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	<id>https://wiki.hard-light.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=152.3.72.27</id>
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	<updated>2026-11-15T11:02:20Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=1895</id>
		<title>Command-Line Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=1895"/>
		<updated>2006-01-25T14:53:11Z</updated>

		<summary type="html">&lt;p&gt;152.3.72.27: /* -spec */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Launcher Flags==&lt;br /&gt;
The following command-line options can be chosen from the launcher.  &lt;br /&gt;
===Graphics===&lt;br /&gt;
====-spec====&lt;br /&gt;
Enables specular mapping.  Only polygons mapped with textures for which a shinemap exists will recieve specular mapping; no attempt is made to generate spec maps where they do not exist.  Specular maps are specified with the base map name plus &amp;quot;-shine&amp;quot; (i.e. TCov3A-shine.pcx).&lt;br /&gt;
&lt;br /&gt;
====-glow====&lt;br /&gt;
Enables glowmapping.  Only polygons mapped with textures for which a glowmap exists will be glowmapped.  Glow maps are specified with the base map name plus &amp;quot;-glow&amp;quot; (i.e. TCov4A-glow.pcx)&lt;br /&gt;
&lt;br /&gt;
====-jpgtga====&lt;br /&gt;
Enables the use of TGA and JPG file formats for image files.  If a ship is showing up partially invisible, select this option.&lt;br /&gt;
====-pcx32====&lt;br /&gt;
&#039;&#039;&#039;WARNING - HIGH MEMORY USAGE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enables PCX files to be loaded into 32-bit memory.  This will not imporove 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 after 3.6.7.&lt;br /&gt;
&lt;br /&gt;
====-cell====&lt;br /&gt;
Enables cell shading.  This will make graphics appear more &amp;quot;cartoonish&amp;quot;.  For use with media in mv_cell.vp.  Not considered a standard enhancement.&lt;br /&gt;
====-mipmap====&lt;br /&gt;
Enables mipmapping.&lt;br /&gt;
&lt;br /&gt;
====-nomotiondebris====&lt;br /&gt;
Disables motion debris.&lt;br /&gt;
====-2d_poof====&lt;br /&gt;
Applies nebula poofs in 2d, effectively preventing them from forming intersections with ships.&lt;br /&gt;
====-noscalevid====&lt;br /&gt;
Disables scaling of video clips.&lt;br /&gt;
====-cache_bitmaps====&lt;br /&gt;
Caches bitmaps between missions, which will ideally reduce the load-time from one mission to another.&lt;br /&gt;
====-missile_lighting====&lt;br /&gt;
Applys lighting to missiles.&lt;br /&gt;
====-rlm====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Enables more accurate lighting model for OpenGL mode.  Always on in current builds, so this command-line option has been removed.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Game Speed===&lt;br /&gt;
====-img2dds====&lt;br /&gt;
Converts all images to DDS (compressed) format.  Decreases memory usage but potentially reduces image quality.&lt;br /&gt;
====-no_vsync====&lt;br /&gt;
Disables vertical sync.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===HUD===&lt;br /&gt;
====-dualscanlines====&lt;br /&gt;
Adds a second pair of scanning lines to the target window when scanning an object.&lt;br /&gt;
====-targetinfo====&lt;br /&gt;
Displays target info, such as name and class, beside the targeted object.&lt;br /&gt;
====-orbradar====&lt;br /&gt;
Enables 3D radar (the Orb).  3D radar will replace the standard 2D version.&lt;br /&gt;
====-ballistic_gauge====&lt;br /&gt;
Adds an ammo gauge to the HUD when armed with a ballistic weapon.&lt;br /&gt;
====-rearm_timer====&lt;br /&gt;
Displays time remaining until rearm and repair from a support ship is complete.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-nobeampierce====&lt;br /&gt;
Causes beams to hit (and damage) shields before they impact a ship&#039;s hull.  This is a global flag, but this behavior can also be modified in weapons.tbl.&lt;br /&gt;
====-smart_shields====&lt;br /&gt;
Enables &amp;quot;smart&amp;quot; shield recharging.  Shield recharge is distributed to the most damaged shield quadrant instead of being distributed equally across the entire shield and be wasted when a quadrant is full.&lt;br /&gt;
====-ship_choice_3d====&lt;br /&gt;
Use ship and weapon models in ship selection and weapon loadout.  Completely disables the standard ANI interface on those screens.&lt;br /&gt;
====-3dwarp====&lt;br /&gt;
Use full geometry for the subspace warp effect.&lt;br /&gt;
====-warp_flash====&lt;br /&gt;
Enable a flash at warp in and warp out.&lt;br /&gt;
====-UseNewAI====&lt;br /&gt;
Tells the game to use new AI routines.  This argument alters mission balance and is not considered a standard feature.&lt;br /&gt;
====-tbp====&lt;br /&gt;
Enable feature set for The Babylon Project&lt;br /&gt;
====-wcsaga====&lt;br /&gt;
Enable feature set for The Wing Commander Saga&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Audio===&lt;br /&gt;
====-snd_preload====&lt;br /&gt;
Preload mission sounds.  Useful in preventing game stuttering when sounds are played for the first time.&lt;br /&gt;
====-nosound====&lt;br /&gt;
Disables all sounds.&lt;br /&gt;
====-nomusic====&lt;br /&gt;
Disables music only.&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-standalone====&lt;br /&gt;
Creates a standalone server.&lt;br /&gt;
====-startgame====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-closed====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-restricted====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-multilog====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-clientdamage====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-mpnoreturn====&lt;br /&gt;
Disables return to the flight deck screen after a mission completes.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
====-fixbugs====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.  This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
====-nocrash====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.  This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
====-oldfire====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-nohtl====&lt;br /&gt;
&#039;&#039;&#039;WARNING - VERY SLOW&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reverts to software rendering mode.  Does this work any more?&lt;br /&gt;
====-no_set_gamma====&lt;br /&gt;
Disables the gamma settings in the options screen.&lt;br /&gt;
====-nomovies====&lt;br /&gt;
Disables all video playback.&lt;br /&gt;
====-noparseerrors====&lt;br /&gt;
Disables some parsing warnings and makes other parse errors non-fatal.  Do not rely on this when creating new tables, the errors are there for a reason.&lt;br /&gt;
====-safeloading====&lt;br /&gt;
Loads missions the old way.  Typically safer, but slower.&lt;br /&gt;
====-query_speech====&lt;br /&gt;
Determines if the current build includes text-to-speech.&lt;br /&gt;
====-d3d_bad_tsys====&lt;br /&gt;
Enable inefficient texture system.&lt;br /&gt;
====-novbo====&lt;br /&gt;
Disables OpenGL VBO.&lt;br /&gt;
====-noibx====&lt;br /&gt;
Disables IBX caching of model geometry data.  This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.&lt;br /&gt;
====-loadallweps====&lt;br /&gt;
Load all weapons, even those not used.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Experimental===&lt;br /&gt;
====-env====&lt;br /&gt;
Enables environment mapping.  Direct3D only.  Environment mapping intensity will be determined from the intensity of specular maps.&lt;br /&gt;
====-alpha_env====&lt;br /&gt;
Enables alpha environment mapping.  Direct3D only.  Environment mapping intensity will be determined from the alpha channel of specular maps.&lt;br /&gt;
====-decals====&lt;br /&gt;
Enables damage decals.&lt;br /&gt;
====-ingame_join====&lt;br /&gt;
Enables ingame joining in multiplayer.  FIXME: Host option?&lt;br /&gt;
====-tga16====&lt;br /&gt;
Converts all TGA images to 16-bits.  Reduces memory footprint at the expense of image quality.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Development Tools===&lt;br /&gt;
====-fps====&lt;br /&gt;
Displays current frames per second.&lt;br /&gt;
====-pos====&lt;br /&gt;
Displays current position coordinates of camera.&lt;br /&gt;
====-window====&lt;br /&gt;
Runs the game in a window.  No check to make sure that resolution is no higher than your desktop resolution, so be careful.&lt;br /&gt;
====-timerbar====&lt;br /&gt;
Displays a timing bar across the top of the screen.  Timebar format varies by build.&lt;br /&gt;
====-stats====&lt;br /&gt;
Shows statistics.&lt;br /&gt;
====-coords====&lt;br /&gt;
Shows coordinates of the mouse cursor.&lt;br /&gt;
====-show_mem_usage====&lt;br /&gt;
Shows memory usage.&lt;br /&gt;
====-pofspew====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-tablecrcs====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-missioncrcs====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-dis_collisions====&lt;br /&gt;
Disables all collisions.&lt;br /&gt;
====-dis_weapons====&lt;br /&gt;
Disables weapons rendering.&lt;br /&gt;
====-output_sexps====&lt;br /&gt;
Outputs SEXPs to sexps.html.&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
Outputs scripting to scripting.html.&lt;br /&gt;
====-nograb====&lt;br /&gt;
Unix only.  Disables focus grabbing in a window.&lt;br /&gt;
==Other==&lt;br /&gt;
The following options are not available as checkboxes in the launcher.  Many require parameters, which follow the flag seperated by a space.  The prototype for use in this case is &amp;quot;-option argument&amp;quot;&lt;br /&gt;
===Graphics===&lt;br /&gt;
====-ambient_factor====&lt;br /&gt;
&lt;br /&gt;
This must be entered into the &amp;quot;Custom flags&amp;quot; field. This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. FS2&#039;s standard value is 120. Try 75 for a good and realistic looking value. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_exp====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16, however 11 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_point====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the&lt;br /&gt;
&amp;quot;Custom flags&amp;quot; field. Adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. Default is 1.0, however 0.6 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_static====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however is 0.8 recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_tube====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much Beam Weapons contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however 0.4 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-clipdist====&lt;br /&gt;
Changes the distance from the viewpoint for the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the distance to the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-mod====&lt;br /&gt;
Specifies a higher priority game directory.&lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the name of the directory in which the target mod is contained.  Explicit use of this command line should be unnecessary as the launcher has MOD options, though multiple mods are supported and do require manual entry.&lt;br /&gt;
&lt;br /&gt;
Data precedence with -mod is as follows (mod directory &amp;quot;moddir&amp;quot;)&lt;br /&gt;
#moddir/data/(appropriate directory)/&lt;br /&gt;
#moddir/data/&lt;br /&gt;
#moddir/&lt;br /&gt;
#Freespace2/data/(appropriate directory)&lt;br /&gt;
#Freespace2/data/&lt;br /&gt;
#Freespace2/&lt;br /&gt;
&lt;br /&gt;
====-fov====&lt;br /&gt;
Specifies the Field of View for the player eyepoint.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the angle of the viewing cone in radians, from 0 to 2*pi&lt;br /&gt;
&lt;br /&gt;
You can set the cone of view making things look bigger/smaller. The problem with this is that if you choose a small FOV, you will have a squashed look on the edges of your screen - stretched edges with a too high FOV. It is recommended to change the FOV as FS2 normally has some perspective distortion at the screen edges (FOV too high). Set the FOV to something like 0.39 - it will fix the distortion problem, and (as a nice side effect) will make everything look bigger and more realistic scale-wise. The default is 0.75, if you go higher, you&#039;ll get the fish-eye effect. Feel free to experiment. This must be entered into the &amp;quot;Custom flags&amp;quot; field&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-gamename====&lt;br /&gt;
Specifies the name of the game to be created by a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the name to be assigned to the game being created.&lt;br /&gt;
====-password====&lt;br /&gt;
Specifies the password for a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the required password for the game being created.&lt;br /&gt;
====-allowabove====&lt;br /&gt;
Specifies a player&#039;s minimum rank for joining a game on a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking above which a player must be to enter the game.&lt;br /&gt;
====-allowbelow====&lt;br /&gt;
Specifies a player&#039;s maximum rank for joining a game on a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking below which a player must be to enter the game.&lt;br /&gt;
====-port====&lt;br /&gt;
Specifies the port on which to run for a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the port which the game should use to connect.&lt;br /&gt;
====-connect====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-clientdamage====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-timeout====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>152.3.72.27</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=1889</id>
		<title>Command-Line Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=1889"/>
		<updated>2006-01-24T20:33:47Z</updated>

		<summary type="html">&lt;p&gt;152.3.72.27: /* -ambient_factor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Launcher Flags==&lt;br /&gt;
The following command-line options can be chosen from the launcher.  &lt;br /&gt;
===Graphics===&lt;br /&gt;
====-spec====&lt;br /&gt;
Enables specular mapping.  Only polygons mapped with textures for which a shinemap exists will recieve specular lighting.  Specular maps are specified with the base map name plus &amp;quot;-shine&amp;quot; (i.e. TCov3A-shine.pcx).&lt;br /&gt;
====-glow====&lt;br /&gt;
Enables glowmapping.  Only polygons mapped with textures for which a glowmap exists will be glowmapped.  Glow maps are specified with the base map name plus &amp;quot;-glow&amp;quot; (i.e. TCov4A-glow.pcx)&lt;br /&gt;
&lt;br /&gt;
====-jpgtga====&lt;br /&gt;
Enables the use of TGA and JPG file formats for image files.  If a ship is showing up partially invisible, select this option.&lt;br /&gt;
====-pcx32====&lt;br /&gt;
&#039;&#039;&#039;WARNING - HIGH MEMORY USAGE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enables PCX files to be loaded into 32-bit memory.  This will not imporove 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 after 3.6.7.&lt;br /&gt;
&lt;br /&gt;
====-cell====&lt;br /&gt;
Enables cell shading.  This will make graphics appear more &amp;quot;cartoonish&amp;quot;.  For use with media in mv_cell.vp.  Not considered a standard enhancement.&lt;br /&gt;
====-mipmap====&lt;br /&gt;
Enables mipmapping.&lt;br /&gt;
&lt;br /&gt;
====-nomotiondebris====&lt;br /&gt;
Disables motion debris.&lt;br /&gt;
====-2d_poof====&lt;br /&gt;
Applies nebula poofs in 2d, effectively preventing them from forming intersections with ships.&lt;br /&gt;
====-noscalevid====&lt;br /&gt;
Disables scaling of video clips.&lt;br /&gt;
====-cache_bitmaps====&lt;br /&gt;
Caches bitmaps between missions, which will ideally reduce the load-time from one mission to another.&lt;br /&gt;
====-missile_lighting====&lt;br /&gt;
Applys lighting to missiles.&lt;br /&gt;
====-rlm====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Enables more accurate lighting model for OpenGL mode.  Always on in current builds, so this command-line option has been removed.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Game Speed===&lt;br /&gt;
====-img2dds====&lt;br /&gt;
Converts all images to DDS (compressed) format.  Decreases memory usage but potentially reduces image quality.&lt;br /&gt;
====-no_vsync====&lt;br /&gt;
Disables vertical sync.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===HUD===&lt;br /&gt;
====-dualscanlines====&lt;br /&gt;
Adds a second pair of scanning lines to the target window when scanning an object.&lt;br /&gt;
====-targetinfo====&lt;br /&gt;
Displays target info, such as name and class, beside the targeted object.&lt;br /&gt;
====-orbradar====&lt;br /&gt;
Enables 3D radar (the Orb).  3D radar will replace the standard 2D version.&lt;br /&gt;
====-ballistic_gauge====&lt;br /&gt;
Adds an ammo gauge to the HUD when armed with a ballistic weapon.&lt;br /&gt;
====-rearm_timer====&lt;br /&gt;
Displays time remaining until rearm and repair from a support ship is complete.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-nobeampierce====&lt;br /&gt;
Causes beams to hit (and damage) shields before they impact a ship&#039;s hull.  This is a global flag, but this behavior can also be modified in weapons.tbl.&lt;br /&gt;
====-smart_shields====&lt;br /&gt;
Enables &amp;quot;smart&amp;quot; shield recharging.  Shield recharge is distributed to the most damaged shield quadrant instead of being distributed equally across the entire shield and be wasted when a quadrant is full.&lt;br /&gt;
====-ship_choice_3d====&lt;br /&gt;
Use ship and weapon models in ship selection and weapon loadout.  Completely disables the standard ANI interface on those screens.&lt;br /&gt;
====-3dwarp====&lt;br /&gt;
Use full geometry for the subspace warp effect.&lt;br /&gt;
====-warp_flash====&lt;br /&gt;
Enable a flash at warp in and warp out.&lt;br /&gt;
====-UseNewAI====&lt;br /&gt;
Tells the game to use new AI routines.  This argument alters mission balance and is not considered a standard feature.&lt;br /&gt;
====-tbp====&lt;br /&gt;
Enable feature set for The Babylon Project&lt;br /&gt;
====-wcsaga====&lt;br /&gt;
Enable feature set for The Wing Commander Saga&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Audio===&lt;br /&gt;
====-snd_preload====&lt;br /&gt;
Preload mission sounds.  Useful in preventing game stuttering when sounds are played for the first time.&lt;br /&gt;
====-nosound====&lt;br /&gt;
Disables all sounds.&lt;br /&gt;
====-nomusic====&lt;br /&gt;
Disables music only.&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-standalone====&lt;br /&gt;
Creates a standalone server.&lt;br /&gt;
====-startgame====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-closed====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-restricted====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-multilog====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-clientdamage====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-mpnoreturn====&lt;br /&gt;
Disables return to the flight deck screen after a mission completes.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
====-fixbugs====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.  This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
====-nocrash====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.  This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
====-oldfire====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-nohtl====&lt;br /&gt;
&#039;&#039;&#039;WARNING - VERY SLOW&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reverts to software rendering mode.  Does this work any more?&lt;br /&gt;
====-no_set_gamma====&lt;br /&gt;
Disables the gamma settings in the options screen.&lt;br /&gt;
====-nomovies====&lt;br /&gt;
Disables all video playback.&lt;br /&gt;
====-noparseerrors====&lt;br /&gt;
Disables some parsing warnings and makes other parse errors non-fatal.  Do not rely on this when creating new tables, the errors are there for a reason.&lt;br /&gt;
====-safeloading====&lt;br /&gt;
Loads missions the old way.  Typically safer, but slower.&lt;br /&gt;
====-query_speech====&lt;br /&gt;
Determines if the current build includes text-to-speech.&lt;br /&gt;
====-d3d_bad_tsys====&lt;br /&gt;
Enable inefficient texture system.&lt;br /&gt;
====-novbo====&lt;br /&gt;
Disables OpenGL VBO.&lt;br /&gt;
====-noibx====&lt;br /&gt;
Disables IBX caching of model geometry data.  This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.&lt;br /&gt;
====-loadallweps====&lt;br /&gt;
Load all weapons, even those not used.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Experimental===&lt;br /&gt;
====-env====&lt;br /&gt;
Enables environment mapping.  Direct3D only.  Environment mapping intensity will be determined from the intensity of specular maps.&lt;br /&gt;
====-alpha_env====&lt;br /&gt;
Enables alpha environment mapping.  Direct3D only.  Environment mapping intensity will be determined from the alpha channel of specular maps.&lt;br /&gt;
====-decals====&lt;br /&gt;
Enables damage decals.&lt;br /&gt;
====-ingame_join====&lt;br /&gt;
Enables ingame joining in multiplayer.  FIXME: Host option?&lt;br /&gt;
====-tga16====&lt;br /&gt;
Converts all TGA images to 16-bits.  Reduces memory footprint at the expense of image quality.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Development Tools===&lt;br /&gt;
====-fps====&lt;br /&gt;
Displays current frames per second.&lt;br /&gt;
====-pos====&lt;br /&gt;
Displays current position coordinates of camera.&lt;br /&gt;
====-window====&lt;br /&gt;
Runs the game in a window.  No check to make sure that resolution is no higher than your desktop resolution, so be careful.&lt;br /&gt;
====-timerbar====&lt;br /&gt;
Displays a timing bar across the top of the screen.  Timebar format varies by build.&lt;br /&gt;
====-stats====&lt;br /&gt;
Shows statistics.&lt;br /&gt;
====-coords====&lt;br /&gt;
Shows coordinates of the mouse cursor.&lt;br /&gt;
====-show_mem_usage====&lt;br /&gt;
Shows memory usage.&lt;br /&gt;
====-pofspew====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-tablecrcs====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-missioncrcs====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-dis_collisions====&lt;br /&gt;
Disables all collisions.&lt;br /&gt;
====-dis_weapons====&lt;br /&gt;
Disables weapons rendering.&lt;br /&gt;
====-output_sexps====&lt;br /&gt;
Outputs SEXPs to sexps.html.&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
Outputs scripting to scripting.html.&lt;br /&gt;
====-nograb====&lt;br /&gt;
Unix only.  Disables focus grabbing in a window.&lt;br /&gt;
==Other==&lt;br /&gt;
The following options are not available as checkboxes in the launcher.  Many require parameters, which follow the flag seperated by a space.  The prototype for use in this case is &amp;quot;-option argument&amp;quot;&lt;br /&gt;
===Graphics===&lt;br /&gt;
====-ambient_factor====&lt;br /&gt;
&lt;br /&gt;
This must be entered into the &amp;quot;Custom flags&amp;quot; field. This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. FS2&#039;s standard value is 120. Try 75 for a good and realistic looking value. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_exp====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16, however 11 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_point====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the&lt;br /&gt;
&amp;quot;Custom flags&amp;quot; field. Adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. Default is 1.0, however 0.6 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_static====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however is 0.8 recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_tube====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much Beam Weapons contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however 0.4 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-clipdist====&lt;br /&gt;
Changes the distance from the viewpoint for the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the distance to the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-mod====&lt;br /&gt;
Specifies a higher priority game directory.&lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the name of the directory in which the target mod is contained.  Explicit use of this command line should be unnecessary as the launcher has MOD options, though multiple mods are supported and do require manual entry.&lt;br /&gt;
&lt;br /&gt;
Data precedence with -mod is as follows (mod directory &amp;quot;moddir&amp;quot;)&lt;br /&gt;
#moddir/data/(appropriate directory)/&lt;br /&gt;
#moddir/data/&lt;br /&gt;
#moddir/&lt;br /&gt;
#Freespace2/data/(appropriate directory)&lt;br /&gt;
#Freespace2/data/&lt;br /&gt;
#Freespace2/&lt;br /&gt;
&lt;br /&gt;
====-fov====&lt;br /&gt;
Specifies the Field of View for the player eyepoint.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the angle of the viewing cone in radians, from 0 to 2*pi&lt;br /&gt;
&lt;br /&gt;
You can set the cone of view making things look bigger/smaller. The problem with this is that if you choose a small FOV, you will have a squashed look on the edges of your screen - stretched edges with a too high FOV. It is recommended to change the FOV as FS2 normally has some perspective distortion at the screen edges (FOV too high). Set the FOV to something like 0.39 - it will fix the distortion problem, and (as a nice side effect) will make everything look bigger and more realistic scale-wise. The default is 0.75, if you go higher, you&#039;ll get the fish-eye effect. Feel free to experiment. This must be entered into the &amp;quot;Custom flags&amp;quot; field&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-gamename====&lt;br /&gt;
Specifies the name of the game to be created by a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the name to be assigned to the game being created.&lt;br /&gt;
====-password====&lt;br /&gt;
Specifies the password for a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the required password for the game being created.&lt;br /&gt;
====-allowabove====&lt;br /&gt;
Specifies a player&#039;s minimum rank for joining a game on a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking above which a player must be to enter the game.&lt;br /&gt;
====-allowbelow====&lt;br /&gt;
Specifies a player&#039;s maximum rank for joining a game on a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking below which a player must be to enter the game.&lt;br /&gt;
====-port====&lt;br /&gt;
Specifies the port on which to run for a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the port which the game should use to connect.&lt;br /&gt;
====-connect====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-clientdamage====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-timeout====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>152.3.72.27</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Lupus_Nebula&amp;diff=1804</id>
		<title>Lupus Nebula</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Lupus_Nebula&amp;diff=1804"/>
		<updated>2006-01-15T16:50:46Z</updated>

		<summary type="html">&lt;p&gt;152.3.72.27: /* Jump Nodes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{non-canon}}&lt;br /&gt;
&lt;br /&gt;
===Celestial Information===&lt;br /&gt;
*&#039;&#039;Distance from Sol:&#039;&#039; 7,100 Â± 280 light-years&lt;br /&gt;
*&#039;&#039;Type of System:&#039;&#039; Nebula&lt;br /&gt;
*&#039;&#039;Color:&#039;&#039; Unknown&lt;br /&gt;
*&#039;&#039;Right Ascension:&#039;&#039; 15h 02m 50s&lt;br /&gt;
*&#039;&#039;Declination:&#039;&#039; -41Â° 56&#039;&lt;br /&gt;
&lt;br /&gt;
===Important Events===&lt;br /&gt;
*To be filled in later.&lt;br /&gt;
&lt;br /&gt;
===Jump Nodes===&lt;br /&gt;
*[[Gamma Draconis]]&lt;br /&gt;
*Unknown Binary System ([[Knossos]])&lt;br /&gt;
&lt;br /&gt;
There is no canon reference to confirm that this is in fact the &#039;&#039;FS2&#039;&#039; nebula, but Galemp claimed it as such&amp;lt;sup&amp;gt;[[#FootNote1|1]]&amp;lt;/sup&amp;gt; and the available information on the supernova that created the nebula&amp;lt;sup&amp;gt;[[#FootNote2|2]]&amp;lt;/sup&amp;gt; fits the evidence nicely.&lt;br /&gt;
&lt;br /&gt;
Mission SM1-05 theorizes that the nebula is the remnant of a supernova (probably foreshadowing the endgame), and Admiral Bosch says the following:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The nebula is the remnant of a supernova thousands if not billions of light years from Earth; and I wonder now if our ancestors witnessed the death of this star erupting over an Egyptian landscape, blazing with the brilliance of four hundred million suns.&amp;quot;&amp;lt;sup&amp;gt;[[#FootNote3|3]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bosch&#039;s estimate was pretty good; the 1006 supernova was about as bright as five billion suns, so he was only off by a factor of 10.  Furthermore, the best descriptions of the supernova come from China and Egypt.&lt;br /&gt;
&lt;br /&gt;
We know that the Ancients built the portal that linked [Gamma Draconis] to the nebula, so we can conjecture that the Shivans caused the parent star to go supernova when they destroyed the Ancients&#039; empire.  This means that the supernova occurred around 8,000 years ago&amp;lt;sup&amp;gt;[[#FootNote4|4]]&amp;lt;/sup&amp;gt;, placing the date at 5,700 B.C., give or take a few hundred years.  Given that the light observed in 1006 took 7,100 years to reach Earth, the Lupus supernova probably occurred around 6,100 B.C.  The two dates match within the margin of error for these kinds of estimates.&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
*&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; See [http://dynamic4.gamespy.com/~~freespace/forums/showthread.php?s=&amp;amp;threadid=14957 this thread] on the ~HLPBB.&lt;br /&gt;
*&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; See [http://spaceflightnow.com/news/n0303/05brightest/ this article], which includes more factual information than the one linked in GalacticEmperor&#039;s thread.&lt;br /&gt;
*&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; A full transcript of this cutscene is available [[Bosch&#039;s Monologues#Mono3|here]]&lt;br /&gt;
*&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; From the vantage point of the Vasudan scientists in 2335.&lt;br /&gt;
&lt;br /&gt;
[[Category:Non-canon]]&lt;/div&gt;</summary>
		<author><name>152.3.72.27</name></author>
	</entry>
</feed>