recent Builds ===&lt;br /&gt;
Recent Builds are ones that individual coders release. 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://www.hard-light.net/forums/index.php/board,97.0.html Recent builds forum]&lt;br /&gt;
&lt;br /&gt;
== Step Four: Choosing your MediaVPs ==&lt;br /&gt;
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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;
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'''Basic installation''' usually includes:&lt;br /&gt;
&lt;br /&gt;
[http://fs2source.warpcore.org/mvp368zeta/mv_zpack.zip ZPack]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://fs2source.warpcore.org/mediavp/mp-710_effects.rar Effects 710 patch]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://fs2source.warpcore.org/mediavp/mp-710_models.rar Models 710 patch]&lt;br /&gt;
&lt;br /&gt;
'''Other recommended''' downloads include:&lt;br /&gt;
&lt;br /&gt;
[http://fs2source.warpcore.org/mvp368zeta/mv_adveffects.zip Advanced Effects]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://fs2source.warpcore.org/mediavp/mp-710_adveffects.rar Advanced Effects 710 patch]&lt;br /&gt;
&lt;br /&gt;
Mediavps should be installed in a new 'mediavps' directory under the main FreeSpace directory (\freespace2\mediavps) This preserves both possibility to play with either with retail FreeSpace 2 vp files if this is desired (for example in multiplayer) or using the retail FreeSpace 2 executive files and requires minimal extra time to set up. (See step six for further details).&lt;br /&gt;
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[http://www.hard-light.net/forums/index.php/topic,39905.0.html MediaVP download page]&lt;br /&gt;
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== Step Five: Configuring Everything ==&lt;br /&gt;
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=== Basic setup ===&lt;br /&gt;
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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;
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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;
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=== Speech setup ===&lt;br /&gt;
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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;
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=== Video setup ===&lt;br /&gt;
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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. With FreeSpace Open 3.6.9 '''OpenGL''' is strongly recommended over the Direct3D&lt;br /&gt;
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&amp;quot;Allow non standard modes&amp;quot; will let you choose resolutions other than 1024x768 and 640x480. There may be some small graphics alignment errors, but these are generally small and virtually unnoticeable.&lt;br /&gt;
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=== Features setup ===&lt;br /&gt;
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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;
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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;
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&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 Reference]] page.&lt;br /&gt;
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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;
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== 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;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;
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=== 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;
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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;
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[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Mongoose</name></author>
		
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