https://wiki.hard-light.net/api.php?action=feedcontributions&user=Ni1s&feedformat=atomFreeSpace Wiki - User contributions [en]2024-03-28T11:37:23ZUser contributionsMediaWiki 1.31.7https://wiki.hard-light.net/index.php?title=Fs2_open_on_Linux/Installing_the_Development_Libraries&diff=20036Fs2 open on Linux/Installing the Development Libraries2009-01-06T16:52:43Z<p>Ni1s: Add switch to emerge command.</p>
<hr />
<div>{{Page Navigation|<br />
BookName=[[The fs2_open on Linux Guide]]|<br />
CurrentPage=Installing the Development Libraries|Installing the Development Libraries|<br />
PrevPage=[[Fs2_open on Linux/Installing Subversion|Installing Subversion]]|<br />
NextPage=[[Fs2_open on Linux/Acquiring_the_Code|Acquiring_the_Code]]}}<br />
<p></p><br />
{{Note| This step is only for those who want the bleeding-edge source code to compile on their own. You can skip this if you intend to use a provided binary executable.}}<br />
<p></p><br />
{{Note|: <b>Redhat</b>, <b>Slackware</b>, <b>Archlinux</b>, <b>SuSE</b>, and all the other distributions should have their instructions on installing the needed libraries added here, if your distribution is not listed below and you are familiar with how to install the needed libraries on it, please add it to this section. }}<br />
<br />
You will also need [http://www.libsdl.org/ SDL], [http://www.openal.org/ OpenAL], [http://vorbis.com/ libvorbis], [http://www.theora.org/ libtheora] and OpenGL(most likely provided with your video card driver) development packages. And of course the [http://gcc.gnu.org/ GNU Compiler Collection] and required [http://sourceware.org/autobook/ make] tools.<br />
<br><br />
'''Debian/Ubuntu''' users want to:<br />
{{Note| The [http://packages.debian.org/unstable/devel/build-essential build-essential] package is a meta package that install the essential build tools. Follow the link for information.}}<br />
$ apt-get install libopenal-dev libvorbis-dev build-essential automake1.9 autoconf libsdl-dev libtheora-dev<br />
<br />
'''Fedora Core 6 (Zod)''' users (and most likely Redhat users too) want to:<br />
$ yum install openal-devel libvorbis-devel gcc gcc-c++ automake autoconf SDL-devel libtheora-devel<br />
<br />
'''Gentoo''' users want to:<br />
{{Note| media-libs/openal needs the <b>"alsa"</b> USE-flag if you intend to use ALSA, and media-libs/libsdl needs the <b>"X"</b>,<b>"opengl"</b> and <b>"xv"</b> USE-flags.}}<br />
<br />
$ emerge -va openal libvorbis libsdl libtheora<br />
<br />
'''Mandriva''' users want to:<br />
$ urpmi libsdl-devel libopenal-devel libvorbis-devel libtheora-devel gcc gcc-c++ automake autoconf<br />
<br />
[[Category:FreeSpace Open on Linux|Installing the Development Libraries]]</div>Ni1shttps://wiki.hard-light.net/index.php?title=Fs2_open_on_Linux/Preparation&diff=20035Fs2 open on Linux/Preparation2009-01-06T16:51:27Z<p>Ni1s: Fix link.</p>
<hr />
<div>{{Page Navigation|<br />
BookName=[[The fs2_open on Linux Guide]]|<br />
CurrentPage=Preparation|Preparation|<br />
PrevPage=[[Fs2 open on Linux/Introduction|Introduction]]|<br />
NextPage=[[Fs2_open on Linux/Installing Subversion|Installing Subversion]]}}<br />
<p></p><br />
If you don't intend to use the code available from the SVN repositories, instead using a [http://www.hard-light.net/forums/index.php/board,97.0.html source tarball], you can skip the [[Fs2 open on Linux/Installing Subversion]] chapter.<br />
* [[Fs2 open on Linux/Installing Subversion]]<br />
* [[Fs2 open on Linux/Installing the Development Libraries]]<br />
<br />
[[Category:FreeSpace Open on Linux|Installation]]</div>Ni1shttps://wiki.hard-light.net/index.php?title=Guide_to_FS_Open_on_Linux&diff=20034Guide to FS Open on Linux2009-01-06T16:50:47Z<p>Ni1s: Fix link.</p>
<hr />
<div>{{Warning|This guide assumes some fundamental command line knowledge. As a rule of thumb, <b>do not copy & paste commands without fully understanding them</b>, especially as root. With great power comes great responsibility.}}<br />
<p></p><br />
*[[Fs2_open_on_Linux/Introduction|Introduction]]<br />
*[[Fs2_open_on_Linux/Preparation|Preparation]]<br />
**[[Fs2_open_on_Linux/Installing Subversion|Installing Subversion]]<br />
**[[Fs2_open_on_Linux/Installing the Development Libraries|Installing the Development Libraries]]<br />
*[[Fs2_open_on_Linux/Acquiring the Code|Acquiring the Code]]<br />
*[[Fs2_open_on_Linux/Pre-Compile Configuration|Pre-Compile Configuration]]<br />
**[[Fs2_open_on_Linux/Optimization|Optimization]]<br />
*[[Fs2_open_on_Linux/Compiling|Compiling]]<br />
**[[Fs2_open_on_Linux/Compile Script|Compile Script]]<br />
*[[Fs2_open_on_Linux/Acquiring the Game Data|Acquiring the Game Data]]<br />
**[[Fs2_open_on_Linux/Extracting data from CD|Extracting data from CD]]<br />
***[[Fs2_open_on_Linux/Installing unshield|Installing unshield]]<br />
****[[Fs2_open_on_Linux/Data Installation script|Data Installation script]]<br />
*[[Fs2_open_on_Linux/Post-Compile Configuration|Post-Compile Configuration]]<br />
**[[Fs2_open_on_Linux/Graphics Settings|Graphics Settings]]<br />
**[[Fs2_open_on_Linux/StartUp Script|StartUp Script]]<br />
*[[Fs2_open_on_Linux/Troubleshooting|Troubleshooting]]<br />
**[[Fs2_open_on_Linux/Common Compile-time Errors|Common Compile-time Errors]]<br />
***[[Fs2_open_on_Linux/Novell SuSE and the Dependencies|Novell SuSE and the Dependencies]]<br />
***[[Fs2_open_on_Linux/SDL: undefined reference to ...|SDL: undefined reference to ...]]<br />
***[[Fs2_open_on_Linux/Missing -lGLU compile error|Missing -lGLU compile error]]<br />
**[[Fs2_open_on_Linux/Common Runtime Errors|Common Runtime Errors]]<br />
***[[Fs2_open_on_Linux/ERROR: "Web cursor bitmap not found."|ERROR: "Web cursor bitmap not found."]]<br />
***[[Fs2_open_on_Linux/I18n and Key mapping problems|I18n and Key mapping problems]]<br />
***[[Fs2_open_on_Linux/Dedicated X Display|Dedicated X Display]]<br />
***[[Fs2_open_on_Linux/Joystick Errors|Joystick Errors]]<br />
<br />
[[Category:FreeSpace Open on Linux]]</div>Ni1shttps://wiki.hard-light.net/index.php?title=Fs2_open_on_Linux/Installing_Subversion&diff=20033Fs2 open on Linux/Installing Subversion2009-01-06T16:50:20Z<p>Ni1s: Fix bad bad link</p>
<hr />
<div>{{Page Navigation|<br />
BookName=[[The fs2_open on Linux Guide]]|<br />
CurrentPage=Installing Subversion|Installing Subversion|<br />
PrevPage=[[Fs2_open on Linux/Preparation|Preparation]]|<br />
NextPage=[[Fs2_open_on_Linux/Installing_the_Development_Libraries|Installing the Development Libraries]]}}<br />
<p></p><br />
{{Note| If you don't want use [http://en.wikipedia.org/wiki/Snapshot_%28computer_storage%29 live snapshot] you can download a older snapshot of the source code, version 3.6.9, [http://fs2source.warpcore.org/exes/linux/fs2_open-3.6.9.tar.bz2 here].}}<p></p><br />
{{Note| This step is only for those who want the bleeding-edge source code to compile on their own. You can skip this if you intend to use a provided binary executable.}}<br />
<p></p><br />
{{Note|<b>Redhat</b>, <b>Slackware</b> and all the other distributions should have their instructions on installing Subversion added here, if your distribution is not listed below and you are familiar with how to install Subversion on it, please add it to this section. }}<br />
Subversion is a version control system used to record the changes in documents, such as source files. Developers use Subversion so they can easily share their code changes among other developers through a SVN repository. <br />
Be aware that when you use Subversion, you use the most up-to-date code : It may or may not be better than a release. It may be worse, less stable, or not even compile.<br />
<br />
You will need this tool to download ("checkout" in SVN terminology) fs2_open from the SVN repository.<br />
<br />
'''Debian/Ubuntu''' users want to:<br />
$ apt-get install subversion<br />
<br />
'''Gentoo''' users want to:<br />
$ emerge -a subversion<br />
<br />
'''Archlinux''' users want to:<br />
$ pacman -Sy subversion<br />
<br />
'''Fedora Core 6 (Zod)''' (And most likely Redhat) users want to:<br />
# yum install subversion<br />
<br />
'''Mandriva''' users want to:<br />
# urpmi subversion<br />
<br />
'''Novell SuSE''' users install subversion via [http://en.opensuse.org/YaST YaST].<br />
<br />
[[Category:FreeSpace Open on Linux|Installing Subversion]]</div>Ni1shttps://wiki.hard-light.net/index.php?title=Fs2_open_on_Linux/Preparation&diff=20032Fs2 open on Linux/Preparation2009-01-06T16:49:18Z<p>Ni1s: Wording</p>
<hr />
<div>{{Page Navigation|<br />
BookName=[[The fs2_open on Linux Guide]]|<br />
CurrentPage=Preparation|Preparation|<br />
PrevPage=[[Fs2 open on Linux/Introduction|Introduction]]|<br />
NextPage=[[Fs2_open on Linux/Installing Subversion|Installing Subversion]]}}<br />
<p></p><br />
If you don't intend to use the code available from the SVN repositories, instead using a [http://www.hard-light.net/forums/index.php/board,97.0.html source tarball], you can skip the [[Fs2 open on Linux/Installing CVS]] chapter.<br />
* [[Fs2 open on Linux/Installing Subversion]]<br />
* [[Fs2 open on Linux/Installing the Development Libraries]]<br />
<br />
[[Category:FreeSpace Open on Linux|Installation]]</div>Ni1shttps://wiki.hard-light.net/index.php?title=Fs2_open_on_Linux/Preparation&diff=20030Fs2 open on Linux/Preparation2009-01-06T16:48:53Z<p>Ni1s: Fs2 open on Linux/Installation moved to Fs2 open on Linux/Preparation: Installation -> Preparation</p>
<hr />
<div>{{Page Navigation|<br />
BookName=[[The fs2_open on Linux Guide]]|<br />
CurrentPage=Installation|Preparation|<br />
PrevPage=[[Fs2 open on Linux/Introduction|Introduction]]|<br />
NextPage=[[Fs2_open on Linux/Installing Subversion|Installing Subversion]]}}<br />
<p></p><br />
If you don't intend to use the code available from the SVN repositories, instead using a [http://www.hard-light.net/forums/index.php/board,97.0.html source tarball], you can skip the [[Fs2 open on Linux/Installing CVS]] chapter.<br />
* [[Fs2 open on Linux/Installing Subversion]]<br />
* [[Fs2 open on Linux/Installing the Development Libraries]]<br />
<br />
[[Category:FreeSpace Open on Linux|Installation]]</div>Ni1shttps://wiki.hard-light.net/index.php?title=Fs2_open_on_Linux/Installation&diff=20031Fs2 open on Linux/Installation2009-01-06T16:48:53Z<p>Ni1s: Fs2 open on Linux/Installation moved to Fs2 open on Linux/Preparation: Installation -> Preparation</p>
<hr />
<div>#REDIRECT [[Fs2 open on Linux/Preparation]]</div>Ni1shttps://wiki.hard-light.net/index.php?title=Fs2_open_on_Linux/Introduction&diff=20029Fs2 open on Linux/Introduction2009-01-06T16:47:41Z<p>Ni1s: Wording</p>
<hr />
<div>{{Page Navigation|<br />
BookName=[[The fs2_open on Linux Guide]]|<br />
CurrentPage=Introduction|Introduction|<br />
PrevPage=|<br />
NextPage=[[Fs2 open on Linux/Installation|Preparation]]}}<br />
<p></p><br />
{{Note| This article deals primarily with acquiring the source code and rolling your own binary executable. If you don't want to roll your own, download the [http://fs2source.warpcore.org/exes/linux/fs2_open-3.6.9.run Linux Binary Installer].}}<br />
<br />
Also, Turey wrote a [http://www.hard-light.net/forums/index.php/topic,42854.0.html cross-platform installer (in Java)], which is able to download all you need for running fs2_open.<br />
<br />
[[Category:FreeSpace Open on Linux|*]]</div>Ni1shttps://wiki.hard-light.net/index.php?title=Fs2_open_on_Linux/Preparation&diff=20028Fs2 open on Linux/Preparation2009-01-06T16:46:46Z<p>Ni1s: Wording</p>
<hr />
<div>{{Page Navigation|<br />
BookName=[[The fs2_open on Linux Guide]]|<br />
CurrentPage=Installation|Preparation|<br />
PrevPage=[[Fs2 open on Linux/Introduction|Introduction]]|<br />
NextPage=[[Fs2_open on Linux/Installing Subversion|Installing Subversion]]}}<br />
<p></p><br />
If you don't intend to use the code available from the SVN repositories, instead using a [http://www.hard-light.net/forums/index.php/board,97.0.html source tarball], you can skip the [[Fs2 open on Linux/Installing CVS]] chapter.<br />
* [[Fs2 open on Linux/Installing Subversion]]<br />
* [[Fs2 open on Linux/Installing the Development Libraries]]<br />
<br />
[[Category:FreeSpace Open on Linux|Installation]]</div>Ni1shttps://wiki.hard-light.net/index.php?title=Guide_to_FS_Open_on_Linux&diff=20027Guide to FS Open on Linux2009-01-06T16:46:11Z<p>Ni1s: Wording n' fixies!</p>
<hr />
<div>{{Warning|This guide assumes some fundamental command line knowledge. As a rule of thumb, <b>do not copy & paste commands without fully understanding them</b>, especially as root. With great power comes great responsibility.}}<br />
<p></p><br />
*[[Fs2_open_on_Linux/Introduction|Introduction]]<br />
*[[Fs2_open_on_Linux/Installation|Preparation]]<br />
**[[Fs2_open_on_Linux/Installing Subversion|Installing Subversion]]<br />
**[[Fs2_open_on_Linux/Installing the Development Libraries|Installing the Development Libraries]]<br />
*[[Fs2_open_on_Linux/Acquiring the Code|Acquiring the Code]]<br />
*[[Fs2_open_on_Linux/Pre-Compile Configuration|Pre-Compile Configuration]]<br />
**[[Fs2_open_on_Linux/Optimization|Optimization]]<br />
*[[Fs2_open_on_Linux/Compiling|Compiling]]<br />
**[[Fs2_open_on_Linux/Compile Script|Compile Script]]<br />
*[[Fs2_open_on_Linux/Acquiring the Game Data|Acquiring the Game Data]]<br />
**[[Fs2_open_on_Linux/Extracting data from CD|Extracting data from CD]]<br />
***[[Fs2_open_on_Linux/Installing unshield|Installing unshield]]<br />
****[[Fs2_open_on_Linux/Data Installation script|Data Installation script]]<br />
*[[Fs2_open_on_Linux/Post-Compile Configuration|Post-Compile Configuration]]<br />
**[[Fs2_open_on_Linux/Graphics Settings|Graphics Settings]]<br />
**[[Fs2_open_on_Linux/StartUp Script|StartUp Script]]<br />
*[[Fs2_open_on_Linux/Troubleshooting|Troubleshooting]]<br />
**[[Fs2_open_on_Linux/Common Compile-time Errors|Common Compile-time Errors]]<br />
***[[Fs2_open_on_Linux/Novell SuSE and the Dependencies|Novell SuSE and the Dependencies]]<br />
***[[Fs2_open_on_Linux/SDL: undefined reference to ...|SDL: undefined reference to ...]]<br />
***[[Fs2_open_on_Linux/Missing -lGLU compile error|Missing -lGLU compile error]]<br />
**[[Fs2_open_on_Linux/Common Runtime Errors|Common Runtime Errors]]<br />
***[[Fs2_open_on_Linux/ERROR: "Web cursor bitmap not found."|ERROR: "Web cursor bitmap not found."]]<br />
***[[Fs2_open_on_Linux/I18n and Key mapping problems|I18n and Key mapping problems]]<br />
***[[Fs2_open_on_Linux/Dedicated X Display|Dedicated X Display]]<br />
***[[Fs2_open_on_Linux/Joystick Errors|Joystick Errors]]<br />
<br />
[[Category:FreeSpace Open on Linux]]</div>Ni1shttps://wiki.hard-light.net/index.php?title=Fs2_open_on_Linux/Installing_the_Development_Libraries&diff=17495Fs2 open on Linux/Installing the Development Libraries2008-08-12T20:02:03Z<p>Ni1s: fix link</p>
<hr />
<div>{{Page Navigation|<br />
BookName=[[The fs2_open on Linux Guide]]|<br />
CurrentPage=Installing the Development Libraries|Installing the Development Libraries|<br />
PrevPage=[[Fs2_open on Linux/Installing Subversion|Installing Subversion]]|<br />
NextPage=[[Fs2_open on Linux/Acquiring_the_Code|Acquiring_the_Code]]}}<br />
<p></p><br />
{{Note| This step is only for those who want the bleeding-edge source code to compile on their own. You can skip this if you intend to use a provided binary executable.}}<br />
<p></p><br />
{{Note|: <b>Redhat</b>, <b>Slackware</b>, <b>Archlinux</b>, <b>SuSE</b>, and all the other distributions should have their instructions on installing the needed libraries added here, if your distribution is not listed below and you are familiar with how to install the needed libraries on it, please add it to this section. }}<br />
<br />
You will also need [http://www.libsdl.org/ SDL], [http://www.openal.org/ OpenAL], [http://vorbis.com/ libvorbis], [http://www.theora.org/ libtheora] and OpenGL(most likely provided with your video card driver) development packages. And of course the [http://gcc.gnu.org/ GNU Compiler Collection] and required [http://sourceware.org/autobook/ make] tools.<br />
<br><br />
'''Debian/Ubuntu''' users want to:<br />
{{Note| The [http://packages.debian.org/unstable/devel/build-essential build-essential] package is a meta package that install the essential build tools. Follow the link for information.}}<br />
$ apt-get install libopenal-dev libvorbis-dev build-essential automake1.9 autoconf libsdl-dev libtheora-dev<br />
<br />
'''Fedora Core 6 (Zod)''' users (and most likely Redhat users too) want to:<br />
$ yum install openal-devel libvorbis-devel gcc gcc-c++ automake autoconf SDL-devel libtheora-devel<br />
<br />
'''Gentoo''' users want to:<br />
{{Note| media-libs/openal needs the <b>"alsa"</b> USE-flag if you intend to use ALSA, and media-libs/libsdl needs the <b>"X"</b>,<b>"opengl"</b> and <b>"xv"</b> USE-flags.}}<br />
<br />
$ emerge -a openal libvorbis libsdl libtheora<br />
<br />
'''Mandriva''' users want to:<br />
$ urpmi libsdl-devel libopenal-devel libvorbis-devel libtheora-devel gcc gcc-c++ automake autoconf</div>Ni1shttps://wiki.hard-light.net/index.php?title=Fs2_open_on_Linux/Installing_Subversion&diff=16134Fs2 open on Linux/Installing Subversion2008-05-14T17:54:30Z<p>Ni1s: wiki error</p>
<hr />
<div>{{Page Navigation|<br />
BookName=[[The fs2_open on Linux Guide]]|<br />
CurrentPage=Installing Subversion|Installing Subversion|<br />
PrevPage=[[Fs2_open on Linux/Introduction|Introduction]]|<br />
NextPage=[[Fs2_open_on_Linux/Installing_the_Development_Libraries|Installing the Development Libraries]]}}<br />
<p></p><br />
{{Note| If you don't want use [http://en.wikipedia.org/wiki/Snapshot_%28computer_storage%29 live snapshot] you can download a older snapshot of the source code, version 3.6.9, [http://fs2source.warpcore.org/exes/linux/fs2_open-3.6.9.tar.bz2 here].}}<p></p><br />
{{Note| This step is only for those who want the bleeding-edge source code to compile on their own. You can skip this if you intend to use a provided binary executable.}}<br />
<p></p><br />
{{Note|<b>Redhat</b>, <b>Slackware</b> and all the other distributions should have their instructions on installing Subversion added here, if your distribution is not listed below and you are familiar with how to install Subversion on it, please add it to this section. }}<br />
Subversion is a version control system used to record the changes in documents, such as source files. Developers use Subversion so they can easily share their code changes among other developers through a SVN repository. <br />
Be aware that when you use Subversion, you use the most up-to-date code : It may or may not be better than a release. It may be worse, less stable, or not even compile.<br />
<br />
You will need this tool to download ("checkout" in SVN terminology) fs2_open from the SVN repository.<br />
<br />
'''Debian/Ubuntu''' users want to:<br />
$ apt-get install subversion<br />
<br />
'''Gentoo''' users want to:<br />
$ emerge -a subversion<br />
<br />
'''Archlinux''' users want to:<br />
$ pacman -Sy subversion<br />
<br />
'''Fedora Core 6 (Zod)''' (And most likely Redhat) users want to:<br />
# yum install subversion<br />
<br />
'''Mandriva''' users want to:<br />
# urpmi subversion<br />
<br />
'''Novell SuSE''' users install subversion via [http://en.opensuse.org/YaST YaST].</div>Ni1shttps://wiki.hard-light.net/index.php?title=Fs2_open_on_Linux/Installing_Subversion&diff=16132Fs2 open on Linux/Installing Subversion2008-05-14T17:53:58Z<p>Ni1s: Fs2 open on Linux/Installing CVS moved to Fs2 open on Linux/Installing Subversion</p>
<hr />
<div>{{Page Navigation|<br />
BookName=[[The fs2_open on Linux Guide]]|<br />
CurrentPage=Installing Subversion|Installing Subversion|<br />
PrevPage=[[Fs2_open on Linux/Introduction|Introduction]]|<br />
NextPage=[[Fs2_open_on_Linux/Installing_the_Development_Libraries|Installing the Development Libraries]]}}<br />
<p></p><br />
{{Note| If you don't want use [[http://en.wikipedia.org/wiki/Snapshot_%28computer_storage%29 live snapshot]] you can download a older snapshot of the source code, version 3.6.9, [http://fs2source.warpcore.org/exes/linux/fs2_open-3.6.9.tar.bz2 here].}}<p></p><br />
{{Note| This step is only for those who want the bleeding-edge source code to compile on their own. You can skip this if you intend to use a provided binary executable.}}<br />
<p></p><br />
{{Note|<b>Redhat</b>, <b>Slackware</b> and all the other distributions should have their instructions on installing Subversion added here, if your distribution is not listed below and you are familiar with how to install Subversion on it, please add it to this section. }}<br />
Subversion is a version control system used to record the changes in documents, such as source files. Developers use Subversion so they can easily share their code changes among other developers through a SVN repository. <br />
Be aware that when you use Subversion, you use the most up-to-date code : It may or may not be better than a release. It may be worse, less stable, or not even compile.<br />
<br />
You will need this tool to download ("checkout" in SVN terminology) fs2_open from the SVN repository.<br />
<br />
'''Debian/Ubuntu''' users want to:<br />
$ apt-get install subversion<br />
<br />
'''Gentoo''' users want to:<br />
$ emerge -a subversion<br />
<br />
'''Archlinux''' users want to:<br />
$ pacman -Sy subversion<br />
<br />
'''Fedora Core 6 (Zod)''' (And most likely Redhat) users want to:<br />
# yum install subversion<br />
<br />
'''Mandriva''' users want to:<br />
# urpmi subversion<br />
<br />
'''Novell SuSE''' users install subversion via [http://en.opensuse.org/YaST YaST].</div>Ni1shttps://wiki.hard-light.net/index.php?title=Fs2_open_on_Linux/Installing_CVS&diff=16133Fs2 open on Linux/Installing CVS2008-05-14T17:53:58Z<p>Ni1s: Fs2 open on Linux/Installing CVS moved to Fs2 open on Linux/Installing Subversion</p>
<hr />
<div>#REDIRECT [[Fs2 open on Linux/Installing Subversion]]</div>Ni1shttps://wiki.hard-light.net/index.php?title=Guide_to_FS_Open_on_Linux&diff=16131Guide to FS Open on Linux2008-05-14T17:52:46Z<p>Ni1s: </p>
<hr />
<div>{{Warning|This guide assumes some fundamental command line knowledge. As a rule of thumb, <b>do not copy & paste commands without fully understanding them</b>, especially as root. With great power comes great responsibility.}}<br />
<p></p><br />
{{Note|This article has undergone major reconstructions. Questions, recommendations and hatemail go in [[Talk:The_fs2_open_on_Linux_Guide|Discussion]].}}<br />
<br />
*[[Fs2_open_on_Linux/Introduction|Introduction]]<br />
*[[Fs2_open_on_Linux/Installation|Installation]]<br />
**[[Fs2_open_on_Linux/Installing Subversion|Installing Subversion]]<br />
**[[Fs2_open_on_Linux/Installing the Development Libraries|Installing the Development Libraries]]<br />
*[[Fs2_open_on_Linux/Acquiring the Code|Acquiring the Code]]<br />
*[[Fs2_open_on_Linux/Pre-Compile Configuration|Pre-Compile Configuration]]<br />
**[[Fs2_open_on_Linux/Optimization|Optimization]]<br />
*[[Fs2_open_on_Linux/Compiling|Compiling]]<br />
**[[Fs2_open_on_Linux/Compile Script|Compile Script]]<br />
*[[Fs2_open_on_Linux/Acquiring the Game Data|Acquiring the Game Data]]<br />
**[[Fs2_open_on_Linux/Extracting data from CD|Extracting data from CD]]<br />
***[[Fs2_open_on_Linux/Installing unshield|Installing unshield]]<br />
****[[Fs2_open_on_Linux/Data Installation script|Data Installation script]]<br />
*[[Fs2_open_on_Linux/Post-Compile Configuration|Post-Compile Configuration]]<br />
**[[Fs2_open_on_Linux/Graphics Settings|Graphics Settings]]<br />
**[[Fs2_open_on_Linux/StartUp Script|StartUp Script]]<br />
*[[Fs2_open_on_Linux/Troubleshooting|Troubleshooting]]<br />
**[[Fs2_open_on_Linux/Common Compile-time Errors|Common Compile-time Errors]]<br />
***[[Fs2_open_on_Linux/Novell SuSE and the Dependencies|Novell SuSE and the Dependencies]]<br />
***[[Fs2_open_on_Linux/SDL: undefined reference to ...|SDL: undefined reference to ...]]<br />
***[[Fs2_open_on_Linux/Missing -lGLU compile error|Missing -lGLU compile error]]<br />
**[[Fs2_open_on_Linux/Common Runtime Errors|Common Runtime Errors]]<br />
***[[Fs2_open_on_Linux/ERROR: "Web cursor bitmap not found."|ERROR: "Web cursor bitmap not found."]]<br />
***[[Fs2_open_on_Linux/I18n and Key mapping problems|I18n and Key mapping problems]]<br />
***[[Fs2_open_on_Linux/Dedicated X Display|Dedicated X Display]]<br />
***[[Fs2_open_on_Linux/Joystick Errors|Joystick Errors]]</div>Ni1shttps://wiki.hard-light.net/index.php?title=Fs2_open_on_Linux/Installing_the_Development_Libraries&diff=16130Fs2 open on Linux/Installing the Development Libraries2008-05-14T17:52:29Z<p>Ni1s: </p>
<hr />
<div>{{Page Navigation|<br />
BookName=[[The fs2_open on Linux Guide]]|<br />
CurrentPage=Installing the Development Libraries|Installing the Development Libraries|<br />
PrevPage=[[Fs2_open on Linux/Installing Subversion|Installing Subversion]]|<br />
NextPage=[[Fs2_open on Linux/Pre-Compile Configuration|Pre-Compile Configuration]]}}<br />
<p></p><br />
{{Note| This step is only for those who want the bleeding-edge source code to compile on their own. You can skip this if you intend to use a provided binary executable.}}<br />
<p></p><br />
{{Note|: <b>Redhat</b>, <b>Slackware</b>, <b>Archlinux</b>, <b>SuSE</b>, and all the other distributions should have their instructions on installing the needed libraries added here, if your distribution is not listed below and you are familiar with how to install the needed libraries on it, please add it to this section. }}<br />
<br />
You will also need [http://www.libsdl.org/ SDL], [http://www.openal.org/ OpenAL], [http://vorbis.com/ libvorbis], [http://www.theora.org/ libtheora] and OpenGL(most likely provided with your video card driver) development packages. And of course the [http://gcc.gnu.org/ GNU Compiler Collection] and required [http://sourceware.org/autobook/ make] tools.<br />
<br><br />
'''Debian/Ubuntu''' users want to:<br />
{{Note| The [http://packages.debian.org/unstable/devel/build-essential build-essential] package is a meta package that install the essential build tools. Follow the link for information.}}<br />
$ apt-get install libopenal-dev libvorbis-dev build-essential automake1.9 autoconf libsdl-dev libtheora-dev<br />
<br />
'''Fedora Core 6 (Zod)''' users (and most likely Redhat users too) want to:<br />
$ yum install openal-devel libvorbis-devel gcc gcc-c++ automake autoconf SDL-devel libtheora-devel<br />
<br />
'''Gentoo''' users want to:<br />
{{Note| media-libs/openal needs the <b>"alsa"</b> USE-flag if you intend to use ALSA, and media-libs/libsdl needs the <b>"X"</b>,<b>"opengl"</b> and <b>"xv"</b> USE-flags.}}<br />
<br />
$ emerge -a openal libvorbis libsdl libtheora<br />
<br />
'''Mandriva''' users want to:<br />
$ urpmi libsdl-devel libopenal-devel libvorbis-devel libtheora-devel gcc gcc-c++ automake autoconf</div>Ni1shttps://wiki.hard-light.net/index.php?title=Fs2_open_on_Linux/Acquiring_the_Code&diff=16129Fs2 open on Linux/Acquiring the Code2008-05-14T17:50:54Z<p>Ni1s: cvs becomes subversion</p>
<hr />
<div>{{Page Navigation|<br />
BookName=[[The fs2_open on Linux Guide]]|<br />
CurrentPage=Acquiring the Code|Acquiring the Code|<br />
PrevPage=[[Fs2_open on Linux/Installing the Development Libraries|Installing the Development Libraries]]|<br />
NextPage=[[Fs2_open on Linux/Checkout Script|Checkout Script]]}}<br />
<p></p><br />
{{Note| This step is only for those who want the bleeding-edge source code to compile on their own. You can skip this if you intend to use a provided binary <br />
executable.}}<br />
Before you begin, make sure you have write permissions on your current working directory. $HOME/$USER is a pretty safe bet. I recommend that you create a permanent /$HOME/$USER/src directory from which you run the svn command, this way svn will only update the files changed the next time you download the source and it's always nice to have things organized. Make sure you have svn installed on your system. See the [[Fs2_open_on_Linux/Installing Subversion|Installing Subversion]] chapter on installing Subversion.<br />
<br />
Now get the source. Run from a terminal:<br />
$ svn://svn.icculus.org/fs2open/trunk/fs2_open<br />
This will pull in in the source code from the 'HEAD' branch.<br />
<br></div>Ni1shttps://wiki.hard-light.net/index.php?title=Fs2_open_on_Linux/Installing_the_Development_Libraries&diff=16128Fs2 open on Linux/Installing the Development Libraries2008-05-14T17:45:24Z<p>Ni1s: cvs becomes subversion</p>
<hr />
<div>{{Page Navigation|<br />
BookName=[[The fs2_open on Linux Guide]]|<br />
CurrentPage=Installing the Development Libraries|Installing the Development Libraries|<br />
PrevPage=[[Fs2_open on Linux/Installing Subversion|Installing Subversion]]|<br />
NextPage=[[Fs2_open on Linux/Acquiring the Code|Acquiring the Code]]}}<br />
<p></p><br />
{{Note| This step is only for those who want the bleeding-edge source code to compile on their own. You can skip this if you intend to use a provided binary executable.}}<br />
<p></p><br />
{{Note|: <b>Redhat</b>, <b>Slackware</b>, <b>Archlinux</b>, <b>SuSE</b>, and all the other distributions should have their instructions on installing the needed libraries added here, if your distribution is not listed below and you are familiar with how to install the needed libraries on it, please add it to this section. }}<br />
<br />
You will also need [http://www.libsdl.org/ SDL], [http://www.openal.org/ OpenAL], [http://vorbis.com/ libvorbis], [http://www.theora.org/ libtheora] and OpenGL(most likely provided with your video card driver) development packages. And of course the [http://gcc.gnu.org/ GNU Compiler Collection] and required [http://sourceware.org/autobook/ make] tools.<br />
<br><br />
'''Debian/Ubuntu''' users want to:<br />
{{Note| The [http://packages.debian.org/unstable/devel/build-essential build-essential] package is a meta package that install the essential build tools. Follow the link for information.}}<br />
$ apt-get install libopenal-dev libvorbis-dev build-essential automake1.9 autoconf libsdl-dev libtheora-dev<br />
<br />
'''Fedora Core 6 (Zod)''' users (and most likely Redhat users too) want to:<br />
$ yum install openal-devel libvorbis-devel gcc gcc-c++ automake autoconf SDL-devel libtheora-devel<br />
<br />
'''Gentoo''' users want to:<br />
{{Note| media-libs/openal needs the <b>"alsa"</b> USE-flag if you intend to use ALSA, and media-libs/libsdl needs the <b>"X"</b>,<b>"opengl"</b> and <b>"xv"</b> USE-flags.}}<br />
<br />
$ emerge -a openal libvorbis libsdl libtheora<br />
<br />
'''Mandriva''' users want to:<br />
$ urpmi libsdl-devel libopenal-devel libvorbis-devel libtheora-devel gcc gcc-c++ automake autoconf</div>Ni1shttps://wiki.hard-light.net/index.php?title=Fs2_open_on_Linux/Preparation&diff=16127Fs2 open on Linux/Preparation2008-05-14T17:43:37Z<p>Ni1s: cvs becomes subversion</p>
<hr />
<div>{{Page Navigation|<br />
BookName=[[The fs2_open on Linux Guide]]|<br />
CurrentPage=Installation|Installation|<br />
PrevPage=[[Fs2 open on Linux/Introduction|Introduction]]|<br />
NextPage=[[Fs2_open on Linux/Installing Subversion|Installing Subversion]]}}<br />
<p></p><br />
If you don't intend to use the code available from the SVN repositories, instead using a [http://www.hard-light.net/forums/index.php/board,97.0.html source tarball], you can skip the [[Fs2 open on Linux/Installing CVS]] chapter.<br />
* [[Fs2 open on Linux/Installing Subversion]]<br />
* [[Fs2 open on Linux/Installing the Development Libraries]]</div>Ni1shttps://wiki.hard-light.net/index.php?title=Guide_to_FS_Open_on_Linux&diff=16126Guide to FS Open on Linux2008-05-14T17:42:59Z<p>Ni1s: cvs becomes subversion</p>
<hr />
<div>{{Warning|This guide assumes some fundamental command line knowledge. As a rule of thumb, <b>do not copy & paste commands without fully understanding them</b>, especially as root. With great power comes great responsibility.}}<br />
<p></p><br />
{{Note|This article has undergone major reconstructions. Questions, recommendations and hatemail go in [[Talk:The_fs2_open_on_Linux_Guide|Discussion]].}}<br />
<br />
*[[Fs2_open_on_Linux/Introduction|Introduction]]<br />
*[[Fs2_open_on_Linux/Installation|Installation]]<br />
**[[Fs2_open_on_Linux/Installing Subversion|Installing Subversion]]<br />
**[[Fs2_open_on_Linux/Installing the Development Libraries|Installing the Development Libraries]]<br />
*[[Fs2_open_on_Linux/Acquiring the Code|Acquiring the Code]]<br />
**[[Fs2_open_on_Linux/Checkout Script|Checkout Script]]<br />
*[[Fs2_open_on_Linux/Pre-Compile Configuration|Pre-Compile Configuration]]<br />
**[[Fs2_open_on_Linux/Optimization|Optimization]]<br />
*[[Fs2_open_on_Linux/Compiling|Compiling]]<br />
**[[Fs2_open_on_Linux/Compile Script|Compile Script]]<br />
*[[Fs2_open_on_Linux/Acquiring the Game Data|Acquiring the Game Data]]<br />
**[[Fs2_open_on_Linux/Extracting data from CD|Extracting data from CD]]<br />
***[[Fs2_open_on_Linux/Installing unshield|Installing unshield]]<br />
****[[Fs2_open_on_Linux/Data Installation script|Data Installation script]]<br />
*[[Fs2_open_on_Linux/Post-Compile Configuration|Post-Compile Configuration]]<br />
**[[Fs2_open_on_Linux/Graphics Settings|Graphics Settings]]<br />
**[[Fs2_open_on_Linux/StartUp Script|StartUp Script]]<br />
*[[Fs2_open_on_Linux/Troubleshooting|Troubleshooting]]<br />
**[[Fs2_open_on_Linux/Common Compile-time Errors|Common Compile-time Errors]]<br />
***[[Fs2_open_on_Linux/Novell SuSE and the Dependencies|Novell SuSE and the Dependencies]]<br />
***[[Fs2_open_on_Linux/SDL: undefined reference to ...|SDL: undefined reference to ...]]<br />
***[[Fs2_open_on_Linux/Missing -lGLU compile error|Missing -lGLU compile error]]<br />
**[[Fs2_open_on_Linux/Common Runtime Errors|Common Runtime Errors]]<br />
***[[Fs2_open_on_Linux/ERROR: "Web cursor bitmap not found."|ERROR: "Web cursor bitmap not found."]]<br />
***[[Fs2_open_on_Linux/I18n and Key mapping problems|I18n and Key mapping problems]]<br />
***[[Fs2_open_on_Linux/Dedicated X Display|Dedicated X Display]]<br />
***[[Fs2_open_on_Linux/Joystick Errors|Joystick Errors]]</div>Ni1shttps://wiki.hard-light.net/index.php?title=Fs2_open_on_Linux/Installing_Subversion&diff=16125Fs2 open on Linux/Installing Subversion2008-05-14T17:42:26Z<p>Ni1s: rewording</p>
<hr />
<div>{{Page Navigation|<br />
BookName=[[The fs2_open on Linux Guide]]|<br />
CurrentPage=Installing Subversion|Installing Subversion|<br />
PrevPage=[[Fs2_open on Linux/Introduction|Introduction]]|<br />
NextPage=[[Fs2_open_on_Linux/Installing_the_Development_Libraries|Installing the Development Libraries]]}}<br />
<p></p><br />
{{Note| If you don't want use [[http://en.wikipedia.org/wiki/Snapshot_%28computer_storage%29 live snapshot]] you can download a older snapshot of the source code, version 3.6.9, [http://fs2source.warpcore.org/exes/linux/fs2_open-3.6.9.tar.bz2 here].}}<p></p><br />
{{Note| This step is only for those who want the bleeding-edge source code to compile on their own. You can skip this if you intend to use a provided binary executable.}}<br />
<p></p><br />
{{Note|<b>Redhat</b>, <b>Slackware</b> and all the other distributions should have their instructions on installing Subversion added here, if your distribution is not listed below and you are familiar with how to install Subversion on it, please add it to this section. }}<br />
Subversion is a version control system used to record the changes in documents, such as source files. Developers use Subversion so they can easily share their code changes among other developers through a SVN repository. <br />
Be aware that when you use Subversion, you use the most up-to-date code : It may or may not be better than a release. It may be worse, less stable, or not even compile.<br />
<br />
You will need this tool to download ("checkout" in SVN terminology) fs2_open from the SVN repository.<br />
<br />
'''Debian/Ubuntu''' users want to:<br />
$ apt-get install subversion<br />
<br />
'''Gentoo''' users want to:<br />
$ emerge -a subversion<br />
<br />
'''Archlinux''' users want to:<br />
$ pacman -Sy subversion<br />
<br />
'''Fedora Core 6 (Zod)''' (And most likely Redhat) users want to:<br />
# yum install subversion<br />
<br />
'''Mandriva''' users want to:<br />
# urpmi subversion<br />
<br />
'''Novell SuSE''' users install subversion via [http://en.opensuse.org/YaST YaST].</div>Ni1shttps://wiki.hard-light.net/index.php?title=Fs2_open_on_Linux/Installing_Subversion&diff=16124Fs2 open on Linux/Installing Subversion2008-05-14T17:39:04Z<p>Ni1s: typo</p>
<hr />
<div>{{Page Navigation|<br />
BookName=[[The fs2_open on Linux Guide]]|<br />
CurrentPage=Installing Subversion|Installing Subversion|<br />
PrevPage=[[Fs2_open on Linux/Introduction|Introduction]]|<br />
NextPage=[[Fs2_open_on_Linux/Installing_the_Development_Libraries|Installing the Development Libraries]]}}<br />
<p></p><br />
{{Note| If you don't want use Subversion you can download a snapshot of the source code, version 3.6.9, [http://fs2source.warpcore.org/exes/linux/fs2_open-3.6.9.tar.bz2 here].}}<p></p><br />
{{Note| This step is only for those who want the bleeding-edge source code to compile on their own. You can skip this if you intend to use a provided binary executable.}}<br />
<p></p><br />
{{Note|<b>Redhat</b>, <b>Slackware</b> and all the other distributions should have their instructions on installing Subversion added here, if your distribution is not listed below and you are familiar with how to install Subversion on it, please add it to this section. }}<br />
Subversion is a version control system used to record the changes in documents, such as source files. Developers use Subversion so they can easily share their code changes among other developers. <br />
Be aware that when you use Subversion, you use the most up-to-date code : It may or may not be better than a release. It may be worse, less stable, or not even compile. This is work in progress.<br />
<br />
You will need this tool to download ("checkout" in Subversion terminology) fs2_open from the SVN server. <br />
<br />
'''Debian/Ubuntu''' users want to:<br />
$ apt-get install subversion<br />
<br />
'''Gentoo''' users want to:<br />
$ emerge -a subversion<br />
<br />
'''Archlinux''' users want to:<br />
$ pacman -Sy subversion<br />
<br />
'''Fedora Core 6 (Zod)''' (And most likely Redhat) users want to:<br />
# yum install subversion<br />
<br />
'''Mandriva''' users want to:<br />
# urpmi subversion<br />
<br />
'''Novell SuSE''' users install subversion via [http://en.opensuse.org/YaST YaST].</div>Ni1shttps://wiki.hard-light.net/index.php?title=Fs2_open_on_Linux/Installing_Subversion&diff=16123Fs2 open on Linux/Installing Subversion2008-05-14T17:38:35Z<p>Ni1s: cvs becomes subversion</p>
<hr />
<div>{{Page Navigation|<br />
BookName=[[The fs2_open on Linux Guide]]|<br />
CurrentPage=Installing Subversion|Installing Subversion|<br />
PrevPage=[[Fs2_open on Linux/Introduction|Introduction]]|<br />
NextPage=[[Fs2_open_on_Linux/Installing_the_Development_Libraries|Installing the Development Libraries]]}}<br />
<p></p><br />
{{Note| If you don't want use Subversion you can download a snapshot of the source code, version 3.6.9, [http://fs2source.warpcore.org/exes/linux/fs2_open-3.6.9.tar.bz2 here].}}<p></p><br />
{{Note| This step is only for those who want the bleeding-edge source code to compile on their own. You can skip this if you intend to use a provided binary executable.}}<br />
<p></p><br />
{{Note|<b>Redhat</b>, <b>Slackware</b> and all the other distributions should have their instructions on installing Subversion added here, if your distribution is not listed below and you are familiar with how to install Subversion on it, please add it to this section. }}<br />
Suubversion is a version control system used to record the changes in documents, such as source files. Developers use Subversion so they can easily share their code changes among other developers. <br />
Be aware that when you use Subversion, you use the most up-to-date code : It may or may not be better than a release. It may be worse, less stable, or not even compile. This is work in progress.<br />
<br />
You will need this tool to download ("checkout" in Subversion terminology) fs2_open from the SVN server. <br />
<br />
'''Debian/Ubuntu''' users want to:<br />
$ apt-get install subversion<br />
<br />
'''Gentoo''' users want to:<br />
$ emerge -a subversion<br />
<br />
'''Archlinux''' users want to:<br />
$ pacman -Sy subversion<br />
<br />
'''Fedora Core 6 (Zod)''' (And most likely Redhat) users want to:<br />
# yum install subversion<br />
<br />
'''Mandriva''' users want to:<br />
# urpmi subversion<br />
<br />
'''Novell SuSE''' users install subversion via [http://en.opensuse.org/YaST YaST].</div>Ni1shttps://wiki.hard-light.net/index.php?title=Fs2_open_on_Linux/Troubleshooting&diff=14821Fs2 open on Linux/Troubleshooting2008-01-07T17:19:01Z<p>Ni1s: Added links from The fs2_open on Linux Guide</p>
<hr />
<div>{{Page Navigation|<br />
BookName=[[The fs2_open on Linux Guide]]|<br />
CurrentPage=Troubleshooting|Troubleshooting|<br />
PrevPage=[[Fs2_open on Linux/StartUp Script|StartUp Script]]|<br />
NextPage=[[Fs2_open on Linux/Common Compile-time Errors|Common Compile-time Errors]]}}<br />
<p></p><br />
**[[Fs2_open_on_Linux/Common Compile-time Errors|Common Compile-time Errors]]<br />
***[[Fs2_open_on_Linux/Novell SuSE and the Dependencies|Novell SuSE and the Dependencies]]<br />
***[[Fs2_open_on_Linux/SDL: undefined reference to ...|SDL: undefined reference to ...]]<br />
***[[Fs2_open_on_Linux/Missing -lGLU compile error|Missing -lGLU compile error]]<br />
**[[Fs2_open_on_Linux/Common Runtime Errors|Common Runtime Errors]]<br />
***[[Fs2_open_on_Linux/ERROR: "Web cursor bitmap not found."|ERROR: "Web cursor bitmap not found."]]<br />
***[[Fs2_open_on_Linux/I18n and Key mapping problems|I18n and Key mapping problems]]<br />
***[[Fs2_open_on_Linux/Dedicated X Display|Dedicated X Display]]<br />
***[[Fs2_open_on_Linux/Joystick Errors|Joystick Errors]]</div>Ni1shttps://wiki.hard-light.net/index.php?title=Fs2_open_on_Linux/Installing_the_Development_Libraries&diff=14572Fs2 open on Linux/Installing the Development Libraries2007-12-19T12:48:40Z<p>Ni1s: media-libs/openal does not have the "oss" USE-flag, my bad.</p>
<hr />
<div>{{Page Navigation|<br />
BookName=[[The fs2_open on Linux Guide]]|<br />
CurrentPage=Installing the Development Libraries|Installing the Development Libraries|<br />
PrevPage=[[Fs2_open on Linux/Installing CVS|Installing CVS]]|<br />
NextPage=[[Fs2_open on Linux/Acquiring the Code|Acquiring the Code]]}}<br />
<p></p><br />
{{Note| This step is only for those who want the bleeding-edge source code to compile on their own. You can skip this if you intend to use a provided binary executable.}}<br />
<p></p><br />
{{Note|: <b>Redhat</b>, <b>Slackware</b>, <b>Archlinux</b>, <b>SuSE</b>, and all the other distributions should have their instructions on installing the needed libraries added here, if your distribution is not listed below and you are familiar with how to install the needed libraries on it, please add it to this section. }}<br />
<br />
You will also need [http://www.libsdl.org/ SDL], [http://www.openal.org/ OpenAL], [http://vorbis.com/ libvorbis], [http://www.theora.org/ libtheora] and OpenGL(most likely provided with your video card driver) development packages. And of course the [http://gcc.gnu.org/ GNU Compiler Collection] and required [http://sourceware.org/autobook/ make] tools.<br />
<br><br />
'''Debian/Ubuntu''' users want to:<br />
{{Note| The [http://packages.debian.org/unstable/devel/build-essential build-essential] package is a meta package that install the essential build tools. Follow the link for information.}}<br />
$ apt-get install libopenal-dev libvorbis-dev build-essential automake1.9 autoconf libsdl-dev libtheora-dev<br />
<br />
'''Fedora Core 6 (Zod)''' users (and most likely Redhat users too) want to:<br />
$ yum install openal-devel libvorbis-devel gcc gcc-c++ automake autoconf SDL-devel libtheora-devel<br />
<br />
'''Gentoo''' users want to:<br />
{{Note| media-libs/openal needs the <b>"alsa"</b> USE-flag if you intend to use ALSA, and media-libs/libsdl needs the <b>"X"</b>,<b>"opengl"</b> and <b>"xv"</b> USE-flags.}}<br />
<br />
$ emerge -a openal libvorbis libsdl libtheora<br />
<br />
'''Mandriva''' users want to:<br />
$ urpmi libsdl-devel libopenal-devel libvorbis-devel libtheora-devel gcc gcc-c++ automake autoconf</div>Ni1shttps://wiki.hard-light.net/index.php?title=Talk:Guide_to_FS_Open_on_Linux&diff=14571Talk:Guide to FS Open on Linux2007-12-19T12:46:05Z<p>Ni1s: Should been removed ages ago...</p>
<hr />
<div>= Overhaul =<br />
<br />
Due to the major overhaul this article has undergone, this page has been cleared. Revise and rollback at you discretion. [[User:Ni1s|ni1s]] 19:11, 3 September 2007 (CDT)</div>Ni1shttps://wiki.hard-light.net/index.php?title=Guide_to_FS_Open_on_Linux&diff=14570Guide to FS Open on Linux2007-12-19T12:40:26Z<p>Ni1s: Added Warning from Fs2_open_on_Linux/Introduction</p>
<hr />
<div>{{Warning|This guide assumes some fundamental command line knowledge. As a rule of thumb, <b>do not copy & paste commands without fully understanding them</b>, especially as root. With great power comes great responsibility.}}<br />
<p></p><br />
{{Note|This article has undergone major reconstructions. Questions, recommendations and hatemail go in [[Talk:The_fs2_open_on_Linux_Guide|Discussion]].}}<br />
<br />
*[[Fs2_open_on_Linux/Introduction|Introduction]]<br />
*[[Fs2_open_on_Linux/Installation|Installation]]<br />
**[[Fs2_open_on_Linux/Installing CVS|Installing CVS]]<br />
**[[Fs2_open_on_Linux/Installing the Development Libraries|Installing the Development Libraries]]<br />
*[[Fs2_open_on_Linux/Acquiring the Code|Acquiring the Code]]<br />
**[[Fs2_open_on_Linux/Checkout Script|Checkout Script]]<br />
*[[Fs2_open_on_Linux/Pre-Compile Configuration|Pre-Compile Configuration]]<br />
**[[Fs2_open_on_Linux/Optimization|Optimization]]<br />
*[[Fs2_open_on_Linux/Compiling|Compiling]]<br />
**[[Fs2_open_on_Linux/Compile Script|Compile Script]]<br />
*[[Fs2_open_on_Linux/Acquiring the Game Data|Acquiring the Game Data]]<br />
**[[Fs2_open_on_Linux/Extracting data from CD|Extracting data from CD]]<br />
***[[Fs2_open_on_Linux/Installing unshield|Installing unshield]]<br />
****[[Fs2_open_on_Linux/Data Installation script|Data Installation script]]<br />
*[[Fs2_open_on_Linux/Post-Compile Configuration|Post-Compile Configuration]]<br />
**[[Fs2_open_on_Linux/Graphics Settings|Graphics Settings]]<br />
**[[Fs2_open_on_Linux/StartUp Script|StartUp Script]]<br />
*[[Fs2_open_on_Linux/Troubleshooting|Troubleshooting]]<br />
**[[Fs2_open_on_Linux/Common Compile-time Errors|Common Compile-time Errors]]<br />
***[[Fs2_open_on_Linux/Novell SuSE and the Dependencies|Novell SuSE and the Dependencies]]<br />
***[[Fs2_open_on_Linux/SDL: undefined reference to ...|SDL: undefined reference to ...]]<br />
***[[Fs2_open_on_Linux/Missing -lGLU compile error|Missing -lGLU compile error]]<br />
**[[Fs2_open_on_Linux/Common Runtime Errors|Common Runtime Errors]]<br />
***[[Fs2_open_on_Linux/ERROR: "Web cursor bitmap not found."|ERROR: "Web cursor bitmap not found."]]<br />
***[[Fs2_open_on_Linux/I18n and Key mapping problems|I18n and Key mapping problems]]<br />
***[[Fs2_open_on_Linux/Dedicated X Display|Dedicated X Display]]<br />
***[[Fs2_open_on_Linux/Joystick Errors|Joystick Errors]]</div>Ni1shttps://wiki.hard-light.net/index.php?title=Fs2_open_on_Linux/Introduction&diff=14569Fs2 open on Linux/Introduction2007-12-19T12:39:34Z<p>Ni1s: Removed Warning, to be moved.</p>
<hr />
<div>{{Page Navigation|<br />
BookName=[[The fs2_open on Linux Guide]]|<br />
CurrentPage=Introduction|Introduction|<br />
PrevPage=|<br />
NextPage=[[Fs2 open on Linux/Installation|Installation]]}}<br />
<p></p><br />
{{Note| This article deals primarily with acquiring the source code and rolling your own binary executable. If you don't want to roll your own, download the [http://fs2source.warpcore.org/exes/linux/fs2_open-3.6.9.run Linux Binary Installer].}}<br />
<br />
Also, Turey wrote a [http://www.hard-light.net/forums/index.php/topic,42854.0.html cross-platform installer (in Java)], which is able to download all you need for running fs2_open.</div>Ni1shttps://wiki.hard-light.net/index.php?title=Fs2_open_on_Linux/Preparation&diff=14568Fs2 open on Linux/Preparation2007-12-19T12:35:42Z<p>Ni1s: Removed {{stub}}, added "instructions".</p>
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<div>{{Page Navigation|<br />
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CurrentPage=Installation|Installation|<br />
PrevPage=[[Fs2 open on Linux/Introduction|Introduction]]|<br />
NextPage=[[Fs2_open on Linux/Installing CVS|Installing CVS]]}}<br />
<p></p><br />
If you don't intend to use the code available from the CVS repositories, instead using a [http://www.hard-light.net/forums/index.php/board,97.0.html source tarball], you can skip the [[Fs2 open on Linux/Installing CVS]] chapter.<br />
* [[Fs2 open on Linux/Installing CVS]]<br />
* [[Fs2 open on Linux/Installing the Development Libraries]]</div>Ni1shttps://wiki.hard-light.net/index.php?title=Command-Line_Reference&diff=13315Command-Line Reference2007-10-18T17:50:29Z<p>Ni1s: /* -pcx32 */ ++Note.</p>
<hr />
<div>==Launcher Flags==<br />
The following command-line options can be chosen from the launcher. <br />
===Graphics===<br />
====-spec====<br />
Enables specular mapping. Only polygons mapped with textures for which a shinemap exists will recieve specular mapping; no attempt is made to generate spec maps where they do not exist. Specular maps are specified with the base map name plus "-shine" (i.e. TCov3A-shine.pcx).<br />
====-env====<br />
Enables environment mapping. Environment mapping intensity will be determined from the intensity of specular maps. At the time of this writing (build 3.6.9 RC7), environment mapping only works when the video mode is OpenGL. [[Installing_fs2_open#Video setup|See Video setup.]]<br />
<br />
====-glow====<br />
Enables glowmapping. Only polygons mapped with textures for which a glowmap exists will be glowmapped. Glow maps are specified with the base map name plus "-glow" (i.e. TCov4A-glow.pcx)<br />
<br />
====-jpgtga====<br />
Enables the use of TGA and JPG file formats for image files. If a ship is showing up partially invisible, select this option.<br />
Made default after 3.6.9<br />
<br />
====-pcx32====<br />
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/3eynan 2007/03/22]).}}<br />
<p></p><br />
{{Warning|This will not improve the rendering of any ships in-game, and is usually more of a burden on performance than is worthwhile. Use at your own risk.}}<br />
Enables PCX files to be loaded into 32-bit memory.<br />
<br />
====-cell====<br />
Enables cell shading. This will make graphics appear more "cartoonish". For use with media in mv_cell.vp. Not considered a standard enhancement.<br />
====-mipmap====<br />
Enables mipmapping.<br />
<br />
====-nomotiondebris====<br />
Disables motion debris.<br />
====-2d_poof====<br />
Applies nebula poofs in 2d, effectively preventing them from forming intersections with ships.<br />
====-noscalevid====<br />
Disables scaling of video clips.<br />
====-missile_lighting====<br />
Applys lighting to missiles.<br />
====-rlm====<br />
{{Note| This option is not present in builds after [http://tinyurl.com/2yndle 2005/09/30] and is now always on.}}<br />
Enables more accurate lighting model for OpenGL mode.<br />
<br />
----<br />
<br />
===Game Speed===<br />
====-img2dds====<br />
Converts all images to DDS (compressed) format. Decreases memory usage but potentially reduces image quality.<br />
====-no_vsync====<br />
Disables vertical sync.<br />
====-cache_bitmaps====<br />
Caches bitmaps between missions, which will ideally reduce the load-time from one mission to another.<br />
<br />
----<br />
<br />
===HUD===<br />
====-dualscanlines====<br />
Adds a second pair of scanning lines to the target window when scanning an object.<br />
====-targetinfo====<br />
Displays target info, such as name and class, beside the targeted object.<br />
====-orbradar====<br />
Enables 3D radar (the Orb). 3D radar will replace the standard 2D version.<br />
====-ballistic_gauge====<br />
Adds an ammo gauge to the HUD when armed with a ballistic weapon.<br />
====-rearm_timer====<br />
Displays time remaining until rearm and repair from a support ship is complete.<br />
<br />
----<br />
<br />
===Gameplay===<br />
====-smart_shields====<br />
Enables "smart" shield recharging. Shield recharge is distributed to the most damaged shield quadrant instead of being distributed equally across the entire shield and be wasted when a quadrant is full.<br />
====-ship_choice_3d====<br />
Use ship and weapon models in ship selection and weapon loadout. Completely disables the standard ANI interface on those screens.<br />
====-3dwarp====<br />
Use full geometry for the subspace warp effect.<br />
====-warp_flash====<br />
Enable a flash at warp in and warp out.<br />
====-UseNewAI====<br />
Tells the game to use new AI routines. This argument alters mission balance and is not considered a standard feature.<br />
====-tbp====<br />
Enable feature set for The Babylon Project<br />
====-wcsaga====<br />
Enable feature set for The Wing Commander Saga. <br />
<br />
It does the following changes to the normal FS2 engine behaviour:<br />
* It removes -class name in the briefing ship render window, (the window that appears when ship icons are clicked).<br />
* It removes enemy names ingame for wings of ships.<br />
* Enemies can scream when dying. (Without the flag only friendlies scream).<br />
<br />
----<br />
<br />
===Audio===<br />
====-snd_preload====<br />
Preload mission sounds. Useful in preventing game stuttering when sounds are played for the first time.<br />
====-nosound====<br />
Disables all sounds.<br />
====-nomusic====<br />
Disables music only.<br />
<br />
----<br />
<br />
===Multiplayer===<br />
====-standalone====<br />
Creates a standalone server.<br />
====-startgame====<br />
Once you launch and choose a pilot within the game, you will immediately have begun to host a game. This can be used in conjunction with several options to customize the game you create: -closed, -restricted, -password, -gamename, -allowabove, and -allowbelow. -startgame has no effect when -standalone is used.<br />
<br />
See related: [[Command-Line_Reference#-closed|-closed]] [[Command-Line_Reference#-restricted|-restricted]] [[Command-Line_Reference#-password|-password]] [[Command-Line_Reference#-gamename|-gamename]] [[Command-Line_Reference#-allowabove|-allowabove]] [[Command-Line_Reference#-allowbelow|-allowbelow]]<br />
<br />
====-closed====<br />
Hosts a new game in a closed state, where no one can join until the in-game "Close" button is cleared. This only works when used in conjunction with -startgame. Cannot be used in conjunction with -restricted or -password.<br />
<br />
See related: [[Command-Line_Reference#-startgame|-startgame]] [[Command-Line_Reference#-restricted|-restricted]] [[Command-Line_Reference#-password|-password]]<br />
<br />
====-restricted====<br />
Hosts a new game in a restricted state. The host is presented with option to accept or deny each client's request to join the game. This only works when used in conjunction with -startgame. Cannot be used in conjunction with -closed or -password.<br />
<br />
See related: [[Command-Line_Reference#-startgame|-startgame]] [[Command-Line_Reference#-closed|-closed]] [[Command-Line_Reference#-password|-password]]<br />
<br />
====-multilog====<br />
Creates a log file with a summary of packets sent and received in multiplayer games. The file is saved as \data\multi.log within the active mod folder - or with main data folder if no mod is active.<br />
<br />
====-clientdamage====<br />
<font color=yellow>This feature is not available in current builds.</font><br />
<br />
====-mpnoreturn====<br />
Disables return to the flight deck screen after a mission completes.<br />
<br />
----<br />
<br />
===Troubleshooting===<br />
====-fixbugs====<br />
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/3eynan 2007/03/22]).}}<br />
Originally used to disable certain crashing behavior as a stop-gap measure.<br />
<br />
====-nocrash====<br />
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/3eynan 2007/03/22]).}}<br />
Originally used to disable certain crashing behavior as a stop-gap measure.<br />
<br />
====-oldfire====<br />
<font color=yellow>This feature is not available in current builds.</font><br />
<br />
====-nohtl====<br />
{{Warning| Enabling this will significantly reduce performance.}}<br />
Reverts to software rendering mode.<br />
<br />
====-no_set_gamma====<br />
Disables the gamma settings in the options screen.<br />
====-nomovies====<br />
Disables all video playback.<br />
====-noparseerrors====<br />
Disables some parsing warnings and makes other parse errors non-fatal. Do not rely on this when creating new tables, the errors are there for a reason.<br />
====-safeloading====<br />
Loads missions the old way. Typically safer, but slower.<br />
====-query_speech====<br />
Determines if the current build includes text-to-speech.<br />
====-d3d_bad_tsys====<br />
Enable inefficient texture system.<br />
====-novbo====<br />
Disables OpenGL VBO.<br />
====-noibx====<br />
Disables IBX caching of model geometry data. This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.<br />
====-loadallweps====<br />
Load all weapons, even those not used.<br />
<br />
----<br />
<br />
===Experimental===<br />
====-alpha_env====<br />
Enables alpha environment mapping. OpenGL only. Environment mapping intensity will be determined from the alpha channel of specular maps.<br />
====-decals====<br />
Enables damage decals.<br />
(Decals have been disabled in builds after May 4, 2006)<br />
<br />
====-ingame_join====<br />
Enables ingame joining in multiplayer. FIXME: Host option?<br />
====-tga16====<br />
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/yr8tub 2006/04/05]).}}<br />
Originally used to converts TGA images to 16-bits in order to reduce memory footprint (at the expense of image quality), superseded by [[Command-Line_Reference#-closed|-img2dds]].<br />
----<br />
<br />
===Development Tools===<br />
====-fps====<br />
Displays current frames per second.<br />
====-pos====<br />
Displays current position coordinates of camera.<br />
====-window====<br />
Runs the game in a window. No check to make sure that resolution is no higher than your desktop resolution, so be careful.<br />
====-timerbar====<br />
Displays a timing bar across the top of the screen. Timebar format varies by build.<br />
====-stats====<br />
Shows total and free physical memory, virtual memory and system pagefile.<br />
<br />
====-coords====<br />
Shows coordinates of the mouse cursor.<br />
====-show_mem_usage====<br />
Shows detailed RAM usage in HUD.<br />
<br />
The meaning of the info displayed in the upper right corner is:<br />
<br />
'''DYN''' = dynamic memory, basically anything that's been allocated by the vm_* memory functions. This does NOT indicate total memory usage but does account for most of it.<br />
<br />
'''POF''' = model memory, how much memory is being used by models (does not include textures)<br />
<br />
'''C-BMP, BMP''' = bmpman memory, how much is used by the textures/images that are loaded. C-BMP means that you are using -cache_bitmaps and it will try to keep textures in memory between level loads and as the new level is loading it will keep what it needs and unload what it doesn't. Can greatly increase level loading speed, but does so at the cost of memory between level loads. This does not increase overall memory usage though, only during the loading screen. BMP means that it is not cached and all textures are unloaded from memory at the start of level load and all needed textures are then loaded from the disk again.<br />
<br />
'''S-RAM''' = sound memory, how much is used by the sounds loaded in memory at the time. This counts static sounds only (from sounds.tbl, etc.) and not streaming sounds (music, voices, briefing stuff, etc).<br />
<br />
'''V-RAM''' = approximate memory usage of video textures. This does not mean that your card has this much memory, and can report higher numbers that your card actually has memory. For OpenGL it also includes some of the geometry data, but this number does not reflect the total memory that your video card is using. It only reports how much data the game has purposefully loaded into API memory (meaning it could be in system memory, video card memory, or AGP memory).<br />
<br />
<br />
''(It only works with debug builds, not with release builds).''<br />
<br />
====-pofspew====<br />
Reads all objects in the pof file of the selected mod, and creates an ibx cache file for each object in the data/cache folder for that mod.<br />
Details for each object are output to a pofspew.txt file created in the data folder.<br />
Otherwise ibx files are created in game before each mission.<br />
<br />
====-tablecrcs====<br />
{{Sectstub}}<br />
<br />
====-missioncrcs====<br />
{{Sectstub}}<br />
<br />
====-dis_collisions====<br />
Disables all collisions.<br />
====-dis_weapons====<br />
Disables weapons rendering.<br />
====-output_sexps====<br />
Outputs SEXPs to sexps.html.<br />
====-output_scripting====<br />
Outputs scripting to scripting.html.<br />
====-nograb====<br />
Unix only. Disables focus grabbing in a window.<br />
==Other==<br />
The following options are not available as checkboxes in the launcher. Many require parameters, which follow the flag seperated by a space. The prototype for use in this case is "-option argument"<br />
===Graphics===<br />
====-ambient_factor====<br />
<br />
This must be entered into the "Custom flags" field. This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. FS2's standard value is 120. Try 75 for a good and realistic looking value. However, that is relative.<br />
<br />
====-no_emissive_light====<br />
By default, all ships in FS2 have a light generated on their own, it is more or less similar to a minimal amount of -ambient_factor. This feature was implemented to help the player seeing the ships over a black background. This flag disables this feature. Use it with a low -ambient_factor value to obtain an ultra realistic dark looking.<br />
<br />
====-spec_exp====<br />
<br />
This must be used with the -spec command line parameter and must be entered into the "Custom flags" field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16, however 11 is recommended. However, that is relative.<br />
<br />
====-spec_point====<br />
<br />
This must be used with the -spec command line parameter and must be entered into the<br />
"Custom flags" field. Adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. Default is 1.0, however 0.6 is recommended. However, that is relative.<br />
<br />
====-spec_static====<br />
<br />
This must be used with the -spec command line parameter and must be entered into the "Custom flags" field. Adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however is 0.8 recommended. However, that is relative.<br />
<br />
====-spec_tube====<br />
<br />
This must be used with the -spec command line parameter and must be entered into the "Custom flags" field. Adjusts how much Beam Weapons contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however 0.4 is recommended. However, that is relative.<br />
<br />
====-clipdist====<br />
Changes the distance from the viewpoint for the near-clipping plane.<br />
<br />
Takes one argument decimal specifying the distance to the near-clipping plane.<br />
<br />
====-ogl_spec====<br />
'''''OpenGL Only'''''. Takes a numerical argument. This value changes the basic shininess of the specular light in OpenGL. A lower value reduces the overall intensity of the light making it broader and less powerful. A higher value makes it more focued and brighter. The default value is 80, and the usable range is 0 to 128 (clamped). The original default value was 60, but it was raised to behave more D3D like.<br />
<br />
<br />
----<br />
<br />
===Gameplay===<br />
====-mod====<br />
{{Note| Please note that the ''mod.ini'' file is a feature exclusive to the Windows Launcher.}}<br />
Specifies in which folders inside Freespace2 directory, the game looks for all the game data (models, missions, textures, tables, ...). Retail version only looks inside ''Freespace2/data/'' structure and ''Freespace2/vp archives''.<br />
<br />
This flag allows installing several different mods that modify retail behaviour, and switching between them without needing to erase files or having undesired cross effects. Each mod should be installed in its own folder.<br />
<br />
It takes one argument string: the chain of names of the used directories. Comma (''',''') must be used as separator. In this way, '''-mod dir1,dir2,dir3,...,dirx''' causes the game to use the following directory precedence:<br />
<br />
#Freespace2/dir1/<br />
#Freespace2/dir2/<br />
#Freespace2/dir3/<br />
# ... (the rest of the typed directories) ...<br />
#Freespace2/dirx/<br />
#Freespace2/<br />
<br />
:::Please note. Freespace Open doesn't like spaces in directories (in the full path) so do not install the game within ''Program Files/Freespace2'' or ''Games/Freespace 2'' and, of course, do not use spaces within mod directories (''dir1'' is OK but ''dir 1'' isn't).<br />
<br />
This flag can be indirectly set, (and it is normally set), through Launcher MOD tab and mod.ini file. Within this Launcher tab you can select one directory, (let's call it ''moddir''), so the flag is at least set to '''-mod moddir'''. If ''Freespace2/moddir/mod.ini'' exists, (its format must be plain text), it will be read and, inside it, the following section and lines can be used to modify the -mod flag too:<br />
<br />
[multimod] <br />
PrimaryList = Pri1,Pri2,...(the rest of desired directories)...,Prix; <br />
SecondaryList = Sec1,Sec2,...(the rest of desired directories)...,Secx;<br />
<br />
(Please note the ending semicolon (;) in each list line). With these lines the following flag would be built:<br />
: '''-mod Pri1,Pri2,...,Prix,moddir,Sec1,Sec2,...,Secx'''<br />
<br />
If primary or secondary folders aren't used, their respective line can be erased or it can be typed as ''xxxxxxList = ;''.<br />
<br />
::: '''''PLEASE NOTE''': '''Launcher v 5.4''', or later, '''must be used'''. Earlier versions had some bugs that would cause the previous explanation about mod.ini fail.''<br />
<br />
::: The most common use of mod.ini and SecondaryList is sharing resources between mods. And the best example is the enhaced media vps from SCP crew. Most of the people install them in a folder called ''mediavps'' inside ''Freespace2''. In this way when running retail FS2 they do not interfere with this original game version that doesn't use this -mod flag feature. When using FS2_Open but without mods, you just need to select ''mediavps'' in Launcher MOD tab to use them. And if you want to enjoy those enhacenments while playing any 'real' mod, you just need to put a mod.ini file inside its ''moddir'' with at least a ''SecondaryList = mediavps;'' line.<br />
<br />
Nested directories can be also used. As example imagine that you have all your mods inside a main folder called ''MyMods'' and that shared resources like Media VPs are also in another folder called ''Resources''. In this way you could have:<br />
<br />
*/Freespace2/MyMods/ModWhatever1/<br />
*/Freespace2/MyMods/ModWhatever2/<br />
*...<br />
*/Freespace2/MyMods/ModWhateverx/<br />
*/Freespace2/Resources/mediavps/<br />
<br />
Then imagine that you want to use ''ModWhatever1'' with ''mediavps'' enhacenment. Your mod flag should be set to '''-mod MyMods/ModWhatever1,Resources/mediavps'''. Like always, you could type this flag as a custom flag or you could select ''MyMods/ModWhatever1'' in Launcher MOD Tab and in its mod.ini file type:<br />
[multimod] <br />
SecondaryList = Resources/mediavps;<br />
{{Note|Please note that your path structure will use \ instead of / in a Windows environment.}}<br />
<br />
'''Data precedence'''<br />
<br />
Inside each directory, data precedence is the following:<br />
<br />
#Individual files located in ''Current_dir/data/'' subdir structure. See [[FS2_Data_Structure|FS2 Data Structure topic]] for deeper info about the different folders and contents this structure has.<br />
#Files located inside vp archives. (These vp archives are 'similar' to zip archives, they just contain other files and folders. Moreover, files have to be stored using the same ''data/'' structure used outside it). <br>Vp archives are read in alphabetical order so aaa.vp files have higher priority than aab.vp files and so on.<br />
<br />
The highest priority file overrides the rest of them. In this way, if you have a ''Mission.fs2'' inside ''Freespace2/Pri1/data/missions/'' it doesn't matter how this ''Mission.fs2'' is inside ''Freespace2/Pri1/aaa.vp'', ''Freespace2/Pri1/aab.vp'', ... or ''Freespace2/data/missions/''. This data precedence allows the user to quickly replace old files by corrected or enhaced ones adding them in a higher priority place.<br />
<br />
<br />
'''Additional notes'''<br />
# As derived from the explanation, the exact names for directories or vp archives are actually irrelevant. It only matters the directory order inside -mod flag argument and the alphabetical order for vp archives inside each used directory.<br />
# This flag is also used by FRED. So if there is special mod info, (like backgrounds maps, ship models or whatever), it must be typed, (''Fred2_Open_r.exe -MOD whatever''), or FRED won't be able to use it. No Launcher MOD tab is available for this use.<br />
# Be careful while typing the directory names in the flag argument or inside mod.ini files. The program doesn't check if the typed directories exist. If they do not exist, they are just ignored. No warnings, no errors, no messages at all.<br />
<br />
{{Warning| '''Priority and Texture Formats'''<br />
<br />
FS2_Open can use several file formats in textures: [http://en.wikipedia.org/wiki/PCX PCX], [http://en.wikipedia.org/wiki/DirectDraw_Surface DDS], [http://en.wikipedia.org/wiki/JPG JPG] and [http://en.wikipedia.org/wiki/TGA TGA]. Make sure you keep the format when you update your texture. For example if you update the old ''TextureOfMyFighter.tga'', do not save it as ''TextureOfMyFighter.dds'' in a higher priority place, because there is a chance of the game loading the old one despite of all.<br />
<br />
The reason to do this is that, at least in FS2_Open v3.6.9. and previous versions, loading process (including priorities) is applied firstly for a kind of textures (TGAs), then for another kind (JPGs), and so on. The exact order of this global texture type priority may change in the future but nevertheless there is always going to be a fixed loading order between them. This behaviour can lead to situation where your new, updated and higher priority placed texture is not read because the format of the older one.<br />
<br />
The reason of this behaviour relays in the way the game looks for files. Without this way of coding, the number of file searches would hugely increase, so mission loading times would be much higher.<br />
}}<br />
<br />
====-fov====<br />
Specifies the Field of View for the player eyepoint.<br />
<br />
Takes one argument decimal specifying the angle of the viewing cone in radians, from 0 to 2*pi<br />
<br />
You can set the cone of view making things look bigger/smaller. The problem with this is that if you choose a small FOV, you will have a squashed look on the edges of your screen - stretched edges with a too high FOV. It is recommended to change the FOV as FS2 normally has some perspective distortion at the screen edges (FOV too high). Set the FOV to something like 0.39 - it will fix the distortion problem, and (as a nice side effect) will make everything look bigger and more realistic scale-wise. The default is 0.75, if you go higher, you'll get the fish-eye effect. Feel free to experiment. This must be entered into the "Custom flags" field<br />
<br />
''Because of an active bug, FOV can misalign target boxes, effects, etc. Please check [http://lore.maxgaming.net/~scp/mantis/bug_view_advanced_page.php?bug_id=0000083 Mantis bug 083 status]if you are going to change the default value. Even with the default value, (no flag), there are small distortions.''<br />
<br />
----<br />
<br />
===Multiplayer===<br />
====-gamename====<br />
Specifies the name of the game to be created by the host. This only works when used in conjunction with -startgame. <br />
<br />
Takes one argument string, the name to be assigned to the game being created.<br />
<br />
This argument does nothing when used with -standalone. To set the name for a standalone server, see [[Multiplayer(Main)#Standalone Servers|Standalone Servers]].<br />
<br />
See related:&nbsp;&nbsp; [[Command-Line_Reference#-startgame|-startgame]]&nbsp;&nbsp; [[Multiplayer(Main)#Standalone Servers|Standalone Servers]]<br />
<br />
====-password====<br />
Specifies the password for a stand-alone server. This only works when used in conjunction with -startgame. Cannot be used in conjunction with -closed or -restricted.<br />
<br />
Takes one argument string, the required password for the game being created.<br />
<br />
See related: [[Command-Line_Reference#-startgame|-startgame]] [[Command-Line_Reference#-closed|-closed]] [[Command-Line_Reference#-restricted|-restricted]]<br />
<br />
====-allowabove====<br />
Specifies a player's minimum rank for joining a game. This only works when used in conjunction with -startgame.<br />
<br />
Takes one argument integer, the points ranking above which a player must be to enter the game.<br />
<br />
See related: [[Command-Line_Reference#-startgame|-startgame]]<br />
<br />
====-allowbelow====<br />
Specifies a player's maximum rank for joining a game on a stand-alone server. This only works when used in conjunction with -startgame.<br />
<br />
Takes one argument integer, the points ranking below which a player must be to enter the game.<br />
<br />
See related: [[Command-Line_Reference#-startgame|-startgame]]<br />
<br />
====-port====<br />
Specifies the port on which to host a game or serve a stand-alone game.<br />
<br />
Takes one argument integer, the port on which the host will listen for clients.<br />
<br />
====-connect====<br />
{{Sectstub}}<br />
<br />
====-timeout====<br />
{{Sectstub}}<br />
<br />
====-cap_object_update====<br />
Caps the maximum object update the server will respond to regardless of what the client has set. If the client is set to request high object updates but the server is capped to low then that's all the client will get. <br />
<br />
Takes one argument integer (0 to 3) which corresponds to the object update cap (With 0 being low and 3 being LAN).<br />
<br />
[[Category:Lists]]<br />
[[Category:Source Code Project]]</div>Ni1shttps://wiki.hard-light.net/index.php?title=Command-Line_Reference&diff=13314Command-Line Reference2007-10-18T17:48:19Z<p>Ni1s: /* Other */ Removed duplicate no_emissive_light.</p>
<hr />
<div>==Launcher Flags==<br />
The following command-line options can be chosen from the launcher. <br />
===Graphics===<br />
====-spec====<br />
Enables specular mapping. Only polygons mapped with textures for which a shinemap exists will recieve specular mapping; no attempt is made to generate spec maps where they do not exist. Specular maps are specified with the base map name plus "-shine" (i.e. TCov3A-shine.pcx).<br />
====-env====<br />
Enables environment mapping. Environment mapping intensity will be determined from the intensity of specular maps. At the time of this writing (build 3.6.9 RC7), environment mapping only works when the video mode is OpenGL. [[Installing_fs2_open#Video setup|See Video setup.]]<br />
<br />
====-glow====<br />
Enables glowmapping. Only polygons mapped with textures for which a glowmap exists will be glowmapped. Glow maps are specified with the base map name plus "-glow" (i.e. TCov4A-glow.pcx)<br />
<br />
====-jpgtga====<br />
Enables the use of TGA and JPG file formats for image files. If a ship is showing up partially invisible, select this option.<br />
Made default after 3.6.9<br />
<br />
====-pcx32====<br />
{{Warning|This will not improve the rendering of any ships in-game, and is usually more of a burden on performance than is worthwhile. Use at your own risk. Removed from launcher options post version 3.6.7.}}<br />
Enables PCX files to be loaded into 32-bit memory.<br />
<br />
====-cell====<br />
Enables cell shading. This will make graphics appear more "cartoonish". For use with media in mv_cell.vp. Not considered a standard enhancement.<br />
====-mipmap====<br />
Enables mipmapping.<br />
<br />
====-nomotiondebris====<br />
Disables motion debris.<br />
====-2d_poof====<br />
Applies nebula poofs in 2d, effectively preventing them from forming intersections with ships.<br />
====-noscalevid====<br />
Disables scaling of video clips.<br />
====-missile_lighting====<br />
Applys lighting to missiles.<br />
====-rlm====<br />
{{Note| This option is not present in builds after [http://tinyurl.com/2yndle 2005/09/30] and is now always on.}}<br />
Enables more accurate lighting model for OpenGL mode.<br />
<br />
----<br />
<br />
===Game Speed===<br />
====-img2dds====<br />
Converts all images to DDS (compressed) format. Decreases memory usage but potentially reduces image quality.<br />
====-no_vsync====<br />
Disables vertical sync.<br />
====-cache_bitmaps====<br />
Caches bitmaps between missions, which will ideally reduce the load-time from one mission to another.<br />
<br />
----<br />
<br />
===HUD===<br />
====-dualscanlines====<br />
Adds a second pair of scanning lines to the target window when scanning an object.<br />
====-targetinfo====<br />
Displays target info, such as name and class, beside the targeted object.<br />
====-orbradar====<br />
Enables 3D radar (the Orb). 3D radar will replace the standard 2D version.<br />
====-ballistic_gauge====<br />
Adds an ammo gauge to the HUD when armed with a ballistic weapon.<br />
====-rearm_timer====<br />
Displays time remaining until rearm and repair from a support ship is complete.<br />
<br />
----<br />
<br />
===Gameplay===<br />
====-smart_shields====<br />
Enables "smart" shield recharging. Shield recharge is distributed to the most damaged shield quadrant instead of being distributed equally across the entire shield and be wasted when a quadrant is full.<br />
====-ship_choice_3d====<br />
Use ship and weapon models in ship selection and weapon loadout. Completely disables the standard ANI interface on those screens.<br />
====-3dwarp====<br />
Use full geometry for the subspace warp effect.<br />
====-warp_flash====<br />
Enable a flash at warp in and warp out.<br />
====-UseNewAI====<br />
Tells the game to use new AI routines. This argument alters mission balance and is not considered a standard feature.<br />
====-tbp====<br />
Enable feature set for The Babylon Project<br />
====-wcsaga====<br />
Enable feature set for The Wing Commander Saga. <br />
<br />
It does the following changes to the normal FS2 engine behaviour:<br />
* It removes -class name in the briefing ship render window, (the window that appears when ship icons are clicked).<br />
* It removes enemy names ingame for wings of ships.<br />
* Enemies can scream when dying. (Without the flag only friendlies scream).<br />
<br />
----<br />
<br />
===Audio===<br />
====-snd_preload====<br />
Preload mission sounds. Useful in preventing game stuttering when sounds are played for the first time.<br />
====-nosound====<br />
Disables all sounds.<br />
====-nomusic====<br />
Disables music only.<br />
<br />
----<br />
<br />
===Multiplayer===<br />
====-standalone====<br />
Creates a standalone server.<br />
====-startgame====<br />
Once you launch and choose a pilot within the game, you will immediately have begun to host a game. This can be used in conjunction with several options to customize the game you create: -closed, -restricted, -password, -gamename, -allowabove, and -allowbelow. -startgame has no effect when -standalone is used.<br />
<br />
See related: [[Command-Line_Reference#-closed|-closed]] [[Command-Line_Reference#-restricted|-restricted]] [[Command-Line_Reference#-password|-password]] [[Command-Line_Reference#-gamename|-gamename]] [[Command-Line_Reference#-allowabove|-allowabove]] [[Command-Line_Reference#-allowbelow|-allowbelow]]<br />
<br />
====-closed====<br />
Hosts a new game in a closed state, where no one can join until the in-game "Close" button is cleared. This only works when used in conjunction with -startgame. Cannot be used in conjunction with -restricted or -password.<br />
<br />
See related: [[Command-Line_Reference#-startgame|-startgame]] [[Command-Line_Reference#-restricted|-restricted]] [[Command-Line_Reference#-password|-password]]<br />
<br />
====-restricted====<br />
Hosts a new game in a restricted state. The host is presented with option to accept or deny each client's request to join the game. This only works when used in conjunction with -startgame. Cannot be used in conjunction with -closed or -password.<br />
<br />
See related: [[Command-Line_Reference#-startgame|-startgame]] [[Command-Line_Reference#-closed|-closed]] [[Command-Line_Reference#-password|-password]]<br />
<br />
====-multilog====<br />
Creates a log file with a summary of packets sent and received in multiplayer games. The file is saved as \data\multi.log within the active mod folder - or with main data folder if no mod is active.<br />
<br />
====-clientdamage====<br />
<font color=yellow>This feature is not available in current builds.</font><br />
<br />
====-mpnoreturn====<br />
Disables return to the flight deck screen after a mission completes.<br />
<br />
----<br />
<br />
===Troubleshooting===<br />
====-fixbugs====<br />
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/3eynan 2007/03/22]).}}<br />
Originally used to disable certain crashing behavior as a stop-gap measure.<br />
<br />
====-nocrash====<br />
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/3eynan 2007/03/22]).}}<br />
Originally used to disable certain crashing behavior as a stop-gap measure.<br />
<br />
====-oldfire====<br />
<font color=yellow>This feature is not available in current builds.</font><br />
<br />
====-nohtl====<br />
{{Warning| Enabling this will significantly reduce performance.}}<br />
Reverts to software rendering mode.<br />
<br />
====-no_set_gamma====<br />
Disables the gamma settings in the options screen.<br />
====-nomovies====<br />
Disables all video playback.<br />
====-noparseerrors====<br />
Disables some parsing warnings and makes other parse errors non-fatal. Do not rely on this when creating new tables, the errors are there for a reason.<br />
====-safeloading====<br />
Loads missions the old way. Typically safer, but slower.<br />
====-query_speech====<br />
Determines if the current build includes text-to-speech.<br />
====-d3d_bad_tsys====<br />
Enable inefficient texture system.<br />
====-novbo====<br />
Disables OpenGL VBO.<br />
====-noibx====<br />
Disables IBX caching of model geometry data. This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.<br />
====-loadallweps====<br />
Load all weapons, even those not used.<br />
<br />
----<br />
<br />
===Experimental===<br />
====-alpha_env====<br />
Enables alpha environment mapping. OpenGL only. Environment mapping intensity will be determined from the alpha channel of specular maps.<br />
====-decals====<br />
Enables damage decals.<br />
(Decals have been disabled in builds after May 4, 2006)<br />
<br />
====-ingame_join====<br />
Enables ingame joining in multiplayer. FIXME: Host option?<br />
====-tga16====<br />
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/yr8tub 2006/04/05]).}}<br />
Originally used to converts TGA images to 16-bits in order to reduce memory footprint (at the expense of image quality), superseded by [[Command-Line_Reference#-closed|-img2dds]].<br />
----<br />
<br />
===Development Tools===<br />
====-fps====<br />
Displays current frames per second.<br />
====-pos====<br />
Displays current position coordinates of camera.<br />
====-window====<br />
Runs the game in a window. No check to make sure that resolution is no higher than your desktop resolution, so be careful.<br />
====-timerbar====<br />
Displays a timing bar across the top of the screen. Timebar format varies by build.<br />
====-stats====<br />
Shows total and free physical memory, virtual memory and system pagefile.<br />
<br />
====-coords====<br />
Shows coordinates of the mouse cursor.<br />
====-show_mem_usage====<br />
Shows detailed RAM usage in HUD.<br />
<br />
The meaning of the info displayed in the upper right corner is:<br />
<br />
'''DYN''' = dynamic memory, basically anything that's been allocated by the vm_* memory functions. This does NOT indicate total memory usage but does account for most of it.<br />
<br />
'''POF''' = model memory, how much memory is being used by models (does not include textures)<br />
<br />
'''C-BMP, BMP''' = bmpman memory, how much is used by the textures/images that are loaded. C-BMP means that you are using -cache_bitmaps and it will try to keep textures in memory between level loads and as the new level is loading it will keep what it needs and unload what it doesn't. Can greatly increase level loading speed, but does so at the cost of memory between level loads. This does not increase overall memory usage though, only during the loading screen. BMP means that it is not cached and all textures are unloaded from memory at the start of level load and all needed textures are then loaded from the disk again.<br />
<br />
'''S-RAM''' = sound memory, how much is used by the sounds loaded in memory at the time. This counts static sounds only (from sounds.tbl, etc.) and not streaming sounds (music, voices, briefing stuff, etc).<br />
<br />
'''V-RAM''' = approximate memory usage of video textures. This does not mean that your card has this much memory, and can report higher numbers that your card actually has memory. For OpenGL it also includes some of the geometry data, but this number does not reflect the total memory that your video card is using. It only reports how much data the game has purposefully loaded into API memory (meaning it could be in system memory, video card memory, or AGP memory).<br />
<br />
<br />
''(It only works with debug builds, not with release builds).''<br />
<br />
====-pofspew====<br />
Reads all objects in the pof file of the selected mod, and creates an ibx cache file for each object in the data/cache folder for that mod.<br />
Details for each object are output to a pofspew.txt file created in the data folder.<br />
Otherwise ibx files are created in game before each mission.<br />
<br />
====-tablecrcs====<br />
{{Sectstub}}<br />
<br />
====-missioncrcs====<br />
{{Sectstub}}<br />
<br />
====-dis_collisions====<br />
Disables all collisions.<br />
====-dis_weapons====<br />
Disables weapons rendering.<br />
====-output_sexps====<br />
Outputs SEXPs to sexps.html.<br />
====-output_scripting====<br />
Outputs scripting to scripting.html.<br />
====-nograb====<br />
Unix only. Disables focus grabbing in a window.<br />
==Other==<br />
The following options are not available as checkboxes in the launcher. Many require parameters, which follow the flag seperated by a space. The prototype for use in this case is "-option argument"<br />
===Graphics===<br />
====-ambient_factor====<br />
<br />
This must be entered into the "Custom flags" field. This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. FS2's standard value is 120. Try 75 for a good and realistic looking value. However, that is relative.<br />
<br />
====-no_emissive_light====<br />
By default, all ships in FS2 have a light generated on their own, it is more or less similar to a minimal amount of -ambient_factor. This feature was implemented to help the player seeing the ships over a black background. This flag disables this feature. Use it with a low -ambient_factor value to obtain an ultra realistic dark looking.<br />
<br />
====-spec_exp====<br />
<br />
This must be used with the -spec command line parameter and must be entered into the "Custom flags" field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16, however 11 is recommended. However, that is relative.<br />
<br />
====-spec_point====<br />
<br />
This must be used with the -spec command line parameter and must be entered into the<br />
"Custom flags" field. Adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. Default is 1.0, however 0.6 is recommended. However, that is relative.<br />
<br />
====-spec_static====<br />
<br />
This must be used with the -spec command line parameter and must be entered into the "Custom flags" field. Adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however is 0.8 recommended. However, that is relative.<br />
<br />
====-spec_tube====<br />
<br />
This must be used with the -spec command line parameter and must be entered into the "Custom flags" field. Adjusts how much Beam Weapons contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however 0.4 is recommended. However, that is relative.<br />
<br />
====-clipdist====<br />
Changes the distance from the viewpoint for the near-clipping plane.<br />
<br />
Takes one argument decimal specifying the distance to the near-clipping plane.<br />
<br />
====-ogl_spec====<br />
'''''OpenGL Only'''''. Takes a numerical argument. This value changes the basic shininess of the specular light in OpenGL. A lower value reduces the overall intensity of the light making it broader and less powerful. A higher value makes it more focued and brighter. The default value is 80, and the usable range is 0 to 128 (clamped). The original default value was 60, but it was raised to behave more D3D like.<br />
<br />
<br />
----<br />
<br />
===Gameplay===<br />
====-mod====<br />
{{Note| Please note that the ''mod.ini'' file is a feature exclusive to the Windows Launcher.}}<br />
Specifies in which folders inside Freespace2 directory, the game looks for all the game data (models, missions, textures, tables, ...). Retail version only looks inside ''Freespace2/data/'' structure and ''Freespace2/vp archives''.<br />
<br />
This flag allows installing several different mods that modify retail behaviour, and switching between them without needing to erase files or having undesired cross effects. Each mod should be installed in its own folder.<br />
<br />
It takes one argument string: the chain of names of the used directories. Comma (''',''') must be used as separator. In this way, '''-mod dir1,dir2,dir3,...,dirx''' causes the game to use the following directory precedence:<br />
<br />
#Freespace2/dir1/<br />
#Freespace2/dir2/<br />
#Freespace2/dir3/<br />
# ... (the rest of the typed directories) ...<br />
#Freespace2/dirx/<br />
#Freespace2/<br />
<br />
:::Please note. Freespace Open doesn't like spaces in directories (in the full path) so do not install the game within ''Program Files/Freespace2'' or ''Games/Freespace 2'' and, of course, do not use spaces within mod directories (''dir1'' is OK but ''dir 1'' isn't).<br />
<br />
This flag can be indirectly set, (and it is normally set), through Launcher MOD tab and mod.ini file. Within this Launcher tab you can select one directory, (let's call it ''moddir''), so the flag is at least set to '''-mod moddir'''. If ''Freespace2/moddir/mod.ini'' exists, (its format must be plain text), it will be read and, inside it, the following section and lines can be used to modify the -mod flag too:<br />
<br />
[multimod] <br />
PrimaryList = Pri1,Pri2,...(the rest of desired directories)...,Prix; <br />
SecondaryList = Sec1,Sec2,...(the rest of desired directories)...,Secx;<br />
<br />
(Please note the ending semicolon (;) in each list line). With these lines the following flag would be built:<br />
: '''-mod Pri1,Pri2,...,Prix,moddir,Sec1,Sec2,...,Secx'''<br />
<br />
If primary or secondary folders aren't used, their respective line can be erased or it can be typed as ''xxxxxxList = ;''.<br />
<br />
::: '''''PLEASE NOTE''': '''Launcher v 5.4''', or later, '''must be used'''. Earlier versions had some bugs that would cause the previous explanation about mod.ini fail.''<br />
<br />
::: The most common use of mod.ini and SecondaryList is sharing resources between mods. And the best example is the enhaced media vps from SCP crew. Most of the people install them in a folder called ''mediavps'' inside ''Freespace2''. In this way when running retail FS2 they do not interfere with this original game version that doesn't use this -mod flag feature. When using FS2_Open but without mods, you just need to select ''mediavps'' in Launcher MOD tab to use them. And if you want to enjoy those enhacenments while playing any 'real' mod, you just need to put a mod.ini file inside its ''moddir'' with at least a ''SecondaryList = mediavps;'' line.<br />
<br />
Nested directories can be also used. As example imagine that you have all your mods inside a main folder called ''MyMods'' and that shared resources like Media VPs are also in another folder called ''Resources''. In this way you could have:<br />
<br />
*/Freespace2/MyMods/ModWhatever1/<br />
*/Freespace2/MyMods/ModWhatever2/<br />
*...<br />
*/Freespace2/MyMods/ModWhateverx/<br />
*/Freespace2/Resources/mediavps/<br />
<br />
Then imagine that you want to use ''ModWhatever1'' with ''mediavps'' enhacenment. Your mod flag should be set to '''-mod MyMods/ModWhatever1,Resources/mediavps'''. Like always, you could type this flag as a custom flag or you could select ''MyMods/ModWhatever1'' in Launcher MOD Tab and in its mod.ini file type:<br />
[multimod] <br />
SecondaryList = Resources/mediavps;<br />
{{Note|Please note that your path structure will use \ instead of / in a Windows environment.}}<br />
<br />
'''Data precedence'''<br />
<br />
Inside each directory, data precedence is the following:<br />
<br />
#Individual files located in ''Current_dir/data/'' subdir structure. See [[FS2_Data_Structure|FS2 Data Structure topic]] for deeper info about the different folders and contents this structure has.<br />
#Files located inside vp archives. (These vp archives are 'similar' to zip archives, they just contain other files and folders. Moreover, files have to be stored using the same ''data/'' structure used outside it). <br>Vp archives are read in alphabetical order so aaa.vp files have higher priority than aab.vp files and so on.<br />
<br />
The highest priority file overrides the rest of them. In this way, if you have a ''Mission.fs2'' inside ''Freespace2/Pri1/data/missions/'' it doesn't matter how this ''Mission.fs2'' is inside ''Freespace2/Pri1/aaa.vp'', ''Freespace2/Pri1/aab.vp'', ... or ''Freespace2/data/missions/''. This data precedence allows the user to quickly replace old files by corrected or enhaced ones adding them in a higher priority place.<br />
<br />
<br />
'''Additional notes'''<br />
# As derived from the explanation, the exact names for directories or vp archives are actually irrelevant. It only matters the directory order inside -mod flag argument and the alphabetical order for vp archives inside each used directory.<br />
# This flag is also used by FRED. So if there is special mod info, (like backgrounds maps, ship models or whatever), it must be typed, (''Fred2_Open_r.exe -MOD whatever''), or FRED won't be able to use it. No Launcher MOD tab is available for this use.<br />
# Be careful while typing the directory names in the flag argument or inside mod.ini files. The program doesn't check if the typed directories exist. If they do not exist, they are just ignored. No warnings, no errors, no messages at all.<br />
<br />
{{Warning| '''Priority and Texture Formats'''<br />
<br />
FS2_Open can use several file formats in textures: [http://en.wikipedia.org/wiki/PCX PCX], [http://en.wikipedia.org/wiki/DirectDraw_Surface DDS], [http://en.wikipedia.org/wiki/JPG JPG] and [http://en.wikipedia.org/wiki/TGA TGA]. Make sure you keep the format when you update your texture. For example if you update the old ''TextureOfMyFighter.tga'', do not save it as ''TextureOfMyFighter.dds'' in a higher priority place, because there is a chance of the game loading the old one despite of all.<br />
<br />
The reason to do this is that, at least in FS2_Open v3.6.9. and previous versions, loading process (including priorities) is applied firstly for a kind of textures (TGAs), then for another kind (JPGs), and so on. The exact order of this global texture type priority may change in the future but nevertheless there is always going to be a fixed loading order between them. This behaviour can lead to situation where your new, updated and higher priority placed texture is not read because the format of the older one.<br />
<br />
The reason of this behaviour relays in the way the game looks for files. Without this way of coding, the number of file searches would hugely increase, so mission loading times would be much higher.<br />
}}<br />
<br />
====-fov====<br />
Specifies the Field of View for the player eyepoint.<br />
<br />
Takes one argument decimal specifying the angle of the viewing cone in radians, from 0 to 2*pi<br />
<br />
You can set the cone of view making things look bigger/smaller. The problem with this is that if you choose a small FOV, you will have a squashed look on the edges of your screen - stretched edges with a too high FOV. It is recommended to change the FOV as FS2 normally has some perspective distortion at the screen edges (FOV too high). Set the FOV to something like 0.39 - it will fix the distortion problem, and (as a nice side effect) will make everything look bigger and more realistic scale-wise. The default is 0.75, if you go higher, you'll get the fish-eye effect. Feel free to experiment. This must be entered into the "Custom flags" field<br />
<br />
''Because of an active bug, FOV can misalign target boxes, effects, etc. Please check [http://lore.maxgaming.net/~scp/mantis/bug_view_advanced_page.php?bug_id=0000083 Mantis bug 083 status]if you are going to change the default value. Even with the default value, (no flag), there are small distortions.''<br />
<br />
----<br />
<br />
===Multiplayer===<br />
====-gamename====<br />
Specifies the name of the game to be created by the host. This only works when used in conjunction with -startgame. <br />
<br />
Takes one argument string, the name to be assigned to the game being created.<br />
<br />
This argument does nothing when used with -standalone. To set the name for a standalone server, see [[Multiplayer(Main)#Standalone Servers|Standalone Servers]].<br />
<br />
See related:&nbsp;&nbsp; [[Command-Line_Reference#-startgame|-startgame]]&nbsp;&nbsp; [[Multiplayer(Main)#Standalone Servers|Standalone Servers]]<br />
<br />
====-password====<br />
Specifies the password for a stand-alone server. This only works when used in conjunction with -startgame. Cannot be used in conjunction with -closed or -restricted.<br />
<br />
Takes one argument string, the required password for the game being created.<br />
<br />
See related: [[Command-Line_Reference#-startgame|-startgame]] [[Command-Line_Reference#-closed|-closed]] [[Command-Line_Reference#-restricted|-restricted]]<br />
<br />
====-allowabove====<br />
Specifies a player's minimum rank for joining a game. This only works when used in conjunction with -startgame.<br />
<br />
Takes one argument integer, the points ranking above which a player must be to enter the game.<br />
<br />
See related: [[Command-Line_Reference#-startgame|-startgame]]<br />
<br />
====-allowbelow====<br />
Specifies a player's maximum rank for joining a game on a stand-alone server. This only works when used in conjunction with -startgame.<br />
<br />
Takes one argument integer, the points ranking below which a player must be to enter the game.<br />
<br />
See related: [[Command-Line_Reference#-startgame|-startgame]]<br />
<br />
====-port====<br />
Specifies the port on which to host a game or serve a stand-alone game.<br />
<br />
Takes one argument integer, the port on which the host will listen for clients.<br />
<br />
====-connect====<br />
{{Sectstub}}<br />
<br />
====-timeout====<br />
{{Sectstub}}<br />
<br />
====-cap_object_update====<br />
Caps the maximum object update the server will respond to regardless of what the client has set. If the client is set to request high object updates but the server is capped to low then that's all the client will get. <br />
<br />
Takes one argument integer (0 to 3) which corresponds to the object update cap (With 0 being low and 3 being LAN).<br />
<br />
[[Category:Lists]]<br />
[[Category:Source Code Project]]</div>Ni1shttps://wiki.hard-light.net/index.php?title=Command-Line_Reference&diff=13313Command-Line Reference2007-10-18T17:46:48Z<p>Ni1s: /* Gameplay */ Fiddled with -mod.</p>
<hr />
<div>==Launcher Flags==<br />
The following command-line options can be chosen from the launcher. <br />
===Graphics===<br />
====-spec====<br />
Enables specular mapping. Only polygons mapped with textures for which a shinemap exists will recieve specular mapping; no attempt is made to generate spec maps where they do not exist. Specular maps are specified with the base map name plus "-shine" (i.e. TCov3A-shine.pcx).<br />
====-env====<br />
Enables environment mapping. Environment mapping intensity will be determined from the intensity of specular maps. At the time of this writing (build 3.6.9 RC7), environment mapping only works when the video mode is OpenGL. [[Installing_fs2_open#Video setup|See Video setup.]]<br />
<br />
====-glow====<br />
Enables glowmapping. Only polygons mapped with textures for which a glowmap exists will be glowmapped. Glow maps are specified with the base map name plus "-glow" (i.e. TCov4A-glow.pcx)<br />
<br />
====-jpgtga====<br />
Enables the use of TGA and JPG file formats for image files. If a ship is showing up partially invisible, select this option.<br />
Made default after 3.6.9<br />
<br />
====-pcx32====<br />
{{Warning|This will not improve the rendering of any ships in-game, and is usually more of a burden on performance than is worthwhile. Use at your own risk. Removed from launcher options post version 3.6.7.}}<br />
Enables PCX files to be loaded into 32-bit memory.<br />
<br />
====-cell====<br />
Enables cell shading. This will make graphics appear more "cartoonish". For use with media in mv_cell.vp. Not considered a standard enhancement.<br />
====-mipmap====<br />
Enables mipmapping.<br />
<br />
====-nomotiondebris====<br />
Disables motion debris.<br />
====-2d_poof====<br />
Applies nebula poofs in 2d, effectively preventing them from forming intersections with ships.<br />
====-noscalevid====<br />
Disables scaling of video clips.<br />
====-missile_lighting====<br />
Applys lighting to missiles.<br />
====-rlm====<br />
{{Note| This option is not present in builds after [http://tinyurl.com/2yndle 2005/09/30] and is now always on.}}<br />
Enables more accurate lighting model for OpenGL mode.<br />
<br />
----<br />
<br />
===Game Speed===<br />
====-img2dds====<br />
Converts all images to DDS (compressed) format. Decreases memory usage but potentially reduces image quality.<br />
====-no_vsync====<br />
Disables vertical sync.<br />
====-cache_bitmaps====<br />
Caches bitmaps between missions, which will ideally reduce the load-time from one mission to another.<br />
<br />
----<br />
<br />
===HUD===<br />
====-dualscanlines====<br />
Adds a second pair of scanning lines to the target window when scanning an object.<br />
====-targetinfo====<br />
Displays target info, such as name and class, beside the targeted object.<br />
====-orbradar====<br />
Enables 3D radar (the Orb). 3D radar will replace the standard 2D version.<br />
====-ballistic_gauge====<br />
Adds an ammo gauge to the HUD when armed with a ballistic weapon.<br />
====-rearm_timer====<br />
Displays time remaining until rearm and repair from a support ship is complete.<br />
<br />
----<br />
<br />
===Gameplay===<br />
====-smart_shields====<br />
Enables "smart" shield recharging. Shield recharge is distributed to the most damaged shield quadrant instead of being distributed equally across the entire shield and be wasted when a quadrant is full.<br />
====-ship_choice_3d====<br />
Use ship and weapon models in ship selection and weapon loadout. Completely disables the standard ANI interface on those screens.<br />
====-3dwarp====<br />
Use full geometry for the subspace warp effect.<br />
====-warp_flash====<br />
Enable a flash at warp in and warp out.<br />
====-UseNewAI====<br />
Tells the game to use new AI routines. This argument alters mission balance and is not considered a standard feature.<br />
====-tbp====<br />
Enable feature set for The Babylon Project<br />
====-wcsaga====<br />
Enable feature set for The Wing Commander Saga. <br />
<br />
It does the following changes to the normal FS2 engine behaviour:<br />
* It removes -class name in the briefing ship render window, (the window that appears when ship icons are clicked).<br />
* It removes enemy names ingame for wings of ships.<br />
* Enemies can scream when dying. (Without the flag only friendlies scream).<br />
<br />
----<br />
<br />
===Audio===<br />
====-snd_preload====<br />
Preload mission sounds. Useful in preventing game stuttering when sounds are played for the first time.<br />
====-nosound====<br />
Disables all sounds.<br />
====-nomusic====<br />
Disables music only.<br />
<br />
----<br />
<br />
===Multiplayer===<br />
====-standalone====<br />
Creates a standalone server.<br />
====-startgame====<br />
Once you launch and choose a pilot within the game, you will immediately have begun to host a game. This can be used in conjunction with several options to customize the game you create: -closed, -restricted, -password, -gamename, -allowabove, and -allowbelow. -startgame has no effect when -standalone is used.<br />
<br />
See related: [[Command-Line_Reference#-closed|-closed]] [[Command-Line_Reference#-restricted|-restricted]] [[Command-Line_Reference#-password|-password]] [[Command-Line_Reference#-gamename|-gamename]] [[Command-Line_Reference#-allowabove|-allowabove]] [[Command-Line_Reference#-allowbelow|-allowbelow]]<br />
<br />
====-closed====<br />
Hosts a new game in a closed state, where no one can join until the in-game "Close" button is cleared. This only works when used in conjunction with -startgame. Cannot be used in conjunction with -restricted or -password.<br />
<br />
See related: [[Command-Line_Reference#-startgame|-startgame]] [[Command-Line_Reference#-restricted|-restricted]] [[Command-Line_Reference#-password|-password]]<br />
<br />
====-restricted====<br />
Hosts a new game in a restricted state. The host is presented with option to accept or deny each client's request to join the game. This only works when used in conjunction with -startgame. Cannot be used in conjunction with -closed or -password.<br />
<br />
See related: [[Command-Line_Reference#-startgame|-startgame]] [[Command-Line_Reference#-closed|-closed]] [[Command-Line_Reference#-password|-password]]<br />
<br />
====-multilog====<br />
Creates a log file with a summary of packets sent and received in multiplayer games. The file is saved as \data\multi.log within the active mod folder - or with main data folder if no mod is active.<br />
<br />
====-clientdamage====<br />
<font color=yellow>This feature is not available in current builds.</font><br />
<br />
====-mpnoreturn====<br />
Disables return to the flight deck screen after a mission completes.<br />
<br />
----<br />
<br />
===Troubleshooting===<br />
====-fixbugs====<br />
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/3eynan 2007/03/22]).}}<br />
Originally used to disable certain crashing behavior as a stop-gap measure.<br />
<br />
====-nocrash====<br />
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/3eynan 2007/03/22]).}}<br />
Originally used to disable certain crashing behavior as a stop-gap measure.<br />
<br />
====-oldfire====<br />
<font color=yellow>This feature is not available in current builds.</font><br />
<br />
====-nohtl====<br />
{{Warning| Enabling this will significantly reduce performance.}}<br />
Reverts to software rendering mode.<br />
<br />
====-no_set_gamma====<br />
Disables the gamma settings in the options screen.<br />
====-nomovies====<br />
Disables all video playback.<br />
====-noparseerrors====<br />
Disables some parsing warnings and makes other parse errors non-fatal. Do not rely on this when creating new tables, the errors are there for a reason.<br />
====-safeloading====<br />
Loads missions the old way. Typically safer, but slower.<br />
====-query_speech====<br />
Determines if the current build includes text-to-speech.<br />
====-d3d_bad_tsys====<br />
Enable inefficient texture system.<br />
====-novbo====<br />
Disables OpenGL VBO.<br />
====-noibx====<br />
Disables IBX caching of model geometry data. This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.<br />
====-loadallweps====<br />
Load all weapons, even those not used.<br />
<br />
----<br />
<br />
===Experimental===<br />
====-alpha_env====<br />
Enables alpha environment mapping. OpenGL only. Environment mapping intensity will be determined from the alpha channel of specular maps.<br />
====-decals====<br />
Enables damage decals.<br />
(Decals have been disabled in builds after May 4, 2006)<br />
<br />
====-ingame_join====<br />
Enables ingame joining in multiplayer. FIXME: Host option?<br />
====-tga16====<br />
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/yr8tub 2006/04/05]).}}<br />
Originally used to converts TGA images to 16-bits in order to reduce memory footprint (at the expense of image quality), superseded by [[Command-Line_Reference#-closed|-img2dds]].<br />
----<br />
<br />
===Development Tools===<br />
====-fps====<br />
Displays current frames per second.<br />
====-pos====<br />
Displays current position coordinates of camera.<br />
====-window====<br />
Runs the game in a window. No check to make sure that resolution is no higher than your desktop resolution, so be careful.<br />
====-timerbar====<br />
Displays a timing bar across the top of the screen. Timebar format varies by build.<br />
====-stats====<br />
Shows total and free physical memory, virtual memory and system pagefile.<br />
<br />
====-coords====<br />
Shows coordinates of the mouse cursor.<br />
====-show_mem_usage====<br />
Shows detailed RAM usage in HUD.<br />
<br />
The meaning of the info displayed in the upper right corner is:<br />
<br />
'''DYN''' = dynamic memory, basically anything that's been allocated by the vm_* memory functions. This does NOT indicate total memory usage but does account for most of it.<br />
<br />
'''POF''' = model memory, how much memory is being used by models (does not include textures)<br />
<br />
'''C-BMP, BMP''' = bmpman memory, how much is used by the textures/images that are loaded. C-BMP means that you are using -cache_bitmaps and it will try to keep textures in memory between level loads and as the new level is loading it will keep what it needs and unload what it doesn't. Can greatly increase level loading speed, but does so at the cost of memory between level loads. This does not increase overall memory usage though, only during the loading screen. BMP means that it is not cached and all textures are unloaded from memory at the start of level load and all needed textures are then loaded from the disk again.<br />
<br />
'''S-RAM''' = sound memory, how much is used by the sounds loaded in memory at the time. This counts static sounds only (from sounds.tbl, etc.) and not streaming sounds (music, voices, briefing stuff, etc).<br />
<br />
'''V-RAM''' = approximate memory usage of video textures. This does not mean that your card has this much memory, and can report higher numbers that your card actually has memory. For OpenGL it also includes some of the geometry data, but this number does not reflect the total memory that your video card is using. It only reports how much data the game has purposefully loaded into API memory (meaning it could be in system memory, video card memory, or AGP memory).<br />
<br />
<br />
''(It only works with debug builds, not with release builds).''<br />
<br />
====-pofspew====<br />
Reads all objects in the pof file of the selected mod, and creates an ibx cache file for each object in the data/cache folder for that mod.<br />
Details for each object are output to a pofspew.txt file created in the data folder.<br />
Otherwise ibx files are created in game before each mission.<br />
<br />
====-tablecrcs====<br />
{{Sectstub}}<br />
<br />
====-missioncrcs====<br />
{{Sectstub}}<br />
<br />
====-dis_collisions====<br />
Disables all collisions.<br />
====-dis_weapons====<br />
Disables weapons rendering.<br />
====-output_sexps====<br />
Outputs SEXPs to sexps.html.<br />
====-output_scripting====<br />
Outputs scripting to scripting.html.<br />
====-nograb====<br />
Unix only. Disables focus grabbing in a window.<br />
==Other==<br />
The following options are not available as checkboxes in the launcher. Many require parameters, which follow the flag seperated by a space. The prototype for use in this case is "-option argument"<br />
===Graphics===<br />
====-ambient_factor====<br />
<br />
This must be entered into the "Custom flags" field. This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. FS2's standard value is 120. Try 75 for a good and realistic looking value. However, that is relative.<br />
<br />
====-no_emissive_light====<br />
By default, all ships in FS2 have a light generated on their own, it is more or less similar to a minimal amount of -ambient_factor. This feature was implemented to help the player seeing the ships over a black background. This flag disables this feature. Use it with a low -ambient_factor value to obtain an ultra realistic dark looking.<br />
<br />
====-spec_exp====<br />
<br />
This must be used with the -spec command line parameter and must be entered into the "Custom flags" field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16, however 11 is recommended. However, that is relative.<br />
<br />
====-spec_point====<br />
<br />
This must be used with the -spec command line parameter and must be entered into the<br />
"Custom flags" field. Adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. Default is 1.0, however 0.6 is recommended. However, that is relative.<br />
<br />
====-spec_static====<br />
<br />
This must be used with the -spec command line parameter and must be entered into the "Custom flags" field. Adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however is 0.8 recommended. However, that is relative.<br />
<br />
====-spec_tube====<br />
<br />
This must be used with the -spec command line parameter and must be entered into the "Custom flags" field. Adjusts how much Beam Weapons contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however 0.4 is recommended. However, that is relative.<br />
<br />
====-clipdist====<br />
Changes the distance from the viewpoint for the near-clipping plane.<br />
<br />
Takes one argument decimal specifying the distance to the near-clipping plane.<br />
<br />
====-no_emissive_light====<br />
'''''OpenGL Only'''''. Disables global emissive light. Shadows are darker. Objects are harder to see.<br />
<br />
====-ogl_spec====<br />
'''''OpenGL Only'''''. Takes a numerical argument. This value changes the basic shininess of the specular light in OpenGL. A lower value reduces the overall intensity of the light making it broader and less powerful. A higher value makes it more focued and brighter. The default value is 80, and the usable range is 0 to 128 (clamped). The original default value was 60, but it was raised to behave more D3D like.<br />
<br />
<br />
----<br />
<br />
===Gameplay===<br />
====-mod====<br />
{{Note| Please note that the ''mod.ini'' file is a feature exclusive to the Windows Launcher.}}<br />
Specifies in which folders inside Freespace2 directory, the game looks for all the game data (models, missions, textures, tables, ...). Retail version only looks inside ''Freespace2/data/'' structure and ''Freespace2/vp archives''.<br />
<br />
This flag allows installing several different mods that modify retail behaviour, and switching between them without needing to erase files or having undesired cross effects. Each mod should be installed in its own folder.<br />
<br />
It takes one argument string: the chain of names of the used directories. Comma (''',''') must be used as separator. In this way, '''-mod dir1,dir2,dir3,...,dirx''' causes the game to use the following directory precedence:<br />
<br />
#Freespace2/dir1/<br />
#Freespace2/dir2/<br />
#Freespace2/dir3/<br />
# ... (the rest of the typed directories) ...<br />
#Freespace2/dirx/<br />
#Freespace2/<br />
<br />
:::Please note. Freespace Open doesn't like spaces in directories (in the full path) so do not install the game within ''Program Files/Freespace2'' or ''Games/Freespace 2'' and, of course, do not use spaces within mod directories (''dir1'' is OK but ''dir 1'' isn't).<br />
<br />
This flag can be indirectly set, (and it is normally set), through Launcher MOD tab and mod.ini file. Within this Launcher tab you can select one directory, (let's call it ''moddir''), so the flag is at least set to '''-mod moddir'''. If ''Freespace2/moddir/mod.ini'' exists, (its format must be plain text), it will be read and, inside it, the following section and lines can be used to modify the -mod flag too:<br />
<br />
[multimod] <br />
PrimaryList = Pri1,Pri2,...(the rest of desired directories)...,Prix; <br />
SecondaryList = Sec1,Sec2,...(the rest of desired directories)...,Secx;<br />
<br />
(Please note the ending semicolon (;) in each list line). With these lines the following flag would be built:<br />
: '''-mod Pri1,Pri2,...,Prix,moddir,Sec1,Sec2,...,Secx'''<br />
<br />
If primary or secondary folders aren't used, their respective line can be erased or it can be typed as ''xxxxxxList = ;''.<br />
<br />
::: '''''PLEASE NOTE''': '''Launcher v 5.4''', or later, '''must be used'''. Earlier versions had some bugs that would cause the previous explanation about mod.ini fail.''<br />
<br />
::: The most common use of mod.ini and SecondaryList is sharing resources between mods. And the best example is the enhaced media vps from SCP crew. Most of the people install them in a folder called ''mediavps'' inside ''Freespace2''. In this way when running retail FS2 they do not interfere with this original game version that doesn't use this -mod flag feature. When using FS2_Open but without mods, you just need to select ''mediavps'' in Launcher MOD tab to use them. And if you want to enjoy those enhacenments while playing any 'real' mod, you just need to put a mod.ini file inside its ''moddir'' with at least a ''SecondaryList = mediavps;'' line.<br />
<br />
Nested directories can be also used. As example imagine that you have all your mods inside a main folder called ''MyMods'' and that shared resources like Media VPs are also in another folder called ''Resources''. In this way you could have:<br />
<br />
*/Freespace2/MyMods/ModWhatever1/<br />
*/Freespace2/MyMods/ModWhatever2/<br />
*...<br />
*/Freespace2/MyMods/ModWhateverx/<br />
*/Freespace2/Resources/mediavps/<br />
<br />
Then imagine that you want to use ''ModWhatever1'' with ''mediavps'' enhacenment. Your mod flag should be set to '''-mod MyMods/ModWhatever1,Resources/mediavps'''. Like always, you could type this flag as a custom flag or you could select ''MyMods/ModWhatever1'' in Launcher MOD Tab and in its mod.ini file type:<br />
[multimod] <br />
SecondaryList = Resources/mediavps;<br />
{{Note|Please note that your path structure will use \ instead of / in a Windows environment.}}<br />
<br />
'''Data precedence'''<br />
<br />
Inside each directory, data precedence is the following:<br />
<br />
#Individual files located in ''Current_dir/data/'' subdir structure. See [[FS2_Data_Structure|FS2 Data Structure topic]] for deeper info about the different folders and contents this structure has.<br />
#Files located inside vp archives. (These vp archives are 'similar' to zip archives, they just contain other files and folders. Moreover, files have to be stored using the same ''data/'' structure used outside it). <br>Vp archives are read in alphabetical order so aaa.vp files have higher priority than aab.vp files and so on.<br />
<br />
The highest priority file overrides the rest of them. In this way, if you have a ''Mission.fs2'' inside ''Freespace2/Pri1/data/missions/'' it doesn't matter how this ''Mission.fs2'' is inside ''Freespace2/Pri1/aaa.vp'', ''Freespace2/Pri1/aab.vp'', ... or ''Freespace2/data/missions/''. This data precedence allows the user to quickly replace old files by corrected or enhaced ones adding them in a higher priority place.<br />
<br />
<br />
'''Additional notes'''<br />
# As derived from the explanation, the exact names for directories or vp archives are actually irrelevant. It only matters the directory order inside -mod flag argument and the alphabetical order for vp archives inside each used directory.<br />
# This flag is also used by FRED. So if there is special mod info, (like backgrounds maps, ship models or whatever), it must be typed, (''Fred2_Open_r.exe -MOD whatever''), or FRED won't be able to use it. No Launcher MOD tab is available for this use.<br />
# Be careful while typing the directory names in the flag argument or inside mod.ini files. The program doesn't check if the typed directories exist. If they do not exist, they are just ignored. No warnings, no errors, no messages at all.<br />
<br />
{{Warning| '''Priority and Texture Formats'''<br />
<br />
FS2_Open can use several file formats in textures: [http://en.wikipedia.org/wiki/PCX PCX], [http://en.wikipedia.org/wiki/DirectDraw_Surface DDS], [http://en.wikipedia.org/wiki/JPG JPG] and [http://en.wikipedia.org/wiki/TGA TGA]. Make sure you keep the format when you update your texture. For example if you update the old ''TextureOfMyFighter.tga'', do not save it as ''TextureOfMyFighter.dds'' in a higher priority place, because there is a chance of the game loading the old one despite of all.<br />
<br />
The reason to do this is that, at least in FS2_Open v3.6.9. and previous versions, loading process (including priorities) is applied firstly for a kind of textures (TGAs), then for another kind (JPGs), and so on. The exact order of this global texture type priority may change in the future but nevertheless there is always going to be a fixed loading order between them. This behaviour can lead to situation where your new, updated and higher priority placed texture is not read because the format of the older one.<br />
<br />
The reason of this behaviour relays in the way the game looks for files. Without this way of coding, the number of file searches would hugely increase, so mission loading times would be much higher.<br />
}}<br />
<br />
====-fov====<br />
Specifies the Field of View for the player eyepoint.<br />
<br />
Takes one argument decimal specifying the angle of the viewing cone in radians, from 0 to 2*pi<br />
<br />
You can set the cone of view making things look bigger/smaller. The problem with this is that if you choose a small FOV, you will have a squashed look on the edges of your screen - stretched edges with a too high FOV. It is recommended to change the FOV as FS2 normally has some perspective distortion at the screen edges (FOV too high). Set the FOV to something like 0.39 - it will fix the distortion problem, and (as a nice side effect) will make everything look bigger and more realistic scale-wise. The default is 0.75, if you go higher, you'll get the fish-eye effect. Feel free to experiment. This must be entered into the "Custom flags" field<br />
<br />
''Because of an active bug, FOV can misalign target boxes, effects, etc. Please check [http://lore.maxgaming.net/~scp/mantis/bug_view_advanced_page.php?bug_id=0000083 Mantis bug 083 status]if you are going to change the default value. Even with the default value, (no flag), there are small distortions.''<br />
<br />
----<br />
<br />
===Multiplayer===<br />
====-gamename====<br />
Specifies the name of the game to be created by the host. This only works when used in conjunction with -startgame. <br />
<br />
Takes one argument string, the name to be assigned to the game being created.<br />
<br />
This argument does nothing when used with -standalone. To set the name for a standalone server, see [[Multiplayer(Main)#Standalone Servers|Standalone Servers]].<br />
<br />
See related:&nbsp;&nbsp; [[Command-Line_Reference#-startgame|-startgame]]&nbsp;&nbsp; [[Multiplayer(Main)#Standalone Servers|Standalone Servers]]<br />
<br />
====-password====<br />
Specifies the password for a stand-alone server. This only works when used in conjunction with -startgame. Cannot be used in conjunction with -closed or -restricted.<br />
<br />
Takes one argument string, the required password for the game being created.<br />
<br />
See related: [[Command-Line_Reference#-startgame|-startgame]] [[Command-Line_Reference#-closed|-closed]] [[Command-Line_Reference#-restricted|-restricted]]<br />
<br />
====-allowabove====<br />
Specifies a player's minimum rank for joining a game. This only works when used in conjunction with -startgame.<br />
<br />
Takes one argument integer, the points ranking above which a player must be to enter the game.<br />
<br />
See related: [[Command-Line_Reference#-startgame|-startgame]]<br />
<br />
====-allowbelow====<br />
Specifies a player's maximum rank for joining a game on a stand-alone server. This only works when used in conjunction with -startgame.<br />
<br />
Takes one argument integer, the points ranking below which a player must be to enter the game.<br />
<br />
See related: [[Command-Line_Reference#-startgame|-startgame]]<br />
<br />
====-port====<br />
Specifies the port on which to host a game or serve a stand-alone game.<br />
<br />
Takes one argument integer, the port on which the host will listen for clients.<br />
<br />
====-connect====<br />
{{Sectstub}}<br />
<br />
====-timeout====<br />
{{Sectstub}}<br />
<br />
====-cap_object_update====<br />
Caps the maximum object update the server will respond to regardless of what the client has set. If the client is set to request high object updates but the server is capped to low then that's all the client will get. <br />
<br />
Takes one argument integer (0 to 3) which corresponds to the object update cap (With 0 being low and 3 being LAN).<br />
<br />
[[Category:Lists]]<br />
[[Category:Source Code Project]]</div>Ni1shttps://wiki.hard-light.net/index.php?title=Command-Line_Reference&diff=13312Command-Line Reference2007-10-18T17:30:43Z<p>Ni1s: /* -mod */ mod.ini note.</p>
<hr />
<div>==Launcher Flags==<br />
The following command-line options can be chosen from the launcher. <br />
===Graphics===<br />
====-spec====<br />
Enables specular mapping. Only polygons mapped with textures for which a shinemap exists will recieve specular mapping; no attempt is made to generate spec maps where they do not exist. Specular maps are specified with the base map name plus "-shine" (i.e. TCov3A-shine.pcx).<br />
====-env====<br />
Enables environment mapping. Environment mapping intensity will be determined from the intensity of specular maps. At the time of this writing (build 3.6.9 RC7), environment mapping only works when the video mode is OpenGL. [[Installing_fs2_open#Video setup|See Video setup.]]<br />
<br />
====-glow====<br />
Enables glowmapping. Only polygons mapped with textures for which a glowmap exists will be glowmapped. Glow maps are specified with the base map name plus "-glow" (i.e. TCov4A-glow.pcx)<br />
<br />
====-jpgtga====<br />
Enables the use of TGA and JPG file formats for image files. If a ship is showing up partially invisible, select this option.<br />
Made default after 3.6.9<br />
<br />
====-pcx32====<br />
{{Warning|This will not improve the rendering of any ships in-game, and is usually more of a burden on performance than is worthwhile. Use at your own risk. Removed from launcher options post version 3.6.7.}}<br />
Enables PCX files to be loaded into 32-bit memory.<br />
<br />
====-cell====<br />
Enables cell shading. This will make graphics appear more "cartoonish". For use with media in mv_cell.vp. Not considered a standard enhancement.<br />
====-mipmap====<br />
Enables mipmapping.<br />
<br />
====-nomotiondebris====<br />
Disables motion debris.<br />
====-2d_poof====<br />
Applies nebula poofs in 2d, effectively preventing them from forming intersections with ships.<br />
====-noscalevid====<br />
Disables scaling of video clips.<br />
====-missile_lighting====<br />
Applys lighting to missiles.<br />
====-rlm====<br />
{{Note| This option is not present in builds after [http://tinyurl.com/2yndle 2005/09/30] and is now always on.}}<br />
Enables more accurate lighting model for OpenGL mode.<br />
<br />
----<br />
<br />
===Game Speed===<br />
====-img2dds====<br />
Converts all images to DDS (compressed) format. Decreases memory usage but potentially reduces image quality.<br />
====-no_vsync====<br />
Disables vertical sync.<br />
====-cache_bitmaps====<br />
Caches bitmaps between missions, which will ideally reduce the load-time from one mission to another.<br />
<br />
----<br />
<br />
===HUD===<br />
====-dualscanlines====<br />
Adds a second pair of scanning lines to the target window when scanning an object.<br />
====-targetinfo====<br />
Displays target info, such as name and class, beside the targeted object.<br />
====-orbradar====<br />
Enables 3D radar (the Orb). 3D radar will replace the standard 2D version.<br />
====-ballistic_gauge====<br />
Adds an ammo gauge to the HUD when armed with a ballistic weapon.<br />
====-rearm_timer====<br />
Displays time remaining until rearm and repair from a support ship is complete.<br />
<br />
----<br />
<br />
===Gameplay===<br />
====-smart_shields====<br />
Enables "smart" shield recharging. Shield recharge is distributed to the most damaged shield quadrant instead of being distributed equally across the entire shield and be wasted when a quadrant is full.<br />
====-ship_choice_3d====<br />
Use ship and weapon models in ship selection and weapon loadout. Completely disables the standard ANI interface on those screens.<br />
====-3dwarp====<br />
Use full geometry for the subspace warp effect.<br />
====-warp_flash====<br />
Enable a flash at warp in and warp out.<br />
====-UseNewAI====<br />
Tells the game to use new AI routines. This argument alters mission balance and is not considered a standard feature.<br />
====-tbp====<br />
Enable feature set for The Babylon Project<br />
====-wcsaga====<br />
Enable feature set for The Wing Commander Saga. <br />
<br />
It does the following changes to the normal FS2 engine behaviour:<br />
* It removes -class name in the briefing ship render window, (the window that appears when ship icons are clicked).<br />
* It removes enemy names ingame for wings of ships.<br />
* Enemies can scream when dying. (Without the flag only friendlies scream).<br />
<br />
----<br />
<br />
===Audio===<br />
====-snd_preload====<br />
Preload mission sounds. Useful in preventing game stuttering when sounds are played for the first time.<br />
====-nosound====<br />
Disables all sounds.<br />
====-nomusic====<br />
Disables music only.<br />
<br />
----<br />
<br />
===Multiplayer===<br />
====-standalone====<br />
Creates a standalone server.<br />
====-startgame====<br />
Once you launch and choose a pilot within the game, you will immediately have begun to host a game. This can be used in conjunction with several options to customize the game you create: -closed, -restricted, -password, -gamename, -allowabove, and -allowbelow. -startgame has no effect when -standalone is used.<br />
<br />
See related: [[Command-Line_Reference#-closed|-closed]] [[Command-Line_Reference#-restricted|-restricted]] [[Command-Line_Reference#-password|-password]] [[Command-Line_Reference#-gamename|-gamename]] [[Command-Line_Reference#-allowabove|-allowabove]] [[Command-Line_Reference#-allowbelow|-allowbelow]]<br />
<br />
====-closed====<br />
Hosts a new game in a closed state, where no one can join until the in-game "Close" button is cleared. This only works when used in conjunction with -startgame. Cannot be used in conjunction with -restricted or -password.<br />
<br />
See related: [[Command-Line_Reference#-startgame|-startgame]] [[Command-Line_Reference#-restricted|-restricted]] [[Command-Line_Reference#-password|-password]]<br />
<br />
====-restricted====<br />
Hosts a new game in a restricted state. The host is presented with option to accept or deny each client's request to join the game. This only works when used in conjunction with -startgame. Cannot be used in conjunction with -closed or -password.<br />
<br />
See related: [[Command-Line_Reference#-startgame|-startgame]] [[Command-Line_Reference#-closed|-closed]] [[Command-Line_Reference#-password|-password]]<br />
<br />
====-multilog====<br />
Creates a log file with a summary of packets sent and received in multiplayer games. The file is saved as \data\multi.log within the active mod folder - or with main data folder if no mod is active.<br />
<br />
====-clientdamage====<br />
<font color=yellow>This feature is not available in current builds.</font><br />
<br />
====-mpnoreturn====<br />
Disables return to the flight deck screen after a mission completes.<br />
<br />
----<br />
<br />
===Troubleshooting===<br />
====-fixbugs====<br />
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/3eynan 2007/03/22]).}}<br />
Originally used to disable certain crashing behavior as a stop-gap measure.<br />
<br />
====-nocrash====<br />
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/3eynan 2007/03/22]).}}<br />
Originally used to disable certain crashing behavior as a stop-gap measure.<br />
<br />
====-oldfire====<br />
<font color=yellow>This feature is not available in current builds.</font><br />
<br />
====-nohtl====<br />
{{Warning| Enabling this will significantly reduce performance.}}<br />
Reverts to software rendering mode.<br />
<br />
====-no_set_gamma====<br />
Disables the gamma settings in the options screen.<br />
====-nomovies====<br />
Disables all video playback.<br />
====-noparseerrors====<br />
Disables some parsing warnings and makes other parse errors non-fatal. Do not rely on this when creating new tables, the errors are there for a reason.<br />
====-safeloading====<br />
Loads missions the old way. Typically safer, but slower.<br />
====-query_speech====<br />
Determines if the current build includes text-to-speech.<br />
====-d3d_bad_tsys====<br />
Enable inefficient texture system.<br />
====-novbo====<br />
Disables OpenGL VBO.<br />
====-noibx====<br />
Disables IBX caching of model geometry data. This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.<br />
====-loadallweps====<br />
Load all weapons, even those not used.<br />
<br />
----<br />
<br />
===Experimental===<br />
====-alpha_env====<br />
Enables alpha environment mapping. OpenGL only. Environment mapping intensity will be determined from the alpha channel of specular maps.<br />
====-decals====<br />
Enables damage decals.<br />
(Decals have been disabled in builds after May 4, 2006)<br />
<br />
====-ingame_join====<br />
Enables ingame joining in multiplayer. FIXME: Host option?<br />
====-tga16====<br />
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/yr8tub 2006/04/05]).}}<br />
Originally used to converts TGA images to 16-bits in order to reduce memory footprint (at the expense of image quality), superseded by [[Command-Line_Reference#-closed|-img2dds]].<br />
----<br />
<br />
===Development Tools===<br />
====-fps====<br />
Displays current frames per second.<br />
====-pos====<br />
Displays current position coordinates of camera.<br />
====-window====<br />
Runs the game in a window. No check to make sure that resolution is no higher than your desktop resolution, so be careful.<br />
====-timerbar====<br />
Displays a timing bar across the top of the screen. Timebar format varies by build.<br />
====-stats====<br />
Shows total and free physical memory, virtual memory and system pagefile.<br />
<br />
====-coords====<br />
Shows coordinates of the mouse cursor.<br />
====-show_mem_usage====<br />
Shows detailed RAM usage in HUD.<br />
<br />
The meaning of the info displayed in the upper right corner is:<br />
<br />
'''DYN''' = dynamic memory, basically anything that's been allocated by the vm_* memory functions. This does NOT indicate total memory usage but does account for most of it.<br />
<br />
'''POF''' = model memory, how much memory is being used by models (does not include textures)<br />
<br />
'''C-BMP, BMP''' = bmpman memory, how much is used by the textures/images that are loaded. C-BMP means that you are using -cache_bitmaps and it will try to keep textures in memory between level loads and as the new level is loading it will keep what it needs and unload what it doesn't. Can greatly increase level loading speed, but does so at the cost of memory between level loads. This does not increase overall memory usage though, only during the loading screen. BMP means that it is not cached and all textures are unloaded from memory at the start of level load and all needed textures are then loaded from the disk again.<br />
<br />
'''S-RAM''' = sound memory, how much is used by the sounds loaded in memory at the time. This counts static sounds only (from sounds.tbl, etc.) and not streaming sounds (music, voices, briefing stuff, etc).<br />
<br />
'''V-RAM''' = approximate memory usage of video textures. This does not mean that your card has this much memory, and can report higher numbers that your card actually has memory. For OpenGL it also includes some of the geometry data, but this number does not reflect the total memory that your video card is using. It only reports how much data the game has purposefully loaded into API memory (meaning it could be in system memory, video card memory, or AGP memory).<br />
<br />
<br />
''(It only works with debug builds, not with release builds).''<br />
<br />
====-pofspew====<br />
Reads all objects in the pof file of the selected mod, and creates an ibx cache file for each object in the data/cache folder for that mod.<br />
Details for each object are output to a pofspew.txt file created in the data folder.<br />
Otherwise ibx files are created in game before each mission.<br />
<br />
====-tablecrcs====<br />
{{Sectstub}}<br />
<br />
====-missioncrcs====<br />
{{Sectstub}}<br />
<br />
====-dis_collisions====<br />
Disables all collisions.<br />
====-dis_weapons====<br />
Disables weapons rendering.<br />
====-output_sexps====<br />
Outputs SEXPs to sexps.html.<br />
====-output_scripting====<br />
Outputs scripting to scripting.html.<br />
====-nograb====<br />
Unix only. Disables focus grabbing in a window.<br />
==Other==<br />
The following options are not available as checkboxes in the launcher. Many require parameters, which follow the flag seperated by a space. The prototype for use in this case is "-option argument"<br />
===Graphics===<br />
====-ambient_factor====<br />
<br />
This must be entered into the "Custom flags" field. This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. FS2's standard value is 120. Try 75 for a good and realistic looking value. However, that is relative.<br />
<br />
====-no_emissive_light====<br />
By default, all ships in FS2 have a light generated on their own, it is more or less similar to a minimal amount of -ambient_factor. This feature was implemented to help the player seeing the ships over a black background. This flag disables this feature. Use it with a low -ambient_factor value to obtain an ultra realistic dark looking.<br />
<br />
====-spec_exp====<br />
<br />
This must be used with the -spec command line parameter and must be entered into the "Custom flags" field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16, however 11 is recommended. However, that is relative.<br />
<br />
====-spec_point====<br />
<br />
This must be used with the -spec command line parameter and must be entered into the<br />
"Custom flags" field. Adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. Default is 1.0, however 0.6 is recommended. However, that is relative.<br />
<br />
====-spec_static====<br />
<br />
This must be used with the -spec command line parameter and must be entered into the "Custom flags" field. Adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however is 0.8 recommended. However, that is relative.<br />
<br />
====-spec_tube====<br />
<br />
This must be used with the -spec command line parameter and must be entered into the "Custom flags" field. Adjusts how much Beam Weapons contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however 0.4 is recommended. However, that is relative.<br />
<br />
====-clipdist====<br />
Changes the distance from the viewpoint for the near-clipping plane.<br />
<br />
Takes one argument decimal specifying the distance to the near-clipping plane.<br />
<br />
====-no_emissive_light====<br />
'''''OpenGL Only'''''. Disables global emissive light. Shadows are darker. Objects are harder to see.<br />
<br />
====-ogl_spec====<br />
'''''OpenGL Only'''''. Takes a numerical argument. This value changes the basic shininess of the specular light in OpenGL. A lower value reduces the overall intensity of the light making it broader and less powerful. A higher value makes it more focued and brighter. The default value is 80, and the usable range is 0 to 128 (clamped). The original default value was 60, but it was raised to behave more D3D like.<br />
<br />
<br />
----<br />
<br />
===Gameplay===<br />
====-mod====<br />
{{Note| Please note that the ''mod.ini'' file is a feature exclusive to the Windows Launcher.}}<br />
Specifies in which folders inside Freespace2 directory, the game looks for all the game data (models, missions, textures, tables, ...). Retail version only looks inside ''Freespace2/data/'' structure and ''Freespace2/vp archives''.<br />
<br />
This flag allows installing several different mods that modify retail behaviour, and switching between them without needing to erase files or having undesired cross effects. Each mod should be installed in its own folder.<br />
<br />
It takes one argument string: the chain of names of the used directories. Comma (''',''') must be used as separator. In this way, '''-mod dir1,dir2,dir3,...,dirx''' causes the game to use the following directory precedence:<br />
<br />
#Freespace2/dir1/<br />
#Freespace2/dir2/<br />
#Freespace2/dir3/<br />
# ... (the rest of the typed directories) ...<br />
#Freespace2/dirx/<br />
#Freespace2/<br />
<br />
:::Please note. Freespace Open doesn't like spaces in directories (in the full path) so do not install the game within ''Program Files/Freespace2'' or ''Games/Freespace 2'' and, of course, do not use spaces within mod directories (''dir1'' is OK but ''dir 1'' isn't).<br />
<br />
This flag can be indirectly set, (and it is normally set), through Launcher MOD tab and mod.ini file. Within this Launcher tab you can select one directory, (let's call it ''moddir''), so the flag is at least set to '''-mod moddir'''. If ''Freespace2/moddir/mod.ini'' exists, (its format must be plain text), it will be read and, inside it, the following section and lines can be used to modify the -mod flag too:<br />
<br />
[multimod] <br />
PrimaryList = Pri1,Pri2,...(the rest of desired directories)...,Prix; <br />
SecondaryList = Sec1,Sec2,...(the rest of desired directories)...,Secx;<br />
<br />
(Please note the ending semicolon (;) in each list line). With these lines the following flag would be built:<br />
: '''-mod Pri1,Pri2,...,Prix,moddir,Sec1,Sec2,...,Secx'''<br />
<br />
If primary or secondary folders aren't used, their respective line can be erased or it can be typed as ''xxxxxxList = ;''.<br />
<br />
::: '''''PLEASE NOTE''': '''Launcher v 5.4''', or later, '''must be used'''. Earlier versions had some bugs that would cause the previous explanation about mod.ini fail.''<br />
<br />
::: The most common use of mod.ini and SecondaryList is sharing resources between mods. And the best example is the enhaced media vps from SCP crew. Most of the people install them in a folder called ''mediavps'' inside ''Freespace2''. In this way when running retail FS2 they do not interfere with this original game version that doesn't use this -mod flag feature. When using FS2_Open but without mods, you just need to select ''mediavps'' in Launcher MOD tab to use them. And if you want to enjoy those enhacenments while playing any 'real' mod, you just need to put a mod.ini file inside its ''moddir'' with at least a ''SecondaryList = mediavps;'' line.<br />
<br />
Nested directories can be also used. As example imagine that you have all your mods inside a main folder called ''MyMods'' and that shared resources like Media VPs are also in another folder called ''Resources''. In this way you could have:<br />
<br />
*/Freespace2/MyMods/ModWhatever1/<br />
*/Freespace2/MyMods/ModWhatever2/<br />
*...<br />
*/Freespace2/MyMods/ModWhateverx/<br />
*/Freespace2/Resources/mediavps/<br />
<br />
Then imagine that you want to use ''ModWhatever1'' with ''mediavps'' enhacenment. Your mod flag should be set to '''-mod MyMods/ModWhatever1,Resources/mediavps'''. Like always, you could type this flag as a custom flag or you could select ''MyMods/ModWhatever1'' in Launcher MOD Tab and in its mod.ini file type:<br />
[multimod] <br />
SecondaryList = Resources/mediavps;<br />
<br />
Please note that your path structure will use \ instead of / in a Windows environment.<br />
<br />
'''Data precedence'''<br />
<br />
Inside each directory, data precedence is the following:<br />
<br />
#Individual files located in ''Current_dir/data/'' subdir structure. See [[FS2_Data_Structure|FS2 Data Structure topic]] for deeper info about the different folders and contents this structure has.<br />
#Files located inside vp archives. (These vp archives are 'similar' to zip archives, they just contain other files and folders. Moreover, files have to be stored using the same ''data/'' structure used outside it). <br>Vp archives are read in alphabetical order so aaa.vp files have higher priority than aab.vp files and so on.<br />
<br />
The highest priority file overrides the rest of them. In this way, if you have a ''Mission.fs2'' inside ''Freespace2/Pri1/data/missions/'' it doesn't matter how this ''Mission.fs2'' is inside ''Freespace2/Pri1/aaa.vp'', ''Freespace2/Pri1/aab.vp'', ... or ''Freespace2/data/missions/''. This data precedence allows the user to quickly replace old files by corrected or enhaced ones adding them in a higher priority place.<br />
<br />
<br />
'''Additional notes'''<br />
<br />
# In systems running Windows use '''\''' instead of '''/''' as directory separator.<br />
# As derived from the explanation, the exact names for directories or vp archives are actually irrelevant. It only matters the directory order inside -mod flag argument and the alphabetical order for vp archives inside each used directory.<br />
# This flag is also used by FRED. So if there is special mod info, (like backgrounds maps, ship models or whatever), it must be typed, (''Fred2_Open_r.exe -MOD whatever''), or FRED won't be able to use it. No Launcher MOD tab is available for this use.<br />
# Be careful while typing the directory names in the flag argument or inside mod.ini files. The program doesn't check if the typed directories exist. If they do not exist, they are just ignored. No warnings, no errors, no messages at all.<br />
<br />
<br />
:'''VERY IMPORTANT INFO ABOUT PRIORITY AND TEXTURE FORMATS'''<br />
<br />
:FS2_Open can use several file formats in textures: PCX, DDS, JPG and TGA (the last two need the flag [[Command-Line_Reference#-jpgtga|-jpgtga]]). '''Always update every texture keeping its format'''. For example if you update the old ''TextureOfMyFighter.tga'', do not save it as ''TextureOfMyFighter.dds'' in a higher priority place, because there is a chance of the game loading the old one despite of all.<br />
<br />
:The reason to do this is that, at least in FS2_Open v3.6.9. and previous versions, loading process (including priorities) is applied firstly for a kind of textures (TGAs), then for another kind (JPGs), and so on. The exact order of this global texture type priority may change in the future but nevertheless there is always going to be a fixed loading order between them. This behaviour can lead to situation where your new, updated and higher priority placed texture is not read because the format of the older one. (An example of this situation can be found in [http://scp.indiegames.us/mantis/view.php?id=1123 this false Mantised Bug 1123]).<br />
<br />
:The reason of this behaviour relays in the way the game looks for files. Without this way of coding, the number of file searches would hugely increase, so mission loading times would be much higher.<br />
<br />
====-fov====<br />
Specifies the Field of View for the player eyepoint.<br />
<br />
Takes one argument decimal specifying the angle of the viewing cone in radians, from 0 to 2*pi<br />
<br />
You can set the cone of view making things look bigger/smaller. The problem with this is that if you choose a small FOV, you will have a squashed look on the edges of your screen - stretched edges with a too high FOV. It is recommended to change the FOV as FS2 normally has some perspective distortion at the screen edges (FOV too high). Set the FOV to something like 0.39 - it will fix the distortion problem, and (as a nice side effect) will make everything look bigger and more realistic scale-wise. The default is 0.75, if you go higher, you'll get the fish-eye effect. Feel free to experiment. This must be entered into the "Custom flags" field<br />
<br />
''Because of an active bug, FOV can misalign target boxes, effects, etc. Please check [http://lore.maxgaming.net/~scp/mantis/bug_view_advanced_page.php?bug_id=0000083 Mantis bug 083 status]if you are going to change the default value. Even with the default value, (no flag), there are small distortions.''<br />
<br />
----<br />
<br />
===Multiplayer===<br />
====-gamename====<br />
Specifies the name of the game to be created by the host. This only works when used in conjunction with -startgame. <br />
<br />
Takes one argument string, the name to be assigned to the game being created.<br />
<br />
This argument does nothing when used with -standalone. To set the name for a standalone server, see [[Multiplayer(Main)#Standalone Servers|Standalone Servers]].<br />
<br />
See related:&nbsp;&nbsp; [[Command-Line_Reference#-startgame|-startgame]]&nbsp;&nbsp; [[Multiplayer(Main)#Standalone Servers|Standalone Servers]]<br />
<br />
====-password====<br />
Specifies the password for a stand-alone server. This only works when used in conjunction with -startgame. Cannot be used in conjunction with -closed or -restricted.<br />
<br />
Takes one argument string, the required password for the game being created.<br />
<br />
See related: [[Command-Line_Reference#-startgame|-startgame]] [[Command-Line_Reference#-closed|-closed]] [[Command-Line_Reference#-restricted|-restricted]]<br />
<br />
====-allowabove====<br />
Specifies a player's minimum rank for joining a game. This only works when used in conjunction with -startgame.<br />
<br />
Takes one argument integer, the points ranking above which a player must be to enter the game.<br />
<br />
See related: [[Command-Line_Reference#-startgame|-startgame]]<br />
<br />
====-allowbelow====<br />
Specifies a player's maximum rank for joining a game on a stand-alone server. This only works when used in conjunction with -startgame.<br />
<br />
Takes one argument integer, the points ranking below which a player must be to enter the game.<br />
<br />
See related: [[Command-Line_Reference#-startgame|-startgame]]<br />
<br />
====-port====<br />
Specifies the port on which to host a game or serve a stand-alone game.<br />
<br />
Takes one argument integer, the port on which the host will listen for clients.<br />
<br />
====-connect====<br />
{{Sectstub}}<br />
<br />
====-timeout====<br />
{{Sectstub}}<br />
<br />
====-cap_object_update====<br />
Caps the maximum object update the server will respond to regardless of what the client has set. If the client is set to request high object updates but the server is capped to low then that's all the client will get. <br />
<br />
Takes one argument integer (0 to 3) which corresponds to the object update cap (With 0 being low and 3 being LAN).<br />
<br />
[[Category:Lists]]<br />
[[Category:Source Code Project]]</div>Ni1shttps://wiki.hard-light.net/index.php?title=Fs2_open_on_Linux/Introduction&diff=12688Fs2 open on Linux/Introduction2007-09-23T17:41:24Z<p>Ni1s: Removed a <br></p>
<hr />
<div>{{Page Navigation|<br />
BookName=[[The fs2_open on Linux Guide]]|<br />
CurrentPage=Introduction|Introduction|<br />
PrevPage=|<br />
NextPage=[[Fs2 open on Linux/Installation|Installation]]}}<br />
<p></p><br />
{{Warning|This tutorial assumes some fundamental command line knowledge. As a rule of thumb, <b>do not copy & paste commands without fully understanding them</b>, especially as root. With great power comes great responsibility.}}<br />
<p></p><br />
{{Note| This article deals primarily with acquiring the source code and rolling your own binary executable. If you don't want to roll your own, download the [http://fs2source.warpcore.org/exes/linux/fs2_open-3.6.9.run Linux Binary Installer].}}<br />
<br />
Also, Turey wrote a [http://www.hard-light.net/forums/index.php/topic,42854.0.html cross-platform installer (in Java)], which is able to download all you need for running fs2_open except the binary.</div>Ni1shttps://wiki.hard-light.net/index.php?title=Fs2_open_on_Linux/Acquiring_the_Code&diff=11963Fs2 open on Linux/Acquiring the Code2007-09-04T17:59:42Z<p>Ni1s: Add note about needing CVS, link to Installing CVS</p>
<hr />
<div>{{Page Navigation|<br />
BookName=[[The fs2_open on Linux Guide]]|<br />
CurrentPage=Acquiring the Code|Acquiring the Code|<br />
PrevPage=[[Fs2_open on Linux/Installing the Development Libraries|Installing the Development Libraries]]|<br />
NextPage=[[Fs2_open on Linux/Checkout Script|Checkout Script]]}}<br />
<p></p><br />
{{Note| This step is only for those who want the bleeding-edge source code to compile on their own. You can skip this if you intend to use a provided binary <br />
executable.}}<br />
Before you begin, make sure you have write permissions on your current working directory. $HOME/$USER is a pretty safe bet. I recommend that you create a permanent /$HOME/$USER/src directory from which you run the CVS command, this way CVS will only update the files changed the next time you download the source and it's always nice to have things organized. Make sure you have CVS installed on your system. See the [[Fs2_open_on_Linux/Installing CVS|Installing CVS]] chapter on installing CVS.<br />
<br />
Now get the source. Run from a terminal:<br />
$ cvs -d:pserver:anonymous:anonymous@warpcore.org:/home/fs2source/cvsroot login<br />
and then<br />
$ cvs -z3 -d:pserver:anonymous@warpcore.org:/home/fs2source/cvsroot co fs2_open<br />
The first cvs command tells the CVS tool to first use a password file for authentication (pserver), that you are user "anonymous" with the password "anonymous" who wants to access warpcore.org's CVS repository "/home/fs2source/cvsroot" and login. The second command tells the CVS server on which we are now connected to that we want to checkout (co) the fs2_open module.<br />
<br></div>Ni1shttps://wiki.hard-light.net/index.php?title=Fs2_open_on_Linux/Extracting_data_from_CD&diff=11850Fs2 open on Linux/Extracting data from CD2007-09-04T01:50:00Z<p>Ni1s: Some instructions</p>
<hr />
<div>{{Page Navigation|<br />
BookName=[[The fs2_open on Linux Guide]]|<br />
CurrentPage=Extracting data from CD|Extracting data from CD|<br />
PrevPage=[[Fs2_open on Linux/Acquiring the Game Data|Acquiring the Game Data]]|<br />
NextPage=[[Fs2_open on Linux/Installing unshield|Installing unshield]]}}<br />
<p></p><br />
Continue to follow the following chapters extract the game data from the retail FreeSpace 2 CDs.<br />
*[[Fs2_open_on_Linux/Installing unshield|Installing unshield]]<br />
*[[Fs2_open_on_Linux/Data Installation script|Data Installation script]]<br />
{{stub}}</div>Ni1shttps://wiki.hard-light.net/index.php?title=Template:Page_Navigation&diff=11849Template:Page Navigation2007-09-04T00:33:54Z<p>Ni1s: Cleand up</p>
<hr />
<div>{|border="0" width="100%" style="background-color: #800000; border:2px Solid #C5C58B;"<br />
|-<br />
|width="40%"|'''«''' {{{PrevPage}}}<br />
|align="center" rowspan="2"|<big>'''''{{{BookName}}}'''''<br>''{{{CurrentPage}}}''</big><br />
|width="40%" align="right" | {{{NextPage}}} '''»''' <br />
|}</div>Ni1shttps://wiki.hard-light.net/index.php?title=Guide_to_FS_Open_on_Linux&diff=11848Guide to FS Open on Linux2007-09-04T00:14:38Z<p>Ni1s: A note!</p>
<hr />
<div>{{Note|This article has undergone major reconstructions. Questions, recommendations and hatemail go in [[Talk:The_fs2_open_on_Linux_Guide|Discussion]].}}<br />
<br />
*[[Fs2_open_on_Linux/Introduction|Introduction]]<br />
*[[Fs2_open_on_Linux/Installation|Installation]]<br />
**[[Fs2_open_on_Linux/Installing CVS|Installing CVS]]<br />
**[[Fs2_open_on_Linux/Installing the Development Libraries|Installing the Development Libraries]]<br />
*[[Fs2_open_on_Linux/Acquiring the Code|Acquiring the Code]]<br />
**[[Fs2_open_on_Linux/Checkout Script|Checkout Script]]<br />
*[[Fs2_open_on_Linux/Pre-Compile Configuration|Pre-Compile Configuration]]<br />
**[[Fs2_open_on_Linux/Optimization|Optimization]]<br />
*[[Fs2_open_on_Linux/Compiling|Compiling]]<br />
**[[Fs2_open_on_Linux/Compile Script|Compile Script]]<br />
*[[Fs2_open_on_Linux/Acquiring the Game Data|Acquiring the Game Data]]<br />
**[[Fs2_open_on_Linux/Extracting data from CD|Extracting data from CD]]<br />
***[[Fs2_open_on_Linux/Installing unshield|Installing unshield]]<br />
****[[Fs2_open_on_Linux/Data Installation script|Data Installation script]]<br />
*[[Fs2_open_on_Linux/Post-Compile Configuration|Post-Compile Configuration]]<br />
**[[Fs2_open_on_Linux/Graphics Settings|Graphics Settings]]<br />
**[[Fs2_open_on_Linux/StartUp Script|StartUp Script]]<br />
*[[Fs2_open_on_Linux/Troubleshooting|Troubleshooting]]<br />
**[[Fs2_open_on_Linux/Common Compile-time Errors|Common Compile-time Errors]]<br />
***[[Fs2_open_on_Linux/Novell SuSE and the Dependencies|Novell SuSE and the Dependencies]]<br />
***[[Fs2_open_on_Linux/SDL: undefined reference to ...|SDL: undefined reference to ...]]<br />
***[[Fs2_open_on_Linux/Missing -lGLU compile error|Missing -lGLU compile error]]<br />
**[[Fs2_open_on_Linux/Common Runtime Errors|Common Runtime Errors]]<br />
***[[Fs2_open_on_Linux/ERROR: "Web cursor bitmap not found."|ERROR: "Web cursor bitmap not found."]]<br />
***[[Fs2_open_on_Linux/I18n and Key mapping problems|I18n and Key mapping problems]]<br />
***[[Fs2_open_on_Linux/Dedicated X Display|Dedicated X Display]]<br />
***[[Fs2_open_on_Linux/Joystick Errors|Joystick Errors]]</div>Ni1shttps://wiki.hard-light.net/index.php?title=Talk:Guide_to_FS_Open_on_Linux&diff=11847Talk:Guide to FS Open on Linux2007-09-04T00:11:34Z<p>Ni1s: Cleared!</p>
<hr />
<div>= Note on the title =<br />
<br />
The correct title of this article is fs2_open on Linux. The _ is substituted or omitted due to the Wiki's technical restrictions. [[User:Ni1s|ni1s]] 19:11, 3 September 2007 (CDT)<br />
<br />
= Overhaul =<br />
<br />
Due to the major overhaul this article has undergone, this page has been cleared. Revise and rollback at you discretion. [[User:Ni1s|ni1s]] 19:11, 3 September 2007 (CDT)</div>Ni1shttps://wiki.hard-light.net/index.php?title=Fs2_open_on_Linux/Missing_-lGLU_compile_error&diff=11846Fs2 open on Linux/Missing -lGLU compile error2007-09-04T00:08:29Z<p>Ni1s: Turn these into chapters</p>
<hr />
<div>{{Page Navigation|<br />
BookName=[[The fs2_open on Linux Guide]]|<br />
CurrentPage=Missing -lGLU compile error|Missing -lGLU compile error|<br />
PrevPage=[[Fs2_open on Linux/SDL: undefined reference to ...|SDL: undefined reference to ...]]|<br />
NextPage=[[Fs2_open on Linux/Common Runtime Errors|Common Runtime Errors]]}}<br />
<p></p><br />
On some Linux distributions (''Slackware'' for instance), compiling fails because a GL related library doesn't have a link in the <tt>/usr/lib</tt> directory. If the compile fails because it can't find <tt>-lGLU</tt>, here are two ways to fix it:<br />
<br />
= Solution as Root =<br />
<br />
If you have root access to the system, you can create a link to the library in question with just a little bit of command line magic. Go to a console and enter:<br />
<br />
$ ln -s /usr/X11R6/lib/libGLU.so /usr/lib/libGLU.so<br />
<br />
After that, you can run make again and it should finish compiling.<br />
<br />
= Solution as User =<br />
<br />
You don't have root access? Never fear, we can still fix the problem. It'll just be a tad more difficult.<br />
<br />
Navigate to the <tt>fs2_open/code</tt> directory and locate a file named <tt>Makefile</tt> (not Makefile.rm or Makefile.in or Makefile.anything). Open it in your favorite text editor and make the following changes.<br />
<br />
Find this line (line 457 in mine):<br />
FS2_LDFLAGS = -L/usr/lib -Wl,-rpath,/usr/lib -lSDL -lpthread -lGL -lGLU -lopenal \<br />
-logg -lvorbis -lvorbisfile<br />
<br />
And replace it with this:<br />
FS2_LDFLAGS = -L/usr/lib -Wl,-rpath,/usr/lib -lSDL -lpthread -lGL -lopenal -logg \<br />
-lvorbis -lvorbisfile -L/usr/X11R6/lib -lGLU <br />
<br />
<br />
Also find this one (line 565 in mine):<br />
AM_LDFLAGS = -g -L/usr/lib -Wl,-rpath,/usr/lib -lSDL -lpthread -lGL -lGLU -lopenal \ <br />
-logg -lvorbis -lvorbisfile<br />
<br />
And replace it with this:<br />
AM_LDFLAGS = -g -L/usr/lib -Wl,-rpath,/usr/lib -lSDL -lpthread -lGL -lopenal -logg \<br />
-lvorbis -lvorbisfile -L/usr/X11R6/lib -lGLU<br />
<br />
Then run <tt>make</tt> from the <tt>fs2_open</tt> directory, and watch the magic happen.</div>Ni1shttps://wiki.hard-light.net/index.php?title=Fs2_open_on_Linux/Data_Installation_script&diff=11845Fs2 open on Linux/Data Installation script2007-09-03T23:58:15Z<p>Ni1s: Colorcode important parts</p>
<hr />
<div>{{Page Navigation|<br />
BookName=[[The fs2_open on Linux Guide]]|<br />
CurrentPage=Data Installation script|Data Installation Script|<br />
PrevPage=[[Fs2_open on Linux/Installing unshield|Installing unshield]]|<br />
NextPage=[[Fs2_open on Linux/Post-Compile Configuration|Post-Compile Configuration]]}}<br />
<p></p><br />
{{Warning| Please double check and understand the commands you run as root. A single typo could destroy your data. <b>Remember, with great power comes great responsibility.</b>}}<br />
The following script will extract the necessary files to the <font color="yellow">TMPDIR</font> and install them to the specified <font color="pink">FS2DIR</font> from the <font color="lightgreen">CDROM</font>, prompting you for each disk. These values may need to be changed for your system. You may need to run this script as root and don't forget to chmod +x it.<br />
#!/bin/sh<br />
<font color="pink">FS2DIR="$HOME/fs2/data"</font><br />
<font color="yellow">TMPDIR="/tmp/fs2"</font><br />
<font color="lightgreen">CDROM="/media/cdrom"</font><br />
echo ===================================<br />
echo [ Freespace 2 Retail CD Installer ]<br />
echo ===================================<br />
read<br />
mkdir -p $FS2DIR/players $CDROM $TMPDIR<br />
for group in "Basic Install Files" "Intel Anims" "Music Compressed" \<br />
"High Res Files" "Hud Config Files";<br />
do unshield -d $TMPDIR -g "$group" -L -j x $CDROM/data1.cab;<br />
done;<br />
mv -v $TMPDIR/*/*.vp $FS2DIR/<br />
mv -v $TMPDIR/*/*.hcf $FS2DIR/players/<br />
umount $CDROM<br />
<br />
echo Please mount the second disk onto $CDROM<br />
read<br />
cp -v $CDROM/tango{1,A}_fs2.vp $FS2DIR<br />
mv $FS2DIR/tango{A,a}_fs2.vp<br />
umount $CDROM<br />
<br />
echo Please mount the third disk onto $CDROM<br />
read<br />
cp -v $CDROM/tango{2,3,B}_fs2.vp $FS2DIR<br />
mv $FS2DIR/tango{B,b}_fs2.vp<br />
umount $CDROM<br />
<br />
rm -vrf $TMPDIR<br />
chmod -x $FS2DIR/tango*.vp</div>Ni1shttps://wiki.hard-light.net/index.php?title=Fs2_open_on_Linux/Data_Installation_script&diff=11844Fs2 open on Linux/Data Installation script2007-09-03T23:53:17Z<p>Ni1s: Cometics in scripts</p>
<hr />
<div>{{Page Navigation|<br />
BookName=[[The fs2_open on Linux Guide]]|<br />
CurrentPage=Data Installation script|Data Installation Script|<br />
PrevPage=[[Fs2_open on Linux/Installing unshield|Installing unshield]]|<br />
NextPage=[[Fs2_open on Linux/Post-Compile Configuration|Post-Compile Configuration]]}}<br />
<p></p><br />
{{Warning| Please double check and understand the commands you run as root. A single typo could destroy your data. <b>Remember, with great power comes great responsibility.</b>}}<br />
<br />
The following script will extract the necessary files to the TMPDIR and install them to the specified FS2DIR from the CDROM, prompting you for each disk. These values may need to be changed for your system. You may need to run this script as root and don't forget to chmod +x it.<br />
#!/bin/sh<br />
FS2DIR="$HOME/fs2/data"<br />
TMPDIR="/tmp/fs2"<br />
CDROM="/media/cdrom"<br />
echo ===================================<br />
echo [ Freespace 2 Retail CD Installer ]<br />
echo ===================================<br />
read<br />
mkdir -p $FS2DIR/players $CDROM $TMPDIR<br />
for group in "Basic Install Files" "Intel Anims" "Music Compressed" \<br />
"High Res Files" "Hud Config Files";<br />
do unshield -d $TMPDIR -g "$group" -L -j x $CDROM/data1.cab;<br />
done;<br />
mv -v $TMPDIR/*/*.vp $FS2DIR/<br />
mv -v $TMPDIR/*/*.hcf $FS2DIR/players/<br />
umount $CDROM<br />
<br />
echo Please mount the second disk onto $CDROM<br />
read<br />
cp -v $CDROM/tango{1,A}_fs2.vp $FS2DIR<br />
mv $FS2DIR/tango{A,a}_fs2.vp<br />
umount $CDROM<br />
<br />
echo Please mount the third disk onto $CDROM<br />
read<br />
cp -v $CDROM/tango{2,3,B}_fs2.vp $FS2DIR<br />
mv $FS2DIR/tango{B,b}_fs2.vp<br />
umount $CDROM<br />
<br />
rm -vrf $TMPDIR<br />
chmod -x $FS2DIR/tango*.vp</div>Ni1shttps://wiki.hard-light.net/index.php?title=Fs2_open_on_Linux/Installing_unshield&diff=11843Fs2 open on Linux/Installing unshield2007-09-03T23:49:58Z<p>Ni1s: Minor fixage</p>
<hr />
<div>{{Page Navigation|<br />
BookName=[[The fs2_open on Linux Guide]]|<br />
CurrentPage=Installing unshield|Installing unshield|<br />
PrevPage=[[Fs2_open on Linux/Extracting data from CD|Extracting data from CD]]|<br />
NextPage=[[Fs2_open on Linux/Data Installation script|Data Installation script]]}}<br />
<p></p><br />
{{Note|<b>Redhat</b>, <b>Slackware</b> and all the other distributions should have their instructions on installing unshield added here, if your distribution is not listed below and you are familiar with how to install unshield on it, please add it to this section. }}<br />
[http://synce.sourceforge.net/synce/unshield.php unshield] is a tool used to extract InstallShield Cabinet Files, this is the type of compression format used on files on the FreeSpace 2 CDs.<br />
<br />
'''Debian/Ubuntu''' users want to:<br />
$ apt-get install unshield<br />
<br />
'''Gentoo''' users want to:<br />
$ emerge -a unshield<br />
<br />
'''Archlinux''' users want to:<br />
$ pacman -Sy unshield<br />
<br />
'''Fedora Core 6 (Zod)''' (And most likely Redhat) users want to:<br />
$ yum install unshield<br />
<br />
'''Mandriva''' users want to:<br />
$ urpmi unshield<br />
<br />
'''Novell SuSE''' users install unshield via [http://en.opensuse.org/YaST YaST].</div>Ni1shttps://wiki.hard-light.net/index.php?title=Fs2_open_on_Linux/Compile_Script&diff=11842Fs2 open on Linux/Compile Script2007-09-03T23:12:06Z<p>Ni1s: Cosmetics</p>
<hr />
<div>{{Page Navigation|<br />
BookName=[[The fs2_open on Linux Guide]]|<br />
CurrentPage=Compile Script|Compile Script|<br />
PrevPage=[[Fs2_open on Linux/Compiling|Compiling]]|<br />
NextPage=[[Fs2_open on Linux/Acquiring the Game Data|Acquiring the Game Data]]}}<br />
<p></p><br />
{{Note| This step is only for those who want the bleeding-edge source code to compile on their own. You can skip this if you intend to use a provided binary executable.}}<br />
It's a lot easier to use a scripts when dealing with constantly changing code. Copy and save this to a suitably named file like "compile-fs2_open", and make it executable with the command, chmod +x <name of file><br />
#!/bin/bash<br />
CFLAGS="-march=i686 -O2 -pipe"<br />
CFLAGS="${CFLAGS} -fomit-frame-pointer -fno-ident"<br />
CXXFLAGS="${CFLAGS} -fvisibility-inlines-hidden"<br />
LDFLAGS="-Wl,-O1 -Wl,--sort-common"<br />
<br />
if [ -e ./${*} ]; then<br />
cd ${*}<br />
if [ -e ./Makefile.in ]; then<br />
make clean<br />
./configure CFLAGS="${CFLAGS}" CXXFLAGS="${CXXFLAGS}" LDFLAGS="${LDFLAGS}"<br />
make<br />
else<br />
./autogen.sh CFLAGS="${CFLAGS}" CXXFLAGS="${CXXFLAGS}" LDFLAGS="${LDFLAGS}"<br />
make<br />
fi<br />
fi<br />
<br />
<br />
You can add your options to the ./configure line. You need to give the script the fs2_open source directory, like this:<br />
$ ./compile-fs2_open fs2_open<br />
This makes it easier to deal with multiple source directories.</div>Ni1shttps://wiki.hard-light.net/index.php?title=Fs2_open_on_Linux/Compiling&diff=11841Fs2 open on Linux/Compiling2007-09-03T23:11:57Z<p>Ni1s: Cosmetics</p>
<hr />
<div>{{Page Navigation|<br />
BookName=[[The fs2_open on Linux Guide]]|<br />
CurrentPage=Compiling|Compiling|<br />
PrevPage=[[Fs2_open on Linux/Optimization|Optimization]]|<br />
NextPage=[[Fs2_open on Linux/Compile Script|Compile Script]]}}<br />
<p></p><br />
{{Note| This step is only for those who want the bleeding-edge source code to compile on their own. You can skip this if you intend to use a provided binary executable.}}<br />
Run from within your fs2_open directory:<br />
$ make<br />
Sit back and enjoy gcc work its magic.<br><br />
You will find the binary executable in <i>code/</i> as either fs2_open_r if you built a release build or fs2_open_d if you built a debug build.</div>Ni1shttps://wiki.hard-light.net/index.php?title=Fs2_open_on_Linux/Pre-Compile_Configuration&diff=11840Fs2 open on Linux/Pre-Compile Configuration2007-09-03T23:11:43Z<p>Ni1s: Cosmetics</p>
<hr />
<div>{{Page Navigation|<br />
BookName=[[The fs2_open on Linux Guide]]|<br />
CurrentPage=Pre-Compile Configuration|Pre-Compile Configuration|<br />
PrevPage=[[Fs2_open on Linux/Checkout Script|Checkout Script]]|<br />
NextPage=[[Fs2_open on Linux/Optimization|Optimization]]}}<br />
<p></p><br />
{{Note| This step is only for those who want the bleeding-edge source code to compile on their own. You can skip this if you intend to use a provided binary executable.}}<br />
Before you compile you need to configure it for your system. In the directory you ran the CVS command from, a new directory has appear, namely fs2_open.<br />
If your fs2_open is a completely new checkout, you will first need to run the autogen.sh script.<br />
Run from inside your newly created fs2_open directory:<br />
$ ./autogen.sh<br />
autogen.sh is a script that will generate the required makefiles. You will see alot of "checking for this" and "checking for that", this is actually the "configure" script (which can be run with <tt>./configure</tt> if you need to change the options) examining and configuring fs2_open for your system.<br><br />
It is possible to give autogen.sh configure options as well, autogen.sh will pass them along to configure.<br />
<br />
A full list of configure options can be found by running the configure script with the '--help' option.<br />
$ ./configure --help</div>Ni1shttps://wiki.hard-light.net/index.php?title=Fs2_open_on_Linux/Installing_Subversion&diff=11839Fs2 open on Linux/Installing Subversion2007-09-03T23:11:27Z<p>Ni1s: Cosmetics</p>
<hr />
<div>{{Page Navigation|<br />
BookName=[[The fs2_open on Linux Guide]]|<br />
CurrentPage=Installing CVS|Installing CVS|<br />
PrevPage=[[Fs2_open on Linux/Introduction|Introduction]]|<br />
NextPage=[[Fs2_open_on_Linux/Installing_the_Development_Libraries|Installing the Development Libraries]]}}<br />
<p></p><br />
{{Note| If you don't want use CVS you can download a snapshot of the source code, version 3.6.9, [http://fs2source.warpcore.org/exes/linux/fs2_open-3.6.9.tar.bz2 here].}}<p></p><br />
{{Note| This step is only for those who want the bleeding-edge source code to compile on their own. You can skip this if you intend to use a provided binary executable.}}<br />
<p></p><br />
{{Note|<b>Redhat</b>, <b>Slackware</b> and all the other distributions should have their instructions on installing CVS added here, if your distribution is not listed below and you are familiar with how to install CVS on it, please add it to this section. }}<br />
CVS stands for Concurrent Versions System and is a version control system used to record the changes in documents, such as source files. Developers use CVS so they can easily share their code changes among other developers. <br />
Be aware that when you use CVS, you use the most up-to-date code : It may or may not be better than a release. It may be worse, less stable, or not even compile. This is work in progress.<br />
<br />
You will need this tool to download ("checkout" in CVS terminology) fs2_open from the CVS server. <br />
<br />
'''Debian/Ubuntu''' users want to:<br />
$ apt-get install cvs<br />
<br />
'''Gentoo''' users want to:<br />
$ emerge -a cvs<br />
<br />
'''Archlinux''' users want to:<br />
$ pacman -Sy cvs<br />
<br />
'''Fedora Core 6 (Zod)''' (And most likely Redhat) users want to:<br />
# yum install cvs<br />
<br />
'''Mandriva''' users want to:<br />
# urpmi cvs<br />
<br />
'''Novell SuSE''' users install CVS via [http://en.opensuse.org/YaST YaST].</div>Ni1shttps://wiki.hard-light.net/index.php?title=Fs2_open_on_Linux/Installing_the_Development_Libraries&diff=11838Fs2 open on Linux/Installing the Development Libraries2007-09-03T23:11:01Z<p>Ni1s: Cosmetics</p>
<hr />
<div>{{Page Navigation|<br />
BookName=[[The fs2_open on Linux Guide]]|<br />
CurrentPage=Installing the Development Libraries|Installing the Development Libraries|<br />
PrevPage=[[Fs2_open on Linux/Installing CVS|Installing CVS]]|<br />
NextPage=[[Fs2_open on Linux/Acquiring the Code|Acquiring the Code]]}}<br />
<p></p><br />
{{Note| This step is only for those who want the bleeding-edge source code to compile on their own. You can skip this if you intend to use a provided binary executable.}}<br />
<p></p><br />
{{Note|: <b>Redhat</b>, <b>Slackware</b>, <b>Archlinux</b>, <b>SuSE</b>, and all the other distributions should have their instructions on installing the needed libraries added here, if your distribution is not listed below and you are familiar with how to install the needed libraries on it, please add it to this section. }}<br />
<br />
You will also need [http://www.libsdl.org/ SDL], [http://www.openal.org/ OpenAL], [http://vorbis.com/ libvorbis], [http://www.theora.org/ libtheora] and OpenGL(most likely provided with your video card driver) development packages. And of course the [http://gcc.gnu.org/ GNU Compiler Collection] and required [http://sourceware.org/autobook/ make] tools.<br />
<br><br />
'''Debian/Ubuntu''' users want to:<br />
{{Note| The [http://packages.debian.org/unstable/devel/build-essential build-essential] package is a meta package that install the essential build tools. Follow the link for information.}}<br />
$ apt-get install libopenal-dev libvorbis-dev build-essential automake1.9 autoconf libsdl-dev libtheora-dev<br />
<br />
'''Fedora Core 6 (Zod)''' users (and most likely Redhat users too) want to:<br />
$ yum install openal-devel libvorbis-devel gcc gcc-c++ automake autoconf SDL-devel libtheora-devel<br />
<br />
'''Gentoo''' users want to:<br />
{{Note| media-libs/openal needs the <b>"oss"</b> or <b>"alsa"</b> USE-flag, depending on what kernel sound system you use and media-libs/libsdl needs the <b>"X"</b>,<b>"opengl"</b> and <b>"xv"</b> USE-flags.}}<br />
<br />
$ emerge -a openal libvorbis libsdl libtheora<br />
<br />
'''Mandriva''' users want to:<br />
$ urpmi libsdl-devel libopenal-devel libvorbis-devel libtheora-devel gcc gcc-c++ automake autoconf</div>Ni1shttps://wiki.hard-light.net/index.php?title=Fs2_open_on_Linux/Installing_the_Development_Libraries&diff=11837Fs2 open on Linux/Installing the Development Libraries2007-09-03T23:10:44Z<p>Ni1s: Fixage</p>
<hr />
<div>{{Page Navigation|<br />
BookName=[[The fs2_open on Linux Guide]]|<br />
CurrentPage=Installing the Development Libraries|Installing the Development Libraries|<br />
PrevPage=[[Fs2_open on Linux/Installing CVS|Installing CVS]]|<br />
NextPage=[[Fs2_open on Linux/Acquiring the Code|Acquiring the Code]]}}<br />
<br />
{{Note| This step is only for those who want the bleeding-edge source code to compile on their own. You can skip this if you intend to use a provided binary executable.}}<br />
<p></p><br />
{{Note|: <b>Redhat</b>, <b>Slackware</b>, <b>Archlinux</b>, <b>SuSE</b>, and all the other distributions should have their instructions on installing the needed libraries added here, if your distribution is not listed below and you are familiar with how to install the needed libraries on it, please add it to this section. }}<br />
<br />
You will also need [http://www.libsdl.org/ SDL], [http://www.openal.org/ OpenAL], [http://vorbis.com/ libvorbis], [http://www.theora.org/ libtheora] and OpenGL(most likely provided with your video card driver) development packages. And of course the [http://gcc.gnu.org/ GNU Compiler Collection] and required [http://sourceware.org/autobook/ make] tools.<br />
<br><br />
'''Debian/Ubuntu''' users want to:<br />
{{Note| The [http://packages.debian.org/unstable/devel/build-essential build-essential] package is a meta package that install the essential build tools. Follow the link for information.}}<br />
$ apt-get install libopenal-dev libvorbis-dev build-essential automake1.9 autoconf libsdl-dev libtheora-dev<br />
<br />
'''Fedora Core 6 (Zod)''' users (and most likely Redhat users too) want to:<br />
$ yum install openal-devel libvorbis-devel gcc gcc-c++ automake autoconf SDL-devel libtheora-devel<br />
<br />
'''Gentoo''' users want to:<br />
{{Note| media-libs/openal needs the <b>"oss"</b> or <b>"alsa"</b> USE-flag, depending on what kernel sound system you use and media-libs/libsdl needs the <b>"X"</b>,<b>"opengl"</b> and <b>"xv"</b> USE-flags.}}<br />
<br />
$ emerge -a openal libvorbis libsdl libtheora<br />
<br />
'''Mandriva''' users want to:<br />
$ urpmi libsdl-devel libopenal-devel libvorbis-devel libtheora-devel gcc gcc-c++ automake autoconf</div>Ni1shttps://wiki.hard-light.net/index.php?title=Fs2_open_on_Linux/Optimization&diff=11836Fs2 open on Linux/Optimization2007-09-03T23:07:10Z<p>Ni1s: Fixage</p>
<hr />
<div>{{Page Navigation|<br />
BookName=[[The fs2_open on Linux Guide]]|<br />
CurrentPage=Optimization|Optimization|<br />
PrevPage=[[Fs2_open on Linux/Pre-Compile Configuration|Pre-Compile Configuration]]|<br />
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<p></p><br />
{{Warning| If you compile a debug build, don't use the <b>-fomit-frame-pointer</b> and <b>-fno-ident</b> compiler flags, as it will make debugging impossible.}}<br />
<p></p>{{Note| This step is only for those who want the bleeding-edge source code to compile on their own. You can skip this if you intend to use a provided binary executable.}}<br />
Optimizing fs2_open might have little or no effect, or improve performance greatly, I honestly have no clue.<br><br />
You can specify your compiler flags with the configure script, se below.<br />
$ ./configure CFLAGS="<your desired flags>"<br />
If you got a i686 and want to play it safe, a good set of CFLAGS would be<br />
$ ./configure CFLAGS="-march=i686 -O3 -pipe -fomit-frame-pointer -fno-ident" CXXFLAGS="$CFLAGS"<br />
You should read up on CFLAGS and what they do before trying anything. I recommend you read through these links.<br><br />
http://gcc.gnu.org/onlinedocs/gcc-4.2.0/gcc/Optimize-Options.html<br><br />
http://gentoo-wiki.com/Safe_Cflags</div>Ni1s