Difference between revisions of "Game settings.tbl"

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($Use Alternate Chaining Behavior:)
(Adding Ignored Mission section and some other missing entries)
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{{SCP_table}}
 
{{SCP_table}}
  
{{TableVersionGit|2017-12-16| a583764}}
+
{{TableVersionGit|2018-08-18|6385bf7}}
  
The '''game_settings.tbl''', also known as mod.tbl, defines options that can be changed globally.
+
The '''game_settings.tbl''', also known as mod.tbl, defines options that can be changed globally.  All settings are optional.
  
  
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==#GAME SETTINGS==
 
==#GAME SETTINGS==
Optional. Contains settings that affect how the engine works.<br>
+
Contains settings that affect how the engine works.
 +
 
  
 
===$Target Version:===
 
===$Target Version:===
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{{Table373|
 
{{Table373|
 
Required. Sets the major component of the target version.
 
Required. Sets the major component of the target version.
*Syntax: '''''Integer'''''<br>
+
*Syntax: '''''Integer'''''
 
*Example: '''''3''''' (for a minimum version of 3.7.3.20151121)
 
*Example: '''''3''''' (for a minimum version of 3.7.3.20151121)
 
}}
 
}}
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{{Table373|
 
{{Table373|
 
Required. Sets the minor component of the target version.
 
Required. Sets the minor component of the target version.
*Syntax: '''''Integer'''''<br>
+
*Syntax: '''''Integer'''''
 
*Example: '''''7''''' (for a minimum version of 3.7.3.20151121)
 
*Example: '''''7''''' (for a minimum version of 3.7.3.20151121)
 
}}
 
}}
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{{Table373|
 
{{Table373|
 
Required. Sets the build component of the target version.
 
Required. Sets the build component of the target version.
*Syntax: '''''Integer'''''<br>
+
*Syntax: '''''Integer'''''
 
*Example: '''''3''''' (for a minimum version of 3.7.3.20151121)
 
*Example: '''''3''''' (for a minimum version of 3.7.3.20151121)
 
}}
 
}}
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====+Revision:====
 
====+Revision:====
 
{{Table373|
 
{{Table373|
Optional. Sets the revision component of the target version. If no revision is given then all builds of that release are supported (even nightly builds if there are any).
+
Sets the revision component of the target version. If no revision is given then all builds of that release are supported (even nightly builds if there are any).
 
For nightly builds this is the date in YYYYMMDD format.
 
For nightly builds this is the date in YYYYMMDD format.
*Syntax: '''''Integer'''''<br>
+
*Syntax: '''''Integer'''''
 
*Example: '''''20151121''''' (for a minimum version of 3.7.3.20151121)
 
*Example: '''''20151121''''' (for a minimum version of 3.7.3.20151121)
 
}}
 
}}
 +
  
 
===$Window title:===
 
===$Window title:===
Line 57: Line 59:
 
*Syntax: '''''String'''''
 
*Syntax: '''''String'''''
 
}}
 
}}
 +
 +
 +
===$Window icon:===
 +
{{Table382|
 +
Specifies the icon filename of the FSO window when this mod is running. If blank or unspecified, the window will have the default icon.
 +
*Syntax: '''''String'''''
 +
}}
 +
  
 
===$Unicode mode:===
 
===$Unicode mode:===
Line 64: Line 74:
 
*Default Value: '''''NO'''''
 
*Default Value: '''''NO'''''
 
}}
 
}}
 +
  
 
==#CAMPAIGN SETTINGS==
 
==#CAMPAIGN SETTINGS==
Optional. This group contains various Campaign related settings and overrides.<br>
+
This group contains various Campaign related settings and overrides.
  
  
 
===$Default Campaign File Name:===
 
===$Default Campaign File Name:===
 
Defines which campaign will be selected by default for new pilots. A file extension is not needed and, if present, is removed by the code.
 
Defines which campaign will be selected by default for new pilots. A file extension is not needed and, if present, is removed by the code.
*Syntax: '''''String'''''<br>
+
*Syntax: '''''String'''''
  
  
 
===#Ignored Campaign File Names===
 
===#Ignored Campaign File Names===
Optional. Defines which campaigns, if present, will not appear in the Campaign Room. Only single-player campaigns can be ignored. ''File extensions are required.''
+
Defines which campaigns, if present, will not appear in the Campaign Room. Only single-player campaigns can be ignored. ''File extensions are required.''
 
{{Table371|As of 3.7.1, file extensions are not required and, if present, are removed by the code.}}
 
{{Table371|As of 3.7.1, file extensions are not required and, if present, are removed by the code.}}
 +
{{Table382|As of 3.8.2, file name comparisons are not case sensitive.}}
 
====$Campaign File Name:====
 
====$Campaign File Name:====
 
File name of the campaign to ignore. Multiple entries may exist.
 
File name of the campaign to ignore. Multiple entries may exist.
*Syntax: '''''String'''''<br>
+
*Syntax: '''''String'''''
 +
 
 +
 
 +
===#Ignored Mission File Names===
 +
{{Table382|Defines which standalone missions, if present, will not appear in the Tech Room or Multiplayer Lobby.  Both single-player and multiplayer missions can be ignored, but missions which appear in a campaign cannot.  File extensions are not required and, if present, are removed by the code.  File name comparisons are not case sensitive.
 +
====$Mission File Name:====
 +
File name of the mission to ignore. Multiple entries may exist.
 +
*Syntax: '''''String'''''
 +
}}
  
  
 
===$Red-alert applies to delayed ships:===
 
===$Red-alert applies to delayed ships:===
Controls whether red-alert saved statistics (hitpoints, weapons, subsystem strengths) will be restored for ships that are not present at mission start.
+
{{Table372|Controls whether red-alert saved statistics (hitpoints, weapons, subsystem strengths) will be restored for ships that are not present at mission start.
*Syntax: '''''Boolean'''''<br>
+
*Syntax: '''''Boolean'''''
 
*Default Value: '''''NO'''''
 
*Default Value: '''''NO'''''
 +
}}
  
  
 
==#HUD SETTINGS==
 
==#HUD SETTINGS==
Optional. This group contains various HUD behavior settings and overrides<br>
+
This group contains various HUD behavior settings and overrides
  
  
 
===$Directive Wait Time:===
 
===$Directive Wait Time:===
 
*Defines how long the game will wait before displaying a directive.
 
*Defines how long the game will wait before displaying a directive.
*Syntax: '''''Integer'''''<br>
+
*Syntax: '''''Integer'''''
 
*Values: '''''Greater than or equal to 0 ms'''''
 
*Values: '''''Greater than or equal to 0 ms'''''
  
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===$Cutscene camera displays HUD:===
 
===$Cutscene camera displays HUD:===
 
Show the HUD when the cutscene camera is enabled.
 
Show the HUD when the cutscene camera is enabled.
*Syntax: '''''Boolean'''''<br>
+
*Syntax: '''''Boolean'''''
 
*Default Value: '''''NO'''''
 
*Default Value: '''''NO'''''
  
Line 108: Line 129:
 
===$Full color head animations:===
 
===$Full color head animations:===
 
Enables full-color head ANIs. Normal head ANIs will appear in gray.
 
Enables full-color head ANIs. Normal head ANIs will appear in gray.
*Syntax: '''''Boolean'''''<br>
+
*Syntax: '''''Boolean'''''
 
*Default Value: '''''NO'''''
 
*Default Value: '''''NO'''''
  
Line 115: Line 136:
  
 
==#SEXP SETTINGS==
 
==#SEXP SETTINGS==
Optional. This group contains SEXP settings and overrides.<br>
+
This group contains SEXP settings and overrides.
  
  
 
===$Loop SEXPs Then Arguments:===
 
===$Loop SEXPs Then Arguments:===
 
Flips how when-argument settings loop. See: [http://www.hard-light.net/forums/index.php?topic=79602.0 SEXP Argument changes via mod.tbl]  
 
Flips how when-argument settings loop. See: [http://www.hard-light.net/forums/index.php?topic=79602.0 SEXP Argument changes via mod.tbl]  
*Syntax: '''''Boolean'''''<br>
+
*Syntax: '''''Boolean'''''
 
*Default Value: '''''NO'''''
 
*Default Value: '''''NO'''''
  
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===$Use Alternate Chaining Behavior:===
 
===$Use Alternate Chaining Behavior:===
 
When set, this allows all events in a chain to repeat, instead of only the last one.  It makes the event chaining behavior act as people expected it to be in [http://scp.indiegames.us/mantis/view.php?id=82 Mantis #82].
 
When set, this allows all events in a chain to repeat, instead of only the last one.  It makes the event chaining behavior act as people expected it to be in [http://scp.indiegames.us/mantis/view.php?id=82 Mantis #82].
*Syntax: '''''Boolean'''''<br>
+
*Syntax: '''''Boolean'''''
 
*Default Value: '''''NO'''''
 
*Default Value: '''''NO'''''
 +
  
 
==#GRAPHICS SETTINGS==
 
==#GRAPHICS SETTINGS==
Optional. This group contains settings related to graphics.<br>
+
This group contains settings related to graphics.
 +
 
  
 
===$Enable External Shaders:===
 
===$Enable External Shaders:===
 
Enables the use of external shader files. By default, the engine will use the built-in shaders.
 
Enables the use of external shader files. By default, the engine will use the built-in shaders.
 
*Syntax: '''''Boolean'''''
 
*Syntax: '''''Boolean'''''
*Default Value: '''''NO'''''<br>
+
*Default Value: '''''NO'''''
  
  
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Determines which graphics detail level preset (low, medium, high, very high) acts as the default for new pilots.
 
Determines which graphics detail level preset (low, medium, high, very high) acts as the default for new pilots.
 
*Syntax: '''''Integer''''' (0-3)
 
*Syntax: '''''Integer''''' (0-3)
*Default Value: '''''3''''' (very high)<br>}}
+
*Default Value: '''''3''''' (very high)}}
 +
 
  
 
===$Briefing Window FOV:===
 
===$Briefing Window FOV:===
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Determines the FOV in the briefing Icon window. Retail default for this is 0.29375, previous versions of FSO used a value of 0.5.
 
Determines the FOV in the briefing Icon window. Retail default for this is 0.29375, previous versions of FSO used a value of 0.5.
 
*Syntax: '''''Float''''' (0.0 to 1.0)
 
*Syntax: '''''Float''''' (0.0 to 1.0)
*Default Value: '''''0.29375'''''<br>}}
+
*Default Value: '''''0.29375'''''}}
 +
 
  
 
===$Generic Pain Flash Factor:===
 
===$Generic Pain Flash Factor:===
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Determines the intensity of the pain red flash when the player is hit.
 
Determines the intensity of the pain red flash when the player is hit.
 
*Syntax: '''''Float'''''
 
*Syntax: '''''Float'''''
*Default Value: '''''1.0'''''<br>}}
+
*Default Value: '''''1.0'''''}}
 +
 
  
 
===$Shield Pain Flash Factor:===
 
===$Shield Pain Flash Factor:===
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Determines the intensity of a pain flash when the player's shields are hit. Color will match the current ships shield color defined in ships.tbl. A value of 0 will give retail behavior (no shield effect). Positive values will cause the effect to start at full intensity at full shields and go to next to no intensity at zero shields. Negative values will cause no effect at full shields and full effect at no shields. Values should be kept between -1.0 and 1.0 for good pilot visibility.
 
Determines the intensity of a pain flash when the player's shields are hit. Color will match the current ships shield color defined in ships.tbl. A value of 0 will give retail behavior (no shield effect). Positive values will cause the effect to start at full intensity at full shields and go to next to no intensity at zero shields. Negative values will cause no effect at full shields and full effect at no shields. Values should be kept between -1.0 and 1.0 for good pilot visibility.
 
*Syntax: '''''Float'''''
 
*Syntax: '''''Float'''''
*Default Value: '''''0.0'''''<br>}}
+
*Default Value: '''''0.0'''''}}
 +
 
  
 
===$BMPMAN Slot Limit:===
 
===$BMPMAN Slot Limit:===
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*Syntax: '''''Int'''''
 
*Syntax: '''''Int'''''
 
*Values: '''''Greater than or equal to 3500'''''
 
*Values: '''''Greater than or equal to 3500'''''
*Default Value: '''''4750'''''<br>}}
+
*Default Value: '''''4750'''''}}
 +
 
 +
 
 +
==#NETWORK SETTINGS==
 +
This group contains network-related settings
 +
 
 +
 
 +
===$FS2NetD port:===
 +
*(description required)
 +
 
  
 
==#SOUND SETTINGS==
 
==#SOUND SETTINGS==
Optional. This group contains sound-related settings<br>
+
This group contains sound-related settings
 +
 
  
 
===$Default Sound Volume:===
 
===$Default Sound Volume:===
 
{{Table371|
 
{{Table371|
 
*Defines the default sound fx volume for new pilots.
 
*Defines the default sound fx volume for new pilots.
*Syntax: '''''Float''''', between 0.0 and 1.0<br>
+
*Syntax: '''''Float''''', between 0.0 and 1.0
 
*Default Value: '''''1.0'''''}}
 
*Default Value: '''''1.0'''''}}
 +
  
 
===$Default Music Volume:===
 
===$Default Music Volume:===
 
{{Table371|
 
{{Table371|
 
*Defines the default music volume for new pilots.
 
*Defines the default music volume for new pilots.
*Syntax: '''''Float''''', between 0.0 and 1.0<br>
+
*Syntax: '''''Float''''', between 0.0 and 1.0
 
*Default Value: '''''0.5'''''}}
 
*Default Value: '''''0.5'''''}}
 +
  
 
===$Default Voice Volume:===
 
===$Default Voice Volume:===
 
{{Table371|
 
{{Table371|
 
*Defines the default voice volume for new pilots.
 
*Defines the default voice volume for new pilots.
*Syntax: '''''Float''''', between 0.0 and 1.0<br>
+
*Syntax: '''''Float''''', between 0.0 and 1.0
 
*Default Value: '''''0.7'''''}}
 
*Default Value: '''''0.7'''''}}
  
  
 
==#FRED SETTINGS==
 
==#FRED SETTINGS==
Optional. This group contains settings for FRED. <br>
+
This group contains settings for FRED.  
 +
 
  
 
===$Disable Hard Coded Message Head Ani Files:===
 
===$Disable Hard Coded Message Head Ani Files:===
Line 198: Line 238:
 
If set, FRED will not fill the head ani selection in the Event Editor with the retail head ani filenames.
 
If set, FRED will not fill the head ani selection in the Event Editor with the retail head ani filenames.
 
*Syntax: '''''Boolean'''''
 
*Syntax: '''''Boolean'''''
*Default Value: '''''NO'''''<br>}}
+
*Default Value: '''''NO'''''}}
 +
 
  
 
===$Enable scripting in FRED:===
 
===$Enable scripting in FRED:===
 
{{table382|
 
{{table382|
 
If set, scripting will be enabled in FRED. Use with extreme caution. The effects of scripts on FRED have not been fully tested. You can check if a script is running in FRED by using ba.inMissionEditor().
 
If set, scripting will be enabled in FRED. Use with extreme caution. The effects of scripts on FRED have not been fully tested. You can check if a script is running in FRED by using ba.inMissionEditor().
*Default Value: '''''NO'''''<br>}}
+
*Default Value: '''''NO'''''}}
 +
 
  
 
==#OTHER SETTINGS==
 
==#OTHER SETTINGS==
Optional. This group contains miscellaneous settings. <br>
+
This group contains miscellaneous settings.  
  
  
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Makes all hits to a turret's barrels count as hits to the turret subsystem. By default, this does not happen unless the point of impact falls inside the model radius of the turret's base.
 
Makes all hits to a turret's barrels count as hits to the turret subsystem. By default, this does not happen unless the point of impact falls inside the model radius of the turret's base.
 
*Syntax: '''''Boolean'''''
 
*Syntax: '''''Boolean'''''
*Default Value: '''''NO'''''<br>
+
*Default Value: '''''NO'''''
 +
 
  
 
===$Damage Impacted Subsystem First:===
 
===$Damage Impacted Subsystem First:===
 
If set, a hit to a physical subsystem will always deal damage to that subsystem first, even if another subsystem is closer to the point of impact. By default, the closest subsystem will always receive damage first.
 
If set, a hit to a physical subsystem will always deal damage to that subsystem first, even if another subsystem is closer to the point of impact. By default, the closest subsystem will always receive damage first.
 
*Syntax: '''''Boolean'''''
 
*Syntax: '''''Boolean'''''
*Default Value: '''''NO'''''<br>
+
*Default Value: '''''NO'''''
 +
 
  
 
===$Default ship select effect:===
 
===$Default ship select effect:===
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*This specifies which effect to use for ship select animations when no .ani can be found, or the -ship_choice_3d commandline flag is active. This will default to the FS2 effect.
 
*This specifies which effect to use for ship select animations when no .ani can be found, or the -ship_choice_3d commandline flag is active. This will default to the FS2 effect.
 
*Possible options are "FS2", "FS1", and "off"}}
 
*Possible options are "FS2", "FS1", and "off"}}
 +
  
 
===$Default weapon select effect:===
 
===$Default weapon select effect:===
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*This specifies which effect to use for weapon select animations when no .ani can be found, or the -weapon_choice_3d commandline flag is active. This will default to the FS2 effect.
 
*This specifies which effect to use for weapon select animations when no .ani can be found, or the -weapon_choice_3d commandline flag is active. This will default to the FS2 effect.
 
*Possible options are "FS2", "FS1", and "off"}}
 
*Possible options are "FS2", "FS1", and "off"}}
 +
  
 
===$Weapons inherit parent collision group:===
 
===$Weapons inherit parent collision group:===
 
{{Table3615|
 
{{Table3615|
*When set to true, Weapons fired by a ship will inherit their parents' collision group setting. Default is false.}}
+
*When set to true, Weapons fired by a ship will inherit their parents' collision group setting.
 +
*Syntax: '''''Boolean'''''
 +
*Default Value: '''''NO'''''}}
 +
 
  
 
===$Flight controls follow eyepoint orientation:===
 
===$Flight controls follow eyepoint orientation:===
 
{{Table371|
 
{{Table371|
*Specifies that if the player ship's eyepoint happens to rotate into a non-standard orientation, pitch and yaw axes should stay relative to the eyepoint orientation, not the ship. Note that this does not affect the pitch/yaw turning speed, which always remains relative to the ship. Default is false.}}
+
*Specifies that if the player ship's eyepoint happens to rotate into a non-standard orientation, pitch and yaw axes should stay relative to the eyepoint orientation, not the ship. Note that this does not affect the pitch/yaw turning speed, which always remains relative to the ship.
 +
*Syntax: '''''Boolean'''''
 +
*Default Value: '''''NO'''''}}
 +
 
  
 
===$Beams Use Damage Factors:===
 
===$Beams Use Damage Factors:===
 
{{Table371|
 
{{Table371|
*Specifies that beam weapons will use the tabled damage factors for Armour, Shields and Subsystems. Default is false (i.e. all factors are treated as 1.0)}}
+
*Specifies that beam weapons will use the tabled damage factors for Armour, Shields and Subsystems. Default is false (i.e. all factors are treated as 1.0)
 +
*Syntax: '''''Boolean'''''
 +
*Default Value: '''''NO'''''}}
 +
 
  
 
===$Default fiction viewer UI:===
 
===$Default fiction viewer UI:===
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**"WCS": Moves the "Accept" button to the lower-left corner of the screen. Requires (2_)fictionviewerb and (2_)fictionviewer-mb to be present in data\interface.
 
**"WCS": Moves the "Accept" button to the lower-left corner of the screen. Requires (2_)fictionviewerb and (2_)fictionviewer-mb to be present in data\interface.
 
**"auto": Selects "WCS" if the appropriate files are present; otherwise, selects "FS2". This is the default setting.}}
 
**"auto": Selects "WCS" if the appropriate files are present; otherwise, selects "FS2". This is the default setting.}}
 +
  
 
===$Movie subtitle font:===
 
===$Movie subtitle font:===
 
{{Table382|
 
{{Table382|
*Specifies which font should be used for displaying subtitles in the cutscene player. This should be the name given to this font in the fonts table. Since movie subtitles can contain Unicode text it is a good idea to enable Unicode mode when movie subtitles are used but this is not enforced by this option.}}
+
*Specifies which font should be used for displaying subtitles in the cutscene player. This should be the name given to this font in the fonts table. Since movie subtitles can contain Unicode text it is a good idea to enable Unicode mode when movie subtitles are used but this is not enforced by this option.
 +
*Syntax: '''''String'''''}}
 +
 
 +
 
 +
===$Disable built-in translations:===
 +
{{Table382|
 +
*Turns off hard-coded translations, e.g. Transport -> Transporter in German.  All strings will either use their XSTR entry or else not be translated.
 +
*Syntax: '''''Boolean'''''
 +
*Default Value: '''''NO'''''}}
 +
 
 +
 
 +
===$Weapon shockwave damage respects huge ship flags:===
 +
{{Table382|
 +
*Controls whether weapon shockwaves will respect the huge/supercap ship flags.  In retail they do not.
 +
*Syntax: '''''Boolean'''''
 +
*Default Value: '''''NO'''''}}
 +
 
 +
 
 +
===$Enable external default scripts:===
 +
{{Table382|
 +
*(description required)
 +
*Syntax: '''''Boolean'''''
 +
*Default Value: '''''NO'''''}}
 +
 
  
 
==#END==
 
==#END==

Revision as of 19:26, 19 August 2018

This feature requires SCP

Revision information.....

FSO Git Commit: Date:2018-08-18 SHA:6385bf7
Note: Please update the revision information when the page is updated. If your edit had nothing to do with new code entries then please do not edit the revision information


The game_settings.tbl, also known as mod.tbl, defines options that can be changed globally. All settings are optional.


This table is one of the Modular Tables and can be extended with xxx-mod.tbm

List of Tables

#GAME SETTINGS

Contains settings that affect how the engine works.


$Target Version:

FS2 Open, 3.7.4:

Specifies the minimum version of FreeSpace Open that this mod supports. If the version specified here is greater than the version of the current build, an error message is displayed.

FS2 Open, 3.8.2:

The $Minimum version option has been renamed to $Target Version. The old name is kept with the same functionality for backwards-compatibility.

The target version specifies what version of the FSO engine this mod was created for. It will be used by the engine to enable or disable backwards-incompatible changes by default. The default value is 2.0 which specifies that the mod targets the retail engine version.

+Major:

FS2 Open, 3.7.4:

Required. Sets the major component of the target version.

  • Syntax: Integer
  • Example: 3 (for a minimum version of 3.7.3.20151121)

+Minor:

FS2 Open, 3.7.4:

Required. Sets the minor component of the target version.

  • Syntax: Integer
  • Example: 7 (for a minimum version of 3.7.3.20151121)

+Build:

FS2 Open, 3.7.4:

Required. Sets the build component of the target version.

  • Syntax: Integer
  • Example: 3 (for a minimum version of 3.7.3.20151121)

+Revision:

FS2 Open, 3.7.4:

Sets the revision component of the target version. If no revision is given then all builds of that release are supported (even nightly builds if there are any). For nightly builds this is the date in YYYYMMDD format.

  • Syntax: Integer
  • Example: 20151121 (for a minimum version of 3.7.3.20151121)


$Window title:

FS2 Open, 3.8.2:

Specifies the name of the FSO window when this mod is running. If blank or unspecified, the window will have the default title of "FreeSpace 2".

  • Syntax: String


$Window icon:

FS2 Open, 3.8.2:

Specifies the icon filename of the FSO window when this mod is running. If blank or unspecified, the window will have the default icon.

  • Syntax: String


$Unicode mode:

FS2 Open, 3.8.2:

Enabled the Unicode text mode for this mod. In Unicode mode all text is assumed to be UTF-8 encoded Unicode and certain features are disabled if they do not have full Unicode support. Most notably, if this is enabled then the engine will no longer support the old bitmap fonts that were used by Retail FreeSpace. Only the newer TrueType fonts will be supported.

  • Syntax: Boolean
  • Default Value: NO


#CAMPAIGN SETTINGS

This group contains various Campaign related settings and overrides.


$Default Campaign File Name:

Defines which campaign will be selected by default for new pilots. A file extension is not needed and, if present, is removed by the code.

  • Syntax: String


#Ignored Campaign File Names

Defines which campaigns, if present, will not appear in the Campaign Room. Only single-player campaigns can be ignored. File extensions are required.

FS2 Open, 3.7.2: As of 3.7.1, file extensions are not required and, if present, are removed by the code.
FS2 Open, 3.8.2: As of 3.8.2, file name comparisons are not case sensitive.

$Campaign File Name:

File name of the campaign to ignore. Multiple entries may exist.

  • Syntax: String


#Ignored Mission File Names

FS2 Open, 3.8.2: Defines which standalone missions, if present, will not appear in the Tech Room or Multiplayer Lobby. Both single-player and multiplayer missions can be ignored, but missions which appear in a campaign cannot. File extensions are not required and, if present, are removed by the code. File name comparisons are not case sensitive.

$Mission File Name:

File name of the mission to ignore. Multiple entries may exist.

  • Syntax: String


$Red-alert applies to delayed ships:

FS2 Open, 3.7.2: Controls whether red-alert saved statistics (hitpoints, weapons, subsystem strengths) will be restored for ships that are not present at mission start.
  • Syntax: Boolean
  • Default Value: NO


#HUD SETTINGS

This group contains various HUD behavior settings and overrides


$Directive Wait Time:

  • Defines how long the game will wait before displaying a directive.
  • Syntax: Integer
  • Values: Greater than or equal to 0 ms


$Cutscene camera displays HUD:

Show the HUD when the cutscene camera is enabled.

  • Syntax: Boolean
  • Default Value: NO

In earlier versions of the code, this option was controlled by $Cutscene camera disables HUD: and had a default of YES.


$Full color head animations:

Enables full-color head ANIs. Normal head ANIs will appear in gray.

  • Syntax: Boolean
  • Default Value: NO

In earlier versions of the code, this option was controlled by $Color head animations with hud colors: and had a default of YES.


#SEXP SETTINGS

This group contains SEXP settings and overrides.


$Loop SEXPs Then Arguments:

Flips how when-argument settings loop. See: SEXP Argument changes via mod.tbl

  • Syntax: Boolean
  • Default Value: NO


$Use Alternate Chaining Behavior:

When set, this allows all events in a chain to repeat, instead of only the last one. It makes the event chaining behavior act as people expected it to be in Mantis #82.

  • Syntax: Boolean
  • Default Value: NO


#GRAPHICS SETTINGS

This group contains settings related to graphics.


$Enable External Shaders:

Enables the use of external shader files. By default, the engine will use the built-in shaders.

  • Syntax: Boolean
  • Default Value: NO


$Default Detail Level:

FS2 Open, 3.6.16:

Determines which graphics detail level preset (low, medium, high, very high) acts as the default for new pilots.

  • Syntax: Integer (0-3)
  • Default Value: 3 (very high)


$Briefing Window FOV:

FS2 Open, 3.7.2:

Determines the FOV in the briefing Icon window. Retail default for this is 0.29375, previous versions of FSO used a value of 0.5.

  • Syntax: Float (0.0 to 1.0)
  • Default Value: 0.29375


$Generic Pain Flash Factor:

FS2 Open, 3.7.4:

Determines the intensity of the pain red flash when the player is hit.

  • Syntax: Float
  • Default Value: 1.0


$Shield Pain Flash Factor:

FS2 Open, 3.7.4:

Determines the intensity of a pain flash when the player's shields are hit. Color will match the current ships shield color defined in ships.tbl. A value of 0 will give retail behavior (no shield effect). Positive values will cause the effect to start at full intensity at full shields and go to next to no intensity at zero shields. Negative values will cause no effect at full shields and full effect at no shields. Values should be kept between -1.0 and 1.0 for good pilot visibility.

  • Syntax: Float
  • Default Value: 0.0


$BMPMAN Slot Limit:

FS2 Open, 3.8.2:

Determines the maximum number of textures that can be loaded simultaneously. This includes every frame of an animation, unless that animation is streaming (e.g. command briefing animations, message talking heads, etc). Also includes dynamically-created textures (used internally for various functions).

  • Syntax: Int
  • Values: Greater than or equal to 3500
  • Default Value: 4750


#NETWORK SETTINGS

This group contains network-related settings


$FS2NetD port:

  • (description required)


#SOUND SETTINGS

This group contains sound-related settings


$Default Sound Volume:

FS2 Open, 3.7.2:
  • Defines the default sound fx volume for new pilots.
  • Syntax: Float, between 0.0 and 1.0
  • Default Value: 1.0


$Default Music Volume:

FS2 Open, 3.7.2:
  • Defines the default music volume for new pilots.
  • Syntax: Float, between 0.0 and 1.0
  • Default Value: 0.5


$Default Voice Volume:

FS2 Open, 3.7.2:
  • Defines the default voice volume for new pilots.
  • Syntax: Float, between 0.0 and 1.0
  • Default Value: 0.7


#FRED SETTINGS

This group contains settings for FRED.


$Disable Hard Coded Message Head Ani Files:

FS2 Open, 3.7.2:

If set, FRED will not fill the head ani selection in the Event Editor with the retail head ani filenames.

  • Syntax: Boolean
  • Default Value: NO


$Enable scripting in FRED:

FS2 Open, 3.8.2:

If set, scripting will be enabled in FRED. Use with extreme caution. The effects of scripts on FRED have not been fully tested. You can check if a script is running in FRED by using ba.inMissionEditor().

  • Default Value: NO


#OTHER SETTINGS

This group contains miscellaneous settings.


$Fixed Turret Collisions:

Makes all hits to a turret's barrels count as hits to the turret subsystem. By default, this does not happen unless the point of impact falls inside the model radius of the turret's base.

  • Syntax: Boolean
  • Default Value: NO


$Damage Impacted Subsystem First:

If set, a hit to a physical subsystem will always deal damage to that subsystem first, even if another subsystem is closer to the point of impact. By default, the closest subsystem will always receive damage first.

  • Syntax: Boolean
  • Default Value: NO


$Default ship select effect:

FS2 Open, 3.6.16:
  • This specifies which effect to use for ship select animations when no .ani can be found, or the -ship_choice_3d commandline flag is active. This will default to the FS2 effect.
  • Possible options are "FS2", "FS1", and "off"


$Default weapon select effect:

FS2 Open, 3.6.16:
  • This specifies which effect to use for weapon select animations when no .ani can be found, or the -weapon_choice_3d commandline flag is active. This will default to the FS2 effect.
  • Possible options are "FS2", "FS1", and "off"


$Weapons inherit parent collision group:

FS2 Open, 3.6.16:
  • When set to true, Weapons fired by a ship will inherit their parents' collision group setting.
  • Syntax: Boolean
  • Default Value: NO


$Flight controls follow eyepoint orientation:

FS2 Open, 3.7.2:
  • Specifies that if the player ship's eyepoint happens to rotate into a non-standard orientation, pitch and yaw axes should stay relative to the eyepoint orientation, not the ship. Note that this does not affect the pitch/yaw turning speed, which always remains relative to the ship.
  • Syntax: Boolean
  • Default Value: NO


$Beams Use Damage Factors:

FS2 Open, 3.7.2:
  • Specifies that beam weapons will use the tabled damage factors for Armour, Shields and Subsystems. Default is false (i.e. all factors are treated as 1.0)
  • Syntax: Boolean
  • Default Value: NO


$Default fiction viewer UI:

FS2 Open, 3.7.4:
  • Specifies which fiction viewer layout to use in missions that don't specify one. Possible values are as follows:
    • "FS2": Standard layout. Requires (2_)fictionviewer and (2_)fictionviewer-m to be present in data\interface.
    • "WCS": Moves the "Accept" button to the lower-left corner of the screen. Requires (2_)fictionviewerb and (2_)fictionviewer-mb to be present in data\interface.
    • "auto": Selects "WCS" if the appropriate files are present; otherwise, selects "FS2". This is the default setting.


$Movie subtitle font:

FS2 Open, 3.8.2:
  • Specifies which font should be used for displaying subtitles in the cutscene player. This should be the name given to this font in the fonts table. Since movie subtitles can contain Unicode text it is a good idea to enable Unicode mode when movie subtitles are used but this is not enforced by this option.
  • Syntax: String


$Disable built-in translations:

FS2 Open, 3.8.2:
  • Turns off hard-coded translations, e.g. Transport -> Transporter in German. All strings will either use their XSTR entry or else not be translated.
  • Syntax: Boolean
  • Default Value: NO


$Weapon shockwave damage respects huge ship flags:

FS2 Open, 3.8.2:
  • Controls whether weapon shockwaves will respect the huge/supercap ship flags. In retail they do not.
  • Syntax: Boolean
  • Default Value: NO


$Enable external default scripts:

FS2 Open, 3.8.2:
  • (description required)
  • Syntax: Boolean
  • Default Value: NO


#END

Required. The last line of the table must be #END


Sample Entry

   #CAMPAIGN SETTINGS
   $Default Campaign File Name: NewCampaignFile
   
   #Ignored Campaign File Names
   $Campaign File Name: FreeSpace2.fc2
   
   #HUD SETTINGS
   $Directive Wait Time: 5000
   
   #SEXP SETTINGS
   $Loop SEXPs Then Arguments: True
   
   #OTHER SETTINGS
   $Fix Turret Collisions: True
   
   #END