https://wiki.hard-light.net/api.php?action=feedcontributions&user=Jr2&feedformat=atomFreeSpace Wiki - User contributions [en]2024-03-29T15:54:23ZUser contributionsMediaWiki 1.31.7https://wiki.hard-light.net/index.php?title=File:Hlplogo512_1600x1600.png&diff=58760File:Hlplogo512 1600x1600.png2019-05-06T14:13:26Z<p>Jr2: Updated credits</p>
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<div>HLP Logo, 1600x1600px, by Setekh, archived by mjn.mixael. Thanks to Nightmare for sharing it.</div>Jr2https://wiki.hard-light.net/index.php?title=HLP_Logo&diff=58759HLP Logo2019-05-06T14:12:24Z<p>Jr2: Oopsie on the high-res 1600px linking to 500px</p>
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<div>A few different HLP logo sizes.<br />
<br />
The logo was created in 2001 by Setekh, the co-founder of HLP.<br />
<br />
[[File:hlplogo512_1600x1600.png|400px|thumb|center|HLP Logo, 1/4 scale 1600x1600px, 793KB]]<br />
[[File:hlplogo512_500x500.png|250px|thumb|center|HLP Logo, 1/2 scale 500x500px, 546.8KB]]<br />
[[File:hlplogo512_400x400.png|200px|thumb|center|HLP Logo, 1/2 scale 400x400px, 111.1KB]]<br />
[[File:hlplogo512_100x100.png|100px|thumb|center|HLP Logo, 100x100px, 12KB]]<br />
[[File:hlplogo512_90x90.png|90px|thumb|center|HLP Logo, 90x90px, 12KB]]<br />
[[File:hlplogo512_60x60.png|60px|thumb|center|HLP Logo, 60x60px, 6.3KB]]</div>Jr2https://wiki.hard-light.net/index.php?title=HLP_Logo&diff=58725HLP Logo2019-05-05T02:23:05Z<p>Jr2: Added 1600x1600, thanks to Nightmare and the creator (possibly mjn.mixael)</p>
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<div>A few different HLP logo sizes.<br />
<br />
[[File:hlplogo512_500x500.png|400px|thumb|center|HLP Logo, 1/4 scale 1600x1600px, 793KB]]<br />
[[File:hlplogo512_500x500.png|250px|thumb|center|HLP Logo, 1/2 scale 500x500px, 546.8KB]]<br />
[[File:hlplogo512_400x400.png|200px|thumb|center|HLP Logo, 1/2 scale 400x400px, 111.1KB]]<br />
[[File:hlplogo512_100x100.png|100px|thumb|center|HLP Logo, 100x100px, 12KB]]<br />
[[File:hlplogo512_90x90.png|90px|thumb|center|HLP Logo, 90x90px, 12KB]]<br />
[[File:hlplogo512_60x60.png|60px|thumb|center|HLP Logo, 60x60px, 6.3KB]]</div>Jr2https://wiki.hard-light.net/index.php?title=File:Hlplogo512_1600x1600.png&diff=58724File:Hlplogo512 1600x1600.png2019-05-05T02:22:48Z<p>Jr2: HLP Logo, 1600x1600px, possibly by mjn.mixael. Thanks to Nightmare for sharing it.</p>
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<div>HLP Logo, 1600x1600px, possibly by mjn.mixael. Thanks to Nightmare for sharing it.</div>Jr2https://wiki.hard-light.net/index.php?title=HLP_Logo&diff=58723HLP Logo2019-05-05T02:13:44Z<p>Jr2: Added some res I had laying around on my hard drive.</p>
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<div>A few different HLP logo sizes. If anyone has an original with a size bigger than 500x500, please contribute!<br />
<br />
[[File:hlplogo512_500x500.png|200px|thumb|center|HLP Logo, 500x500px, 546.8KB]]<br />
[[File:hlplogo512_400x400.png|160px|thumb|center|HLP Logo, 400x400px, 111.1KB]]<br />
[[File:hlplogo512_100x100.png|100px|thumb|center|HLP Logo, 100x100px, 12KB]]<br />
[[File:hlplogo512_90x90.png|90px|thumb|center|HLP Logo, 90x90px, 12KB]]<br />
[[File:hlplogo512_60x60.png|60px|thumb|center|HLP Logo, 60x60px, 6.3KB]]</div>Jr2https://wiki.hard-light.net/index.php?title=File:Hlplogo512_100x100.png&diff=58722File:Hlplogo512 100x100.png2019-05-05T02:12:04Z<p>Jr2: HLP Logo, 100x100px</p>
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<div>HLP Logo, 100x100px</div>Jr2https://wiki.hard-light.net/index.php?title=File:Hlplogo512_90x90.png&diff=58721File:Hlplogo512 90x90.png2019-05-05T02:11:09Z<p>Jr2: HLP Logo, 90x90px</p>
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<div>HLP Logo, 90x90px</div>Jr2https://wiki.hard-light.net/index.php?title=HLP_Logo&diff=58720HLP Logo2019-05-05T01:57:55Z<p>Jr2: HLP Logos</p>
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<div>A few different HLP logo sizes. If anyone has an original with a size bigger than 500x500, please contribute!<br />
<br />
[[File:hlplogo512_500x500.png|200px|thumb|left|HLP Logo, 500x500px, 546.8KB]]<br />
[[File:hlplogo512_400x400.png|160px|thumb|center|HLP Logo, 400x400px, 111.1KB]]<br />
[[File:hlplogo512_60x60.png|60px|thumb|center|HLP Logo, 60x60px, 6.3KB]]</div>Jr2https://wiki.hard-light.net/index.php?title=File:Hlplogo512_60x60.png&diff=58719File:Hlplogo512 60x60.png2019-05-05T01:45:23Z<p>Jr2: HLP logo, 60x60px</p>
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<div>HLP logo, 60x60px</div>Jr2https://wiki.hard-light.net/index.php?title=File:Hlplogo512_400x400.png&diff=58718File:Hlplogo512 400x400.png2019-05-05T01:44:44Z<p>Jr2: HLP logo, 400x400px</p>
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<div>HLP logo, 400x400px</div>Jr2https://wiki.hard-light.net/index.php?title=File:Hlplogo512_500x500.png&diff=58717File:Hlplogo512 500x500.png2019-05-05T01:44:01Z<p>Jr2: HLP Logo, 500x500px</p>
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<div>HLP Logo, 500x500px</div>Jr2https://wiki.hard-light.net/index.php?title=Controller_Layout&diff=58477Controller Layout2018-10-14T12:33:42Z<p>Jr2: Created page with "Sample DualShock 2 layout: Media:DS%20controller%20layout.png"</p>
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<div>Sample DualShock 2 layout:<br />
<br />
[[Media:DS%20controller%20layout.png]]</div>Jr2https://wiki.hard-light.net/index.php?title=File:DS_controller_layout.png&diff=58476File:DS controller layout.png2018-10-14T12:29:20Z<p>Jr2: Sample controller layout for DualShock 2 controller</p>
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<div>Sample controller layout for DualShock 2 controller</div>Jr2https://wiki.hard-light.net/index.php?title=FS2_Data_Structure&diff=51210FS2 Data Structure2017-11-27T01:30:28Z<p>Jr2: Fixed oops in See Also section</p>
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<div><font color=cyan>Although some expert hand has been through the page, where the (original) writer has doubts is marked in blue colour.</font><br />
<br />
<br />
==Introduction==<br />
::<font color=red>Through all this page, SCP fs2_open and FRED2_open additions over retail behaviour will be marked in red font.</font><br />
<br />
<br />
Apart from the game engine or the mission editor, FRED, the game needs data to run; it needs missions, sounds, 3D models, textures... FreeSpace 2 is highly moddable because nearly none of these data are embedded inside the game executable. In this way the user can always change nearly all game behaviour and appearance.<br />
<br />
Like all your applications you'll have FreeSpace 2 installed in one folder in your hard disk drive. We will call this folder '''/freespace2''', although it can have any other name (''/fs2'', ''/fspace2'', or whatever). Inside this folder, FreeSpace 2 stores all its game data in three places (retail version just in two):<br />
#Unpacked, ie. individual files, inside '''data''' folder within FreeSpace 2 installation folder, ie. in '''/freespace2/data'''. ('''data''' name is compulsory).<br>Inside '''data''' folder, the game contents are classified and stored in several subfolders. [[FS2_Data_Structure#data_subfolders|Below]], you have the full list of '''data''' subfolders with their description and contents, (remember that all their names are compulsory). The most commonly used and changed are:<br />
#*[[FS2_Data_Structure#effects|effects]] contains all the textures and animations used in all explosions, weapon glows, smoke, particles and so on.<br />
#*[[FS2_Data_Structure#maps|maps]] contains all the textures, (and animated textures), used over ship models.<br />
#*[[FS2_Data_Structure#missions|missions]] contains all the mission ([[%2A.FS2]]) and campaign ([[%2A.FC2]]) definition files.<br />
#*[[FS2_Data_Structure#models|models]] contains all 3D models ([[%2A.POF]]).<br />
#*[[FS2_Data_Structure#music|music]] contains all the music files.<br />
#*[[FS2_Data_Structure#sounds|sounds]] contains all ingame sound effect files.<br />
#*[[FS2_Data_Structure#tables|tables]] contains all table files. Tables define all the behaviour the game components have. They are the most important thing for modders to know. See [[Tables]] section for deeper info.<br />
#*[[FS2_Data_Structure#voice|voice]] contains all the ingame voices.<br />
#Packed in vp archives. This kind of archives just contain individual files in a similar way as "normal" archives like rar or zip do. They are placed in '''/freespace2''' folder. Special software, like [[VPMage]], is needed to build them. Another really good utility is [[Maja|WMCoolmon's Maja]] which comes in a Java cross-platform executable. You can grab it from [http://wmc.freespacemods.net/repository/ WMC::Repository]. If you just want to browse or extract files from existing vps, but not editing or building them, then use [[VPView]]. You've got two versions of it in [http://www.descent-network.com/descman Descent Network download page]<br>vp archives also follow the data structure, so, even while packed in a vp archive, your missions will be in /data/missions and your ship 3D models in /data/models. All retail data come packed in several vps. The next, and only the next, are the original game contents (when patched to v1.2):<br />
#*root_fs2.vp (6,255 KB - 157 files - checksum of 0xce10d76c): Mainly [[FS2_Data_Structure#tables|tables]] and [[FS2_Data_Structure#missions|missions]].<br><font color=red>(Number of files and checksum as reported in fs2_open.log when running a fs2_open ''debug'' build. Please notice that vp can actually contain more files than the reported number, but these are the pure game data files. As example root_fs2.vp contains 160 files with three useless ''vssver.scc'' in tables, images and squads).</font><br />
#*smarty_fs2.vp (120,241 KB - 10 files - checksum of 0xddeb3b1e): [[FS2_Data_Structure#intelanims|Intelligence animations]].<br />
#*sparky_fs2.vp (254,457 KB - 3027 files - checksum of 0x164fe65a): Most of the game data, mainly [[FS2_Data_Structure#models|models]], [[FS2_Data_Structure#maps|maps]], [[FS2_Data_Structure#effects|effects]], [[FS2_Data_Structure#hud|hud]], [[FS2_Data_Structure#interface|interface]] and [[FS2_Data_Structure#sounds|sounds]] data.<br />
#*sparky_hi_fs2.vp (259,026 KB - 1337 files - checksum of 0xa11d56f1): Extra [[FS2_Data_Structure#hud|hud]] and [[FS2_Data_Structure#interface|interface]] data for hi res (1024x768).<br />
#*stu_fs2.vp (169,108 KB - 2355 files - checksum of 0xd77da83a): [[FS2_Data_Structure#voice|Voice]] data.<br />
#*tango1_fs2.vp (191,297 KB - 32 files - checksum of 0x4c25221e): 1st pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].<br />
#*tango2_fs2.vp (71,073 KB - 15 files - checksum of 0x86920b82): 2nd pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].<br />
#*tango3_fs2.vp (49,314 KB - 10 files - checksum of 0x705e8d71): 3rd pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].<br />
#*warble_fs2.vp (116,073 KB - 52 files - checksum of 0xd85c305d): [[FS2_Data_Structure#music|Music]] data.<br />
#*[[%2A.MVE]] movies (cutscenes). They are not originally installed in the user hard disk drive. They are read from game CDs.<br />
#<font color=red>'''One of the most important SCP fs2_open additions:''' Auxiliary data folders loaded through [[Command-Line_Reference#-mod|-MOD launcher flag]]. Retail game only use former both places. But fs2_open, (and FRED2_open), can use any other auxiliary folder in /freespace2 as game data holder. This feature allows installing and using several different mods without having undesired cross-effects.</font><br />
<br />
The most important consequence of having several available locations for game data, is that several versions of each file can exist. '''There's a priority order between different locations''' as explained in [[Command-Line_Reference#-mod|-MOD launcher flag help]]. Due to this order, '''only the highest priority version of each file will be used'''. This feature allows the user to quickly replace existing ''mission.fs2'' or ''ShipModel.pof'' by new or improved versions, placing them in a higher priority place. There's no need to remove obsolete files.<br />
<br />
<font color=red>The use of [[Command-Line_Reference#-mod|-MOD launcher flag]] implies that there will be two or more /data folder structures. Some game data, mainly model cache files ([[Model files#IBX|*.IBX]]), can be regenerated by the game itself. Unless explicitly specified, these autogenerated files will be placed in the ''highest'' priority /data folder structure.</font><br />
<br />
==data subfolders==<br />
<br />
===cache===<br />
*'''Contents:''' Model cache files. In versions of FS2Open prior to 3.7.4, model files were processed to extract the actual render geometry. In 3.7.4, that processing step was optimized so that performing this extraction at runtime was just as fast as reading cache files off of the disk; as a consequence, it was decided to remove the cache file reading and writing code.<br />
<br />
*'''Notes:'''<br />
**This folder and its contents are obsolete as of FS2Open Release 3.7.4.<br />
<br />
===cbanims===<br />
*'''Contents:''' Command and mission briefing animations. (They are assigned to missions through FRED2 editor).<br />
*'''Supported files:''' [[%2A.ANI]] animations.<br />
<br />
<br />
===config===<br />
*<font color=red>'''Contents''':</font> Used by the SCP Builds. Contains (usually by reference) additional data as loaded by Scripts.<br />
*<font color=red>'''Supported files''':</font> [[%2A.CFG]] files.<br />
{{table38|[[%2A.TBL]], [[%2A.TBM]], [[%2A.XML]] and [[%2A.CSV]] files.}}<br />
<br />
<br />
===demos===<br />
*'''Contents:''' This is probably where recordable demos would have been saved. If you look in the source code, there are functions in place to record events and play the recordings back at a later time. This code is does not (and in all likely hood will never) work.<br />
*'''Supported files:''' [[%2A.FSD]] (FreeSpace Demo) files.<br />
<br />
<br />
===effects===<br />
*'''Contents:''' Bitmaps and animations for every game effect:<br />
**All the explosions and weapon effects.<br />
**Damage smoke animation.<br />
**Particle animations.<br />
**Thruster glows and <font color=red>afterburner trails</font>.<br />
**All the background images, sun bitmaps, <font color=red>sun glares</font> and space motion debris (see [[Stars.tbl]] table).<br />
**Warp-in / warp-out animations.<br />
**Anything more you can think of in this category. If you have a texture which you know it doesn't belong to [[FS2_Data_Structure#maps|maps folder]], put it here. If you have doubts, put it here too.<br />
**<font color=red>Since 3.6.10. version (including previously released nightly builds): GLSL shaders. See [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]]</font><br />
*'''Supported files:'''<br />
**Retail: [[%2A.PCX]] for bitmaps, (example, backgrounds) and [[%2A.ANI]] for animations (example: explosions).<br />
**<font color=red>SCP fs2_open: Both formats and: [[%2A.JPG]], [[%2A.TGA]], [[%2A.PNG]], [[%2A.DDS]], for images, and [[.EFF]] for animations.</font><br />
**<font color=red>Since 3.6.10. version (including previously released nightly builds): [[%2A.SDR]] shader files. See [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]]</font><br />
**<font color=cyan>[[%2A.NEB]] files ?????? </font><br />
*'''Notes:'''<br />
**Some effect bitmaps or animations can be assigned by table entries. But the name of many others is hardcoded, (example particlesmoke01).<br />
**Not all the effects support animations. Example background bitmaps.<br />
**<font color=red>[[%2A.PNG]] or [[%2A.DDS]] as/and [[%2A.EFF]] are the preferred formats.<br />
**See [[Texturing]] section for important info about this aspect of the game. It is more important for [[FS2_Data_Structure#maps|maps folder]] contents, (ie. ship textures), but it also applies here.</font><br />
<br />
<br />
===fonts===<br />
*'''Contents:''' This folder contains font files for the engine to use. Its native format are .VF ("Volition Font") files, which are bitmapped fonts created using the fonttool.<br />
{{Table373|TrueType Fonts (ttf) are also supported.}}<br />
*'''Supported files:''' <font color=cyan>[[%2A.VF]] files, [[%2A.TTF]] files</font><br />
<br />
===force feedback===<br />
*'''Contents:''' <font color=cyan>???????</font><br />
*'''Supported files:''' <font color=cyan>???????</font><br />
<br />
<br />
===freddocs===<br />
*'''Contents:''' This is where the help files for FRED are stored. Since the help files are viewed in a web browser, they were not able to be stored in the VP files.<br />
*'''Supported files:''' *.html, *.gif, *.jpg, *.png.<br />
<br />
<br />
===hud===<br />
*'''Contents:''' All HUD building bricks. Anything you see on your HUD while flying is defined through this folder contents.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.PCX]] and [[%2A.ANI]].<br />
**<font color=red>SCP fs2_open: The former ones and [[%2A.TGA]], [[%2A.PNG]] and [[%2A.DDS]] formats.</font><br />
*'''Notes:'''<br />
**Most of this folder contents have a hardcoded name.<br />
**Most of this folder contents are "false" animations. It means that the [[%2A.ANI]] file is only used to pack several related images. Example: every ship shield graphic uses five images, (the ship bitmap and then, front, right, back and left shield quadrants) packed in one [[%2A.ANI]].<br />
<br />
<br />
===intelanims===<br />
*'''Contents:''' Intelligence animations used in ''Technical Database'' > ''Intelligence'' section. They are used through [[Species.tbl]] table.<br />
*'''Supported files:''' [[%2A.ANI]] animations and <font color=red>[[%2A.EFF]]</font>.<br />
<br />
<br />
===interface===<br />
*'''Contents:'''<br />
**All the game screens and optional mission loading screens.<br />
**All the button, mouse and icon bitmaps.<br />
**Map ship icons in ''Briefing'' screen.<br />
**Ship and weapon animations in ''Ship selection'' and ''Weapon loadout'' screens. These weapon animations are also used in ''Technical Database'' > ''Weapons'' section.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.ANI]] animations and [[%2A.PCX]] bitmaps.<br />
**<font color=red>SCP fs2_open: The former ones and [[%2A.TGA]], [[%2A.PNG]], [[%2A.DDS]] and [[%2A.EFF]] formats.</font> <br />
*'''Notes:'''<br />
**<font color=red>Most people use [[Command-Line_Reference#-ship_choice_3d|-ship_choice_3d]] and [[Command-Line_Reference#-weapon_choice_3d|-weapon_choice_3d]] command-line flags. With these flags, only primary weapon animations are needed for the ''Weapon loadout'' screen. There's no need for ship or secondary weapon animations. Moreover, some mods need a compulsory use of these flags because they have no available animations for their ships or missiles.</font><br />
<br />
<br />
===maps===<br />
*'''Contents:''' All the textures used by 3D [[%2A.POF]] models. [[%2A.POF]] models use textures to "paint" their surfaces and to simulate glow points. [[%2A.POF]] files only have links to the names of their used textures, they don't have embedded textures. All their used textures are read from this folder.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.PCX]] bitmaps.<br />
**<font color=red>SCP fs2_open: The former and: [[%2A.JPG]], [[%2A.TGA]], [[%2A.PNG]], [[%2A.DDS]] formats. Some of the textures, (example: glow maps), support animated textures so [[%2A.EFF]] and [[%2A.ANI]] are also supported.</font><br />
*'''Notes:'''<br />
**See [[Texturing]] section for important info about this aspect of the game.<br />
**<font color=red>[[%2A.DDS]] and [[%2A.EFF]] are the preferred formats.</font><br />
<br />
<br />
===missions===<br />
*'''Contents:''' All the mission and campaign files.<br />
*'''Supported files:''' Each mission is one [[%2A.FS2]] file and each campaign is one [[%2A.FC2]] file.<br />
**<font color=cyan>[[%2A.NTL]] and [[%2A.SSV]] files ????? </font><br />
*'''Notes:'''<br />
**In ''Mission Simulator'' screen, ''Single Missions'' are just available [[%2A.FS2]] mission files which are not pointed by any of the available [[%2A.FC2]] campaign files. This is the only way to play this kind of missions.<br />
<br />
<br />
===models===<br />
*'''Contents:''' All the 3D models used by ships, asteroid and debris fields, missiles, subspace model, <font color=red>3D shockwaves, 3D warp-in/warp-out effects and background star-holding model</font>.<br />
*'''Supported files:''' [[%2A.POF]] model files.<br />
*'''Notes:'''<br />
**[[%2A.POF]] models have direct relation with [[FS2_Data_Structure#maps|maps]] and [[FS2_Data_Structure#cache|cache]] folder contents.<br />
**<font color=red>3D warp-in/warp-out effects need the usage of [[Command-Line_Reference#-3dwarp|-3dwarp launcher flag]].</font><br />
<br />
<br />
===<font color=red>movies</font>===<br />
*<font color=red>'''Contents:''' Game cutscenes.<br />
*'''Supported files:''' [[%2A.MVE]], [[%2A.OGG]], [[%2A.AVI]] and [[%2A.MPG]] clip files.<br />
<br />
*'''Notes:'''</font><br />
**<font color=red>This folder is a fully SCP addition. Retail game reads [[%2A.MVE]] cutscenes from game CDs.<br />
**[[%2A.AVI]] and [[%2A.MPG]] formats are decoded through system player. Their support is [[Deprecation|deprecated]] and therefore not guaranteed in future fs2_open versions.<br />
**Retail uncompressed [[%2A.MVE]] and Theora compressed [[%2A.OGG]] formats are the preferred ones. fs2_open has built-in support for them both.<br />
**All the movies can have custom names, (their loading trigger is defined in FRED), but start-up movie. This movie must be called '''Intro'''.</font><br />
<br />
<br />
===multidata===<br />
*'''Contents:''' <font color=cyan>???????</font><br />
*'''Supported files:''' [[%2A.PCX]], <font color=red>[[%2A.DDS]], [[%2A.PNG]]</font> and [[%2A.FS2]] files.<br />
<br />
<br />
===music===<br />
*'''Contents:''' Music files used through [[Music.tbl]] table.<br />
*'''Supported files:'''<br />
**Retail: PCM [[%2A.WAV]] sound clips up to 16bit - 22kHz - 2 channels.<br />
**<font color=red>SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.</font><br />
<br />
<br />
===players===<br />
*'''Contents:''' All game player data. <br />
**It has 4 subfolders, each one has a deeper explanation below:<br />
***[[FS2_Data_Structure#images|images]]: Selectable appearances of the player in ''Barracks'' screen.<br />
***[[FS2_Data_Structure#multi|multi]]: Game data of multiplayer pilots<br />
***[[FS2_Data_Structure#single|single]]: Game data of single player pilots<br />
***[[FS2_Data_Structure#squads|squads]]: Selectable squad insignias of the player in ''Barracks'' screen.<br />
**The main '''players''' folder just contains HUD appearance presets, ([[%2A.HCF]] files), which can be loaded, edited and saved in ''Options'' screen > ''HUD Config'' screen. From this screen they can be also applied to player's HUD settings.<br />
*'''Supported files:''' [[%2A.HCF]] HUD configuration files.<br />
*'''Notes:'''<br />
**<font color=red>Only '''/freespace2/data/players''' main folder '''is used''' despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings. Only [[FS2_Data_Structure#images|images]] and [[FS2_Data_Structure#squads|squads]] subfolders are read from any other locations (vp archives or other /mod/data/players folders).</font><br />
**Of course, [[%2A.HCF]] files can be generated by the game itself, and are the settings for the HUD Options screen.<br />
<br />
====images====<br />
*'''Contents:''' Selectable appearances of the player in ''Barracks'' screen, ie. the player's photograph.<br />
*'''Supported files:''' [[%2A.PCX]] images<br />
**'''<font color=red>SCP fs2_open''': [[%2A.PNG]] and [[%2A.DDS]] files.</font><br />
<br />
====multi====<br />
*'''Contents:''' Game data of multiplayer pilots.<br />
*'''Supported files:''' [[%2A.PLR]] files.<br />
*'''Notes:'''<br />
**<font color=red>Only '''/freespace2/data/players/multi''' folder '''is used''' despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings.</font><br />
**Of course, multi player data is generated and updated by the game itself.<br />
<br />
====single====<br />
*'''Contents:''' Game data of single player pilots.<br />
*'''Supported files:'''<br />
**Each pilot consists of several files:<br />
***One [[%2A.PL2]] file, (let's call it ''MyPilot.pl2''), which contains main pilot data.<br />
***Several [[%2A.CS2]] files. Each of these files is generated for each played campaign. They have the form ''MyPilot.Campaign name.cs2''.<br />
***<font color=red>FSO: [[%2A.PLR]], [[%2A.CSG]] and [[%2A.CSS]] files.</font><br />
*'''Notes:'''<br />
**<font color=red>Only '''/freespace2/data/players/single''' folder '''is used''' despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings.</font><br />
**Of course, single player data is generated and updated by the game itself.<br />
**Do not use pilot names longer than 32 characters. The game has problems with them, ie. use short pilot names.<br />
<br />
====squads====<br />
*'''Contents:''' Selectable squadron insignias of the player in ''Barracks'' screen.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.PCX]] bitmaps.<br />
**<font color=red>fs2_open: The above format and: [[%2A.PNG]], [[%2A.DDS]] images can be also used. But in order to maintain backwards and multiplayer compatibility, a [[%2A.PCX]] copy of the same insignia '''MUST''' be available. More info can be found in [http://scp.indiegames.us/mantis/view.php?id=1834 Mantis report 1834].</font><br />
<br />
<br />
===<font color=red>scripts</font>===<br />
*<font color=red>'''Contents:''' <font color=cyan>This has something to do with LUA scripting SCP addition, but I know NOTHING about it. Please some expert fill it.</font></font><br />
*<font color=red>'''Supported files:''' <font color=cyan>[[%2A.LUA]] and [[%2A.LC]] files. ???????</font></font>.<br />
<br />
<br />
===sounds===<br />
*'''Contents:''' All the game sound effects. [[FS2_Data_Structure#music|Music tracks]] or [[FS2_Data_Structure#voices|ingame speech]] which have their own subfolders.<br />
**It has two folders, [[FS2_Data_Structure#8b22k|8b22k]] and [[FS2_Data_Structure#16b11k|16b11k]] to classify the sounds depending on their quality. <font color=cyan>But using them is not needed, all the sounds can go in the main folder.</font><br />
*'''Supported files:'''<br />
**Retail: PCM [[%2A.WAV]] sound clips <font color=cyan>up to 16bit - 22kHz - 2 channels</font>.<br />
**<font color=red>SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.</font><br />
*'''Notes:'''<br />
**In game sounds are used through [[Sounds.tbl]] table.<br />
**<font color=cyan>Normally, game sounds only have one channel. Depending on the sound source location, the game will generate different right and left channel volumes.</font><br />
<br />
====8b22k====<br />
*'''Contents:''' Low quality sounds, but just use the main [[FS2_Data_Structure#sounds|sounds]] folder.<br />
<br />
====16b11k====<br />
*'''Contents:''' High quality sounds, but just use the main [[FS2_Data_Structure#sounds|sounds]] folder.<br />
<br />
<br />
===tables===<br />
*'''Contents:''' Data tables which set the whole game behaviour.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.TBL]] tables.<br />
**<font color=red>One of the most important SCP fs2_open additions: [[%2A.TBM]] [[Modular_Tables|modular table]] files.</font><br />
*'''Notes:'''<br />
**Tables are just the most important thing for modders to know.<br />
**There is a lot of useful info about them in [[Tables]] section of the Wiki.<br />
<br />
<br />
===text===<br />
*'''Contents:''' <font color=cyan>???????</font><br />
*'''Supported files:''' <font color=cyan>[[%2A.TXT]] and [[%2A.NET]] files.</font><br />
<br />
<br />
===voice===<br />
*'''Contents:''' In game speech. This speech is separated in six different types. Each of them is located in its own subfolder inside voice folder.<br />
**Campaign command briefing speeches. They are loaded from [[FS2_Data_Structure#command_briefings|command_briefings]] subfolder.<br />
**Mission briefing explanation speeches. They are loaded from [[FS2_Data_Structure#briefing|briefing]] subfolder.<br />
**Mission debriefing speeches. They are loaded from [[FS2_Data_Structure#debriefing|debriefing]] subfolder.<br />
**Mission scripted speech. The voice files are loaded from [[FS2_Data_Structure#special|special]] subfolder.<br />
**Random speech generated by flying mates or enemies. The voice files are loaded from [[FS2_Data_Structure#personas|personas]] subfolder.<br />
**A "training" category- identical to [[FS2_Data_Structure#special|special]], but used by Volition to organize training messages.<br />
*'''Supported files:''' All the speech kinds support these formats:<br />
**Retail: PCM [[%2A.WAV]] sound clips <font color=cyan>up to 16bit - 22kHz - 2 channels</font>.<br />
**<font color=red>SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.</font><br />
<br />
====briefing====<br />
*'''Contents:''' Mission briefing explanation speeches. They are set through FRED editor in each [[%2A.FS2]] mission file.<br />
<br />
====command_briefings====<br />
*'''Contents:''' General command briefing speeches you can see before some missions. As example, the first mission usually have command brienfing. They are set through FRED editor. They are attached to the next mission file.<br />
<br />
====debriefing====<br />
*'''Contents:''' Mission debriefing explanation speeches. They are set through FRED editor in each [[%2A.FS2]] mission file.<br />
<br />
====personas====<br />
*'''Contents:''' Random speech generated by flying ships or your command, for example to warn the player about "Bandit on your tail" or to praise him with "Good shoot!!" . This feature is used through [[Messages.tbl]] table.<br />
<br />
====special====<br />
*'''Contents:''' Scripted speech files in every mission. This speech is set through FRED SEXPs (mainly ''send-message-list'').<br />
<br />
====training====<br />
*'''Contents:''' Identical to '''special''', but used by Volition for training messages.<br />
<br />
<br />
==Loading order==<br />
Although each kind of game data has its right folder, they are really looked for in some related folders. As an example, the game looks for ship textures in [[FS2_Data_Structure#maps|maps]] folder but also in [[FS2_Data_Structure#effects|effects]] folder. Also if you have one effect and one ship texture with the same name you are going to have trouble.<br />
<br />
Just for reference and troubleshooting, here you have the loading order and searched extensions of each subfolder. '''But always try to put every file in its right place'''. (You may see strange locations for some files, please don't use them).<br />
<br />
/ (mve, avi, mpg, ogg, vp)<br />
/data (cfg, log, txt)<br />
/data/maps (pcx, ani, jpg, tga, eff, png, dds)<br />
/data/text (txt, net)<br />
/data/missions (fs2, fc2, ntl, ssv)<br />
/data/models (pof)<br />
/data/tables (tbl, tbm)<br />
/data/sounds (wav, ogg)<br />
/data/sounds/8b22k (wav, ogg)<br />
/data/sounds/16b11k (wav, ogg)<br />
/data/voice ()<br />
/data/voice/briefing (wav, ogg)<br />
/data/voice/command_briefings (wav, ogg)<br />
/data/voice/debriefing (wav, ogg)<br />
/data/voice/personas (wav, ogg)<br />
/data/voice/special (wav, ogg)<br />
/data/voice/training (wav, ogg)<br />
/data/music (wav, ogg)<br />
/data/movies (mve, msb, avi, mpg, ogg)<br />
/data/interface (pcx, ani, jpg, tga, eff, png, dds)<br />
/data/fonts (vf)<br />
/data/effects (neb, pcx, ani, jpg, tga, eff, png, dds)<br />
/data/hud (pcx, ani, tga, png, dds)<br />
/data/players (plr, csg)<br />
/data/players/images (pcx, png, dds)<br />
/data/cache (clr, tmp, ibx)<br />
/data/players (hcf)<br />
/data/players/single (pl2, cs2, plr, csg, css)<br />
/data/players/multi (plr)<br />
/data/multidata (pcx, png, dds, fs2)<br />
/data/config (cfg)<br />
/data/players/squads (pcx, png, dds)<br />
/data/demos (fsd)<br />
/data/cbanims (ani, eff, png, dds)<br />
/data/intelanims (ani, eff, png, dds)<br />
/data/scripts (lua, lc)<br />
<br />
==See Also:==<br />
<br />
===[[*.VP]]===<br />
===[[FreeSpace 2 directory structure]]===<br />
<br />
<br />
<br />
[[Category:Modding]]</div>Jr2https://wiki.hard-light.net/index.php?title=FS2_Data_Structure&diff=51208FS2 Data Structure2017-11-27T01:29:28Z<p>Jr2: Added See Also section</p>
<hr />
<div><font color=cyan>Although some expert hand has been through the page, where the (original) writer has doubts is marked in blue colour.</font><br />
<br />
<br />
==Introduction==<br />
::<font color=red>Through all this page, SCP fs2_open and FRED2_open additions over retail behaviour will be marked in red font.</font><br />
<br />
<br />
Apart from the game engine or the mission editor, FRED, the game needs data to run; it needs missions, sounds, 3D models, textures... FreeSpace 2 is highly moddable because nearly none of these data are embedded inside the game executable. In this way the user can always change nearly all game behaviour and appearance.<br />
<br />
Like all your applications you'll have FreeSpace 2 installed in one folder in your hard disk drive. We will call this folder '''/freespace2''', although it can have any other name (''/fs2'', ''/fspace2'', or whatever). Inside this folder, FreeSpace 2 stores all its game data in three places (retail version just in two):<br />
#Unpacked, ie. individual files, inside '''data''' folder within FreeSpace 2 installation folder, ie. in '''/freespace2/data'''. ('''data''' name is compulsory).<br>Inside '''data''' folder, the game contents are classified and stored in several subfolders. [[FS2_Data_Structure#data_subfolders|Below]], you have the full list of '''data''' subfolders with their description and contents, (remember that all their names are compulsory). The most commonly used and changed are:<br />
#*[[FS2_Data_Structure#effects|effects]] contains all the textures and animations used in all explosions, weapon glows, smoke, particles and so on.<br />
#*[[FS2_Data_Structure#maps|maps]] contains all the textures, (and animated textures), used over ship models.<br />
#*[[FS2_Data_Structure#missions|missions]] contains all the mission ([[%2A.FS2]]) and campaign ([[%2A.FC2]]) definition files.<br />
#*[[FS2_Data_Structure#models|models]] contains all 3D models ([[%2A.POF]]).<br />
#*[[FS2_Data_Structure#music|music]] contains all the music files.<br />
#*[[FS2_Data_Structure#sounds|sounds]] contains all ingame sound effect files.<br />
#*[[FS2_Data_Structure#tables|tables]] contains all table files. Tables define all the behaviour the game components have. They are the most important thing for modders to know. See [[Tables]] section for deeper info.<br />
#*[[FS2_Data_Structure#voice|voice]] contains all the ingame voices.<br />
#Packed in vp archives. This kind of archives just contain individual files in a similar way as "normal" archives like rar or zip do. They are placed in '''/freespace2''' folder. Special software, like [[VPMage]], is needed to build them. Another really good utility is [[Maja|WMCoolmon's Maja]] which comes in a Java cross-platform executable. You can grab it from [http://wmc.freespacemods.net/repository/ WMC::Repository]. If you just want to browse or extract files from existing vps, but not editing or building them, then use [[VPView]]. You've got two versions of it in [http://www.descent-network.com/descman Descent Network download page]<br>vp archives also follow the data structure, so, even while packed in a vp archive, your missions will be in /data/missions and your ship 3D models in /data/models. All retail data come packed in several vps. The next, and only the next, are the original game contents (when patched to v1.2):<br />
#*root_fs2.vp (6,255 KB - 157 files - checksum of 0xce10d76c): Mainly [[FS2_Data_Structure#tables|tables]] and [[FS2_Data_Structure#missions|missions]].<br><font color=red>(Number of files and checksum as reported in fs2_open.log when running a fs2_open ''debug'' build. Please notice that vp can actually contain more files than the reported number, but these are the pure game data files. As example root_fs2.vp contains 160 files with three useless ''vssver.scc'' in tables, images and squads).</font><br />
#*smarty_fs2.vp (120,241 KB - 10 files - checksum of 0xddeb3b1e): [[FS2_Data_Structure#intelanims|Intelligence animations]].<br />
#*sparky_fs2.vp (254,457 KB - 3027 files - checksum of 0x164fe65a): Most of the game data, mainly [[FS2_Data_Structure#models|models]], [[FS2_Data_Structure#maps|maps]], [[FS2_Data_Structure#effects|effects]], [[FS2_Data_Structure#hud|hud]], [[FS2_Data_Structure#interface|interface]] and [[FS2_Data_Structure#sounds|sounds]] data.<br />
#*sparky_hi_fs2.vp (259,026 KB - 1337 files - checksum of 0xa11d56f1): Extra [[FS2_Data_Structure#hud|hud]] and [[FS2_Data_Structure#interface|interface]] data for hi res (1024x768).<br />
#*stu_fs2.vp (169,108 KB - 2355 files - checksum of 0xd77da83a): [[FS2_Data_Structure#voice|Voice]] data.<br />
#*tango1_fs2.vp (191,297 KB - 32 files - checksum of 0x4c25221e): 1st pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].<br />
#*tango2_fs2.vp (71,073 KB - 15 files - checksum of 0x86920b82): 2nd pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].<br />
#*tango3_fs2.vp (49,314 KB - 10 files - checksum of 0x705e8d71): 3rd pack of [[FS2_Data_Structure#cbanims|Command briefing animations]].<br />
#*warble_fs2.vp (116,073 KB - 52 files - checksum of 0xd85c305d): [[FS2_Data_Structure#music|Music]] data.<br />
#*[[%2A.MVE]] movies (cutscenes). They are not originally installed in the user hard disk drive. They are read from game CDs.<br />
#<font color=red>'''One of the most important SCP fs2_open additions:''' Auxiliary data folders loaded through [[Command-Line_Reference#-mod|-MOD launcher flag]]. Retail game only use former both places. But fs2_open, (and FRED2_open), can use any other auxiliary folder in /freespace2 as game data holder. This feature allows installing and using several different mods without having undesired cross-effects.</font><br />
<br />
The most important consequence of having several available locations for game data, is that several versions of each file can exist. '''There's a priority order between different locations''' as explained in [[Command-Line_Reference#-mod|-MOD launcher flag help]]. Due to this order, '''only the highest priority version of each file will be used'''. This feature allows the user to quickly replace existing ''mission.fs2'' or ''ShipModel.pof'' by new or improved versions, placing them in a higher priority place. There's no need to remove obsolete files.<br />
<br />
<font color=red>The use of [[Command-Line_Reference#-mod|-MOD launcher flag]] implies that there will be two or more /data folder structures. Some game data, mainly model cache files ([[Model files#IBX|*.IBX]]), can be regenerated by the game itself. Unless explicitly specified, these autogenerated files will be placed in the ''highest'' priority /data folder structure.</font><br />
<br />
==data subfolders==<br />
<br />
===cache===<br />
*'''Contents:''' Model cache files. In versions of FS2Open prior to 3.7.4, model files were processed to extract the actual render geometry. In 3.7.4, that processing step was optimized so that performing this extraction at runtime was just as fast as reading cache files off of the disk; as a consequence, it was decided to remove the cache file reading and writing code.<br />
<br />
*'''Notes:'''<br />
**This folder and its contents are obsolete as of FS2Open Release 3.7.4.<br />
<br />
===cbanims===<br />
*'''Contents:''' Command and mission briefing animations. (They are assigned to missions through FRED2 editor).<br />
*'''Supported files:''' [[%2A.ANI]] animations.<br />
<br />
<br />
===config===<br />
*<font color=red>'''Contents''':</font> Used by the SCP Builds. Contains (usually by reference) additional data as loaded by Scripts.<br />
*<font color=red>'''Supported files''':</font> [[%2A.CFG]] files.<br />
{{table38|[[%2A.TBL]], [[%2A.TBM]], [[%2A.XML]] and [[%2A.CSV]] files.}}<br />
<br />
<br />
===demos===<br />
*'''Contents:''' This is probably where recordable demos would have been saved. If you look in the source code, there are functions in place to record events and play the recordings back at a later time. This code is does not (and in all likely hood will never) work.<br />
*'''Supported files:''' [[%2A.FSD]] (FreeSpace Demo) files.<br />
<br />
<br />
===effects===<br />
*'''Contents:''' Bitmaps and animations for every game effect:<br />
**All the explosions and weapon effects.<br />
**Damage smoke animation.<br />
**Particle animations.<br />
**Thruster glows and <font color=red>afterburner trails</font>.<br />
**All the background images, sun bitmaps, <font color=red>sun glares</font> and space motion debris (see [[Stars.tbl]] table).<br />
**Warp-in / warp-out animations.<br />
**Anything more you can think of in this category. If you have a texture which you know it doesn't belong to [[FS2_Data_Structure#maps|maps folder]], put it here. If you have doubts, put it here too.<br />
**<font color=red>Since 3.6.10. version (including previously released nightly builds): GLSL shaders. See [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]]</font><br />
*'''Supported files:'''<br />
**Retail: [[%2A.PCX]] for bitmaps, (example, backgrounds) and [[%2A.ANI]] for animations (example: explosions).<br />
**<font color=red>SCP fs2_open: Both formats and: [[%2A.JPG]], [[%2A.TGA]], [[%2A.PNG]], [[%2A.DDS]], for images, and [[.EFF]] for animations.</font><br />
**<font color=red>Since 3.6.10. version (including previously released nightly builds): [[%2A.SDR]] shader files. See [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]]</font><br />
**<font color=cyan>[[%2A.NEB]] files ?????? </font><br />
*'''Notes:'''<br />
**Some effect bitmaps or animations can be assigned by table entries. But the name of many others is hardcoded, (example particlesmoke01).<br />
**Not all the effects support animations. Example background bitmaps.<br />
**<font color=red>[[%2A.PNG]] or [[%2A.DDS]] as/and [[%2A.EFF]] are the preferred formats.<br />
**See [[Texturing]] section for important info about this aspect of the game. It is more important for [[FS2_Data_Structure#maps|maps folder]] contents, (ie. ship textures), but it also applies here.</font><br />
<br />
<br />
===fonts===<br />
*'''Contents:''' This folder contains font files for the engine to use. Its native format are .VF ("Volition Font") files, which are bitmapped fonts created using the fonttool.<br />
{{Table373|TrueType Fonts (ttf) are also supported.}}<br />
*'''Supported files:''' <font color=cyan>[[%2A.VF]] files, [[%2A.TTF]] files</font><br />
<br />
===force feedback===<br />
*'''Contents:''' <font color=cyan>???????</font><br />
*'''Supported files:''' <font color=cyan>???????</font><br />
<br />
<br />
===freddocs===<br />
*'''Contents:''' This is where the help files for FRED are stored. Since the help files are viewed in a web browser, they were not able to be stored in the VP files.<br />
*'''Supported files:''' *.html, *.gif, *.jpg, *.png.<br />
<br />
<br />
===hud===<br />
*'''Contents:''' All HUD building bricks. Anything you see on your HUD while flying is defined through this folder contents.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.PCX]] and [[%2A.ANI]].<br />
**<font color=red>SCP fs2_open: The former ones and [[%2A.TGA]], [[%2A.PNG]] and [[%2A.DDS]] formats.</font><br />
*'''Notes:'''<br />
**Most of this folder contents have a hardcoded name.<br />
**Most of this folder contents are "false" animations. It means that the [[%2A.ANI]] file is only used to pack several related images. Example: every ship shield graphic uses five images, (the ship bitmap and then, front, right, back and left shield quadrants) packed in one [[%2A.ANI]].<br />
<br />
<br />
===intelanims===<br />
*'''Contents:''' Intelligence animations used in ''Technical Database'' > ''Intelligence'' section. They are used through [[Species.tbl]] table.<br />
*'''Supported files:''' [[%2A.ANI]] animations and <font color=red>[[%2A.EFF]]</font>.<br />
<br />
<br />
===interface===<br />
*'''Contents:'''<br />
**All the game screens and optional mission loading screens.<br />
**All the button, mouse and icon bitmaps.<br />
**Map ship icons in ''Briefing'' screen.<br />
**Ship and weapon animations in ''Ship selection'' and ''Weapon loadout'' screens. These weapon animations are also used in ''Technical Database'' > ''Weapons'' section.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.ANI]] animations and [[%2A.PCX]] bitmaps.<br />
**<font color=red>SCP fs2_open: The former ones and [[%2A.TGA]], [[%2A.PNG]], [[%2A.DDS]] and [[%2A.EFF]] formats.</font> <br />
*'''Notes:'''<br />
**<font color=red>Most people use [[Command-Line_Reference#-ship_choice_3d|-ship_choice_3d]] and [[Command-Line_Reference#-weapon_choice_3d|-weapon_choice_3d]] command-line flags. With these flags, only primary weapon animations are needed for the ''Weapon loadout'' screen. There's no need for ship or secondary weapon animations. Moreover, some mods need a compulsory use of these flags because they have no available animations for their ships or missiles.</font><br />
<br />
<br />
===maps===<br />
*'''Contents:''' All the textures used by 3D [[%2A.POF]] models. [[%2A.POF]] models use textures to "paint" their surfaces and to simulate glow points. [[%2A.POF]] files only have links to the names of their used textures, they don't have embedded textures. All their used textures are read from this folder.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.PCX]] bitmaps.<br />
**<font color=red>SCP fs2_open: The former and: [[%2A.JPG]], [[%2A.TGA]], [[%2A.PNG]], [[%2A.DDS]] formats. Some of the textures, (example: glow maps), support animated textures so [[%2A.EFF]] and [[%2A.ANI]] are also supported.</font><br />
*'''Notes:'''<br />
**See [[Texturing]] section for important info about this aspect of the game.<br />
**<font color=red>[[%2A.DDS]] and [[%2A.EFF]] are the preferred formats.</font><br />
<br />
<br />
===missions===<br />
*'''Contents:''' All the mission and campaign files.<br />
*'''Supported files:''' Each mission is one [[%2A.FS2]] file and each campaign is one [[%2A.FC2]] file.<br />
**<font color=cyan>[[%2A.NTL]] and [[%2A.SSV]] files ????? </font><br />
*'''Notes:'''<br />
**In ''Mission Simulator'' screen, ''Single Missions'' are just available [[%2A.FS2]] mission files which are not pointed by any of the available [[%2A.FC2]] campaign files. This is the only way to play this kind of missions.<br />
<br />
<br />
===models===<br />
*'''Contents:''' All the 3D models used by ships, asteroid and debris fields, missiles, subspace model, <font color=red>3D shockwaves, 3D warp-in/warp-out effects and background star-holding model</font>.<br />
*'''Supported files:''' [[%2A.POF]] model files.<br />
*'''Notes:'''<br />
**[[%2A.POF]] models have direct relation with [[FS2_Data_Structure#maps|maps]] and [[FS2_Data_Structure#cache|cache]] folder contents.<br />
**<font color=red>3D warp-in/warp-out effects need the usage of [[Command-Line_Reference#-3dwarp|-3dwarp launcher flag]].</font><br />
<br />
<br />
===<font color=red>movies</font>===<br />
*<font color=red>'''Contents:''' Game cutscenes.<br />
*'''Supported files:''' [[%2A.MVE]], [[%2A.OGG]], [[%2A.AVI]] and [[%2A.MPG]] clip files.<br />
<br />
*'''Notes:'''</font><br />
**<font color=red>This folder is a fully SCP addition. Retail game reads [[%2A.MVE]] cutscenes from game CDs.<br />
**[[%2A.AVI]] and [[%2A.MPG]] formats are decoded through system player. Their support is [[Deprecation|deprecated]] and therefore not guaranteed in future fs2_open versions.<br />
**Retail uncompressed [[%2A.MVE]] and Theora compressed [[%2A.OGG]] formats are the preferred ones. fs2_open has built-in support for them both.<br />
**All the movies can have custom names, (their loading trigger is defined in FRED), but start-up movie. This movie must be called '''Intro'''.</font><br />
<br />
<br />
===multidata===<br />
*'''Contents:''' <font color=cyan>???????</font><br />
*'''Supported files:''' [[%2A.PCX]], <font color=red>[[%2A.DDS]], [[%2A.PNG]]</font> and [[%2A.FS2]] files.<br />
<br />
<br />
===music===<br />
*'''Contents:''' Music files used through [[Music.tbl]] table.<br />
*'''Supported files:'''<br />
**Retail: PCM [[%2A.WAV]] sound clips up to 16bit - 22kHz - 2 channels.<br />
**<font color=red>SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.</font><br />
<br />
<br />
===players===<br />
*'''Contents:''' All game player data. <br />
**It has 4 subfolders, each one has a deeper explanation below:<br />
***[[FS2_Data_Structure#images|images]]: Selectable appearances of the player in ''Barracks'' screen.<br />
***[[FS2_Data_Structure#multi|multi]]: Game data of multiplayer pilots<br />
***[[FS2_Data_Structure#single|single]]: Game data of single player pilots<br />
***[[FS2_Data_Structure#squads|squads]]: Selectable squad insignias of the player in ''Barracks'' screen.<br />
**The main '''players''' folder just contains HUD appearance presets, ([[%2A.HCF]] files), which can be loaded, edited and saved in ''Options'' screen > ''HUD Config'' screen. From this screen they can be also applied to player's HUD settings.<br />
*'''Supported files:''' [[%2A.HCF]] HUD configuration files.<br />
*'''Notes:'''<br />
**<font color=red>Only '''/freespace2/data/players''' main folder '''is used''' despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings. Only [[FS2_Data_Structure#images|images]] and [[FS2_Data_Structure#squads|squads]] subfolders are read from any other locations (vp archives or other /mod/data/players folders).</font><br />
**Of course, [[%2A.HCF]] files can be generated by the game itself, and are the settings for the HUD Options screen.<br />
<br />
====images====<br />
*'''Contents:''' Selectable appearances of the player in ''Barracks'' screen, ie. the player's photograph.<br />
*'''Supported files:''' [[%2A.PCX]] images<br />
**'''<font color=red>SCP fs2_open''': [[%2A.PNG]] and [[%2A.DDS]] files.</font><br />
<br />
====multi====<br />
*'''Contents:''' Game data of multiplayer pilots.<br />
*'''Supported files:''' [[%2A.PLR]] files.<br />
*'''Notes:'''<br />
**<font color=red>Only '''/freespace2/data/players/multi''' folder '''is used''' despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings.</font><br />
**Of course, multi player data is generated and updated by the game itself.<br />
<br />
====single====<br />
*'''Contents:''' Game data of single player pilots.<br />
*'''Supported files:'''<br />
**Each pilot consists of several files:<br />
***One [[%2A.PL2]] file, (let's call it ''MyPilot.pl2''), which contains main pilot data.<br />
***Several [[%2A.CS2]] files. Each of these files is generated for each played campaign. They have the form ''MyPilot.Campaign name.cs2''.<br />
***<font color=red>FSO: [[%2A.PLR]], [[%2A.CSG]] and [[%2A.CSS]] files.</font><br />
*'''Notes:'''<br />
**<font color=red>Only '''/freespace2/data/players/single''' folder '''is used''' despite the [[Command-Line_Reference#-mod|-MOD launcher flag]] settings.</font><br />
**Of course, single player data is generated and updated by the game itself.<br />
**Do not use pilot names longer than 32 characters. The game has problems with them, ie. use short pilot names.<br />
<br />
====squads====<br />
*'''Contents:''' Selectable squadron insignias of the player in ''Barracks'' screen.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.PCX]] bitmaps.<br />
**<font color=red>fs2_open: The above format and: [[%2A.PNG]], [[%2A.DDS]] images can be also used. But in order to maintain backwards and multiplayer compatibility, a [[%2A.PCX]] copy of the same insignia '''MUST''' be available. More info can be found in [http://scp.indiegames.us/mantis/view.php?id=1834 Mantis report 1834].</font><br />
<br />
<br />
===<font color=red>scripts</font>===<br />
*<font color=red>'''Contents:''' <font color=cyan>This has something to do with LUA scripting SCP addition, but I know NOTHING about it. Please some expert fill it.</font></font><br />
*<font color=red>'''Supported files:''' <font color=cyan>[[%2A.LUA]] and [[%2A.LC]] files. ???????</font></font>.<br />
<br />
<br />
===sounds===<br />
*'''Contents:''' All the game sound effects. [[FS2_Data_Structure#music|Music tracks]] or [[FS2_Data_Structure#voices|ingame speech]] which have their own subfolders.<br />
**It has two folders, [[FS2_Data_Structure#8b22k|8b22k]] and [[FS2_Data_Structure#16b11k|16b11k]] to classify the sounds depending on their quality. <font color=cyan>But using them is not needed, all the sounds can go in the main folder.</font><br />
*'''Supported files:'''<br />
**Retail: PCM [[%2A.WAV]] sound clips <font color=cyan>up to 16bit - 22kHz - 2 channels</font>.<br />
**<font color=red>SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.</font><br />
*'''Notes:'''<br />
**In game sounds are used through [[Sounds.tbl]] table.<br />
**<font color=cyan>Normally, game sounds only have one channel. Depending on the sound source location, the game will generate different right and left channel volumes.</font><br />
<br />
====8b22k====<br />
*'''Contents:''' Low quality sounds, but just use the main [[FS2_Data_Structure#sounds|sounds]] folder.<br />
<br />
====16b11k====<br />
*'''Contents:''' High quality sounds, but just use the main [[FS2_Data_Structure#sounds|sounds]] folder.<br />
<br />
<br />
===tables===<br />
*'''Contents:''' Data tables which set the whole game behaviour.<br />
*'''Supported files:'''<br />
**Retail: [[%2A.TBL]] tables.<br />
**<font color=red>One of the most important SCP fs2_open additions: [[%2A.TBM]] [[Modular_Tables|modular table]] files.</font><br />
*'''Notes:'''<br />
**Tables are just the most important thing for modders to know.<br />
**There is a lot of useful info about them in [[Tables]] section of the Wiki.<br />
<br />
<br />
===text===<br />
*'''Contents:''' <font color=cyan>???????</font><br />
*'''Supported files:''' <font color=cyan>[[%2A.TXT]] and [[%2A.NET]] files.</font><br />
<br />
<br />
===voice===<br />
*'''Contents:''' In game speech. This speech is separated in six different types. Each of them is located in its own subfolder inside voice folder.<br />
**Campaign command briefing speeches. They are loaded from [[FS2_Data_Structure#command_briefings|command_briefings]] subfolder.<br />
**Mission briefing explanation speeches. They are loaded from [[FS2_Data_Structure#briefing|briefing]] subfolder.<br />
**Mission debriefing speeches. They are loaded from [[FS2_Data_Structure#debriefing|debriefing]] subfolder.<br />
**Mission scripted speech. The voice files are loaded from [[FS2_Data_Structure#special|special]] subfolder.<br />
**Random speech generated by flying mates or enemies. The voice files are loaded from [[FS2_Data_Structure#personas|personas]] subfolder.<br />
**A "training" category- identical to [[FS2_Data_Structure#special|special]], but used by Volition to organize training messages.<br />
*'''Supported files:''' All the speech kinds support these formats:<br />
**Retail: PCM [[%2A.WAV]] sound clips <font color=cyan>up to 16bit - 22kHz - 2 channels</font>.<br />
**<font color=red>SCP fs2_open adds support for compressed [[%2A.OGG]] Vorbis sound clips.</font><br />
<br />
====briefing====<br />
*'''Contents:''' Mission briefing explanation speeches. They are set through FRED editor in each [[%2A.FS2]] mission file.<br />
<br />
====command_briefings====<br />
*'''Contents:''' General command briefing speeches you can see before some missions. As example, the first mission usually have command brienfing. They are set through FRED editor. They are attached to the next mission file.<br />
<br />
====debriefing====<br />
*'''Contents:''' Mission debriefing explanation speeches. They are set through FRED editor in each [[%2A.FS2]] mission file.<br />
<br />
====personas====<br />
*'''Contents:''' Random speech generated by flying ships or your command, for example to warn the player about "Bandit on your tail" or to praise him with "Good shoot!!" . This feature is used through [[Messages.tbl]] table.<br />
<br />
====special====<br />
*'''Contents:''' Scripted speech files in every mission. This speech is set through FRED SEXPs (mainly ''send-message-list'').<br />
<br />
====training====<br />
*'''Contents:''' Identical to '''special''', but used by Volition for training messages.<br />
<br />
<br />
==Loading order==<br />
Although each kind of game data has its right folder, they are really looked for in some related folders. As an example, the game looks for ship textures in [[FS2_Data_Structure#maps|maps]] folder but also in [[FS2_Data_Structure#effects|effects]] folder. Also if you have one effect and one ship texture with the same name you are going to have trouble.<br />
<br />
Just for reference and troubleshooting, here you have the loading order and searched extensions of each subfolder. '''But always try to put every file in its right place'''. (You may see strange locations for some files, please don't use them).<br />
<br />
/ (mve, avi, mpg, ogg, vp)<br />
/data (cfg, log, txt)<br />
/data/maps (pcx, ani, jpg, tga, eff, png, dds)<br />
/data/text (txt, net)<br />
/data/missions (fs2, fc2, ntl, ssv)<br />
/data/models (pof)<br />
/data/tables (tbl, tbm)<br />
/data/sounds (wav, ogg)<br />
/data/sounds/8b22k (wav, ogg)<br />
/data/sounds/16b11k (wav, ogg)<br />
/data/voice ()<br />
/data/voice/briefing (wav, ogg)<br />
/data/voice/command_briefings (wav, ogg)<br />
/data/voice/debriefing (wav, ogg)<br />
/data/voice/personas (wav, ogg)<br />
/data/voice/special (wav, ogg)<br />
/data/voice/training (wav, ogg)<br />
/data/music (wav, ogg)<br />
/data/movies (mve, msb, avi, mpg, ogg)<br />
/data/interface (pcx, ani, jpg, tga, eff, png, dds)<br />
/data/fonts (vf)<br />
/data/effects (neb, pcx, ani, jpg, tga, eff, png, dds)<br />
/data/hud (pcx, ani, tga, png, dds)<br />
/data/players (plr, csg)<br />
/data/players/images (pcx, png, dds)<br />
/data/cache (clr, tmp, ibx)<br />
/data/players (hcf)<br />
/data/players/single (pl2, cs2, plr, csg, css)<br />
/data/players/multi (plr)<br />
/data/multidata (pcx, png, dds, fs2)<br />
/data/config (cfg)<br />
/data/players/squads (pcx, png, dds)<br />
/data/demos (fsd)<br />
/data/cbanims (ani, eff, png, dds)<br />
/data/intelanims (ani, eff, png, dds)<br />
/data/scripts (lua, lc)<br />
<br />
==See Also:==<br />
<br />
===[[*.VP]]===<br />
===[[FS2 Data Structure]]===<br />
<br />
<br />
<br />
[[Category:Modding]]</div>Jr2https://wiki.hard-light.net/index.php?title=FreeSpace_2_directory_structure&diff=51200FreeSpace 2 directory structure2017-11-27T01:28:23Z<p>Jr2: Added See Also section</p>
<hr />
<div>FS2 and FS2_Open work in slightly different ways when it comes to finding the files used to run the games. Although you can get away with simply following the instructions in the installation guides and mod installation readmes it's very easy to make a small mistake and end up with one mod interfering with another.<br><br><br />
<br />
This page gives you a detailed guide to the places FreeSpace 2 looks in when loading. Once you understand where it is looking you can often solve problems you are having with mods.<br />
<br />
==FreeSpace 2==<br />
<br />
FreeSpace uses a fairly interesting directory structure. FS2 has a data directory with subdirectories for ship models, ship textures and missions etc. If you look in here you'll probably find the drawers mostly empty. So if the drawers are empty where does FS2 keep the files it needs to run the game? Well all the files to run the game are contained within a series of files with the extension .vp. The .vp files work similarly to a .zip file in that each .vp contains many smaller files within it.<br><br><br />
When FS2 needs a file it looks first for the file. Then it looks through the .vp files (in alphabetical order) to see if the file has been packaged up in one of them. This means you can replace any file within a .vp by simply placing a file with the same name within the data directory.<br><br><br />
This makes modifying the way FS2 works much easier and also means that you can't accidentally wipe an important file when installing a mod (well you can but only if you don't follow the advice I give on this page). If things go horribly wrong you can simply delete all the files in you data directory (with the exception of the players subdirectory which contains your save games) to return to an unmodified version of FS2.<br><br><br />
FreeSpace 2 looks in the following folders in this order.<br />
<br />
#'''\FreeSpace2'''<br />
#'''\FreeSpace2\Data'''<br />
#'''\FreeSpace2\Data\x'''<br />
<br />
It then looks through the vp files in your FreeSpace 2 directory.<br />
<br />
==FreeSpace 2 Open==<br />
<br />
FS2_Open uses the same file order as FS2 by default. However one of the most useful abilities of FS2_Open is the ability to change mods from the launcher. By using the -mod option you can add files to the path FS2_Open uses. Be warned that FS2_Open still uses the old directory path too. This means that you can still screw up an FS2_Open mod by putting something in the \FreeSpace2\Data folder that you shouldn't have.<br><br><br />
When using the option -mod DirName, FreeSpace 2 Open looks in the following folders in this order.<br />
<br />
#'''\FreeSpace2\DirName\'''<br />
#'''\FreeSpace2\DirName\Data'''<br />
#'''\FreeSpace2\DirName\Data\x'''<br />
#'''\FreeSpace2'''<br />
#'''\FreeSpace2\Data'''<br />
#'''\FreeSpace2\Data\x'''<br />
<br />
It then goes and looks through any .vp file it finds in FreeSpace 2\DirName\ before finally looking through the vp files in your FreeSpace 2 directory.<br />
<br />
==See Also:==<br />
<br />
===[[*.VP]]===<br />
===[[FS2 Data Structure]]===<br />
<br />
<br />
[[Category:Modding]]</div>Jr2https://wiki.hard-light.net/index.php?title=*.VP&diff=51195*.VP2017-11-27T01:27:08Z<p>Jr2: Added See Also section</p>
<hr />
<div>'''VP''' ('''V'''olition '''P'''ackage) files are a packaging file format, used to package multiple files into a single file, while maintaining directory structure. They do not use any sort of compression.<br />
<br />
==Viewers==<br />
<br />
On Win32, the most popular VP viewer is VPView32. However, almost all the editors can also be used to extract files from VPs.<br />
<br />
[[wxVPView]] is modeled on VPView32, but with cross platform support (Win/OSX/Linux)<br />
<br />
==Editors==<br />
<br />
As of this writing, there are a few different editors.<br />
<br />
===VPCS===<br />
<br />
Features an explorer-like interface, and is fairly easy to use to create or modify VPs.<br />
<br />
===[[QuickVP]]===<br />
<br />
Features a Winzip-like interface, is very easy to use to create, modify, and extract files and directories to/from VPs.<br />
<br />
===[[VPMage]]===<br />
<br />
Somewhat more difficult to use than VPCS or QuickVP, but also adds the ability to merge VP files, update files already in a VP, and edit files already in a VP.<br />
<br />
=== [[Maja]] ===<br />
<br />
The latest VP editor, with the ability to both read and edit VPs. It is possible to place a batch of files anywhere in a VP directory, in contrast to VPMage, which requires you to import either a "Data" folder or another VP.<br />
<br />
=== [[VPGUI]] ===<br />
<br />
Based on .NET 4.5 VPGUI is a new editor with nifty features like drag-and-drop & a browser like history.<br />
<br />
==File structure==<br />
<br />
VP files are made up of three main components; the header, followed by the individual files, and finally the index for the entries.<br />
<br />
===The Header===<br />
<br />
char header[4]; //Always "VPVP"<br />
int version; //As of this version, still 2.<br />
int diroffset; //Offset to the file index<br />
int direntries; //Number of entries<br />
<br />
=== The files ===<br />
<br />
Files are simply stored in the VP, one right after the other. No spacing or null termination is necessary.<br />
<br />
=== The index ===<br />
<br />
The index is a series of "direntries"; each directory has the structure, as seen below.<br />
int offset; //Offset of the file data for this entry.<br />
int size; //Size of the file data for this entry<br />
char name[32]; //Null-terminated filename, directory name, or ".." for backdir<br />
int timestamp; //Time the file was last modified, in unix time.<br />
<br />
Each direntry may be a directory, a file, or a backdir. A directory entry signifies the start of a directory, and has the name entry set to the name of the directory; a backdir has the name of "..", and represents the end of a directory.<br />
<br />
Because there is no type descriptor inherent to the format, directories and backdirs are identified by the "size", and "timestamp" entries being set to 0.<br />
<br />
All valid VP files should start with the "data" directory as the toplevel.<br />
<br />
Note that it isn't necessary at all to add backdirs at the end of a VP file.<br />
<br />
==See Also:==<br />
<br />
===[[FreeSpace 2 directory structure]]===<br />
===[[FS2 Data Structure]]===<br />
<br />
== Thanks ==<br />
<br />
To [http://www.descent-freespace.com/ddn/specs/vp/ Descent Network], for getting file structure information before anyone else.<br />
<br />
[[category: File Types]]</div>Jr2https://wiki.hard-light.net/index.php?title=ModelView&diff=47252ModelView2017-11-25T15:23:32Z<p>Jr2: Clarified how old ModViw is a bit</p>
<hr />
<div>Originally part of the Descent Network's FS Toolkit, '''Modelview 32''', written by Heiko Herrmann, along with [[POF Constructor Suite]] (or PCS), is one of the principal tools used in the creation, editing, or viewing of POF files, the model format used by [[FreeSpace]] and [[FreeSpace 2]]. Though not as versatile as PCS, and no longer actively maintained (the latest High Limits version dates from ''2007''), many find its user interface easier to understand, and more intuitive. It was also coded expressly as a POF ''viewer'', with the POF editing functions almost secondary. PCS was coded principally as a POF ''editor'', and its viewer is less well integrated into the program.<br />
<br />
The most recent modifications to the Modelview program allow higher poly models to be loaded and edited. Instructions on installing this higher poly version (the community standard) are below.<br />
<br />
<br />
----<br />
<br />
== Installing Modview ==<br />
<br />
[https://sectorgame.com/fsfiles/uploads/Resources%20and%20Tools/Tools/ModelView32.zip Download this archive] and follow the installation instructions inside.<br />
<br />
<br />
== How to edit a POF with Modview: ==<br />
<br />
Newer versions of Modelview include a POF editor, as well as a simple POF viewer. To begin editing, click the "POF-Editor" button on the far-right of your toolbar. If it's not there, you don't have the latest version. (see above)<br />
<br />
Some features like Dockpoint and Path editing are not implemented. You have to use the [[POF Constructor Suite|PCS]] to set these. Also note that thrusters in Modview are only partially implemented - you can edit existing ones, but you can't delete them or create new ones.<br />
<br />
<br />
=== FreeSpace Co-ordination system for models ===<br />
<br />
It is impertive you be familiar with the co-ordination system of FreeSpace 2, in order to add additional features to your model such as turret or fighter weapon firing points, thruster glows, dockpoints, paths, shields and subsystems.<br />
<br />
Modelview is the best way to learn how this system works since it uses a WYSIWYG viewing pane. The axis directions are as follows:<br />
<br />
{|<br />
| width=50px|X-axis: <br />
| width=100px|Right & Left<br />
| Width of your ship<br />
|-<br />
|Y-axis: <br />
|Up & Down<br />
|Height of your ship<br />
|-<br />
|Z-axis:<br />
|Forward & Back<br />
|Length of your ship<br />
|}<br />
The numbers you enter for the co-ordinates of anything in Modview are ''in-game meter units''. Normally, the co-ordinates of 0,0,0 are the model's center (the point around which the model rotates).<br />
<br />
Finally, a normal is a vector of something - a direction. It defines where something is pointing or facing by using the same co-ordinate system everything else uses. The easiest way to think of it is to pretend the ''centre'' of your object-to-be-orientated is your new origin (0,0,0 location), and you enter what is effectively a new location in 3D space where you want it to point at or face.<br />
<br />
For example, if you wanted something to point straight up you would give the normal co-ordinates of 0,1,0. In front would be 0,0,1, to the left would be -1,0,0. (Oh, and you can use numbers other than 1 or 0. ;) )<br />
<br />
<br />
----<br />
<br />
=== A Note About Textures ===<br />
If you're using Modview and FS_Open, chances are, you won't be able to see all or most textures. This is because FSO now uses the DDS format for textures, whilst Modview still uses only 256 colour PCX images. If Modview does not find any PCX images, it will complain that the model has none there.<br />
<br />
The best way I've found to circumvent this is to create a dummy 'root' FreeSpace directory with a "data\maps" directory inside it. In that maps folder you put copies of all textures you want modview to be able to see, and batch-process them in something like IrfanView to turn them all into 256 colour PCX's. While clumsy, it does work and lets you see all your models.<br />
<br />
==== Model ====<br />
<br />
In this pane you can edit<br />
; The Eyepoint : Where the camera of the ship is placed.<br>It doesn't save properly though, so it's really only useful for checking that it's right after setting it properly in [[POF Constructor Suite|PCS]]<br />
; Texture Names : The filenames of each and every texture used by your currently visible model Level Of Detail (LOD).<br>You can change the textures used in here also - just remember to enter the new filename without the file extension (such as .pcx or .dds).<br />
; The Mass of the Ship : This affects how far ships are thrown in collisions and other similar tasks.<br>The best way to go about it is to find a standard ship of similar size or mass and copy the approximate value from there.<br />
; The Moment of Inertia : This is what allows standard FS2 fighters to spin around a bit when hit by a beam.<br>If this is not set the fighter probably won't budge. For capships it defines how fast they're able to spin in various axis' due to weapon hits or collisions.<br>Again the best method is to find a similar sized standard craft and use it's values here.<br />
; The Center of Mass : It's just that. The centre of mass for the model (not nessicarily the same as the origin of the model)<br />
; Lights : These lights aren't actually lights. I don't exactly know what they do, but they don't have any effect that's visible in game as far as I can tell. They are mainly useful as position-getters to find out where a certain part is in terms of its co-ordinates.<br />
; Techroom Center : This is the point around which the ship will spin in the techroom view.<br />
<br />
<br />
==== Submodels ====<br />
<br />
Every piece of geometry on your ship that is not the hull or LODs, is some type of sub-model, or in other words, a child of a parent. Eg: a spinning radar dish is a submodel with the main hull as a parent object. This means that the radar dish is attached to the hull, which is usually what we want.<br />
In the case of a multi-part turret, the arms are a submodel, with the base (another submodel) as a parent. The base in turn has the main hull as a parent. This means that the arms are attached to the base and so will follow its rotation as it spins. In turn, the whole turret will move with the ship as a whole. It's like the heirarchy of your fingers>hands>arms.<br />
<br />
Though you can't actually change subobject parents or individual subobject centers, it is handy for checking that your heirarchy survived the COB->POF conversion intact and everything is still relating properly.<br />
<br />
Submodel rotation is something you can edit here. Just say you want to have a radar dish on your ship that will spin all the time. If you already have the model with the radar set to be a child of the hull, you can get it to spin in game quite easily. First step is to allow it to rotate in the submodel pane we're in. Select the radar dish object, and check the "Rotates" checkbox in its properties. Then you decide what axis you want it to spin on. Z will mean it spins like helicopter rotors, Y would make it spin like a drill and X would make it spin like a paddle-steamer. :)<br />
It basically just refers to which axis it's going to spin along, but with the axees all mixed up. Experiment with each (click "Apply" and then "Rotate Parts" to see it spin) until you find the right one.<br />
<br />
Once you have decided on a rotation axis, you can move on to the actual text properties box. To get a spinning radar, you would want to enter the following:<br />
<br />
$special=subsystem<br />
$name=Radar dish<br />
$rotate=5.1<br />
This sets the subobject to be a subsystem and calls it "Radar dish" in-game, and sets it's rotation speed to 5.1. (note, this is reversed. The higher the value the slower it spins ;) ) As a final note, to get it working in-game, you would need to add<br />
$Subsystem: radar01a-dish, 5, 0.0<br />
to the subsystem list in the ships table entry. This is just the name of the sub-object, the percentage of hitpoints it has as a subsystem of the main hull and how fast it can rotat at max speed (turrets only).<br />
<br />
To get turrets working, you would follow the same process as above with a few differences: For the base of a multi-part turret, it should be set to rotate along the Z axis and should have the following properties (which are identical to those of regular single part crater turrets):<br />
<br />
$special=subsystem<br />
$fov=180<br />
$name=Main Turret<br />
This does the same thing as the radar properties, but the FOV refers for Field Of Vision in degrees (the cone in the direction of the turrets fire-point normal - more on this in the turrets section) the turret can shoot things in. Eg, a turret on a flat hull surface would have a FOV of 180 degrees, meaning it could shoot anything above it but not below it. A turret in a crater or indent would have a smaller FOV, since from a crater, it wouldn't be able to hit as much without shooting through the ship it's attached to.<br />
<br />
It should also be noted here that FS currently does not check for this. Your ship will quite happily shoot through itself if the turrets FOV allows it, so be careful!<br />
<br />
Finally, the arms of a multi-part turret should have nothing in their properties, and be set to rotate around the X axis. (they must also be facing forward on top and backwards on the bottom to rotate correctly)<br />
<br />
<br />
==== Subsystems ====<br />
<br />
These are the things that the player can target and destroy in-game. Click on the rectangle next to the red x. This creates a new subsystem with no radius or position. Set the size of the radius to a number which is high enough for you to see it easily. Fighter subsystems are usually only a couple of meters across, while cap-ship subsystems can be much larger.<br />
You set a subsystem radius to define the 3D area that will have to be hit in order to destroy the subsystem 'beneath' it.<br />
<br />
Now, start playing with the numbers. First, set its height - the Y co-ordinates. You can only change the position of your subsystems by changing their co-ordinates manually. Set it to the right place you want it to be. Do not place a subsystem inside or outside the hull plating of a ship since this would result in an un-hitable subsystem. Try to have the center of the cubes of subsystems on the surface of the hull since this is the most optimal, but FS will basically set any polys it finds inside the radius to be part of that subsystem, and when they are hit, it will damage the subsystem. Standard subsystems on cap-ships include:<br />
<br />
*'''$Communications'''<br />
*'''$Engine'''<br />
*'''$Navigation'''<br />
*'''$Sensors'''<br />
*'''$Weapons'''<br />
<br />
The type of subsystem box refers to whether or not the subsystem is a normal visible & destroyable subsystem, or the special hidden "$Split 01" type. The $Split## types of subsystems refer to places that FS will snap the model when it is destroyed. Think of them as weak points in the structure that would logically break when the ship explodes, such as a thin neck.<br />
<br />
Remember to add a table entry for any new subsystems in the [[ships.tbl]]<br />
<br />
<br />
==== Shields ====<br />
<br />
Can't really do much here but import the shield data from another model, remove them all together or change the size along any of the three axis'. Things like the strength and recharge rate of the shields are set in the tables instead.<br />
<br />
<br />
==== Guns ====<br />
<br />
The Guns section refers to the primary and missile fire points on fighters and bombers. They consist of a location and a normal, although the normal is ignored by the game - they always point forwards. The firing points of guns or missiles are arranged in banks. You may have noticed how the Herc 1 has two banks - one bank consists of 4 fire points and one of 2, giving it six firing points all up. The Erinyes has two banks of 4 each, giving it 8 all up. Each bank has one primary/secondary weapon assigned to it in the fighter loadout screen in-game.<br />
<br />
It's best to have even numbers of firepoints on each side of the fighter in each bank, else it results in lopsided firing if the player fires only one weapon bank. Eg: if you want a fighter to have 4 firing points spread over two banks, it would be best to put one left & right pair of firing points in each bank, meaning each bank has one point on both sides.<br />
<br />
You should also try not to put the fire points out too far laterally or vertically from the cockpit, since this can create problems actually ''hitting'' small targets with both shots.<br />
<br />
Note that this is not always followed, even by Volition. The [[GTB Ursa]] has a highly unusual, asymetrical firing setup, as do several [[Shivan]] fighters and bombers.<br />
<br />
==== Turrets ====<br />
<br />
Turrets are probably what Modview does best. To make a turret work, you need to use this section in conjunction with the associated submodel properties and your ships entry in the ships.tbl file. If you define a turret in here, but don't give it any properties in one or both of the other two areas, it won't be seen as a turret in-game.<br />
<br />
To define a turret here, you create a new one and then tell it which bits of geometry to use for itself. For multipart turrets, the "Associated submodel" refers to the base geometry, while the "Rotational submodel" refers to the arms. For single part turrets, the turret's one object takes both places.<br />
<br />
The next step is to define the normal - where the turret points in its default rest position (along with all it's fire points). This must always be straight up or down for multipart turrets.<br />
<br />
The fire points are identical to gun firing points, but you've already done the normal. Here you only need to enter the places you want the weapon to shoot from (you can have at most 3, else it crashes the game).<br />
<br />
Finally, to complete your turret, you also need to enter a line in your ships entry in the [[ships.tbl|ships table]] such as:<br />
<br />
$Subsystem: Turret02a, 1.875, 3.0<br />
$Default PBanks: ( "Terran Huge Turret" "Terran Huge Turret" "Terran Huge Turret" )<br />
What this does:<br />
; "Turret02a" : The model the turret uses as the turret (the base of mulitpart turrets)<br />
; "1.875" : The percentage of hitpoints it has of the main hull hitpoint count<br />
; "3.0" : How fast it can turn (the bigger this is, the slower it turns)<br />
<br />
On the second line: the "P" in PBanks tells the game to use a primary weapon ("S" is for secondary/missile turrets), followed by which weapon to use in each firing point on the turret (I'm pretty sure it only uses the first one for all of them though), so if you have 3 firing points (like this Orion's main gun) define three weapons for it to use.<br />
<br />
<br />
==== Thrusters ====<br />
<br />
Since this has only been half-implimented, it's a bit useless. You can only change the location, size and direction of existing thruster glows, but not make new ones or delete old ones.<br />
<br />
Anyway, "Prop" refers to the engine subsystem this glowbank is attached to, usually "$engine_subsystem=$Engine" which tells the game it is attached to the "$Engine" subsystem, so if that subsystem is destroyed the engine glows will go out.<br />
<br />
The glowpoint positions refer to where you want a thruster plume to appear, the normal refers to where it is pointing and the radius refers to how wide the glow is. Simple as that :)<br />
<br />
[[Category:Tools]]</div>Jr2https://wiki.hard-light.net/index.php?title=ModelView&diff=46449ModelView2017-11-25T01:54:06Z<p>Jr2: added 'no longer actively maintained'</p>
<hr />
<div>Originally part of the Descent Network's FS Toolkit, '''Modelview 32''', written by Heiko Herrmann, along with [[POF Constructor Suite]] (or PCS), is one of the principal tools used in the creation, editing, or viewing of POF files, the model format used by [[FreeSpace]] and [[FreeSpace 2]]. Though not as versatile as PCS, and no longer actively maintained, many find its user interface easier to understand, and more intuitive. It was also coded expressly as a POF ''viewer'', with the POF editing functions almost secondary. PCS was coded principally as a POF ''editor'', and its viewer is less well integrated into the program.<br />
<br />
The most recent modifications to the Modelview program allow higher poly models to be loaded and edited. Instructions on installing this higher poly version (the community standard) are below.<br />
<br />
<br />
----<br />
<br />
== Installing Modview ==<br />
<br />
[https://sectorgame.com/fsfiles/uploads/Resources%20and%20Tools/Tools/ModelView32.zip Download this archive] and follow the installation instructions inside.<br />
<br />
<br />
== How to edit a POF with Modview: ==<br />
<br />
Newer versions of Modelview include a POF editor, as well as a simple POF viewer. To begin editing, click the "POF-Editor" button on the far-right of your toolbar. If it's not there, you don't have the latest version. (see above)<br />
<br />
Some features like Dockpoint and Path editing are not implemented. You have to use the [[POF Constructor Suite|PCS]] to set these. Also note that thrusters in Modview are only partially implemented - you can edit existing ones, but you can't delete them or create new ones.<br />
<br />
<br />
=== FreeSpace Co-ordination system for models ===<br />
<br />
It is impertive you be familiar with the co-ordination system of FreeSpace 2, in order to add additional features to your model such as turret or fighter weapon firing points, thruster glows, dockpoints, paths, shields and subsystems.<br />
<br />
Modelview is the best way to learn how this system works since it uses a WYSIWYG viewing pane. The axis directions are as follows:<br />
<br />
{|<br />
| width=50px|X-axis: <br />
| width=100px|Right & Left<br />
| Width of your ship<br />
|-<br />
|Y-axis: <br />
|Up & Down<br />
|Height of your ship<br />
|-<br />
|Z-axis:<br />
|Forward & Back<br />
|Length of your ship<br />
|}<br />
The numbers you enter for the co-ordinates of anything in Modview are ''in-game meter units''. Normally, the co-ordinates of 0,0,0 are the model's center (the point around which the model rotates).<br />
<br />
Finally, a normal is a vector of something - a direction. It defines where something is pointing or facing by using the same co-ordinate system everything else uses. The easiest way to think of it is to pretend the ''centre'' of your object-to-be-orientated is your new origin (0,0,0 location), and you enter what is effectively a new location in 3D space where you want it to point at or face.<br />
<br />
For example, if you wanted something to point straight up you would give the normal co-ordinates of 0,1,0. In front would be 0,0,1, to the left would be -1,0,0. (Oh, and you can use numbers other than 1 or 0. ;) )<br />
<br />
<br />
----<br />
<br />
=== A Note About Textures ===<br />
If you're using Modview and FS_Open, chances are, you won't be able to see all or most textures. This is because FSO now uses the DDS format for textures, whilst Modview still uses only 256 colour PCX images. If Modview does not find any PCX images, it will complain that the model has none there.<br />
<br />
The best way I've found to circumvent this is to create a dummy 'root' FreeSpace directory with a "data\maps" directory inside it. In that maps folder you put copies of all textures you want modview to be able to see, and batch-process them in something like IrfanView to turn them all into 256 colour PCX's. While clumsy, it does work and lets you see all your models.<br />
<br />
==== Model ====<br />
<br />
In this pane you can edit<br />
; The Eyepoint : Where the camera of the ship is placed.<br>It doesn't save properly though, so it's really only useful for checking that it's right after setting it properly in [[POF Constructor Suite|PCS]]<br />
; Texture Names : The filenames of each and every texture used by your currently visible model Level Of Detail (LOD).<br>You can change the textures used in here also - just remember to enter the new filename without the file extension (such as .pcx or .dds).<br />
; The Mass of the Ship : This affects how far ships are thrown in collisions and other similar tasks.<br>The best way to go about it is to find a standard ship of similar size or mass and copy the approximate value from there.<br />
; The Moment of Inertia : This is what allows standard FS2 fighters to spin around a bit when hit by a beam.<br>If this is not set the fighter probably won't budge. For capships it defines how fast they're able to spin in various axis' due to weapon hits or collisions.<br>Again the best method is to find a similar sized standard craft and use it's values here.<br />
; The Center of Mass : It's just that. The centre of mass for the model (not nessicarily the same as the origin of the model)<br />
; Lights : These lights aren't actually lights. I don't exactly know what they do, but they don't have any effect that's visible in game as far as I can tell. They are mainly useful as position-getters to find out where a certain part is in terms of its co-ordinates.<br />
; Techroom Center : This is the point around which the ship will spin in the techroom view.<br />
<br />
<br />
==== Submodels ====<br />
<br />
Every piece of geometry on your ship that is not the hull or LODs, is some type of sub-model, or in other words, a child of a parent. Eg: a spinning radar dish is a submodel with the main hull as a parent object. This means that the radar dish is attached to the hull, which is usually what we want.<br />
In the case of a multi-part turret, the arms are a submodel, with the base (another submodel) as a parent. The base in turn has the main hull as a parent. This means that the arms are attached to the base and so will follow its rotation as it spins. In turn, the whole turret will move with the ship as a whole. It's like the heirarchy of your fingers>hands>arms.<br />
<br />
Though you can't actually change subobject parents or individual subobject centers, it is handy for checking that your heirarchy survived the COB->POF conversion intact and everything is still relating properly.<br />
<br />
Submodel rotation is something you can edit here. Just say you want to have a radar dish on your ship that will spin all the time. If you already have the model with the radar set to be a child of the hull, you can get it to spin in game quite easily. First step is to allow it to rotate in the submodel pane we're in. Select the radar dish object, and check the "Rotates" checkbox in its properties. Then you decide what axis you want it to spin on. Z will mean it spins like helicopter rotors, Y would make it spin like a drill and X would make it spin like a paddle-steamer. :)<br />
It basically just refers to which axis it's going to spin along, but with the axees all mixed up. Experiment with each (click "Apply" and then "Rotate Parts" to see it spin) until you find the right one.<br />
<br />
Once you have decided on a rotation axis, you can move on to the actual text properties box. To get a spinning radar, you would want to enter the following:<br />
<br />
$special=subsystem<br />
$name=Radar dish<br />
$rotate=5.1<br />
This sets the subobject to be a subsystem and calls it "Radar dish" in-game, and sets it's rotation speed to 5.1. (note, this is reversed. The higher the value the slower it spins ;) ) As a final note, to get it working in-game, you would need to add<br />
$Subsystem: radar01a-dish, 5, 0.0<br />
to the subsystem list in the ships table entry. This is just the name of the sub-object, the percentage of hitpoints it has as a subsystem of the main hull and how fast it can rotat at max speed (turrets only).<br />
<br />
To get turrets working, you would follow the same process as above with a few differences: For the base of a multi-part turret, it should be set to rotate along the Z axis and should have the following properties (which are identical to those of regular single part crater turrets):<br />
<br />
$special=subsystem<br />
$fov=180<br />
$name=Main Turret<br />
This does the same thing as the radar properties, but the FOV refers for Field Of Vision in degrees (the cone in the direction of the turrets fire-point normal - more on this in the turrets section) the turret can shoot things in. Eg, a turret on a flat hull surface would have a FOV of 180 degrees, meaning it could shoot anything above it but not below it. A turret in a crater or indent would have a smaller FOV, since from a crater, it wouldn't be able to hit as much without shooting through the ship it's attached to.<br />
<br />
It should also be noted here that FS currently does not check for this. Your ship will quite happily shoot through itself if the turrets FOV allows it, so be careful!<br />
<br />
Finally, the arms of a multi-part turret should have nothing in their properties, and be set to rotate around the X axis. (they must also be facing forward on top and backwards on the bottom to rotate correctly)<br />
<br />
<br />
==== Subsystems ====<br />
<br />
These are the things that the player can target and destroy in-game. Click on the rectangle next to the red x. This creates a new subsystem with no radius or position. Set the size of the radius to a number which is high enough for you to see it easily. Fighter subsystems are usually only a couple of meters across, while cap-ship subsystems can be much larger.<br />
You set a subsystem radius to define the 3D area that will have to be hit in order to destroy the subsystem 'beneath' it.<br />
<br />
Now, start playing with the numbers. First, set its height - the Y co-ordinates. You can only change the position of your subsystems by changing their co-ordinates manually. Set it to the right place you want it to be. Do not place a subsystem inside or outside the hull plating of a ship since this would result in an un-hitable subsystem. Try to have the center of the cubes of subsystems on the surface of the hull since this is the most optimal, but FS will basically set any polys it finds inside the radius to be part of that subsystem, and when they are hit, it will damage the subsystem. Standard subsystems on cap-ships include:<br />
<br />
*'''$Communications'''<br />
*'''$Engine'''<br />
*'''$Navigation'''<br />
*'''$Sensors'''<br />
*'''$Weapons'''<br />
<br />
The type of subsystem box refers to whether or not the subsystem is a normal visible & destroyable subsystem, or the special hidden "$Split 01" type. The $Split## types of subsystems refer to places that FS will snap the model when it is destroyed. Think of them as weak points in the structure that would logically break when the ship explodes, such as a thin neck.<br />
<br />
Remember to add a table entry for any new subsystems in the [[ships.tbl]]<br />
<br />
<br />
==== Shields ====<br />
<br />
Can't really do much here but import the shield data from another model, remove them all together or change the size along any of the three axis'. Things like the strength and recharge rate of the shields are set in the tables instead.<br />
<br />
<br />
==== Guns ====<br />
<br />
The Guns section refers to the primary and missile fire points on fighters and bombers. They consist of a location and a normal, although the normal is ignored by the game - they always point forwards. The firing points of guns or missiles are arranged in banks. You may have noticed how the Herc 1 has two banks - one bank consists of 4 fire points and one of 2, giving it six firing points all up. The Erinyes has two banks of 4 each, giving it 8 all up. Each bank has one primary/secondary weapon assigned to it in the fighter loadout screen in-game.<br />
<br />
It's best to have even numbers of firepoints on each side of the fighter in each bank, else it results in lopsided firing if the player fires only one weapon bank. Eg: if you want a fighter to have 4 firing points spread over two banks, it would be best to put one left & right pair of firing points in each bank, meaning each bank has one point on both sides.<br />
<br />
You should also try not to put the fire points out too far laterally or vertically from the cockpit, since this can create problems actually ''hitting'' small targets with both shots.<br />
<br />
Note that this is not always followed, even by Volition. The [[GTB Ursa]] has a highly unusual, asymetrical firing setup, as do several [[Shivan]] fighters and bombers.<br />
<br />
==== Turrets ====<br />
<br />
Turrets are probably what Modview does best. To make a turret work, you need to use this section in conjunction with the associated submodel properties and your ships entry in the ships.tbl file. If you define a turret in here, but don't give it any properties in one or both of the other two areas, it won't be seen as a turret in-game.<br />
<br />
To define a turret here, you create a new one and then tell it which bits of geometry to use for itself. For multipart turrets, the "Associated submodel" refers to the base geometry, while the "Rotational submodel" refers to the arms. For single part turrets, the turret's one object takes both places.<br />
<br />
The next step is to define the normal - where the turret points in its default rest position (along with all it's fire points). This must always be straight up or down for multipart turrets.<br />
<br />
The fire points are identical to gun firing points, but you've already done the normal. Here you only need to enter the places you want the weapon to shoot from (you can have at most 3, else it crashes the game).<br />
<br />
Finally, to complete your turret, you also need to enter a line in your ships entry in the [[ships.tbl|ships table]] such as:<br />
<br />
$Subsystem: Turret02a, 1.875, 3.0<br />
$Default PBanks: ( "Terran Huge Turret" "Terran Huge Turret" "Terran Huge Turret" )<br />
What this does:<br />
; "Turret02a" : The model the turret uses as the turret (the base of mulitpart turrets)<br />
; "1.875" : The percentage of hitpoints it has of the main hull hitpoint count<br />
; "3.0" : How fast it can turn (the bigger this is, the slower it turns)<br />
<br />
On the second line: the "P" in PBanks tells the game to use a primary weapon ("S" is for secondary/missile turrets), followed by which weapon to use in each firing point on the turret (I'm pretty sure it only uses the first one for all of them though), so if you have 3 firing points (like this Orion's main gun) define three weapons for it to use.<br />
<br />
<br />
==== Thrusters ====<br />
<br />
Since this has only been half-implimented, it's a bit useless. You can only change the location, size and direction of existing thruster glows, but not make new ones or delete old ones.<br />
<br />
Anyway, "Prop" refers to the engine subsystem this glowbank is attached to, usually "$engine_subsystem=$Engine" which tells the game it is attached to the "$Engine" subsystem, so if that subsystem is destroyed the engine glows will go out.<br />
<br />
The glowpoint positions refer to where you want a thruster plume to appear, the normal refers to where it is pointing and the radius refers to how wide the glow is. Simple as that :)<br />
<br />
[[Category:Tools]]</div>Jr2https://wiki.hard-light.net/index.php?title=ModelView&diff=46341ModelView2017-11-24T23:32:58Z<p>Jr2: </p>
<hr />
<div>Originally part of the Descent Network's FS Toolkit, '''Modelview 32''', written by Heiko Herrmann, along with [[POF Constructor Suite]] (or PCS), is one of the principal tools used in the creation, editing, or viewing of POF files, the model format used by [[FreeSpace]] and [[FreeSpace 2]]. Though not as versatile as PCS, many find its user interface easier to understand, and more intuitive. It was also coded expressly as a POF ''viewer'', with the POF editing functions almost secondary. PCS was coded principally as a POF ''editor'', and its viewer is less well integrated into the program.<br />
<br />
The most recent modifications to the Modelview program allow higher poly models to be loaded and edited. Instructions on installing this higher poly version (the community standard) are below.<br />
<br />
<br />
----<br />
<br />
== Installing Modview ==<br />
<br />
[https://sectorgame.com/fsfiles/uploads/Resources%20and%20Tools/Tools/ModelView32.zip Download this archive] and follow the installation instructions inside.<br />
<br />
<br />
== How to edit a POF with Modview: ==<br />
<br />
Newer versions of Modelview include a POF editor, as well as a simple POF viewer. To begin editing, click the "POF-Editor" button on the far-right of your toolbar. If it's not there, you don't have the latest version. (see above)<br />
<br />
Some features like Dockpoint and Path editing are not implemented. You have to use the [[POF Constructor Suite|PCS]] to set these. Also note that thrusters in Modview are only partially implemented - you can edit existing ones, but you can't delete them or create new ones.<br />
<br />
<br />
=== FreeSpace Co-ordination system for models ===<br />
<br />
It is impertive you be familiar with the co-ordination system of FreeSpace 2, in order to add additional features to your model such as turret or fighter weapon firing points, thruster glows, dockpoints, paths, shields and subsystems.<br />
<br />
Modelview is the best way to learn how this system works since it uses a WYSIWYG viewing pane. The axis directions are as follows:<br />
<br />
{|<br />
| width=50px|X-axis: <br />
| width=100px|Right & Left<br />
| Width of your ship<br />
|-<br />
|Y-axis: <br />
|Up & Down<br />
|Height of your ship<br />
|-<br />
|Z-axis:<br />
|Forward & Back<br />
|Length of your ship<br />
|}<br />
The numbers you enter for the co-ordinates of anything in Modview are ''in-game meter units''. Normally, the co-ordinates of 0,0,0 are the model's center (the point around which the model rotates).<br />
<br />
Finally, a normal is a vector of something - a direction. It defines where something is pointing or facing by using the same co-ordinate system everything else uses. The easiest way to think of it is to pretend the ''centre'' of your object-to-be-orientated is your new origin (0,0,0 location), and you enter what is effectively a new location in 3D space where you want it to point at or face.<br />
<br />
For example, if you wanted something to point straight up you would give the normal co-ordinates of 0,1,0. In front would be 0,0,1, to the left would be -1,0,0. (Oh, and you can use numbers other than 1 or 0. ;) )<br />
<br />
<br />
----<br />
<br />
=== A Note About Textures ===<br />
If you're using Modview and FS_Open, chances are, you won't be able to see all or most textures. This is because FSO now uses the DDS format for textures, whilst Modview still uses only 256 colour PCX images. If Modview does not find any PCX images, it will complain that the model has none there.<br />
<br />
The best way I've found to circumvent this is to create a dummy 'root' FreeSpace directory with a "data\maps" directory inside it. In that maps folder you put copies of all textures you want modview to be able to see, and batch-process them in something like IrfanView to turn them all into 256 colour PCX's. While clumsy, it does work and lets you see all your models.<br />
<br />
==== Model ====<br />
<br />
In this pane you can edit<br />
; The Eyepoint : Where the camera of the ship is placed.<br>It doesn't save properly though, so it's really only useful for checking that it's right after setting it properly in [[POF Constructor Suite|PCS]]<br />
; Texture Names : The filenames of each and every texture used by your currently visible model Level Of Detail (LOD).<br>You can change the textures used in here also - just remember to enter the new filename without the file extension (such as .pcx or .dds).<br />
; The Mass of the Ship : This affects how far ships are thrown in collisions and other similar tasks.<br>The best way to go about it is to find a standard ship of similar size or mass and copy the approximate value from there.<br />
; The Moment of Inertia : This is what allows standard FS2 fighters to spin around a bit when hit by a beam.<br>If this is not set the fighter probably won't budge. For capships it defines how fast they're able to spin in various axis' due to weapon hits or collisions.<br>Again the best method is to find a similar sized standard craft and use it's values here.<br />
; The Center of Mass : It's just that. The centre of mass for the model (not nessicarily the same as the origin of the model)<br />
; Lights : These lights aren't actually lights. I don't exactly know what they do, but they don't have any effect that's visible in game as far as I can tell. They are mainly useful as position-getters to find out where a certain part is in terms of its co-ordinates.<br />
; Techroom Center : This is the point around which the ship will spin in the techroom view.<br />
<br />
<br />
==== Submodels ====<br />
<br />
Every piece of geometry on your ship that is not the hull or LODs, is some type of sub-model, or in other words, a child of a parent. Eg: a spinning radar dish is a submodel with the main hull as a parent object. This means that the radar dish is attached to the hull, which is usually what we want.<br />
In the case of a multi-part turret, the arms are a submodel, with the base (another submodel) as a parent. The base in turn has the main hull as a parent. This means that the arms are attached to the base and so will follow its rotation as it spins. In turn, the whole turret will move with the ship as a whole. It's like the heirarchy of your fingers>hands>arms.<br />
<br />
Though you can't actually change subobject parents or individual subobject centers, it is handy for checking that your heirarchy survived the COB->POF conversion intact and everything is still relating properly.<br />
<br />
Submodel rotation is something you can edit here. Just say you want to have a radar dish on your ship that will spin all the time. If you already have the model with the radar set to be a child of the hull, you can get it to spin in game quite easily. First step is to allow it to rotate in the submodel pane we're in. Select the radar dish object, and check the "Rotates" checkbox in its properties. Then you decide what axis you want it to spin on. Z will mean it spins like helicopter rotors, Y would make it spin like a drill and X would make it spin like a paddle-steamer. :)<br />
It basically just refers to which axis it's going to spin along, but with the axees all mixed up. Experiment with each (click "Apply" and then "Rotate Parts" to see it spin) until you find the right one.<br />
<br />
Once you have decided on a rotation axis, you can move on to the actual text properties box. To get a spinning radar, you would want to enter the following:<br />
<br />
$special=subsystem<br />
$name=Radar dish<br />
$rotate=5.1<br />
This sets the subobject to be a subsystem and calls it "Radar dish" in-game, and sets it's rotation speed to 5.1. (note, this is reversed. The higher the value the slower it spins ;) ) As a final note, to get it working in-game, you would need to add<br />
$Subsystem: radar01a-dish, 5, 0.0<br />
to the subsystem list in the ships table entry. This is just the name of the sub-object, the percentage of hitpoints it has as a subsystem of the main hull and how fast it can rotat at max speed (turrets only).<br />
<br />
To get turrets working, you would follow the same process as above with a few differences: For the base of a multi-part turret, it should be set to rotate along the Z axis and should have the following properties (which are identical to those of regular single part crater turrets):<br />
<br />
$special=subsystem<br />
$fov=180<br />
$name=Main Turret<br />
This does the same thing as the radar properties, but the FOV refers for Field Of Vision in degrees (the cone in the direction of the turrets fire-point normal - more on this in the turrets section) the turret can shoot things in. Eg, a turret on a flat hull surface would have a FOV of 180 degrees, meaning it could shoot anything above it but not below it. A turret in a crater or indent would have a smaller FOV, since from a crater, it wouldn't be able to hit as much without shooting through the ship it's attached to.<br />
<br />
It should also be noted here that FS currently does not check for this. Your ship will quite happily shoot through itself if the turrets FOV allows it, so be careful!<br />
<br />
Finally, the arms of a multi-part turret should have nothing in their properties, and be set to rotate around the X axis. (they must also be facing forward on top and backwards on the bottom to rotate correctly)<br />
<br />
<br />
==== Subsystems ====<br />
<br />
These are the things that the player can target and destroy in-game. Click on the rectangle next to the red x. This creates a new subsystem with no radius or position. Set the size of the radius to a number which is high enough for you to see it easily. Fighter subsystems are usually only a couple of meters across, while cap-ship subsystems can be much larger.<br />
You set a subsystem radius to define the 3D area that will have to be hit in order to destroy the subsystem 'beneath' it.<br />
<br />
Now, start playing with the numbers. First, set its height - the Y co-ordinates. You can only change the position of your subsystems by changing their co-ordinates manually. Set it to the right place you want it to be. Do not place a subsystem inside or outside the hull plating of a ship since this would result in an un-hitable subsystem. Try to have the center of the cubes of subsystems on the surface of the hull since this is the most optimal, but FS will basically set any polys it finds inside the radius to be part of that subsystem, and when they are hit, it will damage the subsystem. Standard subsystems on cap-ships include:<br />
<br />
*'''$Communications'''<br />
*'''$Engine'''<br />
*'''$Navigation'''<br />
*'''$Sensors'''<br />
*'''$Weapons'''<br />
<br />
The type of subsystem box refers to whether or not the subsystem is a normal visible & destroyable subsystem, or the special hidden "$Split 01" type. The $Split## types of subsystems refer to places that FS will snap the model when it is destroyed. Think of them as weak points in the structure that would logically break when the ship explodes, such as a thin neck.<br />
<br />
Remember to add a table entry for any new subsystems in the [[ships.tbl]]<br />
<br />
<br />
==== Shields ====<br />
<br />
Can't really do much here but import the shield data from another model, remove them all together or change the size along any of the three axis'. Things like the strength and recharge rate of the shields are set in the tables instead.<br />
<br />
<br />
==== Guns ====<br />
<br />
The Guns section refers to the primary and missile fire points on fighters and bombers. They consist of a location and a normal, although the normal is ignored by the game - they always point forwards. The firing points of guns or missiles are arranged in banks. You may have noticed how the Herc 1 has two banks - one bank consists of 4 fire points and one of 2, giving it six firing points all up. The Erinyes has two banks of 4 each, giving it 8 all up. Each bank has one primary/secondary weapon assigned to it in the fighter loadout screen in-game.<br />
<br />
It's best to have even numbers of firepoints on each side of the fighter in each bank, else it results in lopsided firing if the player fires only one weapon bank. Eg: if you want a fighter to have 4 firing points spread over two banks, it would be best to put one left & right pair of firing points in each bank, meaning each bank has one point on both sides.<br />
<br />
You should also try not to put the fire points out too far laterally or vertically from the cockpit, since this can create problems actually ''hitting'' small targets with both shots.<br />
<br />
Note that this is not always followed, even by Volition. The [[GTB Ursa]] has a highly unusual, asymetrical firing setup, as do several [[Shivan]] fighters and bombers.<br />
<br />
==== Turrets ====<br />
<br />
Turrets are probably what Modview does best. To make a turret work, you need to use this section in conjunction with the associated submodel properties and your ships entry in the ships.tbl file. If you define a turret in here, but don't give it any properties in one or both of the other two areas, it won't be seen as a turret in-game.<br />
<br />
To define a turret here, you create a new one and then tell it which bits of geometry to use for itself. For multipart turrets, the "Associated submodel" refers to the base geometry, while the "Rotational submodel" refers to the arms. For single part turrets, the turret's one object takes both places.<br />
<br />
The next step is to define the normal - where the turret points in its default rest position (along with all it's fire points). This must always be straight up or down for multipart turrets.<br />
<br />
The fire points are identical to gun firing points, but you've already done the normal. Here you only need to enter the places you want the weapon to shoot from (you can have at most 3, else it crashes the game).<br />
<br />
Finally, to complete your turret, you also need to enter a line in your ships entry in the [[ships.tbl|ships table]] such as:<br />
<br />
$Subsystem: Turret02a, 1.875, 3.0<br />
$Default PBanks: ( "Terran Huge Turret" "Terran Huge Turret" "Terran Huge Turret" )<br />
What this does:<br />
; "Turret02a" : The model the turret uses as the turret (the base of mulitpart turrets)<br />
; "1.875" : The percentage of hitpoints it has of the main hull hitpoint count<br />
; "3.0" : How fast it can turn (the bigger this is, the slower it turns)<br />
<br />
On the second line: the "P" in PBanks tells the game to use a primary weapon ("S" is for secondary/missile turrets), followed by which weapon to use in each firing point on the turret (I'm pretty sure it only uses the first one for all of them though), so if you have 3 firing points (like this Orion's main gun) define three weapons for it to use.<br />
<br />
<br />
==== Thrusters ====<br />
<br />
Since this has only been half-implimented, it's a bit useless. You can only change the location, size and direction of existing thruster glows, but not make new ones or delete old ones.<br />
<br />
Anyway, "Prop" refers to the engine subsystem this glowbank is attached to, usually "$engine_subsystem=$Engine" which tells the game it is attached to the "$Engine" subsystem, so if that subsystem is destroyed the engine glows will go out.<br />
<br />
The glowpoint positions refer to where you want a thruster plume to appear, the normal refers to where it is pointing and the radius refers to how wide the glow is. Simple as that :)<br />
<br />
[[Category:Tools]]</div>Jr2https://wiki.hard-light.net/index.php?title=ModelView&diff=46340ModelView2017-11-24T23:31:36Z<p>Jr2: </p>
<hr />
<div>Originally part of the Descent Network's FS Toolkit, '''Modelview 32''', written by Heiko Herrmann, along with [[POF Constructor Suite]] (or PCS), is one of the principal tools used in the creation, editing, or viewing of POF files, the model format used by [[FreeSpace]] and [[FreeSpace 2]]. Though not as versatile as PCS, many find its user interface easier to understand, and more intuitive. It was also coded expressly as a POF ''viewer'', with the POF editing functions almost secondary. PCS was coded principally as a POF ''editor'', and its viewer is less well integrated into the program.<br />
<br />
The most recent modifications to the Modelview program allow higher poly models to be loaded and edited. Instructions on installing this higher poly vrsion (the community standard) are below.<br />
<br />
<br />
----<br />
<br />
== Installing Modview ==<br />
<br />
[https://sectorgame.com/fsfiles/uploads/Resources%20and%20Tools/Tools/ModelView32.zip Download this archive] and follow the installation instructions inside.<br />
<br />
<br />
== How to edit a POF with Modview: ==<br />
<br />
Newer versions of Modelview include a POF editor, as well as a simple POF viewer. To begin editing, click the "POF-Editor" button on the far-right of your toolbar. If it's not there, you don't have the latest version. (see above)<br />
<br />
Some features like Dockpoint and Path editing are not implemented. You have to use the [[POF Constructor Suite|PCS]] to set these. Also note that thrusters in Modview are only partially implemented - you can edit existing ones, but you can't delete them or create new ones.<br />
<br />
<br />
=== FreeSpace Co-ordination system for models ===<br />
<br />
It is impertive you be familiar with the co-ordination system of FreeSpace 2, in order to add additional features to your model such as turret or fighter weapon firing points, thruster glows, dockpoints, paths, shields and subsystems.<br />
<br />
Modelview is the best way to learn how this system works since it uses a WYSIWYG viewing pane. The axis directions are as follows:<br />
<br />
{|<br />
| width=50px|X-axis: <br />
| width=100px|Right & Left<br />
| Width of your ship<br />
|-<br />
|Y-axis: <br />
|Up & Down<br />
|Height of your ship<br />
|-<br />
|Z-axis:<br />
|Forward & Back<br />
|Length of your ship<br />
|}<br />
The numbers you enter for the co-ordinates of anything in Modview are ''in-game meter units''. Normally, the co-ordinates of 0,0,0 are the model's center (the point around which the model rotates).<br />
<br />
Finally, a normal is a vector of something - a direction. It defines where something is pointing or facing by using the same co-ordinate system everything else uses. The easiest way to think of it is to pretend the ''centre'' of your object-to-be-orientated is your new origin (0,0,0 location), and you enter what is effectively a new location in 3D space where you want it to point at or face.<br />
<br />
For example, if you wanted something to point straight up you would give the normal co-ordinates of 0,1,0. In front would be 0,0,1, to the left would be -1,0,0. (Oh, and you can use numbers other than 1 or 0. ;) )<br />
<br />
<br />
----<br />
<br />
=== A Note About Textures ===<br />
If you're using Modview and FS_Open, chances are, you won't be able to see all or most textures. This is because FSO now uses the DDS format for textures, whilst Modview still uses only 256 colour PCX images. If Modview does not find any PCX images, it will complain that the model has none there.<br />
<br />
The best way I've found to circumvent this is to create a dummy 'root' FreeSpace directory with a "data\maps" directory inside it. In that maps folder you put copies of all textures you want modview to be able to see, and batch-process them in something like IrfanView to turn them all into 256 colour PCX's. While clumsy, it does work and lets you see all your models.<br />
<br />
==== Model ====<br />
<br />
In this pane you can edit<br />
; The Eyepoint : Where the camera of the ship is placed.<br>It doesn't save properly though, so it's really only useful for checking that it's right after setting it properly in [[POF Constructor Suite|PCS]]<br />
; Texture Names : The filenames of each and every texture used by your currently visible model Level Of Detail (LOD).<br>You can change the textures used in here also - just remember to enter the new filename without the file extension (such as .pcx or .dds).<br />
; The Mass of the Ship : This affects how far ships are thrown in collisions and other similar tasks.<br>The best way to go about it is to find a standard ship of similar size or mass and copy the approximate value from there.<br />
; The Moment of Inertia : This is what allows standard FS2 fighters to spin around a bit when hit by a beam.<br>If this is not set the fighter probably won't budge. For capships it defines how fast they're able to spin in various axis' due to weapon hits or collisions.<br>Again the best method is to find a similar sized standard craft and use it's values here.<br />
; The Center of Mass : It's just that. The centre of mass for the model (not nessicarily the same as the origin of the model)<br />
; Lights : These lights aren't actually lights. I don't exactly know what they do, but they don't have any effect that's visible in game as far as I can tell. They are mainly useful as position-getters to find out where a certain part is in terms of its co-ordinates.<br />
; Techroom Center : This is the point around which the ship will spin in the techroom view.<br />
<br />
<br />
==== Submodels ====<br />
<br />
Every piece of geometry on your ship that is not the hull or LODs, is some type of sub-model, or in other words, a child of a parent. Eg: a spinning radar dish is a submodel with the main hull as a parent object. This means that the radar dish is attached to the hull, which is usually what we want.<br />
In the case of a multi-part turret, the arms are a submodel, with the base (another submodel) as a parent. The base in turn has the main hull as a parent. This means that the arms are attached to the base and so will follow its rotation as it spins. In turn, the whole turret will move with the ship as a whole. It's like the heirarchy of your fingers>hands>arms.<br />
<br />
Though you can't actually change subobject parents or individual subobject centers, it is handy for checking that your heirarchy survived the COB->POF conversion intact and everything is still relating properly.<br />
<br />
Submodel rotation is something you can edit here. Just say you want to have a radar dish on your ship that will spin all the time. If you already have the model with the radar set to be a child of the hull, you can get it to spin in game quite easily. First step is to allow it to rotate in the submodel pane we're in. Select the radar dish object, and check the "Rotates" checkbox in its properties. Then you decide what axis you want it to spin on. Z will mean it spins like helicopter rotors, Y would make it spin like a drill and X would make it spin like a paddle-steamer. :)<br />
It basically just refers to which axis it's going to spin along, but with the axees all mixed up. Experiment with each (click "Apply" and then "Rotate Parts" to see it spin) until you find the right one.<br />
<br />
Once you have decided on a rotation axis, you can move on to the actual text properties box. To get a spinning radar, you would want to enter the following:<br />
<br />
$special=subsystem<br />
$name=Radar dish<br />
$rotate=5.1<br />
This sets the subobject to be a subsystem and calls it "Radar dish" in-game, and sets it's rotation speed to 5.1. (note, this is reversed. The higher the value the slower it spins ;) ) As a final note, to get it working in-game, you would need to add<br />
$Subsystem: radar01a-dish, 5, 0.0<br />
to the subsystem list in the ships table entry. This is just the name of the sub-object, the percentage of hitpoints it has as a subsystem of the main hull and how fast it can rotat at max speed (turrets only).<br />
<br />
To get turrets working, you would follow the same process as above with a few differences: For the base of a multi-part turret, it should be set to rotate along the Z axis and should have the following properties (which are identical to those of regular single part crater turrets):<br />
<br />
$special=subsystem<br />
$fov=180<br />
$name=Main Turret<br />
This does the same thing as the radar properties, but the FOV refers for Field Of Vision in degrees (the cone in the direction of the turrets fire-point normal - more on this in the turrets section) the turret can shoot things in. Eg, a turret on a flat hull surface would have a FOV of 180 degrees, meaning it could shoot anything above it but not below it. A turret in a crater or indent would have a smaller FOV, since from a crater, it wouldn't be able to hit as much without shooting through the ship it's attached to.<br />
<br />
It should also be noted here that FS currently does not check for this. Your ship will quite happily shoot through itself if the turrets FOV allows it, so be careful!<br />
<br />
Finally, the arms of a multi-part turret should have nothing in their properties, and be set to rotate around the X axis. (they must also be facing forward on top and backwards on the bottom to rotate correctly)<br />
<br />
<br />
==== Subsystems ====<br />
<br />
These are the things that the player can target and destroy in-game. Click on the rectangle next to the red x. This creates a new subsystem with no radius or position. Set the size of the radius to a number which is high enough for you to see it easily. Fighter subsystems are usually only a couple of meters across, while cap-ship subsystems can be much larger.<br />
You set a subsystem radius to define the 3D area that will have to be hit in order to destroy the subsystem 'beneath' it.<br />
<br />
Now, start playing with the numbers. First, set its height - the Y co-ordinates. You can only change the position of your subsystems by changing their co-ordinates manually. Set it to the right place you want it to be. Do not place a subsystem inside or outside the hull plating of a ship since this would result in an un-hitable subsystem. Try to have the center of the cubes of subsystems on the surface of the hull since this is the most optimal, but FS will basically set any polys it finds inside the radius to be part of that subsystem, and when they are hit, it will damage the subsystem. Standard subsystems on cap-ships include:<br />
<br />
*'''$Communications'''<br />
*'''$Engine'''<br />
*'''$Navigation'''<br />
*'''$Sensors'''<br />
*'''$Weapons'''<br />
<br />
The type of subsystem box refers to whether or not the subsystem is a normal visible & destroyable subsystem, or the special hidden "$Split 01" type. The $Split## types of subsystems refer to places that FS will snap the model when it is destroyed. Think of them as weak points in the structure that would logically break when the ship explodes, such as a thin neck.<br />
<br />
Remember to add a table entry for any new subsystems in the [[ships.tbl]]<br />
<br />
<br />
==== Shields ====<br />
<br />
Can't really do much here but import the shield data from another model, remove them all together or change the size along any of the three axis'. Things like the strength and recharge rate of the shields are set in the tables instead.<br />
<br />
<br />
==== Guns ====<br />
<br />
The Guns section refers to the primary and missile fire points on fighters and bombers. They consist of a location and a normal, although the normal is ignored by the game - they always point forwards. The firing points of guns or missiles are arranged in banks. You may have noticed how the Herc 1 has two banks - one bank consists of 4 fire points and one of 2, giving it six firing points all up. The Erinyes has two banks of 4 each, giving it 8 all up. Each bank has one primary/secondary weapon assigned to it in the fighter loadout screen in-game.<br />
<br />
It's best to have even numbers of firepoints on each side of the fighter in each bank, else it results in lopsided firing if the player fires only one weapon bank. Eg: if you want a fighter to have 4 firing points spread over two banks, it would be best to put one left & right pair of firing points in each bank, meaning each bank has one point on both sides.<br />
<br />
You should also try not to put the fire points out too far laterally or vertically from the cockpit, since this can create problems actually ''hitting'' small targets with both shots.<br />
<br />
Note that this is not always followed, even by Volition. The [[GTB Ursa]] has a highly unusual, asymetrical firing setup, as do several [[Shivan]] fighters and bombers.<br />
<br />
==== Turrets ====<br />
<br />
Turrets are probably what Modview does best. To make a turret work, you need to use this section in conjunction with the associated submodel properties and your ships entry in the ships.tbl file. If you define a turret in here, but don't give it any properties in one or both of the other two areas, it won't be seen as a turret in-game.<br />
<br />
To define a turret here, you create a new one and then tell it which bits of geometry to use for itself. For multipart turrets, the "Associated submodel" refers to the base geometry, while the "Rotational submodel" refers to the arms. For single part turrets, the turret's one object takes both places.<br />
<br />
The next step is to define the normal - where the turret points in its default rest position (along with all it's fire points). This must always be straight up or down for multipart turrets.<br />
<br />
The fire points are identical to gun firing points, but you've already done the normal. Here you only need to enter the places you want the weapon to shoot from (you can have at most 3, else it crashes the game).<br />
<br />
Finally, to complete your turret, you also need to enter a line in your ships entry in the [[ships.tbl|ships table]] such as:<br />
<br />
$Subsystem: Turret02a, 1.875, 3.0<br />
$Default PBanks: ( "Terran Huge Turret" "Terran Huge Turret" "Terran Huge Turret" )<br />
What this does:<br />
; "Turret02a" : The model the turret uses as the turret (the base of mulitpart turrets)<br />
; "1.875" : The percentage of hitpoints it has of the main hull hitpoint count<br />
; "3.0" : How fast it can turn (the bigger this is, the slower it turns)<br />
<br />
On the second line: the "P" in PBanks tells the game to use a primary weapon ("S" is for secondary/missile turrets), followed by which weapon to use in each firing point on the turret (I'm pretty sure it only uses the first one for all of them though), so if you have 3 firing points (like this Orion's main gun) define three weapons for it to use.<br />
<br />
<br />
==== Thrusters ====<br />
<br />
Since this has only been half-implimented, it's a bit useless. You can only change the location, size and direction of existing thruster glows, but not make new ones or delete old ones.<br />
<br />
Anyway, "Prop" refers to the engine subsystem this glowbank is attached to, usually "$engine_subsystem=$Engine" which tells the game it is attached to the "$Engine" subsystem, so if that subsystem is destroyed the engine glows will go out.<br />
<br />
The glowpoint positions refer to where you want a thruster plume to appear, the normal refers to where it is pointing and the radius refers to how wide the glow is. Simple as that :)<br />
<br />
[[Category:Tools]]</div>Jr2https://wiki.hard-light.net/index.php?title=Installing_Mods_for_FS2_Open&diff=44298Installing Mods for FS2 Open2014-09-24T03:01:41Z<p>Jr2: Forgot unparenthesis</p>
<hr />
<div>==Important Note==<br />
When installing/playing a mod, it is recommended to create a new pilot for every campaign that you play. That is, one pilot for the main campaign, one for FSPort, etc. This will in most cases avoid the dreaded pilot file corruption problems that crop up sometimes.<br />
EDIT -- this is not needed any more since FSO version 3.7.0 (see [http://www.hard-light.net/forums/index.php?topic=86813.msg1734738#msg1734738 here]).<br />
<br />
== Improvements upon Retail ==<br />
While installing mods for FreeSpace has never been hugely difficult, [[Source Code Project|FS2_Open]] has made considerable improvements to the way that they are handled. Under retail, installing more than one mod involved either installing several copies of FS2 or tiresome dragging and renaming of folders and files. Under FS2_Open, less than a minute's work when installing a mod can mean that you can swap between mods with nothing more than a click of a button. <br />
<br />
== Installing the Media VP files ==<br />
To truly take advantage of FS2_Open's modding features, you should install the [[MediaVP|media VP]] files to a subfolder of your FreeSpace 2 folder. Although you can call this folder anything you like, the assumption that will generally be made is that if you have put them in a folder it will be called ''mediavps'', so it is probably best to stick to that. Now that you have put the media VP files in that folder, you must go to the mod tab on the Launcher and select "mediavps" as your mod when running FS2. If you don't do this, FS2 will run with none of the media VPs' features. It will be like playing retail again.<br />
<br />
Using the MediaVPs for user-made mods that make use of retail ships is possible. However, standalone mods specifically require you to NOT use the MediaVPs to avoid file conflicts.<br />
<br />
==Important note regarding post-MVP 3.6.10==<br />
The official installation instructions for MediaVPs 3.6.12 require you to place each official MediaVP release into its own folder, following the naming scheme "mediavps_3612" where "3612" is evidently the version number. Since mods that come before this paradigm shift presuppose your MediaVPs are in the "mediavps" folder, you have to open the [[mod.ini]] that comes with the mod and edit it to parse the appropriate "mediavps_3612" folder instead of "mediavps". See below on how to edit the mod.ini.<br />
<br />
== Installing a mod == <br />
Be very wary of what the readmes that come with mods tell you to do. Many mods were written before FS2_Open had these new features or by people only vaguely aware of what they do. For this reason, always remember this:<br />
<br />
'''Do ''NOT'' install anything to Freespace2\data or into the root FreeSpace 2 folder regardless of what the instructions say.'''<br />
<br />
Installing files into Freespace2\data or the root FreeSpace folder is the method used for retail campaigns and very old SCP builds only. This guide is about installing mods for up-to-date FreeSpace Open builds.<br />
<br />
If you are following this guide, there is no reason to install files into either of the folders mentioned. Installing a mod to Freespace2\data means that FS2 retail and multiplayer will load the mod and probably break.<br />
<br />
What you should do is make a separate folder for every mod within your FreeSpace 2 folder. '''If the mod consists completely of VP files, stick them all in a folder within the root FreeSpace 2 directory and you're done with this step.'''<br />
<br />
If the mod's readme tells you to install to Freespace2\Data, make a new folder called Data within the one you just created and then follow the instructions using this new Data folder as if it were Freespace2\Data (i.e if the readme file instructs you to put a file in Freespace2\data\tables, put it in Freespace2\ModName\data\tables instead). <br />
<br />
'''Run the Launcher, click on MOD tab, select the folder that contains all the mod's files (i.e. not ModName/Data, simply ModName) and you're ready to play.'''<br />
<br />
(Launcher MOD tab is really setting the -mod flag, so you get the command line explained in the next section. For more info about how -mod and MOD Tab work, read [[Command-Line_Reference#-mod]]).<br />
<br />
The last step is only required if you want the mod to be able to access the Media VP files and it doesn't already have a [[mod.ini]].<br />
<br />This is done by creating a new text file called [[mod.ini]] (be careful that the computer doesn't call it mod.ini.txt). Cut and paste this into the file:<br />
<br />
<pre>[multimod]<br />
SecondaryList = mediavps;</pre><br />
<br />
:::'''PLEASE NOTE:'''<br />
::::Older mods will use "secondrylist" and start the mod list with a leading comma. This is no longer necessary (these were workarounds for bugs that have since been fixed), and thus [[deprecation|deprecated]].<br />
<br />
Place this file in the mod's folder, then run the game as described above.<br />
Most, if not all, mods should already come with a ready-made mod.ini. If they don't, or if you are unsure how to create one, feel free to bug the mod's creator about it.<br />
<br />
== Alternative method / more info == <br />
Alternative method by jr2 (if you don't want to use mod.ini)<br />
<br />
Just install the MOD as mentioned above, except skip the part about making a mod.ini file. <br><br />
Then, in the launcher, under the Features tab, enter the following:<br><br />
:-mod mod1,mod2,mediavps<br><br />
where <mod1> is the mod you want to play, <mod2> is the mod that the mod you're playing depends on, and <mediavps> is the name of the folder where you've stuck the Media VP files.<br><br />
<br />
===Example 1===<br />
To run Transcend, if I've installed it to C:\Freespace2\transcend,<br />
and if I've installed Media VPs to C:\Freespace2\mediavps, I'd type:<br />
<br />
:-mod transcend,mediavps<br />
<br />
into the Features tab.<br />
<br />
===Example 2===<br />
To run the Solar Wars Chapter 1 mod for the Inferno Chapter 1 mod, if I've installed Solar Wars Chapter 1 to<br />
<br />
:C:\Freespace2\solar_wars_ch1<br />
<br />
and if I've installed Inferno Chapter 1 to<br />
<br />
:C:\Freespace2\infr1<br />
<br />
and if I've installed the Media VPs to<br />
<br />
:C:\Freespace2\mediavps<br />
<br />
I'd type:<br />
<br />
:-mod solar_wars_ch1,infr1,mediavps<br />
<br />
<br />
Basically, (remember, -mod mod1,mod2,mediavps) FS2_Open looks for the files it needs in <mod1>, if they are there, then it uses them, if not, it looks in <mod2>, if not there, <mediavps>, if not there, then the main FS2 directory. If there are more than one version of the file it needs, then it will use the one that it finds first, in the order that it looks for them, as seen above.<br />
<br />
This also applies to Fred2 Open, as it loads mods with the -mod parameter like FreeSpace2 Open does.<br />
<br />
Also, you could use the mod.ini method so that mediavps is automatically appended to the list and you'd only have to type <mod1>,<mod2> in.<br />
<br />
<br />
[[Category:Source Code Project]]<br />
[[Category:User-made Campaigns|*]]<br />
[[Category:Tutorials|Mods, installing for FS2 Open]]</div>Jr2https://wiki.hard-light.net/index.php?title=Installing_Mods_for_FS2_Open&diff=44297Installing Mods for FS2 Open2014-09-24T03:01:15Z<p>Jr2: updated to reflect after 3.7.0 stable pilots.</p>
<hr />
<div>==Important Note==<br />
When installing/playing a mod, it is recommended to create a new pilot for every campaign that you play. That is, one pilot for the main campaign, one for FSPort, etc. This will in most cases avoid the dreaded pilot file corruption problems that crop up sometimes.<br />
EDIT -- this is not needed any more since FSO version 3.7.0 (see [http://www.hard-light.net/forums/index.php?topic=86813.msg1734738#msg1734738 here].<br />
<br />
== Improvements upon Retail ==<br />
While installing mods for FreeSpace has never been hugely difficult, [[Source Code Project|FS2_Open]] has made considerable improvements to the way that they are handled. Under retail, installing more than one mod involved either installing several copies of FS2 or tiresome dragging and renaming of folders and files. Under FS2_Open, less than a minute's work when installing a mod can mean that you can swap between mods with nothing more than a click of a button. <br />
<br />
== Installing the Media VP files ==<br />
To truly take advantage of FS2_Open's modding features, you should install the [[MediaVP|media VP]] files to a subfolder of your FreeSpace 2 folder. Although you can call this folder anything you like, the assumption that will generally be made is that if you have put them in a folder it will be called ''mediavps'', so it is probably best to stick to that. Now that you have put the media VP files in that folder, you must go to the mod tab on the Launcher and select "mediavps" as your mod when running FS2. If you don't do this, FS2 will run with none of the media VPs' features. It will be like playing retail again.<br />
<br />
Using the MediaVPs for user-made mods that make use of retail ships is possible. However, standalone mods specifically require you to NOT use the MediaVPs to avoid file conflicts.<br />
<br />
==Important note regarding post-MVP 3.6.10==<br />
The official installation instructions for MediaVPs 3.6.12 require you to place each official MediaVP release into its own folder, following the naming scheme "mediavps_3612" where "3612" is evidently the version number. Since mods that come before this paradigm shift presuppose your MediaVPs are in the "mediavps" folder, you have to open the [[mod.ini]] that comes with the mod and edit it to parse the appropriate "mediavps_3612" folder instead of "mediavps". See below on how to edit the mod.ini.<br />
<br />
== Installing a mod == <br />
Be very wary of what the readmes that come with mods tell you to do. Many mods were written before FS2_Open had these new features or by people only vaguely aware of what they do. For this reason, always remember this:<br />
<br />
'''Do ''NOT'' install anything to Freespace2\data or into the root FreeSpace 2 folder regardless of what the instructions say.'''<br />
<br />
Installing files into Freespace2\data or the root FreeSpace folder is the method used for retail campaigns and very old SCP builds only. This guide is about installing mods for up-to-date FreeSpace Open builds.<br />
<br />
If you are following this guide, there is no reason to install files into either of the folders mentioned. Installing a mod to Freespace2\data means that FS2 retail and multiplayer will load the mod and probably break.<br />
<br />
What you should do is make a separate folder for every mod within your FreeSpace 2 folder. '''If the mod consists completely of VP files, stick them all in a folder within the root FreeSpace 2 directory and you're done with this step.'''<br />
<br />
If the mod's readme tells you to install to Freespace2\Data, make a new folder called Data within the one you just created and then follow the instructions using this new Data folder as if it were Freespace2\Data (i.e if the readme file instructs you to put a file in Freespace2\data\tables, put it in Freespace2\ModName\data\tables instead). <br />
<br />
'''Run the Launcher, click on MOD tab, select the folder that contains all the mod's files (i.e. not ModName/Data, simply ModName) and you're ready to play.'''<br />
<br />
(Launcher MOD tab is really setting the -mod flag, so you get the command line explained in the next section. For more info about how -mod and MOD Tab work, read [[Command-Line_Reference#-mod]]).<br />
<br />
The last step is only required if you want the mod to be able to access the Media VP files and it doesn't already have a [[mod.ini]].<br />
<br />This is done by creating a new text file called [[mod.ini]] (be careful that the computer doesn't call it mod.ini.txt). Cut and paste this into the file:<br />
<br />
<pre>[multimod]<br />
SecondaryList = mediavps;</pre><br />
<br />
:::'''PLEASE NOTE:'''<br />
::::Older mods will use "secondrylist" and start the mod list with a leading comma. This is no longer necessary (these were workarounds for bugs that have since been fixed), and thus [[deprecation|deprecated]].<br />
<br />
Place this file in the mod's folder, then run the game as described above.<br />
Most, if not all, mods should already come with a ready-made mod.ini. If they don't, or if you are unsure how to create one, feel free to bug the mod's creator about it.<br />
<br />
== Alternative method / more info == <br />
Alternative method by jr2 (if you don't want to use mod.ini)<br />
<br />
Just install the MOD as mentioned above, except skip the part about making a mod.ini file. <br><br />
Then, in the launcher, under the Features tab, enter the following:<br><br />
:-mod mod1,mod2,mediavps<br><br />
where <mod1> is the mod you want to play, <mod2> is the mod that the mod you're playing depends on, and <mediavps> is the name of the folder where you've stuck the Media VP files.<br><br />
<br />
===Example 1===<br />
To run Transcend, if I've installed it to C:\Freespace2\transcend,<br />
and if I've installed Media VPs to C:\Freespace2\mediavps, I'd type:<br />
<br />
:-mod transcend,mediavps<br />
<br />
into the Features tab.<br />
<br />
===Example 2===<br />
To run the Solar Wars Chapter 1 mod for the Inferno Chapter 1 mod, if I've installed Solar Wars Chapter 1 to<br />
<br />
:C:\Freespace2\solar_wars_ch1<br />
<br />
and if I've installed Inferno Chapter 1 to<br />
<br />
:C:\Freespace2\infr1<br />
<br />
and if I've installed the Media VPs to<br />
<br />
:C:\Freespace2\mediavps<br />
<br />
I'd type:<br />
<br />
:-mod solar_wars_ch1,infr1,mediavps<br />
<br />
<br />
Basically, (remember, -mod mod1,mod2,mediavps) FS2_Open looks for the files it needs in <mod1>, if they are there, then it uses them, if not, it looks in <mod2>, if not there, <mediavps>, if not there, then the main FS2 directory. If there are more than one version of the file it needs, then it will use the one that it finds first, in the order that it looks for them, as seen above.<br />
<br />
This also applies to Fred2 Open, as it loads mods with the -mod parameter like FreeSpace2 Open does.<br />
<br />
Also, you could use the mod.ini method so that mediavps is automatically appended to the list and you'd only have to type <mod1>,<mod2> in.<br />
<br />
<br />
[[Category:Source Code Project]]<br />
[[Category:User-made Campaigns|*]]<br />
[[Category:Tutorials|Mods, installing for FS2 Open]]</div>Jr2https://wiki.hard-light.net/index.php?title=Installing_Mods_for_FS2_Open&diff=38290Installing Mods for FS2 Open2012-04-09T00:00:47Z<p>Jr2: /* Alternative method / more info */ added blurb about Fred</p>
<hr />
<div>==Important Note==<br />
When installing/playing a mod, it is recommended to create a new pilot for every campaign that you play. That is, one pilot for the main campaign, one for FSPort, etc. This will in most cases avoid the dreaded pilot file corruption problems that crop up sometimes.<br />
<br />
== Improvements upon Retail ==<br />
While installing mods for FreeSpace has never been hugely difficult, [[Source Code Project|FS2_Open]] has made considerable improvements to the way that they are handled. Under retail, installing more than one mod involved either installing several copies of FS2 or tiresome dragging and renaming of folders and files. Under FS2_Open, less than a minute's work when installing a mod can mean that you can swap between mods with nothing more than a click of a button. <br />
<br />
== Installing the Media VP files ==<br />
To truly take advantage of FS2_Open's modding features, you should install the [[MediaVP|media VP]] files to a subfolder of your FreeSpace 2 folder. Although you can call this folder anything you like, the assumption that will generally be made is that if you have put them in a folder it will be called ''mediavps'', so it is probably best to stick to that. Now that you have put the media VP files in that folder, you must go to the mod tab on the Launcher and select "mediavps" as your mod when running FS2. If you don't do this, FS2 will run with none of the media VPs' features. It will be like playing retail again.<br />
<br />
Using the MediaVPs for user-made mods that make use of retail ships is possible. However, standalone mods specifically require you to NOT use the MediaVPs to avoid file conflicts.<br />
<br />
==Important note regarding post-MVP 3.6.10==<br />
The official installation instructions for MediaVPs 3.6.12 require you to place each official MediaVP release into its own folder, following the naming scheme "mediavps_3612" where "3612" is evidently the version number. Since mods that come before this paradigm shift presuppose your MediaVPs are in the "mediavps" folder, you have to open the [[mod.ini]] that comes with the mod and edit it to parse the appropriate "mediavps_3612" folder instead of "mediavps". See below on how to edit the mod.ini.<br />
<br />
== Installing a mod == <br />
Be very wary of what the readmes that come with mods tell you to do. Many mods were written before FS2_Open had these new features or by people only vaguely aware of what they do. For this reason, always remember this:<br />
<br />
'''Do ''NOT'' install anything to Freespace2\data or into the root FreeSpace 2 folder regardless of what the instructions say.'''<br />
<br />
Installing files into Freespace2\data or the root FreeSpace folder is the method used for retail campaigns and very old SCP builds only. This guide is about installing mods for up-to-date FreeSpace Open builds.<br />
<br />
If you are following this guide, there is no reason to install files into either of the folders mentioned. Installing a mod to Freespace2\data means that FS2 retail and multiplayer will load the mod and probably break.<br />
<br />
What you should do is make a separate folder for every mod within your FreeSpace 2 folder. '''If the mod consists completely of VP files, stick them all in a folder within the root FreeSpace 2 directory and you're done with this step.'''<br />
<br />
If the mod's readme tells you to install to Freespace2\Data, make a new folder called Data within the one you just created and then follow the instructions using this new Data folder as if it were Freespace2\Data (i.e if the readme file instructs you to put a file in Freespace2\data\tables, put it in Freespace2\ModName\data\tables instead). <br />
<br />
'''Run the Launcher, click on MOD tab, select the folder that contains all the mod's files (i.e. not ModName/Data, simply ModName) and you're ready to play.'''<br />
<br />
(Launcher MOD tab is really setting the -mod flag, so you get the command line explained in the next section. For more info about how -mod and MOD Tab work, read [[Command-Line_Reference#-mod]]).<br />
<br />
The last step is only required if you want the mod to be able to access the Media VP files and it doesn't already have a [[mod.ini]].<br />
<br />This is done by creating a new text file called [[mod.ini]] (be careful that the computer doesn't call it mod.ini.txt). Cut and paste this into the file:<br />
<br />
<pre>[multimod]<br />
SecondaryList = mediavps;</pre><br />
<br />
:::'''PLEASE NOTE:'''<br />
::::Older mods will use "secondrylist" and start the mod list with a leading comma. This is no longer necessary (these were workarounds for bugs that have since been fixed), and thus [[deprecation|deprecated]].<br />
<br />
Place this file in the mod's folder, then run the game as described above.<br />
Most, if not all, mods should already come with a ready-made mod.ini. If they don't, or if you are unsure how to create one, feel free to bug the mod's creator about it.<br />
<br />
== Alternative method / more info == <br />
Alternative method by jr2 (if you don't want to use mod.ini)<br />
<br />
Just install the MOD as mentioned above, except skip the part about making a mod.ini file. <br><br />
Then, in the launcher, under the Features tab, enter the following:<br><br />
:-mod mod1,mod2,mediavps<br><br />
where <mod1> is the mod you want to play, <mod2> is the mod that the mod you're playing depends on, and <mediavps> is the name of the folder where you've stuck the Media VP files.<br><br />
<br />
===Example 1===<br />
To run Transcend, if I've installed it to C:\Freespace2\transcend,<br />
and if I've installed Media VPs to C:\Freespace2\mediavps, I'd type:<br />
<br />
:-mod transcend,mediavps<br />
<br />
into the Features tab.<br />
<br />
===Example 2===<br />
To run the Solar Wars Chapter 1 mod for the Inferno Chapter 1 mod, if I've installed Solar Wars Chapter 1 to<br />
<br />
:C:\Freespace2\solar_wars_ch1<br />
<br />
and if I've installed Inferno Chapter 1 to<br />
<br />
:C:\Freespace2\infr1<br />
<br />
and if I've installed the Media VPs to<br />
<br />
:C:\Freespace2\mediavps<br />
<br />
I'd type:<br />
<br />
:-mod solar_wars_ch1,infr1,mediavps<br />
<br />
<br />
Basically, (remember, -mod mod1,mod2,mediavps) FS2_Open looks for the files it needs in <mod1>, if they are there, then it uses them, if not, it looks in <mod2>, if not there, <mediavps>, if not there, then the main FS2 directory. If there are more than one version of the file it needs, then it will use the one that it finds first, in the order that it looks for them, as seen above.<br />
<br />
This also applies to Fred2 Open, as it loads mods with the -mod parameter like FreeSpace2 Open does.<br />
<br />
Also, you could use the mod.ini method so that mediavps is automatically appended to the list and you'd only have to type <mod1>,<mod2> in.<br />
<br />
<br />
[[Category:Source Code Project]]<br />
[[Category:User-made Campaigns|*]]<br />
[[Category:Tutorials|Mods, installing for FS2 Open]]</div>Jr2https://wiki.hard-light.net/index.php?title=Getting_started_with_FreeSpace_2&diff=34770Getting started with FreeSpace 22011-05-22T00:52:27Z<p>Jr2: /* Update the Retail FreeSpace 2 */ EDIT changed to HOtU</p>
<hr />
<div>This page is under construction (if this page is deemed necessary that is -> [[Talk:Getting_started_with_FreeSpace_2|talk page]]).<br />
<br />
It is also outdated. Both the builds and mediaVPs are in 3.6.10 beta phase at this point in time, check Hard-Light Forums for the latest news and stuff.<br />
<br />
==Getting Retail FreeSpace 2==<br />
::''Main article [[Getting_FreeSpace]]...''<br />
*Buy CDs<br />
*Buy it online, for example from [http://www.gog.com/en/gamecard/freespace_2 GOG.com]<br />
<br />
==Installing Retail FreeSpace 2==<br />
::''Main article [[Installing Freespace 2]]...''<br />
*Install the game<br />
*To use FreeSpace 2 Open only the the retail data files are needed ([[*.VP]] files). This makes it possible for user to 'install' or extract the '''vp''' files from the main game data and then move the files to another platform for example to Linux or OS X. However it is recommended that the data files should be patched before moving them. See [[Fs2 open on Linux]] for more information.<br />
*Make sure you have [http://connect.creativelabs.com/openal/Downloads/Forms/AllItems.aspx OpenAL] installed<br />
<br />
==Update the Retail FreeSpace 2==<br />
{{Note|This step is only required if the data has not already been patched}}<br />
*Download and run Freespace 1.2 update<br />
*[http://homepage.ntlworld.com/karajorma/FAQ/Downloads/HotUv1.20Pack.rar FreeSpace 2 Patch (version 1.2)] | Alternate link: [http://www.gameupdates.org/details.php?id=4722 FS2 1.2 patch from gameupdates.org] Note that you will need a [http://en.wikipedia.org/wiki/Comparison_of_BitTorrent_clients BitTorrent] client to download from gameupdates; I recommend uTorrent.<br />
*Some versions have this already preinstalled<br />
<br />
==Installing FreeSpace Open==<br />
::''Main articles [[Installing FreeSpace 2 Open]] and [[FreeSpace Open Installer]]...''<br />
<br />
===Launcher===<br />
====Windows====<br />
*[http://swc.fs2downloads.com/files/Launcher55g.zip Launcher 5.5g]<br />
<br />
====Other====<br />
*Some progress has been made with both multi platform as well as single platform non-Windows launchers. See [http://www.hard-light.net/forums/index.php/board,113.0.html Cross-Platform Development].<br />
<br />
===Game Builds===<br />
====Latest Official Build====<br />
{{Note|Current official build is outdated}}<br />
*[http://scp.indiegames.us/download.php?view.134 Link to FS2 Open 3.6.7]<br />
:Includes 5.3 Launcher<br />
<br />
*[http://www.hard-light.net/forums/index.php?topic=70693.0 Link to FS2 Open 3.6.12]<br />
<br />
====Current SVN Builds====<br />
*[http://www.hard-light.net/forums/index.php/board,173.0.html Nightly Builds]<br />
<br />
===MediaVP File Sets===<br />
*MediaVP sets should always be installed to their own directory preferably named as '''mediavps''' that is located in the FreeSpace root directory. For example if FreeSpace has been installed to ''c:\games\freespace'' then MediaVP files should be placed to '''''c:\games\freespace\mediavps''''' directory.<br />
----<br />
====Latest Official MediaVPs====<br />
*[http://www.hard-light.net/forums/index.php/topic,58230.0.html 3.6.10 MediaVP Release Thread]<br />
*[http://www.hard-light.net/forums/index.php?topic=70739.0 3.6.12 MediaVP Release Thread]<br />
<br />
==Setting up the Launcher==<br />
===Selecting the Game Build===<br />
*First thing to do is to click on the '''Browse...''' button at the top of the Launcher and select the build you installed.<br />
===Audio/Joystic=== <br />
*If you have trouble with your joystick not working properly in FS2_Open, you may try the '''Force 0''' or '''Force 1''' options, which will force FS2_Open to use the first or second joysticks, respectively.<br />
===Network===<br />
*Adjust the settings according to your setup.<br />
===Speech===<br />
*If you are using Windows XP, or have the Speech API installed, FS2_Open will be able to read briefings, techroom descriptions, and even in game 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.<br />
===Registry===<br />
*Unless you know what you are doing '''don't''' tamper with these settings<br />
===Video===<br />
* On some older or special builds user can choose which API to use (OpenGL or Direct3D) however usually it defaults to '''OpenGL'''. In any case it is '''recommended to use OpenGL''' as DirectX is unstable and not actively supported.<br />
* Select the preferred resolution for the game.<br />
===Features===<br />
*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 if you ever need to report an error with FS2_Open.<br />
*'''Easy setup''' basically allows you to turn lots of features on or off at once. Generally most people use it and then fine tune the settings immediately afterwards.<br />
*'''Custom flags''' 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 '''-fov''' command line argument (for more information, you can see the [[Command-Line Reference]] page of the wiki). Its recommended to add '''''-ambient_factor 50''''' to the command line.<br />
*Finally, the two boxes below this let you toggle the various new features in FS2 Open individually. The list type option lets you choose between graphics, sound etc and the tickboxes let you turn the feature on or off.<br />
===MOD===<br />
*This tab is used to select mods for the game. For example this installation guide directs you to install MediaVPs in such a way that FS2 will treat them as a mod. Click '''Select MOD''' and choose '''''mediavps''''' folder that you picked earlier.<br />
*The reason that we installed the media VPs as a mod is that if FS2_Open doesn't work you can select the '''no MOD''' button and run without them and check if the problem is with the build or with the media VPs. It also means that you can still run retail FS2 if you want to.<br />
<br />
[[Category:The games]]</div>Jr2https://wiki.hard-light.net/index.php?title=Getting_started_with_FreeSpace_2&diff=34769Getting started with FreeSpace 22011-05-21T22:59:36Z<p>Jr2: /* Latest Official Build */ added .12</p>
<hr />
<div>This page is under construction (if this page is deemed necessary that is -> [[Talk:Getting_started_with_FreeSpace_2|talk page]]).<br />
<br />
It is also outdated. Both the builds and mediaVPs are in 3.6.10 beta phase at this point in time, check Hard-Light Forums for the latest news and stuff.<br />
<br />
==Getting Retail FreeSpace 2==<br />
::''Main article [[Getting_FreeSpace]]...''<br />
*Buy CDs<br />
*Buy it online, for example from [http://www.gog.com/en/gamecard/freespace_2 GOG.com]<br />
<br />
==Installing Retail FreeSpace 2==<br />
::''Main article [[Installing Freespace 2]]...''<br />
*Install the game<br />
*To use FreeSpace 2 Open only the the retail data files are needed ([[*.VP]] files). This makes it possible for user to 'install' or extract the '''vp''' files from the main game data and then move the files to another platform for example to Linux or OS X. However it is recommended that the data files should be patched before moving them. See [[Fs2 open on Linux]] for more information.<br />
*Make sure you have [http://connect.creativelabs.com/openal/Downloads/Forms/AllItems.aspx OpenAL] installed<br />
<br />
==Update the Retail FreeSpace 2==<br />
{{Note|This step is only required if the data has not already been patched}}<br />
*Download and run Freespace 1.2 update<br />
*[http://www.pxo.net/files/fs21x-12.exe FreeSpace 2 Patch (version 1.2)] | Alternate link: [http://www.gameupdates.org/details.php?id=4722 FS2 1.2 patch from gameupdates.org] Note that you will need a [http://en.wikipedia.org/wiki/Comparison_of_BitTorrent_clients BitTorrent] client to download from gameupdates; I recommend uTorrent.<br />
*Some versions have this already preinstalled<br />
<br />
==Installing FreeSpace Open==<br />
::''Main articles [[Installing FreeSpace 2 Open]] and [[FreeSpace Open Installer]]...''<br />
<br />
===Launcher===<br />
====Windows====<br />
*[http://swc.fs2downloads.com/files/Launcher55g.zip Launcher 5.5g]<br />
<br />
====Other====<br />
*Some progress has been made with both multi platform as well as single platform non-Windows launchers. See [http://www.hard-light.net/forums/index.php/board,113.0.html Cross-Platform Development].<br />
<br />
===Game Builds===<br />
====Latest Official Build====<br />
{{Note|Current official build is outdated}}<br />
*[http://scp.indiegames.us/download.php?view.134 Link to FS2 Open 3.6.7]<br />
:Includes 5.3 Launcher<br />
<br />
*[http://www.hard-light.net/forums/index.php?topic=70693.0 Link to FS2 Open 3.6.12]<br />
<br />
====Current SVN Builds====<br />
*[http://www.hard-light.net/forums/index.php/board,173.0.html Nightly Builds]<br />
<br />
===MediaVP File Sets===<br />
*MediaVP sets should always be installed to their own directory preferably named as '''mediavps''' that is located in the FreeSpace root directory. For example if FreeSpace has been installed to ''c:\games\freespace'' then MediaVP files should be placed to '''''c:\games\freespace\mediavps''''' directory.<br />
----<br />
====Latest Official MediaVPs====<br />
*[http://www.hard-light.net/forums/index.php/topic,58230.0.html 3.6.10 MediaVP Release Thread]<br />
*[http://www.hard-light.net/forums/index.php?topic=70739.0 3.6.12 MediaVP Release Thread]<br />
<br />
==Setting up the Launcher==<br />
===Selecting the Game Build===<br />
*First thing to do is to click on the '''Browse...''' button at the top of the Launcher and select the build you installed.<br />
===Audio/Joystic=== <br />
*If you have trouble with your joystick not working properly in FS2_Open, you may try the '''Force 0''' or '''Force 1''' options, which will force FS2_Open to use the first or second joysticks, respectively.<br />
===Network===<br />
*Adjust the settings according to your setup.<br />
===Speech===<br />
*If you are using Windows XP, or have the Speech API installed, FS2_Open will be able to read briefings, techroom descriptions, and even in game 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.<br />
===Registry===<br />
*Unless you know what you are doing '''don't''' tamper with these settings<br />
===Video===<br />
* On some older or special builds user can choose which API to use (OpenGL or Direct3D) however usually it defaults to '''OpenGL'''. In any case it is '''recommended to use OpenGL''' as DirectX is unstable and not actively supported.<br />
* Select the preferred resolution for the game.<br />
===Features===<br />
*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 if you ever need to report an error with FS2_Open.<br />
*'''Easy setup''' basically allows you to turn lots of features on or off at once. Generally most people use it and then fine tune the settings immediately afterwards.<br />
*'''Custom flags''' 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 '''-fov''' command line argument (for more information, you can see the [[Command-Line Reference]] page of the wiki). Its recommended to add '''''-ambient_factor 50''''' to the command line.<br />
*Finally, the two boxes below this let you toggle the various new features in FS2 Open individually. The list type option lets you choose between graphics, sound etc and the tickboxes let you turn the feature on or off.<br />
===MOD===<br />
*This tab is used to select mods for the game. For example this installation guide directs you to install MediaVPs in such a way that FS2 will treat them as a mod. Click '''Select MOD''' and choose '''''mediavps''''' folder that you picked earlier.<br />
*The reason that we installed the media VPs as a mod is that if FS2_Open doesn't work you can select the '''no MOD''' button and run without them and check if the problem is with the build or with the media VPs. It also means that you can still run retail FS2 if you want to.<br />
<br />
[[Category:The games]]</div>Jr2https://wiki.hard-light.net/index.php?title=Getting_started_with_FreeSpace_2&diff=34768Getting started with FreeSpace 22011-05-21T22:58:22Z<p>Jr2: /* Latest Official MediaVPs */ added .12</p>
<hr />
<div>This page is under construction (if this page is deemed necessary that is -> [[Talk:Getting_started_with_FreeSpace_2|talk page]]).<br />
<br />
It is also outdated. Both the builds and mediaVPs are in 3.6.10 beta phase at this point in time, check Hard-Light Forums for the latest news and stuff.<br />
<br />
==Getting Retail FreeSpace 2==<br />
::''Main article [[Getting_FreeSpace]]...''<br />
*Buy CDs<br />
*Buy it online, for example from [http://www.gog.com/en/gamecard/freespace_2 GOG.com]<br />
<br />
==Installing Retail FreeSpace 2==<br />
::''Main article [[Installing Freespace 2]]...''<br />
*Install the game<br />
*To use FreeSpace 2 Open only the the retail data files are needed ([[*.VP]] files). This makes it possible for user to 'install' or extract the '''vp''' files from the main game data and then move the files to another platform for example to Linux or OS X. However it is recommended that the data files should be patched before moving them. See [[Fs2 open on Linux]] for more information.<br />
*Make sure you have [http://connect.creativelabs.com/openal/Downloads/Forms/AllItems.aspx OpenAL] installed<br />
<br />
==Update the Retail FreeSpace 2==<br />
{{Note|This step is only required if the data has not already been patched}}<br />
*Download and run Freespace 1.2 update<br />
*[http://www.pxo.net/files/fs21x-12.exe FreeSpace 2 Patch (version 1.2)] | Alternate link: [http://www.gameupdates.org/details.php?id=4722 FS2 1.2 patch from gameupdates.org] Note that you will need a [http://en.wikipedia.org/wiki/Comparison_of_BitTorrent_clients BitTorrent] client to download from gameupdates; I recommend uTorrent.<br />
*Some versions have this already preinstalled<br />
<br />
==Installing FreeSpace Open==<br />
::''Main articles [[Installing FreeSpace 2 Open]] and [[FreeSpace Open Installer]]...''<br />
<br />
===Launcher===<br />
====Windows====<br />
*[http://swc.fs2downloads.com/files/Launcher55g.zip Launcher 5.5g]<br />
<br />
====Other====<br />
*Some progress has been made with both multi platform as well as single platform non-Windows launchers. See [http://www.hard-light.net/forums/index.php/board,113.0.html Cross-Platform Development].<br />
<br />
===Game Builds===<br />
====Latest Official Build====<br />
{{Note|Current official build is outdated}}<br />
*[http://scp.indiegames.us/download.php?view.134 Link to FS2 Open 3.6.7]<br />
:Includes 5.3 Launcher<br />
<br />
====Current SVN Builds====<br />
*[http://www.hard-light.net/forums/index.php/board,173.0.html Nightly Builds]<br />
<br />
===MediaVP File Sets===<br />
*MediaVP sets should always be installed to their own directory preferably named as '''mediavps''' that is located in the FreeSpace root directory. For example if FreeSpace has been installed to ''c:\games\freespace'' then MediaVP files should be placed to '''''c:\games\freespace\mediavps''''' directory.<br />
----<br />
====Latest Official MediaVPs====<br />
*[http://www.hard-light.net/forums/index.php/topic,58230.0.html 3.6.10 MediaVP Release Thread]<br />
*[http://www.hard-light.net/forums/index.php?topic=70739.0 3.6.12 MediaVP Release Thread]<br />
<br />
==Setting up the Launcher==<br />
===Selecting the Game Build===<br />
*First thing to do is to click on the '''Browse...''' button at the top of the Launcher and select the build you installed.<br />
===Audio/Joystic=== <br />
*If you have trouble with your joystick not working properly in FS2_Open, you may try the '''Force 0''' or '''Force 1''' options, which will force FS2_Open to use the first or second joysticks, respectively.<br />
===Network===<br />
*Adjust the settings according to your setup.<br />
===Speech===<br />
*If you are using Windows XP, or have the Speech API installed, FS2_Open will be able to read briefings, techroom descriptions, and even in game 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.<br />
===Registry===<br />
*Unless you know what you are doing '''don't''' tamper with these settings<br />
===Video===<br />
* On some older or special builds user can choose which API to use (OpenGL or Direct3D) however usually it defaults to '''OpenGL'''. In any case it is '''recommended to use OpenGL''' as DirectX is unstable and not actively supported.<br />
* Select the preferred resolution for the game.<br />
===Features===<br />
*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 if you ever need to report an error with FS2_Open.<br />
*'''Easy setup''' basically allows you to turn lots of features on or off at once. Generally most people use it and then fine tune the settings immediately afterwards.<br />
*'''Custom flags''' 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 '''-fov''' command line argument (for more information, you can see the [[Command-Line Reference]] page of the wiki). Its recommended to add '''''-ambient_factor 50''''' to the command line.<br />
*Finally, the two boxes below this let you toggle the various new features in FS2 Open individually. The list type option lets you choose between graphics, sound etc and the tickboxes let you turn the feature on or off.<br />
===MOD===<br />
*This tab is used to select mods for the game. For example this installation guide directs you to install MediaVPs in such a way that FS2 will treat them as a mod. Click '''Select MOD''' and choose '''''mediavps''''' folder that you picked earlier.<br />
*The reason that we installed the media VPs as a mod is that if FS2_Open doesn't work you can select the '''no MOD''' button and run without them and check if the problem is with the build or with the media VPs. It also means that you can still run retail FS2 if you want to.<br />
<br />
[[Category:The games]]</div>Jr2https://wiki.hard-light.net/index.php?title=Getting_started_with_FreeSpace_2&diff=34767Getting started with FreeSpace 22011-05-21T22:55:44Z<p>Jr2: /* Windows */ changed to 55g</p>
<hr />
<div>This page is under construction (if this page is deemed necessary that is -> [[Talk:Getting_started_with_FreeSpace_2|talk page]]).<br />
<br />
It is also outdated. Both the builds and mediaVPs are in 3.6.10 beta phase at this point in time, check Hard-Light Forums for the latest news and stuff.<br />
<br />
==Getting Retail FreeSpace 2==<br />
::''Main article [[Getting_FreeSpace]]...''<br />
*Buy CDs<br />
*Buy it online, for example from [http://www.gog.com/en/gamecard/freespace_2 GOG.com]<br />
<br />
==Installing Retail FreeSpace 2==<br />
::''Main article [[Installing Freespace 2]]...''<br />
*Install the game<br />
*To use FreeSpace 2 Open only the the retail data files are needed ([[*.VP]] files). This makes it possible for user to 'install' or extract the '''vp''' files from the main game data and then move the files to another platform for example to Linux or OS X. However it is recommended that the data files should be patched before moving them. See [[Fs2 open on Linux]] for more information.<br />
*Make sure you have [http://connect.creativelabs.com/openal/Downloads/Forms/AllItems.aspx OpenAL] installed<br />
<br />
==Update the Retail FreeSpace 2==<br />
{{Note|This step is only required if the data has not already been patched}}<br />
*Download and run Freespace 1.2 update<br />
*[http://www.pxo.net/files/fs21x-12.exe FreeSpace 2 Patch (version 1.2)] | Alternate link: [http://www.gameupdates.org/details.php?id=4722 FS2 1.2 patch from gameupdates.org] Note that you will need a [http://en.wikipedia.org/wiki/Comparison_of_BitTorrent_clients BitTorrent] client to download from gameupdates; I recommend uTorrent.<br />
*Some versions have this already preinstalled<br />
<br />
==Installing FreeSpace Open==<br />
::''Main articles [[Installing FreeSpace 2 Open]] and [[FreeSpace Open Installer]]...''<br />
<br />
===Launcher===<br />
====Windows====<br />
*[http://swc.fs2downloads.com/files/Launcher55g.zip Launcher 5.5g]<br />
<br />
====Other====<br />
*Some progress has been made with both multi platform as well as single platform non-Windows launchers. See [http://www.hard-light.net/forums/index.php/board,113.0.html Cross-Platform Development].<br />
<br />
===Game Builds===<br />
====Latest Official Build====<br />
{{Note|Current official build is outdated}}<br />
*[http://scp.indiegames.us/download.php?view.134 Link to FS2 Open 3.6.7]<br />
:Includes 5.3 Launcher<br />
<br />
====Current SVN Builds====<br />
*[http://www.hard-light.net/forums/index.php/board,173.0.html Nightly Builds]<br />
<br />
===MediaVP File Sets===<br />
*MediaVP sets should always be installed to their own directory preferably named as '''mediavps''' that is located in the FreeSpace root directory. For example if FreeSpace has been installed to ''c:\games\freespace'' then MediaVP files should be placed to '''''c:\games\freespace\mediavps''''' directory.<br />
----<br />
====Latest Official MediaVPs====<br />
*[http://www.hard-light.net/forums/index.php/topic,58230.0.html 3.6.10 MediaVP Release Thread]<br />
<br />
==Setting up the Launcher==<br />
===Selecting the Game Build===<br />
*First thing to do is to click on the '''Browse...''' button at the top of the Launcher and select the build you installed.<br />
===Audio/Joystic=== <br />
*If you have trouble with your joystick not working properly in FS2_Open, you may try the '''Force 0''' or '''Force 1''' options, which will force FS2_Open to use the first or second joysticks, respectively.<br />
===Network===<br />
*Adjust the settings according to your setup.<br />
===Speech===<br />
*If you are using Windows XP, or have the Speech API installed, FS2_Open will be able to read briefings, techroom descriptions, and even in game 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.<br />
===Registry===<br />
*Unless you know what you are doing '''don't''' tamper with these settings<br />
===Video===<br />
* On some older or special builds user can choose which API to use (OpenGL or Direct3D) however usually it defaults to '''OpenGL'''. In any case it is '''recommended to use OpenGL''' as DirectX is unstable and not actively supported.<br />
* Select the preferred resolution for the game.<br />
===Features===<br />
*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 if you ever need to report an error with FS2_Open.<br />
*'''Easy setup''' basically allows you to turn lots of features on or off at once. Generally most people use it and then fine tune the settings immediately afterwards.<br />
*'''Custom flags''' 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 '''-fov''' command line argument (for more information, you can see the [[Command-Line Reference]] page of the wiki). Its recommended to add '''''-ambient_factor 50''''' to the command line.<br />
*Finally, the two boxes below this let you toggle the various new features in FS2 Open individually. The list type option lets you choose between graphics, sound etc and the tickboxes let you turn the feature on or off.<br />
===MOD===<br />
*This tab is used to select mods for the game. For example this installation guide directs you to install MediaVPs in such a way that FS2 will treat them as a mod. Click '''Select MOD''' and choose '''''mediavps''''' folder that you picked earlier.<br />
*The reason that we installed the media VPs as a mod is that if FS2_Open doesn't work you can select the '''no MOD''' button and run without them and check if the problem is with the build or with the media VPs. It also means that you can still run retail FS2 if you want to.<br />
<br />
[[Category:The games]]</div>Jr2https://wiki.hard-light.net/index.php?title=Getting_started_with_FreeSpace_2&diff=34766Getting started with FreeSpace 22011-05-21T22:52:49Z<p>Jr2: /* Update the Retail FreeSpace 2 */ *added working 1.2 patch link*</p>
<hr />
<div>This page is under construction (if this page is deemed necessary that is -> [[Talk:Getting_started_with_FreeSpace_2|talk page]]).<br />
<br />
It is also outdated. Both the builds and mediaVPs are in 3.6.10 beta phase at this point in time, check Hard-Light Forums for the latest news and stuff.<br />
<br />
==Getting Retail FreeSpace 2==<br />
::''Main article [[Getting_FreeSpace]]...''<br />
*Buy CDs<br />
*Buy it online, for example from [http://www.gog.com/en/gamecard/freespace_2 GOG.com]<br />
<br />
==Installing Retail FreeSpace 2==<br />
::''Main article [[Installing Freespace 2]]...''<br />
*Install the game<br />
*To use FreeSpace 2 Open only the the retail data files are needed ([[*.VP]] files). This makes it possible for user to 'install' or extract the '''vp''' files from the main game data and then move the files to another platform for example to Linux or OS X. However it is recommended that the data files should be patched before moving them. See [[Fs2 open on Linux]] for more information.<br />
*Make sure you have [http://connect.creativelabs.com/openal/Downloads/Forms/AllItems.aspx OpenAL] installed<br />
<br />
==Update the Retail FreeSpace 2==<br />
{{Note|This step is only required if the data has not already been patched}}<br />
*Download and run Freespace 1.2 update<br />
*[http://www.pxo.net/files/fs21x-12.exe FreeSpace 2 Patch (version 1.2)] | Alternate link: [http://www.gameupdates.org/details.php?id=4722 FS2 1.2 patch from gameupdates.org] Note that you will need a [http://en.wikipedia.org/wiki/Comparison_of_BitTorrent_clients BitTorrent] client to download from gameupdates; I recommend uTorrent.<br />
*Some versions have this already preinstalled<br />
<br />
==Installing FreeSpace Open==<br />
::''Main articles [[Installing FreeSpace 2 Open]] and [[FreeSpace Open Installer]]...''<br />
<br />
===Launcher===<br />
====Windows====<br />
*[http://fs2source.warpcore.org/exes/Launcher55d.rar Launcher 5.5d]<br />
====Other====<br />
*Some progress has been made with both multi platform as well as single platform non-Windows launchers. See [http://www.hard-light.net/forums/index.php/board,113.0.html Cross-Platform Development].<br />
<br />
===Game Builds===<br />
====Latest Official Build====<br />
{{Note|Current official build is outdated}}<br />
*[http://scp.indiegames.us/download.php?view.134 Link to FS2 Open 3.6.7]<br />
:Includes 5.3 Launcher<br />
<br />
====Current SVN Builds====<br />
*[http://www.hard-light.net/forums/index.php/board,173.0.html Nightly Builds]<br />
<br />
===MediaVP File Sets===<br />
*MediaVP sets should always be installed to their own directory preferably named as '''mediavps''' that is located in the FreeSpace root directory. For example if FreeSpace has been installed to ''c:\games\freespace'' then MediaVP files should be placed to '''''c:\games\freespace\mediavps''''' directory.<br />
----<br />
====Latest Official MediaVPs====<br />
*[http://www.hard-light.net/forums/index.php/topic,58230.0.html 3.6.10 MediaVP Release Thread]<br />
<br />
==Setting up the Launcher==<br />
===Selecting the Game Build===<br />
*First thing to do is to click on the '''Browse...''' button at the top of the Launcher and select the build you installed.<br />
===Audio/Joystic=== <br />
*If you have trouble with your joystick not working properly in FS2_Open, you may try the '''Force 0''' or '''Force 1''' options, which will force FS2_Open to use the first or second joysticks, respectively.<br />
===Network===<br />
*Adjust the settings according to your setup.<br />
===Speech===<br />
*If you are using Windows XP, or have the Speech API installed, FS2_Open will be able to read briefings, techroom descriptions, and even in game 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.<br />
===Registry===<br />
*Unless you know what you are doing '''don't''' tamper with these settings<br />
===Video===<br />
* On some older or special builds user can choose which API to use (OpenGL or Direct3D) however usually it defaults to '''OpenGL'''. In any case it is '''recommended to use OpenGL''' as DirectX is unstable and not actively supported.<br />
* Select the preferred resolution for the game.<br />
===Features===<br />
*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 if you ever need to report an error with FS2_Open.<br />
*'''Easy setup''' basically allows you to turn lots of features on or off at once. Generally most people use it and then fine tune the settings immediately afterwards.<br />
*'''Custom flags''' 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 '''-fov''' command line argument (for more information, you can see the [[Command-Line Reference]] page of the wiki). Its recommended to add '''''-ambient_factor 50''''' to the command line.<br />
*Finally, the two boxes below this let you toggle the various new features in FS2 Open individually. The list type option lets you choose between graphics, sound etc and the tickboxes let you turn the feature on or off.<br />
===MOD===<br />
*This tab is used to select mods for the game. For example this installation guide directs you to install MediaVPs in such a way that FS2 will treat them as a mod. Click '''Select MOD''' and choose '''''mediavps''''' folder that you picked earlier.<br />
*The reason that we installed the media VPs as a mod is that if FS2_Open doesn't work you can select the '''no MOD''' button and run without them and check if the problem is with the build or with the media VPs. It also means that you can still run retail FS2 if you want to.<br />
<br />
[[Category:The games]]</div>Jr2https://wiki.hard-light.net/index.php?title=FreeSpace_Open_Installer&diff=13743FreeSpace Open Installer2007-10-28T00:05:05Z<p>Jr2: woops... really changed the 3.3 > 3.5 this time</p>
<hr />
<div>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.<br />
<br />
The programs web page is [http://www.fsoinstaller.com/ here]<br />
<br />
The most recent Installer includes:<br />
<br />
* Retail Freespace 2<br />
* FreeSpace Open 3.6.9 Final (regular and debug)<br />
* FRED2 Open 3.6.9 Final (regular and debug)<br />
* Launcher 5.5a<br />
* launcher6.ini<br />
* Linux 32-bit and 64-bit Executables<br />
* Mac Executables<br />
* Soulstorm's OSX Launcher<br />
* fs2open_pxo.cfg<br />
* The OpenAL Installer (optional)<br />
* 3.6.8 Zeta MediaVPs (optional, includes the 710 patches)<br />
* 3.6.8 Zeta adveffects (only for those with high-power systems, requires regular MediaVPs, includes 710 patch)<br />
* .OGG Cutscenes<br />
* Derelict SCP Version (With optional voice)<br />
* Just Another Day 1 & 2 (separate options for each)<br />
* FreeSpace Port<br />
* Awakenings<br />
* Homesick<br />
* Transcend<br />
* Sync<br />
<br />
Source:<br />
[http://www.hard-light.net/forums/index.php/topic,42854.0.html Original thread by Turey]<br />
<br />
<br />
Walkthrough installing<br />
<br />
<!-- Someone help me clean this up --><br />
Based off the walkthrough available [http://www.hard-light.net/forums/index.php/topic,47045.0.html here]<br />
<br />
This Installer is known to work on Windows, Linux (tested on OpenSuse, Gentoo and Fedora, should work on others), and Mac (OSX Panther, with a hacked install of Java 1.5)<br />
<br />
First step is Installing the FreeSpace Open Installer.<br />
<br />
REQUIREMENTS AND NOTES<br />
You can update your installation by simply running the Installer again. It will download files that are out of date.<br />
<br />
The Installer requires an internet connection to install. This is because:<br />
* It checks to see if it is out of date by pulling the number of the most recent version off of the web.<br />
* It automatically takes you to the download page of the most recent version if your version is out of date.<br />
* It checks that all the files are up-to-date.<br />
* This Install process downloads about 3.5 GB of data, if you download everything. Just so you can prepare; for example, you could set it to download overnight.<br />
<br />
Download Links:<br />
[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)]: Works with Windows without having to use Java. 20 MB in size. Download it, open it, then skip to the "Using the Installer" section.<br />
--this one is "easy" for Windows users. Not that the .JAR version is hard... but if you've never used the Control Panel before, and don't intend to, then use this option.<br />
<br />
[http://www.fsoinstaller.com/files/installer/java/FreeSpaceOpenInstaller.jar Win/Linux/Mac Installer (.jar, 26 KB)] (Requires Java 1.5): Works with Windows, Linux, and Mac. 20 KB in size. Requires Java version 1.5 or higher. See "For Java" section, below.<br />
--this one is cross-platform. It's also exactly the same as the .EXE version, except that it requires JAVA, and possibly using the Command Prompt. Don't worry; I have instructions...<br />
<br />
You can also get the Installer [http://www.fsoinstaller.com/files/installer/java/ source code here.]<br />
<br />
<br />
Retail Install:<br />
<br />
Note: Use this if you intend to save time by copying essential files from your installation CDs rather then downloading them.<br />
<br />
1. Install FreeSpace 2 from your disks, if you haven't already. Install it to C:\Games\FreeSpace2. Then install [http://www.pxo.net/files/fs21x-12.exe the 1.2 patch]. If you don't have the FS2 Retail Disks, skip down to step 6, below.<br />
<br />
2. Now, put disk 2 of FreeSpace 2 back into your CD drive.<br />
<br />
3. Copy all the files with the extension of ".MVE" from the disk root directory ( \ ) to the folder C:\Games\FreeSpace2\data\movies\ (create this folder if it doesn't exist)<br />
<br />
4. Do the same thing for disk 3.<br />
<br />
5. If you ONLY have the FS2 disks, then put this file (right-click Save Target/Link As) in C:\Games\FreeSpace2\Installer\ (create this folder if it doesn't exist) If you have BOTH the FS1 and FS2 disks, skip to the next step.<br />
<br />
6. If you don't have the Descent: FreeSpace a.k.a. Conflict: FreeSpace (aka FS1) Disks, then skip to step 10. If you do, insert disk 1 in your CD drive. Copy all of the files with the extension of ".MVE" from the disk directory \Data\movies\ to the folder C:\Games\FreeSpace2\fsport\data\movies\ (create this folder if it doesn't exist)<br />
<br />
7. Do the same thing for disk 2.<br />
<br />
8. If you ONLY have the Conflict: FreeSpace a.k.a. Descent: FreeSpace (aka FS1) disks (and not the FS2 disks), put this file (right-click, Save Target/Link As) in C:\Games\FreeSpace2\Installer (create this folder if it doesn't exist) If you have BOTH the FS1 and FS2 disks, then skip to the next step.<br />
<br />
9. If you have BOTH the FS1 and the FS2 disks, then put this file (right-click, Save Target/Link As) in C:\Games\FreeSpace2\Installer (create this folder if it doesn't exist)<br />
<br />
10. Run the Installer, under the "Installing the FreeSpace Open Installer" section, above.<br />
<br />
Using the Installer:<br />
<br />
1.First window, click next.<br />
<br />
2. Press "Next" again, or click the big button to change the location for the FreeSpace 2 install. (Don't, unless you have a reason to, eg, you really want another location or you've already installed Retail FS2 to a different directory than C:\Games\FreeSpace2 .)<br />
<br />
3. Make sure "Update Installed Sections Only" and "Say Yes to All" are not checked. Then hit "Next".<br />
<br />
4-6. If you are a Windows user, select everything, except for "Macintosh (Universal Binary) Executables", "Launcher for OS X", and the two "Linux Executables" sections. If you are a Mac user, select everything, except for "Windows Executables" and the two "Linux Executables" sections.<br />
<br />
7. Wait for the Installer to finish (this may take a long time!). You will know it is done when the "Next" button becomes black, instead of gray.<br />
When it becomes black, click it. This means the installation is finshed.<br />
<br />
8. READ the NOTES!!! They might contain important information. After you do, hit "Exit" (The notes are saved in the \FreeSpace2\Installer directory for later viewing.)<br />
<br />
9. Hit the Close button on the Command Prompt Window.<br />
<br />
OpenAL notes:<br />
10-11. If you don't have it, get OpenAL: (all users, Windows / Mac / Linux) Go to www.openal.org, and click on the "Downloads" link on the left.<br />
<br />
12. Get the correct version for your OS:<br />
Windows users get "1.1 Installer for Windows" - <br />
Note: If you're using Windows, and you have nvopenal.dll or ctoal.dll in your Windows\System32 directory, then delete them and then install the newest version of OpenAL. These files are older versions, and will cause problems with the new install.<br />
Mac users get Installer for OS X.<br />
Linux users get the Binary RPM, or compile from the source code.<br />
<br />
<br />
If you have any issues with the installation post [http://www.hard-light.net/forums/index.php/topic,47045.0.html here].<br />
<br />
<br />
<br />
<br />
<!-- Old information Parsing through this before deletion<br />
<br />
The FreeSpace Open Installer is an attempt to significantly reduce the difficulty of installing FreeSpace Open over a Retail FreeSpace 2 installation. The Installer was coded by Turey, originally using the [http://nsis.sourceforge.net/Main_Page NSIS] scripting language, but was re-written in Java as of December 12, 2006. The first version was released on October 16, 2006, and the latest versions of the exe and the source code can be found at [http://www.fsoinstaller.com fsoinstaller.com].<br />
<br />
More information about the Installer can be found on [http://www.hard-light.net/forums/index.php/topic,42854.0.html Hard Light Productions].<br />
<br />
=Features=<br />
The Installer is designed to be one-size-fits-all, so that dial-up users can have a small Installer that only installs the necessary files, while broadband users can have an Installer that downloads all the extras for them.<br />
The Installer automatically checks to see if it is outdated, and will bring up the download page of the newest version if it is outdated.<br />
The first version of the Installer included only the Executables and the MediaVPs. Since then, many other parts have been added and refined.<br />
<br />
==FreeSpace Open Executables==<br />
The Executables were originally packaged as part of the installer, which added about eight megabytes to the size of the Installer. However, as of the 3.6.9 - RC 7.9x version, the Executables have been taken out of the Installer file and are downloaded at runtime.<br />
<br />
==OpenAL==<br />
One of the most common problems people have installing FreeSpace Open is that they do not install OpenAL. From the first version, the Installer has had an option to download and run the OpenAL installer automatically. This feature has temporarily been disabled, but will be re-enabled in the future. In the meantime, you can get OpenAL [http://fs2source.warpcore.org/exes/latest/OpenALwEAX.exe here].<br />
<br />
==MediaVPs==<br />
The MediaVPs are a set of graphical enhancements to FreeSpace Open, created by the [http://www.hard-light.net/forums/index.php/board,120.0.html FreeSpace Upgrade Project]. These upgrades have been included since the first version, and as of version 3.6.9 - RC 7.9x, they use the Mod Installation System (see below).<br />
<br />
==Mod Installation System==<br />
The Mod Installation System is a feature that first made its appearance in version 3.6.9 - RC 7.9x. The system allows the creator(s) of a mod or campaign to include their work in the Installer, so that it can be downloaded and installed at the same time as FreeSpace Open. By interfacing with text files, the Installer can get the most recent files for each mod directly from that mod's web site. This allows mod creators to update their files at any time, without the need for a new release of the Installer.<br />
<br />
Help with the Mod Installation System can be found at [http://www.fsoinstaller.com/modhelp.html fsoinstaller.com]<br />
<br />
Mods and Campaigns currently included in the Installer can be found at [http://www.fsoinstaller.com fsoinstaller.com].<br />
<br />
=Version History=<br />
Visit the [http://www.fsoinstaller.com/changelog.html changelog on www.fsoinstaller.com].<br />
<br />
--></div>Jr2https://wiki.hard-light.net/index.php?title=FreeSpace_Open_Installer&diff=13742FreeSpace Open Installer2007-10-28T00:03:15Z<p>Jr2: Added 1.2 patch instructions, changed 3.3 GB downloaded to 3.5GB</p>
<hr />
<div>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.<br />
<br />
The programs web page is [http://www.fsoinstaller.com/ here]<br />
<br />
The most recent Installer includes:<br />
<br />
* Retail Freespace 2<br />
* FreeSpace Open 3.6.9 Final (regular and debug)<br />
* FRED2 Open 3.6.9 Final (regular and debug)<br />
* Launcher 5.5a<br />
* launcher6.ini<br />
* Linux 32-bit and 64-bit Executables<br />
* Mac Executables<br />
* Soulstorm's OSX Launcher<br />
* fs2open_pxo.cfg<br />
* The OpenAL Installer (optional)<br />
* 3.6.8 Zeta MediaVPs (optional, includes the 710 patches)<br />
* 3.6.8 Zeta adveffects (only for those with high-power systems, requires regular MediaVPs, includes 710 patch)<br />
* .OGG Cutscenes<br />
* Derelict SCP Version (With optional voice)<br />
* Just Another Day 1 & 2 (separate options for each)<br />
* FreeSpace Port<br />
* Awakenings<br />
* Homesick<br />
* Transcend<br />
* Sync<br />
<br />
Source:<br />
[http://www.hard-light.net/forums/index.php/topic,42854.0.html Original thread by Turey]<br />
<br />
<br />
Walkthrough installing<br />
<br />
<!-- Someone help me clean this up --><br />
Based off the walkthrough available [http://www.hard-light.net/forums/index.php/topic,47045.0.html here]<br />
<br />
This Installer is known to work on Windows, Linux (tested on OpenSuse, Gentoo and Fedora, should work on others), and Mac (OSX Panther, with a hacked install of Java 1.5)<br />
<br />
First step is Installing the FreeSpace Open Installer.<br />
<br />
REQUIREMENTS AND NOTES<br />
You can update your installation by simply running the Installer again. It will download files that are out of date.<br />
<br />
The Installer requires an internet connection to install. This is because:<br />
* It checks to see if it is out of date by pulling the number of the most recent version off of the web.<br />
* It automatically takes you to the download page of the most recent version if your version is out of date.<br />
* It checks that all the files are up-to-date.<br />
* This Install process downloads about 3.3 GB of data, if you download everything. Just so you can prepare; for example, you could set it to download overnight.<br />
<br />
Download Links:<br />
[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)]: Works with Windows without having to use Java. 20 MB in size. Download it, open it, then skip to the "Using the Installer" section.<br />
--this one is "easy" for Windows users. Not that the .JAR version is hard... but if you've never used the Control Panel before, and don't intend to, then use this option.<br />
<br />
[http://www.fsoinstaller.com/files/installer/java/FreeSpaceOpenInstaller.jar Win/Linux/Mac Installer (.jar, 26 KB)] (Requires Java 1.5): Works with Windows, Linux, and Mac. 20 KB in size. Requires Java version 1.5 or higher. See "For Java" section, below.<br />
--this one is cross-platform. It's also exactly the same as the .EXE version, except that it requires JAVA, and possibly using the Command Prompt. Don't worry; I have instructions...<br />
<br />
You can also get the Installer [http://www.fsoinstaller.com/files/installer/java/ source code here.]<br />
<br />
<br />
Retail Install:<br />
<br />
Note: Use this if you intend to save time by copying essential files from your installation CDs rather then downloading them.<br />
<br />
1. Install FreeSpace 2 from your disks, if you haven't already. Install it to C:\Games\FreeSpace2. Then install [http://www.pxo.net/files/fs21x-12.exe the 1.2 patch]. If you don't have the FS2 Retail Disks, skip down to step 6, below.<br />
<br />
2. Now, put disk 2 of FreeSpace 2 back into your CD drive.<br />
<br />
3. Copy all the files with the extension of ".MVE" from the disk root directory ( \ ) to the folder C:\Games\FreeSpace2\data\movies\ (create this folder if it doesn't exist)<br />
<br />
4. Do the same thing for disk 3.<br />
<br />
5. If you ONLY have the FS2 disks, then put this file (right-click Save Target/Link As) in C:\Games\FreeSpace2\Installer\ (create this folder if it doesn't exist) If you have BOTH the FS1 and FS2 disks, skip to the next step.<br />
<br />
6. If you don't have the Descent: FreeSpace a.k.a. Conflict: FreeSpace (aka FS1) Disks, then skip to step 10. If you do, insert disk 1 in your CD drive. Copy all of the files with the extension of ".MVE" from the disk directory \Data\movies\ to the folder C:\Games\FreeSpace2\fsport\data\movies\ (create this folder if it doesn't exist)<br />
<br />
7. Do the same thing for disk 2.<br />
<br />
8. If you ONLY have the Conflict: FreeSpace a.k.a. Descent: FreeSpace (aka FS1) disks (and not the FS2 disks), put this file (right-click, Save Target/Link As) in C:\Games\FreeSpace2\Installer (create this folder if it doesn't exist) If you have BOTH the FS1 and FS2 disks, then skip to the next step.<br />
<br />
9. If you have BOTH the FS1 and the FS2 disks, then put this file (right-click, Save Target/Link As) in C:\Games\FreeSpace2\Installer (create this folder if it doesn't exist)<br />
<br />
10. Run the Installer, under the "Installing the FreeSpace Open Installer" section, above.<br />
<br />
Using the Installer:<br />
<br />
1.First window, click next.<br />
<br />
2. Press "Next" again, or click the big button to change the location for the FreeSpace 2 install. (Don't, unless you have a reason to, eg, you really want another location or you've already installed Retail FS2 to a different directory than C:\Games\FreeSpace2 .)<br />
<br />
3. Make sure "Update Installed Sections Only" and "Say Yes to All" are not checked. Then hit "Next".<br />
<br />
4-6. If you are a Windows user, select everything, except for "Macintosh (Universal Binary) Executables", "Launcher for OS X", and the two "Linux Executables" sections. If you are a Mac user, select everything, except for "Windows Executables" and the two "Linux Executables" sections.<br />
<br />
7. Wait for the Installer to finish (this may take a long time!). You will know it is done when the "Next" button becomes black, instead of gray.<br />
When it becomes black, click it. This means the installation is finshed.<br />
<br />
8. READ the NOTES!!! They might contain important information. After you do, hit "Exit" (The notes are saved in the \FreeSpace2\Installer directory for later viewing.)<br />
<br />
9. Hit the Close button on the Command Prompt Window.<br />
<br />
OpenAL notes:<br />
10-11. If you don't have it, get OpenAL: (all users, Windows / Mac / Linux) Go to www.openal.org, and click on the "Downloads" link on the left.<br />
<br />
12. Get the correct version for your OS:<br />
Windows users get "1.1 Installer for Windows" - <br />
Note: If you're using Windows, and you have nvopenal.dll or ctoal.dll in your Windows\System32 directory, then delete them and then install the newest version of OpenAL. These files are older versions, and will cause problems with the new install.<br />
Mac users get Installer for OS X.<br />
Linux users get the Binary RPM, or compile from the source code.<br />
<br />
<br />
If you have any issues with the installation post [http://www.hard-light.net/forums/index.php/topic,47045.0.html here].<br />
<br />
<br />
<br />
<br />
<!-- Old information Parsing through this before deletion<br />
<br />
The FreeSpace Open Installer is an attempt to significantly reduce the difficulty of installing FreeSpace Open over a Retail FreeSpace 2 installation. The Installer was coded by Turey, originally using the [http://nsis.sourceforge.net/Main_Page NSIS] scripting language, but was re-written in Java as of December 12, 2006. The first version was released on October 16, 2006, and the latest versions of the exe and the source code can be found at [http://www.fsoinstaller.com fsoinstaller.com].<br />
<br />
More information about the Installer can be found on [http://www.hard-light.net/forums/index.php/topic,42854.0.html Hard Light Productions].<br />
<br />
=Features=<br />
The Installer is designed to be one-size-fits-all, so that dial-up users can have a small Installer that only installs the necessary files, while broadband users can have an Installer that downloads all the extras for them.<br />
The Installer automatically checks to see if it is outdated, and will bring up the download page of the newest version if it is outdated.<br />
The first version of the Installer included only the Executables and the MediaVPs. Since then, many other parts have been added and refined.<br />
<br />
==FreeSpace Open Executables==<br />
The Executables were originally packaged as part of the installer, which added about eight megabytes to the size of the Installer. However, as of the 3.6.9 - RC 7.9x version, the Executables have been taken out of the Installer file and are downloaded at runtime.<br />
<br />
==OpenAL==<br />
One of the most common problems people have installing FreeSpace Open is that they do not install OpenAL. From the first version, the Installer has had an option to download and run the OpenAL installer automatically. This feature has temporarily been disabled, but will be re-enabled in the future. In the meantime, you can get OpenAL [http://fs2source.warpcore.org/exes/latest/OpenALwEAX.exe here].<br />
<br />
==MediaVPs==<br />
The MediaVPs are a set of graphical enhancements to FreeSpace Open, created by the [http://www.hard-light.net/forums/index.php/board,120.0.html FreeSpace Upgrade Project]. These upgrades have been included since the first version, and as of version 3.6.9 - RC 7.9x, they use the Mod Installation System (see below).<br />
<br />
==Mod Installation System==<br />
The Mod Installation System is a feature that first made its appearance in version 3.6.9 - RC 7.9x. The system allows the creator(s) of a mod or campaign to include their work in the Installer, so that it can be downloaded and installed at the same time as FreeSpace Open. By interfacing with text files, the Installer can get the most recent files for each mod directly from that mod's web site. This allows mod creators to update their files at any time, without the need for a new release of the Installer.<br />
<br />
Help with the Mod Installation System can be found at [http://www.fsoinstaller.com/modhelp.html fsoinstaller.com]<br />
<br />
Mods and Campaigns currently included in the Installer can be found at [http://www.fsoinstaller.com fsoinstaller.com].<br />
<br />
=Version History=<br />
Visit the [http://www.fsoinstaller.com/changelog.html changelog on www.fsoinstaller.com].<br />
<br />
--></div>Jr2https://wiki.hard-light.net/index.php?title=Karajorma%27s_FreeSpace_FAQ&diff=12482Karajorma's FreeSpace FAQ2007-09-14T07:28:55Z<p>Jr2: ...</p>
<hr />
<div>{{note|KARAJORMA'S FS FAQ WIP - PARDON THE LOOKS WHILST I CONSTRUCT!!! NOT DONE YET<br />
<br />
AS YOU CAN SEE, I TOOK THE MAIN WIKI PAGE AND AM CONVERTING IT... SO THIS PAGE IS MOSTLY USELESS UNTIL I DO MORE WORK.}}<br />
<br />
[[Image:Oracle.gif|The FreeSpace Oracle]]<br />
<br />
{{FAQ Nav}}<br />
<br />
== VERSION 2.1 ==<br />
<br />
What is covered in the FAQ??<br />
<br />
<br />
The [[Main Page|FreeSpace Wiki]] is probably one of the best resources available to the community. However due to it's structure some people have found it hard to use. This FAQ is designed to contain much of the basic information in a simpler and easier to use fashion. It's worth remembering however that while the Wiki is maintained by whoever in the community wishes to update it, this FAQ is maintained by just myself. As a result it can date more quickly. For this reason the FAQ will in general avoid the most up to date solutions and problems as those are the ones that change the most quickly and then make the FAQ look inaccurate.<br />
<br />
This FAQ is not designed as a replacement for the [http://www.hard-light.net/wiki/ Wiki]. Instead it's designed as an index and guide to it. Many entries in the FAQ will have a link to the Wiki so that you can check there for further information or an alternative way of doing things.<br />
<br />
In addition to indexing the wiki the FAQ can carry guides to things like the HotU version etc that HLP have previously had to distance themselves from somewhat. Lastly unlike the wiki the FAQ has my own personal opinion of things. While I'll be mostly objective about things I'm going to occasionally say how I prefer things to be done. Feel free to ignore me if you wish. I won't take any offence.<br />
<br />
If you haven't come here with a specific question in mind the [[Karajorma's FreeSpace FAQ: General Questions|General Questions]] section is the place to start. This section covers how to get FreeSpace and why the series never proceeded beyond the second instalment. The [[Karajorma's FreeSpace FAQ: FRED Questions|FRED Questions]] section aims to teach you everything you need to know to start making your own missions. The [[Karajorma's FreeSpace FAQ: Modding Questions|Modding Questions]] section gives an overview of how to make your own ships, weapons and effects and get them into the game. Other aspects of modding for FreeSpace are also covered. The [[Karajorma's FreeSpace FAQ: Gameplay Questions|Gameplay Questions]] section covers problems like how to play online or get promotions and medals. The [[Karajorma's FreeSpace FAQ: Technical Problems|Technical Problems]] section covers crashes or resolution problems. The [[Karajorma's FreeSpace FAQ: Storyline Questions|Storyline Questions]] section contains transcripts of the cutscenes from FS2. The [[Karajorma's FreeSpace FAQ: HotU FAQ|HotU FAQ]] is designed for people who have downloaded their version of FreeSpace 2 from the Home of the Underdogs site. Although there are now better ways of getting hold of the game the HotU is so frequently a way that people get into the game that it deserved its own page. <br />
<br />
== News ==<br />
<br />
18-01-06 - Interesting. It appears I forgot to post when I did take the old FAQ offline. I'd have thought a major change like that would have gone in. Oh well this major change did get in. The FAQ now contains a detailed guide on installing FS2, FS2_Open and mods for FS2_Open. You can stop all bugging me in the forums now (only joking. Bug me if there's anything I missed).<br />
<br />
06-08-05 - Time for another push. With luck I might be able to get everything to the stage where I can take down the original FAQ and replace it with this version. If not I'm going to upload what I have and link to both the Beta site as well as the original from now on. Thanks to Goober for correcting some of the errors in the cutscenes section. No thanks for changing it all to American English but I've changed it all back anyway!<br />
<br />
06-08-05 - I'm moving the location of the FAQ ever so slightly. I don't much like having the FAQ, TMA and SoR all sharing the same folder and with the number of new sections I've introduced it's getting to be a bit of a mess. Time to tidy up a little.<br />
<br />
03-07-05 - Hmmmm. It's been a while since I uploaded the page in response to HLP's disappearance and I've not changed much. Time to do some work. Went through the HotU FAQ and found it surprisingly current (I expected it to need lots of editing). That means that the modding and technical sections are the only parts of the original FAQ that need work.<br />
<br />
03-04-05 - Progress on the new version is still ongoing but in response to the temporary disappearance of the forums on HLP I decided to upload what I had so far.<br />
<br />
19-03-05 - Big things are coming. FAQ v2.0 is well under progress. Updates are done to the General, FRED, Gameplay, and Storyline sections. Some of the features of FAQ V2.0 are a transcript of all the FS1 cutscenes, more FRED help and for the first time the SCP information is now separated out to make it easier to access.<br />
Planned features include a list of the FS1 missions detailing when each ship became available (in a similar fashion to the FS2 one already present), an in depth explanation of several of the new SCP SEXPs (with examples of how they can be used to do things that were previously impossible), a much larger SCP section covering many of the more common bugs and workarounds, a glossary of common FreeSpace terms and an enhanced downloads section which better details what can be found on this site (cause sometimes I surprise myself with some of the useful stuff I've uploaded and then forgotten about!).<br />
<br />
18-03-05 - Updates take time. The upgrade is now about 50% complete. Lots of new content added. The same ugly look remains though. I've decided that I'm going to add all the new content and get the FAQ up. Once I've done that I'll start thinking about improving the quality of the HTML.<br />
<br />
06-02-05 - With my time on an average visit to HLP climbing back up past the two hour mark it's become obvious that the time has come to dust off the FAQ and revamp it properly for the SCP era. Either that or start being a bit more hard-hearted and leave people to find their own solutions.<br />
The result is that I'm reversing my long-standing position on SCP information in the FAQ. I've been loath to include much of it previously because it tends to go out of date quickly resulting in me having to edit all the time to keep the FAQ current. However it's starting to look like it would be quicker to simply address SCP issues here than it would be to keep answering individual queries on the SCP forum. <br />
<br />
[[Category:Karajorma's FreeSpace FAQ]]</div>Jr2https://wiki.hard-light.net/index.php?title=User_talk:Jr2&diff=12315User talk:Jr22007-09-10T11:05:49Z<p>Jr2: + info</p>
<hr />
<div>Alright. What now?<br />
<br />
[http://www.hard-light.net/forums/index.php?action=profile;u=3134 My profile] on [http://www.hard-light.net/forums Hard Light Productions Forums].</div>Jr2https://wiki.hard-light.net/index.php?title=User:Jr2&diff=12314User:Jr22007-09-10T11:03:22Z<p>Jr2: added a little info</p>
<hr />
<div>[http://www.hard-light.net/forums/index.php?action=profile;u=3134 jr2's profile] on [http://www.hard-light.net/forums Hard Light Productions Forums].</div>Jr2https://wiki.hard-light.net/index.php?title=Karajorma%27s_FreeSpace_FAQ&diff=12311Karajorma's FreeSpace FAQ2007-09-10T10:53:17Z<p>Jr2: found out how to do categories</p>
<hr />
<div><p style="margin: 0.5em 0 0; text-align: left; <br />
font-size: 125%; line-height: 1.3"><br />
KARAJORMA'S FS FAQ WIP - PARDON THE LOOKS WHILST I CONSTRUCT!!! NOT DONE YET</p><br />
<p><br />
AS YOU CAN SEE, I TOOK THE MAIN WIKI PAGE AND AM CONVERTING IT... SO THIS PAGE IS MOSTLY USELESS UNTIL I DO MORE WORK.<br />
</p><br />
[[User:Jr2|jr2]] 05:15, 10 September 2007 (CDT)<br />
<br />
<br />
<p style="margin: 0.5em 0 0; text-align: left; <br />
font-size: 125%; line-height: 1.3"><br />
[[Image:Oracle.gif|The FreeSpace Oracle]]<br />
</p><br />
<br />
<br />
<br />
{| border=0 align=left cellpadding=4 cellspacing=0 width=30% style="margin: 0 0 1em 1em; background: #302020; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;"<br />
|-<br />
| [[Karajorma's FreeSpace FAQ|Home]]<br />
|-<br />
| [[Portal:Freespace 2|FreeSpace 2]]<br />
|-<br />
! align=left style="color: white; height: 30px; background: #512020; 70%;"|''[[FRED Questions]]''<br />
|-<br />
| [[Getting Started(Main)|Getting Started]]<br />
|-<br />
| [[SCP_Additions|List of added capabilities]]<br />
|-<br />
| [[Portal:Multiplayer|Multiplayer]]<br />
|-<br />
| [[Command-Line_Reference|Command-Line Reference]]<br />
|-<br />
| [[Development_Reference|Development Reference]]<br />
|-<br />
| [[Feature Requests|Feature Requests]]<br />
|-<br />
! style="color: white; height: 30px; background: #512020; 70%;"|''Modding FreeSpace''<br />
|-<br />
| [[Portal:Modding|Modding Portal]]<br />
|-<br />
| [[Mod Database]]<br />
|-<br />
| [[Portal:FRED|FRED]]<br />
|-<br />
| [[User-made_Campaigns|User-made Campaigns]]<br />
|-<br />
| [[Total conversions|Total Conversions]]<br />
|-<br />
! style="color: white; height: 30px; background: #512020; 70%;"|''Freespace Universe''<br />
|-<br />
| [[Portal:FS Universe|The Universe]]<br />
|-<br />
! style="color: white; height: 30px; background: #512020; 70%;"|''Other''<br />
|-<br />
| [[FreeSpace Lingo]]<br />
|-<br />
| [[Freespace_Wiki:Community_Portal|FreeSpace Community]]<br />
|-<br />
| [[Getting FreeSpace]]<br />
|-<br />
| [[The FreeSpace Oracle - Karajorma's FreeSpace FAQ Wiki]]<br />
|-<br />
| [[The fs2 open on Linux Guide]]<br />
|-<br />
! style="color: white; height: 30px; background: #462424; 70%;"|Alternately, explore the '''FreeSpace''' universe through ''[[:Category:Main|categories]].''<br />
|-<br />
|}<br />
<br />
== VERSION 2.1 ==<br />
<br />
What is covered in the FAQ??<br />
<br />
<br />
The [[Main Page|FreeSpace Wiki]] is probably one of the best resources available to the community. However due to it's structure some people have found it hard to use. This FAQ is designed to contain much of the basic information in a simpler and easier to use fashion. It's worth remembering however that while the Wiki is maintained by whoever in the community wishes to update it, this FAQ is maintained by just myself. As a result it can date more quickly. For this reason the FAQ will in general avoid the most up to date solutions and problems as those are the ones that change the most quickly and then make the FAQ look inaccurate.<br />
<br />
This FAQ is not designed as a replacement for the [http://www.hard-light.net/wiki/ Wiki]. Instead it's designed as an index and guide to it. Many entries in the FAQ will have a link to the Wiki so that you can check there for further information or an alternative way of doing things.<br />
<br />
In addition to indexing the wiki the FAQ can carry guides to things like the HotU version etc that HLP have previously had to distance themselves from somewhat. Lastly unlike the wiki the FAQ has my own personal opinion of things. While I'll be mostly objective about things I'm going to occasionally say how I prefer things to be done. Feel free to ignore me if you wish. I won't take any offence.<br />
<br />
If you haven't come here with a specific question in mind the [[Karajorma's FreeSpace FAQ: General Questions|General Questions]] section is the place to start. This section covers how to get FreeSpace and why the series never proceeded beyond the second instalment. The [[Karajorma's FreeSpace FAQ: FRED Questions|FRED Questions]] section aims to teach you everything you need to know to start making your own missions. The [[Karajorma's FreeSpace FAQ: Modding Questions|Modding Questions]] section gives an overview of how to make your own ships, weapons and effects and get them into the game. Other aspects of modding for FreeSpace are also covered. The [[Karajorma's FreeSpace FAQ: Gameplay Questions|Gameplay Questions]] section covers problems like how to play online or get promotions and medals. The [[Karajorma's FreeSpace FAQ: Technical Problems|Technical Problems]] section covers crashes or resolution problems. The [[Karajorma's FreeSpace FAQ: Storyline Questions|Storyline Questions]] section contains transcripts of the cutscenes from FS2. The [[Karajorma's FreeSpace FAQ: HotU FAQ|HotU FAQ]] is designed for people who have downloaded their version of FreeSpace 2 from the Home of the Underdogs site. Although there are now better ways of getting hold of the game the HotU is so frequently a way that people get into the game that it deserved its own page. <br />
<br />
== News ==<br />
<br />
18-01-06 - Interesting. It appears I forgot to post when I did take the old FAQ offline. I'd have thought a major change like that would have gone in. Oh well this major change did get in. The FAQ now contains a detailed guide on installing FS2, FS2_Open and mods for FS2_Open. You can stop all bugging me in the forums now (only joking. Bug me if there's anything I missed).<br />
<br />
06-08-05 - Time for another push. With luck I might be able to get everything to the stage where I can take down the original FAQ and replace it with this version. If not I'm going to upload what I have and link to both the Beta site as well as the original from now on. Thanks to Goober for correcting some of the errors in the cutscenes section. No thanks for changing it all to American English but I've changed it all back anyway!<br />
<br />
06-08-05 - I'm moving the location of the FAQ ever so slightly. I don't much like having the FAQ, TMA and SoR all sharing the same folder and with the number of new sections I've introduced it's getting to be a bit of a mess. Time to tidy up a little.<br />
<br />
03-07-05 - Hmmmm. It's been a while since I uploaded the page in response to HLP's disappearance and I've not changed much. Time to do some work. Went through the HotU FAQ and found it surprisingly current (I expected it to need lots of editing). That means that the modding and technical sections are the only parts of the original FAQ that need work.<br />
<br />
03-04-05 - Progress on the new version is still ongoing but in response to the temporary disappearance of the forums on HLP I decided to upload what I had so far.<br />
<br />
19-03-05 - Big things are coming. FAQ v2.0 is well under progress. Updates are done to the General, FRED, Gameplay, and Storyline sections. Some of the features of FAQ V2.0 are a transcript of all the FS1 cutscenes, more FRED help and for the first time the SCP information is now separated out to make it easier to access.<br />
Planned features include a list of the FS1 missions detailing when each ship became available (in a similar fashion to the FS2 one already present), an in depth explanation of several of the new SCP SEXPs (with examples of how they can be used to do things that were previously impossible), a much larger SCP section covering many of the more common bugs and workarounds, a glossary of common FreeSpace terms and an enhanced downloads section which better details what can be found on this site (cause sometimes I surprise myself with some of the useful stuff I've uploaded and then forgotten about!).<br />
<br />
18-03-05 - Updates take time. The upgrade is now about 50% complete. Lots of new content added. The same ugly look remains though. I've decided that I'm going to add all the new content and get the FAQ up. Once I've done that I'll start thinking about improving the quality of the HTML.<br />
<br />
06-02-05 - With my time on an average visit to HLP climbing back up past the two hour mark it's become obvious that the time has come to dust off the FAQ and revamp it properly for the SCP era. Either that or start being a bit more hard-hearted and leave people to find their own solutions.<br />
The result is that I'm reversing my long-standing position on SCP information in the FAQ. I've been loath to include much of it previously because it tends to go out of date quickly resulting in me having to edit all the time to keep the FAQ current. However it's starting to look like it would be quicker to simply address SCP issues here than it would be to keep answering individual queries on the SCP forum. <br />
<br />
[[Category:Karajorma's FreeSpace FAQ]]</div>Jr2https://wiki.hard-light.net/index.php?title=Karajorma%27s_FreeSpace_FAQ&diff=12310Karajorma's FreeSpace FAQ2007-09-10T10:41:55Z<p>Jr2: ...</p>
<hr />
<div><p style="margin: 0.5em 0 0; text-align: left; <br />
font-size: 125%; line-height: 1.3"><br />
KARAJORMA'S FS FAQ WIP - PARDON THE LOOKS WHILST I CONSTRUCT!!! NOT DONE YET</p><br />
<p><br />
AS YOU CAN SEE, I TOOK THE MAIN WIKI PAGE AND AM CONVERTING IT... SO THIS PAGE IS MOSTLY USELESS UNTIL I DO MORE WORK.<br />
</p><br />
[[User:Jr2|jr2]] 05:15, 10 September 2007 (CDT)<br />
<br />
<br />
<p style="margin: 0.5em 0 0; text-align: left; <br />
font-size: 125%; line-height: 1.3"><br />
[[Image:Oracle.gif|The FreeSpace Oracle]]<br />
</p><br />
<br />
<br />
<br />
{| border=0 align=left cellpadding=4 cellspacing=0 width=30% style="margin: 0 0 1em 1em; background: #302020; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;"<br />
|-<br />
| [[Karajorma's FreeSpace FAQ|Home]]<br />
|-<br />
| [[Portal:Freespace 2|FreeSpace 2]]<br />
|-<br />
! align=left style="color: white; height: 30px; background: #512020; 70%;"|''[[FRED Questions]]''<br />
|-<br />
| [[Getting Started(Main)|Getting Started]]<br />
|-<br />
| [[SCP_Additions|List of added capabilities]]<br />
|-<br />
| [[Portal:Multiplayer|Multiplayer]]<br />
|-<br />
| [[Command-Line_Reference|Command-Line Reference]]<br />
|-<br />
| [[Development_Reference|Development Reference]]<br />
|-<br />
| [[Feature Requests|Feature Requests]]<br />
|-<br />
! style="color: white; height: 30px; background: #512020; 70%;"|''Modding FreeSpace''<br />
|-<br />
| [[Portal:Modding|Modding Portal]]<br />
|-<br />
| [[Mod Database]]<br />
|-<br />
| [[Portal:FRED|FRED]]<br />
|-<br />
| [[User-made_Campaigns|User-made Campaigns]]<br />
|-<br />
| [[Total conversions|Total Conversions]]<br />
|-<br />
! style="color: white; height: 30px; background: #512020; 70%;"|''Freespace Universe''<br />
|-<br />
| [[Portal:FS Universe|The Universe]]<br />
|-<br />
! style="color: white; height: 30px; background: #512020; 70%;"|''Other''<br />
|-<br />
| [[FreeSpace Lingo]]<br />
|-<br />
| [[Freespace_Wiki:Community_Portal|FreeSpace Community]]<br />
|-<br />
| [[Getting FreeSpace]]<br />
|-<br />
| [[The FreeSpace Oracle - Karajorma's FreeSpace FAQ Wiki]]<br />
|-<br />
| [[The fs2 open on Linux Guide]]<br />
|-<br />
! style="color: white; height: 30px; background: #462424; 70%;"|Alternately, explore the '''FreeSpace''' universe through ''[[:Category:Main|categories]].''<br />
|-<br />
|}<br />
<br />
== VERSION 2.1 ==<br />
<br />
What is covered in the FAQ??<br />
<br />
<br />
The [[Main Page|FreeSpace Wiki]] is probably one of the best resources available to the community. However due to it's structure some people have found it hard to use. This FAQ is designed to contain much of the basic information in a simpler and easier to use fashion. It's worth remembering however that while the Wiki is maintained by whoever in the community wishes to update it, this FAQ is maintained by just myself. As a result it can date more quickly. For this reason the FAQ will in general avoid the most up to date solutions and problems as those are the ones that change the most quickly and then make the FAQ look inaccurate.<br />
<br />
This FAQ is not designed as a replacement for the [http://www.hard-light.net/wiki/ Wiki]. Instead it's designed as an index and guide to it. Many entries in the FAQ will have a link to the Wiki so that you can check there for further information or an alternative way of doing things.<br />
<br />
In addition to indexing the wiki the FAQ can carry guides to things like the HotU version etc that HLP have previously had to distance themselves from somewhat. Lastly unlike the wiki the FAQ has my own personal opinion of things. While I'll be mostly objective about things I'm going to occasionally say how I prefer things to be done. Feel free to ignore me if you wish. I won't take any offence.<br />
<br />
If you haven't come here with a specific question in mind the [[Karajorma's FreeSpace FAQ: General Questions|General Questions]] section is the place to start. This section covers how to get FreeSpace and why the series never proceeded beyond the second instalment. The [[Karajorma's FreeSpace FAQ: FRED Questions|FRED Questions]] section aims to teach you everything you need to know to start making your own missions. The [[Karajorma's FreeSpace FAQ: Modding Questions|Modding Questions]] section gives an overview of how to make your own ships, weapons and effects and get them into the game. Other aspects of modding for FreeSpace are also covered. The [[Karajorma's FreeSpace FAQ: Gameplay Questions|Gameplay Questions]] section covers problems like how to play online or get promotions and medals. The [[Karajorma's FreeSpace FAQ: Technical Problems|Technical Problems]] section covers crashes or resolution problems. The [[Karajorma's FreeSpace FAQ: Storyline Questions|Storyline Questions]] section contains transcripts of the cutscenes from FS2. The [[Karajorma's FreeSpace FAQ: HotU FAQ|HotU FAQ]] is designed for people who have downloaded their version of FreeSpace 2 from the Home of the Underdogs site. Although there are now better ways of getting hold of the game the HotU is so frequently a way that people get into the game that it deserved its own page. <br />
<br />
== News ==<br />
<br />
18-01-06 - Interesting. It appears I forgot to post when I did take the old FAQ offline. I'd have thought a major change like that would have gone in. Oh well this major change did get in. The FAQ now contains a detailed guide on installing FS2, FS2_Open and mods for FS2_Open. You can stop all bugging me in the forums now (only joking. Bug me if there's anything I missed).<br />
<br />
06-08-05 - Time for another push. With luck I might be able to get everything to the stage where I can take down the original FAQ and replace it with this version. If not I'm going to upload what I have and link to both the Beta site as well as the original from now on. Thanks to Goober for correcting some of the errors in the cutscenes section. No thanks for changing it all to American English but I've changed it all back anyway!<br />
<br />
06-08-05 - I'm moving the location of the FAQ ever so slightly. I don't much like having the FAQ, TMA and SoR all sharing the same folder and with the number of new sections I've introduced it's getting to be a bit of a mess. Time to tidy up a little.<br />
<br />
03-07-05 - Hmmmm. It's been a while since I uploaded the page in response to HLP's disappearance and I've not changed much. Time to do some work. Went through the HotU FAQ and found it surprisingly current (I expected it to need lots of editing). That means that the modding and technical sections are the only parts of the original FAQ that need work.<br />
<br />
03-04-05 - Progress on the new version is still ongoing but in response to the temporary disappearance of the forums on HLP I decided to upload what I had so far.<br />
<br />
19-03-05 - Big things are coming. FAQ v2.0 is well under progress. Updates are done to the General, FRED, Gameplay, and Storyline sections. Some of the features of FAQ V2.0 are a transcript of all the FS1 cutscenes, more FRED help and for the first time the SCP information is now separated out to make it easier to access.<br />
Planned features include a list of the FS1 missions detailing when each ship became available (in a similar fashion to the FS2 one already present), an in depth explanation of several of the new SCP SEXPs (with examples of how they can be used to do things that were previously impossible), a much larger SCP section covering many of the more common bugs and workarounds, a glossary of common FreeSpace terms and an enhanced downloads section which better details what can be found on this site (cause sometimes I surprise myself with some of the useful stuff I've uploaded and then forgotten about!).<br />
<br />
18-03-05 - Updates take time. The upgrade is now about 50% complete. Lots of new content added. The same ugly look remains though. I've decided that I'm going to add all the new content and get the FAQ up. Once I've done that I'll start thinking about improving the quality of the HTML.<br />
<br />
06-02-05 - With my time on an average visit to HLP climbing back up past the two hour mark it's become obvious that the time has come to dust off the FAQ and revamp it properly for the SCP era. Either that or start being a bit more hard-hearted and leave people to find their own solutions.<br />
The result is that I'm reversing my long-standing position on SCP information in the FAQ. I've been loath to include much of it previously because it tends to go out of date quickly resulting in me having to edit all the time to keep the FAQ current. However it's starting to look like it would be quicker to simply address SCP issues here than it would be to keep answering individual queries on the SCP forum. <br />
<br />
[[Category:Main]]</div>Jr2https://wiki.hard-light.net/index.php?title=Karajorma%27s_FreeSpace_FAQ&diff=12309Karajorma's FreeSpace FAQ2007-09-10T10:32:16Z<p>Jr2: ...</p>
<hr />
<div><p style="margin: 0.5em 0 0; text-align: left; <br />
font-size: 125%; line-height: 1.3"><br />
KARAJORMA'S FS FAQ WIP - PARDON THE LOOKS WHILST I CONSTRUCT!!! NOT DONE YET</p><br />
<p><br />
AS YOU CAN SEE, I TOOK THE MAIN WIKI PAGE AND AM CONVERTING IT... SO THIS PAGE IS MOSTLY USELESS UNTIL I DO MORE WORK.<br />
</p><br />
[[User:Jr2|jr2]] 05:15, 10 September 2007 (CDT)<br />
<br />
<br />
<p style="margin: 0.5em 0 0; text-align: left; <br />
font-size: 125%; line-height: 1.3"><br />
[[Image:Oracle.gif|The FreeSpace Oracle]]<br />
</p><br />
<br />
<br />
<br />
{| border=0 align=left cellpadding=4 cellspacing=0 width=30% style="margin: 0 0 1em 1em; background: #302020; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;"<br />
|-<br />
| [[Karajorma's FreeSpace FAQ|Home]]<br />
|-<br />
| [[Portal:Freespace 2|FreeSpace 2]]<br />
|-<br />
! align=left style="color: white; height: 30px; background: #512020; 70%;"|''[[FRED Questions]]''<br />
|-<br />
| [[Getting Started(Main)|Getting Started]]<br />
|-<br />
| [[SCP_Additions|List of added capabilities]]<br />
|-<br />
| [[Portal:Multiplayer|Multiplayer]]<br />
|-<br />
| [[Command-Line_Reference|Command-Line Reference]]<br />
|-<br />
| [[Development_Reference|Development Reference]]<br />
|-<br />
| [[Feature Requests|Feature Requests]]<br />
|-<br />
! style="color: white; height: 30px; background: #512020; 70%;"|''Modding FreeSpace''<br />
|-<br />
| [[Portal:Modding|Modding Portal]]<br />
|-<br />
| [[Mod Database]]<br />
|-<br />
| [[Portal:FRED|FRED]]<br />
|-<br />
| [[User-made_Campaigns|User-made Campaigns]]<br />
|-<br />
| [[Total conversions|Total Conversions]]<br />
|-<br />
! style="color: white; height: 30px; background: #512020; 70%;"|''Freespace Universe''<br />
|-<br />
| [[Portal:FS Universe|The Universe]]<br />
|-<br />
! style="color: white; height: 30px; background: #512020; 70%;"|''Other''<br />
|-<br />
| [[FreeSpace Lingo]]<br />
|-<br />
| [[Freespace_Wiki:Community_Portal|FreeSpace Community]]<br />
|-<br />
| [[Getting FreeSpace]]<br />
|-<br />
| [[The FreeSpace Oracle - Karajorma's FreeSpace FAQ Wiki]]<br />
|-<br />
| [[The fs2 open on Linux Guide]]<br />
|-<br />
! style="color: white; height: 30px; background: #462424; 70%;"|Alternately, explore the '''FreeSpace''' universe through ''[[:Category:Main|categories]].''<br />
|-<br />
|}<br />
<br />
== VERSION 2.1 ==<br />
<br />
What is covered in the FAQ??<br />
<br />
<br />
The [[Main Page|FreeSpace Wiki]] is probably one of the best resources available to the community. However due to it's structure some people have found it hard to use. This FAQ is designed to contain much of the basic information in a simpler and easier to use fashion. It's worth remembering however that while the Wiki is maintained by whoever in the community wishes to update it, this FAQ is maintained by just myself. As a result it can date more quickly. For this reason the FAQ will in general avoid the most up to date solutions and problems as those are the ones that change the most quickly and then make the FAQ look inaccurate.<br />
<br />
This FAQ is not designed as a replacement for the [http://www.hard-light.net/wiki/ Wiki]. Instead it's designed as an index and guide to it. Many entries in the FAQ will have a link to the Wiki so that you can check there for further information or an alternative way of doing things.<br />
<br />
In addition to indexing the wiki the FAQ can carry guides to things like the HotU version etc that HLP have previously had to distance themselves from somewhat. Lastly unlike the wiki the FAQ has my own personal opinion of things. While I'll be mostly objective about things I'm going to occasionally say how I prefer things to be done. Feel free to ignore me if you wish. I won't take any offence.<br />
<br />
If you haven't come here with a specific question in mind the General Questions section is the place to start. This section covers how to get FreeSpace and why the series never proceeded beyond the second instalment. The FRED Questions section aims to teach you everything you need to know to start making your own missions. The Modding Questions section gives an overview of how to make your own ships, weapons and effects and get them into the game. Other aspects of modding for FreeSpace are also covered. The Gameplay Questions section covers problems like how to play online or get promotions and medals. The Technical Problems section covers crashes or resolution problems. The Storyline Questions section contains transcripts of the cutscenes from FS2. The HotU FAQ is designed for people who have downloaded their version of FreeSpace 2 from the Home of the Underdogs site. Although there are now better ways of getting hold of the game the HotU is so frequently a way that people get into the game that it deserved its own page. <br />
<br />
Anyone can edit the FreeSpace Wiki, and we encourage you to do so, but please read our [[canon|Canon Policy]] for information on what sort of data should be submitted, and how to submit it, before you begin. You should also note that registration is required to edit the FreeSpace Wiki. If you want to contribute but can not decide where to begin then you could start with going through the [[Freespace_Wiki:Requested_Pages|requested pages]].<br />
<br />
[[Category:Main]]</div>Jr2https://wiki.hard-light.net/index.php?title=Main_Page&diff=12308Main Page2007-09-10T10:31:37Z<p>Jr2: FAQ again</p>
<hr />
<div><p style="margin: 0.5em 0 0; text-align: center; <br />
font-size: 125%; line-height: 1.3"><br />
'''Welcome to the FreeSpace Wiki, the ultimate source for FreeSpace info on the web.'''<br />
</p><br />
<br />
<br />
<br />
{| border=0 align=right cellpadding=4 cellspacing=0 width=30% style="margin: 0 0 1em 1em; background: #302020; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;"<br />
! style="color: white; height: 30px; background: #512020; 70%;"|''Retail FreeSpace''<br />
|-<br />
| [[Portal:Freespace 1|FreeSpace 1]]<br />
|-<br />
| [[Portal:Freespace 2|FreeSpace 2]]<br />
|-<br />
! style="color: white; height: 30px; background: #512020; 70%;"|''FreeSpace Source Code Project''<br />
|-<br />
| [[Getting Started(Main)|Getting Started]]<br />
|-<br />
| [[SCP_Additions|List of added capabilities]]<br />
|-<br />
| [[Portal:Multiplayer|Multiplayer]]<br />
|-<br />
| [[Command-Line_Reference|Command-Line Reference]]<br />
|-<br />
| [[Development_Reference|Development Reference]]<br />
|-<br />
| [[Feature Requests|Feature Requests]]<br />
|-<br />
! style="color: white; height: 30px; background: #512020; 70%;"|''Modding FreeSpace''<br />
|-<br />
| [[Portal:Modding|Modding Portal]]<br />
|-<br />
| [[Mod Database]]<br />
|-<br />
| [[Portal:FRED|FRED]]<br />
|-<br />
| [[User-made_Campaigns|User-made Campaigns]]<br />
|-<br />
| [[Total conversions|Total Conversions]]<br />
|-<br />
! style="color: white; height: 30px; background: #512020; 70%;"|''Freespace Universe''<br />
|-<br />
| [[Portal:FS Universe|The Universe]]<br />
|-<br />
! style="color: white; height: 30px; background: #512020; 70%;"|''Other''<br />
|-<br />
| [[FreeSpace Lingo]]<br />
|-<br />
| [[Freespace_Wiki:Community_Portal|FreeSpace Community]]<br />
|-<br />
| [[Getting FreeSpace]]<br />
|-<br />
| [[Karajorma's FreeSpace FAQ|The FreeSpace Oracle - Karajorma's FreeSpace FAQ Wiki]]<br />
|-<br />
| [[The fs2 open on Linux Guide]]<br />
|-<br />
! style="color: white; height: 30px; background: #462424; 70%;"|Alternately, explore the '''FreeSpace''' universe through ''[[:Category:Main|categories]].''<br />
|-<br />
|}<br />
<br />
The ''FreeSpace'' Wiki is designed to be a comprehensive source of data for the ''FreeSpace'' series of games, including information about the games themselves, the FreeSpace universe, and community activities such as modding and the Source Code Project. It also contains help with some of the more common problems, such as setting up multiplayer and obtaining the FreeSpace games, which can be quite difficult in stores.<br />
<br><br><br />
Anyone can edit the FreeSpace Wiki, and we encourage you to do so, but please read our [[canon|Canon Policy]] for information on what sort of data should be submitted, and how to submit it, before you begin. You should also note that registration is required to edit the FreeSpace Wiki. If you want to contribute but can not decide where to begin then you could start with going through the [[Freespace_Wiki:Requested_Pages|requested pages]].<br />
<br />
{{Featured Article}}<br />
<br />
[[Category:Main]]</div>Jr2https://wiki.hard-light.net/index.php?title=Karajorma%27s_FreeSpace_FAQ&diff=12307Karajorma's FreeSpace FAQ2007-09-10T10:30:43Z<p>Jr2: ...</p>
<hr />
<div><p style="margin: 0.5em 0 0; text-align: left; <br />
font-size: 125%; line-height: 1.3"><br />
KARAJORMA'S FS FAQ WIP - PARDON THE LOOKS WHILST I CONSTRUCT!!! NOT DONE YET</p><br />
<p><br />
AS YOU CAN SEE, I TOOK THE MAIN WIKI PAGE AND AM CONVERTING IT... SO THIS PAGE IS MOSTLY USELESS UNTIL I DO MORE WORK.<br />
</p><br />
[[User:Jr2|jr2]] 05:15, 10 September 2007 (CDT)<br />
<br />
<br />
<p style="margin: 0.5em 0 0; text-align: left; <br />
font-size: 125%; line-height: 1.3"><br />
[[Image:Oracle.gif|The FreeSpace Oracle]]<br />
</p><br />
<br />
<br />
<br />
{| border=0 align=left cellpadding=4 cellspacing=0 width=30% style="margin: 0 0 1em 1em; background: #302020; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;"<br />
|-<br />
| [[Karajorma's FreeSpace FAQ|Home]]<br />
|-<br />
| [[Portal:Freespace 2|FreeSpace 2]]<br />
|-<br />
! align=left style="color: white; height: 30px; background: #512020; 70%;"|''[[FRED Questions]]''<br />
|-<br />
| [[Getting Started(Main)|Getting Started]]<br />
|-<br />
| [[SCP_Additions|List of added capabilities]]<br />
|-<br />
| [[Portal:Multiplayer|Multiplayer]]<br />
|-<br />
| [[Command-Line_Reference|Command-Line Reference]]<br />
|-<br />
| [[Development_Reference|Development Reference]]<br />
|-<br />
| [[Feature Requests|Feature Requests]]<br />
|-<br />
! style="color: white; height: 30px; background: #512020; 70%;"|''Modding FreeSpace''<br />
|-<br />
| [[Portal:Modding|Modding Portal]]<br />
|-<br />
| [[Mod Database]]<br />
|-<br />
| [[Portal:FRED|FRED]]<br />
|-<br />
| [[User-made_Campaigns|User-made Campaigns]]<br />
|-<br />
| [[Total conversions|Total Conversions]]<br />
|-<br />
! style="color: white; height: 30px; background: #512020; 70%;"|''Freespace Universe''<br />
|-<br />
| [[Portal:FS Universe|The Universe]]<br />
|-<br />
! style="color: white; height: 30px; background: #512020; 70%;"|''Other''<br />
|-<br />
| [[FreeSpace Lingo]]<br />
|-<br />
| [[Freespace_Wiki:Community_Portal|FreeSpace Community]]<br />
|-<br />
| [[Getting FreeSpace]]<br />
|-<br />
| [[The FreeSpace Oracle - Karajorma's FreeSpace FAQ Wiki]]<br />
|-<br />
| [[The fs2 open on Linux Guide]]<br />
|-<br />
! style="color: white; height: 30px; background: #462424; 70%;"|Alternately, explore the '''FreeSpace''' universe through ''[[:Category:Main|categories]].''<br />
|-<br />
|}<br />
<br />
== KARAJORMA'S FREESPACE FAQ ==<br />
<br />
VERSION 2.1<br />
<br />
What is covered in the FAQ??<br />
<br />
<br />
The [[Main Page|FreeSpace Wiki]] is probably one of the best resources available to the community. However due to it's structure some people have found it hard to use. This FAQ is designed to contain much of the basic information in a simpler and easier to use fashion. It's worth remembering however that while the Wiki is maintained by whoever in the community wishes to update it, this FAQ is maintained by just myself. As a result it can date more quickly. For this reason the FAQ will in general avoid the most up to date solutions and problems as those are the ones that change the most quickly and then make the FAQ look inaccurate.<br />
<br />
This FAQ is not designed as a replacement for the [http://www.hard-light.net/wiki/ Wiki]. Instead it's designed as an index and guide to it. Many entries in the FAQ will have a link to the Wiki so that you can check there for further information or an alternative way of doing things.<br />
<br />
In addition to indexing the wiki the FAQ can carry guides to things like the HotU version etc that HLP have previously had to distance themselves from somewhat. Lastly unlike the wiki the FAQ has my own personal opinion of things. While I'll be mostly objective about things I'm going to occasionally say how I prefer things to be done. Feel free to ignore me if you wish. I won't take any offence.<br />
<br />
If you haven't come here with a specific question in mind the General Questions section is the place to start. This section covers how to get FreeSpace and why the series never proceeded beyond the second instalment. The FRED Questions section aims to teach you everything you need to know to start making your own missions. The Modding Questions section gives an overview of how to make your own ships, weapons and effects and get them into the game. Other aspects of modding for FreeSpace are also covered. The Gameplay Questions section covers problems like how to play online or get promotions and medals. The Technical Problems section covers crashes or resolution problems. The Storyline Questions section contains transcripts of the cutscenes from FS2. The HotU FAQ is designed for people who have downloaded their version of FreeSpace 2 from the Home of the Underdogs site. Although there are now better ways of getting hold of the game the HotU is so frequently a way that people get into the game that it deserved its own page. <br />
<br />
Anyone can edit the FreeSpace Wiki, and we encourage you to do so, but please read our [[canon|Canon Policy]] for information on what sort of data should be submitted, and how to submit it, before you begin. You should also note that registration is required to edit the FreeSpace Wiki. If you want to contribute but can not decide where to begin then you could start with going through the [[Freespace_Wiki:Requested_Pages|requested pages]].<br />
<br />
[[Category:Main]]</div>Jr2https://wiki.hard-light.net/index.php?title=Karajorma%27s_FreeSpace_FAQ&diff=12305Karajorma's FreeSpace FAQ2007-09-10T10:29:54Z<p>Jr2: TFSO moved to Karajorma's FreeSpace FAQ: because I know better now.</p>
<hr />
<div><p style="margin: 0.5em 0 0; text-align: left; <br />
font-size: 125%; line-height: 1.3"><br />
KARAJORMA'S FS FAQ WIP - PARDON THE LOOKS WHILST I CONSTRUCT!!! NOT DONE YET</p><br />
<p><br />
AS YOU CAN SEE, I TOOK THE MAIN WIKI PAGE AND AM CONVERTING IT... SO THIS PAGE IS MOSTLY USELESS UNTIL I DO MORE WORK.<br />
</p><br />
[[User:Jr2|jr2]] 05:15, 10 September 2007 (CDT)<br />
<br />
<br />
<p style="margin: 0.5em 0 0; text-align: left; <br />
font-size: 125%; line-height: 1.3"><br />
[[Image:Oracle.gif|The FreeSpace Oracle]]<br />
</p><br />
<br />
<br />
<br />
{| border=0 align=left cellpadding=4 cellspacing=0 width=30% style="margin: 0 0 1em 1em; background: #302020; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;"<br />
|-<br />
| [[TFSO|Home]]<br />
|-<br />
| [[Portal:Freespace 2|FreeSpace 2]]<br />
|-<br />
! align=left style="color: white; height: 30px; background: #512020; 70%;"|''[[FRED Questions]]''<br />
|-<br />
| [[Getting Started(Main)|Getting Started]]<br />
|-<br />
| [[SCP_Additions|List of added capabilities]]<br />
|-<br />
| [[Portal:Multiplayer|Multiplayer]]<br />
|-<br />
| [[Command-Line_Reference|Command-Line Reference]]<br />
|-<br />
| [[Development_Reference|Development Reference]]<br />
|-<br />
| [[Feature Requests|Feature Requests]]<br />
|-<br />
! style="color: white; height: 30px; background: #512020; 70%;"|''Modding FreeSpace''<br />
|-<br />
| [[Portal:Modding|Modding Portal]]<br />
|-<br />
| [[Mod Database]]<br />
|-<br />
| [[Portal:FRED|FRED]]<br />
|-<br />
| [[User-made_Campaigns|User-made Campaigns]]<br />
|-<br />
| [[Total conversions|Total Conversions]]<br />
|-<br />
! style="color: white; height: 30px; background: #512020; 70%;"|''Freespace Universe''<br />
|-<br />
| [[Portal:FS Universe|The Universe]]<br />
|-<br />
! style="color: white; height: 30px; background: #512020; 70%;"|''Other''<br />
|-<br />
| [[FreeSpace Lingo]]<br />
|-<br />
| [[Freespace_Wiki:Community_Portal|FreeSpace Community]]<br />
|-<br />
| [[Getting FreeSpace]]<br />
|-<br />
| [[The FreeSpace Oracle - Karajorma's FreeSpace FAQ Wiki]]<br />
|-<br />
| [[The fs2 open on Linux Guide]]<br />
|-<br />
! style="color: white; height: 30px; background: #462424; 70%;"|Alternately, explore the '''FreeSpace''' universe through ''[[:Category:Main|categories]].''<br />
|-<br />
|}<br />
<br />
== KARAJORMA'S FREESPACE FAQ ==<br />
<br />
VERSION 2.1<br />
<br />
What is covered in the FAQ??<br />
<br />
<br />
The [[Main Page|FreeSpace Wiki]] is probably one of the best resources available to the community. However due to it's structure some people have found it hard to use. This FAQ is designed to contain much of the basic information in a simpler and easier to use fashion. It's worth remembering however that while the Wiki is maintained by whoever in the community wishes to update it, this FAQ is maintained by just myself. As a result it can date more quickly. For this reason the FAQ will in general avoid the most up to date solutions and problems as those are the ones that change the most quickly and then make the FAQ look inaccurate.<br />
<br />
This FAQ is not designed as a replacement for the [http://www.hard-light.net/wiki/ Wiki]. Instead it's designed as an index and guide to it. Many entries in the FAQ will have a link to the Wiki so that you can check there for further information or an alternative way of doing things.<br />
<br />
In addition to indexing the wiki the FAQ can carry guides to things like the HotU version etc that HLP have previously had to distance themselves from somewhat. Lastly unlike the wiki the FAQ has my own personal opinion of things. While I'll be mostly objective about things I'm going to occasionally say how I prefer things to be done. Feel free to ignore me if you wish. I won't take any offence.<br />
<br />
If you haven't come here with a specific question in mind the General Questions section is the place to start. This section covers how to get FreeSpace and why the series never proceeded beyond the second instalment. The FRED Questions section aims to teach you everything you need to know to start making your own missions. The Modding Questions section gives an overview of how to make your own ships, weapons and effects and get them into the game. Other aspects of modding for FreeSpace are also covered. The Gameplay Questions section covers problems like how to play online or get promotions and medals. The Technical Problems section covers crashes or resolution problems. The Storyline Questions section contains transcripts of the cutscenes from FS2. The HotU FAQ is designed for people who have downloaded their version of FreeSpace 2 from the Home of the Underdogs site. Although there are now better ways of getting hold of the game the HotU is so frequently a way that people get into the game that it deserved its own page. <br />
<br />
Anyone can edit the FreeSpace Wiki, and we encourage you to do so, but please read our [[canon|Canon Policy]] for information on what sort of data should be submitted, and how to submit it, before you begin. You should also note that registration is required to edit the FreeSpace Wiki. If you want to contribute but can not decide where to begin then you could start with going through the [[Freespace_Wiki:Requested_Pages|requested pages]].<br />
<br />
[[Category:Main]]</div>Jr2https://wiki.hard-light.net/index.php?title=TFSO&diff=12306TFSO2007-09-10T10:29:54Z<p>Jr2: TFSO moved to Karajorma's FreeSpace FAQ: because I know better now.</p>
<hr />
<div>#REDIRECT [[Karajorma's FreeSpace FAQ]]</div>Jr2https://wiki.hard-light.net/index.php?title=Karajorma%27s_FreeSpace_FAQ&diff=12304Karajorma's FreeSpace FAQ2007-09-10T10:28:09Z<p>Jr2: ...</p>
<hr />
<div><p style="margin: 0.5em 0 0; text-align: left; <br />
font-size: 125%; line-height: 1.3"><br />
KARAJORMA'S FS FAQ WIP - PARDON THE LOOKS WHILST I CONSTRUCT!!! NOT DONE YET</p><br />
<p><br />
AS YOU CAN SEE, I TOOK THE MAIN WIKI PAGE AND AM CONVERTING IT... SO THIS PAGE IS MOSTLY USELESS UNTIL I DO MORE WORK.<br />
</p><br />
[[User:Jr2|jr2]] 05:15, 10 September 2007 (CDT)<br />
<br />
<br />
<p style="margin: 0.5em 0 0; text-align: left; <br />
font-size: 125%; line-height: 1.3"><br />
[[Image:Oracle.gif|The FreeSpace Oracle]]<br />
</p><br />
<br />
<br />
<br />
{| border=0 align=left cellpadding=4 cellspacing=0 width=30% style="margin: 0 0 1em 1em; background: #302020; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;"<br />
|-<br />
| [[TFSO|Home]]<br />
|-<br />
| [[Portal:Freespace 2|FreeSpace 2]]<br />
|-<br />
! align=left style="color: white; height: 30px; background: #512020; 70%;"|''[[FRED Questions]]''<br />
|-<br />
| [[Getting Started(Main)|Getting Started]]<br />
|-<br />
| [[SCP_Additions|List of added capabilities]]<br />
|-<br />
| [[Portal:Multiplayer|Multiplayer]]<br />
|-<br />
| [[Command-Line_Reference|Command-Line Reference]]<br />
|-<br />
| [[Development_Reference|Development Reference]]<br />
|-<br />
| [[Feature Requests|Feature Requests]]<br />
|-<br />
! style="color: white; height: 30px; background: #512020; 70%;"|''Modding FreeSpace''<br />
|-<br />
| [[Portal:Modding|Modding Portal]]<br />
|-<br />
| [[Mod Database]]<br />
|-<br />
| [[Portal:FRED|FRED]]<br />
|-<br />
| [[User-made_Campaigns|User-made Campaigns]]<br />
|-<br />
| [[Total conversions|Total Conversions]]<br />
|-<br />
! style="color: white; height: 30px; background: #512020; 70%;"|''Freespace Universe''<br />
|-<br />
| [[Portal:FS Universe|The Universe]]<br />
|-<br />
! style="color: white; height: 30px; background: #512020; 70%;"|''Other''<br />
|-<br />
| [[FreeSpace Lingo]]<br />
|-<br />
| [[Freespace_Wiki:Community_Portal|FreeSpace Community]]<br />
|-<br />
| [[Getting FreeSpace]]<br />
|-<br />
| [[The FreeSpace Oracle - Karajorma's FreeSpace FAQ Wiki]]<br />
|-<br />
| [[The fs2 open on Linux Guide]]<br />
|-<br />
! style="color: white; height: 30px; background: #462424; 70%;"|Alternately, explore the '''FreeSpace''' universe through ''[[:Category:Main|categories]].''<br />
|-<br />
|}<br />
<br />
== KARAJORMA'S FREESPACE FAQ ==<br />
<br />
VERSION 2.1<br />
<br />
What is covered in the FAQ??<br />
<br />
<br />
The [[Main Page|FreeSpace Wiki]] is probably one of the best resources available to the community. However due to it's structure some people have found it hard to use. This FAQ is designed to contain much of the basic information in a simpler and easier to use fashion. It's worth remembering however that while the Wiki is maintained by whoever in the community wishes to update it, this FAQ is maintained by just myself. As a result it can date more quickly. For this reason the FAQ will in general avoid the most up to date solutions and problems as those are the ones that change the most quickly and then make the FAQ look inaccurate.<br />
<br />
This FAQ is not designed as a replacement for the [http://www.hard-light.net/wiki/ Wiki]. Instead it's designed as an index and guide to it. Many entries in the FAQ will have a link to the Wiki so that you can check there for further information or an alternative way of doing things.<br />
<br />
In addition to indexing the wiki the FAQ can carry guides to things like the HotU version etc that HLP have previously had to distance themselves from somewhat. Lastly unlike the wiki the FAQ has my own personal opinion of things. While I'll be mostly objective about things I'm going to occasionally say how I prefer things to be done. Feel free to ignore me if you wish. I won't take any offence.<br />
<br />
If you haven't come here with a specific question in mind the General Questions section is the place to start. This section covers how to get FreeSpace and why the series never proceeded beyond the second instalment. The FRED Questions section aims to teach you everything you need to know to start making your own missions. The Modding Questions section gives an overview of how to make your own ships, weapons and effects and get them into the game. Other aspects of modding for FreeSpace are also covered. The Gameplay Questions section covers problems like how to play online or get promotions and medals. The Technical Problems section covers crashes or resolution problems. The Storyline Questions section contains transcripts of the cutscenes from FS2. The HotU FAQ is designed for people who have downloaded their version of FreeSpace 2 from the Home of the Underdogs site. Although there are now better ways of getting hold of the game the HotU is so frequently a way that people get into the game that it deserved its own page. <br />
<br />
Anyone can edit the FreeSpace Wiki, and we encourage you to do so, but please read our [[canon|Canon Policy]] for information on what sort of data should be submitted, and how to submit it, before you begin. You should also note that registration is required to edit the FreeSpace Wiki. If you want to contribute but can not decide where to begin then you could start with going through the [[Freespace_Wiki:Requested_Pages|requested pages]].<br />
<br />
[[Category:Main]]</div>Jr2https://wiki.hard-light.net/index.php?title=Karajorma%27s_FreeSpace_FAQ&diff=12303Karajorma's FreeSpace FAQ2007-09-10T10:23:40Z<p>Jr2: ...</p>
<hr />
<div><p style="margin: 0.5em 0 0; text-align: left; <br />
font-size: 125%; line-height: 1.3"><br />
KARAJORMA'S FS FAQ WIP - PARDON THE LOOKS WHILST I CONSTRUCT!!! NOT DONE YET</p><br />
<p><br />
AS YOU CAN SEE, I TOOK THE MAIN WIKI PAGE AND AM CONVERTING IT... SO THIS PAGE IS MOSTLY USELESS UNTIL I DO MORE WORK.<br />
</p><br />
[[User:Jr2|jr2]] 05:15, 10 September 2007 (CDT)<br />
<br />
<br />
<p style="margin: 0.5em 0 0; text-align: left; <br />
font-size: 125%; line-height: 1.3"><br />
[[Image:Oracle.gif|The FreeSpace Oracle]]<br />
</p><br />
<br />
<br />
<br />
{| border=0 align=left cellpadding=4 cellspacing=0 width=30% style="margin: 0 0 1em 1em; background: #302020; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;"<br />
|-<br />
| [[TFSO|Home]]<br />
|-<br />
| [[Portal:Freespace 2|FreeSpace 2]]<br />
|-<br />
! align=left style="color: white; height: 30px; background: #512020; 70%;"|''[[FRED Questions]]''<br />
|-<br />
| [[Getting Started(Main)|Getting Started]]<br />
|-<br />
| [[SCP_Additions|List of added capabilities]]<br />
|-<br />
| [[Portal:Multiplayer|Multiplayer]]<br />
|-<br />
| [[Command-Line_Reference|Command-Line Reference]]<br />
|-<br />
| [[Development_Reference|Development Reference]]<br />
|-<br />
| [[Feature Requests|Feature Requests]]<br />
|-<br />
! style="color: white; height: 30px; background: #512020; 70%;"|''Modding FreeSpace''<br />
|-<br />
| [[Portal:Modding|Modding Portal]]<br />
|-<br />
| [[Mod Database]]<br />
|-<br />
| [[Portal:FRED|FRED]]<br />
|-<br />
| [[User-made_Campaigns|User-made Campaigns]]<br />
|-<br />
| [[Total conversions|Total Conversions]]<br />
|-<br />
! style="color: white; height: 30px; background: #512020; 70%;"|''Freespace Universe''<br />
|-<br />
| [[Portal:FS Universe|The Universe]]<br />
|-<br />
! style="color: white; height: 30px; background: #512020; 70%;"|''Other''<br />
|-<br />
| [[FreeSpace Lingo]]<br />
|-<br />
| [[Freespace_Wiki:Community_Portal|FreeSpace Community]]<br />
|-<br />
| [[Getting FreeSpace]]<br />
|-<br />
| [[The FreeSpace Oracle - Karajorma's FreeSpace FAQ Wiki]]<br />
|-<br />
| [[The fs2 open on Linux Guide]]<br />
|-<br />
! style="color: white; height: 30px; background: #462424; 70%;"|Alternately, explore the '''FreeSpace''' universe through ''[[:Category:Main|categories]].''<br />
|-<br />
|}<br />
<br />
== KARAJORMA'S FREESPACE FAQ ==<br />
<br />
VERSION 2.1<br />
<br />
What is covered in the FAQ??<br />
<br />
<br />
The [[Main Page|FreeSpace Wiki]] is probably one of the best resources available to the community. However due to it's structure some people have found it hard to use. This FAQ is designed to contain much of the basic information in a simpler and easier to use fashion. It's worth remembering however that while the Wiki is maintained by whoever in the community wishes to update it, this FAQ is maintained by just myself. As a result it can date more quickly. For this reason the FAQ will in general avoid the most up to date solutions and problems as those are the ones that change the most quickly and then make the FAQ look inaccurate.<br />
<br />
This FAQ is not designed as a replacement for the Wiki. Instead it's designed as an index and guide to it. Many entries in the FAQ will have a link to the Wiki so that you can check there for further information or an alternative way of doing things.<br />
<br />
In addition to indexing the wiki the FAQ can carry guides to things like the HotU version etc that HLP have previously had to distance themselves from somewhat. Lastly unlike the wiki the FAQ has my own personal opinion of things. While I'll be mostly objective about things I'm going to occasionally say how I prefer things to be done. Feel free to ignore me if you wish. I won't take any offence.<br />
<br />
If you haven't come here with a specific question in mind the General Questions section is the place to start. This section covers how to get FreeSpace and why the series never proceeded beyond the second instalment. The FRED Questions section aims to teach you everything you need to know to start making your own missions. The Modding Questions section gives an overview of how to make your own ships, weapons and effects and get them into the game. Other aspects of modding for FreeSpace are also covered. The Gameplay Questions section covers problems like how to play online or get promotions and medals. The Technical Problems section covers crashes or resolution problems. The Storyline Questions section contains transcripts of the cutscenes from FS2. The HotU FAQ is designed for people who have downloaded their version of FreeSpace 2 from the Home of the Underdogs site. Although there are now better ways of getting hold of the game the HotU is so frequently a way that people get into the game that it deserved its own page. <br />
<br />
Anyone can edit the FreeSpace Wiki, and we encourage you to do so, but please read our [[canon|Canon Policy]] for information on what sort of data should be submitted, and how to submit it, before you begin. You should also note that registration is required to edit the FreeSpace Wiki. If you want to contribute but can not decide where to begin then you could start with going through the [[Freespace_Wiki:Requested_Pages|requested pages]].<br />
<br />
[[Category:Main]]</div>Jr2https://wiki.hard-light.net/index.php?title=Karajorma%27s_FreeSpace_FAQ&diff=12302Karajorma's FreeSpace FAQ2007-09-10T10:22:24Z<p>Jr2: ...</p>
<hr />
<div><p style="margin: 0.5em 0 0; text-align: left; <br />
font-size: 125%; line-height: 1.3"><br />
KARAJORMA'S FS FAQ WIP - PARDON THE LOOKS WHILST I CONSTRUCT!!! NOT DONE YET</p><br />
<p><br />
AS YOU CAN SEE, I TOOK THE MAIN WIKI PAGE AND AM CONVERTING IT... SO THIS PAGE IS MOSTLY USELESS UNTIL I DO MORE WORK.<br />
</p><br />
[[User:Jr2|jr2]] 05:15, 10 September 2007 (CDT)<br />
<br />
<br />
<p style="margin: 0.5em 0 0; text-align: left; <br />
font-size: 125%; line-height: 1.3"><br />
[[Image:Oracle.gif|The FreeSpace Oracle]]<br />
</p><br />
<br />
<br />
<br />
{| border=0 align=left cellpadding=4 cellspacing=0 width=30% style="margin: 0 0 1em 1em; background: #302020; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;"<br />
|-<br />
| [[TFSO|Home]]<br />
|-<br />
| [[Portal:Freespace 2|FreeSpace 2]]<br />
|-<br />
! align=left style="color: white; height: 30px; background: #512020; 70%;"|''[[FRED Questions]]''<br />
|-<br />
| [[Getting Started(Main)|Getting Started]]<br />
|-<br />
| [[SCP_Additions|List of added capabilities]]<br />
|-<br />
| [[Portal:Multiplayer|Multiplayer]]<br />
|-<br />
| [[Command-Line_Reference|Command-Line Reference]]<br />
|-<br />
| [[Development_Reference|Development Reference]]<br />
|-<br />
| [[Feature Requests|Feature Requests]]<br />
|-<br />
! style="color: white; height: 30px; background: #512020; 70%;"|''Modding FreeSpace''<br />
|-<br />
| [[Portal:Modding|Modding Portal]]<br />
|-<br />
| [[Mod Database]]<br />
|-<br />
| [[Portal:FRED|FRED]]<br />
|-<br />
| [[User-made_Campaigns|User-made Campaigns]]<br />
|-<br />
| [[Total conversions|Total Conversions]]<br />
|-<br />
! style="color: white; height: 30px; background: #512020; 70%;"|''Freespace Universe''<br />
|-<br />
| [[Portal:FS Universe|The Universe]]<br />
|-<br />
! style="color: white; height: 30px; background: #512020; 70%;"|''Other''<br />
|-<br />
| [[FreeSpace Lingo]]<br />
|-<br />
| [[Freespace_Wiki:Community_Portal|FreeSpace Community]]<br />
|-<br />
| [[Getting FreeSpace]]<br />
|-<br />
| [[The FreeSpace Oracle - Karajorma's FreeSpace FAQ Wiki]]<br />
|-<br />
| [[The fs2 open on Linux Guide]]<br />
|-<br />
! style="color: white; height: 30px; background: #462424; 70%;"|Alternately, explore the '''FreeSpace''' universe through ''[[:Category:Main|categories]].''<br />
|-<br />
|}<br />
<br />
== KARAJORMA'S FREESPACE FAQ ==<br />
<br />
VERSION 2.1<br />
<br />
What is covered in the FAQ??<br />
<br />
<br />
The FreeSpace Wiki is probably one of the best resources available to the community. However due to it's structure some people have found it hard to use. This FAQ is designed to contain much of the basic information in a simpler and easier to use fashion. It's worth remembering however that while the Wiki is maintained by whoever in the community wishes to update it, this FAQ is maintained by just myself. As a result it can date more quickly. For this reason the FAQ will in general avoid the most up to date solutions and problems as those are the ones that change the most quickly and then make the FAQ look inaccurate.<br />
<br />
This FAQ is not designed as a replacement for the Wiki. Instead it's designed as an index and guide to it. Many entries in the FAQ will have a link to the Wiki so that you can check there for further information or an alternative way of doing things.<br />
<br />
In addition to indexing the wiki the FAQ can carry guides to things like the HotU version etc that HLP have previously had to distance themselves from somewhat. Lastly unlike the wiki the FAQ has my own personal opinion of things. While I'll be mostly objective about things I'm going to occasionally say how I prefer things to be done. Feel free to ignore me if you wish. I won't take any offence.<br />
<br />
If you haven't come here with a specific question in mind the General Questions section is the place to start. This section covers how to get FreeSpace and why the series never proceeded beyond the second instalment. The FRED Questions section aims to teach you everything you need to know to start making your own missions. The Modding Questions section gives an overview of how to make your own ships, weapons and effects and get them into the game. Other aspects of modding for FreeSpace are also covered. The Gameplay Questions section covers problems like how to play online or get promotions and medals. The Technical Problems section covers crashes or resolution problems. The Storyline Questions section contains transcripts of the cutscenes from FS2. The HotU FAQ is designed for people who have downloaded their version of FreeSpace 2 from the Home of the Underdogs site. Although there are now better ways of getting hold of the game the HotU is so frequently a way that people get into the game that it deserved its own page. <br />
<br />
Anyone can edit the FreeSpace Wiki, and we encourage you to do so, but please read our [[canon|Canon Policy]] for information on what sort of data should be submitted, and how to submit it, before you begin. You should also note that registration is required to edit the FreeSpace Wiki. If you want to contribute but can not decide where to begin then you could start with going through the [[Freespace_Wiki:Requested_Pages|requested pages]].<br />
<br />
[[Category:Main]]</div>Jr2https://wiki.hard-light.net/index.php?title=Main_Page&diff=12301Main Page2007-09-10T10:21:43Z<p>Jr2: karas faq change</p>
<hr />
<div><p style="margin: 0.5em 0 0; text-align: center; <br />
font-size: 125%; line-height: 1.3"><br />
'''Welcome to the FreeSpace Wiki, the ultimate source for FreeSpace info on the web.'''<br />
</p><br />
<br />
<br />
<br />
{| border=0 align=right cellpadding=4 cellspacing=0 width=30% style="margin: 0 0 1em 1em; background: #302020; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;"<br />
! style="color: white; height: 30px; background: #512020; 70%;"|''Retail FreeSpace''<br />
|-<br />
| [[Portal:Freespace 1|FreeSpace 1]]<br />
|-<br />
| [[Portal:Freespace 2|FreeSpace 2]]<br />
|-<br />
! style="color: white; height: 30px; background: #512020; 70%;"|''FreeSpace Source Code Project''<br />
|-<br />
| [[Getting Started(Main)|Getting Started]]<br />
|-<br />
| [[SCP_Additions|List of added capabilities]]<br />
|-<br />
| [[Portal:Multiplayer|Multiplayer]]<br />
|-<br />
| [[Command-Line_Reference|Command-Line Reference]]<br />
|-<br />
| [[Development_Reference|Development Reference]]<br />
|-<br />
| [[Feature Requests|Feature Requests]]<br />
|-<br />
! style="color: white; height: 30px; background: #512020; 70%;"|''Modding FreeSpace''<br />
|-<br />
| [[Portal:Modding|Modding Portal]]<br />
|-<br />
| [[Mod Database]]<br />
|-<br />
| [[Portal:FRED|FRED]]<br />
|-<br />
| [[User-made_Campaigns|User-made Campaigns]]<br />
|-<br />
| [[Total conversions|Total Conversions]]<br />
|-<br />
! style="color: white; height: 30px; background: #512020; 70%;"|''Freespace Universe''<br />
|-<br />
| [[Portal:FS Universe|The Universe]]<br />
|-<br />
! style="color: white; height: 30px; background: #512020; 70%;"|''Other''<br />
|-<br />
| [[FreeSpace Lingo]]<br />
|-<br />
| [[Freespace_Wiki:Community_Portal|FreeSpace Community]]<br />
|-<br />
| [[Getting FreeSpace]]<br />
|-<br />
| [[TFSO|The FreeSpace Oracle - Karajorma's FreeSpace FAQ Wiki]]<br />
|-<br />
| [[The fs2 open on Linux Guide]]<br />
|-<br />
! style="color: white; height: 30px; background: #462424; 70%;"|Alternately, explore the '''FreeSpace''' universe through ''[[:Category:Main|categories]].''<br />
|-<br />
|}<br />
<br />
The ''FreeSpace'' Wiki is designed to be a comprehensive source of data for the ''FreeSpace'' series of games, including information about the games themselves, the FreeSpace universe, and community activities such as modding and the Source Code Project. It also contains help with some of the more common problems, such as setting up multiplayer and obtaining the FreeSpace games, which can be quite difficult in stores.<br />
<br><br><br />
Anyone can edit the FreeSpace Wiki, and we encourage you to do so, but please read our [[canon|Canon Policy]] for information on what sort of data should be submitted, and how to submit it, before you begin. You should also note that registration is required to edit the FreeSpace Wiki. If you want to contribute but can not decide where to begin then you could start with going through the [[Freespace_Wiki:Requested_Pages|requested pages]].<br />
<br />
{{Featured Article}}<br />
<br />
[[Category:Main]]</div>Jr2https://wiki.hard-light.net/index.php?title=The_FreeSpace_Oracle_-_Karajorma%27s_FreeSpace_FAQ_Wiki&diff=12300The FreeSpace Oracle - Karajorma's FreeSpace FAQ Wiki2007-09-10T10:21:17Z<p>Jr2: The FreeSpace Oracle - Karajorma's FreeSpace FAQ Wiki moved to TFSO: just because</p>
<hr />
<div>#REDIRECT [[TFSO]]</div>Jr2https://wiki.hard-light.net/index.php?title=Karajorma%27s_FreeSpace_FAQ&diff=12299Karajorma's FreeSpace FAQ2007-09-10T10:21:16Z<p>Jr2: The FreeSpace Oracle - Karajorma's FreeSpace FAQ Wiki moved to TFSO: just because</p>
<hr />
<div><p style="margin: 0.5em 0 0; text-align: left; <br />
font-size: 125%; line-height: 1.3"><br />
KARAJORMA'S FS FAQ WIP - PARDON THE LOOKS WHILST I CONSTRUCT!!! NOT DONE YET</p><br />
<p><br />
AS YOU CAN SEE, I TOOK THE MAIN WIKI PAGE AND AM CONVERTING IT... SO THIS PAGE IS MOSTLY USELESS UNTIL I DO MORE WORK.<br />
</p><br />
[[User:Jr2|jr2]] 05:15, 10 September 2007 (CDT)<br />
<br />
<br />
<p style="margin: 0.5em 0 0; text-align: left; <br />
font-size: 125%; line-height: 1.3"><br />
[[Image:Oracle.gif|The FreeSpace Oracle]]<br />
</p><br />
<br />
<br />
<br />
{| border=0 align=left cellpadding=4 cellspacing=0 width=30% style="margin: 0 0 1em 1em; background: #302020; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;"<br />
|-<br />
| [[The FreeSpace Oracle - Karajorma's FreeSpace FAQ Wiki|Home]]<br />
|-<br />
| [[Portal:Freespace 2|FreeSpace 2]]<br />
|-<br />
! align=left style="color: white; height: 30px; background: #512020; 70%;"|''[[FRED Questions]]''<br />
|-<br />
| [[Getting Started(Main)|Getting Started]]<br />
|-<br />
| [[SCP_Additions|List of added capabilities]]<br />
|-<br />
| [[Portal:Multiplayer|Multiplayer]]<br />
|-<br />
| [[Command-Line_Reference|Command-Line Reference]]<br />
|-<br />
| [[Development_Reference|Development Reference]]<br />
|-<br />
| [[Feature Requests|Feature Requests]]<br />
|-<br />
! style="color: white; height: 30px; background: #512020; 70%;"|''Modding FreeSpace''<br />
|-<br />
| [[Portal:Modding|Modding Portal]]<br />
|-<br />
| [[Mod Database]]<br />
|-<br />
| [[Portal:FRED|FRED]]<br />
|-<br />
| [[User-made_Campaigns|User-made Campaigns]]<br />
|-<br />
| [[Total conversions|Total Conversions]]<br />
|-<br />
! style="color: white; height: 30px; background: #512020; 70%;"|''Freespace Universe''<br />
|-<br />
| [[Portal:FS Universe|The Universe]]<br />
|-<br />
! style="color: white; height: 30px; background: #512020; 70%;"|''Other''<br />
|-<br />
| [[FreeSpace Lingo]]<br />
|-<br />
| [[Freespace_Wiki:Community_Portal|FreeSpace Community]]<br />
|-<br />
| [[Getting FreeSpace]]<br />
|-<br />
| [[The FreeSpace Oracle - Karajorma's FreeSpace FAQ Wiki]]<br />
|-<br />
| [[The fs2 open on Linux Guide]]<br />
|-<br />
! style="color: white; height: 30px; background: #462424; 70%;"|Alternately, explore the '''FreeSpace''' universe through ''[[:Category:Main|categories]].''<br />
|-<br />
|}<br />
<br />
== KARAJORMA'S FREESPACE FAQ ==<br />
<br />
VERSION 2.1<br />
<br />
What is covered in the FAQ??<br />
<br />
<br />
The FreeSpace Wiki is probably one of the best resources available to the community. However due to it's structure some people have found it hard to use. This FAQ is designed to contain much of the basic information in a simpler and easier to use fashion. It's worth remembering however that while the Wiki is maintained by whoever in the community wishes to update it, this FAQ is maintained by just myself. As a result it can date more quickly. For this reason the FAQ will in general avoid the most up to date solutions and problems as those are the ones that change the most quickly and then make the FAQ look inaccurate.<br />
<br />
This FAQ is not designed as a replacement for the Wiki. Instead it's designed as an index and guide to it. Many entries in the FAQ will have a link to the Wiki so that you can check there for further information or an alternative way of doing things.<br />
<br />
In addition to indexing the wiki the FAQ can carry guides to things like the HotU version etc that HLP have previously had to distance themselves from somewhat. Lastly unlike the wiki the FAQ has my own personal opinion of things. While I'll be mostly objective about things I'm going to occasionally say how I prefer things to be done. Feel free to ignore me if you wish. I won't take any offence.<br />
<br />
If you haven't come here with a specific question in mind the General Questions section is the place to start. This section covers how to get FreeSpace and why the series never proceeded beyond the second instalment. The FRED Questions section aims to teach you everything you need to know to start making your own missions. The Modding Questions section gives an overview of how to make your own ships, weapons and effects and get them into the game. Other aspects of modding for FreeSpace are also covered. The Gameplay Questions section covers problems like how to play online or get promotions and medals. The Technical Problems section covers crashes or resolution problems. The Storyline Questions section contains transcripts of the cutscenes from FS2. The HotU FAQ is designed for people who have downloaded their version of FreeSpace 2 from the Home of the Underdogs site. Although there are now better ways of getting hold of the game the HotU is so frequently a way that people get into the game that it deserved its own page. <br />
<br />
Anyone can edit the FreeSpace Wiki, and we encourage you to do so, but please read our [[canon|Canon Policy]] for information on what sort of data should be submitted, and how to submit it, before you begin. You should also note that registration is required to edit the FreeSpace Wiki. If you want to contribute but can not decide where to begin then you could start with going through the [[Freespace_Wiki:Requested_Pages|requested pages]].<br />
<br />
[[Category:Main]]</div>Jr2https://wiki.hard-light.net/index.php?title=Karajorma%27s_FreeSpace_FAQ&diff=12298Karajorma's FreeSpace FAQ2007-09-10T10:15:57Z<p>Jr2: ~~~~</p>
<hr />
<div><p style="margin: 0.5em 0 0; text-align: left; <br />
font-size: 125%; line-height: 1.3"><br />
KARAJORMA'S FS FAQ WIP - PARDON THE LOOKS WHILST I CONSTRUCT!!! NOT DONE YET</p><br />
<p><br />
AS YOU CAN SEE, I TOOK THE MAIN WIKI PAGE AND AM CONVERTING IT... SO THIS PAGE IS MOSTLY USELESS UNTIL I DO MORE WORK.<br />
</p><br />
[[User:Jr2|jr2]] 05:15, 10 September 2007 (CDT)<br />
<br />
<br />
<p style="margin: 0.5em 0 0; text-align: left; <br />
font-size: 125%; line-height: 1.3"><br />
[[Image:Oracle.gif|The FreeSpace Oracle]]<br />
</p><br />
<br />
<br />
<br />
{| border=0 align=left cellpadding=4 cellspacing=0 width=30% style="margin: 0 0 1em 1em; background: #302020; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;"<br />
|-<br />
| [[The FreeSpace Oracle - Karajorma's FreeSpace FAQ Wiki|Home]]<br />
|-<br />
| [[Portal:Freespace 2|FreeSpace 2]]<br />
|-<br />
! align=left style="color: white; height: 30px; background: #512020; 70%;"|''[[FRED Questions]]''<br />
|-<br />
| [[Getting Started(Main)|Getting Started]]<br />
|-<br />
| [[SCP_Additions|List of added capabilities]]<br />
|-<br />
| [[Portal:Multiplayer|Multiplayer]]<br />
|-<br />
| [[Command-Line_Reference|Command-Line Reference]]<br />
|-<br />
| [[Development_Reference|Development Reference]]<br />
|-<br />
| [[Feature Requests|Feature Requests]]<br />
|-<br />
! style="color: white; height: 30px; background: #512020; 70%;"|''Modding FreeSpace''<br />
|-<br />
| [[Portal:Modding|Modding Portal]]<br />
|-<br />
| [[Mod Database]]<br />
|-<br />
| [[Portal:FRED|FRED]]<br />
|-<br />
| [[User-made_Campaigns|User-made Campaigns]]<br />
|-<br />
| [[Total conversions|Total Conversions]]<br />
|-<br />
! style="color: white; height: 30px; background: #512020; 70%;"|''Freespace Universe''<br />
|-<br />
| [[Portal:FS Universe|The Universe]]<br />
|-<br />
! style="color: white; height: 30px; background: #512020; 70%;"|''Other''<br />
|-<br />
| [[FreeSpace Lingo]]<br />
|-<br />
| [[Freespace_Wiki:Community_Portal|FreeSpace Community]]<br />
|-<br />
| [[Getting FreeSpace]]<br />
|-<br />
| [[The FreeSpace Oracle - Karajorma's FreeSpace FAQ Wiki]]<br />
|-<br />
| [[The fs2 open on Linux Guide]]<br />
|-<br />
! style="color: white; height: 30px; background: #462424; 70%;"|Alternately, explore the '''FreeSpace''' universe through ''[[:Category:Main|categories]].''<br />
|-<br />
|}<br />
<br />
== KARAJORMA'S FREESPACE FAQ ==<br />
<br />
VERSION 2.1<br />
<br />
What is covered in the FAQ??<br />
<br />
<br />
The FreeSpace Wiki is probably one of the best resources available to the community. However due to it's structure some people have found it hard to use. This FAQ is designed to contain much of the basic information in a simpler and easier to use fashion. It's worth remembering however that while the Wiki is maintained by whoever in the community wishes to update it, this FAQ is maintained by just myself. As a result it can date more quickly. For this reason the FAQ will in general avoid the most up to date solutions and problems as those are the ones that change the most quickly and then make the FAQ look inaccurate.<br />
<br />
This FAQ is not designed as a replacement for the Wiki. Instead it's designed as an index and guide to it. Many entries in the FAQ will have a link to the Wiki so that you can check there for further information or an alternative way of doing things.<br />
<br />
In addition to indexing the wiki the FAQ can carry guides to things like the HotU version etc that HLP have previously had to distance themselves from somewhat. Lastly unlike the wiki the FAQ has my own personal opinion of things. While I'll be mostly objective about things I'm going to occasionally say how I prefer things to be done. Feel free to ignore me if you wish. I won't take any offence.<br />
<br />
If you haven't come here with a specific question in mind the General Questions section is the place to start. This section covers how to get FreeSpace and why the series never proceeded beyond the second instalment. The FRED Questions section aims to teach you everything you need to know to start making your own missions. The Modding Questions section gives an overview of how to make your own ships, weapons and effects and get them into the game. Other aspects of modding for FreeSpace are also covered. The Gameplay Questions section covers problems like how to play online or get promotions and medals. The Technical Problems section covers crashes or resolution problems. The Storyline Questions section contains transcripts of the cutscenes from FS2. The HotU FAQ is designed for people who have downloaded their version of FreeSpace 2 from the Home of the Underdogs site. Although there are now better ways of getting hold of the game the HotU is so frequently a way that people get into the game that it deserved its own page. <br />
<br />
Anyone can edit the FreeSpace Wiki, and we encourage you to do so, but please read our [[canon|Canon Policy]] for information on what sort of data should be submitted, and how to submit it, before you begin. You should also note that registration is required to edit the FreeSpace Wiki. If you want to contribute but can not decide where to begin then you could start with going through the [[Freespace_Wiki:Requested_Pages|requested pages]].<br />
<br />
[[Category:Main]]</div>Jr2https://wiki.hard-light.net/index.php?title=Karajorma%27s_FreeSpace_FAQ&diff=12297Karajorma's FreeSpace FAQ2007-09-10T10:09:57Z<p>Jr2: ...</p>
<hr />
<div><p style="margin: 0.5em 0 0; text-align: left; <br />
font-size: 125%; line-height: 1.3"><br />
KARAJORMA'S FS FAQ WIP - PARDON THE LOOKS WHILST I CONSTRUCT!!! NOT DONE YET - JR2</p><br />
<p><br />
AS YOU CAN SEE, I TOOK THE MAIN WIKI PAGE AND AM CONVERTING IT... SO THIS PAGE IS MOSTLY USELESS UNTIL I DO MORE WORK.<br />
</p><br />
<br />
<br />
<p style="margin: 0.5em 0 0; text-align: left; <br />
font-size: 125%; line-height: 1.3"><br />
[[Image:Oracle.gif|The FreeSpace Oracle]]<br />
</p><br />
<br />
<br />
<br />
{| border=0 align=left cellpadding=4 cellspacing=0 width=30% style="margin: 0 0 1em 1em; background: #302020; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;"<br />
|-<br />
| [[The FreeSpace Oracle - Karajorma's FreeSpace FAQ Wiki|Home]]<br />
|-<br />
| [[Portal:Freespace 2|FreeSpace 2]]<br />
|-<br />
! align=left style="color: white; height: 30px; background: #512020; 70%;"|''[[FRED Questions]]''<br />
|-<br />
| [[Getting Started(Main)|Getting Started]]<br />
|-<br />
| [[SCP_Additions|List of added capabilities]]<br />
|-<br />
| [[Portal:Multiplayer|Multiplayer]]<br />
|-<br />
| [[Command-Line_Reference|Command-Line Reference]]<br />
|-<br />
| [[Development_Reference|Development Reference]]<br />
|-<br />
| [[Feature Requests|Feature Requests]]<br />
|-<br />
! style="color: white; height: 30px; background: #512020; 70%;"|''Modding FreeSpace''<br />
|-<br />
| [[Portal:Modding|Modding Portal]]<br />
|-<br />
| [[Mod Database]]<br />
|-<br />
| [[Portal:FRED|FRED]]<br />
|-<br />
| [[User-made_Campaigns|User-made Campaigns]]<br />
|-<br />
| [[Total conversions|Total Conversions]]<br />
|-<br />
! style="color: white; height: 30px; background: #512020; 70%;"|''Freespace Universe''<br />
|-<br />
| [[Portal:FS Universe|The Universe]]<br />
|-<br />
! style="color: white; height: 30px; background: #512020; 70%;"|''Other''<br />
|-<br />
| [[FreeSpace Lingo]]<br />
|-<br />
| [[Freespace_Wiki:Community_Portal|FreeSpace Community]]<br />
|-<br />
| [[Getting FreeSpace]]<br />
|-<br />
| [[The FreeSpace Oracle - Karajorma's FreeSpace FAQ Wiki]]<br />
|-<br />
| [[The fs2 open on Linux Guide]]<br />
|-<br />
! style="color: white; height: 30px; background: #462424; 70%;"|Alternately, explore the '''FreeSpace''' universe through ''[[:Category:Main|categories]].''<br />
|-<br />
|}<br />
<br />
== KARAJORMA'S FREESPACE FAQ ==<br />
<br />
VERSION 2.1<br />
<br />
What is covered in the FAQ??<br />
<br />
<br />
The FreeSpace Wiki is probably one of the best resources available to the community. However due to it's structure some people have found it hard to use. This FAQ is designed to contain much of the basic information in a simpler and easier to use fashion. It's worth remembering however that while the Wiki is maintained by whoever in the community wishes to update it, this FAQ is maintained by just myself. As a result it can date more quickly. For this reason the FAQ will in general avoid the most up to date solutions and problems as those are the ones that change the most quickly and then make the FAQ look inaccurate.<br />
<br />
This FAQ is not designed as a replacement for the Wiki. Instead it's designed as an index and guide to it. Many entries in the FAQ will have a link to the Wiki so that you can check there for further information or an alternative way of doing things.<br />
<br />
In addition to indexing the wiki the FAQ can carry guides to things like the HotU version etc that HLP have previously had to distance themselves from somewhat. Lastly unlike the wiki the FAQ has my own personal opinion of things. While I'll be mostly objective about things I'm going to occasionally say how I prefer things to be done. Feel free to ignore me if you wish. I won't take any offence.<br />
<br />
If you haven't come here with a specific question in mind the General Questions section is the place to start. This section covers how to get FreeSpace and why the series never proceeded beyond the second instalment. The FRED Questions section aims to teach you everything you need to know to start making your own missions. The Modding Questions section gives an overview of how to make your own ships, weapons and effects and get them into the game. Other aspects of modding for FreeSpace are also covered. The Gameplay Questions section covers problems like how to play online or get promotions and medals. The Technical Problems section covers crashes or resolution problems. The Storyline Questions section contains transcripts of the cutscenes from FS2. The HotU FAQ is designed for people who have downloaded their version of FreeSpace 2 from the Home of the Underdogs site. Although there are now better ways of getting hold of the game the HotU is so frequently a way that people get into the game that it deserved its own page. <br />
<br />
Anyone can edit the FreeSpace Wiki, and we encourage you to do so, but please read our [[canon|Canon Policy]] for information on what sort of data should be submitted, and how to submit it, before you begin. You should also note that registration is required to edit the FreeSpace Wiki. If you want to contribute but can not decide where to begin then you could start with going through the [[Freespace_Wiki:Requested_Pages|requested pages]].<br />
<br />
[[Category:Main]]</div>Jr2https://wiki.hard-light.net/index.php?title=Karajorma%27s_FreeSpace_FAQ&diff=12296Karajorma's FreeSpace FAQ2007-09-10T10:09:05Z<p>Jr2: ...</p>
<hr />
<div><p style="margin: 0.5em 0 0; text-align: left; <br />
font-size: 125%; line-height: 1.3"><br />
KARAJORMA'S FS FAQ WIP - PARDON THE LOOKS WHILST I CONSTRUCT!!! NOT DONE YET - JR2</p><br />
<p><br />
AS YOU CAN SEE, I TOOK THE MAIN WIKI PAGE AND AM CONVERTING IT... SO THIS PAGE IS MOSTLY USELESS UNTIL I DO MORE WORK.<br />
</p><br />
<br />
<br />
<p style="margin: 0.5em 0 0; text-align: left; <br />
font-size: 125%; line-height: 1.3"><br />
[[Image:Oracle.gif|The FreeSpace Oracle]]<br />
</p><br />
<br />
<br />
<br />
{| border=0 align=left cellpadding=4 cellspacing=0 width=30% style="margin: 0 0 1em 1em; background: #302020; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;"<br />
|-<br />
| [[The FreeSpace Oracle - Karajorma's FreeSpace FAQ Wiki|Home]]<br />
|-<br />
| [[Portal:Freespace 2|FreeSpace 2]]<br />
|-<br />
! align=left style="color: white; height: 30px; background: #512020; 70%;"|''[[FRED Questions]]''<br />
|-<br />
| [[Getting Started(Main)|Getting Started]]<br />
|-<br />
| [[SCP_Additions|List of added capabilities]]<br />
|-<br />
| [[Portal:Multiplayer|Multiplayer]]<br />
|-<br />
| [[Command-Line_Reference|Command-Line Reference]]<br />
|-<br />
| [[Development_Reference|Development Reference]]<br />
|-<br />
| [[Feature Requests|Feature Requests]]<br />
|-<br />
! style="color: white; height: 30px; background: #512020; 70%;"|''Modding FreeSpace''<br />
|-<br />
| [[Portal:Modding|Modding Portal]]<br />
|-<br />
| [[Mod Database]]<br />
|-<br />
| [[Portal:FRED|FRED]]<br />
|-<br />
| [[User-made_Campaigns|User-made Campaigns]]<br />
|-<br />
| [[Total conversions|Total Conversions]]<br />
|-<br />
! style="color: white; height: 30px; background: #512020; 70%;"|''Freespace Universe''<br />
|-<br />
| [[Portal:FS Universe|The Universe]]<br />
|-<br />
! style="color: white; height: 30px; background: #512020; 70%;"|''Other''<br />
|-<br />
| [[FreeSpace Lingo]]<br />
|-<br />
| [[Freespace_Wiki:Community_Portal|FreeSpace Community]]<br />
|-<br />
| [[Getting FreeSpace]]<br />
|-<br />
| [[The FreeSpace Oracle - Karajorma's FreeSpace FAQ Wiki]]<br />
|-<br />
| [[The fs2 open on Linux Guide]]<br />
|-<br />
! style="color: white; height: 30px; background: #462424; 70%;"|Alternately, explore the '''FreeSpace''' universe through ''[[:Category:Main|categories]].''<br />
|-<br />
|}<br />
<br />
== KARAJORMA'S FREESPACE FAQ ==<br />
<br />
VERSION 2.1<br />
<br />
What is covered in the FAQ??<br />
<br />
<br />
The FreeSpace Wiki is probably one of the best resources available to the community. However due to it's structure some people have found it hard to use. This FAQ is designed to contain much of the basic information in a simpler and easier to use fashion. It's worth remembering however that while the Wiki is maintained by whoever in the community wishes to update it, this FAQ is maintained by just myself. As a result it can date more quickly. For this reason the FAQ will in general avoid the most up to date solutions and problems as those are the ones that change the most quickly and then make the FAQ look inaccurate.<br />
<br />
This FAQ is not designed as a replacement for the Wiki. Instead it's designed as an index and guide to it. Many entries in the FAQ will have a link to the Wiki so that you can check there for further information or an alternative way of doing things.<br />
<br />
In addition to indexing the wiki the FAQ can carry guides to things like the HotU version etc that HLP have previously had to distance themselves from somewhat. Lastly unlike the wiki the FAQ has my own personal opinion of things. While I'll be mostly objective about things I'm going to occasionally say how I prefer things to be done. Feel free to ignore me if you wish. I won't take any offence.<br />
<br />
If you haven't come here with a specific question in mind the General Questions section is the place to start. This section covers how to get FreeSpace and why the series never proceeded beyond the second instalment. The FRED Questions section aims to teach you everything you need to know to start making your own missions. The Modding Questions section gives an overview of how to make your own ships, weapons and effects and get them into the game. Other aspects of modding for FreeSpace are also covered. The Gameplay Questions section covers problems like how to play online or get promotions and medals. The Technical Problems section covers crashes or resolution problems. The Storyline Questions section contains transcripts of the cutscenes from FS2. The HotU FAQ is designed for people who have downloaded their version of FreeSpace 2 from the Home of the Underdogs site. Although there are now better ways of getting hold of the game the HotU is so frequently a way that people get into the game that it deserved its own page. <br />
<br />
Anyone can edit the FreeSpace Wiki, and we encourage you to do so, but please read our [[canon|Canon Policy]] for information on what sort of data should be submitted, and how to submit it, before you begin. You should also note that registration is required to edit the FreeSpace Wiki. If you want to contribute but can not decide where to begin then you could start with going through the [[Freespace_Wiki:Requested_Pages|requested pages]].<br />
<br />
{{Featured Article}}<br />
<br />
[[Category:Main]]</div>Jr2