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	<updated>2026-11-15T10:25:27Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.hard-light.org/index.php?title=The_Romans_Blunder&amp;diff=12272</id>
		<title>The Romans Blunder</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=The_Romans_Blunder&amp;diff=12272"/>
		<updated>2007-09-09T16:03:32Z</updated>

		<summary type="html">&lt;p&gt;AcePace: Added transcript of opening scene.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission|next=A Lion at the Door|previous=The Place of Chariots|campaign=Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACT 1, MISSION 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[53rd Hammerheads]]&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You have been ordered to intercept the Iceni.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
The 53rd is scrambled to intercept the [[NTF Iceni|Iceni]], before it reaches Sirius, but somone high up made a mistake... if it was a mistake.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
This is a more difficult mission. You seem to have no chance of catching the [[NTF Iceni]], and it leaves the area. After a small conversation between the pilots and Command, two enemy freighters jump in with cargo, who are escorted by some fighters. Prioritize the fighters. Once they are gone, destroy the freighters. Do not splurge much effort at the containers, they are always destroyed by the shockwave of the explosion of the freighter carrying it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the freighters and the fighters are down, two [[NTF]] cruisers (NTC Glorious, NTC Imporvious) jump in and make your day difficult. They have fighter assistance as well. Try to lure them away by pulling back at the time they begin approaching on you. Without the assistance of the cruisers, they do not stand much long against you and your wingmen. Attack the cruisers after the fighters. The Glorious is the weaker one, target the anti-fighter beam(s) on it, and attack it with the [[GTM Tempest]]s. Fire at will with your rockets to destroy the cruiser.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Impervious is tougher ([[GTC Leviathan]]-class), the [[GVD Psamtik]] jumps in and will destroy it on her own. After these cruisers have been destroyed, you can leave the area. The mission is more difficult to survive than completing its mission goals. Disarm the cruisers of their anti-fighter beam turrets first.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
&lt;br /&gt;
The Psamtik won&#039;t arrive until you take out the cruisers&#039; fighter cover, so make sure you do that first. Despite what command says, the cruiser&#039;s anti-fighter beam cannons will not fire at you.&lt;br /&gt;
&lt;br /&gt;
As usual, your teammate&#039;s AI is lacking. it may be difficult to keep them alive in this mission.&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
[[NTF Iceni]]&lt;br /&gt;
&lt;br /&gt;
[[GVD Psamtik]]&lt;br /&gt;
&lt;br /&gt;
==Noteable quote==&lt;br /&gt;
&lt;br /&gt;
This mission is quite well known for the opening dialoge in the mission.&lt;br /&gt;
&lt;br /&gt;
Command: Engage full burners and intercept the Iceni. They are two kilometers from the Sirius jump node.&lt;br /&gt;
&lt;br /&gt;
Alpha 2: Command, we&#039;re five clicks from that corvette! Those coordinates you gave us were bogus! We don&#039;t stand a chance of     catching that ship!&lt;br /&gt;
&lt;br /&gt;
Command: You have your orders, pilot.&lt;br /&gt;
&lt;br /&gt;
Alpha2: Command, where&#039;s the blockade? Why isn&#039;t the Alliance guarding this node?&lt;br /&gt;
&lt;br /&gt;
Command: Our line of defense has been reprioritized for engagements elsewhere in the system.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Iceni Jumps&amp;lt;/b&amp;gt;&lt;br /&gt;
Enemy Leader: I regret your efforts to intercept us have failed, pilots. You would be well advised to question the wisdom of your leaders. Helm, engage subspace drive.&lt;br /&gt;
&lt;br /&gt;
Beta1: The Iceni has jumped! I repeat. The Iceni has jumped!&lt;br /&gt;
&lt;br /&gt;
Command: Acknowledged, pilot. &lt;br /&gt;
&lt;br /&gt;
Alpha2: Request a status brief, Command! What the hell is going on here?&lt;br /&gt;
&lt;br /&gt;
Command: You&#039;re out of line, pilot!&lt;br /&gt;
&lt;br /&gt;
Alpha2: Out of line? I don&#039;t think so. We&#039;re risking our lives out here! We deserve a straight answer!&lt;br /&gt;
&lt;br /&gt;
Command: You can discuss this at your debriefing. We now have reports that rebel vessels are heading for the jump node. Stand by for mission update. Command out.&lt;br /&gt;
&lt;br /&gt;
Alpha2: Damn it! Command let Bosch escape!&lt;br /&gt;
&lt;br /&gt;
Alpha3: What are you talking about?&lt;br /&gt;
&lt;br /&gt;
Alpha2: They pulled the blockade. They gave us the wrong coordinates. There&#039;s no other explanation.&lt;br /&gt;
&lt;br /&gt;
Alpha3: Why? Why would they let him go?&lt;br /&gt;
&lt;br /&gt;
Alpha2: You tell me, pilot. I&#039;m informed on a need-to-know basis.&lt;br /&gt;
&lt;br /&gt;
Alpha3: Stand down. We&#039;re on your side here.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;i&amp;gt;Alpha2: Why did we attack the Iceni? Why did we destroy that cargo? I can live with being a pawn if the game makes sense.&amp;lt;/i&amp;gt;&lt;br /&gt;
[[Category:Main Freespace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>AcePace</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Talk:The_Romans_Blunder&amp;diff=12270</id>
		<title>Talk:The Romans Blunder</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Talk:The_Romans_Blunder&amp;diff=12270"/>
		<updated>2007-09-09T13:44:34Z</updated>

		<summary type="html">&lt;p&gt;AcePace: Question before editing.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Any use posting a transcript of this mission? Specifically the opening text, which is quite famous in the FS2 community. [[User:acePace | AcePace]]&lt;/div&gt;</summary>
		<author><name>AcePace</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Talk:.DDS&amp;diff=12242</id>
		<title>Talk:.DDS</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Talk:.DDS&amp;diff=12242"/>
		<updated>2007-09-08T18:18:17Z</updated>

		<summary type="html">&lt;p&gt;AcePace: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Question before adding information on the file format, we&#039;re talking about the microsoft DirectX format? [[User:acePace|Ace pace]]&lt;br /&gt;
*Yep, you got it. DDS in this case = DirectDraw Surface. [[User:Shade|Shade]] 11:40, 8 September 2007 (CDT)&lt;br /&gt;
**Thank you, time to data dump abit. I figure more data can&#039;t hurt.[[User:acePace|Ace pace]]&lt;br /&gt;
&lt;br /&gt;
Added stuff, I really don&#039;t know Wiki formatting and this is getting embaressing. [[User:acePace|Ace pace]]&lt;/div&gt;</summary>
		<author><name>AcePace</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=.DDS&amp;diff=12241</id>
		<title>.DDS</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=.DDS&amp;diff=12241"/>
		<updated>2007-09-08T18:14:59Z</updated>

		<summary type="html">&lt;p&gt;AcePace: Just added some details.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;DDS is a compressed texture format that is supported by FreeSpace SCP. Any modeler should use DDS for their textures as much as possible, as it is 1/2 the size of a PCX and 1/8 the size of a TGA image.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Background on DDS&lt;br /&gt;
The DDS File format was created by Microsoft for it&#039;s DirectX graphics API, however, it has become a general format for Textures and is supported by OpenGL(the graphics API the FS2 SCP uses).&lt;br /&gt;
The official discription of DDS is &amp;quot;The Microsoft DirectDraw Surface (DDS) file format is used to store textures and cubic environment maps, both with and without mipmap levels. This format can store uncompressed and compressed pixel formats, and is the preferred file format for storing DXTn compressed data.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tools&lt;br /&gt;
&lt;br /&gt;
Several tools exist for working with this format, besides any tools created by the FS2 SCP team. These tools are detailed here: [http://developer.nvidia.com/object/nv_texture_tools.html nVidia website] and should be usful.&lt;br /&gt;
&lt;br /&gt;
Usage of DDS&lt;br /&gt;
The primary note to any texturer using the DDS file format is that even if DDS enables you to have twice the texture size, doesn&#039;t mean you should use all the available memory.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[Category:File Types]]&lt;/div&gt;</summary>
		<author><name>AcePace</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Talk:.DDS&amp;diff=12240</id>
		<title>Talk:.DDS</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Talk:.DDS&amp;diff=12240"/>
		<updated>2007-09-08T18:01:27Z</updated>

		<summary type="html">&lt;p&gt;AcePace: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Question before adding information on the file format, we&#039;re talking about the microsoft DirectX format?&lt;br /&gt;
*Yep, you got it. DDS in this case = DirectDraw Surface. [[User:Shade|Shade]] 11:40, 8 September 2007 (CDT)&lt;br /&gt;
**Thank you, time to data dump abit. I figure more data can&#039;t hurt.&lt;/div&gt;</summary>
		<author><name>AcePace</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Talk:.DDS&amp;diff=12225</id>
		<title>Talk:.DDS</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Talk:.DDS&amp;diff=12225"/>
		<updated>2007-09-08T16:25:05Z</updated>

		<summary type="html">&lt;p&gt;AcePace: New page: Question before adding information on the file format, we&amp;#039;re talking about the microsoft DirectX format?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Question before adding information on the file format, we&#039;re talking about the microsoft DirectX format?&lt;/div&gt;</summary>
		<author><name>AcePace</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Talk:Is-ship-stealthy&amp;diff=12222</id>
		<title>Talk:Is-ship-stealthy</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Talk:Is-ship-stealthy&amp;diff=12222"/>
		<updated>2007-09-08T16:22:57Z</updated>

		<summary type="html">&lt;p&gt;AcePace: New page: Just to make sure before I write, they&amp;#039;re talking about the FREd flag?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just to make sure before I write, they&#039;re talking about the FREd flag?&lt;/div&gt;</summary>
		<author><name>AcePace</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Talk:Num-assists&amp;diff=12220</id>
		<title>Talk:Num-assists</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Talk:Num-assists&amp;diff=12220"/>
		<updated>2007-09-08T16:22:19Z</updated>

		<summary type="html">&lt;p&gt;AcePace: Question.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can someone tell me what should be here? -Ace Pace&lt;/div&gt;</summary>
		<author><name>AcePace</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Total_conversions&amp;diff=11678</id>
		<title>Total conversions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Total_conversions&amp;diff=11678"/>
		<updated>2007-08-31T08:16:27Z</updated>

		<summary type="html">&lt;p&gt;AcePace: Reversed, my bad, or confused.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;FreeSpace 2 Open engine has lot of potential and it has been used to create various &#039;&#039;&#039;total conversions&#039;&#039;&#039; that basically replace all the files related to original FreeSpace 2 with their own files. Due to terms set in the release of the FreeSpace 2 source code in 2002 none of the total conversions using FreeSpace 2 Open engine may be used for commercial purposes.&lt;br /&gt;
&lt;br /&gt;
==Released total conversions==&lt;br /&gt;
&lt;br /&gt;
===[[Beyond the Red Line]]===&lt;br /&gt;
&lt;br /&gt;
[[Image:Btrl logo 250x100.jpg]]&lt;br /&gt;
&lt;br /&gt;
Beyond the Red Line is a total conversion based on the Battlestar Galactica (Reimagined) TV series.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Current release:&#039;&#039;&#039; &#039;&#039;Playable demo&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[The Babylon Project]]===&lt;br /&gt;
&lt;br /&gt;
[[Image:TBP logo 255x112.jpg]]&lt;br /&gt;
&lt;br /&gt;
The Babylon Project is a total conversion using the scenery from Babylon 5 universe. It features multiple campaigns and over a hundred models based on designs from the Babylon 5 universe.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Current release:&#039;&#039;&#039; &#039;&#039;3.4 beta&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[Wing Commander Saga]]===&lt;br /&gt;
&lt;br /&gt;
[[Image:Wcs logo 160 128.jpg]]&lt;br /&gt;
&lt;br /&gt;
The Wing Commander Saga is a total conversion combining the FreeSpace 2 engine with the universe from the Wing Commander.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Current release:&#039;&#039;&#039; &#039;&#039;Prologue&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Other total conversions==&lt;br /&gt;
&lt;br /&gt;
===[[The Apocalypse Project]]===&lt;br /&gt;
&lt;br /&gt;
===[[Starfox: Shadows of Lylat]]===&lt;br /&gt;
&lt;br /&gt;
Shadows of Lylat is a total conversion based on the Starfox video game series.&lt;br /&gt;
&lt;br /&gt;
[[Image:SoL.gif]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Release Date:&#039;&#039;&#039; 2007/2008, chapter 1 release&lt;br /&gt;
&lt;br /&gt;
===[[Star Wars Conversion|&#039;&#039;Star Wars&#039;&#039; Conversion]]===&lt;br /&gt;
The &#039;&#039;Star Wars&#039;&#039; Conversion is a project to put &#039;&#039;Star Wars&#039;&#039; into &#039;&#039;FreeSpace&#039;&#039;, preserving the gameplay of FS. Currently, the &#039;&#039;Star Wars&#039;&#039; Conversion project is actively progressing.&lt;br /&gt;
&lt;br /&gt;
===[[Halo for Freespace]]===&lt;br /&gt;
&lt;br /&gt;
Bringing the Halo universe to FreeSpace 2!&lt;br /&gt;
&lt;br /&gt;
===[[Fringespace]]===&lt;br /&gt;
&lt;br /&gt;
This project is designed to duplicate, as closely as possible, the &amp;quot;feel&amp;quot; of Tachyon: The Fringe, within the Freespace2_Open game engine as well as an attempt to update the visuals and the playing experience for Tachyon fans.&lt;br /&gt;
&lt;br /&gt;
[[Image:Fs_logo_sm.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Main]]&lt;/div&gt;</summary>
		<author><name>AcePace</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Total_conversions&amp;diff=11677</id>
		<title>Total conversions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Total_conversions&amp;diff=11677"/>
		<updated>2007-08-31T08:15:42Z</updated>

		<summary type="html">&lt;p&gt;AcePace: /* The Babylon Project */ Changed beta to final as per thread.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;FreeSpace 2 Open engine has lot of potential and it has been used to create various &#039;&#039;&#039;total conversions&#039;&#039;&#039; that basically replace all the files related to original FreeSpace 2 with their own files. Due to terms set in the release of the FreeSpace 2 source code in 2002 none of the total conversions using FreeSpace 2 Open engine may be used for commercial purposes.&lt;br /&gt;
&lt;br /&gt;
==Released total conversions==&lt;br /&gt;
&lt;br /&gt;
===[[Beyond the Red Line]]===&lt;br /&gt;
&lt;br /&gt;
[[Image:Btrl logo 250x100.jpg]]&lt;br /&gt;
&lt;br /&gt;
Beyond the Red Line is a total conversion based on the Battlestar Galactica (Reimagined) TV series.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Current release:&#039;&#039;&#039; &#039;&#039;Playable demo&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[The Babylon Project]]===&lt;br /&gt;
&lt;br /&gt;
[[Image:TBP logo 255x112.jpg]]&lt;br /&gt;
&lt;br /&gt;
The Babylon Project is a total conversion using the scenery from Babylon 5 universe. It features multiple campaigns and over a hundred models based on designs from the Babylon 5 universe.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Current release:&#039;&#039;&#039; &#039;&#039;3.4 final&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[Wing Commander Saga]]===&lt;br /&gt;
&lt;br /&gt;
[[Image:Wcs logo 160 128.jpg]]&lt;br /&gt;
&lt;br /&gt;
The Wing Commander Saga is a total conversion combining the FreeSpace 2 engine with the universe from the Wing Commander.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Current release:&#039;&#039;&#039; &#039;&#039;Prologue&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Other total conversions==&lt;br /&gt;
&lt;br /&gt;
===[[The Apocalypse Project]]===&lt;br /&gt;
&lt;br /&gt;
===[[Starfox: Shadows of Lylat]]===&lt;br /&gt;
&lt;br /&gt;
Shadows of Lylat is a total conversion based on the Starfox video game series.&lt;br /&gt;
&lt;br /&gt;
[[Image:SoL.gif]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Release Date:&#039;&#039;&#039; 2007/2008, chapter 1 release&lt;br /&gt;
&lt;br /&gt;
===[[Star Wars Conversion|&#039;&#039;Star Wars&#039;&#039; Conversion]]===&lt;br /&gt;
The &#039;&#039;Star Wars&#039;&#039; Conversion is a project to put &#039;&#039;Star Wars&#039;&#039; into &#039;&#039;FreeSpace&#039;&#039;, preserving the gameplay of FS. Currently, the &#039;&#039;Star Wars&#039;&#039; Conversion project is actively progressing.&lt;br /&gt;
&lt;br /&gt;
===[[Halo for Freespace]]===&lt;br /&gt;
&lt;br /&gt;
Bringing the Halo universe to FreeSpace 2!&lt;br /&gt;
&lt;br /&gt;
===[[Fringespace]]===&lt;br /&gt;
&lt;br /&gt;
This project is designed to duplicate, as closely as possible, the &amp;quot;feel&amp;quot; of Tachyon: The Fringe, within the Freespace2_Open game engine as well as an attempt to update the visuals and the playing experience for Tachyon fans.&lt;br /&gt;
&lt;br /&gt;
[[Image:Fs_logo_sm.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Main]]&lt;/div&gt;</summary>
		<author><name>AcePace</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=FreeSpace_3&amp;diff=11250</id>
		<title>FreeSpace 3</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=FreeSpace_3&amp;diff=11250"/>
		<updated>2007-08-09T09:24:02Z</updated>

		<summary type="html">&lt;p&gt;AcePace: Added note of trademark status.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;FreeSpace 3&#039;&#039;&#039; is the name a hypothetical sequel to &#039;&#039;FreeSpace 2&#039;&#039; would logically have.  Asking about &#039;&#039;FreeSpace 3&#039;&#039; on the forums tends to provoke annoyance from established members, since it has allegedly &amp;quot;been asked about so many times before&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==IP controversy==&lt;br /&gt;
In early July, 2004, news appeared that controversial game developer [[Derek Smart]], creator of the game &#039;&#039;Battlecruiser: 3000AD&#039;&#039;[http://www.gamespot.com/pc/strategy/battlecruiser3000ad/index.html], and active participator in many online forums, was considering bidding for the IP licence with the intent[http://forums.avault.com/showthread.php?t=3209] of developing &#039;&#039;FreeSpace 3&#039;&#039;. This proposal was met with derision from the HLP community; the reaction was such that Smart threatened to potentially sue developers and terminate community projects once he had acquired the license, on account of copyright infringement. According to polls, however, the majority of customers would buy the game regardless of Smart&#039;s involvement.&lt;br /&gt;
&lt;br /&gt;
In late July, 2004, further news arrived that Smart had decided not to develop &#039;&#039;FreeSpace 3&#039;&#039;. Smart never acquired the license, and at present the license is believed to be owned by [[Interplay]].&lt;br /&gt;
==Community opinion==&lt;br /&gt;
The general consensus among the HLP community is that there will never be a FreeSpace3. Many reasons for this are presented. A select few are:&lt;br /&gt;
&lt;br /&gt;
*[[Volition]], Inc. is the developer of the previous FreeSpace games in the series and is generally held as the only authorative developer&lt;br /&gt;
*[[Interplay]] owns the rights to the FreeSpace universe (as of 11-15-2006)&lt;br /&gt;
*the ownership of [[Volition]] has been transferred from Interplay to THQ&lt;br /&gt;
*the emotive consensus &amp;quot;&#039;&#039;if it ain&#039;t by V, it ain&#039;t FreeSpace 3&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
While it could be argued that by having the source code available the FreeSpace community could set about creating FreeSpace 3 themselves, no such project has emerged. Disregarding the legal issues, the community has universally renounced any such undertaking, due to a multitude of reasons. While the main reason is that there&#039;s very little hope consensus could be reached regarding any possible storyline or direction, there are also numerous other issues involved. When all of these are taken into account, the conclusion has been that any and all plans regarding FreeSpace 3 are indefinitely shelved. For further information, read the HLP forum&#039;s official FS3 statement[http://www.hard-light.net/forums/index.php/topic,25531.0.html].&lt;br /&gt;
&lt;br /&gt;
Attempts have been made to make FreeSpace 3 a reality, such as petitions and mailings to both Volition and Interplay. No attempts to date have been fruitful, and continuous mentions of FreeSpace 3 will ultimately be met with either derision or &#039;&#039;ad hominem&#039;&#039;, or both.&lt;br /&gt;
==Current license status==&lt;br /&gt;
According to a post by Volition developer Dave Baranec[http://www.volition-inc.com/Staff/DaveBaranec] on the [http://www.hard-light.net HLP] forum, it would seem that Volition are furthering their talks with THQ about the current situation of the FreeSpace scene and the future of the FreeSpace series.&lt;br /&gt;
&lt;br /&gt;
A nameless [[Interplay]] contact has stated numerous times that Interplay does not own the IP rights to FreeSpace. While it can be argued that the contact may not be in possession of the complete facts&amp;amp;mdash;due to his position as helpdesk&amp;amp;mdash;the preceeding is the only known semi-official statement regarding the current status of the license. The current status of the license is yet to be officially confirmed.&lt;br /&gt;
However, acording to the US Trademark and Patent office[http://tess2.uspto.gov/bin/showfield?f=doc&amp;amp;state=73ldnq.2.6] the license is alive and well with Interplay.&lt;br /&gt;
&lt;br /&gt;
[[Interplay]] recently introduced their 20th anniversary edition of &#039;&#039;FreeSpace 2&#039;&#039;, which can be ordered via their homepage. Moreover, recently Home of the Underdogs[http://www.the-underdogs.info] removed the game from their download list, only to later re-insert it[http://www.the-underdogs.info/game.php?id=4150]. No explanation for this has been given.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[http://nodewar.penguinbomb.com/aotd/Turnsky/bang.jpg Cartoon on NodeWar regarding the issue]&lt;br /&gt;
&lt;br /&gt;
*[http://forums.avault.com/showthread.php?t=3209 The original FS3 license discussion] at the &#039;&#039;Adrenaline Vault&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[http://www.petitiononline.com/FS3/petition.html An online petition] to rescue the franchise&lt;br /&gt;
&lt;br /&gt;
*[http://www.3dactionplanet.com/hlp/hosted/fsurp/help/karajorma/freespace2.html Karajorma&#039;s FAQ including section about FreeSpace 3]&lt;/div&gt;</summary>
		<author><name>AcePace</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Talk:Coding_In_C&amp;diff=10748</id>
		<title>Talk:Coding In C</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Talk:Coding_In_C&amp;diff=10748"/>
		<updated>2007-07-19T15:15:10Z</updated>

		<summary type="html">&lt;p&gt;AcePace: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Whats the purpose of this page? We don&#039;t need to offer coding help here, any one can get that anywhere, far more usful is coding data about the Freespace 2 code layout, what the structure of the game is code wise(done to some extent), what are some of the more common re-usable functions(such as the FS2 file writing functions which are OS independent). -Ace&lt;br /&gt;
&lt;br /&gt;
I agree, but maybe put some links to some good tutorials at the top of the page. If you think this is a good idea, do it, as I don&#039;t have any experience with the FS source. &lt;br /&gt;
&lt;br /&gt;
Note that there is already a [[Sourcecode Reference]] page, also.&lt;br /&gt;
 [[User:Mustang19|Mustang19]]&lt;br /&gt;
&lt;br /&gt;
Hmn, I&#039;ll round some up, maybe with some book reccomendations.&lt;br /&gt;
Beyond what I linked, maybe http://cprogramming.com/tutorial.html#ctutorial this stuff?&lt;/div&gt;</summary>
		<author><name>AcePace</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Coding_In_C&amp;diff=10747</id>
		<title>Coding In C</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Coding_In_C&amp;diff=10747"/>
		<updated>2007-07-19T15:14:05Z</updated>

		<summary type="html">&lt;p&gt;AcePace: -Added a book reccomendation as per talk page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Note: While the following guide is a starter, the book The C Programming Language, Second Edition by Brian W. Kernighan and Dennis M. Ritchie, is considered one of the best books on the C language.&lt;br /&gt;
&lt;br /&gt;
==File types==&lt;br /&gt;
There are two main types of file types in C/C++; .c/.cpp files, and .h files. .c/.cpp files are the meat of the source code; they contain the actual function and variable definitions. When a program is &#039;&#039;&#039;&#039;&#039;built&#039;&#039;&#039;&#039;&#039;, it is &#039;&#039;&#039;&#039;&#039;compiled&#039;&#039;&#039;&#039;&#039; to create machine-readable code. To form a complete program, the machine code is &#039;&#039;&#039;&#039;&#039;linked&#039;&#039;&#039;&#039;&#039; with other compiled .c/.cpp files to form the complete program (the .exe).&lt;br /&gt;
&lt;br /&gt;
.h files contain code, such as class, function, or struct definitions, that is used in multiple files but usually doesn&#039;t really do anything when the program is built.&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;br /&gt;
Anything after // is considered a comment and ignored. Also, anything between a /* and a */ is considered as well (This is called a &#039;&#039;&#039;&#039;&#039;block comment&#039;&#039;&#039;&#039;&#039;). You may not put block comments inside of each other, although you can put pretty much anything else in them.&lt;br /&gt;
&lt;br /&gt;
Note that comments are not ignored if they are inside &#039;&#039;&#039;&#039;&#039;strings&#039;&#039;&#039;&#039;&#039; (read on to find out what strings are!).&lt;br /&gt;
&lt;br /&gt;
===Comments Example===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
//I&#039;m a comment!&lt;br /&gt;
/* So am I.*/&lt;br /&gt;
/* Look, you can do //this and //this! */&lt;br /&gt;
char String[] = &amp;quot;//I look like a comment but I&#039;m really a string.&amp;quot;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Variables==&lt;br /&gt;
C and C++ have a number of different types of variables; these are slices of memory that hold information. Because all variables are stored in binary, they are interchangeable, to a degree. &#039;&#039;&#039;All variables are case sensitive&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For example, an &#039;&#039;&#039;&#039;&#039;int&#039;&#039;&#039;&#039;&#039; is an integer, or a number without any fractions or decimals; -2,-1,0,1,2,3,4,5...etc. An integer is 4 bytes, or 32-bits, long.&lt;br /&gt;
&lt;br /&gt;
Another important type of variable is &#039;&#039;&#039;&#039;&#039;char&#039;&#039;&#039;&#039;&#039;. A char is one byte (8 bits) in size. It&#039;s essentially a shorter int, except it&#039;s most commonly used to represent a character, that is, letters and numbers and such. This means that any given letter is also a number; &#039;A&#039; is 65, for example. This text-&amp;gt;number conversion is called [http://www.cplusplus.com/doc/papers/ascii.html ASCII]. Single quotation marks are used to denote a character. For example, &#039;A&#039;&lt;br /&gt;
&lt;br /&gt;
A collection of characters is called a &#039;&#039;&#039;&#039;&#039;string&#039;&#039;&#039;&#039;&#039;; this isn&#039;t really a variable, however, it is standard. A string is a series of characters followed by a null character, or a char with a value of 0. (NOT the character &#039;0&#039;; that would be 48). Double quotation marks are used to denote a string. So, &amp;quot;This is a string&amp;quot;. &#039;This is not a string&#039;.&lt;br /&gt;
&lt;br /&gt;
If you want to use decimals or fractions you&#039;ll have to use a &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039; or a &#039;&#039;&#039;&#039;&#039;double&#039;&#039;&#039;&#039;&#039;. A float is the same size as an int, except it can be fractions. A &#039;&#039;&#039;&#039;&#039;double&#039;&#039;&#039;&#039;&#039; is twice as large as an int (8 bytes) but can be much more accurate than a float.&lt;br /&gt;
&lt;br /&gt;
Finally, all the above integers can be prefixed with &#039;&#039;&#039;&#039;&#039;unsigned&#039;&#039;&#039;&#039;&#039;; this means that the variable only contains positive values. The &#039;&#039;&#039;&#039;&#039;extern&#039;&#039;&#039;&#039;&#039; prefix indicates that the variable exists, but is in some other file, so the compiler should let it be used. (The linker will complain if it doesn&#039;t really exist). &#039;&#039;&#039;&#039;&#039;const&#039;&#039;&#039;&#039;&#039; means that the variable can&#039;t be changed by the program after it&#039;s built, which lets addtional optimizations be performed. Some other prefixes are &#039;&#039;&#039;&#039;&#039;short&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;long&#039;&#039;&#039;&#039;&#039; - look them up if you&#039;re interested.&lt;br /&gt;
&lt;br /&gt;
===Variable example===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
int i;                   //Create the variable i.&lt;br /&gt;
i = 42;                  //Set i equal to 42&lt;br /&gt;
int j = 94;              //Create the variable j and set it to 94&lt;br /&gt;
j = -1 * (i * j + 1138); //You can also use arithmetic signs - Now j is -5086!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Arrays==&lt;br /&gt;
An array is a series of the same type of variable. So, a string would be an array of chars. An individual variable in an array is usually called an &#039;&#039;&#039;&#039;&#039;element&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Array example===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
int Array[2];               //Create an integer array with two integers&lt;br /&gt;
Array~[0] = 42;              //Set the first integer to 42&lt;br /&gt;
Array~[1] = 94;              //Set the second integer to 94&lt;br /&gt;
char String[] = &amp;quot;Hello!&amp;quot;;   //Create an array of chars (a string) and autosize it to whatever size the given string is&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pointers==&lt;br /&gt;
Pointers are difficult to grasp and work with, to say the least, but they&#039;re worth it. A pointer is basically the address of a particular variable (sometimes a function). Think of them as the address to a house, or the URL to a site - they aren&#039;t the actual house or site, but they let you get to it.&lt;br /&gt;
&lt;br /&gt;
There are two important characters with pointers - &#039;&#039;&#039;&#039;&#039;&amp;amp;&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;*&#039;&#039;&#039;&#039;&#039;. &amp;amp; is used to change a variable to the address of a variable. So, &amp;amp;variable would give you the address of a variable.&lt;br /&gt;
&lt;br /&gt;
The asterisk is the reverse of &amp;amp;. It means the variable at the address given. In other words, *(&amp;amp;variable) is the same thing as variable.&lt;br /&gt;
&lt;br /&gt;
However, the asterisk can also be used to declare a pointer, a special type of variable. Confused yet? Here&#039;s an example:&lt;br /&gt;
&lt;br /&gt;
===Pointer example===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
int i = 42;         //Our favorite integer, i&lt;br /&gt;
int *integerptr;    //This defines a pointer to an integer.&lt;br /&gt;
integerptr = &amp;amp;i;    //integerptr now points to i&lt;br /&gt;
(*integerptr) = 94; //We just changed the value of i!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Functions==&lt;br /&gt;
A function is a collection of instructions (usually other functions). Every function has a return type - even if it doesn&#039;t. A function with no return type has a return type of &#039;&#039;&#039;&#039;&#039;void&#039;&#039;&#039;&#039;&#039;. Otherwise, a function may return with any of the above variable types (A function can&#039;t really return a string or array, although it can return a &#039;&#039;&#039;&#039;&#039;pointer&#039;&#039;&#039;&#039;&#039; to one).&lt;br /&gt;
&lt;br /&gt;
Functions can also be given arguments, so one function can be used in different places. These arguments can be the same types as a function&#039;s return types. This means you can take the return of one function and plug it into another function&#039;s arguments.&lt;br /&gt;
&lt;br /&gt;
There are two steps to creating a function. Actually writing the function, and optionally declaring it. Thus, you can declare a function in a header file and use that function through your entire project, but only have the meat of it in one spot. You must declare or write out the function before you use it.&lt;br /&gt;
&lt;br /&gt;
Note that the arguments to a function are not really the variables that are plugged into them. So, if you want to change a variable from inside a function , you will probably have to use a pointer. This is called &#039;&#039;&#039;&#039;&#039;passing by reference&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Function example===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
void func1(int a, float b);  //Declare func1&lt;br /&gt;
int func2()                  //Define func2&lt;br /&gt;
{&lt;br /&gt;
	return 1;            //func2 returns integer 1;&lt;br /&gt;
}&lt;br /&gt;
int func3(int c)             //Define func3&lt;br /&gt;
{&lt;br /&gt;
	func1(c, c + .5);    //execute func1&lt;br /&gt;
	return c;            //return c;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
void func1(int a, float b)     //Define func1. It doesn&#039;t do anything, basically.&lt;br /&gt;
{&lt;br /&gt;
	float z = a + b;       //Make a new variable and add up a and b in it&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
void Execute()                 //You can&#039;t execute a function except from inside another.&lt;br /&gt;
{&lt;br /&gt;
	func1(func2(), func3(func2())); //What will z be?&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Tutorial One - Baby Steps==&lt;br /&gt;
To start out, I&#039;ll give a classic example - a &amp;quot;Hello, World!&amp;quot; program written in C. Are you ready? Here it is...&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#include &amp;lt;stdio.h&amp;gt;&lt;br /&gt;
&lt;br /&gt;
int main(int argc, char** argv)&lt;br /&gt;
{&lt;br /&gt;
	puts(&amp;quot;Hello, world!&amp;quot;);&lt;br /&gt;
	return 0;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
That wasn&#039;t too bad, was it? Here&#039;s what each line does:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;!#include &amp;lt;stdio.h&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This line puts the contents of the file &amp;quot;stdio.h&amp;quot; into the current source code file after it&#039;s loaded into memory but before it&#039;s compiled. The &#039;&amp;lt;&#039; and &#039;&amp;gt;&#039; tell the compiler that it&#039;s a library file - that is, it&#039;s not part of the current program but in the compiler&#039;s own file list. We need this file to get the function declaration for puts().&lt;br /&gt;
&lt;br /&gt;
The entire line is called a &#039;&#039;&#039;&#039;&#039;preprocessor directive&#039;&#039;&#039;&#039;&#039;; that&#039;s what the &#039;#&#039; is for. The preprocessor does everything before the code is compiled, adding or replacing source code before it&#039;s sent off to the compiler. It&#039;s useful if you want to make it easy to completely remove a feature from a program.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;int main(int argc, char** argv)&amp;lt;/pre&amp;gt;&lt;br /&gt;
This defines the main function, which is where execution in a C program always starts. Argc is the number of command-line arguments, argv is the array of command-line arguments. (ie argv[0] might be &amp;quot;-fps&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;{&amp;lt;/pre&amp;gt;&lt;br /&gt;
Starts the main function&#039;s code block&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;puts(&amp;quot;Hello, world!&amp;quot;);&amp;lt;/pre&amp;gt;&lt;br /&gt;
This function writes &amp;quot;Hello, world!&amp;quot; to the command-line, or console if you&#039;re on Linux.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;return 0;&amp;lt;/pre&amp;gt;&lt;br /&gt;
This can return pretty much anything you like, as long as it&#039;s an integer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;}&amp;lt;/pre&amp;gt;&lt;br /&gt;
Ends the function block&lt;br /&gt;
&lt;br /&gt;
That&#039;s it! A working C program!&lt;br /&gt;
&lt;br /&gt;
==Scope==&lt;br /&gt;
The &#039;&#039;&#039;&#039;&#039;scope&#039;&#039;&#039;&#039;&#039; of a variable is the area you can get at it. A variable created inside a function only exists inside that function. Basically, anywhere you see brackets like { or } defines a code block. Any time you see these, variables created inside them will only exist inside of them.&lt;br /&gt;
&lt;br /&gt;
===Scope Example===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
int a = 1;&lt;br /&gt;
void func1()&lt;br /&gt;
{&lt;br /&gt;
	//You can access a here, but not c or d&lt;br /&gt;
	int b;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
void func2()&lt;br /&gt;
{&lt;br /&gt;
	//You can access a here, but not b or d&lt;br /&gt;
	if(a)&lt;br /&gt;
	{&lt;br /&gt;
		int d = 2;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Flow control - If statement==&lt;br /&gt;
If the code in the parentheses is true, or a nonzero value, then the code statement immediately after it or inside the code block immediately after it is executed. After if, &#039;&#039;&#039;&#039;&#039;else if&#039;&#039;&#039;&#039;&#039; may be used to define an alternate option. Or, &#039;&#039;&#039;&#039;&#039;else&#039;&#039;&#039;&#039;&#039; may be used to define if none of the else or else if blocks are true&lt;br /&gt;
&lt;br /&gt;
===If example===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
int a = 1;&lt;br /&gt;
int b = 2;&lt;br /&gt;
if(a == 0)&lt;br /&gt;
{&lt;br /&gt;
	//Do something fun if a is 0&lt;br /&gt;
}&lt;br /&gt;
else if(a == 1)&lt;br /&gt;
{&lt;br /&gt;
	//Do something else if a is 1&lt;br /&gt;
}&lt;br /&gt;
else if(a == 1 &amp;amp;&amp;amp; b == 2)&lt;br /&gt;
{&lt;br /&gt;
	//If a is 1, and b is 2, do something here.&lt;br /&gt;
	//With the above values, this is what would happen.&lt;br /&gt;
}&lt;br /&gt;
else&lt;br /&gt;
{&lt;br /&gt;
	//Otherwise, do this.&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Flow control - while statement.==&lt;br /&gt;
While the code in the parentheses is true or a nozero value, then the code statement immediately after it or inside the code block immediately after it is executed.&lt;br /&gt;
&lt;br /&gt;
===While example===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
int i;         //Create the variable i&lt;br /&gt;
void DoStuff();//Declare teh function DoStuff&lt;br /&gt;
&lt;br /&gt;
i = 0;         //Make i be 0&lt;br /&gt;
while(i &amp;lt; 42)  //While this is true, do whatever&#039;s after this&lt;br /&gt;
{&lt;br /&gt;
	DoStuff();&lt;br /&gt;
	i++;   //++ is shorthand for &amp;quot;Add 1 to the variable after this line of code&amp;quot;.&lt;br /&gt;
	//++i; //This would be shorthand for &amp;quot;Add 1 to the variable before this line of code&amp;quot;&lt;br /&gt;
               //Replace with -- for &amp;quot;Subtract one from&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Flow control - for statement==&lt;br /&gt;
Usually used to go through array values; essentially a variant of the while loop&lt;br /&gt;
&lt;br /&gt;
===For example===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
//This does the same thing as the while example&lt;br /&gt;
int i;&lt;br /&gt;
void DoStuff();&lt;br /&gt;
&lt;br /&gt;
for(i = 0; i &amp;lt; 42; i++)&lt;br /&gt;
{&lt;br /&gt;
	DoStuff();&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Flow control - switch==&lt;br /&gt;
Execute the code after the case statement that matches the value in the parentheses.&lt;br /&gt;
&lt;br /&gt;
===Switch example===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
//Declare some functions&lt;br /&gt;
void DoFunStuff();&lt;br /&gt;
void DoSadStuff();&lt;br /&gt;
void DoOtherStuff();&lt;br /&gt;
&lt;br /&gt;
//Give ourselves a variable&lt;br /&gt;
int a = 2;&lt;br /&gt;
&lt;br /&gt;
switch(a)&lt;br /&gt;
{&lt;br /&gt;
	case 0:        		//If a is 0...&lt;br /&gt;
		DoFunStuff();	//...Do fun stuff!&lt;br /&gt;
		break;		//We&#039;re done, jump to the end of the code block.&lt;br /&gt;
	case 1:        		//If a is 1...&lt;br /&gt;
		DoSadStuff();	//...aww, crap, we gotta do sad stuff.&lt;br /&gt;
		break;&lt;br /&gt;
	default:		//If none of the above match...&lt;br /&gt;
		DoOtherStuff();	//...Do some other stuff.&lt;br /&gt;
				//Since a IS 2, we&#039;ll be doing this other stuff.&lt;br /&gt;
		break;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Structs==&lt;br /&gt;
Structs are a block of different types of variables. They help organize code, since then you can group similar variables together. For example:&lt;br /&gt;
&lt;br /&gt;
===Struct Example===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
struct Person&lt;br /&gt;
{&lt;br /&gt;
	char name[128];     //Name can *only* be 128 letters long, including spaces&lt;br /&gt;
	unsigned int age;   //Granted, ints range from -2,147,483,648 to 2,147,483,648 - but just in case...&lt;br /&gt;
	unsigned int weight;//Who has negative weight?&lt;br /&gt;
&lt;br /&gt;
}; //&amp;lt;-- this little semicolon is important. Remember him.&lt;br /&gt;
&lt;br /&gt;
//Now we have a function that takes a Person as an argument.&lt;br /&gt;
int CarlEatClone(Person poor_fellow)&lt;br /&gt;
{&lt;br /&gt;
	for(;poor_Fellow.weight &amp;gt; 0; poor_fellow.weight--);     //Simulate this poor fellow being digested.&lt;br /&gt;
&lt;br /&gt;
	//Note that no one is actually harmed, because the poor_fellow is actually a copy.&lt;br /&gt;
	//Also note how &amp;quot;weight&amp;quot; inside poor_fellow is referenced&lt;br /&gt;
}&lt;br /&gt;
//Use like this:&lt;br /&gt;
//CarlEatClone(TerranGuy);&lt;br /&gt;
&lt;br /&gt;
//In this function, poor_fellow must be a pointer&lt;br /&gt;
int CarlEat(Person *poor_fellow)&lt;br /&gt;
{&lt;br /&gt;
	for(;poor_fellow-&amp;gt;weight &amp;gt; 0; poor_fellow-&amp;gt;weight--);&lt;br /&gt;
&lt;br /&gt;
	//Note again how weight is referenced, now that poor_fellow is a pointer&lt;br /&gt;
	//No cloning is involved here...poor guy.&lt;br /&gt;
}&lt;br /&gt;
//Use like this:&lt;br /&gt;
//CarlEat(&amp;amp;TerranGuy);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Written by [[User:WMCoolmon|WMCoolmon]]&lt;/div&gt;</summary>
		<author><name>AcePace</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Talk:Coding_In_C&amp;diff=10746</id>
		<title>Talk:Coding In C</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Talk:Coding_In_C&amp;diff=10746"/>
		<updated>2007-07-19T14:21:55Z</updated>

		<summary type="html">&lt;p&gt;AcePace: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Whats the purpose of this page? We don&#039;t need to offer coding help here, any one can get that anywhere, far more usful is coding data about the Freespace 2 code layout, what the structure of the game is code wise(done to some extent), what are some of the more common re-usable functions(such as the FS2 file writing functions which are OS independent). -Ace&lt;br /&gt;
&lt;br /&gt;
I agree, but maybe put some links to some good tutorials at the top of the page. If you think this is a good idea, do it, as I don&#039;t have any experience with the FS source. &lt;br /&gt;
&lt;br /&gt;
Note that there is already a [[Sourcecode Reference]] page, also.&lt;br /&gt;
 [[User:Mustang19|Mustang19]]&lt;br /&gt;
&lt;br /&gt;
Hmn, I&#039;ll round some up, maybe with some book reccomendations.&lt;/div&gt;</summary>
		<author><name>AcePace</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Talk:Coding_In_C&amp;diff=10717</id>
		<title>Talk:Coding In C</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Talk:Coding_In_C&amp;diff=10717"/>
		<updated>2007-07-17T11:08:38Z</updated>

		<summary type="html">&lt;p&gt;AcePace: -Started talk page, opened discussion on page purpose.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Whats the purpose of this page? We don&#039;t need to offer coding help here, any one can get that anywhere, far more usful is coding data about the Freespace 2 code layout, what the structure of the game is code wise(done to some extent), what are some of the more common re-usable functions(such as the FS2 file writing functions which are OS independent).&lt;/div&gt;</summary>
		<author><name>AcePace</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=FreeSpace_Open_Installer&amp;diff=10716</id>
		<title>FreeSpace Open Installer</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=FreeSpace_Open_Installer&amp;diff=10716"/>
		<updated>2007-07-17T10:09:39Z</updated>

		<summary type="html">&lt;p&gt;AcePace: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can use the excellent installer by Turey, that should give you a baseline of everything you need to play. The rest of this guide is full of information if you want to start tweaking things, or tackle things manually. However, for most players, you can stop with this step.&lt;br /&gt;
&lt;br /&gt;
The programs web page is [http://www.fsoinstaller.com/ here]&lt;br /&gt;
&lt;br /&gt;
The most recent Installer includes:&lt;br /&gt;
&lt;br /&gt;
* Retail Freespace 2&lt;br /&gt;
* FreeSpace Open 3.6.9 Final (regular and debug)&lt;br /&gt;
* FRED2 Open 3.6.9 Final (regular and debug)&lt;br /&gt;
* Launcher 5.5a&lt;br /&gt;
* launcher6.ini&lt;br /&gt;
* Mac Executables&lt;br /&gt;
* Soulstorm&#039;s OSX Launcher&lt;br /&gt;
* fs2open_pxo.cfg&lt;br /&gt;
* The OpenAL Installer (optional)&lt;br /&gt;
* 3.6.8 Zeta MediaVPs (optional, includes the 710 patches)&lt;br /&gt;
* 3.6.8 Zeta adveffects (only for those with high-power systems, requires regular MediaVPs, includes 710 patch)&lt;br /&gt;
* .OGG Cutscenes&lt;br /&gt;
* Derelict SCP Version (With optional voice)&lt;br /&gt;
* Just Another Day 1 &amp;amp; 2 (separate options for each)&lt;br /&gt;
* FreeSpace Port&lt;br /&gt;
* Awakenings&lt;br /&gt;
* Homesick&lt;br /&gt;
* Transcend&lt;br /&gt;
* Sync&lt;br /&gt;
&lt;br /&gt;
Source:&lt;br /&gt;
[http://www.hard-light.net/forums/index.php/topic,42854.0.html Original thread by Turey]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Walkthrough installing&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Someone help me clean this up --&amp;gt;&lt;br /&gt;
Based off the walkthrough available [http://www.hard-light.net/forums/index.php/topic,47045.0.html here]&lt;br /&gt;
&lt;br /&gt;
This Installer is known to work on Windows, Linux (tested on OpenSuse, Gentoo and Fedora, should work on others), and Mac (OSX Panther, with a hacked install of Java 1.5)&lt;br /&gt;
&lt;br /&gt;
First step is Installing the FreeSpace Open Installer.&lt;br /&gt;
&lt;br /&gt;
REQUIREMENTS AND NOTES&lt;br /&gt;
You can update your installation by simply running the Installer again. It will download files that are out of date.&lt;br /&gt;
&lt;br /&gt;
The Installer requires an internet connection to install. This is because:&lt;br /&gt;
* It checks to see if it is out of date by pulling the number of the most recent version off of the web.&lt;br /&gt;
* It automatically takes you to the download page of the most recent version if your version is out of date.&lt;br /&gt;
* It checks that all the files are up-to-date.&lt;br /&gt;
* This Install process downloads about 3.3 GB of data, if you download everything.  Just so you can prepare; for example, you could set it to download overnight.&lt;br /&gt;
&lt;br /&gt;
Download Links:&lt;br /&gt;
[http://www.fsoinstaller.com/files/installer/FreeSpaceOpenInstaller.zip Windows Installer (Zipped .exe, 19 MB)] (Doesn&#039;t need Java, get this one if you are unsure and are using Windows)]: Works with Windows without having to use Java.  20 MB in size.  Download it, open it, then skip to the &amp;quot;Using the Installer&amp;quot; section.&lt;br /&gt;
--this one is &amp;quot;easy&amp;quot; for Windows users.  Not that the .JAR version is hard... but if you&#039;ve never used the Control Panel before, and don&#039;t intend to, then use this option.&lt;br /&gt;
&lt;br /&gt;
[http://www.fsoinstaller.com/files/installer/java/FreeSpaceOpenInstaller.jar Win/Linux/Mac Installer (.jar, 26 KB)] (Requires Java 1.5): Works with Windows, Linux, and Mac.  20 KB in size.  Requires Java version 1.5 or higher.  See &amp;quot;For Java&amp;quot; section, below.&lt;br /&gt;
--this one is cross-platform.  It&#039;s also exactly the same as the .EXE version, except that it requires JAVA, and possibly using the Command Prompt. Don&#039;t worry; I have instructions...&lt;br /&gt;
&lt;br /&gt;
You can also get the Installer [http://www.fsoinstaller.com/files/installer/java/ source code here.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Retail Install:&lt;br /&gt;
Note: Use this if you intend to save time by copying essential files from your installation CDs rather then downloading them.&lt;br /&gt;
1. Install FreeSpace 2 from your disks, if you haven&#039;t already. Install it to C:\Games\FreeSpace2.  If you don&#039;t have the FS2 Retail Disks, skip down to step 6, below.&lt;br /&gt;
2. Now, put disk 2 of FreeSpace 2 back into your CD drive.&lt;br /&gt;
3. Copy all the files with the extension of &amp;quot;.MVE&amp;quot; from the disk root directory ( \ ) to the folder C:\Games\FreeSpace2\data\movies\ (create this folder if it doesn&#039;t exist)&lt;br /&gt;
4. Do the same thing for disk 3.&lt;br /&gt;
5. If you ONLY have the FS2 disks, then put this file (right-click Save Target/Link As) in C:\Games\FreeSpace2\Installer\ (create this folder if it doesn&#039;t exist)  If you have BOTH the FS1 and FS2 disks, skip to the next step.&lt;br /&gt;
6. If you don&#039;t have the Descent: FreeSpace a.k.a. Conflict: FreeSpace (aka FS1) Disks, then skip to step 10.  If you do, insert disk 1 in your CD drive.  Copy all of the files with the extension of &amp;quot;.MVE&amp;quot; from the disk directory \Data\movies\ to the folder C:\Games\FreeSpace2\fsport\data\movies\ (create this folder if it doesn&#039;t exist)&lt;br /&gt;
7. Do the same thing for disk 2.&lt;br /&gt;
8. If you ONLY have the Conflict: FreeSpace a.k.a. Descent: FreeSpace (aka FS1) disks (and not the FS2 disks), put this file (right-click, Save Target/Link As) in C:\Games\FreeSpace2\Installer (create this folder if it doesn&#039;t exist)  If you have BOTH the FS1 and FS2 disks, then skip to the next step.&lt;br /&gt;
9. If you have BOTH the FS1 and the FS2 disks, then put this file (right-click, Save Target/Link As) in C:\Games\FreeSpace2\Installer (create this folder if it doesn&#039;t exist)&lt;br /&gt;
10. Run the Installer, under the &amp;quot;Installing the FreeSpace Open Installer&amp;quot; section, above.&lt;br /&gt;
&lt;br /&gt;
Using the launcher:&lt;br /&gt;
1.First window, click next.&lt;br /&gt;
2.2. Press &amp;quot;Next&amp;quot; again, or click the big button to change the location for the FreeSpace 2 install.  (Don&#039;t, unless you have a reason to, eg, you really want another location or you&#039;ve already installed Retail FS2 to a different directory than C:\Games\FreeSpace2 .)&lt;br /&gt;
3. Make sure &amp;quot;Update Installed Sections Only&amp;quot; and &amp;quot;Say Yes to All&amp;quot; are not checked.  Then hit &amp;quot;Next&amp;quot;.&lt;br /&gt;
4-6. If you are a Windows user, select everything, except for &amp;quot;Macintosh (Universal Binary) Executables&amp;quot;, and &amp;quot;Launcher for OS X&amp;quot;&lt;br /&gt;
    If you are a Mac user, select everything, except for &amp;quot;Windows Executables&amp;quot;&lt;br /&gt;
7. Wait for the Installer to finish (this may take a long time!).  You will know it is done when the &amp;quot;Next&amp;quot; button becomes black, instead of gray.&lt;br /&gt;
    When it becomes black, click it. This means the installation is finshed.&lt;br /&gt;
8. READ the NOTES!!!  They might contain important information.    After you do, hit &amp;quot;Exit&amp;quot;  (The notes are saved in the \FreeSpace2\Installer directory for later viewing.)&lt;br /&gt;
9. Hit the Close button on the Command Prompt Window.&lt;br /&gt;
&lt;br /&gt;
OpenAL notes:&lt;br /&gt;
10-11. If you don&#039;t have it, get OpenAL: (all users, Windows / Mac / Linux)&lt;br /&gt;
           Go to www.openal.org, and click on the &amp;quot;Downloads&amp;quot; link on the left.&lt;br /&gt;
12. Get the correct version for your OS:&lt;br /&gt;
      Windows users get &amp;quot;1.1 Installer for Windows&amp;quot; - &lt;br /&gt;
      Note: If you&#039;re using Windows, and you have nvopenal.dll or ctoal.dll in your Windows\System32 directory,&lt;br /&gt;
 then delete them   and then install the newest version of OpenAL.  These files are older versions, and will cause problems with the new install.&lt;br /&gt;
      Mac users get Installer for OS X.&lt;br /&gt;
      Linux users get the Binary RPM, or compile from the source code.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you have any issues with the installation post [http://www.hard-light.net/forums/index.php/topic,47045.0.html here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Old information  Parsing through this before deletion&lt;br /&gt;
&lt;br /&gt;
The FreeSpace Open Installer is an attempt to significantly reduce the difficulty of installing FreeSpace Open over a Retail FreeSpace 2 installation. The Installer was coded by Turey, originally using the [http://nsis.sourceforge.net/Main_Page NSIS] scripting language, but was re-written in Java as of December 12, 2006. The first version was released on October 16, 2006, and the latest versions of the exe and the source code can be found at [http://www.fsoinstaller.com fsoinstaller.com].&lt;br /&gt;
&lt;br /&gt;
More information about the Installer can be found on [http://www.hard-light.net/forums/index.php/topic,42854.0.html Hard Light Productions].&lt;br /&gt;
&lt;br /&gt;
=Features=&lt;br /&gt;
The Installer is designed to be one-size-fits-all, so that dial-up users can have a small Installer that only installs the necessary files, while broadband users can have an Installer that downloads all the extras for them.&lt;br /&gt;
The Installer automatically checks to see if it is outdated, and will bring up the download page of the newest version if it is outdated.&lt;br /&gt;
The first version of the Installer included only the Executables and the MediaVPs. Since then, many other parts have been added and refined.&lt;br /&gt;
&lt;br /&gt;
==FreeSpace Open Executables==&lt;br /&gt;
The Executables were originally packaged as part of the installer, which added about eight megabytes to the size of the Installer. However, as of the 3.6.9 - RC 7.9x version, the Executables have been taken out of the Installer file and are downloaded at runtime.&lt;br /&gt;
&lt;br /&gt;
==OpenAL==&lt;br /&gt;
One of the most common problems people have installing FreeSpace Open is that they do not install OpenAL. From the first version, the Installer has had an option to download and run the OpenAL installer automatically. This feature has temporarily been disabled, but will be re-enabled in the future. In the meantime, you can get OpenAL [http://fs2source.warpcore.org/exes/latest/OpenALwEAX.exe here].&lt;br /&gt;
&lt;br /&gt;
==MediaVPs==&lt;br /&gt;
The MediaVPs are a set of graphical enhancements to FreeSpace Open, created by the [http://www.hard-light.net/forums/index.php/board,120.0.html FreeSpace Upgrade Project]. These upgrades have been included since the first version, and as of version 3.6.9 - RC 7.9x, they use the Mod Installation System (see below).&lt;br /&gt;
&lt;br /&gt;
==Mod Installation System==&lt;br /&gt;
The Mod Installation System is a feature that first made its appearance in version 3.6.9 - RC 7.9x. The system allows the creator(s) of a mod or campaign to include their work in the Installer, so that it can be downloaded and installed at the same time as FreeSpace Open. By interfacing with text files, the Installer can get the most recent files for each mod directly from that mod&#039;s web site. This allows mod creators to update their files at any time, without the need for a new release of the Installer.&lt;br /&gt;
&lt;br /&gt;
Help with the Mod Installation System can be found at [http://www.fsoinstaller.com/modhelp.html fsoinstaller.com]&lt;br /&gt;
&lt;br /&gt;
Mods and Campaigns currently included in the Installer can be found at [http://www.fsoinstaller.com fsoinstaller.com].&lt;br /&gt;
&lt;br /&gt;
=Version History=&lt;br /&gt;
Visit the [http://www.fsoinstaller.com/changelog.html changelog on www.fsoinstaller.com].&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>AcePace</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=FreeSpace_Open_Installer&amp;diff=10715</id>
		<title>FreeSpace Open Installer</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=FreeSpace_Open_Installer&amp;diff=10715"/>
		<updated>2007-07-17T10:09:18Z</updated>

		<summary type="html">&lt;p&gt;AcePace: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can use the excellent installer by Turey, that should give you a baseline of everything you need to play. The rest of this guide is full of information if you want to start tweaking things, or tackle things manually. However, for most players, you can stop with this step.&lt;br /&gt;
&lt;br /&gt;
The programs web page is [http://www.fsoinstaller.com/ here]&lt;br /&gt;
&lt;br /&gt;
The most recent Installer includes:&lt;br /&gt;
&lt;br /&gt;
* Retail Freespace 2&lt;br /&gt;
* FreeSpace Open 3.6.9 Final (regular and debug)&lt;br /&gt;
* FRED2 Open 3.6.9 Final (regular and debug)&lt;br /&gt;
* Launcher 5.5a&lt;br /&gt;
* launcher6.ini&lt;br /&gt;
* Mac Executables&lt;br /&gt;
* Soulstorm&#039;s OSX Launcher&lt;br /&gt;
* fs2open_pxo.cfg&lt;br /&gt;
* The OpenAL Installer (optional)&lt;br /&gt;
* 3.6.8 Zeta MediaVPs (optional, includes the 710 patches)&lt;br /&gt;
* 3.6.8 Zeta adveffects (only for those with high-power systems, requires regular MediaVPs, includes 710 patch)&lt;br /&gt;
* .OGG Cutscenes&lt;br /&gt;
* Derelict SCP Version (With optional voice)&lt;br /&gt;
* Just Another Day 1 &amp;amp; 2 (separate options for each)&lt;br /&gt;
* FreeSpace Port&lt;br /&gt;
* Awakenings&lt;br /&gt;
* Homesick&lt;br /&gt;
* Transcend&lt;br /&gt;
* Sync&lt;br /&gt;
&lt;br /&gt;
Source:&lt;br /&gt;
[http://www.hard-light.net/forums/index.php/topic,42854.0.html Original thread by Turey]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Walkthrough installing&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Someone help me clean this up --&amp;gt;&lt;br /&gt;
Based off the walkthrough available [http://www.hard-light.net/forums/index.php/topic,47045.0.html here]&lt;br /&gt;
&lt;br /&gt;
This Installer is known to work on Windows, Linux (tested on OpenSuse, Gentoo and Fedora, should work on others), and Mac (OSX Panther, with a hacked install of Java 1.5)&lt;br /&gt;
&lt;br /&gt;
First step is Installing the FreeSpace Open Installer.&lt;br /&gt;
&lt;br /&gt;
REQUIREMENTS AND NOTES&lt;br /&gt;
You can update your installation by simply running the Installer again. It will download files that are out of date.&lt;br /&gt;
&lt;br /&gt;
The Installer requires an internet connection to install. This is because:&lt;br /&gt;
* It checks to see if it is out of date by pulling the number of the most recent version off of the web.&lt;br /&gt;
* It automatically takes you to the download page of the most recent version if your version is out of date.&lt;br /&gt;
* It checks that all the files are up-to-date.&lt;br /&gt;
* This Install process downloads about 3.3 GB of data, if you download everything.  Just so you can prepare; for example, you could set it to download overnight.&lt;br /&gt;
&lt;br /&gt;
Download Links:&lt;br /&gt;
[http://www.fsoinstaller.com/files/installer/FreeSpaceOpenInstaller.zip Windows Installer (Zipped .exe, 19 MB)] (Doesn&#039;t need Java, get this one if you are unsure and are using Windows)]: Works with Windows without having to use Java.  20 MB in size.  Download it, open it, then skip to the &amp;quot;Using the Installer&amp;quot; section.&lt;br /&gt;
--this one is &amp;quot;easy&amp;quot; for Windows users.  Not that the .JAR version is hard... but if you&#039;ve never used the Control Panel before, and don&#039;t intend to, then use this option.&lt;br /&gt;
&lt;br /&gt;
[http://www.fsoinstaller.com/files/installer/java/FreeSpaceOpenInstaller.jar Win/Linux/Mac Installer (.jar, 26 KB)] (Requires Java 1.5): Works with Windows, Linux, and Mac.  20 KB in size.  Requires Java version 1.5 or higher.  See &amp;quot;For Java&amp;quot; section, below.&lt;br /&gt;
--this one is cross-platform.  It&#039;s also exactly the same as the .EXE version, except that it requires JAVA, and possibly using the Command Prompt. Don&#039;t worry; I have instructions...&lt;br /&gt;
&lt;br /&gt;
You can also get the Installer [http://www.fsoinstaller.com/files/installer/java/ source code here.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Retail Install:&lt;br /&gt;
Note: Use this if you intend to save time by copying essential files from your installation CDs rather then downloading them.&lt;br /&gt;
1. Install FreeSpace 2 from your disks, if you haven&#039;t already. Install it to C:\Games\FreeSpace2.  If you don&#039;t have the FS2 Retail Disks, skip down to step 6, below.&lt;br /&gt;
2. Now, put disk 2 of FreeSpace 2 back into your CD drive.&lt;br /&gt;
3. Copy all the files with the extension of &amp;quot;.MVE&amp;quot; from the disk root directory ( \ ) to the folder C:\Games\FreeSpace2\data\movies\ (create this folder if it doesn&#039;t exist)&lt;br /&gt;
4. Do the same thing for disk 3.&lt;br /&gt;
5. If you ONLY have the FS2 disks, then put this file (right-click Save Target/Link As) in C:\Games\FreeSpace2\Installer\ (create this folder if it doesn&#039;t exist)  If you have BOTH the FS1 and FS2 disks, skip to the next step.&lt;br /&gt;
6. If you don&#039;t have the Descent: FreeSpace a.k.a. Conflict: FreeSpace (aka FS1) Disks, then skip to step 10.  If you do, insert disk 1 in your CD drive.  Copy all of the files with the extension of &amp;quot;.MVE&amp;quot; from the disk directory \Data\movies\ to the folder C:\Games\FreeSpace2\fsport\data\movies\ (create this folder if it doesn&#039;t exist)&lt;br /&gt;
7. Do the same thing for disk 2.&lt;br /&gt;
8. If you ONLY have the Conflict: FreeSpace a.k.a. Descent: FreeSpace (aka FS1) disks (and not the FS2 disks), put this file (right-click, Save Target/Link As) in C:\Games\FreeSpace2\Installer (create this folder if it doesn&#039;t exist)  If you have BOTH the FS1 and FS2 disks, then skip to the next step.&lt;br /&gt;
9. If you have BOTH the FS1 and the FS2 disks, then put this file (right-click, Save Target/Link As) in C:\Games\FreeSpace2\Installer (create this folder if it doesn&#039;t exist)&lt;br /&gt;
10. Run the Installer, under the &amp;quot;Installing the FreeSpace Open Installer&amp;quot; section, above.&lt;br /&gt;
&lt;br /&gt;
Using the launcher:&lt;br /&gt;
1.First window, click next.&lt;br /&gt;
2.2. Press &amp;quot;Next&amp;quot; again, or click the big button to change the location for the FreeSpace 2 install.  (Don&#039;t, unless you have a reason to, eg, you really want another location or you&#039;ve already installed Retail FS2 to a different directory than C:\Games\FreeSpace2 .)&lt;br /&gt;
3. Make sure &amp;quot;Update Installed Sections Only&amp;quot; and &amp;quot;Say Yes to All&amp;quot; are not checked.  Then hit &amp;quot;Next&amp;quot;.&lt;br /&gt;
4-6. If you are a Windows user, select everything, except for &amp;quot;Macintosh (Universal Binary) Executables&amp;quot;, and &amp;quot;Launcher for OS X&amp;quot;&lt;br /&gt;
    If you are a Mac user, select everything, except for &amp;quot;Windows Executables&amp;quot;&lt;br /&gt;
7. Wait for the Installer to finish (this may take a long time!).  You will know it is done when the &amp;quot;Next&amp;quot; button becomes black, instead of gray.&lt;br /&gt;
    When it becomes black, click it. This means the installation is finshed.&lt;br /&gt;
8. READ the NOTES!!!  They might contain important information.    After you do, hit &amp;quot;Exit&amp;quot;  (The notes are saved in the \FreeSpace2\Installer directory for later viewing.)&lt;br /&gt;
9. Hit the Close button on the Command Prompt Window.&lt;br /&gt;
&lt;br /&gt;
OpenAL notes:&lt;br /&gt;
10-11. If you don&#039;t have it, get OpenAL: (all users, Windows / Mac / Linux)&lt;br /&gt;
           Go to www.openal.org, and click on the &amp;quot;Downloads&amp;quot; link on the left.&lt;br /&gt;
12. Get the correct version for your OS:&lt;br /&gt;
      Windows users get &amp;quot;1.1 Installer for Windows&amp;quot; - &lt;br /&gt;
      Note: If you&#039;re using Windows, and you have nvopenal.dll or ctoal.dll in your Windows\System32 directory, then delete them   and then install the newest version of OpenAL.  These files are older versions, and will cause problems with the new install.&lt;br /&gt;
      Mac users get Installer for OS X.&lt;br /&gt;
      Linux users get the Binary RPM, or compile from the source code.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you have any issues with the installation post [http://www.hard-light.net/forums/index.php/topic,47045.0.html here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Old information  Parsing through this before deletion&lt;br /&gt;
&lt;br /&gt;
The FreeSpace Open Installer is an attempt to significantly reduce the difficulty of installing FreeSpace Open over a Retail FreeSpace 2 installation. The Installer was coded by Turey, originally using the [http://nsis.sourceforge.net/Main_Page NSIS] scripting language, but was re-written in Java as of December 12, 2006. The first version was released on October 16, 2006, and the latest versions of the exe and the source code can be found at [http://www.fsoinstaller.com fsoinstaller.com].&lt;br /&gt;
&lt;br /&gt;
More information about the Installer can be found on [http://www.hard-light.net/forums/index.php/topic,42854.0.html Hard Light Productions].&lt;br /&gt;
&lt;br /&gt;
=Features=&lt;br /&gt;
The Installer is designed to be one-size-fits-all, so that dial-up users can have a small Installer that only installs the necessary files, while broadband users can have an Installer that downloads all the extras for them.&lt;br /&gt;
The Installer automatically checks to see if it is outdated, and will bring up the download page of the newest version if it is outdated.&lt;br /&gt;
The first version of the Installer included only the Executables and the MediaVPs. Since then, many other parts have been added and refined.&lt;br /&gt;
&lt;br /&gt;
==FreeSpace Open Executables==&lt;br /&gt;
The Executables were originally packaged as part of the installer, which added about eight megabytes to the size of the Installer. However, as of the 3.6.9 - RC 7.9x version, the Executables have been taken out of the Installer file and are downloaded at runtime.&lt;br /&gt;
&lt;br /&gt;
==OpenAL==&lt;br /&gt;
One of the most common problems people have installing FreeSpace Open is that they do not install OpenAL. From the first version, the Installer has had an option to download and run the OpenAL installer automatically. This feature has temporarily been disabled, but will be re-enabled in the future. In the meantime, you can get OpenAL [http://fs2source.warpcore.org/exes/latest/OpenALwEAX.exe here].&lt;br /&gt;
&lt;br /&gt;
==MediaVPs==&lt;br /&gt;
The MediaVPs are a set of graphical enhancements to FreeSpace Open, created by the [http://www.hard-light.net/forums/index.php/board,120.0.html FreeSpace Upgrade Project]. These upgrades have been included since the first version, and as of version 3.6.9 - RC 7.9x, they use the Mod Installation System (see below).&lt;br /&gt;
&lt;br /&gt;
==Mod Installation System==&lt;br /&gt;
The Mod Installation System is a feature that first made its appearance in version 3.6.9 - RC 7.9x. The system allows the creator(s) of a mod or campaign to include their work in the Installer, so that it can be downloaded and installed at the same time as FreeSpace Open. By interfacing with text files, the Installer can get the most recent files for each mod directly from that mod&#039;s web site. This allows mod creators to update their files at any time, without the need for a new release of the Installer.&lt;br /&gt;
&lt;br /&gt;
Help with the Mod Installation System can be found at [http://www.fsoinstaller.com/modhelp.html fsoinstaller.com]&lt;br /&gt;
&lt;br /&gt;
Mods and Campaigns currently included in the Installer can be found at [http://www.fsoinstaller.com fsoinstaller.com].&lt;br /&gt;
&lt;br /&gt;
=Version History=&lt;br /&gt;
Visit the [http://www.fsoinstaller.com/changelog.html changelog on www.fsoinstaller.com].&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>AcePace</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Talk:FreeSpace_Open_Installer&amp;diff=10714</id>
		<title>Talk:FreeSpace Open Installer</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Talk:FreeSpace_Open_Installer&amp;diff=10714"/>
		<updated>2007-07-17T10:08:06Z</updated>

		<summary type="html">&lt;p&gt;AcePace: -Started Talk page, added formatting and content discussions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Formatting--&lt;br /&gt;
I&#039;m a newb to Wiki editings and I have no idea how to properly format these things, mostly copy pasting what already is on a page. If someone can clean this up, I&#039;d be happy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Content--&lt;br /&gt;
I pretty much copy pasted the walkthrough in HLP, but it needs some minor edits, actully..not so minor, but damn sight better then what existed before.&lt;/div&gt;</summary>
		<author><name>AcePace</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=FreeSpace_Open_Installer&amp;diff=10713</id>
		<title>FreeSpace Open Installer</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=FreeSpace_Open_Installer&amp;diff=10713"/>
		<updated>2007-07-17T10:06:51Z</updated>

		<summary type="html">&lt;p&gt;AcePace: Redid the page, I need some help with the formatting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can use the excellent installer by Turey, that should give you a baseline of everything you need to play. The rest of this guide is full of information if you want to start tweaking things, or tackle things manually. However, for most players, you can stop with this step.&lt;br /&gt;
&lt;br /&gt;
The programs web page is [http://www.fsoinstaller.com/ here]&lt;br /&gt;
&lt;br /&gt;
The most recent Installer includes:&lt;br /&gt;
&lt;br /&gt;
* Retail Freespace 2&lt;br /&gt;
* FreeSpace Open 3.6.9 Final (regular and debug)&lt;br /&gt;
* FRED2 Open 3.6.9 Final (regular and debug)&lt;br /&gt;
* Launcher 5.5a&lt;br /&gt;
* launcher6.ini&lt;br /&gt;
* Mac Executables&lt;br /&gt;
* Soulstorm&#039;s OSX Launcher&lt;br /&gt;
* fs2open_pxo.cfg&lt;br /&gt;
* The OpenAL Installer (optional)&lt;br /&gt;
* 3.6.8 Zeta MediaVPs (optional, includes the 710 patches)&lt;br /&gt;
* 3.6.8 Zeta adveffects (only for those with high-power systems, requires regular MediaVPs, includes 710 patch)&lt;br /&gt;
* .OGG Cutscenes&lt;br /&gt;
* Derelict SCP Version (With optional voice)&lt;br /&gt;
* Just Another Day 1 &amp;amp; 2 (separate options for each)&lt;br /&gt;
* FreeSpace Port&lt;br /&gt;
* Awakenings&lt;br /&gt;
* Homesick&lt;br /&gt;
* Transcend&lt;br /&gt;
* Sync&lt;br /&gt;
&lt;br /&gt;
Source:&lt;br /&gt;
[http://www.hard-light.net/forums/index.php/topic,42854.0.html Original thread by Turey]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Walkthrough installing&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Someone help me clean this up --&amp;gt;&lt;br /&gt;
Based off the walkthrough available [http://www.hard-light.net/forums/index.php/topic,47045.0.html here]&lt;br /&gt;
&lt;br /&gt;
This Installer is known to work on Windows, Linux (tested on OpenSuse, Gentoo and Fedora, should work on others), and Mac (OSX Panther, with a hacked install of Java 1.5)&lt;br /&gt;
&lt;br /&gt;
First step is Installing the FreeSpace Open Installer.&lt;br /&gt;
&lt;br /&gt;
REQUIREMENTS AND NOTES&lt;br /&gt;
You can update your installation by simply running the Installer again. It will download files that are out of date.&lt;br /&gt;
&lt;br /&gt;
The Installer requires an internet connection to install. This is because:&lt;br /&gt;
* It checks to see if it is out of date by pulling the number of the most recent version off of the web.&lt;br /&gt;
* It automatically takes you to the download page of the most recent version if your version is out of date.&lt;br /&gt;
* It checks that all the files are up-to-date.&lt;br /&gt;
* This Install process downloads about 3.3 GB of data, if you download everything.  Just so you can prepare; for example, you could set it to download overnight.&lt;br /&gt;
&lt;br /&gt;
Download Links:&lt;br /&gt;
[http://www.fsoinstaller.com/files/installer/FreeSpaceOpenInstaller.zip Windows Installer (Zipped .exe, 19 MB)] (Doesn&#039;t need Java, get this one if you are unsure and are using Windows)]: Works with Windows without having to use Java.  20 MB in size.  Download it, open it, then skip to the &amp;quot;Using the Installer&amp;quot; section.&lt;br /&gt;
--this one is &amp;quot;easy&amp;quot; for Windows users.  Not that the .JAR version is hard... but if you&#039;ve never used the Control Panel before, and don&#039;t intend to, then use this option.&lt;br /&gt;
&lt;br /&gt;
[http://www.fsoinstaller.com/files/installer/java/FreeSpaceOpenInstaller.jar Win/Linux/Mac Installer (.jar, 26 KB)] (Requires Java 1.5): Works with Windows, Linux, and Mac.  20 KB in size.  Requires Java version 1.5 or higher.  See &amp;quot;For Java&amp;quot; section, below.&lt;br /&gt;
--this one is cross-platform.  It&#039;s also exactly the same as the .EXE version, except that it requires JAVA, and possibly using the Command Prompt. Don&#039;t worry; I have instructions...&lt;br /&gt;
&lt;br /&gt;
You can also get the Installer [http://www.fsoinstaller.com/files/installer/java/ source code here.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Retail Install:&lt;br /&gt;
Note: Use this if you intend to save time by copying essential files from your installation CDs rather then downloading them.&lt;br /&gt;
1. Install FreeSpace 2 from your disks, if you haven&#039;t already. Install it to C:\Games\FreeSpace2.  If you don&#039;t have the FS2 Retail Disks, skip down to step 6, below.&lt;br /&gt;
2. Now, put disk 2 of FreeSpace 2 back into your CD drive.&lt;br /&gt;
3. Copy all the files with the extension of &amp;quot;.MVE&amp;quot; from the disk root directory ( \ ) to the folder C:\Games\FreeSpace2\data\movies\ (create this folder if it doesn&#039;t exist)&lt;br /&gt;
4. Do the same thing for disk 3.&lt;br /&gt;
5. If you ONLY have the FS2 disks, then put this file (right-click Save Target/Link As) in C:\Games\FreeSpace2\Installer\ (create this folder if it doesn&#039;t exist)  If you have BOTH the FS1 and FS2 disks, skip to the next step.&lt;br /&gt;
6. If you don&#039;t have the Descent: FreeSpace a.k.a. Conflict: FreeSpace (aka FS1) Disks, then skip to step 10.  If you do, insert disk 1 in your CD drive.  Copy all of the files with the extension of &amp;quot;.MVE&amp;quot; from the disk directory \Data\movies\ to the folder C:\Games\FreeSpace2\fsport\data\movies\ (create this folder if it doesn&#039;t exist)&lt;br /&gt;
7. Do the same thing for disk 2.&lt;br /&gt;
8. If you ONLY have the Conflict: FreeSpace a.k.a. Descent: FreeSpace (aka FS1) disks (and not the FS2 disks), put this file (right-click, Save Target/Link As) in C:\Games\FreeSpace2\Installer (create this folder if it doesn&#039;t exist)  If you have BOTH the FS1 and FS2 disks, then skip to the next step.&lt;br /&gt;
9. If you have BOTH the FS1 and the FS2 disks, then put this file (right-click, Save Target/Link As) in C:\Games\FreeSpace2\Installer (create this folder if it doesn&#039;t exist)&lt;br /&gt;
10. Run the Installer, under the &amp;quot;Installing the FreeSpace Open Installer&amp;quot; section, above.&lt;br /&gt;
&lt;br /&gt;
Using the launcher:&lt;br /&gt;
1.First window, click next.&lt;br /&gt;
2.2. Press &amp;quot;Next&amp;quot; again, or click the big button to change the location for the FreeSpace 2 install.  (Don&#039;t, unless you have a reason to, eg, you really want another location or you&#039;ve already installed Retail FS2 to a different directory than C:\Games\FreeSpace2 .)&lt;br /&gt;
3. Make sure &amp;quot;Update Installed Sections Only&amp;quot; and &amp;quot;Say Yes to All&amp;quot; are not checked.  Then hit &amp;quot;Next&amp;quot;.&lt;br /&gt;
4-6. If you are a Windows user, select everything, except for &amp;quot;Macintosh (Universal Binary) Executables&amp;quot;, and &amp;quot;Launcher for OS X&amp;quot;&lt;br /&gt;
    If you are a Mac user, select everything, except for &amp;quot;Windows Executables&amp;quot;&lt;br /&gt;
7. Wait for the Installer to finish (this may take a long time!).  You will know it is done when the &amp;quot;Next&amp;quot; button becomes black, instead of gray.&lt;br /&gt;
    When it becomes black, click it. This means the installation is finshed.&lt;br /&gt;
8. READ the NOTES!!!  They might contain important information.    After you do, hit &amp;quot;Exit&amp;quot;  (The notes are saved in the \FreeSpace2\Installer directory for later viewing.)&lt;br /&gt;
9. Hit the Close button on the Command Prompt Window.&lt;br /&gt;
&lt;br /&gt;
OpenAL notes:&lt;br /&gt;
10-11. If you don&#039;t have it, get OpenAL: (all users, Windows / Mac / Linux)&lt;br /&gt;
           Go to www.openal.org, and click on the &amp;quot;Downloads&amp;quot; link on the left.&lt;br /&gt;
12. Get the correct version for your OS:&lt;br /&gt;
      Windows users get &amp;quot;1.1 Installer for Windows&amp;quot; - note: If you&#039;re using Windows, and you have nvopenal.dll or ctoal.dll in your Windows\System32 directory, then delete them and then install the newest version of OpenAL.  These files are older versions, and will cause problems with the new install.&lt;br /&gt;
      Mac users get Installer for OS X&lt;br /&gt;
      Linux users get the Binary RPM, or compile from the source code.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you have any issues with the installation post [http://www.hard-light.net/forums/index.php/topic,47045.0.html here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Old information  Parsing through this before deletion&lt;br /&gt;
&lt;br /&gt;
The FreeSpace Open Installer is an attempt to significantly reduce the difficulty of installing FreeSpace Open over a Retail FreeSpace 2 installation. The Installer was coded by Turey, originally using the [http://nsis.sourceforge.net/Main_Page NSIS] scripting language, but was re-written in Java as of December 12, 2006. The first version was released on October 16, 2006, and the latest versions of the exe and the source code can be found at [http://www.fsoinstaller.com fsoinstaller.com].&lt;br /&gt;
&lt;br /&gt;
More information about the Installer can be found on [http://www.hard-light.net/forums/index.php/topic,42854.0.html Hard Light Productions].&lt;br /&gt;
&lt;br /&gt;
=Features=&lt;br /&gt;
The Installer is designed to be one-size-fits-all, so that dial-up users can have a small Installer that only installs the necessary files, while broadband users can have an Installer that downloads all the extras for them.&lt;br /&gt;
The Installer automatically checks to see if it is outdated, and will bring up the download page of the newest version if it is outdated.&lt;br /&gt;
The first version of the Installer included only the Executables and the MediaVPs. Since then, many other parts have been added and refined.&lt;br /&gt;
&lt;br /&gt;
==FreeSpace Open Executables==&lt;br /&gt;
The Executables were originally packaged as part of the installer, which added about eight megabytes to the size of the Installer. However, as of the 3.6.9 - RC 7.9x version, the Executables have been taken out of the Installer file and are downloaded at runtime.&lt;br /&gt;
&lt;br /&gt;
==OpenAL==&lt;br /&gt;
One of the most common problems people have installing FreeSpace Open is that they do not install OpenAL. From the first version, the Installer has had an option to download and run the OpenAL installer automatically. This feature has temporarily been disabled, but will be re-enabled in the future. In the meantime, you can get OpenAL [http://fs2source.warpcore.org/exes/latest/OpenALwEAX.exe here].&lt;br /&gt;
&lt;br /&gt;
==MediaVPs==&lt;br /&gt;
The MediaVPs are a set of graphical enhancements to FreeSpace Open, created by the [http://www.hard-light.net/forums/index.php/board,120.0.html FreeSpace Upgrade Project]. These upgrades have been included since the first version, and as of version 3.6.9 - RC 7.9x, they use the Mod Installation System (see below).&lt;br /&gt;
&lt;br /&gt;
==Mod Installation System==&lt;br /&gt;
The Mod Installation System is a feature that first made its appearance in version 3.6.9 - RC 7.9x. The system allows the creator(s) of a mod or campaign to include their work in the Installer, so that it can be downloaded and installed at the same time as FreeSpace Open. By interfacing with text files, the Installer can get the most recent files for each mod directly from that mod&#039;s web site. This allows mod creators to update their files at any time, without the need for a new release of the Installer.&lt;br /&gt;
&lt;br /&gt;
Help with the Mod Installation System can be found at [http://www.fsoinstaller.com/modhelp.html fsoinstaller.com]&lt;br /&gt;
&lt;br /&gt;
Mods and Campaigns currently included in the Installer can be found at [http://www.fsoinstaller.com fsoinstaller.com].&lt;br /&gt;
&lt;br /&gt;
=Version History=&lt;br /&gt;
Visit the [http://www.fsoinstaller.com/changelog.html changelog on www.fsoinstaller.com].&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>AcePace</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Source_pcxutils&amp;diff=10693</id>
		<title>Source pcxutils</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Source_pcxutils&amp;diff=10693"/>
		<updated>2007-07-15T12:08:00Z</updated>

		<summary type="html">&lt;p&gt;AcePace: /* Major Classes/Functions/Structs */ -Added another function, even if it&amp;#039;s not really used, to have it there.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Summary==&lt;br /&gt;
Contains low-level routines for loading .pcx 2d graphics files.&lt;br /&gt;
&lt;br /&gt;
==Major Classes/Functions/Structs==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Class/Group/Struct&lt;br /&gt;
! Method/Function/Element&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 3 | pcx_* functions&lt;br /&gt;
| pcx_read_bitmap*() &lt;br /&gt;
| Various funcitons to read the bitmap contents from different format .pcx files (8 bit, 16 bit etc.).&lt;br /&gt;
|-&lt;br /&gt;
| pcx_read_header() &lt;br /&gt;
| Reads the header from a .pcx file&lt;br /&gt;
|-&lt;br /&gt;
| pcx_write_bitmap()&lt;br /&gt;
| Dumps a 8bpp bitmap to a file.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:2d Graphics]]&lt;/div&gt;</summary>
		<author><name>AcePace</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=User_talk:Wanderer&amp;diff=10692</id>
		<title>User talk:Wanderer</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=User_talk:Wanderer&amp;diff=10692"/>
		<updated>2007-07-15T12:00:30Z</updated>

		<summary type="html">&lt;p&gt;AcePace: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;RE: Your suggestion for the TBP ships; basically I&#039;m using the thing that I am for that because I directly copied the entry for the Ulysses and its components, and from there on I&#039;ve gone ahead copying from my last entry and altering what needs to be changed. So I probably won&#039;t be changing those anytime soon. If it bothers you that much you&#039;re welcome to alter them, but as the functional equivalent is the same, I really can&#039;t be moved to care much. [[User:ngtm1r|ngtm1r]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks for the additions to [[Species_defs.tbl]]. I&#039;m using an old version, and I knew there was stuff I was missing. [[User:Black Wolf|Black Wolf]] 18:31, 13 Nov 2005 (CET)&lt;br /&gt;
&lt;br /&gt;
No problems. I also got a few ideas from the entry you made. Like building all the table files around the same format for easier reference (Yeah, i must be dreaming, only an idiot would have this kind of ideas... ...what that makes out of me?). [[User:Wanderer|Wanderer]] 19:05, 13 Nov 2005 (CET)&lt;br /&gt;
&lt;br /&gt;
== Big thanks ==&lt;br /&gt;
&lt;br /&gt;
Big thanks for all the work you&#039;re doing on individual ship entries - I&#039;ve put in a request with the admins for some official recognition, probably a custom user title on the forums, though the actual title will be admin discretion (as will the granting of it in the first place, but personally I reckon you&#039;re a shoe in). [[User:Black Wolf|Black Wolf]] 05:14, 16 Dec 2005 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Good job ==&lt;br /&gt;
&lt;br /&gt;
Nice job maintining the FS Wiki --[[User:Nubbles|Nubbles]] 22:10, 16 June 2007&amp;lt;br&amp;gt;&lt;br /&gt;
The ship images are great. Good job. --[[User:Moniter|Mars]] 20:34, 20 June 2006 (BST)&amp;lt;br&amp;gt;&lt;br /&gt;
Thank you, Wanderer, for holding off the bots. The Hard Light community owes you one. [[User:Mustang19|Mustang19]]&amp;lt;br&amp;gt;&lt;br /&gt;
Nice work, though damn if it&#039;s not weird seeing us both do a series of edits at the same time.&lt;/div&gt;</summary>
		<author><name>AcePace</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Manually_Installing_FreeSpace_2_Open&amp;diff=10691</id>
		<title>Manually Installing FreeSpace 2 Open</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Manually_Installing_FreeSpace_2_Open&amp;diff=10691"/>
		<updated>2007-07-15T11:39:25Z</updated>

		<summary type="html">&lt;p&gt;AcePace: /* System Requirements */ -Added SOME data, better then nothing.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= CURRENTLY COLLATING INFORMATION FOR THIS PAGE =&lt;br /&gt;
: [[User:Fractux|Fractux]] 10:22, 13 April 2007 (CDT)&lt;br /&gt;
&#039;&#039;&#039;FOR NOW, GO TO: [[Getting Started(Main)]]&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Before you Begin ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===System Requirements===&lt;br /&gt;
While the original FreeSpace 2 has rather low system requirments, such as a Pentium 200MHz, 32 MB RAM (64 recommended), and a 3D accelerator (Direct3D, Glide) required, FreeSpace 2 Open has slightly higher requirments. However, any computer from the early 2000s should be able to play this, though toggling all the modern graphical eye candy will require a more modern computer.&lt;br /&gt;
&lt;br /&gt;
== FreeSpace Open Installer ==&lt;br /&gt;
&lt;br /&gt;
You can use the excellent installer by [http://www.hard-light.net/forums/index.php?action=profile;u=3428 Turey], that should give you a baseline of everything you need to play. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are two versions of the installer that you can download:&lt;br /&gt;
&lt;br /&gt;
*[http://www.fsoinstaller.com/files/installer/FreeSpaceOpenInstaller.zip Windows Installer (Zipped .exe, 19 MB)] (Windows)&lt;br /&gt;
*[http://www.fsoinstaller.com/files/installer/java/FreeSpaceOpenInstaller.jar Win/Linux/Mac Installer (.jar, 26 KB)] (Requires [http://www.java.com/ Java 1.5 +])&lt;br /&gt;
**You can get the source code to the Java Installer [http://www.fsoinstaller.com/files/installer/java/ here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This Installer is known to work on Windows, Linux (tested on Gentoo, Fedora, Ubuntu), and Mac (OSX Panther, with a hacked install of Java 1.5) &amp;lt;i&amp;gt;(more info for users)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The most recent installer version of the Installer allows you to download:&lt;br /&gt;
&amp;lt;i&amp;gt;(As of April 12, 2007)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*FreeSpace 2&lt;br /&gt;
&lt;br /&gt;
*Windows:&lt;br /&gt;
**FreeSpace Open 3.6.9 Final (regular and debug)&lt;br /&gt;
**FRED2 Open 3.6.9 Final (regular and debug)&lt;br /&gt;
**FreeSpace Open Launcher 5.5a&lt;br /&gt;
&lt;br /&gt;
*Macintosh:&lt;br /&gt;
**FreeSpace Open 3.6.9 Final (regular and debug)&lt;br /&gt;
**Soulstorm&#039;s OSX Launcher&lt;br /&gt;
&lt;br /&gt;
*The OpenAL Installer (&#039;&#039;&#039;NOTE:&#039;&#039;&#039; [http://www.openal.org/ OpenAL] must be installed to run FS2 Open)&lt;br /&gt;
&lt;br /&gt;
*3.6.8 Zeta Media VP Files (optional, includes 710 patch)&lt;br /&gt;
*3.6.8 Zeta Advanced effects (only for those with high-end systems. Requires regular Media VP Files, includes 710 patch)&lt;br /&gt;
&lt;br /&gt;
*.OGG Cutscenes &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modifications available for Direct Download: &#039;&#039;&#039;&lt;br /&gt;
* Derelict SCP Version (With optional voice)&lt;br /&gt;
* Just Another Day 1 &amp;amp; 2 (separate options for each)&lt;br /&gt;
* FreeSpace Port&lt;br /&gt;
* Awakenings&lt;br /&gt;
* Homesick&lt;br /&gt;
* Transcend&lt;br /&gt;
* Sync&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Requirements and Notes ===&lt;br /&gt;
You can update your installation by simply running the Installer again. This will download any files that are out of date.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;The Installer requires an internet connection to install.&amp;lt;/b&amp;gt;&lt;br /&gt;
* It checks to see if your installation files are out of date via the web.&lt;br /&gt;
* It automatically takes you to the download page of the most recent version, if your version is out of date.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;i&amp;gt;Source: [http://www.hard-light.net/forums/index.php/topic,42854.0.html Original thread by Turey]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Linux Specific Information ===&lt;br /&gt;
&lt;br /&gt;
Pre-Compiled binaries for FS2 Open 3.6.9 Final are not currently available in the Installer.&lt;br /&gt;
&lt;br /&gt;
You have two options:&lt;br /&gt;
* Use Pre-Compiled binaries available [http://www.hard-light.net/forums/index.php/board,113.0.html here] or [http://www.hard-light.net/forums/index.php/board,97.0.html here]. &amp;lt;i&amp;gt;(Check both locations for the most up to date binary)&amp;lt;/i&amp;gt;&lt;br /&gt;
* Download the source from CVS. Follow the instruction in the article covering [Fs2 open on Linux|FS2 on Linux].&lt;br /&gt;
&lt;br /&gt;
== Manual Installation Guide ==&lt;br /&gt;
&lt;br /&gt;
=== Linux Specific Information ===&lt;/div&gt;</summary>
		<author><name>AcePace</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Derelict&amp;diff=10690</id>
		<title>Derelict</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Derelict&amp;diff=10690"/>
		<updated>2007-07-15T11:21:52Z</updated>

		<summary type="html">&lt;p&gt;AcePace: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=0 align=right cellpadding=4 cellspacing=1 width=30% style=&amp;quot;margin: 0 0 1em 1em; background: #202020; border: 1px #AA2020 solid; border-collapse: collapse; font-size: 95%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #512020; 70%;&amp;quot;|&#039;&#039;&#039;&#039;&#039;Mod Info&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Derelict Mission Walkthrough]]&lt;br /&gt;
|}&lt;br /&gt;
==General Info==&lt;br /&gt;
&#039;&#039;&#039;Original Authors:&#039;&#039;&#039; John &#039;Agatheron&#039; Crowdis, Chris &#039;Kellan&#039; Regan, Robert &#039;Dark&#039; Wild, and Rodrigo &#039;Styxx&#039; Barni.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Update Author:&#039;&#039;&#039;  Blaise Russel. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions:&#039;&#039;&#039; 46 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mods included:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[GTA Cypher]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[GTB Hydra]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Shivan Knossos]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;SCP Required&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Derelict is widely considered to be one of the best user-created mods. Derelict SCP was enhanced in 2006 by a complete set of voiceovers, in addition, several of the missions have been cleaned up.&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
Five years have passed since the jump node to the Capella system was collapsed, sealing off a massive wave of Shivan Juggernaughts from pushing further into GTVA space. The supernova and subsequent nebula hang like a growing scar throughout the GTVA as light from that event continues to spread across our worlds.&lt;br /&gt;
&lt;br /&gt;
The loss of Capella created serious economic hardship throughout the Alliance, a new Great Depression is upon us. The complete loss of the planetary resources and economic foundation of a rich world was devastating in its own right, but that is not all. Two hundred million refugees continue to walk the stars, seeking a new home. Some have settled, while others have been forced to move from place to place, hoping that the next place may welcome them with open arms.&lt;br /&gt;
&lt;br /&gt;
While the Galactic Terran-Vasudan Alliance continues to hold, the current depression has given way to political instability. Local governments rise and fall as often lunar tides, organized crime and piracy have prospered in a black market environment. It seems no one is immune. Radical voices are raising echoes not heard since the blood cries of the Neo-Terran Front. The Ghosts of the past are catching up with us.&lt;br /&gt;
&lt;br /&gt;
Since collapsing the Capella Jump Node, the recovering GTVA Fleet has spent much of its time and resources in police actions. Our own resources are taxed to the limit, and yet still we have the challenge to live up to our calling. Even so, it is alarming that there are those who are starting to take matters into their own hands.&lt;br /&gt;
&lt;br /&gt;
What happens in the political arena is not our concern today. As part of the GTVA forces, ours is to keep space safe for our citizens&lt;br /&gt;
&lt;br /&gt;
You are to take a new tour of duty with the 212th Silver Scythes squadron in the Tau Sigma cluster, a remote group of systems beyond the Altair Jump Node. These are mining colonies, and while the GTVA presence is small, it is nontheless important.&lt;br /&gt;
&lt;br /&gt;
This is not an easy assignment, pilot. You will often be working in less-than-ideal conditions, but we trust that your skill will help to bring some much needed relief to this region.&lt;br /&gt;
&lt;br /&gt;
==Player Comments==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Definately download worthy. One of the best user made campaign I ever played with brilliant atmosphere.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A masterpiece of user made campaigns. Hailed by many as one of the best. Great in depth storyline, atmosphere and intense action.&#039;&#039; ~ KR&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Renowned by many to be the best FreeSpace 2 fan-made campaign made, Derelict is definitely worth a (several) play through(s)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
[http://nix1999.shackspace.com/ Download Site] provided by ShackSpace&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.hard-light.net/forums/index.php?topic=38019.0.html Release Thread]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://freespace.volitionwatch.com/derelict/index.shtml Derelict on Volition Watch]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.nukelol.com/downloads/freespacefiles/campaigns/derelict_scp/derelict.zip Derelict SCP Mirror 1]&lt;br /&gt;
&lt;br /&gt;
[[Category:User-made_Campaigns]]&lt;br /&gt;
&lt;br /&gt;
I believe this campaign could easily be considered one of the best ever made. You do not believe me? Then go play it! It is a jewel, a well polished one!&lt;br /&gt;
&lt;br /&gt;
[[Category: Derelict]]&lt;/div&gt;</summary>
		<author><name>AcePace</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Self-destruct&amp;diff=10689</id>
		<title>Self-destruct</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Self-destruct&amp;diff=10689"/>
		<updated>2007-07-15T10:59:08Z</updated>

		<summary type="html">&lt;p&gt;AcePace: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Self-Destruct sexp immediately sets a ships health to zero.&lt;br /&gt;
This triggers the ships destruct animation rather then dissapearing the ship, if that is what you meant to do, there are better SEXPs.&lt;/div&gt;</summary>
		<author><name>AcePace</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Testing&amp;diff=10688</id>
		<title>Testing</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Testing&amp;diff=10688"/>
		<updated>2007-07-15T10:46:57Z</updated>

		<summary type="html">&lt;p&gt;AcePace: -One small addition.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Guide to Testing for mission designers==&lt;br /&gt;
&amp;lt;b&amp;gt;Keywords:&amp;lt;/b&amp;gt; Patience, Time, Circumspection, Purposefulness&lt;br /&gt;
&lt;br /&gt;
*Never be afraid of testing. Always be straightforward and logical: If you think that part is buggy and you are afraid that you discover that you did something wrong, other people, who played that mission will warn you and that&#039;s most inconvenient.&amp;lt;br&amp;gt;&lt;br /&gt;
*Do not be afraid of time: the more time you spend to look after your mission the better it will become, the more ideas you will get how to make it better.&amp;lt;br&amp;gt;&lt;br /&gt;
*Never, never, never get annoyed by a bug you can fix. If a debriefing shows up at a bad time every time you test your mission, keep cool. Open up the debriefing window, look at the SEXP tree and think slowly, logically and first of all, calmly. The more time you spend with a bug the more chance you have to fix it. If you manage to fix a problem that you had been fighting with for hours, you will feel more deliberated.&amp;lt;br&amp;gt;&lt;br /&gt;
*Never be satisfied: Always want to add new things. If needed, sit ten, twenty or even thirty minutes looking onto the boring grid of FRED while thinking into the possible ways of adding new items. Look into the Events window and zoom in/out at the ships and an idea will soon come what to add.&amp;lt;br&amp;gt;&lt;br /&gt;
*If testing makes you sick, consult your General Practician&amp;lt;br&amp;gt;&lt;br /&gt;
*Use the Designer&#039;s notes! Note down bugs you do not want to fix in the moment you discovered it, note down anything you will want to add. Keep erasing your notes as soon as they become obsolete. Do not let others see your mission until there are any notes left. This window can also be used to communicate with other mission designers, if not only you have been assigned to that mission.&amp;lt;br&amp;gt;&lt;br /&gt;
*Concentrate on fixing only one bug: Do not try to fix multiple bugs unless you are sure it won&#039;t need any testing after you have fixed it(typing mistakes, no ships in escort list, etc).&amp;lt;br&amp;gt;&lt;br /&gt;
*Never release a mission without testing its last version twice or three times. A seemingly minor change like changing wing delays can result in unexpected difficulties.&lt;br /&gt;
*Never be the sole tester, give it out to others, preferably from any skill level, to test for difficulty, pacing, etc. What works for you, might not work for others.&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
[[General hints]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Typical mistakes]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Tips for mission balancing]]&lt;br /&gt;
&lt;br /&gt;
[[Category:FRED Tips]]&lt;/div&gt;</summary>
		<author><name>AcePace</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Volition&amp;diff=10687</id>
		<title>Volition</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Volition&amp;diff=10687"/>
		<updated>2007-07-15T10:36:39Z</updated>

		<summary type="html">&lt;p&gt;AcePace: -Added some fluff.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Volition&#039;&#039;&#039; is the developer and publisher of the &#039;&#039;FreeSpace&#039;&#039; series. The most notable programs Volition developed was FreeSpace and [[Wikipedia:Red Faction|Red Faction]].&lt;br /&gt;
&lt;br /&gt;
In 1993 Parallax software was founded, and made both Descent 1 and 2, in 1996, Parallax software and Outrage entertainment merged to form &#039;&#039;&#039;Volition&#039;&#039;&#039;, which started work on the Freespace series. FreeSpace 1 was released in 1998 and FreeSpace 2 in 1999. In 2000, the company was aquired by THQ and continued working on several more games.&lt;br /&gt;
&lt;br /&gt;
Currently, Volition is working on Saints Row 2 for the Xbox360, after the moderately sucessful Saints Row. Other games that Volition has developed(besides FreeSpace and Red Faction) are Summoner 1 and 2, the Descent series and a sequal to Red Faction.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[[wikipedia:Volition Inc.|Volition]] on Wikipedia&lt;br /&gt;
*[http://www.volition-inc.com Volition inc. website]&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>AcePace</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Source_Code_Reference&amp;diff=10685</id>
		<title>Source Code Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Source_Code_Reference&amp;diff=10685"/>
		<updated>2007-07-15T10:26:23Z</updated>

		<summary type="html">&lt;p&gt;AcePace: /* Alphabetical view */ -Another guess from a quick look at the source.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== External libraries ==&lt;br /&gt;
&lt;br /&gt;
Freespace2 relies on the following libraries, which are included in the source tree:&lt;br /&gt;
* lua: LUA Scripting language&lt;br /&gt;
* libjpeg: Jpeg library&lt;br /&gt;
* oggvorbis: Ogg Vorbis sound library&lt;br /&gt;
* dx8sdk: DirectX 8 SDK&lt;br /&gt;
* dx9sdk: DirectX 9 SDK&lt;br /&gt;
&lt;br /&gt;
See msdn.microsoft.com for discussion of the DirectX libraries. For the other libraries, look in the README files for more info&lt;br /&gt;
&lt;br /&gt;
== Freespace2 Source Code ==&lt;br /&gt;
&lt;br /&gt;
The root also contains the actual Freespace2 code, in the code/ directory. The Freespace2 source code consists in several components, each of which is kept in a separate subdirectory. These components are listed below, from different views.&lt;br /&gt;
&lt;br /&gt;
=== Alphabetical view ===&lt;br /&gt;
&lt;br /&gt;
* [[Source ai|ai]] (Computer AI)&lt;br /&gt;
* [[Source anim|anim]] (Displaying .ani animated bitmaps)&lt;br /&gt;
* asteroid (Handle asteroids - movement, collisions, creating smaller asteriods when larger ones are blown up etc.)&lt;br /&gt;
* autopilot (Handles autopilot control - where if there are no enemies, travelling a long distance etc. control is temporarily switched to the computer)&lt;br /&gt;
* [[Source bmpman|bmpman]] (Manage 2d graphics files, such as .bmp, .tga, .jpg etc.)&lt;br /&gt;
* camera (???)&lt;br /&gt;
* cfile (File/directory management routines including .VP file handling that are OS independent eg. handles differences between Linux &amp;amp; Windows)&lt;br /&gt;
* cmdline (Handles command line switches, such as -mipmap etc.)&lt;br /&gt;
* cmeasure (Handles countermeasures - flares that the player &amp;amp; AI can drop to disrupt missiles)&lt;br /&gt;
* controlconfig (Configures keyboard/mouse/joystick controls)&lt;br /&gt;
* cutscene (Handles cutscene viewing)&lt;br /&gt;
* [[Source ddsutils|ddsutils]] (Handles compressed textures for 3d graphics cards that support it)&lt;br /&gt;
* debris (Creates &amp;amp; handles flying debris from exploding ships)&lt;br /&gt;
* debugconsole (Handles debugging console and file)&lt;br /&gt;
* decals (Adds support for painting decals - small 2d textures - onto ships etc.)&lt;br /&gt;
* demo (Allows you to save &amp;amp; playback games to show as demos)&lt;br /&gt;
* directx (Specific includes for the Microsoft DirectX library - Windows only)&lt;br /&gt;
* exceptionhandler (Deals with crashes, saving stack trace, system info etc.)&lt;br /&gt;
* fireball (Displays &amp;amp; handles fireballs and warping effects)&lt;br /&gt;
* freespace2 (Main code - handles engine initialisation, loading resources, plus windows resources like icons &amp;amp; dialog boxes)&lt;br /&gt;
* fs2open_pxo (Network code)&lt;br /&gt;
* gamehelp (Displays context sensitive help text)&lt;br /&gt;
* gamesequence (Handles progression of events during a campaign, such as entering a mission, showing credits etc.)&lt;br /&gt;
* gamesnd (Handles sounds &amp;amp; music)&lt;br /&gt;
* globalincs (Basic global constants &amp;amp; definitions, eg. version, colours)&lt;br /&gt;
* [[Source graphics|graphics]] (Low-level wrapper for all 2d &amp;amp; 3d graphics that handles different display engines (DirectX, OpenGL etc)&lt;br /&gt;
* hud (Handles the HUD - all the 2d cockpit graphics that the player can see eg. radar, ammo, escort list, sqaud etc)&lt;br /&gt;
* iff_defs (Handles traitor ships???)&lt;br /&gt;
* io (Handles IO devices, such as keyboard, mouse &amp;amp; joystick)&lt;br /&gt;
* irc (Adds support for an IRC chat client)&lt;br /&gt;
* [[Source jpgutils|jpgutils]] (Opens, reads JPG files)&lt;br /&gt;
* jumpnode (Displays &amp;amp; handles jump nodes)&lt;br /&gt;
* lab (Responsible for lab model display?)&lt;br /&gt;
* lighting (Handles light sources, and their effect on ships)&lt;br /&gt;
* localization (Handles a global string table for translating all written text into foreign languages)&lt;br /&gt;
* math (Library of math routines for handling vectors, splines etc)&lt;br /&gt;
* menuui (Handles all the misc user interface, such as the main menu, tech room, campaign list etc)&lt;br /&gt;
* mission (Handles general mission actions eg. briefing, goals, training info, in-mission messages etc)&lt;br /&gt;
* missionui (Handles UI for general mission actions)&lt;br /&gt;
* mm (Headers for older MS Multimedia library)&lt;br /&gt;
* model (Displays and handles ship models eg. reading files, collission detection etc)&lt;br /&gt;
* nebula (Displays and handles nebulae)&lt;br /&gt;
* network (All multi-player code, eg. UI, network traffic)&lt;br /&gt;
* object (High-level code to handle all objects eg. ships, weapons, debris, asteroids, waypoints, fireballs, shockwaves)&lt;br /&gt;
* observer (Handles all non player ship views? Maybe the external views stuff, or death observation?)&lt;br /&gt;
* osapi (Wraps low-level Operating System calls, for different OS, eg. multi-threads, windows event loops, main app window)&lt;br /&gt;
* palman (Handles bitmap palettes - different colour maps for the same 2d bitmap)&lt;br /&gt;
* parse (Handles scripting files, eg. python, LUA etc)&lt;br /&gt;
* particle (Displays and handles particles, such as smoke, fire) &lt;br /&gt;
* [[Source pcxutils|pcxutils]] (Handles 2d .pcx graphics files)&lt;br /&gt;
* physics (Handles realistic physical behaviour of objects, such as ship acceleration/deceleration, rotation etc.)&lt;br /&gt;
* playerman (Handles pilot files &amp;amp; player ship movement)&lt;br /&gt;
* popup (Displays &amp;amp; handles 2d pop-up windows, eg. when the player dies)&lt;br /&gt;
* radar (Displays &amp;amp; handles the radar)&lt;br /&gt;
* [[Source render|render]] (Low-level 3d rendering code for some primitives)&lt;br /&gt;
* ship (Displays &amp;amp; handles all ship code, eg. shields, afterburner)&lt;br /&gt;
* sound (Low-level sound, speach &amp;amp; music routines)&lt;br /&gt;
* species_defs (Reads species_defs.tbl to handle different behaviour for different species)&lt;br /&gt;
* starfield (Displays &amp;amp; handles background images such as starfields, nebulae etc)&lt;br /&gt;
* stats (Displays &amp;amp; handles player statistics, medals etc)&lt;br /&gt;
* [[Source tgautils|tgautils]] (Handles .tga 2d graphics files)&lt;br /&gt;
* ui (Low-level user inteface routines eg. buttons, scrollbars)&lt;br /&gt;
* vcodec (Handles player voice streaming for multiplayer ???)&lt;br /&gt;
* weapon (Displays &amp;amp; handles everything to do with weapons)&lt;br /&gt;
* windows_stub (Low-level windows functions that are needed for Unix)&lt;br /&gt;
&lt;br /&gt;
There are also some directories that are only used for generating tools (not part of the main fs2 executable):&lt;br /&gt;
* cfilearchiver (Creates .VP file archives)&lt;br /&gt;
* cfileextractor (Extracts .VP file archives)&lt;br /&gt;
* cryptstring (Creates encrypted strings)&lt;br /&gt;
* fred2 (The FReespace EDitor)&lt;br /&gt;
* inetfile (FTP &amp;amp; HTTP network handlers)&lt;br /&gt;
* scramble (Utility to scramble file tables for the Demo version)&lt;br /&gt;
* variables (???)&lt;br /&gt;
* wxfred2 (Cross-platform version of FRED2)&lt;br /&gt;
&lt;br /&gt;
=== Layer view ===&lt;br /&gt;
&lt;br /&gt;
* Infrastructure&lt;br /&gt;
** System&lt;br /&gt;
*** cfile/&lt;br /&gt;
*** exceptionhandler/&lt;br /&gt;
*** irc/&lt;br /&gt;
*** localization/&lt;br /&gt;
*** osapi/&lt;br /&gt;
** Math&lt;br /&gt;
*** math/&lt;br /&gt;
** Sound&lt;br /&gt;
*** sound/&lt;br /&gt;
*** vcodec/&lt;br /&gt;
** Windows&lt;br /&gt;
*** ui/&lt;br /&gt;
*** windows_stub/&lt;br /&gt;
** 2D graphics&lt;br /&gt;
*** [[Source anim|anim]]&lt;br /&gt;
*** [[Source bmpman|bmpman]]&lt;br /&gt;
*** [[Source ddsutils|ddsutils]]&lt;br /&gt;
*** [[Source jpgutils|jpgutils]]&lt;br /&gt;
*** [[Source pcxutils|pcxutils]]&lt;br /&gt;
*** [[Source tgautils|tgautils]]&lt;br /&gt;
*** palman/&lt;br /&gt;
** 3D graphics&lt;br /&gt;
*** decals/&lt;br /&gt;
*** mm/&lt;br /&gt;
*** directx/&lt;br /&gt;
*** [[Source graphics|graphics]]&lt;br /&gt;
*** camera/&lt;br /&gt;
*** [[Source render|render]]&lt;br /&gt;
** User Input&lt;br /&gt;
*** controlconfig/&lt;br /&gt;
*** io/&lt;br /&gt;
* Freespace2&lt;br /&gt;
** Common&lt;br /&gt;
*** globalincs/&lt;br /&gt;
*** cutscene/&lt;br /&gt;
*** cmdline/&lt;br /&gt;
*** debugconsole/&lt;br /&gt;
** In Space&lt;br /&gt;
*** [[Source ai|ai]]&lt;br /&gt;
*** asteroid/&lt;br /&gt;
*** autopilot/&lt;br /&gt;
*** cmeasure/&lt;br /&gt;
*** debris/&lt;br /&gt;
*** demo/&lt;br /&gt;
*** fireball/&lt;br /&gt;
*** gamehelp/&lt;br /&gt;
*** gamesequence/&lt;br /&gt;
*** gamesnd/&lt;br /&gt;
*** hud/&lt;br /&gt;
*** iff_defs/&lt;br /&gt;
*** jumpnode/&lt;br /&gt;
*** lighting/&lt;br /&gt;
*** nebula/&lt;br /&gt;
*** object/&lt;br /&gt;
*** observer/&lt;br /&gt;
*** model/&lt;br /&gt;
*** network/&lt;br /&gt;
*** particle/&lt;br /&gt;
*** parse/&lt;br /&gt;
*** popup/&lt;br /&gt;
*** physics/&lt;br /&gt;
*** radar/&lt;br /&gt;
*** ship/&lt;br /&gt;
*** species_defs/&lt;br /&gt;
*** starfield/&lt;br /&gt;
*** weapon/&lt;br /&gt;
** In Base&lt;br /&gt;
*** stats/&lt;br /&gt;
*** menuui/&lt;br /&gt;
*** mission/&lt;br /&gt;
*** missionui/&lt;br /&gt;
** Engine&lt;br /&gt;
*** fs2open_pxo/&lt;br /&gt;
*** freespace2/&lt;br /&gt;
*** playerman/&lt;br /&gt;
* FRED&lt;br /&gt;
** fred2/&lt;br /&gt;
** wxfred2/&lt;br /&gt;
* Tools&lt;br /&gt;
** cfilearchiver/&lt;br /&gt;
** cfileextractor/&lt;br /&gt;
** cryptstring/&lt;br /&gt;
** lab/&lt;br /&gt;
** scramble/&lt;br /&gt;
** inetfile/&lt;br /&gt;
** variables/&lt;br /&gt;
&lt;br /&gt;
=== Category Browser ===&lt;br /&gt;
The subdirectories above are also categorised by function. See the Category:Source Code to browse this way.&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code]]&lt;/div&gt;</summary>
		<author><name>AcePace</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Source_Code_Reference&amp;diff=10684</id>
		<title>Source Code Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Source_Code_Reference&amp;diff=10684"/>
		<updated>2007-07-15T10:22:30Z</updated>

		<summary type="html">&lt;p&gt;AcePace: /* Alphabetical view */  -Changed lab header from my guess.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== External libraries ==&lt;br /&gt;
&lt;br /&gt;
Freespace2 relies on the following libraries, which are included in the source tree:&lt;br /&gt;
* lua: LUA Scripting language&lt;br /&gt;
* libjpeg: Jpeg library&lt;br /&gt;
* oggvorbis: Ogg Vorbis sound library&lt;br /&gt;
* dx8sdk: DirectX 8 SDK&lt;br /&gt;
* dx9sdk: DirectX 9 SDK&lt;br /&gt;
&lt;br /&gt;
See msdn.microsoft.com for discussion of the DirectX libraries. For the other libraries, look in the README files for more info&lt;br /&gt;
&lt;br /&gt;
== Freespace2 Source Code ==&lt;br /&gt;
&lt;br /&gt;
The root also contains the actual Freespace2 code, in the code/ directory. The Freespace2 source code consists in several components, each of which is kept in a separate subdirectory. These components are listed below, from different views.&lt;br /&gt;
&lt;br /&gt;
=== Alphabetical view ===&lt;br /&gt;
&lt;br /&gt;
* [[Source ai|ai]] (Computer AI)&lt;br /&gt;
* [[Source anim|anim]] (Displaying .ani animated bitmaps)&lt;br /&gt;
* asteroid (Handle asteroids - movement, collisions, creating smaller asteriods when larger ones are blown up etc.)&lt;br /&gt;
* autopilot (Handles autopilot control - where if there are no enemies, travelling a long distance etc. control is temporarily switched to the computer)&lt;br /&gt;
* [[Source bmpman|bmpman]] (Manage 2d graphics files, such as .bmp, .tga, .jpg etc.)&lt;br /&gt;
* camera (???)&lt;br /&gt;
* cfile (File/directory management routines including .VP file handling that are OS independent eg. handles differences between Linux &amp;amp; Windows)&lt;br /&gt;
* cmdline (Handles command line switches, such as -mipmap etc.)&lt;br /&gt;
* cmeasure (Handles countermeasures - flares that the player &amp;amp; AI can drop to disrupt missiles)&lt;br /&gt;
* controlconfig (Configures keyboard/mouse/joystick controls)&lt;br /&gt;
* cutscene (Handles cutscene viewing)&lt;br /&gt;
* [[Source ddsutils|ddsutils]] (Handles compressed textures for 3d graphics cards that support it)&lt;br /&gt;
* debris (Creates &amp;amp; handles flying debris from exploding ships)&lt;br /&gt;
* debugconsole (Handles debugging console and file)&lt;br /&gt;
* decals (Adds support for painting decals - small 2d textures - onto ships etc.)&lt;br /&gt;
* demo (Allows you to save &amp;amp; playback games to show as demos)&lt;br /&gt;
* directx (Specific includes for the Microsoft DirectX library - Windows only)&lt;br /&gt;
* exceptionhandler (Deals with crashes, saving stack trace, system info etc.)&lt;br /&gt;
* fireball (Displays &amp;amp; handles fireballs and warping effects)&lt;br /&gt;
* freespace2 (Main code - handles engine initialisation, loading resources, plus windows resources like icons &amp;amp; dialog boxes)&lt;br /&gt;
* fs2open_pxo (Network code)&lt;br /&gt;
* gamehelp (Displays context sensitive help text)&lt;br /&gt;
* gamesequence (Handles progression of events during a campaign, such as entering a mission, showing credits etc.)&lt;br /&gt;
* gamesnd (Handles sounds &amp;amp; music)&lt;br /&gt;
* globalincs (Basic global constants &amp;amp; definitions, eg. version, colours)&lt;br /&gt;
* [[Source graphics|graphics]] (Low-level wrapper for all 2d &amp;amp; 3d graphics that handles different display engines (DirectX, OpenGL etc)&lt;br /&gt;
* hud (Handles the HUD - all the 2d cockpit graphics that the player can see eg. radar, ammo, escort list, sqaud etc)&lt;br /&gt;
* iff_defs (Handles traitor ships???)&lt;br /&gt;
* io (Handles IO devices, such as keyboard, mouse &amp;amp; joystick)&lt;br /&gt;
* irc (Adds support for an IRC chat client)&lt;br /&gt;
* [[Source jpgutils|jpgutils]] (Opens, reads JPG files)&lt;br /&gt;
* jumpnode (Displays &amp;amp; handles jump nodes)&lt;br /&gt;
* lab (Responsible for lab model display?)&lt;br /&gt;
* lighting (Handles light sources, and their effect on ships)&lt;br /&gt;
* localization (Handles a global string table for translating all written text into foreign languages)&lt;br /&gt;
* math (Library of math routines for handling vectors, splines etc)&lt;br /&gt;
* menuui (Handles all the misc user interface, such as the main menu, tech room, campaign list etc)&lt;br /&gt;
* mission (Handles general mission actions eg. briefing, goals, training info, in-mission messages etc)&lt;br /&gt;
* missionui (Handles UI for general mission actions)&lt;br /&gt;
* mm (Headers for older MS Multimedia library)&lt;br /&gt;
* model (Displays and handles ship models eg. reading files, collission detection etc)&lt;br /&gt;
* nebula (Displays and handles nebulae)&lt;br /&gt;
* network (All multi-player code, eg. UI, network traffic)&lt;br /&gt;
* object (High-level code to handle all objects eg. ships, weapons, debris, asteroids, waypoints, fireballs, shockwaves)&lt;br /&gt;
* observer (???)&lt;br /&gt;
* osapi (Wraps low-level Operating System calls, for different OS, eg. multi-threads, windows event loops, main app window)&lt;br /&gt;
* palman (Handles bitmap palettes - different colour maps for the same 2d bitmap)&lt;br /&gt;
* parse (Handles scripting files, eg. python, LUA etc)&lt;br /&gt;
* particle (Displays and handles particles, such as smoke, fire) &lt;br /&gt;
* [[Source pcxutils|pcxutils]] (Handles 2d .pcx graphics files)&lt;br /&gt;
* physics (Handles realistic physical behaviour of objects, such as ship acceleration/deceleration, rotation etc.)&lt;br /&gt;
* playerman (Handles pilot files &amp;amp; player ship movement)&lt;br /&gt;
* popup (Displays &amp;amp; handles 2d pop-up windows, eg. when the player dies)&lt;br /&gt;
* radar (Displays &amp;amp; handles the radar)&lt;br /&gt;
* [[Source render|render]] (Low-level 3d rendering code for some primitives)&lt;br /&gt;
* ship (Displays &amp;amp; handles all ship code, eg. shields, afterburner)&lt;br /&gt;
* sound (Low-level sound, speach &amp;amp; music routines)&lt;br /&gt;
* species_defs (Reads species_defs.tbl to handle different behaviour for different species)&lt;br /&gt;
* starfield (Displays &amp;amp; handles background images such as starfields, nebulae etc)&lt;br /&gt;
* stats (Displays &amp;amp; handles player statistics, medals etc)&lt;br /&gt;
* [[Source tgautils|tgautils]] (Handles .tga 2d graphics files)&lt;br /&gt;
* ui (Low-level user inteface routines eg. buttons, scrollbars)&lt;br /&gt;
* vcodec (Handles player voice streaming for multiplayer ???)&lt;br /&gt;
* weapon (Displays &amp;amp; handles everything to do with weapons)&lt;br /&gt;
* windows_stub (Low-level windows functions that are needed for Unix)&lt;br /&gt;
&lt;br /&gt;
There are also some directories that are only used for generating tools (not part of the main fs2 executable):&lt;br /&gt;
* cfilearchiver (Creates .VP file archives)&lt;br /&gt;
* cfileextractor (Extracts .VP file archives)&lt;br /&gt;
* cryptstring (Creates encrypted strings)&lt;br /&gt;
* fred2 (The FReespace EDitor)&lt;br /&gt;
* inetfile (FTP &amp;amp; HTTP network handlers)&lt;br /&gt;
* scramble (Utility to scramble file tables for the Demo version)&lt;br /&gt;
* variables (???)&lt;br /&gt;
* wxfred2 (Cross-platform version of FRED2)&lt;br /&gt;
&lt;br /&gt;
=== Layer view ===&lt;br /&gt;
&lt;br /&gt;
* Infrastructure&lt;br /&gt;
** System&lt;br /&gt;
*** cfile/&lt;br /&gt;
*** exceptionhandler/&lt;br /&gt;
*** irc/&lt;br /&gt;
*** localization/&lt;br /&gt;
*** osapi/&lt;br /&gt;
** Math&lt;br /&gt;
*** math/&lt;br /&gt;
** Sound&lt;br /&gt;
*** sound/&lt;br /&gt;
*** vcodec/&lt;br /&gt;
** Windows&lt;br /&gt;
*** ui/&lt;br /&gt;
*** windows_stub/&lt;br /&gt;
** 2D graphics&lt;br /&gt;
*** [[Source anim|anim]]&lt;br /&gt;
*** [[Source bmpman|bmpman]]&lt;br /&gt;
*** [[Source ddsutils|ddsutils]]&lt;br /&gt;
*** [[Source jpgutils|jpgutils]]&lt;br /&gt;
*** [[Source pcxutils|pcxutils]]&lt;br /&gt;
*** [[Source tgautils|tgautils]]&lt;br /&gt;
*** palman/&lt;br /&gt;
** 3D graphics&lt;br /&gt;
*** decals/&lt;br /&gt;
*** mm/&lt;br /&gt;
*** directx/&lt;br /&gt;
*** [[Source graphics|graphics]]&lt;br /&gt;
*** camera/&lt;br /&gt;
*** [[Source render|render]]&lt;br /&gt;
** User Input&lt;br /&gt;
*** controlconfig/&lt;br /&gt;
*** io/&lt;br /&gt;
* Freespace2&lt;br /&gt;
** Common&lt;br /&gt;
*** globalincs/&lt;br /&gt;
*** cutscene/&lt;br /&gt;
*** cmdline/&lt;br /&gt;
*** debugconsole/&lt;br /&gt;
** In Space&lt;br /&gt;
*** [[Source ai|ai]]&lt;br /&gt;
*** asteroid/&lt;br /&gt;
*** autopilot/&lt;br /&gt;
*** cmeasure/&lt;br /&gt;
*** debris/&lt;br /&gt;
*** demo/&lt;br /&gt;
*** fireball/&lt;br /&gt;
*** gamehelp/&lt;br /&gt;
*** gamesequence/&lt;br /&gt;
*** gamesnd/&lt;br /&gt;
*** hud/&lt;br /&gt;
*** iff_defs/&lt;br /&gt;
*** jumpnode/&lt;br /&gt;
*** lighting/&lt;br /&gt;
*** nebula/&lt;br /&gt;
*** object/&lt;br /&gt;
*** observer/&lt;br /&gt;
*** model/&lt;br /&gt;
*** network/&lt;br /&gt;
*** particle/&lt;br /&gt;
*** parse/&lt;br /&gt;
*** popup/&lt;br /&gt;
*** physics/&lt;br /&gt;
*** radar/&lt;br /&gt;
*** ship/&lt;br /&gt;
*** species_defs/&lt;br /&gt;
*** starfield/&lt;br /&gt;
*** weapon/&lt;br /&gt;
** In Base&lt;br /&gt;
*** stats/&lt;br /&gt;
*** menuui/&lt;br /&gt;
*** mission/&lt;br /&gt;
*** missionui/&lt;br /&gt;
** Engine&lt;br /&gt;
*** fs2open_pxo/&lt;br /&gt;
*** freespace2/&lt;br /&gt;
*** playerman/&lt;br /&gt;
* FRED&lt;br /&gt;
** fred2/&lt;br /&gt;
** wxfred2/&lt;br /&gt;
* Tools&lt;br /&gt;
** cfilearchiver/&lt;br /&gt;
** cfileextractor/&lt;br /&gt;
** cryptstring/&lt;br /&gt;
** lab/&lt;br /&gt;
** scramble/&lt;br /&gt;
** inetfile/&lt;br /&gt;
** variables/&lt;br /&gt;
&lt;br /&gt;
=== Category Browser ===&lt;br /&gt;
The subdirectories above are also categorised by function. See the Category:Source Code to browse this way.&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code]]&lt;/div&gt;</summary>
		<author><name>AcePace</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Talk:Source_Code_Reference&amp;diff=10682</id>
		<title>Talk:Source Code Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Talk:Source_Code_Reference&amp;diff=10682"/>
		<updated>2007-07-15T10:17:40Z</updated>

		<summary type="html">&lt;p&gt;AcePace: -Starting the page, adding a note.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;External libraries Notice:&lt;br /&gt;
Acording to the update on 3.6.10, DX support is getting the axe, should we put a notice of this now or when the first release occurs?&lt;/div&gt;</summary>
		<author><name>AcePace</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Very_simple_missions&amp;diff=10673</id>
		<title>Very simple missions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Very_simple_missions&amp;diff=10673"/>
		<updated>2007-07-15T09:15:42Z</updated>

		<summary type="html">&lt;p&gt;AcePace: /* Hints */  -Random addition.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Which missions are considered simple?==&lt;br /&gt;
A mission being simle is not an official naming for a mission which needs some requirements, it&#039;s a general description.&lt;br /&gt;
&lt;br /&gt;
Simple missions normally have only a needed amount of messages, debriefing stages and a limited number of ships and even fewer ending possibilities.&lt;br /&gt;
&lt;br /&gt;
If you are making a campaign and have some missions which play little part in the plot, it is not advised you make them overly complicated. For these missions, you are advised to make them simple. This way, you get more time to work on more important missions.&lt;br /&gt;
&lt;br /&gt;
==Hints==&lt;br /&gt;
*Make only a limited number of messages. Do so by making sure none will overlap one another. The more messages you make the higher the possibility that they will overlap. The following messages are a must to every FreeSpace 2 mission:&lt;br /&gt;
**Notification about mission failure and success&lt;br /&gt;
**Notidication about permission to return to base&lt;br /&gt;
**Report about big friendly or hostile ships destroyed or, when the goal is such, disarmed or disabled&lt;br /&gt;
**Arrival and departure message for mission critical ships&lt;br /&gt;
*A further note on messages is that they should not be overly complex nor should you display plot messages in the middle of a combat engagment. &lt;br /&gt;
*Limited number of ships: Do not place so many larger ships than a cruiser or corvette. Placing a destroyer demands that fighters should be launched from it. Destroying the destroyer sooner or later badly affects the number of fighters present in the mission unless there is only one wing to arrive from the destroyer&lt;br /&gt;
*Stages: Say that the mission consists of three parts. Each part is triggered by the arrival of a hostile or friendly ship. You have to set the arrival cues of these ships so that they only arrive after a previous stage was completed, often by the destruction of a hostile ship or the departure of a friendly one. This makes it sure that the three stages won&#039;t intertwine, saving the FREDder from a lot of time to test each possibility in case the stages overlapped.&lt;br /&gt;
*You still need to test the difficulty of the mission and optimize it for game balance. The simplest way to do this is to keep the number of fighters and bombers low.&lt;br /&gt;
*Avoid the use of random numeric variables. The fact of randomization is rarely apparent and to make it so requires additional testing time.&lt;br /&gt;
&lt;br /&gt;
==Example mission==&lt;br /&gt;
Through this mission example, you will see how a simpler mission looks like in theory. In practice, there is no guarantee it can be done exactly as it is described below.&lt;br /&gt;
See [[#Notes about Example|Notes]]&lt;br /&gt;
&lt;br /&gt;
===Mission description===&lt;br /&gt;
A Leviathan cruiser ran the GTVA blockade and is to be hunted down. Command sorties a Deimos corvette and some fighters. The corvette arrives six clicks away from the Leviathan, but since the Deimos is faster, they have a chance to catch up with it and destroy it with their beam cannons. In the meanwhile, the NTF attempts to disarm the forward beam cannons to give chance for their cruiser to survive. In the first part, the player must destroy some bombers which come from the front and attempt to take down the beam cannons. The second part is about the battle between the Leviathan and the Deimos. In the third part, the Deimos is to be escorted back to the node until it makes the jump to subspace.&lt;br /&gt;
&lt;br /&gt;
===This mission has===&lt;br /&gt;
*Three to eight friendly fighters&lt;br /&gt;
*The two warships: A Deimos and a Leviathan&lt;br /&gt;
*Enemy bombers and fighters, as many as makes the mission acceptably difficult.&lt;br /&gt;
*A jump node, where the Deimos comes from&lt;br /&gt;
*Two waypoints&lt;br /&gt;
*At least the following events (not mentioning message-only events)&lt;br /&gt;
**Destroy Leviathan cruiser directive&lt;br /&gt;
**Defend friendly Deimos directive&lt;br /&gt;
**Destroy enemy fighters (one event for each attacking wing)&lt;br /&gt;
**An event which summerizes the requirements to grant the player authorization to return to base.&lt;br /&gt;
**(Chained to the previous event), an event which displays the &amp;quot;Return to base&amp;quot; directive.&lt;br /&gt;
**Good-secondary-time, which tells the fighters to use their Trebuchet warheads in case they have some, or the player has the possibility to arm his wingmen with them.&lt;br /&gt;
**Events which order warships to use their beams (Retail FreeSpace 2 and ancient FreeSpace Open versions)&lt;br /&gt;
*Additional events which are only made to send messages&lt;br /&gt;
**Enemy cruiser escaped (Mission failure message)&lt;br /&gt;
**Friendly corvette escaped (Mission successful message)&lt;br /&gt;
**Friendly corvette destroyed (Enemy destroyed corvette message)&lt;br /&gt;
**Additional enemy bombers jumped in (Part 3)&lt;br /&gt;
**&amp;lt;i&amp;gt;(Optional)&amp;lt;/i&amp;gt; Events which display messages which report the hull/subsystem status on either or both warships&lt;br /&gt;
**&amp;lt;i&amp;gt;(Optional)&amp;lt;/i&amp;gt; An event which checks how far the friendly corvette is from the jump node and display a message in which the corvette makes report about it (&amp;quot;We are reaching the node in three minutes, pilots.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
===In the mission happens===&lt;br /&gt;
*The Leviathan follows a waypoint. When it reaches it, it jumps out and fails the mission&lt;br /&gt;
*The Deimos has the order to attack the Leviathan, when it is down, it changes orders and starts moving towards a waypoint, which is placed inside the jump node. When the Deimos is inside the node after the Leviathan is destroyed or departed, it jumps out&lt;br /&gt;
*Ten-thirty seconds after start, enemy bombers start jumping in from the front with the orders to attack the front beam cannons. When both cannons are down, the bombers depart and stop arriving. (The Deimos still stands a chance with its rear beam cannons, so the mission is still not lost).&lt;br /&gt;
*After the Leviathan has been destroyed or has departed, new wings of hostile targets start jumping in and attack the Deimos. They cease their attacks when the Deimos has been destroyed or departed.&lt;br /&gt;
&lt;br /&gt;
===Misc additions===&lt;br /&gt;
*Ediitng the Mission specs editor&lt;br /&gt;
**Giving a name to the mission&lt;br /&gt;
**Setting All ships beam-freed by Default (In FreeSpace Open, if set, the events which enable warships to use their beams are redundant)&lt;br /&gt;
**Support ship settings&lt;br /&gt;
***Allowed/disallowed&lt;br /&gt;
***Will it repair hull?&lt;br /&gt;
**&amp;lt;i&amp;gt;Advised for testing&amp;lt;/i&amp;gt; No traitor flag&lt;br /&gt;
*Alligning the Team Loadout options&lt;br /&gt;
*Warships added to Escort list&lt;br /&gt;
*The &amp;lt;i&amp;gt;Attack my target&amp;lt;/i&amp;gt; order removed from the issuable orders for the friendly corvette&lt;br /&gt;
*Initial orders for all ships&lt;br /&gt;
*&amp;lt;i&amp;gt;Advised&amp;lt;/i&amp;gt; Some sort of background, preferably with nebulae and planets and multiple, coloured suns&lt;br /&gt;
&lt;br /&gt;
===Notes about Example===&lt;br /&gt;
&amp;lt;u&amp;gt;This mission has not been made by the author of the article.&amp;lt;/u&amp;gt; It is not guaranteed that mission balance can be kept using the numbers above or the mission in this shape could be too short. It is a main rule in making a balanced mission to not stick to the mission&#039;s preliminary description. If the mission is too easy, have a hostile cruiser or corvette jump in to attack the friendly Deimos. If the mission is too hard, give the player reinforcements and/or make the Deimos have cruiser escort.&lt;br /&gt;
&lt;br /&gt;
[[Category:FRED]]&lt;/div&gt;</summary>
		<author><name>AcePace</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=FS_Short_Hand&amp;diff=10672</id>
		<title>FS Short Hand</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=FS_Short_Hand&amp;diff=10672"/>
		<updated>2007-07-15T09:06:21Z</updated>

		<summary type="html">&lt;p&gt;AcePace: Added some minor fluff.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Ingame Terminology&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Wing - A unit of fightercraft, varying in size from one to six ships. The normal number is four. Ships of a wing are labelled by their wing name and a number (i.e. Alpha 1, Alpha 2, and so on).&lt;br /&gt;
&lt;br /&gt;
Cruiser - Smallest combatant capital craft classification. Cruisers are at least several times the size of a fighter or bomber and posess mainly antifighter weaponry, with one or two (or in the case of the SC Rakshasa, three) anti-capital weapons. The defensive fire of a cruiser is rarely capable of stopping a determined bomber wing, and most are vunerable to even a well-handled lone fighter. Unable to carry fighters, Canonical examples include the Fenris and the Leviathan.&lt;br /&gt;
&lt;br /&gt;
Corvette - Middle ground combatant capital craft, falling between the cruiser and the destroyer in size and capablity. Equipped with between two and four anticapital weapons and considerably more impressive antifighter armament then a cruiser. Corvettes are capable of defending themselves adequately against a small number of enemy fighters or bombers. With the exception of the Moloch, corvettes are unable to carry fighters of their own. Canonically, these are rather rarer in the Freespace-verse then other ship classes, with the Deimos being the corvette with most game time.&lt;br /&gt;
&lt;br /&gt;
Destroyer - Large combatant capital craft, combining the functions of destroying enemy ships and transporting fighters. Destroyers vary wildly in armament and effectiveness against different types of targets. They will have at least one heavy-calibur anticapital weapon and probably several more, plus a number of cruiser-corvette anticapital weapons. Destroyers tend to need fighter cover more then corvettes; some of them actually mount fewer antifighter weapons, and all have much larger amounts of surface area that needs to be defend. Most of the significent capital ships in Freespace canonically have been destroyers, from the GTD Galatea and GTD Bastion in the original Freespace and the GTD Aquitaine and GVD Psamtik in Freespace 2.&lt;br /&gt;
&lt;br /&gt;
Superdestroyer - Bigger, meaner, and tougher then a destroyer, yet too small for the Juggernaut classification; first applied well before the Juggernaut classification came into exsistance. Only the Hades and Lucifer have canonically been given this classification.&lt;br /&gt;
&lt;br /&gt;
Juggernaut - The pinnacle of combatant capital craft. A Juggernaut is capable of making mincemeat out of an enemy fleet singlehanded and is superbly equipped to combat other capital craft. Due to its large surface area its defenses against fightercraft attack are generally somewhat thinly spread, but a Juggernaut&#039;s sheer ability to absorb damage means that only another Juggernaut or a mass attack by corvettes and destroyers is capable of destroying one in anything like a timely manner. Only the Colossus and Sathanas have canonically been given this classification.&lt;/div&gt;</summary>
		<author><name>AcePace</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=FreeSpace_Lingo&amp;diff=10232</id>
		<title>FreeSpace Lingo</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=FreeSpace_Lingo&amp;diff=10232"/>
		<updated>2007-07-04T18:00:07Z</updated>

		<summary type="html">&lt;p&gt;AcePace: Cleaned out the spam.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; This section is for various terms, acronyms, short hand and other little things that fans of FreeSpace use on a regular basis.  It&#039;s for people new to the FreeSpace community, and for the rest of us to realise how odd some of the things we say are.&lt;br /&gt;
&lt;br /&gt;
* [[FS Abbrevations]] &amp;lt;br&amp;gt;&lt;br /&gt;
* [[FS Short Hand]] &amp;lt;br&amp;gt;&lt;br /&gt;
* [[Various Terms]] &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>AcePace</name></author>
	</entry>
</feed>