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		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=37386</id>
		<title>Command-Line Reference</title>
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		<updated>2011-12-09T10:29:59Z</updated>

		<summary type="html">&lt;p&gt;CommanderDJ: /* Development Tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following command-line options can be chosen from the launcher.  &lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
====-spec====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Specular&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Only polygons mapped with textures for which a shinemap exists will receive specular mapping; no attempt is made to generate spec maps where they do not exist.  Specular maps are specified with the base map name plus &amp;quot;-shine&amp;quot; (i.e. TCov3A-shine.pcx).&lt;br /&gt;
&lt;br /&gt;
====-env====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Environment maps&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It only works if [[Command-Line_Reference#-spec|-spec]] is also set. Environment mapping intensity will be determined from the shine map too (see [[Texturing]] for more info). [[Installing FreeSpace 2 Open#Video setup|See Video setup.]]&lt;br /&gt;
&lt;br /&gt;
====-glow====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Glowmaps&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Only polygons mapped with textures for which a glowmap exists will be glowmapped.  Glow maps are specified with the base map name plus &amp;quot;-glow&amp;quot; (i.e. TCov4A-glow.pcx)&lt;br /&gt;
&lt;br /&gt;
====-mipmap====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable mipmapping&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Causes for non-mipmapped textures to have mipmaps generated within the GPU on certain kind of texture formats, (IIRC, DDS formatted textures with a power of 2 size in both width and height). &amp;lt;br&amp;gt;&lt;br /&gt;
Since the use of already mipmapped DDS textures has become common, it has become depreciated.&lt;br /&gt;
The quality of the generated mipmaps depends on each GPU and used driver. It is normally used with [[Command-Line_Reference#-img2dds|-img2dds]] flag.&lt;br /&gt;
&lt;br /&gt;
====-nomotiondebris====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable motion debris&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-noscalevid====&lt;br /&gt;
&amp;quot;Disable scale-to-window for Movies&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Disables fullscreen scaling of video clips.&lt;br /&gt;
&lt;br /&gt;
====-missile_lighting====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Apply Lighting to Missiles&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-normal====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Normal Maps&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Normal maps require GLSL rendering, (see [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] for further info). It needs auxiliary normal maps (the same name of the base map plus &amp;quot;-normal&amp;quot;). DXT5_NM DDS format is needed. (Technical note: DXT5 will work, since only the GREEN and ALPHA channels are read by the current shader system. One direction of lines goes into the GREEN channel, the other direction goes into the ALPHA channel. RED and BLUE can be either base gray (#808080) or black. Usual practice is after creating the DXT5_NM, copy the RED channel to the ALPHA channel, black out the RED and BLUE an then save as either a DXT5 or u8888 (uncompressed) DDS file.)&lt;br /&gt;
&lt;br /&gt;
====-post_process====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Post Processing&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
enables the use (if present) of post-processing effects as defined by the post_process.tbl. Bloom usage has an additional cmdline option for setting it&#039;s value, most post processing effects are achieved in mission per the mission designer or can be enabled globally in the table.&lt;br /&gt;
&lt;br /&gt;
====-soft_particles====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable soft particles&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-3dshockwave====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable 3D Shockwaves&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This only has any effect when both a 2d and 3d shockwave effect are present, otherwise the only available effect is used.&lt;br /&gt;
&lt;br /&gt;
====-fxaa====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable FXAA antialiasing&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enables the FXAA postprocessing stage. Needs optional FXAA shaders, which can be found here: http://www.hard-light.net/forums/index.php?topic=76145.0&lt;br /&gt;
&lt;br /&gt;
====-flightshaftsoff====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Force Lightshafts off&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables Lightshafts even if a mission designer enables them via SEXP in a mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game Speed===&lt;br /&gt;
====-img2dds====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Compress non-compressed images&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Converts all images to DDS (compressed) format.  Decreases memory usage but potentially reduces image quality.&lt;br /&gt;
&lt;br /&gt;
====-no_vsync====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable vertical sync&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-cache_bitmaps====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Cache bitmaps between missions&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Will ideally reduce the load-time from one mission to another.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===HUD===&lt;br /&gt;
====-dualscanlines====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Another Pair of Scanning Lines&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Adds a second pair of scanning lines to the target window when scanning an object.&lt;br /&gt;
&lt;br /&gt;
====-targetinfo====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Info next to Target&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Displays target info, such as name and class, beside the targeted object.&lt;br /&gt;
&lt;br /&gt;
====-orbradar====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enables 3D radar&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An Orb style 3D radar will replace the standard 2D version.&lt;br /&gt;
&lt;br /&gt;
====-rearm_timer====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Rearm/Repair Completion Timer&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Displays time remaining until rearm and repair from a support ship is complete.&lt;br /&gt;
&lt;br /&gt;
====-ballistic_gauge====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable the analog Ballistic Ammo gauge&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Adds an ammo gauge to the HUD when armed with a ballistic weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-ship_choice_3d====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Use Models for Ship Selection&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Uses ship models in ship selection window. It completely disables the standard ANI interface in this screen. &amp;lt;br&amp;gt;&lt;br /&gt;
Some mods need a compulsory use of this flag because they don&#039;t have available animations for their ships. In this situation, and if it is not used, the game will probably crash to desktop in the ship selection window.&lt;br /&gt;
&lt;br /&gt;
====-weapon_choice_3d====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Use Models for Weapon Selection&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Uses weapon models in weapon loadout window for secondary weapons (missiles and bombs). It completely disables the standard ANI interface in this screen.  &amp;lt;br&amp;gt;&lt;br /&gt;
Some mods need a compulsory use of this flag because they don&#039;t have available animations for their secondary weapons. In this situation, and if it is not used, the game will probably crash to desktop in the weapon loadout window.&lt;br /&gt;
&lt;br /&gt;
====-3dwarp====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable 3D Warp&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Use full geometry for the subspace warp effect.&lt;br /&gt;
&lt;br /&gt;
====-warp_flash====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Flash upon Warp&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enable a flash at warp in and warp out.&lt;br /&gt;
&lt;br /&gt;
====-no_ap_interrupt====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Interrupting of AutoPilot&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tells the game to not allow players to interrupt an autopilot already-in-progress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Audio===&lt;br /&gt;
====-snd_preload====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Preload mission game sounds&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Useful in preventing game stuttering when sounds are played for the first time.&lt;br /&gt;
&lt;br /&gt;
====-nosound====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Sound and Music&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-nomusic====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disables Music&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-standalone====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Run as Stand Alone Server&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Creates a standalone multi-player server.&lt;br /&gt;
&lt;br /&gt;
====-startgame====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Skip Mainhall and Start Hosting&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once you launch and choose a pilot within the game, you will immediately have begun to host a game.  This can be used in conjunction with several options to customize the game you create: -closed, -restricted, -password, -gamename, -allowabove, and -allowbelow.  -startgame has no effect when -standalone is used.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-restricted|-restricted]]  [[Command-Line_Reference#-password|-password]]  [[Command-Line_Reference#-gamename|-gamename]]  [[Command-Line_Reference#-allowabove|-allowabove]]  [[Command-Line_Reference#-allowbelow|-allowbelow]]&lt;br /&gt;
&lt;br /&gt;
====-closed====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Start Hosted Server as Closed&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hosts a new game in a closed state, where no one can join until the in-game &amp;quot;Close&amp;quot; button is cleared.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -restricted or -password.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-restricted|-restricted]]  [[Command-Line_Reference#-password|-password]]&lt;br /&gt;
&lt;br /&gt;
====-restricted====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Host Confirms Join requests&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hosts a new game in a restricted state.  The host is presented with option to accept or deny each client&#039;s request to join the game.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -closed or -password.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-password|-password]]&lt;br /&gt;
&lt;br /&gt;
====-multilog====&lt;br /&gt;
Creates a log file with a summary of packets sent and received in multiplayer games.  The file is saved as \data\multi.log within the active mod folder&amp;amp;mdash;or with main data folder if no mod is active.&lt;br /&gt;
&lt;br /&gt;
====-clientdamage====&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====-mpnoreturn====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disables Flight Deck option&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables return to the flight deck screen after a mission completes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
====-nohtl====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Software Mode (very slow)&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
{{Warning| Enabling this will significantly reduce performance.}}&lt;br /&gt;
Reverts to software rendering mode.&lt;br /&gt;
&lt;br /&gt;
====-no_set_gamma====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Setting of Gamma&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables the gamma settings in the options screen.&lt;br /&gt;
&lt;br /&gt;
====-nomovies====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Video Playback&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables all video playback.&lt;br /&gt;
&lt;br /&gt;
====-noparseerrors====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Parsing Errors&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables some parsing warnings and makes other parse errors non-fatal.  Do not rely on this when creating new tables. The errors are there for a reason.&lt;br /&gt;
&lt;br /&gt;
====-safeloading====&lt;br /&gt;
Loads missions the old way.  Typically safer, but slower.&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; the parameter was removed as of the July 5, 2011 nightly build.&lt;br /&gt;
&lt;br /&gt;
====-query_speech====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Does this build have Speech?&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Determines if the current build includes text-to-speech.&lt;br /&gt;
&lt;br /&gt;
====-novbo====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable OpenGL VBO&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-noibx====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Don&#039;t use cached index buffers (IBX)&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables IBX caching of model geometry data.  This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.&lt;br /&gt;
&lt;br /&gt;
====-loadallweps====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Load all weapons, even those not used&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-disable_fbo====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable OpenGL RenderTargets&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-no_glsl====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable GLSL (shader) Support&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables the use of GLSL rendering (OpenGL shaders). The game will revert to legacy fixed render pipeline. Please note that Normal and Height map effects will be unavailable.&lt;br /&gt;
&lt;br /&gt;
====-disable_glsl_model====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Don&#039;t use shaders for model rendering&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-ati_swap====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Fix Color issues on some ATI cards&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-no_3d_sound====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Use only 2D/stereo for sound effects&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Experimental===&lt;br /&gt;
====-ingame_join====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Allows Ingame Joining&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enables ingame joining in multiplayer.  FIXME: Host option?&lt;br /&gt;
&lt;br /&gt;
====-voicer====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Voice Recognition&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Windows-only.  Enables voice-recognition for wingmen commands.  Must be specifically compiled into a build in order for it to be available; 3.6.10 final includes the feature.  See [[Voice Recognition]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Development Tools===&lt;br /&gt;
====-fps====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Show frames per second on HUD&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Displays current frames per second.&lt;br /&gt;
&lt;br /&gt;
====-pos====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Show Position of Camera&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Displays current position coordinates of camera.&lt;br /&gt;
&lt;br /&gt;
====-window====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Run in Window&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Runs the game in a window.  No check to make sure that resolution is no higher than your desktop resolution, so be careful.&lt;br /&gt;
&lt;br /&gt;
====-fullscreen_window====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Run in Fullscreen Window&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-timerbar====&lt;br /&gt;
Displays a timing bar across the top of the screen.  Timerbar format varies by build. This is a relic from the Volition development days, and is unmaintained.&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; the parameter was removed as of the July 5, 2011 nightly build.&lt;br /&gt;
&lt;br /&gt;
====-stats====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Show Statistics&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shows total and free physical memory, virtual memory and system pagefile.&lt;br /&gt;
&lt;br /&gt;
====-coords====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Show Coordinates&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shows coordinates of the mouse cursor.&lt;br /&gt;
&lt;br /&gt;
====-show_mem_usage====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Show Memory Usage&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shows detailed RAM usage based on file, handler and process usage and display on the left-center side of the screen during mission load and while in mission.&lt;br /&gt;
&lt;br /&gt;
The meaning of the info displayed in the upper right corner of the HUD is:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DYN&#039;&#039;&#039; = dynamic memory, basically anything that&#039;s been allocated by the vm_* memory functions.  This does NOT indicate total memory usage but does account for most of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;POF&#039;&#039;&#039; = model memory, how much memory is being used by models (does not include textures)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;C-BMP, BMP&#039;&#039;&#039; = bmpman memory, how much is used by the textures/images that are loaded.  C-BMP means that you are using -cache_bitmaps and it will try to keep textures in memory between level loads and as the new level is loading it will keep what it needs and unload what it doesn&#039;t.  Can greatly increase level loading speed, but does so at the cost of memory between level loads.  This does not increase overall memory usage though, only during the loading screen.  BMP means that it is not cached and all textures are unloaded from memory at the start of level load and all needed textures are then loaded from the disk again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;S-RAM&#039;&#039;&#039; = sound memory, how much is used by the sounds loaded in memory at the time.  This counts static sounds only (from sounds.tbl, etc.) and not streaming sounds (music, voices, briefing stuff, etc).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;V-RAM&#039;&#039;&#039; = approximate memory usage of video textures.  This does not mean that your card has this much memory, and can report higher numbers that your card actually has memory.  For OpenGL it also includes some of the geometry data, but this number does not reflect the total memory that your video card is using.  It only reports how much data the game has purposefully loaded into API memory (meaning it could be in system memory, video card memory, or AGP memory).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(It only works with debug builds, not with release builds).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-pofspew====&lt;br /&gt;
Reads all objects in the pof file of the selected mod, and creates an ibx cache file for each object in the data/cache folder for that mod. &amp;lt;br&amp;gt;&lt;br /&gt;
Details for each object are output to a pofspew.txt file created in the data folder. &amp;lt;br&amp;gt;&lt;br /&gt;
Otherwise, ibx files are created in game before each mission.&lt;br /&gt;
&lt;br /&gt;
====-tablecrcs====&lt;br /&gt;
Is actually now (or should be) a typed reference rather than as a selection item. Takes 1 argument, usually a descriptive name.&lt;br /&gt;
Example usage: &amp;quot;-table_crcs MediaVPs&amp;quot; will create a table_crcs.csv file in the running mod (name can be separate of the mod selected) that allows for the validation of the tables used by that mod while on-line. The descriptive parameter given helps &amp;quot;allocate&amp;quot; that .csv file to the mod in question, and as such should closely or exactly match that mods name if possible.&lt;br /&gt;
&lt;br /&gt;
====-missioncrcs====&lt;br /&gt;
Is actually now (or should be) a typed reference rather than as a selection item. Takes 1 argument, usually a descriptive name.&lt;br /&gt;
Example usage: &amp;quot;-mission_crcs MediaVPs&amp;quot; will create a mission_crcs.csv file in the running mod (name can be separate of the mod selected) that allows for the validation of the missions used by that mod while on-line. The descriptive parameter given helps &amp;quot;allocate&amp;quot; that .csv file to the mod in question, and as such should closely or exactly match that mods name if possible.&lt;br /&gt;
&lt;br /&gt;
====-dis_collisions====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Collisions&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables all collisions.&lt;br /&gt;
&lt;br /&gt;
====-dis_weapons====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable Weapon Rendering&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables weapons rendering.&lt;br /&gt;
&lt;br /&gt;
====-output_sexps====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Outputs SEXPs to sexps.html&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Outputs scripting to scripting.html&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-nograb====&lt;br /&gt;
Unix only.  Disables focus grabbing in a window.&lt;br /&gt;
&lt;br /&gt;
====-save_render_target====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Save Render Targets to file&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-debug_window====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Display Debug Window&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lists the fs2_open.log in (nearly)real-time generation.&lt;br /&gt;
&lt;br /&gt;
====-verify_vps====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Spew VP crcs to vp_crcs.txt&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Exports the CRC values of the VP files being loaded into a vp_crcs.txt file.&lt;br /&gt;
&lt;br /&gt;
====-reparse_mainhall====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Reparse mainhall.tbl when loading halls&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mainhall.tbl will be reparsed every time a mainhall is loaded, as opposed to just once at game startup.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
The following options are not available as checkboxes in the launcher.  Many require parameters, which follow the flag separated by a space.  The prototype for use in this case is &amp;quot;-option argument&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Lighting===&lt;br /&gt;
These factors can dramatically alter the atmosphere of the game. [[Sample Lighting Settings|This page]] has some sample lighting settings with screenshots.&lt;br /&gt;
&lt;br /&gt;
====-ambient_factor====&lt;br /&gt;
This must be entered into the &amp;quot;Custom flags&amp;quot; field. This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. FS2&#039;s standard value is 120. Try 75 for a good and realistic looking value. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-no_emissive_light====&lt;br /&gt;
By default, all ships in FS2 have a light generated on their own, it is more or less similar to a minimal amount of -ambient_factor. This feature was implemented to help the player seeing the ships over a black background. This flag disables this feature. Use it with a low -ambient_factor value to obtain an ultra-realistic dark looking.&lt;br /&gt;
&lt;br /&gt;
====-spec_exp====&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16. However, 11 is recommended. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-spec_point====&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the&lt;br /&gt;
&amp;quot;Custom flags&amp;quot; field. Adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. Default is 1.0. However, 0.6 is recommended. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-spec_static====&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0. However, is 0.8 recommended. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-spec_tube====&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much Beam Weapons contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0. However, 0.4 is recommended. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-ogl_spec====&lt;br /&gt;
Takes a numerical argument. This value changes the basic shininess of the specular light in OpenGL.  A lower value reduces the overall intensity of the light making it broader and less powerful.  A higher value makes it more focused and brighter.  The default value is 80, and the usable range is 0 to 128 (clamped). The original default value was 60, but it was raised to behave more D3D like.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
====-bloom_intensity====&lt;br /&gt;
Requires -post_processing (&amp;quot;Enable Post Processing&amp;quot;) command.&lt;br /&gt;
Default value is 75. Range is 0-200.&lt;br /&gt;
&lt;br /&gt;
====-height====&lt;br /&gt;
Enables height maps (parallax mapping). It only works if [[Command-Line_Reference#-normal|-normal]] is also set. It also needs GLSL rendering, (see [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] for further info). It needs auxiliary height maps (with the same name than base map plus &amp;quot;-height&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
====-clipdist====&lt;br /&gt;
Changes the distance from the viewpoint for the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the distance to the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
====-res====&lt;br /&gt;
Allows you to specify a resolution if the desired one cannot be set in the Launcher. &lt;br /&gt;
For example, -res 1920x1080 would run the game in 1920 x 1080 resolution. Since it requires an argument, it needs to be entered as a custom flag when using the Launcher. The &amp;quot;Run at specified resolution&amp;quot; option the Launcher gives is essentially this, but without being able to actually specify a resolution, it doesn&#039;t work.&lt;br /&gt;
&lt;br /&gt;
====-fxaa_preset====&lt;br /&gt;
Requires both -post_processing and -fxaa. Can be used to adjust the FXAA quality and speed, 0 is fastest, 6 is highest quality. Default setting is 3.&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-mod====&lt;br /&gt;
{{Note| Please note that the &#039;&#039;[[mod.ini]]&#039;&#039; file is a feature exclusive to the Windows Launcher.}}&lt;br /&gt;
Specifies in which folders inside FreeSpace 2 directory, the game looks for all the game data (models, missions, textures, tables, ...). Retail version only looks inside &#039;&#039;Freespace2/data/&#039;&#039; structure and &#039;&#039;Freespace2/vp archives&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This flag allows installing several different mods that modify retail behavior, and switching between them without needing to erase files or having undesired cross effects. Each mod should be installed in its own folder.&lt;br /&gt;
&lt;br /&gt;
It takes one argument string: the chain of names of the used directories. Comma (&#039;&#039;&#039;,&#039;&#039;&#039;) must be used as separator. In this way, &#039;&#039;&#039;-mod dir1,dir2,dir3,...,dirx&#039;&#039;&#039; causes the game to use the following directory precedence:&lt;br /&gt;
&lt;br /&gt;
#Freespace2/dir1/&lt;br /&gt;
#Freespace2/dir2/&lt;br /&gt;
#Freespace2/dir3/&lt;br /&gt;
# ... (the rest of the typed directories) ...&lt;br /&gt;
#Freespace2/dirx/&lt;br /&gt;
#Freespace2/&lt;br /&gt;
&lt;br /&gt;
This flag can be indirectly set, (and it is normally set), through Launcher MOD tab and [[mod.ini]] file.&lt;br /&gt;
&lt;br /&gt;
Within the Launcher&#039;s MOD tab you can select one directory, (let&#039;s call it &#039;&#039;moddir&#039;&#039;), so the flag is at least set to &#039;&#039;&#039;-mod moddir&#039;&#039;&#039;.&lt;br /&gt;
If &#039;&#039;Freespace2/moddir/[[mod.ini]]&#039;&#039; exists it will be used to modify the -mod flag, too.&lt;br /&gt;
&lt;br /&gt;
For further details, see &#039;&#039;&#039;[[mod.ini]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Data precedence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As already said, within the different directories, the data precedence is set by the specified order in the -mod flag. The lowest priority goes to the Freespace2 installation directory.&lt;br /&gt;
&lt;br /&gt;
Inside each directory, data precedence is the following:&lt;br /&gt;
&lt;br /&gt;
#Individual files located in &#039;&#039;Current_dir/data/&#039;&#039; subdir structure. See [[FS2_Data_Structure|FS2 Data Structure topic]] for deeper info about the different folders and contents this structure has.&lt;br /&gt;
#Files located inside vp archives. (These vp archives are &amp;quot;similar&amp;quot; to zip archives. They just contain other files and folders. Moreover, files have to be stored using the same &#039;&#039;data/&#039;&#039; structure used outside it). &amp;lt;br&amp;gt;Vp archives are read in alphabetical order, so aaa.vp files have higher priority than aab.vp files and so on.&lt;br /&gt;
&lt;br /&gt;
The highest priority file overrides the rest of them. In this way, if you have a &#039;&#039;Mission.fs2&#039;&#039; inside &#039;&#039;Freespace2/Pri1/data/missions/&#039;&#039; it doesn&#039;t matter that this &#039;&#039;Mission.fs2&#039;&#039; is also inside &#039;&#039;Freespace2/Pri1/aaa.vp&#039;&#039;, &#039;&#039;Freespace2/Pri1/aab.vp&#039;&#039;, ... or &#039;&#039;Freespace2/data/missions/&#039;&#039;. This data precedence allows the user to quickly replace old files by corrected or enhanced ones adding them in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional notes&#039;&#039;&#039;&lt;br /&gt;
# As derived from the explanation, the exact names for directories or vp archives are actually irrelevant. It only matters the directory order inside -mod flag argument and the alphabetical order for vp archives inside each used directory.&lt;br /&gt;
# This flag is also used by [[Portal:FRED|FRED]]. So if there is special mod info, (like backgrounds maps, ship models or whatever), it must be typed, (&#039;&#039;Fred2_Open_r.exe -MOD whatever&#039;&#039;), or FRED won&#039;t be able to use it. A special build of wxLauncher is able to configure FRED so that the -mod doesn&#039;t have to be done manually see [http://www.hard-light.net/forums/index.php?topic=67950.msg1387911#msg1387911 the forum post] for more details.&lt;br /&gt;
{{Table3612|As of 3.6.12 FRED now loads cmdline_fso.cfg just like FS does so FRED will use the same settings as FS including the -mod settings}}&lt;br /&gt;
# Be careful while typing the directory names in the flag argument or inside mod.ini files. The program doesn&#039;t check if the typed directories exist. If they do not exist, they are just ignored. No warnings, no errors, no messages at all.&lt;br /&gt;
&lt;br /&gt;
{{Warning| &#039;&#039;&#039;Priority and Texture Formats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Obsolete behavior - Until FS2_open v3.6.9.:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
FS2_Open can use several file formats in textures: [http://en.wikipedia.org/wiki/PCX PCX], [http://en.wikipedia.org/wiki/DirectDraw_Surface DDS], [http://en.wikipedia.org/wiki/JPG JPG] and [http://en.wikipedia.org/wiki/TGA TGA]. Make sure you keep the format when you update your texture. For example if you update the old &#039;&#039;TextureOfMyFighter.tga&#039;&#039;, do not save it as &#039;&#039;TextureOfMyFighter.dds&#039;&#039; in a higher priority place, because there is a chance of the game loading the old one despite of all.&lt;br /&gt;
&lt;br /&gt;
The reason to do this is that, loading process (including priorities) is applied firstly for a kind of textures (TGAs), then for another kind (JPGs), and so on. This behavior can lead to situation where your new, updated and higher priority placed texture is not read because the format of the older one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;New behavior - From FS2_open v3.6.10. (including previous beta testing releases):&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The former issue has been fixed. Now texture format priority is only applied within the same location. In this &#039;&#039;strange&#039;&#039; situation it goes DDS -&amp;gt; TGA -&amp;gt; JPG -&amp;gt; PCX. Examples:&lt;br /&gt;
* &#039;&#039;/Freespace2/MyVp.vp&amp;gt;&amp;gt;&amp;gt;data/maps/MyTexture.dds&#039;&#039; is loaded instead of &#039;&#039;/Freespace2/MyVp.vp&amp;gt;&amp;gt;&amp;gt;data/maps/MyTexture.tga&#039;&#039;.&lt;br /&gt;
* But your improved &#039;&#039;/Freespace2/data/maps/MyTexture.xxx&#039;&#039; will override them both despite of its format.&lt;br /&gt;
In this way, when you update any texture, you don&#039;t have to pay attention to its original format. Just place it in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, global priority is kept between animated and static textures. Because of their management, animated textures (ANIs and EFFs) are looked for BEFORE static ones. In this way there&#039;s no way to update an animated texture with a static one (an obsolete ANI is always going to be loaded before the newer DDS version). The solution: use an updated EFF with just one frame.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-fov====&lt;br /&gt;
Specifies the Field of View for the player eyepoint.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the angle of the viewing cone in radians, from 0 to 2*pi&lt;br /&gt;
&lt;br /&gt;
You can set the cone of view making things look bigger/smaller. The problem with this is that if you choose a small FOV, you will have a squashed look on the edges of your screen - stretched edges with a too high FOV. It is recommended to change the FOV as FS2 normally has some perspective distortion at the screen edges (FOV too high). Set the FOV to something like 0.39 - it will fix the distortion problem, and (as a nice side-effect) will make everything look bigger and more realistic scale-wise. On the other hand, it also stretches the backgrounds - this is usually not a big issue, but it does get annoying if using a skybox.&lt;br /&gt;
The default is 0.75, if you go higher, you&#039;ll get the fish-eye effect. Feel free to experiment. This must be entered into the &amp;quot;Custom flags&amp;quot; field&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-gamename====&lt;br /&gt;
Specifies the name of the game to be created by the host.  This only works when used in conjunction with -startgame.  &lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the name to be assigned to the game being created.&lt;br /&gt;
&lt;br /&gt;
This argument does nothing when used with -standalone.  To set the name for a standalone server, see [[Multiplayer(Main)#Standalone Servers|Standalone Servers]].&lt;br /&gt;
&lt;br /&gt;
See related:&amp;amp;nbsp;&amp;amp;nbsp; [[Command-Line_Reference#-startgame|-startgame]]&amp;amp;nbsp;&amp;amp;nbsp; [[Multiplayer(Main)#Standalone Servers|Standalone Servers]]&lt;br /&gt;
&lt;br /&gt;
====-password====&lt;br /&gt;
Specifies the password for a standalone server.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -closed or -restricted.&lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the required password for the game being created.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-restricted|-restricted]]&lt;br /&gt;
&lt;br /&gt;
====-allowabove====&lt;br /&gt;
Specifies a player&#039;s minimum rank for joining a game.  This only works when used in conjunction with -startgame.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking above which a player must be to enter the game.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-allowbelow====&lt;br /&gt;
Specifies a player&#039;s maximum rank for joining a game on a standalone server.  This only works when used in conjunction with -startgame.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking below which a player must be to enter the game.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-port====&lt;br /&gt;
Specifies the port on which to host a game or serve a standalone game.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the port on which the host will listen for clients.&lt;br /&gt;
&lt;br /&gt;
====-connect====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
====-timeout====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
====-cap_object_update====&lt;br /&gt;
Caps the maximum object update the server will respond to regardless of what the client has set. If the client is set to request high object updates but the server is capped to low, then that&#039;s all the client will get. &lt;br /&gt;
&lt;br /&gt;
Takes one argument integer (0 to 3) which corresponds to the object update cap (With 0 being low and 3 being LAN).&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>CommanderDJ</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Colors.tbl&amp;diff=36960</id>
		<title>Colors.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Colors.tbl&amp;diff=36960"/>
		<updated>2011-09-26T05:31:31Z</updated>

		<summary type="html">&lt;p&gt;CommanderDJ: /* Example Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Format==&lt;br /&gt;
&lt;br /&gt;
*Colors.tbl simply starts with &amp;quot;#Start Color&amp;quot; (without the quotes)&lt;br /&gt;
*All following entries are of the form &amp;quot;$Color name: (R G B A)&amp;quot; (without the quotes, but with the brackets), where R, G, B, and A are red, green, blue and alpha values (between 0 and 255 inclusive).&lt;br /&gt;
*Colors.tbl must end with &amp;quot;#End&amp;quot; (without the quotes).&lt;br /&gt;
&lt;br /&gt;
==Possible Colors==&lt;br /&gt;
&lt;br /&gt;
*Blue&lt;br /&gt;
*Bright Blue&lt;br /&gt;
*Green&lt;br /&gt;
*Bright Green&lt;br /&gt;
*Black&lt;br /&gt;
*Grey&lt;br /&gt;
*Silver&lt;br /&gt;
*White&lt;br /&gt;
*Bright White&lt;br /&gt;
*Violet Gray&lt;br /&gt;
*Violet&lt;br /&gt;
*Dim Red&lt;br /&gt;
*Red&lt;br /&gt;
*Bright Red&lt;br /&gt;
*Pink&lt;br /&gt;
*Light Pink&lt;br /&gt;
*Yellow&lt;br /&gt;
*Bright Yellow&lt;br /&gt;
*UI Light Green&lt;br /&gt;
*UI Green&lt;br /&gt;
*UI Light Pink&lt;br /&gt;
*UI Pink&lt;br /&gt;
&lt;br /&gt;
==Syntax and Usage==&lt;br /&gt;
&lt;br /&gt;
*All colors are optional (defaults will be used if the color is not specified).&lt;br /&gt;
*However, any colors included must be included in the order specified above, otherwise they will be skipped.&lt;br /&gt;
*Note that at this point colors.tbl only allows redefinition of the 22 pre-existing UI colors. New colors cannot be added as of yet.&lt;br /&gt;
&lt;br /&gt;
==Example Table==&lt;br /&gt;
The values in this table are the code&#039;s default values.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Start Colors&lt;br /&gt;
&lt;br /&gt;
;; This is colors.tbl. Here you can redefine the RGBA values for the 22 default colours for the UI.&lt;br /&gt;
;; Any redefining is optional, so you don&#039;t need to include all colors (the ones you skip will just use the default values).&lt;br /&gt;
;; However, any you DO redefine need to be placed in this order (and spelled this way):&lt;br /&gt;
&lt;br /&gt;
;;$Blue&lt;br /&gt;
;;$Bright Blue&lt;br /&gt;
;;$Green&lt;br /&gt;
;;$Bright Green&lt;br /&gt;
;;$Black&lt;br /&gt;
;;$Grey&lt;br /&gt;
;;$Silver&lt;br /&gt;
;;$White&lt;br /&gt;
;;$Bright White&lt;br /&gt;
;;$Violet Gray&lt;br /&gt;
;;$Violet&lt;br /&gt;
;;$Dim Red&lt;br /&gt;
;;$Red&lt;br /&gt;
;;$Bright Red&lt;br /&gt;
;;$Pink&lt;br /&gt;
;;$Light Pink&lt;br /&gt;
;;$Yellow&lt;br /&gt;
;;$Bright Yellow&lt;br /&gt;
;;$UI Light Green&lt;br /&gt;
;;$UI Green&lt;br /&gt;
;;$UI Light Pink&lt;br /&gt;
;;$UI Pink&lt;br /&gt;
&lt;br /&gt;
;;Redefine colors this way:&lt;br /&gt;
;;$Color Name: (RVALUE GVALUE BVALUE AVALUE) (the brackets are necessary!)&lt;br /&gt;
;;where RVALUE, GVALUE, BVALUE and AVALUE are integers between 0 and 255 inclusive&lt;br /&gt;
;;AVALUE is alpha value. Every default color just leaves this as 255, so if you&#039;re not sure, just use 255&lt;br /&gt;
&lt;br /&gt;
$Blue: (93 93 128 255)&lt;br /&gt;
$Bright Blue: (185 185 255 255)&lt;br /&gt;
$Green: (0 120 0 255)&lt;br /&gt;
$Bright Green: (50 190 50 255)&lt;br /&gt;
$Black: (0 0 0 255)&lt;br /&gt;
$Grey: (65 65 65 255)&lt;br /&gt;
$Silver: (160 160 160 255)&lt;br /&gt;
$White: (105 105 105 255)&lt;br /&gt;
$Bright White: (255 255 255 255)&lt;br /&gt;
$Violet Gray: (160 144 160 255)&lt;br /&gt;
$Violet: (192 104 192 255)&lt;br /&gt;
$Dim Red: (80 6 6 255)&lt;br /&gt;
$Red: (126 6 6 255)&lt;br /&gt;
$Bright Red: (200 0 0 255)&lt;br /&gt;
$Pink: (185 150 150 255)&lt;br /&gt;
$Light Pink: (230 190 190 255)&lt;br /&gt;
$Yellow: (255 255 122 255)&lt;br /&gt;
$Bright Yellow: (255 255 0 255)&lt;br /&gt;
$UI Light Green: (161 184 161 255)&lt;br /&gt;
$UI Green: (190 228 190 255)&lt;br /&gt;
$UI Light Pink: (184 161 161 255)&lt;br /&gt;
$UI Pink: (228 190 190 255)&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>CommanderDJ</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Colors.tbl&amp;diff=36959</id>
		<title>Colors.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Colors.tbl&amp;diff=36959"/>
		<updated>2011-09-26T05:30:18Z</updated>

		<summary type="html">&lt;p&gt;CommanderDJ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Format==&lt;br /&gt;
&lt;br /&gt;
*Colors.tbl simply starts with &amp;quot;#Start Color&amp;quot; (without the quotes)&lt;br /&gt;
*All following entries are of the form &amp;quot;$Color name: (R G B A)&amp;quot; (without the quotes, but with the brackets), where R, G, B, and A are red, green, blue and alpha values (between 0 and 255 inclusive).&lt;br /&gt;
*Colors.tbl must end with &amp;quot;#End&amp;quot; (without the quotes).&lt;br /&gt;
&lt;br /&gt;
==Possible Colors==&lt;br /&gt;
&lt;br /&gt;
*Blue&lt;br /&gt;
*Bright Blue&lt;br /&gt;
*Green&lt;br /&gt;
*Bright Green&lt;br /&gt;
*Black&lt;br /&gt;
*Grey&lt;br /&gt;
*Silver&lt;br /&gt;
*White&lt;br /&gt;
*Bright White&lt;br /&gt;
*Violet Gray&lt;br /&gt;
*Violet&lt;br /&gt;
*Dim Red&lt;br /&gt;
*Red&lt;br /&gt;
*Bright Red&lt;br /&gt;
*Pink&lt;br /&gt;
*Light Pink&lt;br /&gt;
*Yellow&lt;br /&gt;
*Bright Yellow&lt;br /&gt;
*UI Light Green&lt;br /&gt;
*UI Green&lt;br /&gt;
*UI Light Pink&lt;br /&gt;
*UI Pink&lt;br /&gt;
&lt;br /&gt;
==Syntax and Usage==&lt;br /&gt;
&lt;br /&gt;
*All colors are optional (defaults will be used if the color is not specified).&lt;br /&gt;
*However, any colors included must be included in the order specified above, otherwise they will be skipped.&lt;br /&gt;
*Note that at this point colors.tbl only allows redefinition of the 22 pre-existing UI colors. New colors cannot be added as of yet.&lt;br /&gt;
&lt;br /&gt;
==Example Table==&lt;br /&gt;
The values in this table are the code&#039;s default values.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Start Colors&lt;br /&gt;
&lt;br /&gt;
;; This is colors.tbl. Here you can redefine the RGBA values for the 22 default colours for the UI.&lt;br /&gt;
;; Any redefining is optional, so you don&#039;t need to include all colors (the ones you skip will just use the default values).&lt;br /&gt;
;; However, any you DO redefine need to be placed in this order (and spelled this way):&lt;br /&gt;
&lt;br /&gt;
;;$Blue&lt;br /&gt;
;;$Bright Blue&lt;br /&gt;
;;$Green&lt;br /&gt;
;;$Bright Green&lt;br /&gt;
;;$Black&lt;br /&gt;
;;$Grey&lt;br /&gt;
;;$Silver&lt;br /&gt;
;;$White&lt;br /&gt;
;;$Bright White&lt;br /&gt;
;;$Violet Gray&lt;br /&gt;
;;$Violet&lt;br /&gt;
;;$Dim Red&lt;br /&gt;
;;$Red&lt;br /&gt;
;;$Bright Red&lt;br /&gt;
;;$Pink&lt;br /&gt;
;;$Light Pink&lt;br /&gt;
;;$Yellow&lt;br /&gt;
;;$Bright Yellow&lt;br /&gt;
;;$UI Light Green&lt;br /&gt;
;;$UI Green&lt;br /&gt;
;;$UI Light Pink&lt;br /&gt;
;;$UI Pink&lt;br /&gt;
&lt;br /&gt;
;;Redefine colors this way:&lt;br /&gt;
;;$Color Name: (RVALUE GVALUE BVALUE AVALUE) (the brackets are necessary!)&lt;br /&gt;
;;where RVALUE, GVALUE, BVALUE and AVALUE are integers between 0 and 255 inclusive&lt;br /&gt;
;;AVALUE is alpha value. Every default color just leaves this as 255, so if you&#039;re not sure, just use 255&lt;br /&gt;
&lt;br /&gt;
$Blue: (-1 93 128 255)&lt;br /&gt;
$Bright Blue: (185 185 255 255)&lt;br /&gt;
$Green: (0 120 0 255)&lt;br /&gt;
$Bright Green: (50 190 50 255)&lt;br /&gt;
$Black: (0 0 0 255)&lt;br /&gt;
$Grey: (65 65 65 255)&lt;br /&gt;
$Silver: (160 160 160 255)&lt;br /&gt;
$White: (105 105 105 255)&lt;br /&gt;
$Bright White: (255 255 255 255)&lt;br /&gt;
$Violet Gray: (160 144 160 255)&lt;br /&gt;
$Violet: (192 104 192 255)&lt;br /&gt;
$Dim Red: (80 6 6 255)&lt;br /&gt;
$Red: (126 6 6 255)&lt;br /&gt;
$Bright Red: (200 0 0 255)&lt;br /&gt;
$Pink: (185 150 150 255)&lt;br /&gt;
$Light Pink: (230 190 190 255)&lt;br /&gt;
$Yellow: (255 255 122 255)&lt;br /&gt;
$Bright Yellow: (255 255 0 255)&lt;br /&gt;
$UI Light Green: (161 184 161 255)&lt;br /&gt;
$UI Green: (190 228 190 255)&lt;br /&gt;
$UI Light Pink: (184 161 161 255)&lt;br /&gt;
$UI Pink: (228 190 190 255)&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>CommanderDJ</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Colors.tbl&amp;diff=36957</id>
		<title>Colors.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Colors.tbl&amp;diff=36957"/>
		<updated>2011-09-26T05:25:38Z</updated>

		<summary type="html">&lt;p&gt;CommanderDJ: Created page with &amp;quot;==General Format==  *Colors.tbl simply starts with &amp;quot;#Start Color&amp;quot; (without the quotes) *All following entries are of the form &amp;quot;$Color name: (R G B A)&amp;quot; (without the quotes, but wi…&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Format==&lt;br /&gt;
&lt;br /&gt;
*Colors.tbl simply starts with &amp;quot;#Start Color&amp;quot; (without the quotes)&lt;br /&gt;
*All following entries are of the form &amp;quot;$Color name: (R G B A)&amp;quot; (without the quotes, but with the brackets), where R, G, B, and A are red, green, blue and alpha values (between 0 and 255 inclusive).&lt;br /&gt;
*Colors.tbl must end with &amp;quot;#End&amp;quot; (without the quotes).&lt;br /&gt;
&lt;br /&gt;
==Possible Colors==&lt;br /&gt;
&lt;br /&gt;
*Blue&lt;br /&gt;
*Bright Blue&lt;br /&gt;
*Green&lt;br /&gt;
*Bright Green&lt;br /&gt;
*Black&lt;br /&gt;
*Grey&lt;br /&gt;
*Silver&lt;br /&gt;
*White&lt;br /&gt;
*Bright White&lt;br /&gt;
*Violet Gray&lt;br /&gt;
*Violet&lt;br /&gt;
*Dim Red&lt;br /&gt;
*Red&lt;br /&gt;
*Bright Red&lt;br /&gt;
*Pink&lt;br /&gt;
*Light Pink&lt;br /&gt;
*Yellow&lt;br /&gt;
*Bright Yellow&lt;br /&gt;
*UI Light Green&lt;br /&gt;
*UI Green&lt;br /&gt;
*UI Light Pink&lt;br /&gt;
*UI Pink&lt;br /&gt;
&lt;br /&gt;
==Syntax and Usage==&lt;br /&gt;
&lt;br /&gt;
*All colors are optional (defaults will be used if the color is not specified).&lt;br /&gt;
*However, any colors included must be included in the order specified above, otherwise they will be skipped.&lt;/div&gt;</summary>
		<author><name>CommanderDJ</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ridiculous&amp;diff=33639</id>
		<title>Ridiculous</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ridiculous&amp;diff=33639"/>
		<updated>2011-03-03T05:21:59Z</updated>

		<summary type="html">&lt;p&gt;CommanderDJ: /* Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Ridiculous&#039;&#039;&#039; is a parody for &#039;&#039;FreeSpace 2&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Author: IronBeer&lt;br /&gt;
&lt;br /&gt;
Originally posted: 11/10/2010&lt;br /&gt;
&lt;br /&gt;
Mods: &lt;br /&gt;
&lt;br /&gt;
-Full voice acting, including 3 new pilot personas&lt;br /&gt;
&lt;br /&gt;
-Several unique music tracks&lt;br /&gt;
&lt;br /&gt;
-A couple unique head .anis&lt;br /&gt;
&lt;br /&gt;
-Some (non-unique) custom ships&lt;br /&gt;
&lt;br /&gt;
-Some new weapons. You might even get to use one or two!&lt;br /&gt;
&lt;br /&gt;
Missions: 9&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
:&#039;&#039;A few years after the Second Shivan Incursion, a recon and exploration team flying off of the GVD Minotaur stumble across something that will forever alter the future of the Alliance. Get drawn into something far beyond hope of control and face down some of the roughest odds this side of Gamma Draconis.&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;br /&gt;
&lt;br /&gt;
Long story short, I &#039;&#039;had to dislike this&#039;&#039;. The story was just not good enough. Why am I talking about story in a parody campaign, you might ask? It is because &#039;&#039;the gameplay was BAAAAD&#039;&#039;. In my opinion, one can divide a FreeSpace campaign (or a computer game in general) experience in two major segments: story and gameplay. Of course, these groups could be divided even further, for instance atmosphere and characters or controls and mission design comes to my mind instantly, but that is not the point of this comment.&lt;br /&gt;
I believe that – to a certain extent, that is – if one of these major segments fail to deliver properly, the other can make up for it (your mileage will probably vary on this one, but Deadly Premonition comes to my mind as an example for a game where the story makes up for the bad gameplay). In the case of Ridiculous, the gameplay is bad. That is the reason I’ve had such high standards for the plot and basically – it had to made up for the neverending dogfights that reminded me of Second Great War Part 2. The basic idea is good, but the delivery was botched and all in all, I must call Ridiculous a wasted opportunity, solely based on the gameplay – with more enjoyable missions, the story would have been solid and enough for me as well. As it stands, there is room for improvement for IronBeer’s next campaign but the basics are set and solid – let’s hope that the next campaign will feature better missions, because, frankly, that is all we need. -- &#039;&#039;Lucika&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Actually I felt this as a good parody. Indeed, gameplay wasn&#039;t top notch, but the sheer number of funny and awesomely &#039;&#039;&#039;ridiculous&#039;&#039;&#039; moments more than made up for it. Some of the things that were pulled off during this were nice, quite good actually. The basic idea is, if you&#039;re playing this, do not expect BP-like gameplay, this is a &amp;quot;kill &#039;em all and stay alive&amp;quot; type of campaign, with a very funny side attached to it. Keep an open mind and you will enjoy it! -- [[User:ktistai228|ktistai228]] 21st January 2011, 9:07 AM GMT+2&lt;br /&gt;
&lt;br /&gt;
The gameplay of this campaign is standard FreeSpace stuff. I don&#039;t think Ridiculous&#039; gameplay is bad, because it adheres to the norm when it comes to FS-style combat. In any case, gameplay was not the main point of this campaign, which is why solely basing a review on its gameplay is unfair. The campaign is a parody, and an excellent one at that. Both the general gist of the plot and isolated moments in missions deliver many laughs along with quite a few WTF moments. I found the plot to be immersive enough to draw me in, and that&#039;s why I kept playing. A very good first campaign from IronBeer. --[[User:CommanderDJ|CommanderDJ]] 05:21, 3 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Availability==&lt;br /&gt;
[http://www.mediafire.com/?m62z36mowd7nehz Mediafire Link V 1.02]&lt;br /&gt;
&lt;br /&gt;
[[Category:User-made_Campaigns]]&lt;/div&gt;</summary>
		<author><name>CommanderDJ</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Syrk:_The_Unification_Wars&amp;diff=31775</id>
		<title>Syrk: The Unification Wars</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Syrk:_The_Unification_Wars&amp;diff=31775"/>
		<updated>2010-11-30T08:05:56Z</updated>

		<summary type="html">&lt;p&gt;CommanderDJ: /* Development Team */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Unification. Civil War. Shivans. No canon contradictions.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Syrk: The Unification Wars&#039;&#039;&#039; is a pre-FS1 mod that is being developed for the FSO engine by the Syrk Development team. &lt;br /&gt;
[[Image:Ravana.jpg|thumb|right|480px|Behold the Ravana!]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;Author:&#039;&#039;&#039; Lucika, with help from the Syrk Dev team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Missions:&#039;&#039;&#039; Presently assumed to be 60 with three loops.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mods:&#039;&#039;&#039; Many various models from various mods.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Requirements:&#039;&#039; 3.6.12+ FSO Inferno Build. Media VP Package Version 3.6.10+ is highly recommended.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&#039;&#039;&amp;quot;Humanity has risen. Originated on the third planet of the Sol system and having greater dreams about their future, they’ve colonized Sol. But their fragile peace has shattered in no time, and a civil war started and the conflict’s outcome will surely determine humanity’s fate… Even though every single human is sure about this, none of them can expect that they’ll meet their nemesis on the other side of an unstable jump node…&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The campaign that shows you the bloody process that lead to the formation of the GTA is coming to a Sol near you! With 4 Terran factions fighting for control of humanity, starting a story that stretches much farther than any of you could ever imagine, &#039;&#039;&#039;Syrk: The Unification Wars&#039;&#039;&#039; will allow you to witness such milestones of human history as the siege of Pluto or the majestic arrival of the very first Orion ever made. To spice this all up, you will encounter the Destroyers as well!&lt;br /&gt;
&lt;br /&gt;
...record scratch.&lt;br /&gt;
&lt;br /&gt;
Yes, our mortal enemies, the Shivans appear in a campaign that is set long before the Great War. Yet I can assure you, canon will not be contradicted! With 20(...40...60!) dogfightful missions we will be showcasing a yet uncovered part of Terran history, the events that started it all: the Unification Wars.&lt;br /&gt;
&lt;br /&gt;
==Development Team==&lt;br /&gt;
&#039;&#039;&#039;Lucika&#039;&#039;&#039; - Project leader, Founder, Storyline Writer, FREDder and Tester.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rodo&#039;&#039;&#039; - Background Artist, Tester and Contributor. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragonsniper&#039;&#039;&#039; - FREDder, Tabler, Tester and Contributor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Headdie&#039;&#039;&#039; - Tabler&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[User:Sifle|Sifle]]&#039;&#039;&#039; - FREDder&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ShadowWolf&#039;&#039;&#039; - Tabler&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CommanderDJ&#039;&#039;&#039; - FREDder&lt;br /&gt;
&lt;br /&gt;
==Previous/Inactive Development Team Members==&lt;br /&gt;
&#039;&#039;&#039;Shiv&#039;&#039;&#039; - Co-Founder and FREDder. Made it possible to host Syrk at GameWarden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dilmah G&#039;&#039;&#039; - Co-Founder, FREDder and Tester.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;maelstrom0511&#039;&#039;&#039; - FREDder. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Retsof&#039;&#039;&#039; - Weapon effects creator.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moonred&#039;&#039;&#039; - FREDder, Tester.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
&#039;&#039;&#039;Website&#039;&#039;&#039;&lt;br /&gt;
*http://www.hard-light.net/forums/index.php?board=201.0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Syrk Dev Youtube Page&#039;&#039;&#039;&lt;br /&gt;
*http://www.youtube.com/user/SyrkDev&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hiring Thread&#039;&#039;&#039;&lt;br /&gt;
*http://www.hard-light.net/forums/index.php?topic=71910.0&lt;br /&gt;
&lt;br /&gt;
[[Category:User-made Campaigns]]&lt;/div&gt;</summary>
		<author><name>CommanderDJ</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Setting_up_a_campaign_file&amp;diff=31137</id>
		<title>Setting up a campaign file</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Setting_up_a_campaign_file&amp;diff=31137"/>
		<updated>2010-10-05T05:46:47Z</updated>

		<summary type="html">&lt;p&gt;CommanderDJ: /* Available missions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In &#039;&#039;FreeSpace&#039;&#039;, &#039;&#039;&#039;campaigns&#039;&#039;&#039; are stored in text-based *.fc2 files. Setting up a campaign can be done in two ways: in FRED&#039;s Campaign Editor (SHIFT-C in retail, and in most&amp;amp;mdash;but not all&amp;amp;mdash;FreeSpace Open builds) or in a conventional text editor like Notepad.&lt;br /&gt;
&lt;br /&gt;
This article will be about the &#039;&#039;&#039;Campaign Editor&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Prerequisites==&lt;br /&gt;
Before you start setting up your campaign, make sure that you have all the missions that you want to be in your campaign. Gradually adding new and new missions to a campaign file is not recommended in FreeSpace.&lt;br /&gt;
&lt;br /&gt;
If you plan to include new, nonretail ships in your campaign, make sure that they are in the table files already. Gradually attaching new and new user-made ships or weapons works on the same principle as adding new missions.&lt;br /&gt;
&lt;br /&gt;
Your missions and table files don&#039;t have to be final. You can modify both the mission and table files unpunished. &#039;&#039;FreeSpace&#039;&#039; campaign files only refer to missions and table entries, the contents of these files are unimportant when talking about campaigns. However, if you rename anything, revise the campaign file, as it must reflect the most recent file names. Revising the campaign file in such a way is recommended in a text editor. See [[Editing a mission in a text editor]].&lt;br /&gt;
&lt;br /&gt;
==The Campaign Editor==&lt;br /&gt;
The Campaign Editor is accessed by pressing SHIFT-C in [[Portal:FRED|FRED]].&lt;br /&gt;
&lt;br /&gt;
Here is a list of what windows you see, and some explanations on what you can do with them:&lt;br /&gt;
&lt;br /&gt;
===Available missions===&lt;br /&gt;
This is a list of all the missions that are within your missions folder. You can take missions from this window and put them into the right-side window by highlighting the mission you want, holding CTRL and clicking on the part of the campaign tree you want the mission in. If the missions that you are looking for aren&#039;t in this window, make sure you have the [[FRED Command Line Reference|-mod]] parameter set right and your missions are indeed in the data/missions folder of the current mod. If you put a mission into the right-side window, it will disappear from this list. If you remove a mission from the campaign&#039;s mission list, it will reappear in the Available Missions window.&lt;br /&gt;
&lt;br /&gt;
===Campaign name, type, description===&lt;br /&gt;
*&#039;&#039;Campaign name&#039;&#039; is the name of the campaign. It&#039;s this name that will appear in the Campaign Room.&lt;br /&gt;
*&#039;&#039;Campaign type&#039;&#039;&#039; can be single player, multiplayer cooperative, and multiplayer team. If you set your campaign to be single player, it will appear in the Campaign Room. If it&#039;s multiplayer, it will appear under the multiplayer campaigns tab in the Campaign Host window.&lt;br /&gt;
*&#039;&#039;Campaign description&#039;&#039; is the campaign&#039;s description that will appear in the Campaign Room. &lt;br /&gt;
&lt;br /&gt;
===Mission options===&lt;br /&gt;
These options are by default grayed out. You can edit these options if you click on a mission that you already inserted into the right-side window.&lt;br /&gt;
*&#039;&#039;Briefing cutscene&#039;&#039;: You will not need these unless you want a cutscene be played before your mission.&lt;br /&gt;
*&#039;&#039;Main hall index&#039;&#039; can be 0 or 1. If it&#039;s 0, then if the player is at the selected mission, the Main Hall will be that of the &#039;&#039;Galatea&#039;&#039; (&#039;&#039;FreeSpace 1&#039;&#039;) or the &#039;&#039;Aquitaine&#039;&#039; (&#039;&#039;FreeSpace 2&#039;&#039;). If it&#039;s 1, then the Main Hall will be that of the &#039;&#039;Bastion&#039;&#039; (&#039;&#039;FreeSpace 1&#039;&#039;) or the &#039;&#039;Psamtik&#039;&#039; (&#039;&#039;FreeSpace 2&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
===Branches===&lt;br /&gt;
It&#039;s also by default grayed out until you select a mission from the right-side window.&lt;br /&gt;
&lt;br /&gt;
You can define which mission will follow the selected mission and under what conditions. You can also set the conditions under which the player must restart the mission. Details will be given in the section that discusses [[Setting up a campaign file#The right-side window|the right-side window]].&lt;br /&gt;
&lt;br /&gt;
There&#039;s a gray area below your Branches section. It&#039;s the Developer Notes (set in the Mission Specs Editor) of the selected mission. Developer Notes are used by mission makers to remind themselves of things they are about to implement, improve upon, etc.&lt;br /&gt;
&lt;br /&gt;
===Mission loop description, brief anim, brief voice===&lt;br /&gt;
[[Image:CampaignEditLoop.JPG|thumb|right|Campaign loop example]]&lt;br /&gt;
&lt;br /&gt;
Loop missions are like the [[Special Operations Command|SOC]] ones in the Main FreeSpace 2 Campaign. The player can choose whether or not he wishes to complete some bonus missions or proceed with the main branch.&lt;br /&gt;
&lt;br /&gt;
In order to gain access to the mission loop options, you must select the mission in the right-side window that &#039;&#039;precedes&#039;&#039; your loop mission and select a branch that activates your loop. To do that, you must have at least two other missions connected to the mission that you select.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Mission loop description&#039;&#039; is the text that appears in the window the player is asked whether or not he wishes to participate in the loop mission. This is the window with the animated SOC logo in it.&lt;br /&gt;
*&#039;&#039;Mission brief anim&#039;&#039; is the animation file that will be played while the player is the aforementioned window. By default, this is the SOC logo.&lt;br /&gt;
*&#039;&#039;Mission brief voice&#039;&#039; is the WAV file that will be played when the player is in the aforementioned window. By default, there is no voice.&lt;br /&gt;
&lt;br /&gt;
If the player presses Decline, he will proceed with the main campaign branch.&lt;br /&gt;
&lt;br /&gt;
===Setting up initial status===&lt;br /&gt;
You can define which ships and weapons you want the player to have access to at the beginning of the campaign. If you test your campaign and have no weapons available, it is because you forgot about this feature.&lt;br /&gt;
&lt;br /&gt;
This is not permanent, as you can easily make additional ships or weapons available using the [[allow-ship]] and [[allow-weapon]] [[Retail SEXPs|SEXPs]].&lt;br /&gt;
&lt;br /&gt;
===Checking for errors===&lt;br /&gt;
You can access an in-built error checker by either pressing ALT-H or clicking on Other --&amp;gt; Error Checker. This is a very basic error finder. It will help you pinpoint some technical errors that will prevent your campaign from loading up.&lt;br /&gt;
&lt;br /&gt;
===The right-side window===&lt;br /&gt;
This window is the &amp;quot;heart&amp;quot; of the Campaign Editor. You can define which missions will follow which one and under what conditions. Ideally, you had already dragged some missions into this window, with mission 2 being below mission 1 and mission 3 below mission 2, etc.&lt;br /&gt;
&lt;br /&gt;
Click on the uppermost mission. First, you must set which mission will follow it. Tap your left mouse button and drag it above the mission that you want to follow your selected mission. If you can see a line draw between the two missions, you&#039;ve been successful. Now select the first mission again. Right-clicking on it will bring up the following options:&lt;br /&gt;
*&#039;&#039;Remove mission&#039;&#039;: Removes the mission from the hierarchy. Missions that are removed from the hierarchy can be readded by dragging them from the Missions available section.&lt;br /&gt;
*&#039;&#039;Add a Repeat Link&#039;&#039;: Defines that under what conditions the player will be forced to replay the mission. From a gameplay perspective, every mission requires this. Otherwise the player can simply jump out at the end of the mission and proceed in the campaign.&lt;br /&gt;
*&#039;&#039;End of Campaign&#039;&#039;: Used to order the game to end the campaign.&lt;br /&gt;
&lt;br /&gt;
If you take a look at the Branches section (to the left), you will see that it now says: &amp;quot;Branch to xx&amp;quot; and, if you clicked on Add a Repeat Link, &amp;quot;Repeat mission.&amp;quot; If you expand them, you will see that you can set up a SEXP tree there. This SEXP tree will tell under what conditions will the player be able to proceed in the campaign or forced to replay the mission. One of these trees must be set to [[true]]. This &amp;quot;true&amp;quot; link must also be the last in the list, otherwise your campaign won&#039;t run. In the example (look at the picture), the conditions to proceed in the campaign are set, and the repeat link is set to true. If you want to set the conditions under which the player is forced to replay the mission, your &amp;quot;Branch to xx&amp;quot; must be set to true. Neither method is superior to or more advisable than the other. It&#039;s a matter or preference. If there are two conflicting set of conditions, the one that is higher in the list will take place (this is why the &amp;quot;true&amp;quot; tree must be last).&lt;br /&gt;
&lt;br /&gt;
==Editing in a text editor==&lt;br /&gt;
You can edit your campaign file in a conventional text editor like Notepad or WordPad to apply some minor changes like changing the main hall indices. Only more experienced FREDders are advised to edit their campaigns in such a way. For more details, see [[Editing a mission in a text editor]] &lt;br /&gt;
&lt;br /&gt;
==Tips and miscellaneous notes==&lt;br /&gt;
*Most importantly: Don&#039;t forget to set up your campaign&#039;s list of allowed ships and weapons in the Initial Status window.&lt;br /&gt;
*After setting up your campaign file, your campaign will appear in the Campaign Room.&lt;br /&gt;
*Missions that are part of a campaign will not be available in the Mission Simulator unless they are completed in campaign mode.&lt;br /&gt;
*To test if your hierarchy works properly, jump out at the beginning of every mission. If you are not allowed to proceed, it&#039;s okay. Also complete only the necessary mission goals to see if you can proceed when you are indeed supposed to.&lt;br /&gt;
*Renaming mission files, Events, Mission Objectives, ships&#039; or weapons&#039; table entry names, and changing the order of your Events can compromise your campaign file&#039;s stability.&lt;br /&gt;
*If you start testing your campaign in campaign mode, changes applied to your campaign file will only take place if you restart your campaign by clicking on Reset Campaign in the Campaign Room. Altering your missions, however, will take effect immediately.&lt;br /&gt;
&lt;br /&gt;
[[Category:FRED|Campaign file, setting up a]]&lt;/div&gt;</summary>
		<author><name>CommanderDJ</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Setting_up_a_campaign_file&amp;diff=31136</id>
		<title>Setting up a campaign file</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Setting_up_a_campaign_file&amp;diff=31136"/>
		<updated>2010-10-05T05:45:58Z</updated>

		<summary type="html">&lt;p&gt;CommanderDJ: /* Available missions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In &#039;&#039;FreeSpace&#039;&#039;, &#039;&#039;&#039;campaigns&#039;&#039;&#039; are stored in text-based *.fc2 files. Setting up a campaign can be done in two ways: in FRED&#039;s Campaign Editor (SHIFT-C in retail, and in most&amp;amp;mdash;but not all&amp;amp;mdash;FreeSpace Open builds) or in a conventional text editor like Notepad.&lt;br /&gt;
&lt;br /&gt;
This article will be about the &#039;&#039;&#039;Campaign Editor&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Prerequisites==&lt;br /&gt;
Before you start setting up your campaign, make sure that you have all the missions that you want to be in your campaign. Gradually adding new and new missions to a campaign file is not recommended in FreeSpace.&lt;br /&gt;
&lt;br /&gt;
If you plan to include new, nonretail ships in your campaign, make sure that they are in the table files already. Gradually attaching new and new user-made ships or weapons works on the same principle as adding new missions.&lt;br /&gt;
&lt;br /&gt;
Your missions and table files don&#039;t have to be final. You can modify both the mission and table files unpunished. &#039;&#039;FreeSpace&#039;&#039; campaign files only refer to missions and table entries, the contents of these files are unimportant when talking about campaigns. However, if you rename anything, revise the campaign file, as it must reflect the most recent file names. Revising the campaign file in such a way is recommended in a text editor. See [[Editing a mission in a text editor]].&lt;br /&gt;
&lt;br /&gt;
==The Campaign Editor==&lt;br /&gt;
The Campaign Editor is accessed by pressing SHIFT-C in [[Portal:FRED|FRED]].&lt;br /&gt;
&lt;br /&gt;
Here is a list of what windows you see, and some explanations on what you can do with them:&lt;br /&gt;
&lt;br /&gt;
===Available missions===&lt;br /&gt;
This is a list of all the missions that are within your missions folder. You can take missions from this window and put them into the right-side window by highlighting the mission you want, holding CTRL and clicking on the part of the campaign tree you want the mission in. If that missions that you are looking for aren&#039;t in this window, make sure you have the [[FRED Command Line Reference|-mod]] parameter set right and your missions are indeed in the data/missions folder. If you drag a mission to the right-side window, it will disappear from this list. If you remove a mission from the campaign&#039;s mission list, it will reapper in the Available missions window.&lt;br /&gt;
&lt;br /&gt;
===Campaign name, type, description===&lt;br /&gt;
*&#039;&#039;Campaign name&#039;&#039; is the name of the campaign. It&#039;s this name that will appear in the Campaign Room.&lt;br /&gt;
*&#039;&#039;Campaign type&#039;&#039;&#039; can be single player, multiplayer cooperative, and multiplayer team. If you set your campaign to be single player, it will appear in the Campaign Room. If it&#039;s multiplayer, it will appear under the multiplayer campaigns tab in the Campaign Host window.&lt;br /&gt;
*&#039;&#039;Campaign description&#039;&#039; is the campaign&#039;s description that will appear in the Campaign Room. &lt;br /&gt;
&lt;br /&gt;
===Mission options===&lt;br /&gt;
These options are by default grayed out. You can edit these options if you click on a mission that you already inserted into the right-side window.&lt;br /&gt;
*&#039;&#039;Briefing cutscene&#039;&#039;: You will not need these unless you want a cutscene be played before your mission.&lt;br /&gt;
*&#039;&#039;Main hall index&#039;&#039; can be 0 or 1. If it&#039;s 0, then if the player is at the selected mission, the Main Hall will be that of the &#039;&#039;Galatea&#039;&#039; (&#039;&#039;FreeSpace 1&#039;&#039;) or the &#039;&#039;Aquitaine&#039;&#039; (&#039;&#039;FreeSpace 2&#039;&#039;). If it&#039;s 1, then the Main Hall will be that of the &#039;&#039;Bastion&#039;&#039; (&#039;&#039;FreeSpace 1&#039;&#039;) or the &#039;&#039;Psamtik&#039;&#039; (&#039;&#039;FreeSpace 2&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
===Branches===&lt;br /&gt;
It&#039;s also by default grayed out until you select a mission from the right-side window.&lt;br /&gt;
&lt;br /&gt;
You can define which mission will follow the selected mission and under what conditions. You can also set the conditions under which the player must restart the mission. Details will be given in the section that discusses [[Setting up a campaign file#The right-side window|the right-side window]].&lt;br /&gt;
&lt;br /&gt;
There&#039;s a gray area below your Branches section. It&#039;s the Developer Notes (set in the Mission Specs Editor) of the selected mission. Developer Notes are used by mission makers to remind themselves of things they are about to implement, improve upon, etc.&lt;br /&gt;
&lt;br /&gt;
===Mission loop description, brief anim, brief voice===&lt;br /&gt;
[[Image:CampaignEditLoop.JPG|thumb|right|Campaign loop example]]&lt;br /&gt;
&lt;br /&gt;
Loop missions are like the [[Special Operations Command|SOC]] ones in the Main FreeSpace 2 Campaign. The player can choose whether or not he wishes to complete some bonus missions or proceed with the main branch.&lt;br /&gt;
&lt;br /&gt;
In order to gain access to the mission loop options, you must select the mission in the right-side window that &#039;&#039;precedes&#039;&#039; your loop mission and select a branch that activates your loop. To do that, you must have at least two other missions connected to the mission that you select.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Mission loop description&#039;&#039; is the text that appears in the window the player is asked whether or not he wishes to participate in the loop mission. This is the window with the animated SOC logo in it.&lt;br /&gt;
*&#039;&#039;Mission brief anim&#039;&#039; is the animation file that will be played while the player is the aforementioned window. By default, this is the SOC logo.&lt;br /&gt;
*&#039;&#039;Mission brief voice&#039;&#039; is the WAV file that will be played when the player is in the aforementioned window. By default, there is no voice.&lt;br /&gt;
&lt;br /&gt;
If the player presses Decline, he will proceed with the main campaign branch.&lt;br /&gt;
&lt;br /&gt;
===Setting up initial status===&lt;br /&gt;
You can define which ships and weapons you want the player to have access to at the beginning of the campaign. If you test your campaign and have no weapons available, it is because you forgot about this feature.&lt;br /&gt;
&lt;br /&gt;
This is not permanent, as you can easily make additional ships or weapons available using the [[allow-ship]] and [[allow-weapon]] [[Retail SEXPs|SEXPs]].&lt;br /&gt;
&lt;br /&gt;
===Checking for errors===&lt;br /&gt;
You can access an in-built error checker by either pressing ALT-H or clicking on Other --&amp;gt; Error Checker. This is a very basic error finder. It will help you pinpoint some technical errors that will prevent your campaign from loading up.&lt;br /&gt;
&lt;br /&gt;
===The right-side window===&lt;br /&gt;
This window is the &amp;quot;heart&amp;quot; of the Campaign Editor. You can define which missions will follow which one and under what conditions. Ideally, you had already dragged some missions into this window, with mission 2 being below mission 1 and mission 3 below mission 2, etc.&lt;br /&gt;
&lt;br /&gt;
Click on the uppermost mission. First, you must set which mission will follow it. Tap your left mouse button and drag it above the mission that you want to follow your selected mission. If you can see a line draw between the two missions, you&#039;ve been successful. Now select the first mission again. Right-clicking on it will bring up the following options:&lt;br /&gt;
*&#039;&#039;Remove mission&#039;&#039;: Removes the mission from the hierarchy. Missions that are removed from the hierarchy can be readded by dragging them from the Missions available section.&lt;br /&gt;
*&#039;&#039;Add a Repeat Link&#039;&#039;: Defines that under what conditions the player will be forced to replay the mission. From a gameplay perspective, every mission requires this. Otherwise the player can simply jump out at the end of the mission and proceed in the campaign.&lt;br /&gt;
*&#039;&#039;End of Campaign&#039;&#039;: Used to order the game to end the campaign.&lt;br /&gt;
&lt;br /&gt;
If you take a look at the Branches section (to the left), you will see that it now says: &amp;quot;Branch to xx&amp;quot; and, if you clicked on Add a Repeat Link, &amp;quot;Repeat mission.&amp;quot; If you expand them, you will see that you can set up a SEXP tree there. This SEXP tree will tell under what conditions will the player be able to proceed in the campaign or forced to replay the mission. One of these trees must be set to [[true]]. This &amp;quot;true&amp;quot; link must also be the last in the list, otherwise your campaign won&#039;t run. In the example (look at the picture), the conditions to proceed in the campaign are set, and the repeat link is set to true. If you want to set the conditions under which the player is forced to replay the mission, your &amp;quot;Branch to xx&amp;quot; must be set to true. Neither method is superior to or more advisable than the other. It&#039;s a matter or preference. If there are two conflicting set of conditions, the one that is higher in the list will take place (this is why the &amp;quot;true&amp;quot; tree must be last).&lt;br /&gt;
&lt;br /&gt;
==Editing in a text editor==&lt;br /&gt;
You can edit your campaign file in a conventional text editor like Notepad or WordPad to apply some minor changes like changing the main hall indices. Only more experienced FREDders are advised to edit their campaigns in such a way. For more details, see [[Editing a mission in a text editor]] &lt;br /&gt;
&lt;br /&gt;
==Tips and miscellaneous notes==&lt;br /&gt;
*Most importantly: Don&#039;t forget to set up your campaign&#039;s list of allowed ships and weapons in the Initial Status window.&lt;br /&gt;
*After setting up your campaign file, your campaign will appear in the Campaign Room.&lt;br /&gt;
*Missions that are part of a campaign will not be available in the Mission Simulator unless they are completed in campaign mode.&lt;br /&gt;
*To test if your hierarchy works properly, jump out at the beginning of every mission. If you are not allowed to proceed, it&#039;s okay. Also complete only the necessary mission goals to see if you can proceed when you are indeed supposed to.&lt;br /&gt;
*Renaming mission files, Events, Mission Objectives, ships&#039; or weapons&#039; table entry names, and changing the order of your Events can compromise your campaign file&#039;s stability.&lt;br /&gt;
*If you start testing your campaign in campaign mode, changes applied to your campaign file will only take place if you restart your campaign by clicking on Reset Campaign in the Campaign Room. Altering your missions, however, will take effect immediately.&lt;br /&gt;
&lt;br /&gt;
[[Category:FRED|Campaign file, setting up a]]&lt;/div&gt;</summary>
		<author><name>CommanderDJ</name></author>
	</entry>
</feed>