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		<title>Command-Line Reference</title>
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		<updated>2015-11-06T03:40:24Z</updated>

		<summary type="html">&lt;p&gt;Echelon9: Document -enable_shadows command line option&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2015-11-06|1d66596bfb}}&lt;br /&gt;
&lt;br /&gt;
Command-Line Flags (also called Command-Line Parameters) are optional flags passed to the FSO executable, and generally enables one or more features added to the FS2 Open engine. These flags are accessed conveniently through an [[FSO Launcher]]. To have FSO list all available flags, use any one of the following: [[Command-Line_Reference#-help|-help]], [[Command-Line_Reference#-help|--help]], [[Command-Line_Reference#-help|-h]], or [[Command-Line_Reference#-help|-?]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--May need version info for the various flags, such as 3.6.13, etc. --&amp;gt;&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Specular or if necessary to manually disable enter the flag -nospec}}&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Environment Maps or if necessary to manually disable enter the flag -noenv }}&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Glow Maps or if necessary to manually disable enter the flag -noglow }}&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Normal Maps or if necessary to manually disable enter the flag -nonormal }}&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default. To manually disable, enter the flag -noheight}}&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 (2d shockwave is defined by effects/shockwave01.eff or .ani, and 3d shockwave by models/shockwave.pof)&lt;br /&gt;
&lt;br /&gt;
Note that 3d shockwaves are usually flat discs, that FSO scales up. The animated 2d billboards used by 2d shockwaves with the addition of [[Command-Line Reference#-soft_particles|soft particles]], may look better when intersecting with models (which shockwaves often do). Use at your discretion.&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. Further information can be found here: http://www.hard-light.net/forums/index.php?topic=76145.0&lt;br /&gt;
&lt;br /&gt;
====-nolightshafts====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable lightshafts&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.  This was previously documented as -flightshaftsoff but appears to have been changed to -nolightshafts for consistency before -flightshaftsoff was ever used in a released build.&lt;br /&gt;
&lt;br /&gt;
====-enable_shadows====&lt;br /&gt;
{{table373|&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable shadows&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enables shadows where supported by the OpenGL version provided by the user&#039;s GPU. -shadow_quality can be used to control the quality level.}}&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;
====-no_fps_capping====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Don&#039;t limit frames-per-second&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;
===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;
====-stretch_menu====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Stretch interface to fill screen&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scales the interface to fill the screen without preserving the aspect ratio. Omit this to keep the aspect ratio, adding black bars where appropriate.&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;
{{Note| This feature is not available in current builds.}}&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;
====-parse_cmdline_only====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Parse Command Line Only&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Parse only the application command line settings, and ignore any that may have been set in the on-disk data/cmdline_fso.cfg or per-user cmdline_fso.cfg (on Linux/Mac)&lt;br /&gt;
&lt;br /&gt;
====-safeloading====&lt;br /&gt;
Loads missions the old way.  Typically safer, but slower.&lt;br /&gt;
{{Note| This 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;
====-disable_pbo====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable OpenGL Pixel Buffer Objects&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables the use of Pixel Buffer Objects (PBO) which may cause certain OpenGL operations to perform slower. Note PBO&#039;s were only used at three places in FSO anyway so it&#039;s *probably* not going to have a noticeable effect.  &lt;br /&gt;
&lt;br /&gt;
May be required to workaround issues in certain versions of Linux&#039;s Mesa drivers for Intel integrated graphics cards where crashes occur in the mainhall (i.e. whenever a popup occurs). Distros that seem to have this problem presently include Ubuntu 13.10 and openSUSE 13.1.&lt;br /&gt;
{{Table371|&lt;br /&gt;
*This feature is present to work around a bug in Linux&#039;s Mesa drivers for Intel integrated graphics cards}}&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;
[http://scp.indiegames.us/mantis/view.php?id=1669 Mantis #1669] is what led to this flag&#039;s creation.&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;
====-disable_di_mouse====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disables the DirectInput mouse code for FSO on windows.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Windows Only&#039;&#039;&#039; Can make mouse movement smoother on certain machines.&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 deprecated.&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;
====-use_gldrawelements====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Use glDrawElements instead of glDrawRangeElements&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Introduced as a means of switching to the slower OpenGL call glDrawElements, instead of glDrawRangeElements.&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*This feature may resolve certain rendering problems where parts of models are not drawn on Linux drivers}}&lt;br /&gt;
&lt;br /&gt;
====-keyboard_layout====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Manually sets a keyboard layout&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A commandline parameter to set the keyboard layout as a string parameter.&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Currently the only valid string is &amp;quot;qwertz&amp;quot; (German) but French azerty may be added in future.}}&lt;br /&gt;
&lt;br /&gt;
====-old_collision====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Use old collision detection system&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Uses the old collision code instead of Swifty&#039;s new collision code introduced in the &#039;go_even_faster&#039; project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====-gl_finish====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Fix input lag on AMD+Linux&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
{{Table371|&lt;br /&gt;
This option adds a &amp;quot;glFinish()&amp;quot; call just prior to swapping buffers. It works around an issue with &amp;quot;recent&amp;quot; (HD 6000 &amp;amp; newer?) AMD cards using proprietary drivers on Linux. Be warned that enabling this may reduce framerate.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Refer to [http://www.hard-light.net/forums/index.php?topic=88102.0 this thread] and [https://github.com/ValveSoftware/Source-1-Games/issues/765 Valve&#039;s bugtracker] for more details).&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;
====-fb_explosions====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Framebuffer Shockwaves&amp;quot;&#039;&#039;&#039;&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;
{{Note| This feature is only available on Windows.}}&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;
{{Note| This 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;
This will make the FSO build spit out an html file that documents the supported SEXP&#039;s.&lt;br /&gt;
&lt;br /&gt;
Just double click on sexps.html and it should open in your default web browser.&lt;br /&gt;
&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
This will make the FSO build spit out an html file that documents the supported scripting hooks and LUA libraries.&lt;br /&gt;
&lt;br /&gt;
Just double click on scripting.html and it should open in your default web browser.&lt;br /&gt;
&lt;br /&gt;
====-nograb====&lt;br /&gt;
Disables focus grabbing in a window.&lt;br /&gt;
{{Note| This feature is not available on Windows.}}&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;
====-profile_frame_time====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Profile engine subsystems&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Activates the frame profiling code. This presents a readout showing the current, minimum, maximum and average percentages of frametime a given section of code has taken up; this can be used to identify particular bottlenecks or measure the effectiveness of certain optimizations.&lt;br /&gt;
&lt;br /&gt;
====-profile_write_file====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Write profiling information to file&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This will write the frame times of each gameplay frame to the file &#039;profiling.csv&#039; where each line is &#039;&#039;&amp;lt;framenumber&amp;gt;;&amp;lt;frametime&amp;gt;&#039;&#039;. The first two frames are usually very long because the timer is set at engine startup so you might want to exclude those from your data.&lt;br /&gt;
&lt;br /&gt;
====-no_unfocused_pause====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Don&#039;t pause if the window isn&#039;t focused&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the FSO window looses focus it will not pause the game, useful for doing non-interactive test runs.&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;
====-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;
====-center_res====&lt;br /&gt;
Specifies how much of the screen area should be utilized by menus, movies, the HUD, and various other 2D graphics. Intended for use with configurations with an extremely wide field of view, such as triple-monitor setups.&lt;br /&gt;
&lt;br /&gt;
By default, if the screen resolution&#039;s aspect ratio is wider than 7:2, most 2D elements utilize only the center 3/10 of the screen area. This setting allows users to override this behavior to make better use of the center monitor. (The reason for using 3/10 rather than 1/3 is that many triple-monitor setups use bezel correction, which reduces the fraction of the screen area that the center monitor displays.)&lt;br /&gt;
&lt;br /&gt;
For example, if the screen resolution is 6000x1080, then -center_res 1920x1080 will keep most 2D graphics in the center 1920x1080 area. This setting is automatically scaled to fit the screen resolution, so (assuming the resolution is still 6000x1080) -center_res 1280x720 is given, then that resolution is enlarged to 1920x1080.&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, 9 is highest quality. Default setting is 6.&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-start_mission====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Skip the mainhall in jump right into the specified mission&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jump into the mission specified by the filename.  Only in effect on the first run. This will skip load of the mainhall and its other related things altogether.&lt;br /&gt;
&lt;br /&gt;
====-mod====&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;
This flag allows the player to specify the &#039;&#039;vertical&#039;&#039; Field of View (FoV) angle, in radians, for the player eyepoint. The angle is measured across the full height of the viewing cone. The FoV angle is technically known as the Angle of View (AoV)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039; Angle&lt;br /&gt;
*Valid Values: 0 to 2*Pi radians&lt;br /&gt;
*Default Value: 0.75 radians&lt;br /&gt;
&lt;br /&gt;
{{Note|For peculiar reasons, the actual FoV/AoV used by the game will be the supplied value multiplied by 1.39626348.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The the FoV angle/AoV is what determines the relative zoom level of the main game camera. Smaller angles generally equal to higher zoom levels, while larger angles equal to lower zoom levels (down to the theoretical x0 magnification).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However, too small of an angle will have a squashed look on the edges of your screen, and too high of an angle will greatly stretch edges. It is recommended to change the AoV, as FS2&#039;s default AoV has some perspective distortion at the screen edges (the default AoV is too high).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A natural looking (as if you where physically in the cockpit) AoV depends on the distance the player&#039;s actual eyes are away from the screen: the further away from the screen, the smaller the AoV should be, and vice versa. &amp;quot;Ergonomic&amp;quot; distances generally yield a &#039;&#039;&#039;&#039;&#039;diagonal&#039;&#039;&#039;&#039;&#039; AoV of 0.523 radians (30 degrees), but you can easily find the natural AoV by the following formula:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AoV (radians) = 2 * atan( H / ( 2*D ))&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
&lt;br /&gt;
Height of screen = H&lt;br /&gt;
&lt;br /&gt;
Distance between head/eye and the screen = D&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Generally, gamers like to increase the AoV in order to increase their peripheral vision on the screen, so as to gain a better situational awareness around their craft. An AoV of 0.39 radians seems to be a good start, but feel free to experiment and use whatever AoV you are most comfortable with.&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;
Automatically connect to multiplayer IP:PORT.&lt;br /&gt;
&lt;br /&gt;
Takes one string value, such as 192.168.0.1:&lt;br /&gt;
&lt;br /&gt;
====-timeout====&lt;br /&gt;
Multiplayer network timeout (secs).&lt;br /&gt;
&lt;br /&gt;
Takes one integer argument, the timeout value in seconds.  Default is 30.&lt;br /&gt;
&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;
===Help===&lt;br /&gt;
====-help====&lt;br /&gt;
Instructs FSO to print out all supported parameters. Some launchers can use these options to automatically populate the available command line options, even if the version of FSO is far newer than the launcher itself. NOTE: This option only works in Linux builds...&lt;br /&gt;
&lt;br /&gt;
====--help====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
====-h====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
====-?====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Echelon9</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Source_Code_Reference&amp;diff=44575</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=44575"/>
		<updated>2015-05-03T05:30:00Z</updated>

		<summary type="html">&lt;p&gt;Echelon9: /* Alphabetical View */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== External Libraries ==&lt;br /&gt;
&lt;br /&gt;
FreeSpace 2 relies on the following libraries which are included in the source tree:&lt;br /&gt;
* jansson: JSON library&lt;br /&gt;
* libjpeg: JPEG library&lt;br /&gt;
* libpng: PNG library&lt;br /&gt;
* lua: LUA Scripting language&lt;br /&gt;
* mongoose: HTTP server library&lt;br /&gt;
* oggvorbis: Ogg Vorbis sound library&lt;br /&gt;
* openal: OpenAL sound library&lt;br /&gt;
* zlib: ZIP compression library; necessary for libpng&lt;br /&gt;
&lt;br /&gt;
For information on each library, look in the respective README files.&lt;br /&gt;
&lt;br /&gt;
== FreeSpace 2 Source Code ==&lt;br /&gt;
&lt;br /&gt;
The root also contains the actual FreeSpace 2 code, in the code/ directory. The FreeSpace 2 source code consists of 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 asteroids 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 (used for ingame cutscenes ???)&lt;br /&gt;
* cfile (File/directory management routines including .VP file handling that are OS independent e.g. 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;
* fs2netd (Game matchmaker network client 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 e.g. radar, ammo, escort list, squad etc)&lt;br /&gt;
* iff_defs (Handles the iffs in [[iff_defs.tbl]], controlling what color they show up as and what iffs they attack)&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 WMCoolmon&#039;s F3 lab screen)&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 e.g. 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 e.g. reading files, collision detection etc)&lt;br /&gt;
* nebula (Displays and handles nebulae)&lt;br /&gt;
* network (All multi-player code, e.g. 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 (Responsible for the multiplayer observer mode)&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;
* padlock (Handles cockpit views with a simulated head tracking of targets relative to the ship)&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, e.g. 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, e.g. shields, afterburner)&lt;br /&gt;
* sound (Low-level sound, speech &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 e.g. 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>Echelon9</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Source_Code_Reference&amp;diff=44574</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=44574"/>
		<updated>2015-05-03T05:27:48Z</updated>

		<summary type="html">&lt;p&gt;Echelon9: /* External Libraries */ Update to reflect current source code structure&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== External Libraries ==&lt;br /&gt;
&lt;br /&gt;
FreeSpace 2 relies on the following libraries which are included in the source tree:&lt;br /&gt;
* jansson: JSON library&lt;br /&gt;
* libjpeg: JPEG library&lt;br /&gt;
* libpng: PNG library&lt;br /&gt;
* lua: LUA Scripting language&lt;br /&gt;
* mongoose: HTTP server library&lt;br /&gt;
* oggvorbis: Ogg Vorbis sound library&lt;br /&gt;
* openal: OpenAL sound library&lt;br /&gt;
* zlib: ZIP compression library; necessary for libpng&lt;br /&gt;
&lt;br /&gt;
For information on each library, look in the respective README files.&lt;br /&gt;
&lt;br /&gt;
== FreeSpace 2 Source Code ==&lt;br /&gt;
&lt;br /&gt;
The root also contains the actual FreeSpace 2 code, in the code/ directory. The FreeSpace 2 source code consists of 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 asteroids 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 (used for ingame cutscenes ???)&lt;br /&gt;
* cfile (File/directory management routines including .VP file handling that are OS independent e.g. 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 e.g. radar, ammo, escort list, squad etc)&lt;br /&gt;
* iff_defs (Handles the iffs in [[iff_defs.tbl]], controlling what color they show up as and what iffs they attack)&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 WMCoolmon&#039;s F3 lab screen)&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 e.g. 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 e.g. reading files, collision detection etc)&lt;br /&gt;
* nebula (Displays and handles nebulae)&lt;br /&gt;
* network (All multi-player code, e.g. 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 (Responsible for the multiplayer observer mode)&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;
* padlock (Handles cockpit views with a simulated head tracking of targets relative to the ship)&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, e.g. 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, e.g. shields, afterburner)&lt;br /&gt;
* sound (Low-level sound, speech &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 e.g. 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>Echelon9</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=OpenGL_Shaders_(GLSL)&amp;diff=44573</id>
		<title>OpenGL Shaders (GLSL)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=OpenGL_Shaders_(GLSL)&amp;diff=44573"/>
		<updated>2015-05-03T05:14:38Z</updated>

		<summary type="html">&lt;p&gt;Echelon9: /* Known issues */ OS X 10.6 is ancient now, so remove from known issues list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
Starting with FS2 Open version 3.6.10, the graphics pipeline has been rewritten to make it possible to use Shaders written in [[wikipedia:GLSL|GLSL]]. These allow the use of various new graphical effects, such as parallax mapping, normal mapping, or pixel-accurate lighting.&lt;br /&gt;
In FSO version 3.6.12, a post-processing pipeline was added, allowing the application of screen-space effects, like bloom, or noise effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes and system requirements==&lt;br /&gt;
In FSO 3.6.12, the basic requirements for the use of shaders are: &lt;br /&gt;
*A Shader Model 3.0 capable GPU is needed for shaders to work. So you need:&lt;br /&gt;
**nVidia: GeForce 6xxx or newer card.&lt;br /&gt;
**ATI/AMD: Radeon (X1xxx), HD 2xxx or newer card.&lt;br /&gt;
*A set of shader files (as distributed with the [[MediaVPs]])&lt;br /&gt;
&lt;br /&gt;
As of version 3.6.13, the Shader Model requirement has been dropped to allow cards that are only capable of Shader Model 2 support to use shaders.&lt;br /&gt;
&lt;br /&gt;
==Known issues==&lt;br /&gt;
===ATI/AMD X1xxx GPUs===&lt;br /&gt;
These GPUs are, in theory, SM 3.0 capable so they should run the shaders fine. BUT THEY DON&#039;T. The game usually crashes or freezes with these GPUs.&lt;br /&gt;
&lt;br /&gt;
Several SCP people are studying the issue. Speculation about its lack of Vertex Texture Fetch support has been stated as the source of the issue. But nothing has been set as the final conclusion. Here you have a [http://www.opengl.org/wiki/Vertex_Texture_Fetch link to VTF article in opengl.org wiki].&lt;br /&gt;
&lt;br /&gt;
Possible solutions:&lt;br /&gt;
* Use -no_glsl.&lt;br /&gt;
* Use-at-your-own-risk hack for Windows XP 32-bit users:&lt;br /&gt;
** Update your Catalyst to the latest version.&lt;br /&gt;
** Locate 7.9 or older Catalyst version.&lt;br /&gt;
** Extract the installation archive but do not install it.&lt;br /&gt;
** Grab Atioglxx.dll from it.&lt;br /&gt;
** Copy Atioglxx.dll in FS2 folder. In this way your system will be updated to the last Catalyst version BUT FS2 will use an old one.&lt;br /&gt;
** Run the game. Expect possible bad performance.&lt;br /&gt;
** (If you prefer, you can look for just old Atioglxx.dll download links in HLP forums).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===ForceWare 169.xx===&lt;br /&gt;
These drivers are buggy and don&#039;t work fine (several graphical glitches). Why the hell are you using them? They&#039;re ancient. Update to a newer version NOW.&lt;br /&gt;
&lt;br /&gt;
==Description of shaders==&lt;br /&gt;
* Shader files have got .sdr extension.&lt;br /&gt;
* They are placed in [[FS2_Data_Structure#effects|effects subfolder]] within general data structure. They work like any other game file: they can be packed in vp archives and they are fully affected by overall precedence priority.&lt;br /&gt;
* Starting from version 3.6.10., MediaVP package includes a full set of shaders within mv_core.vp.&lt;br /&gt;
* The MediaVPs shaders are so-called &amp;quot;unified&amp;quot; shaders. These are designed to perform all necessary operations in one file, where the specific behaviour for all possible usage scenarios is defined through the use of preprocessor directives. These shaders can be found in mv_root.vp, in the data/effects folder, under the names &amp;quot;main-f.sdr&amp;quot; and &amp;quot;main-v.sdr&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
===Per-Fragment Lighting Shaders for FSO 3.6.13===&lt;br /&gt;
&lt;br /&gt;
These shaders use the so-called per-fragment lighting model. This means that, unlike the fixed-function graphics pipeline, lighting values are computed for every pixel (or fragment) on the screen. This leads to a more accurate, smoother lighting across the lit surface. The code examples here assume a working knowledge of GLSL, consult the GLSL Tutorial linked to below for details.&lt;br /&gt;
Here&#039;s an example of fixed-function lighting (Also called per-vertex lighting):&lt;br /&gt;
[[image:Pointgl.gif]]&lt;br /&gt;
&lt;br /&gt;
And the same scene with per-fragment lighting:&lt;br /&gt;
[[image:Pointpix.gif]]&lt;br /&gt;
&lt;br /&gt;
We start off with the vertex shader, main-v.sdr.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;#ifdef FLAG_ENV_MAP&lt;br /&gt;
uniform mat4 envMatrix;&lt;br /&gt;
varying vec3 envReflect;&lt;br /&gt;
#endif&lt;br /&gt;
&lt;br /&gt;
#ifdef FLAG_NORMAL_MAP&lt;br /&gt;
varying mat3 tbnMatrix;&lt;br /&gt;
#endif&lt;br /&gt;
&lt;br /&gt;
#ifdef FLAG_FOG&lt;br /&gt;
varying float fogDist;&lt;br /&gt;
#endif&lt;br /&gt;
&lt;br /&gt;
varying vec4 position;&lt;br /&gt;
varying vec3 lNormal;&lt;br /&gt;
	&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
	gl_TexCoord[0] = gl_MultiTexCoord0;&lt;br /&gt;
	gl_Position = ftransform();&lt;br /&gt;
	gl_FrontColor = gl_Color;&lt;br /&gt;
	gl_FrontSecondaryColor = vec4(0.0, 0.0, 0.0, 1.0);&lt;br /&gt;
	&lt;br /&gt;
 // Transform the normal into eye space and normalize the result.&lt;br /&gt;
	position = gl_ModelViewMatrix * gl_Vertex;&lt;br /&gt;
	vec3 normal = normalize(gl_NormalMatrix * gl_Normal);&lt;br /&gt;
	lNormal = normal;&lt;br /&gt;
&lt;br /&gt;
 #ifdef FLAG_NORMAL_MAP&lt;br /&gt;
 // Setup stuff for normal maps&lt;br /&gt;
	vec3 t = normalize(gl_NormalMatrix * gl_MultiTexCoord1.xyz);&lt;br /&gt;
	vec3 b = cross(normal, t) * gl_MultiTexCoord1.w;&lt;br /&gt;
	tbnMatrix = mat3(t, b, normal);&lt;br /&gt;
 #endif&lt;br /&gt;
&lt;br /&gt;
 #ifdef FLAG_ENV_MAP&lt;br /&gt;
 // Environment mapping reflection vector.&lt;br /&gt;
	envReflect = reflect(position.xyz, normal);&lt;br /&gt;
	envReflect = vec3(envMatrix * vec4(envReflect, 0.0));&lt;br /&gt;
	envReflect = normalize(envReflect);&lt;br /&gt;
 #endif&lt;br /&gt;
&lt;br /&gt;
 #ifdef FLAG_FOG&lt;br /&gt;
	fogDist = clamp((gl_Position.z - gl_Fog.start) * 0.75 * gl_Fog.scale, 0.0, 1.0);&lt;br /&gt;
 #endif&lt;br /&gt;
&lt;br /&gt;
 #ifdef __GLSL_CG_DATA_TYPES&lt;br /&gt;
 // Check necessary for ATI specific behavior&lt;br /&gt;
	gl_ClipVertex = (gl_ModelViewMatrix * gl_Vertex);&lt;br /&gt;
 #endif&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The fragment shader, main-f.sdr:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;#ifdef FLAG_LIGHT&lt;br /&gt;
uniform int n_lights;&lt;br /&gt;
#endif&lt;br /&gt;
&lt;br /&gt;
#ifdef FLAG_DIFFUSE_MAP&lt;br /&gt;
uniform sampler2D sBasemap;&lt;br /&gt;
#endif&lt;br /&gt;
&lt;br /&gt;
#ifdef FLAG_GLOW_MAP&lt;br /&gt;
uniform sampler2D sGlowmap;&lt;br /&gt;
#endif&lt;br /&gt;
&lt;br /&gt;
#ifdef FLAG_SPEC_MAP&lt;br /&gt;
uniform sampler2D sSpecmap;&lt;br /&gt;
#endif&lt;br /&gt;
&lt;br /&gt;
#ifdef FLAG_ENV_MAP&lt;br /&gt;
uniform samplerCube sEnvmap;&lt;br /&gt;
uniform bool alpha_spec;&lt;br /&gt;
varying vec3 envReflect;&lt;br /&gt;
#endif&lt;br /&gt;
&lt;br /&gt;
#ifdef FLAG_NORMAL_MAP&lt;br /&gt;
uniform sampler2D sNormalmap;&lt;br /&gt;
varying mat3 tbnMatrix;&lt;br /&gt;
#endif&lt;br /&gt;
&lt;br /&gt;
#ifdef FLAG_FOG&lt;br /&gt;
varying float fogDist;&lt;br /&gt;
#endif&lt;br /&gt;
&lt;br /&gt;
varying vec4 position;&lt;br /&gt;
varying vec3 lNormal;&lt;br /&gt;
&lt;br /&gt;
#if SHADER_MODEL == 2&lt;br /&gt;
  #define MAX_LIGHTS 2&lt;br /&gt;
#else&lt;br /&gt;
  #define MAX_LIGHTS 8&lt;br /&gt;
#endif&lt;br /&gt;
&lt;br /&gt;
#define SPEC_INTENSITY_POINT 		4.3 // Point light&lt;br /&gt;
#define SPEC_INTENSITY_DIRECTIONAL 	1.5 // Directional light&lt;br /&gt;
#define SPECULAR_FACTOR 			1.75&lt;br /&gt;
#define SPECULAR_ALPHA 				0.1&lt;br /&gt;
#define SPEC_FACTOR_NO_SPEC_MAP 	0.6&lt;br /&gt;
#define ENV_ALPHA_FACTOR			0.3&lt;br /&gt;
#define GLOW_MAP_INTENSITY 			1.5&lt;br /&gt;
#define AMBIENT_LIGHT_BOOST 		1.0&lt;br /&gt;
&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
	vec3 eyeDir = vec3(normalize(-position).xyz); // Camera is at (0,0,0) in ModelView space&lt;br /&gt;
	vec4 lightAmbientDiffuse = vec4(0.0, 0.0, 0.0, 1.0);&lt;br /&gt;
	vec4 lightDiffuse = vec4(0.0, 0.0, 0.0, 1.0);&lt;br /&gt;
	vec4 lightAmbient = vec4(0.0, 0.0, 0.0, 1.0); &lt;br /&gt;
	vec4 lightSpecular = vec4(0.0, 0.0, 0.0, 1.0);&lt;br /&gt;
	vec2 texCoord = gl_TexCoord[0].xy;&lt;br /&gt;
&lt;br /&gt;
 #ifdef FLAG_LIGHT&lt;br /&gt;
  #ifdef FLAG_NORMAL_MAP&lt;br /&gt;
	// Normal map - convert from DXT5nm&lt;br /&gt;
	vec3 normal;&lt;br /&gt;
	normal.rg = (texture2D(sNormalmap, texCoord).ag * 2.0) - 1.0;&lt;br /&gt;
	normal.b = sqrt(1.0 - dot(normal.rg, normal.rg));&lt;br /&gt;
	normal = normalize(tbnMatrix * normal);&lt;br /&gt;
  #else&lt;br /&gt;
	vec3 normal = lNormal;&lt;br /&gt;
  #endif&lt;br /&gt;
	&lt;br /&gt;
	vec3 lightDir;&lt;br /&gt;
	lightAmbient = gl_FrontMaterial.emission + (gl_LightModel.ambient * gl_FrontMaterial.ambient);&lt;br /&gt;
&lt;br /&gt;
	#pragma optionNV unroll all&lt;br /&gt;
	for (int i = 0; i &amp;lt; MAX_LIGHTS; ++i) {&lt;br /&gt;
	  #if SHADER_MODEL &amp;gt; 2&lt;br /&gt;
		if (i &amp;gt; n_lights)&lt;br /&gt;
			break;&lt;br /&gt;
	  #endif&lt;br /&gt;
		float specularIntensity = 1.0;&lt;br /&gt;
		float attenuation = 1.0;&lt;br /&gt;
&lt;br /&gt;
		// Attenuation and light direction&lt;br /&gt;
	  #if SHADER_MODEL &amp;gt; 2&lt;br /&gt;
		if (gl_LightSource[i].position.w == 1.0) {&lt;br /&gt;
	  #else&lt;br /&gt;
		if (gl_LightSource[i].position.w == 1.0 &amp;amp;&amp;amp; i != 0) {&lt;br /&gt;
	  #endif&lt;br /&gt;
			// Positional light source&lt;br /&gt;
			float dist = distance(gl_LightSource[i].position.xyz, position.xyz);&lt;br /&gt;
&lt;br /&gt;
			float spotEffect = 1.0;&lt;br /&gt;
		  &lt;br /&gt;
		  #if SHADER_MODEL &amp;gt; 2&lt;br /&gt;
			if (gl_LightSource[i].spotCutoff &amp;lt; 91.0) {&lt;br /&gt;
				spotEffect = dot(normalize(gl_LightSource[i].spotDirection), normalize(-position.xyz));&lt;br /&gt;
&lt;br /&gt;
				if (spotEffect &amp;lt; gl_LightSource[i].spotCosCutoff) {&lt;br /&gt;
					spotEffect = 0.0;&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
		  #endif&lt;br /&gt;
&lt;br /&gt;
			attenuation = spotEffect / (gl_LightSource[i].constantAttenuation + (gl_LightSource[i].linearAttenuation * dist) + (gl_LightSource[i].quadraticAttenuation * dist * dist));&lt;br /&gt;
&lt;br /&gt;
			lightDir = normalize(gl_LightSource[i].position.xyz - position.xyz);&lt;br /&gt;
&lt;br /&gt;
			specularIntensity = SPEC_INTENSITY_POINT; // Point light&lt;br /&gt;
		} else {&lt;br /&gt;
			// Directional light source&lt;br /&gt;
			lightDir = normalize(gl_LightSource[i].position.xyz);&lt;br /&gt;
&lt;br /&gt;
			specularIntensity = SPEC_INTENSITY_DIRECTIONAL; // Directional light&lt;br /&gt;
		}&lt;br /&gt;
&lt;br /&gt;
		// Ambient and Diffuse&lt;br /&gt;
		lightAmbient += (gl_FrontLightProduct[i].ambient * attenuation);&lt;br /&gt;
		lightDiffuse += ((gl_FrontLightProduct[i].diffuse * max(dot(normal, lightDir), 0.0)) * attenuation);&lt;br /&gt;
&lt;br /&gt;
		// Specular&lt;br /&gt;
		float NdotHV = clamp(dot(normal, normalize(eyeDir + lightDir)), 0.0, 1.0);&lt;br /&gt;
		lightSpecular += ((gl_FrontLightProduct[i].specular * pow(max(0.0, NdotHV), gl_FrontMaterial.shininess)) * attenuation) * specularIntensity;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	lightAmbientDiffuse = lightAmbient + lightDiffuse;&lt;br /&gt;
 #else&lt;br /&gt;
	lightAmbientDiffuse = gl_Color;&lt;br /&gt;
	lightSpecular = gl_SecondaryColor;&lt;br /&gt;
 #endif&lt;br /&gt;
&lt;br /&gt;
 #ifdef FLAG_DIFFUSE_MAP&lt;br /&gt;
 // Base color&lt;br /&gt;
	vec4 baseColor = texture2D(sBasemap, texCoord);&lt;br /&gt;
 #else&lt;br /&gt;
	vec4 baseColor = gl_Color;&lt;br /&gt;
 #endif&lt;br /&gt;
 &lt;br /&gt;
	vec4 fragmentColor;&lt;br /&gt;
	fragmentColor.rgb = baseColor.rgb * max(lightAmbientDiffuse.rgb * AMBIENT_LIGHT_BOOST, gl_LightModel.ambient.rgb - 0.425);&lt;br /&gt;
	fragmentColor.a = baseColor.a;&lt;br /&gt;
&lt;br /&gt;
 #ifdef FLAG_SPEC_MAP&lt;br /&gt;
 // Spec color&lt;br /&gt;
	fragmentColor.rgb += lightSpecular.rgb * (texture2D(sSpecmap, texCoord).rgb * SPECULAR_FACTOR);&lt;br /&gt;
	fragmentColor.a += (dot(lightSpecular.a, lightSpecular.a) * SPECULAR_ALPHA);&lt;br /&gt;
 #else&lt;br /&gt;
	fragmentColor.rgb += lightSpecular.rgb * (baseColor.rgb * SPEC_FACTOR_NO_SPEC_MAP);&lt;br /&gt;
 #endif&lt;br /&gt;
&lt;br /&gt;
 #ifdef FLAG_ENV_MAP&lt;br /&gt;
 // Env color&lt;br /&gt;
	vec3 envIntensity = (alpha_spec) ? vec3(texture2D(sSpecmap, texCoord).a) : texture2D(sSpecmap, texCoord).rgb;&lt;br /&gt;
	fragmentColor.a += (dot(textureCube(sEnvmap, envReflect).rgb, textureCube(sEnvmap, envReflect).rgb) * ENV_ALPHA_FACTOR);&lt;br /&gt;
	fragmentColor.rgb += textureCube(sEnvmap, envReflect).rgb * envIntensity;&lt;br /&gt;
 #endif&lt;br /&gt;
	&lt;br /&gt;
 #ifdef FLAG_GLOW_MAP&lt;br /&gt;
 // Glow color&lt;br /&gt;
	fragmentColor.rgb += texture2D(sGlowmap, texCoord).rgb * GLOW_MAP_INTENSITY;&lt;br /&gt;
 #endif&lt;br /&gt;
&lt;br /&gt;
 #ifdef FLAG_FOG&lt;br /&gt;
	fragmentColor.rgb = mix(fragmentColor.rgb, gl_Fog.color.rgb, fogDist);&lt;br /&gt;
 #endif&lt;br /&gt;
&lt;br /&gt;
	gl_FragColor = fragmentColor;&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Preprocessor defines===&lt;br /&gt;
&lt;br /&gt;
*FLAG_LIGHT&lt;br /&gt;
**The shader is expected to handle lighting. This flag has one associated uniform:&lt;br /&gt;
**uniform int n_lights // The number of lights in the current scene, 0..8 inclusive.&lt;br /&gt;
&lt;br /&gt;
*FLAG_DIFFUSE_MAP&lt;br /&gt;
**The shader is expected to handle the application of the basic diffuse map. This flag has one associated uniform:&lt;br /&gt;
**uniform sampler2D sBasemap // The diffuse texture&lt;br /&gt;
&lt;br /&gt;
*FLAG_GLOW_MAP&lt;br /&gt;
**The shader is expected to handle the application of the glowmap. This flag has one associated uniform:&lt;br /&gt;
**uniform sampler2D sGlowmap // The glow texture&lt;br /&gt;
&lt;br /&gt;
*FLAG_SPEC_MAP&lt;br /&gt;
**The shader is expected to handle the application of the specular map. This flag has one associated uniform:&lt;br /&gt;
**uniform sampler2D sSpecmap // The specular texture&lt;br /&gt;
&lt;br /&gt;
*FLAG_ENV_MAP&lt;br /&gt;
**This shader is expected to handle environment mapping. There are several uniforms associated with this flag:&lt;br /&gt;
**uniform samplerCube sEnvmap; //The cubemap&lt;br /&gt;
**uniform bool alpha_spec; //Whether or not there&#039;s a specular map with an alpha channel present.&lt;br /&gt;
**uniform mat4 envMatrix;&lt;br /&gt;
&lt;br /&gt;
*FLAG_NORMAL_MAP&lt;br /&gt;
**This shader is expected to handle normal mapping. One associated uniform:&lt;br /&gt;
**uniform sampler2D sNormalmap // The normal map&lt;br /&gt;
&lt;br /&gt;
*FLAG_HEIGHT_MAP&lt;br /&gt;
**This shader is expected to handle parallax mapping. One associated uniform:&lt;br /&gt;
**uniform sampler2D sHeightmap // The height map&lt;br /&gt;
&lt;br /&gt;
*FLAG_FOG&lt;br /&gt;
**Fogging effects are enabled (as in a nebula). No associated uniforms.&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*SHADER_MODEL&lt;br /&gt;
**An integer, which will tell you which shader model the current hardware supports.}}&lt;br /&gt;
&lt;br /&gt;
==Shader Limitations==&lt;br /&gt;
*Due to limitations of OpenGL, only 8 lights can be handled at once. While the Engine keeps track of up to 256 lights per scene, only the 8 strongest ones are passed to the shader. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External links:==&lt;br /&gt;
http://en.wikipedia.org/wiki/Shader&lt;br /&gt;
&lt;br /&gt;
http://en.wikipedia.org/wiki/GLSL&lt;br /&gt;
&lt;br /&gt;
http://www.opengl.org/documentation/glsl/&lt;br /&gt;
&lt;br /&gt;
===OpenGL Org&#039;s Typhoon Labs Shader Designer===&lt;br /&gt;
&lt;br /&gt;
http://www.opengl.org/sdk/tools/ShaderDesigner/&lt;br /&gt;
&lt;br /&gt;
===nVidia Shader applications:===&lt;br /&gt;
&lt;br /&gt;
http://developer.nvidia.com/object/fx_composer_home.html&lt;br /&gt;
&lt;br /&gt;
http://developer.nvidia.com/object/nv_shader_debugger_home.html&lt;br /&gt;
&lt;br /&gt;
http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html&lt;br /&gt;
&lt;br /&gt;
===ATI Shader tools===&lt;br /&gt;
&lt;br /&gt;
http://developer.amd.com/gpu/rendermonkey/Pages/default.aspx&lt;br /&gt;
&lt;br /&gt;
http://developer.amd.com/gpu/archive/ashli/Pages/default.aspx&lt;br /&gt;
&lt;br /&gt;
===Apple OpenGL tools===&lt;br /&gt;
&lt;br /&gt;
http://developer.apple.com/graphicsimaging/opengl/opengl_serious.html&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Echelon9</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=FS2_Open_Lua_Scripting&amp;diff=44571</id>
		<title>FS2 Open Lua Scripting</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=FS2_Open_Lua_Scripting&amp;diff=44571"/>
		<updated>2015-05-03T05:07:13Z</updated>

		<summary type="html">&lt;p&gt;Echelon9: Reflect source code hosting via Git&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is intended as a crash-course in Lua scripting as it relates to Freespace 2. It&#039;s only meant to get you started with Lua scripting - more advanced concepts such as metatables will not be covered.&lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to read the Appendices, but I recommend at least reading the &amp;quot;Optimizing&amp;quot; section if you&#039;re doing much scripting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;IMPORTANT: This page was last updated on 5/27/2007 and assumes you are using the most up-to-date build at that time, [http://www.hard-light.net/forums/index.php/topic,47201.0.html C05202007]. There may be slight syntax differences with significantly newer or older builds. You should also make sure you are using a development build.&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== What You Need ==&lt;br /&gt;
You will need a basic understanding of how to open and edit computer files, a copy of Freespace 2, and an open mind. Any kind of prior scripting experience will be immensely helpful, but you shouldn&#039;t need any to understand this document.&lt;br /&gt;
&lt;br /&gt;
Here we go!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Although all the examples should not cause syntax errors anywhere, they may not work in certain places. For example, you have to load a mission before you can get handles to ships in the mission.&lt;br /&gt;
&lt;br /&gt;
== Scripting hooks ==&lt;br /&gt;
A scripting hook is a segment of Lua code, that is run at a specific place in FS2_Open. Some scripting hooks, such as $GameInit, are executed only once. Others, such as state hooks, are executed every frame. Others may be executed only when a specific action occurs (such as a keypress or a ship warping out).&lt;br /&gt;
&lt;br /&gt;
There are three different types of hooks. All hooks are parsed and loaded into memory when they are read, so there is no speed difference. Also, the optional field &amp;quot;+Override: YES&amp;quot; can be used to make a scripting hook completely override fs2_open&#039;s usual behavior. (For example, for the HUD, this would completely disable the default fs2_open HUD and use the scripting version instead)&lt;br /&gt;
&lt;br /&gt;
For the sake of organization, information on different scripting hooks can be found in the wiki page for the table that they are actually in.&lt;br /&gt;
&lt;br /&gt;
=== Return hook ===&lt;br /&gt;
 $Hook: 2 + #Mission.Ships&lt;br /&gt;
This works like a normal table variable, except that you can use scripting functions as well.&lt;br /&gt;
&lt;br /&gt;
=== Normal hook ===&lt;br /&gt;
 $Hook: [&lt;br /&gt;
 	gr.setColor(255, 255, 255)&lt;br /&gt;
 	gr.drawString(&amp;quot;Hello, world!&amp;quot;)&lt;br /&gt;
 &lt;br /&gt;
 	return 2 + #Mission.Ships&lt;br /&gt;
 ]&lt;br /&gt;
A normal hook is denoted by [ and ]. Whatever is within the brackets is passed to the Lua interpreter. This means that you cannot use table-style ;; comments within brackets; you must use Lua&#039;s comments.&lt;br /&gt;
&lt;br /&gt;
However, you can still use it with a .tbl field that takes a value, using the &amp;quot;return&amp;quot; command. In this case, even though the other lines are still run, the $Hook: variable would be set to the same value as in the &#039;Return hook&#039; example.&lt;br /&gt;
&lt;br /&gt;
=== File hook ===&lt;br /&gt;
&amp;lt;pre&amp;gt;$Hook: [[script.lua]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
A file hook loads the scripting from the file in the data/scripts directory. In all other respects, it is the same as a normal hook.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
A &amp;quot;comment&amp;quot; (in any programming or scripting language) is a block of a script that is ignored. In Lua there is only one kind of comment, which starts with double-dashes. Any time you put two dashes in a Lua script outside of a string, the rest of the line will be ignored. (This is the same as putting a double-semicolon in a Freespace table)&lt;br /&gt;
&lt;br /&gt;
For example, this:&lt;br /&gt;
 --Load a mission for use in the mainhall&lt;br /&gt;
 Mission.loadMission(&amp;quot;sm2-10.fs2&amp;quot;) --Use &#039;King&#039;s Gambit&#039; for now.&lt;br /&gt;
&lt;br /&gt;
Will do exactly the same thing as this:&lt;br /&gt;
 Mission.loadMission(&amp;quot;sm2-10.fs2&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
== Variables ==&lt;br /&gt;
A variable is the simplest kind of thing that there is in Lua. All it really does is hold data; no more, no less. They really aren&#039;t that scary. Here are some different types of variables&lt;br /&gt;
&lt;br /&gt;
 --Number variable&lt;br /&gt;
 life = 42&lt;br /&gt;
 &lt;br /&gt;
 --String variable&lt;br /&gt;
 name = &amp;quot;Bob&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 --Boolean variables&lt;br /&gt;
 smoking = true&lt;br /&gt;
 healthy = false&lt;br /&gt;
 &lt;br /&gt;
 --Userdata (Handle or object) variable&lt;br /&gt;
 player = Mission.Ships[&#039;Alpha 1&#039;]&lt;br /&gt;
 &lt;br /&gt;
 --Nil variable&lt;br /&gt;
 --Erases a previously set variable&lt;br /&gt;
 life = nil&lt;br /&gt;
 &lt;br /&gt;
 --Member variable of userdata. Can be any of the above types.&lt;br /&gt;
 player.Name = &amp;quot;Ship&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Although technically objects and handles are all userdata, it&#039;s easier to just think of every object and handle as being different types of variables.&lt;br /&gt;
&lt;br /&gt;
=== Arrays ===&lt;br /&gt;
&lt;br /&gt;
An array is a special type of variable, that holds multiple variables. The &#039;&#039;&#039;&#039;&#039;index&#039;&#039;&#039;&#039;&#039; of all Lua arrays starts at 1.&lt;br /&gt;
&lt;br /&gt;
 --Set the fifth element of array to 1&lt;br /&gt;
 a[5] = 12&lt;br /&gt;
 --Set n to the fifth element (tehe)&lt;br /&gt;
 n = a[5]&lt;br /&gt;
 --n will be 12&lt;br /&gt;
&lt;br /&gt;
The size of arrays may also be determined using the &#039;&#039;&#039;&#039;&#039;#&#039;&#039;&#039;&#039;&#039; sign&lt;br /&gt;
&lt;br /&gt;
 --Create an array&lt;br /&gt;
 a = {2, 4, 6, 8}&lt;br /&gt;
 --Set s to the size of the array&lt;br /&gt;
 s = #a&lt;br /&gt;
 --s will be 4&lt;br /&gt;
&lt;br /&gt;
== Libraries ==&lt;br /&gt;
In order to gain access to the FS2_Open engine through scripting, you must use the FS2_Open libraries. Each library represents a different section of the engine. In addition, libraries may be referenced one of two ways: the full name, or a shorthand version of the name made up of two letters. Here, the same setColor &#039;&#039;&#039;&#039;&#039;function&#039;&#039;&#039;&#039;&#039; is used twice.&lt;br /&gt;
&lt;br /&gt;
 Graphics.setColor(255, 255, 255)&lt;br /&gt;
 gr.setColor(255, 255, 255)&lt;br /&gt;
&lt;br /&gt;
For the sake of easy reading, I&#039;ve used the longhand version of names in the wiki. However, I recommend you learn the shorthand versions as they&#039;re generally faster to work with when scripting.&lt;br /&gt;
&lt;br /&gt;
To get a full list of library functions, use the &amp;quot;-output_scripting&amp;quot; command line parameter. This should create a file called scripting.html, with a list of the different libraries, functions, and types supported by that build. (Use a web browser to open it)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Functions ==&lt;br /&gt;
A function is an instruction to Lua to do something. It may change variables, or it may call (activate) other functions. Functions are the meat of scripting; they get everything done. Essentially, they are much like an individual SEXP.&lt;br /&gt;
&lt;br /&gt;
As a result, this section is pretty tough, but covers almost all of the specific knowledge you&#039;ll need to work within Lua.&lt;br /&gt;
&lt;br /&gt;
=== Function vocabulary ===&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Return value&#039;&#039;&#039;&#039;&#039; - Data that a function returns. Any data that a function returns may be stored in a variable.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Arguments&#039;&#039;&#039;&#039;&#039; - Data that is given to a function. May be data itself, a variable containing the data, or even the return value of another function.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Call&#039;&#039;&#039;&#039;&#039; - To run a function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Typical function use ===&lt;br /&gt;
&amp;lt;b&amp;gt;Example:&amp;lt;/b&amp;gt; This will write &amp;quot;Alpha 1&amp;quot; in the upper-left corner of the screen.&lt;br /&gt;
 player = Mission.Ships[&#039;Alpha 1&#039;]&lt;br /&gt;
 Graphics.setColor(255, 255, 255)&lt;br /&gt;
 Graphics.drawString(player.Name, 5, 5)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Line 1:&amp;lt;/b&amp;gt; &amp;lt;br&amp;gt;In the first line, the &amp;quot;Ships&amp;quot; array of the mission library is indexed. Because &#039;Alpha 1&#039; is specified, it will set either the handle to the ship named &#039;Alpha 1&#039;, or it will return an invalid handle if Alpha 1 is dead or there was no Alpha 1 in the mission to begin with. Because the player variable is set to the result of the Array index, it will receive whatever handle is accessed by the array. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Result&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;After the first line, the player variable is a ship handle to the ship named &amp;quot;Alpha 1&amp;quot; in the current mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Line 2&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;In the second line, the &amp;quot;setColor&amp;quot; function is used to set the current drawing color to pure white. Unlike getShipByName, it takes at least three arguments, all numbers - the red, green, and blue scale of the current color, from 0 to 255. It&#039;s always a good idea to use the setColor function before doing any drawing in scripting, as the engine can and will change the current color between scripting hooks.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Result&amp;lt;/b&amp;gt; &amp;lt;br&amp;gt;Current drawing color is set to pure white&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Line 3&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;In the third line, the drawString function takes three arguments - a string, followed by two numbers. The string specifies the text to write, the numbers specify the x and y position of the upper-left corner of the written text. As you can see, we&#039;ve directly used a &#039;&#039;&#039;&#039;&#039;member variable&#039;&#039;&#039;&#039;&#039; of the player variable to fill the first argument. Because we got the ship handle by its name, the Name variable will be the same as the name that we got it by (&amp;quot;Alpha 1&amp;quot;).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Result&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;After the third line, &amp;quot;Alpha 1&amp;quot; will appear in the upper-left corner of the string in white text.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Numbers and certain types of userdata will automatically convert to strings. In all other cases, functions will give an error if you try to use the wrong type of argument.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Debugging note:&amp;lt;/b&amp;gt; If Alpha 1 were dead in the above example, you would get an error about &#039;trying to index a nil value&#039; because it would not be able to run the getName() function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Userdata functions ===&lt;br /&gt;
Handles and objects may also have functions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Example:&amp;lt;/b&amp;gt; This will write the number of subsystem&#039;s on Alpha 1&#039;s ship in the upper-left corner.&lt;br /&gt;
 player = Mission.Ships[&#039;Alpha 1&#039;]&lt;br /&gt;
 Graphics.drawString(#player, 5, 5)&lt;br /&gt;
&lt;br /&gt;
As before, we get the handle to the Alpha 1 ship with the Ships array.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Optional arguments ===&lt;br /&gt;
&lt;br /&gt;
Sometimes you don&#039;t have to use an argument. For example, the setColor function has an optional fourth argument - how opaque the color should be. If the argument isn&#039;t used, the color is totally opaque. These two lines do the same thing:&lt;br /&gt;
&lt;br /&gt;
 Graphics.setColor(255, 255, 255)&lt;br /&gt;
 Graphics.setColor(255, 255, 255, 255)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quick, a full example! ==&lt;br /&gt;
By this point, you may be bored of all this exposition. So here&#039;s your typical &amp;quot;Hello, World!&amp;quot; example.&lt;br /&gt;
&lt;br /&gt;
For this amazing trick, we&#039;ll make our very own splash screen. Turn off all Freespace 2 mods, and create a file called &amp;quot;scripting.tbl&amp;quot; in your data/tables directory. Open that up in a text editor, and write:&lt;br /&gt;
 #Conditional Hooks&lt;br /&gt;
 $Version: 3.7&lt;br /&gt;
 $On Splash Screen:	[&lt;br /&gt;
 	--Set the color to white&lt;br /&gt;
 	Graphics.setColor(255, 255, 255)&lt;br /&gt;
 	--Write &amp;quot;Hello, world!&amp;quot;&lt;br /&gt;
 	Graphics.drawString(&amp;quot;Hello, world!&amp;quot;, 5, 10)&lt;br /&gt;
 ]&lt;br /&gt;
 +Override: YES&lt;br /&gt;
 #End&lt;br /&gt;
&lt;br /&gt;
Now, when you start up FS2_Open, you should see &amp;quot;Hello, world!&amp;quot; in the upper-left, as it loads.&lt;br /&gt;
&lt;br /&gt;
== Control structures ==&lt;br /&gt;
A control structure is a series of statements that let you change how a script runs, based on some condition - say, a ship is dead, or the life of a certain ship has fallen below a certain amount.&lt;br /&gt;
&lt;br /&gt;
=== If statements ===&lt;br /&gt;
If statements are a way to check if something is some way or not. All if statements have the form:&lt;br /&gt;
 if (something) then&lt;br /&gt;
 	(execute)&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
(something) can be true, or false. If it&#039;s true, then (execute) will be run. If it&#039;s false, then the script will skip down to &amp;quot;end&amp;quot; and go on from there.&lt;br /&gt;
&lt;br /&gt;
To check that a handle is valid:&lt;br /&gt;
 ship = Mission.Ships[&#039;Alpha 2&#039;]&lt;br /&gt;
 if ship:isValid() then&lt;br /&gt;
 	--This will always happen while Alpha 2 is alive&lt;br /&gt;
 	Graphics.drawString(&amp;quot;MACKIE LIVES!&amp;quot;, 5, 10)&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
To check a variable value&lt;br /&gt;
 x = 42&lt;br /&gt;
 y = 23&lt;br /&gt;
 if x &amp;lt; y or x is y then&lt;br /&gt;
 	--We never get here, because x is bigger than y&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
=== For statements ===&lt;br /&gt;
A for statement is generally used to iterate through a list.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Example:&amp;lt;/b&amp;gt;&lt;br /&gt;
This bit of scripting will run through all of Alpha 2&#039;s subsystems if she isn&#039;t dead, and display a list of them in the upper-left.&lt;br /&gt;
&lt;br /&gt;
 ship = Mission.Ships[&#039;Alpha 2&#039;]&lt;br /&gt;
 if ship then&lt;br /&gt;
 	num_subsys = #ship&lt;br /&gt;
 	x = 5&lt;br /&gt;
 	y = 5&lt;br /&gt;
 	for i=1,num_subsys do&lt;br /&gt;
 		--Use the i variable to go through the ship&#039;s subsystems,&lt;br /&gt;
 		--and to change the y position of the text.&lt;br /&gt;
 		gr.drawString(ship[i].Name, x, y + i*10)&lt;br /&gt;
 	end&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
=== More information ===&lt;br /&gt;
For other keywords you can use with control structures, see the [http://www.lua.org/manual/5.0/manual.html#2.5.2 Lua Documentation]&lt;br /&gt;
&lt;br /&gt;
For more detailed information on if statements and other types of control structures, see the [http://lua-users.org/wiki/ControlStructureTutorial Lua-users wiki]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Appendices ==&lt;br /&gt;
&lt;br /&gt;
There&#039;s more depth to scripting than what&#039;s covered above. To make the rest of the article shorter, I&#039;ve put the topics still within the scope of this article, but not necessary to know in most cases, down here.&lt;br /&gt;
&lt;br /&gt;
However, I HIGHLY recommend you read the optimizing scripting section.&lt;br /&gt;
&lt;br /&gt;
=== Appendix: Optimizing scripting ===&lt;br /&gt;
&lt;br /&gt;
Because fs2_open is written in C, which is much faster than Lua, it is much better to store variables in C and provide Lua functions to work with them. In addition, to keep Lua scripting from messing with C scripting and to make it as friendly as possible, there are a number of safeguards to catch problems, in most of the Lua functions.&lt;br /&gt;
&lt;br /&gt;
As a result, whenever you&#039;re working with a value provided by a library or object function, you should set it to a Lua variable if you&#039;re going to use it more than 1-2 times due to the large overhead resulting from the interface.&lt;br /&gt;
&lt;br /&gt;
Thus, even though it may look like &amp;quot;Name&amp;quot; is a member variable of the ship handle, it is actually a function that performs 3-4 validity checks before returning the value, which must also be converted from C to Lua. Setting a variable to the return value of the function means that you can use that variable wherever you want to use the ship name using the native Lua environment.&lt;br /&gt;
&lt;br /&gt;
=== Appendix: Debugging scripting ===&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the Lua interpreter provides only limited debugging information about hooks. (Supposedly, it will provide more information about scripting within user functions, but I haven&#039;t tested that claim yet)&lt;br /&gt;
&lt;br /&gt;
Generally, error messages complaining about referencing or indexing a &#039;nil value&#039; occur because a function could not return a handle, so it returned nil. Some functions also return false to indicate that the handle is correct, but due to some kind of wrong information being passed, it couldn&#039;t complete.&lt;br /&gt;
&lt;br /&gt;
Generally, you should check all handles before using them:&lt;br /&gt;
 player = Mission.Ships[&#039;Alpha 1&#039;]&lt;br /&gt;
 if player:isValid() then&lt;br /&gt;
 &lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
With all uses of the player handle falling in the &amp;quot;if&amp;quot; statement.&lt;br /&gt;
&lt;br /&gt;
=== Appendix: Function types ===&lt;br /&gt;
&lt;br /&gt;
Here&#039;s all the different kinds of functions you can have:&lt;br /&gt;
 --A function provided by itself&lt;br /&gt;
 x = cos(y)&lt;br /&gt;
 --A function provided by a library&lt;br /&gt;
 x = Math.cos(y)&lt;br /&gt;
 --A function provided by a userdata variable.&lt;br /&gt;
 x = y:cos()&lt;br /&gt;
In every case, x would be set to the cosine of y, which is 1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; You must use a &amp;quot;:&amp;quot; with userdata functions, as in the example. This tells Lua that it needs to give the function the value of the variable that it&#039;s being called from.&lt;br /&gt;
&lt;br /&gt;
=== Appendix: Making your own functions ===&lt;br /&gt;
So, let&#039;s make the doSomething() function do, well, something.&lt;br /&gt;
 doSomething = function()&lt;br /&gt;
 	color = &amp;quot;red&amp;quot;&lt;br /&gt;
 end&lt;br /&gt;
As you can see, creating a function is much like creating a variable; you just use function() instead of the value, then write what you want the function to do. To end the function, you just write &amp;quot;end&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now, let&#039;s use our new doSomething() function.&lt;br /&gt;
 color = &amp;quot;black&amp;quot;&lt;br /&gt;
 doSomething()&lt;br /&gt;
 --After using doSomething(), color is now red&lt;br /&gt;
&lt;br /&gt;
Functions can also &#039;&#039;&#039;&#039;&#039;return&#039;&#039;&#039;&#039;&#039; values.&lt;br /&gt;
 --Make a new function&lt;br /&gt;
 doSomethingElse = function()&lt;br /&gt;
 	return 10&lt;br /&gt;
 end&lt;br /&gt;
 x = 0&lt;br /&gt;
 doSomething()&lt;br /&gt;
 --x is now 27&lt;br /&gt;
 x = doSomethingElse()&lt;br /&gt;
 --x is now 10&lt;br /&gt;
&lt;br /&gt;
=== Appendix: Variable Scope ===&lt;br /&gt;
The &#039;&#039;&#039;&#039;&#039;scope&#039;&#039;&#039;&#039;&#039; of a variable is the area where it exists. Writing &amp;lt;tt&amp;gt;local&amp;lt;/tt&amp;gt; in front of the variable name will tell Lua that the variable should only exist within that function or hook.&lt;br /&gt;
&lt;br /&gt;
Note that this means that if you use the same variable name in two different hooks without using local, the same variable will be used.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may find it useful to have some way of distinguishing global variables from local ones, to remind yourself that the value does carry over. For example, starting global variable names with &amp;quot;g_&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Example:&amp;lt;/b&amp;gt; The following will draw the text &amp;quot;Media VP&amp;quot; in the upper-left corner of the main hall, even though the variable is set in a different hook than it is used in.&lt;br /&gt;
&lt;br /&gt;
 #Conditional Hooks&lt;br /&gt;
 $Version: 3.7&lt;br /&gt;
 $On Game Init: [g_mod = &amp;quot;Media VP&amp;quot;]&lt;br /&gt;
 &lt;br /&gt;
 $State: GS_STATE_MAIN_MENU&lt;br /&gt;
 $On Frame: [Graphics.drawString(g_mod, 0, 0)]&lt;br /&gt;
 #End&lt;br /&gt;
&lt;br /&gt;
=== Appendix: Variable Types ===&lt;br /&gt;
Variables can hold different types of data. These basic types are:&lt;br /&gt;
&lt;br /&gt;
==== Boolean ====&lt;br /&gt;
A boolean is a simple variable - it can be true, or false.&lt;br /&gt;
 --It&#039;s Monday, and Dilbert is at the office&lt;br /&gt;
 working = true&lt;br /&gt;
 --Oops, he just opened Solitaire&lt;br /&gt;
 working = false&lt;br /&gt;
&lt;br /&gt;
==== Numbers ====&lt;br /&gt;
A number is any variable that holds (As you might&#039;ve guessed) a number. A number will automatically convert into a string, if needed.&lt;br /&gt;
 --A variable can be a whole number, like this&lt;br /&gt;
 x = 5&lt;br /&gt;
 --Or it can be a decimal value&lt;br /&gt;
 x = 3.141592654&lt;br /&gt;
 --Or you can divide two numbers for a fraction&lt;br /&gt;
 x = 3/4&lt;br /&gt;
&lt;br /&gt;
==== Strings ====&lt;br /&gt;
A string is a variable that holds a series of characters, and a character is any number, letter, or symbol on your keyboard (and then some). Basically, strings are the way that words and sentences are passed around in Lua.&lt;br /&gt;
 --A cow says moo!&lt;br /&gt;
 cow = &amp;quot;moo&amp;quot;&lt;br /&gt;
 --A friend&#039;s name&lt;br /&gt;
 friend = &amp;quot;Bob&amp;quot;&lt;br /&gt;
Note that actual string content is contained within double quotation marks, to mark it as a string.&lt;br /&gt;
&lt;br /&gt;
==== nil ====&lt;br /&gt;
nil isn&#039;t really a variable type, but it is important. nil means that a variable doesn&#039;t hold anything. If you want to get rid of a variable, you just set it to be nil.&lt;br /&gt;
&lt;br /&gt;
 --Today I got a new dog&lt;br /&gt;
 dog = &amp;quot;Spot&amp;quot;&lt;br /&gt;
 --But then he ran away&lt;br /&gt;
 dog = nil&lt;br /&gt;
&lt;br /&gt;
Any time an error says that a variable is nil, it usually means that it doesn&#039;t exist (Double-check your spelling).&lt;br /&gt;
&lt;br /&gt;
==== Userdata/objects ====&lt;br /&gt;
Objects (or &amp;quot;userdata&amp;quot;, as they are known in Lua) is a variable that can contain other variables, or functions. Variables or functions within an object are known as &amp;quot;member variables&amp;quot; or &amp;quot;member functions&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
 --Assuming we have a my_car object, this will copy it to your_car&lt;br /&gt;
 your_car = my_car&lt;br /&gt;
 --Congratulations! But maybe you want to customize it?&lt;br /&gt;
 --Note how I refer to the member variable, color&lt;br /&gt;
 your_car.color = &amp;quot;Red&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Handles ====&lt;br /&gt;
A handle isn&#039;t technically a Lua type, but handles are used a lot in FS2_Open Lua scripting. Essentially, a handle is a variable that refers to a specific object; but doesn&#039;t actually contain that object&#039;s data. An example is the &amp;quot;shipclass&amp;quot; type; it doesn&#039;t actually contain the data in ships.tbl, it just serves to reference the ship class so that you can get and set data.&lt;br /&gt;
 --Get the &amp;quot;GTF Ulysses&amp;quot; ship type&lt;br /&gt;
 --For this, I use the ShipClasses array&lt;br /&gt;
 ulysses = tb.ShipClasses[&#039;GTF Ulysses&#039;]&lt;br /&gt;
 --Now get rid of the handle&lt;br /&gt;
 ulysses = nil&lt;br /&gt;
 --Even though we&#039;ve gotten rid of the handle, the Ulysses will still exist.&lt;br /&gt;
&lt;br /&gt;
In situations where a handle variable is an object, you must set the entire variable at once; you cannot change elements of the array individually.&lt;br /&gt;
 --So intead of this...&lt;br /&gt;
 ship = mn.Ships[1]&lt;br /&gt;
 ship.Position[&amp;quot;y&amp;quot;] = 0&lt;br /&gt;
 &lt;br /&gt;
 --You would go...&lt;br /&gt;
 ship = mn.Ships[1]&lt;br /&gt;
 pos = ship.Position[&amp;quot;y&amp;quot;]&lt;br /&gt;
 pos[&amp;quot;y&amp;quot;] = 0&lt;br /&gt;
 ship.Position = pos&lt;br /&gt;
&lt;br /&gt;
=== Appendix: External Lua references ===&lt;br /&gt;
* [http://www.devmaster.net/articles/lua/lua1.php DevMaster.net - Lua Scripting 101]&lt;br /&gt;
* [http://www.lua.org/manual/5.1/ Official Lua 5.1 Reference Manual]&lt;br /&gt;
* [http://www.lua.org/pil/ Programming in Lua]&lt;br /&gt;
* [http://www.lua-users.org/ lua-users.org]&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Echelon9</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=FS2_Open_on_Solaris&amp;diff=44569</id>
		<title>FS2 Open on Solaris</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=FS2_Open_on_Solaris&amp;diff=44569"/>
		<updated>2015-05-03T05:01:33Z</updated>

		<summary type="html">&lt;p&gt;Echelon9: Reflect source code hosting via Git&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Grab a copy of Solaris ==&lt;br /&gt;
&lt;br /&gt;
Download the Oracle Solaris 11.2 x86 VirtualBox Appliance, update the guest additions, or install Solaris 11.2 for x86 on a desktop PC.&lt;br /&gt;
&lt;br /&gt;
== Install needed dependencies ==&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;developer/gcc (currently installs 4.8.2)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Make sure the matching gcc runtime is installed&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;developer/build/autoconf (currently 2.68)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;developer/build/automake (currently 1.11.2)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;developer/build/gnu-make (Appliance already has this)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;developer/build/libtool (currently 2.4.2)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;library/readline (Appliance already has this)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;runtime/lua (Appliance already has this)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;developer/versioning/git&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;library/sdl (currently 1.2.14)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;developer/versioning/git (currently 1.7.9.2)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;developer/build/cmake (currently 2.8.6)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On OpenSXCE (OpenIndiana based distro for Sparc) I had to install CSWautoconf (included 2.63 is too old), CSWpkgconfig (very important to fix parse error in configure script), and uninstalled the original autoconf program.  I still had to install OpenAL and Jansson, but OpenAL Soft had to be version 1.11.753 because no newer version would compile due to some opcode errors, and newer versions from git would not configure due to a pthread.h issue which doesn&#039;t seem to occur in the last release version or prior.  Also, that openal soft&#039;s &amp;quot;gmake install&amp;quot; command ignored the cmake install prefix, so I had to install it by manually copying files to their destinations.  The latest official Solaris from Oracle doesn&#039;t seem to have that problem with the newest versions of OpenAL Soft in git.  OpenSXCE did not need a newer gcc though.&lt;br /&gt;
&lt;br /&gt;
== Install OpenAL ==&lt;br /&gt;
This is why git and cmake were installed while you had the package manager open.  Download OpenAL Soft 1.15.1 (1.16 and latest git currently fail with a PThreads error) from http://kcat.strangesoft.net/openal-releases/, follow the build instructions on http://kcat.strangesoft.net/openal.html, except use the following command instead of &#039;cmake ..&#039;:&amp;lt;br /&amp;gt;&lt;br /&gt;
cmake -DCMAKE_INSTALL_PREFIX=/usr ..&lt;br /&gt;
&lt;br /&gt;
== Install Jansson ==&lt;br /&gt;
[http://www.digip.org/jansson/ Jansson] is the JSON library for C that is needed for the new WebUI dedicated server code.  There is currently no Solaris package, so you will have to compile this from source.  The latest version I can get working out of the box on Solaris 11.2 is from their Git repo, as 2.6 will not compile with a complaint about the isnan macro.  Clone the source repo to a new directory and cd into that directory, then:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;cmake -DCMAKE_INSTALL_PREFIX=/usr ..&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;gmake&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;gmake check&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;sudo gmake install&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
That will give you an installation of Jansson which pkg-config can find with no other environment editing required.  Keep the jansson git folder around if you think you might want to run &#039;sudo gmake uninstall&#039; at some point down the line, like if jansson ever gets into the package manager, or you want to upgrade.&lt;br /&gt;
&lt;br /&gt;
== Install OpenCSW packages ==&lt;br /&gt;
Installing these packages will fix the linking errors with libjpeg and libGL.  bzflag bring mesa, libglew, and probably some other stuff that&#039;s needed and it was easier to get it all in one go.  Yes, Solaris will indicate that jpeg, mesa, etc are already installed, but they don&#039;t link correctly for some reason.  Installing the CSW versions fixes that.&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;sudo pkgadd -d http://get.opencsw.org/now&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;sudo pkgutil -U&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;sudo pkgutil -y -i CSWlibjpeg-dev&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;sudo pkgutil -y -i CSWbzflag&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;sudo ln -s /opt/csw/lib/libjpeg.so.7 /usr/lib/  (might be needed to fix issue with finding libjpeg after these packages are installed)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Compile FS2 ==&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;git clone https://github.com/scp-fs2open/fs2open.github.com.git fs2_open&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;cd fs2_open&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;./autogen.sh&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;gmake&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;cp code/fs2_open_* ../&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
[http://rsaxvc.net/blog/2010/9/30/Building%20FS2_Open%20on%20OpenSolaris.html Building FS2_Open on OpenSolaris]&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://rsaxvc.net/blog/2010/9/19/Building%20OpenAL%20on%20Solaris.html Building OpenAL on Solaris]&lt;/div&gt;</summary>
		<author><name>Echelon9</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Getting_the_FreeSpace2:_SCP_Source_Code&amp;diff=44568</id>
		<title>Getting the FreeSpace2: SCP Source Code</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Getting_the_FreeSpace2:_SCP_Source_Code&amp;diff=44568"/>
		<updated>2015-05-03T04:59:59Z</updated>

		<summary type="html">&lt;p&gt;Echelon9: Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Note| In April 2015, the SCP team transitioned the source code repository from SVN-based to GitHub-based (Git).}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Windows==&lt;br /&gt;
&lt;br /&gt;
{{Warning| The Windows section has yet to be updated for the transition to GitHub.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ported from karajorma&#039;s [http://www.hard-light.net/forums/index.php/topic,52845.0.html thread] on the [http://www.hard-light.net/forums/index.php HLP Forums].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how you set things up:&lt;br /&gt;
&lt;br /&gt;
*Go to the [http://tortoisesvn..or/ Tortoise SVN homepage] and download the latest version.&lt;br /&gt;
*Install it. You&#039;ll probably have to restart your PC afterwards.&lt;br /&gt;
*Make a new folder on your HD where you&#039;d like to install the code. You&#039;ll need a fair bit of space for the code + the intermediate files when building it. Press right mouse and choose SVN Checkout from the list.&lt;br /&gt;
[[Image:CheckingOutSVN1.jpg]]&lt;br /&gt;
*An new window will open up. Cut and paste this into the URL of repository box:&amp;lt;br&amp;gt;&#039;&#039;&#039;svn://svn.icculus.org/fs2open/trunk/fs2_open&#039;&#039;&#039;&lt;br /&gt;
*By default the HEAD revision will be selected. You probably don&#039;t want to change this. Your screen should now look like this:&lt;br /&gt;
[[Image:CheckingOutSVN2.jpg]]&lt;br /&gt;
*Press OK to begin downloading from the repository.&lt;br /&gt;
&lt;br /&gt;
It&#039;s pretty easy. It shouldn&#039;t take you more than a minute or two to do once you&#039;ve installed Tortoise.&lt;br /&gt;
&lt;br /&gt;
== Mac ==&lt;br /&gt;
&lt;br /&gt;
Please see the [[Mac_Development_Guide#Getting_the_Freespace_2_Open_SCP_source_code|Mac Development Guide]].&lt;br /&gt;
&lt;br /&gt;
== Unixes ==&lt;br /&gt;
&lt;br /&gt;
Please see the [[Guide_to_FS_Open_on_Linux|Linux Development Guide]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Echelon9</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Release_Build_Process&amp;diff=44567</id>
		<title>Release Build Process</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Release_Build_Process&amp;diff=44567"/>
		<updated>2015-05-03T04:59:48Z</updated>

		<summary type="html">&lt;p&gt;Echelon9: Reflect source code hosting via Git&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Note| In April 2015, the SCP team transitioned the source code repository from SVN-based to GitHub-based (Git).}}&lt;br /&gt;
{{Warning| This page has yet to be updated for the transition to GitHub.}}&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;1) (One time) Create branch for new release.  This is an entirely remote op and can be done from anywhere, by anyone with write access.&lt;br /&gt;
&lt;br /&gt;
svn copy [-r REV] svn://svn.icculus.org/fs2open/trunk/fs2_open svn://svn.icculus.org/fs2open/branches/fs2_open_&amp;lt;VERSION&amp;gt; -m &amp;quot;Copy trunk r&amp;lt;REV&amp;gt; to &amp;lt;VERSION&amp;gt; branch.&amp;quot;&lt;br /&gt;
# REV is only needed after copy if not just copying the latest HEAD revision in trunk.&lt;br /&gt;
&lt;br /&gt;
2) (Once per platform) Checkout the branch.&lt;br /&gt;
&lt;br /&gt;
cd &amp;lt;CODE DIRECTORY&amp;gt;&lt;br /&gt;
svn co svn://svn.icculus.org/fs2open/branches/fs2_open_&amp;lt;VERSION&amp;gt; fs2_open_&amp;lt;VERSION&amp;gt;_svn&lt;br /&gt;
&lt;br /&gt;
3) (Once per release) Commit a output filename/versioning commit.&lt;br /&gt;
&lt;br /&gt;
https://svn.icculus.org/fs2open?view=rev&amp;amp;revision=9638 should be a complete diff of everything that should be modified.&lt;br /&gt;
&lt;br /&gt;
Since the pilot code, this has been simplified a bit as far as project files are concerned.&lt;br /&gt;
Windows project version strings are a bit different (more consistent, fewer).  Most consist of replacing 2_open_&amp;lt;PREV_VERSION&amp;gt; with 2_open_&amp;lt;NEXT_VERSION&amp;gt;.&lt;br /&gt;
A search and replace through all the necessary files will cover most of the build output filenames for the Windows project files.  For instance:&lt;br /&gt;
s/2_open_3_6_19/2_open_3_7_0_RC1&lt;br /&gt;
That will cover all instances of fred2_open_3_6_19[-DEBUG], fs2_open_3_6_19[-DEBUG], and wxfred2_open_3_6_19[-DEBUG].&lt;br /&gt;
For enabling text-to-speech and voice recognition in MSVC_2008, open the Fred2.vcproj, Freespace2.vcproj, and code.vcproj.  In all three, you need to:&lt;br /&gt;
s/_SECURE_SCL=0;_HAS_ITERATOR_DEBUGGING=0;&amp;quot;/_SECURE_SCL=0;_HAS_ITERATOR_DEBUGGING=0;FS2_SPEECH;FS2_VOICER;&amp;quot;&lt;br /&gt;
There should be 18 replacements total, 6 per file.  In Freespace2.vcproj, you must also:&lt;br /&gt;
s/_VC08;/_VC08;FS2_VOICER;&lt;br /&gt;
There should be six of those.&lt;br /&gt;
For the Xcode projects, the InfoPlist.strings files are binary, but editable in most decent editors and should be obvious what needs to be changed.&lt;br /&gt;
The project.pbxproj files just need the CURRENT_PROJECT_VERSION fields updated from, for example, 3.6.19-trunk to 3.7.0-RC1, etc.&lt;br /&gt;
BE SURE TO GET THE CODEBLOCKS Freespace2 project file.  It was somehow still missed in the 9638 commit.&lt;br /&gt;
&lt;br /&gt;
4) (Following instructions are once per release per platform) Export at the desired revision from the branch checkout.&lt;br /&gt;
&lt;br /&gt;
cd &amp;lt;CODE DIRECTORY&amp;gt;&lt;br /&gt;
svn up fs2_open_&amp;lt;VERSION&amp;gt;_svn&lt;br /&gt;
svn export fs2_open_&amp;lt;VERSION&amp;gt;_svn fs2_open_&amp;lt;VERSION&amp;gt;[_RCx]&lt;br /&gt;
# (Linux only)&lt;br /&gt;
tar -cvzf fs2_open_&amp;lt;VERSION&amp;gt;[_RCx]_src.tgz fs2_open_&amp;lt;VERSION&amp;gt;[_RCx]&lt;br /&gt;
md5sum fs2_open_&amp;lt;VERSION&amp;gt;[_RCx]_src.tgz &amp;gt; fs2_open_&amp;lt;VERSION&amp;gt;[_RCx]_src.md5&lt;br /&gt;
# Upload source export and md5 to builds folder.&lt;br /&gt;
&lt;br /&gt;
5) Follow the specific platform&#039;s build method.&lt;br /&gt;
&lt;br /&gt;
Windows:  Currently use MSVC 2008.&lt;br /&gt;
Open the .sln, and batch build all configs (Release and Debug Standard, SSE, SSE2) for Freespace2 and Fred2.&lt;br /&gt;
-or-&lt;br /&gt;
&amp;quot;C:\Program Files (x86)\Microsoft Visual Studio 9.0\VC\vcpackages\vcbuild&amp;quot; /nocolor /nologo /rebuild Freespace2.sln &amp;quot;Release|Win32&amp;quot; &amp;amp;&amp;amp; \&lt;br /&gt;
&amp;quot;C:\Program Files (x86)\Microsoft Visual Studio 9.0\VC\vcpackages\vcbuild&amp;quot; /nocolor /nologo /rebuild Freespace2.sln &amp;quot;Debug|Win32&amp;quot; &amp;amp;&amp;amp; \&lt;br /&gt;
&amp;quot;C:\Program Files (x86)\Microsoft Visual Studio 9.0\VC\vcpackages\vcbuild&amp;quot; /nocolor /nologo /rebuild Freespace2.sln &amp;quot;Release SSE|Win32&amp;quot; &amp;amp;&amp;amp; \&lt;br /&gt;
&amp;quot;C:\Program Files (x86)\Microsoft Visual Studio 9.0\VC\vcpackages\vcbuild&amp;quot; /nocolor /nologo /rebuild Freespace2.sln &amp;quot;Debug SSE|Win32&amp;quot; &amp;amp;&amp;amp; \&lt;br /&gt;
&amp;quot;C:\Program Files (x86)\Microsoft Visual Studio 9.0\VC\vcpackages\vcbuild&amp;quot; /nocolor /nologo /rebuild Freespace2.sln &amp;quot;Release SSE2|Win32&amp;quot; &amp;amp;&amp;amp; \&lt;br /&gt;
&amp;quot;C:\Program Files (x86)\Microsoft Visual Studio 9.0\VC\vcpackages\vcbuild&amp;quot; /nocolor /nologo /rebuild Freespace2.sln &amp;quot;Debug SSE2|Win32&amp;quot;&lt;br /&gt;
Copy the 2 release exes into the respective debug folder, and archive the 4 exes, the 2 map files, and the 2 pdb files using standard zip compression.&lt;br /&gt;
You should end up with three files:  fs2_open_&amp;lt;VERSION&amp;gt;[_RCx].zip (SSE2), fs2_open_&amp;lt;VERSION&amp;gt;[_RCx]_SSE.zip, and fs2_open_&amp;lt;VERSION&amp;gt;[_RCx]_NO-SSE.zip.&lt;br /&gt;
MD5 the three zip files into fs2_open_&amp;lt;VERSION&amp;gt;[_RCx].md5.&lt;br /&gt;
Upload these 4 files to the mirrors under builds/WIN.&lt;br /&gt;
&lt;br /&gt;
OSX:  Currently use Xcode 5.1.1.&lt;br /&gt;
cd &amp;lt;CODE DIRECTORY&amp;gt;/fs2_open_&amp;lt;VERSION&amp;gt;[_RCx]/projects/Xcode&lt;br /&gt;
tar -xvzf Frameworks.tgz&lt;br /&gt;
/&amp;lt;xcodebuild_path&amp;gt;/xcodebuild -configuration Release &amp;amp;&amp;amp; /&amp;lt;xcodebuild_path&amp;gt;/xcodebuild -configuration Debug&lt;br /&gt;
# Copy .apps from build/Debug and build/Release to a folder names FS2_Open &amp;lt;VERSION&amp;gt;[ RCx].&lt;br /&gt;
mkdir ~/Desktop/FS2_Open\ &amp;lt;VERSION&amp;gt;[ RCx]&lt;br /&gt;
cp -rf build/Release/FS2_Open.app ~/Desktop/FS2_Open\ &amp;lt;VERSION&amp;gt;[\ RCx]/FS2_Open\ &amp;lt;VERSION&amp;gt;[\ RCx].app&lt;br /&gt;
cp -rf build/Debug/FS2_Open\ \(debug\).app ~/Desktop/FS2_Open\ &amp;lt;VERSION&amp;gt;[\ RCx]/FS2_Open\ &amp;lt;VERSION&amp;gt;[\ RCx]\ \(debug\).app&lt;br /&gt;
# Use hdiutil to create an archive named FS2_Open-&amp;lt;VERSION&amp;gt;[_RCx].dmg.&lt;br /&gt;
hdiutil create -srcfolder ~/Desktop/FS2_Open\ &amp;lt;VERSION&amp;gt;[\ RCx] ~/Desktop/FS2_Open-&amp;lt;VERSION&amp;gt;[_RCx].dmg&lt;br /&gt;
# MD5 the .dmg file into FS2_Open-&amp;lt;VERSION&amp;gt;[_RCx].md5.&lt;br /&gt;
md5 ~/Desktop/FS2_Open*.dmg &amp;gt; ~/Desktop/FS2_Open-&amp;lt;VERSION&amp;gt;[_RCx].md5&lt;br /&gt;
# Upload these 2 files to the mirrors under builds/OSX.&lt;br /&gt;
&lt;br /&gt;
Linux/FreeBSD:  Use whichever latest GCC/Clang is available and working.&lt;br /&gt;
cd &amp;lt;CODE DIRECTORY/fs2_open_&amp;lt;VERSION&amp;gt;[_RCx]&lt;br /&gt;
./autogen.sh --enable-debug &amp;amp;&amp;amp; make &amp;amp;&amp;amp; cp code/fs2_open_&amp;lt;VERSION&amp;gt;[_RCx]_DEBUG ../ &amp;amp;&amp;amp; make clean &amp;amp;&amp;amp; make distclean &amp;amp;&amp;amp; ./autogen.sh &amp;amp;&amp;amp; make &amp;amp;&amp;amp; cp code/fs2_open_&amp;lt;VERSION&amp;gt;[_RCx] ../&lt;br /&gt;
# Archive the fs2_open_&amp;lt;VERSION&amp;gt;* binary files into one fs2_open_&amp;lt;VERSION&amp;gt;[_RCx].tar.bz2 file.&lt;br /&gt;
cd&lt;br /&gt;
tar -cvjf fs2_open_&amp;lt;VERSION&amp;gt;[_RCx].tar.bz2 fs2_open_&amp;lt;VERSION&amp;gt;[_RCx]_DEBUG fs2_open_&amp;lt;VERSION&amp;gt;[_RCx]&lt;br /&gt;
# MD5 the bz2 file into fs2_open_&amp;lt;VERSION&amp;gt;[_RCx].md5.&lt;br /&gt;
md5sum fs2_open_&amp;lt;VERSION&amp;gt;[_RCx].tar.bz2 &amp;gt; fs2_open_&amp;lt;VERSION&amp;gt;[_RCx].md5&lt;br /&gt;
# Upload these 2 files to the mirrors under builds/LINUX or builds/FREEBSD, accordingly.&lt;br /&gt;
&lt;br /&gt;
6) Update Mantis versions.&lt;br /&gt;
&lt;br /&gt;
If making a final release, be sure to make a released version for the next trunk version.&lt;br /&gt;
Also for finals, bump any remaining Fix For &amp;lt;VERSION&amp;gt; to the next release version.&lt;br /&gt;
&lt;br /&gt;
7) Make the main forum release post.  Use previous release post as template, update all filename links, MD5s, Known Issues, and changelog.  Sticky it.  Unsticky previous RC posts if there was one.  Irrelephant previous RC posts.  Unsticky previous final release post if new final release post.&lt;br /&gt;
&lt;br /&gt;
8) Update SCP website with news post, and links for a final release.&lt;br /&gt;
&lt;br /&gt;
9) Make other forum and news posts as necessary (Announcements, ModDB for final releases possibly, etc).&lt;br /&gt;
&lt;br /&gt;
10) Update FSO Installer source files to serve up the new release.  Use the checksum files uploaded by the release script to make this easy.&lt;br /&gt;
&lt;br /&gt;
Steps 1-5, and 7 are now encompassed by release.pl found at https://svn.icculus.org/fs2open/trunk/nightly-build/ folder.  This greatly speeds up the release process.  The script is generally run with the following options on each platform, and in this order:&lt;br /&gt;
&lt;br /&gt;
Mac (RC1 only): ./release.pl --lastversion &amp;lt;OLDVERSION&amp;gt; --nextversion &amp;lt;NEWVERSION&amp;gt; --nextsubversion RC1 --lastreleaserevision 000000 --createbranch&lt;br /&gt;
Mac: ./release.pl --lastversion &amp;lt;NEWVERSION&amp;gt; --lastsubversion RCx --nextversion &amp;lt;NEWVERSION [--nextsubversion RCx] --lastreleaserevision &amp;lt;OLDREVISION&amp;gt;&lt;br /&gt;
Linux: ./release.pl --nextversion &amp;lt;NEWVERSION&amp;gt; [--nextsubversion RCx] --doarchive&lt;br /&gt;
FreeBSD: ./release.pl --nextversion &amp;lt;NEWVERSION&amp;gt; [--nextsubversion RCx]&lt;br /&gt;
Windows: perl release.pl --nextversion &amp;lt;NEWVERSION&amp;gt; [--nextsubversion RCx] --message &amp;quot;Release message here, its existence will lead to the forum post.&amp;quot;&lt;br /&gt;
If the Windows one gives trouble with arguments, read http://www.perlmonks.org/?node_id=1054513 for help.&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>Echelon9</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Hud_gauges.tbl&amp;diff=44566</id>
		<title>Hud gauges.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Hud_gauges.tbl&amp;diff=44566"/>
		<updated>2015-05-03T04:57:32Z</updated>

		<summary type="html">&lt;p&gt;Echelon9: /* +ETS Retail: */ Clean up in-text SVN reference.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP table}}&lt;br /&gt;
&lt;br /&gt;
{{TableVersion|10210}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;hud_gauges.tbl&#039;&#039;&#039; is used for modifying the elements of the HUD. Not all gauges can be modified. However, custom gauges may be added to mimic their behavior (such as the wingman status display).&lt;br /&gt;
&lt;br /&gt;
HUD Elements in FS2 are called Gauges, and each gauge has various options to customize appearance and, in some cases, their behavior as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-hdg.tbm&lt;br /&gt;
&lt;br /&gt;
[[Tables|List of Tables]]&lt;br /&gt;
&lt;br /&gt;
==HUD Configurations==&lt;br /&gt;
The following entries are used on the HUD system, but have not been grouped with any particular gauge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Load Retail Configuration:===&lt;br /&gt;
Optional. If yes, any gauge missing from the HUD gauge definitions below will be loaded using the retail defaults.&lt;br /&gt;
&lt;br /&gt;
If no, any missing (default) gauge will prompt an error.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Color:===&lt;br /&gt;
Optional. Sets the default HUD color for all gauges.&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; Red, &#039;&#039;&#039;Integer&#039;&#039;&#039; Green, &#039;&#039;&#039;Integer&#039;&#039;&#039; Blue)&lt;br /&gt;
*Valid Values: all values from 0 to 255&lt;br /&gt;
&lt;br /&gt;
===$Font:===&lt;br /&gt;
Optional. Sets the font type to use for the HUD.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; font index number&lt;br /&gt;
*Valid Values: Any font index as defined in [[Fonts.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Directives:===&lt;br /&gt;
Optional. Sets the default maximum number of directives displayed simultaneously.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; maximum number of directives&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
*Default Value: &#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Escort Ships:===&lt;br /&gt;
Optional. Sets the default maximum number of escort ships to be shown in the escort list.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
{{Warning|&lt;br /&gt;
Entries more than 16 will cause the list to overflow into the weapons list for resolutions lower than 1024x768.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length Unit Multiplier:===&lt;br /&gt;
Optional. Sets the multiplier to applied to the reported distances. For example, if the multiplier is 0.5, then the distance reported to the player will (or at least should) be 0.5 x actual distance.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Speed Unit Multiplier:===&lt;br /&gt;
Optional. Analogous to [[Hud_gauges.tbl#$Length Unit Multiplier:|$Length Unit Multiplier]], this sets the multiplier to be applied to all speeds reported to the player. For example, if the multiplier is 0.5, the the speed reported to the player will (or at least should) be 0.5 x actual speed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
*Default Values:&lt;br /&gt;
:&#039;&#039;&#039;The value used in $Length Unit Multiplier&#039;&#039;&#039;, or&lt;br /&gt;
:&#039;&#039;&#039;1&#039;&#039;&#039;, if $Length Unit Multiplier is undefined&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Wireframe Targetbox:===&lt;br /&gt;
Optional. Defines the default draw method for the target viewer (a.k.a. targetbox).&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; Draw method ID&lt;br /&gt;
*Valid Values:&lt;br /&gt;
::&#039;&#039;&#039;0&#039;&#039;&#039; - Standard with full, bright lighting&lt;br /&gt;
::&#039;&#039;&#039;1&#039;&#039;&#039; - Wireframe&lt;br /&gt;
::&#039;&#039;&#039;2&#039;&#039;&#039; - Standard with proper lighting (i.e. lit the same as the actual target)&lt;br /&gt;
{{Table3615|&lt;br /&gt;
::&#039;&#039;&#039;3&#039;&#039;&#039; - Untextured with full bright lighting (i.e. drawn with a single flat color)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Targetbox Shader Effect:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Optional. If set, defines a unique ID for a shader effect to be used when rendering a ship for the targeting box. The ID will be passed to the main shader as in [[Post_processing.tbl##Ship_Effects|#Ship_Effects]], but a table entry for the effect is not needed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any positive number&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lock Wireframe Mode:===&lt;br /&gt;
Optional. If set, prevents targetbox draw method from being changed during the gaming session.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scale Gauges:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Optional. If set, all gauges will use this value as the default for scaling individual gauge sizes (i.e. doesn&#039;t affect gauges that use Position:, and doesn&#039;t affect the values of Offset:.  In addition, if &amp;quot;$Load Retail Configuration:&amp;quot; is true then all unspecified retail gauges will use this value.&lt;br /&gt;
&lt;br /&gt;
If not set, defaults to yes. &lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Reticle Style:===&lt;br /&gt;
Optional. Defines which aiming reticle to use.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: &lt;br /&gt;
:&#039;&#039;&#039;FS1&#039;&#039;&#039; - uses &#039;&#039;&#039;&#039;&#039;reticle1_fs1.ani&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;FS2&#039;&#039;&#039; - uses &#039;&#039;&#039;&#039;&#039;reticle1.ani&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==#Gauge Config==&lt;br /&gt;
The following entries define default gauge appearance and behavior. Each gauge has the option of overriding these options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship:===&lt;br /&gt;
Deprecated and superceded by $Ships in FSO revision 9208. If defined, the following config data will only be used if the player ship is of the supplied ship class. Can be defined multiple times within a #Gauge config group to allow unique HUD configurations per ship class.&lt;br /&gt;
&lt;br /&gt;
If not defined, all following config data will be applied to all ships.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, ship class name&lt;br /&gt;
&lt;br /&gt;
===$Ships:===&lt;br /&gt;
Optional. Can be used to define a list of ships the hud definition that follows will be applied to. Can be defined multiple times within a #Gauge config group to allow unique HUD configurations per ship class.&lt;br /&gt;
&lt;br /&gt;
If not defined, all following config data will be applied to all ships.&lt;br /&gt;
&lt;br /&gt;
*`Syntax: &#039;&#039;&#039;( &amp;quot;Class name 1&amp;quot; &amp;quot;Class name 2&amp;quot; )&#039;&#039;&#039;, ship class names formatted like a flag list.&lt;br /&gt;
&lt;br /&gt;
====$Load Retail Configuration:====&lt;br /&gt;
Optional. Overrides the [[Hud_gauges.tbl#$Load Retail Configuration: 1|$Load Retail Configuration]] global option for this ship class.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Color:====&lt;br /&gt;
Optional. Overrides the [[Hud_gauges.tbl#$Color: 1|$Color]] global option for this ship class.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Color: 1|$Color]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Font:====&lt;br /&gt;
Optional. Overrides the [[Hud_gauges.tbl#$Font: 1|$Font]] global option for this ship class.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Font: 1|$Font]]&lt;br /&gt;
&lt;br /&gt;
===$Base:===&lt;br /&gt;
Required. Defines the base resolution for this HUD configuration, upon which other gauge options (such as [[Hud_gauges.tbl#Position:|Position:]] / [[Hud_gauges.tbl#Origin:|Origin:]] / [[Hud_gauges.tbl#Offset:|Offset:]]) will use as its coordinate system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
*Valid Values: All supported resolutions (?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scale Gauges:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Optional. If set, will configure gauges Scaling behaviour for gauges in this #Gauge Config section. i.e. overriding the default, or the value specified at the top of the file.  Individual gauges can override this setting.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Required Aspect:===&lt;br /&gt;
Optional. If set, this configuration will only be loaded for the specified aspect ratios.&lt;br /&gt;
&lt;br /&gt;
Used as a filter when there are multiple $Base: resolutions in the table&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Valid Values:&lt;br /&gt;
:&amp;quot;Full Screen&amp;quot; (4:3, aspect ratio &amp;lt; 1.5)&lt;br /&gt;
:&amp;quot;Wide Screen&amp;quot; (16:9, 16:10, or similar, aspect ratio &amp;gt;= 1.5)&lt;br /&gt;
&lt;br /&gt;
===$Min:===&lt;br /&gt;
Optional. Minimum resolution for this config. Any resolution lower than specified will not use this configuration.&lt;br /&gt;
&lt;br /&gt;
Used as a filter when there are multiple $Base: resolutions in the table&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
*Valid Values: All supported resolutions (?)&lt;br /&gt;
&lt;br /&gt;
===$Max:===&lt;br /&gt;
Optional. Maximum resolution for this config.  Any resolution higher than specified will not use this configuration.&lt;br /&gt;
&lt;br /&gt;
Used as a filter when there are multiple $Base: resolutions in the table&lt;br /&gt;
&lt;br /&gt;
*Syntax: (&#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height)&lt;br /&gt;
*Valid Values: All supported resolutions (?)&lt;br /&gt;
&lt;br /&gt;
===$Gauges:===&lt;br /&gt;
Following entries define gauge-specific behavior. For the most part, each gauge has its own overrides that, if not defined, would otherwise use the global values.&lt;br /&gt;
&lt;br /&gt;
Since many gauges have the same configuration options, each gauge entry has a list of valid sub-entries. Unless stated otherwise, these options must be defined in the same order as they are shown, starting from the top and ending at the bottom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Custom:====&lt;br /&gt;
Adds a custom gauge type.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name:|Name:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Text:|Text:]]&lt;br /&gt;
:[[Hud_gauges.tbl#X Offset:|X Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Y Offset:|Y Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Gauge Type:|Gauge Type:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Active by default:|Active by default:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
&lt;br /&gt;
====+Messages:==== &lt;br /&gt;
Adds a gauge that display mission messages.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Lines:|Max Lines:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Width:|Max Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Line Height:|Line Height]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Total Lifetime:|Total Lifetime:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Scroll Time:|Scroll Time]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Step Size:|Step Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hidden By Comms Menu:|Hidden By Comms Menu:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Training Messages:==== &lt;br /&gt;
Adds a text box, like the ones seen in the FS1 and FS2 training missions.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Support:====&lt;br /&gt;
Adds a text box that shows the Support ship&#039;s status and ETA&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Y-offset:|Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Status X-offset:|Dock Status X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Time X-offset:|Dock Time X-offset:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Damage:==== &lt;br /&gt;
Adds a gauge that shows how much damage a target (or the player?) has.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull Integrity Offsets:|Hull Integrity Offsets]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull Integrity Value X-offset:|Hull Integrity Value X-offset]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Entry Height:|Subsystem Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem List Start Offsets:|Subsystem List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Entry Value X-offset:|Subsystem Entry Value X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Wingman Status:==== &lt;br /&gt;
Adds a gauge that monitors the status of your wing and squadron.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Left Background Filename:|Left Background Filename:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Right Background Filename:|Right Background Filename:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dot Filename:|Dot Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Left Background Width:|Left Background Width:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Size:|First Background Size:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Width:|Entry Width:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Size:|Entry Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Right Background Offset:|Right Background Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Offset:|Last Background Offset:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Single Wing Offsets:|Single Wing Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Multiple Wing Start Offsets:|Multiple Wing Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Wing Name Offsets:|Wing Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dot Offsets:|Dot Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Expansion Mode:|Expansion Mode:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Auto Speed:==== &lt;br /&gt;
Adds the Auto-Speed mode gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Auto Offsets:|Auto Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Speed Offsets:|Speed Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|On Text Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|Off Text Color:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Auto Target:==== &lt;br /&gt;
Adds the Auto-target mode gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Auto Offsets:|Auto Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Target Offsets:|Target Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|On Text Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#On Text Color:|Off Text Color:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Countermeasures:==== &lt;br /&gt;
Adds a gauge that monitors the amount of remaining countermeasures the player&#039;s ship currently has.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Talking Head:==== &lt;br /&gt;
Adds a video window to display pilot message videos (a.k.a talking heads).&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Animation Offsets:|Animation Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Animation Background Size:|Animation Background Size:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Directives:==== &lt;br /&gt;
Adds a gauge that displays all currently active directives (includes current , completed, and failed)&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Line Width:|Max Line Width:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Weapons:==== &lt;br /&gt;
Adds a weapon status and ammunition gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Top Background Filename:|Primary List Top Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Middle Background Filename:|Primary List Middle Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Bottom Background Filename:|Primary List Bottom Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Top Background Filename:|Secondary List Top Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Entry Background Filename:|Secondary List Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Bottom Background Filename:|Secondary List Bottom Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text X-offset:|Text X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Primary Frame Height:|Top Primary Frame Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Secondary Frame Height:|Top Secondary Frame Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary List Start Y-offset:|Primary List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary List Start Y-offset:|Secondary List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Ammo X-offset:|Primary Weapon Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Link X-offset:|Primary Weapon Link X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Name X-offset:|Primary Weapon Name X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Ammo X-offset:|Secondary Weapon Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Linked X-offset:|Secondary Weapon Linked X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Name X-offset:|Secondary Weapon Name X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Reload X-offset:|Secondary Weapon Reload X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Primary Weapon Entry Height:|Primary Weapon Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Secondary Weapon Entry Height:|Secondary Weapon Entry Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Objective notify:====&lt;br /&gt;
Adds a Objective notifier gauge. This gauge alerts the player when receiving a new objective, or when an objective has been completed or failed. Additionally, this gauge alerts the player when entering subspace, and when a Red Alert mission orders are being received (prior to a forced subspace jump).&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Objective Text Y-offset:|Objective Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Objective Value Y-offset:|Objective Value Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subspace Text Y-offset:|Subspace Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subspace Value Y-offset:|Subspace Value Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Red Alert Text Y-offset:|Red Alert Text Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Red Alert Value Y-offset:|Red Alert Value Y-offset:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Squad Message====&lt;br /&gt;
Adds the squad message gauge. In FS1 and FS2, this gauge is used to send commands to your squad. (?)&lt;br /&gt;
&lt;br /&gt;
*Valid sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]  (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Height:|Top Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset|Bottom Background Offset]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Command X-offset:|Command X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Page Up Offsets:|Page Up Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Page Down Offsets:|Page Down Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Lag:==== &lt;br /&gt;
Adds a Lag gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Mini Target Shields:====&lt;br /&gt;
Adds a mini Target shields gauge. In FS1 and FS2, the Mini Target Shield gauge is the one right below the center reticle, and shows the hull damage in %&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]]&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]]&lt;br /&gt;
:[[Hud_gauges.tbl#3 Digit Hull Offsets:|3 Digit Hull Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#2 Digit Hull Offsets:|2 Digit Hull Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#1 Digit Hull Offsets:|1 Digit Hull Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Player Shields:==== &lt;br /&gt;
Adds a gauge that shows the shield and hull status icon of the player&#039;s craft or ship.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Shields:====&lt;br /&gt;
Adds a gauge that shows the shield and hull status icon of the targeted craft or ship.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Escort View:====&lt;br /&gt;
Adds an escort monitor/view gauge. This gauge monitors the status of all ships assigned to the player to escort.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Background Filename:|Top Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Filename:|Bottom Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Stagger Width:|Entry Stagger Width:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Background Offset:|Bottom Background Offset:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Header Text:|Header Text]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Offsets:|List Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull X-offset:|Hull X-offset]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Status X-offset:|Status X-offset]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Ship Name Max Width:|Ship Name Max Width:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Mission Time:==== &lt;br /&gt;
Adds a gauge that displays the current mission time.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+ETS Retail:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Draws the three other ETS gauges as a single gauge.  Will automatically rearrange itself (like retail) if shields or other systems are missing.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Gauge Offset:|Gauge Offset:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+ETS Weapons:====&lt;br /&gt;
Adds a gauge that displays the energy transfer rate for the energy weapons.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
====+ETS Engines:==== &lt;br /&gt;
Adds a gauge that displays the energy transfer rate for the afterburner/engines.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
====+ETS Shields:==== &lt;br /&gt;
Adds a gauge that displays the energy transfer rate for the shields.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Letter Offsets:|Letter Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Top Offsets:|Top Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bottom Offsets:|Bottom Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Monitor:==== &lt;br /&gt;
Adds a target monitor gauge that shows the targeted ship&#039;s relative orientation and hull strength, among other things.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Monitor Filename:|Monitor Filename:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Monitor Alpha Mask Filename:|Monitor Alpha Mask Filename:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Integrity Bar Filename:|Integrity Bar Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Viewport Offsets:|Viewport Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Viewport Size:|Viewport Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Integrity Bar Offsets:|Integrity Bar Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Integrity Bar Foreground Clip Height:|Integrity Bar Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Status Offsets:|Status Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name Offsets:|Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Class Offsets:|Class Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Distance Offsets:|Distance Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Speed Offsets:|Speed Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Hull Offsets:|Hull Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cargo Contents Offsets:|Cargo Contents Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cargo Scan Start Offsets:|Cargo Scan Start Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cargo Scan Size:|Cargo Scan Size:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Name Offsets:|Subsystem Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Subsystem Integrity Offsets:|Subsystem Integrity Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Disabled Status Offsets:|Disabled Status Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Desaturate:|Desaturate:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Extra Target Data:====&lt;br /&gt;
Adds a gauge that displays &amp;quot;extra&amp;quot; target data, such as its current orders and docking status.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Bracket Offsets:|Bracket Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dock Offsets:|Dock Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Order Offsets:|Order Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Time Offsets:|Time Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Radar:====&lt;br /&gt;
Adds a standard radar gauge&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Infinity Distance Offsets:|Infinity Distance Offsets]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Long Distance Offsets:|Long Distance Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Short Distance Offsets:|Short Distance Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Radar Orb:====&lt;br /&gt;
Adds a 3D orb radar gauge&lt;br /&gt;
 &lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Infinity Distance Offsets:|Infinity Distance Offsets]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Long Distance Offsets:|Long Distance Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Short Distance Offsets:|Short Distance Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Radar BSG:==== &lt;br /&gt;
Adds a BSG style radar (a.k.a DRADIS).&lt;br /&gt;
&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Size:|Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#XY Disc Filename:|XY Disc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#XZ YZ Disc Filename:|XZ YZ Disc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Sweep Disc Filename:|Sweep Disc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Default Contact Filename:|Default Contact Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Unknown Contact Filename:|Unknown Contact Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]]&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]]&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Loop Volume:|Loop Volume:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Minimum Beep Delay:|Minimum Beep Delay]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Afterburner Energy:====&lt;br /&gt;
Adds a gauge that shows the remaining afterburner energy.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Weapon Energy:====&lt;br /&gt;
Adds a gauge that shows the remaining weapon energy.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Text Alignment:|Text Alignment:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Always Show Text:|Always Show Text:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Follows:|Text Follows:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Ballistic Ammo:|Show Ballistic Ammo:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Armed Guns List Offsets:|Armed Guns List Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Armed Guns List Alignment:|Armed Guns List Alignment:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Armed Guns List Entry Height:|Armed Guns List Entry Height:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Text Warnings:==== &lt;br /&gt;
Adds a gauge that warns the player (current warnings are EMP, Launch, Evaded, Collision, Blast &amp;amp; Engine Wash).&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Center Reticle:==== &lt;br /&gt;
Adds a &amp;quot;custom&amp;quot; center reticle.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint display:|Firepoint display:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint size:|Firepoint size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint X coordinate multiplier:|Firepoint X coordinate multiplier:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Firepoint Y coordinate multiplier:|Firepoint Y coordinate multiplier:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Throttle:====&lt;br /&gt;
Adds a gauge that shows the current throttle position.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Bottom Y-offset:|Foreground Clip Bottom Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Width:|Foreground Clip Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Foreground Clip Height:|Foreground Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Afterburner Clip Height:|Afterburner Clip Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Background:|Show Background:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Speed Label Offsets:|Max Speed Label Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Show Max Speed Label:|Show Max Speed Label:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Min Speed Label Offsets:|Min Speed Label Offsets:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Show Min Speed Label:|Show Min Speed Label:]] (Optional)}}&lt;br /&gt;
:[[Hud_gauges.tbl#Orbit Center Offsets:|Orbit Center Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Orbit Radius:|Orbit Radius:]] (Optional)&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Current Speed Offsets:|Current Speed Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Target Speed Offsets:|Target Speed Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Percentage:|Show Percentage:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Glide Status Offsets:|Glide Status Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Match Speed Status Offsets:|Match Speed Status Offsets:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Threat Indicator:==== &lt;br /&gt;
Adds a gauge that indicates when a lock-on has been achieved by an attacker, and if the player is being shot at.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Arc Filename:|Arc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dumbfire Filename:|Dumbfire Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Filename:|Lock Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dumbfire Offsets:|Dumbfire Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Offsets:|Lock Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Multiplayer Messages:====&lt;br /&gt;
Adds a gauge that displays the multiplayer messages.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Voice Status:====&lt;br /&gt;
Adds a gauge that displays the voice status.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Ping:====&lt;br /&gt;
Adds a gauge that the ping time to the multiplayer server.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Supernova:====&lt;br /&gt;
Adds a gauge that warns the player of an impending supernova shock wave.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Lock Indicator:====&lt;br /&gt;
Adds a Lock Indicator gauge.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Filename:|Lock Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Locked Filename:|Locked Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Lock Center Offsets:|Lock Center Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Locked Center Offsets:|Locked Center Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Offscreen Indicator:====&lt;br /&gt;
Adds an Offscreen Indicator.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Brackets:====&lt;br /&gt;
Adds a Target Bracket gauge. This is drawn around current target(s) and talkers.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Dot Filename:|Dot Filename:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Hostile Triangle:====&lt;br /&gt;
Adds a gauge that points to the nearest attacker, if it is off-screen and is not currently targeted.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Target Triangle:====&lt;br /&gt;
Adds a gauge that points to the targeted craft, if it is currently off-screen.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Missile Triangles:====&lt;br /&gt;
Adds a gauge that is used during attempting to lock onto a target when using an aspect seeking missile.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Base:|Triangle Base:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triangle Height:|Triangle Height:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Lead Indicator:====&lt;br /&gt;
Adds a gauge that is used to raise the probability of hitting a target with primary weapons.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
::Frame #0: Secondaries lead indicator (Dumbfire)&lt;br /&gt;
::Frame #1: Secondaries lead indicator (Homing)&lt;br /&gt;
::Frame #2: Primaries lead indicator&lt;br /&gt;
:[[Hud_gauges.tbl#Center Offsets:|Center Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Orientation Tee:====&lt;br /&gt;
Adds a gauge that indicates the targeted craft&#039;s orientation in relation to the player&#039;s craft.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Radius:|Radius]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Lead Sight:====&lt;br /&gt;
Adds a gauge that indicates where your shots will end up, as opposed to Lead Indicator that indicates where you have to shoot at to hit your target. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
::Frame #0 is used for secondaries&lt;br /&gt;
::* If only one frame is found in the file, then it is used for primaries instead&lt;br /&gt;
::Frame #1 is used for primaries&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Kills:====&lt;br /&gt;
Adds a gauge that keeps track of how many kills the player has scored during a mission.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Text Offsets:|Text Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Value Offsets:|Value Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Weapon Linking:====&lt;br /&gt;
Adds a gauge that indicates the selected weapons and their firing rates.&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Arc Filename:|Arc Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Primary Filename:|Single Primary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Primary Filename:|Double Primary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Secondary Filename:|Single Secondary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Secondary Filename:|Double Secondary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triple Secondary Filename:|Triple Secondary Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Primary Offsets:|Single Primary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Primary Offsets:|Double Primary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Single Secondary Offsets:|Single Secondary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Double Secondary Offsets:|Double Secondary Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Triple Secondary Offsets:|Triple Secondary Offsets:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Fixed Messages:====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position]] (Optional)&lt;br /&gt;
{{table371|&lt;br /&gt;
:[[Hud_gauges.tbl#Scale Gauge:|Scale Gauge:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Origin:|Origin:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Offset:|Offset:]])&lt;br /&gt;
:[[Hud_gauges.tbl#Offset:|Offset:]] (Optional, incompatible with [[Hud_gauges.tbl#Position:|Position:]], requires [[Hud_gauges.tbl#Origin:|Origin:]])&lt;br /&gt;
}}&lt;br /&gt;
{{table3615|&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
}}&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
&lt;br /&gt;
====+Flight Path Marker:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Adds a gauge that indicates the direction where your ship is traveling. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Center Offsets:|Center Offsets:]] (Optional)}}&lt;br /&gt;
&lt;br /&gt;
====+Warhead Count:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Displays the name of the current secondary weapon. Tallies the ammo left. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Filename:|Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name Offsets:|Name Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Count Offsets:|Count Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Icon Width:|Icon Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Icon Height:|Icon Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Icons:|Max Icons:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Max Columns:|Max Columns:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name Alignment:|Name Alignment:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Hardpoints:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Draws a silhouette of the player&#039;s ship and mounted weapons. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Size:|Size:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Line Width:|Line Width:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#View Direction:|View Direction:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Primary Weapons:|Show Primary Weapons:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Show Secondary Weapons:|Show Secondary Weapons:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Primary Weapons:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Like the Weapons gauge but simpler. Only displays primary weapons. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Text:|Header Text:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Height:|First Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background X-offset:|First Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Height:|Entry Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background X-offset:|Entry Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background X-offset:|Last Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Y-offset:|Last Background Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Y-offset:|List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Ammo X-offset:|Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Link X-offset:|Link X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Secondary Weapons:====&lt;br /&gt;
{{table3615|&lt;br /&gt;
Like the Weapons gauge but simpler. Only displays secondary weapons. Notably used by [[Diaspora]].&lt;br /&gt;
&lt;br /&gt;
*Valid Sub-Entries:&lt;br /&gt;
:[[Hud_gauges.tbl#Position:|Position:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Cockpit Target:|Cockpit Target:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Canvas Size:|Canvas Size:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Offset:|Display Offset:]] (Optional)&lt;br /&gt;
::[[Hud_gauges.tbl#Display Size:|Display Size:]]&lt;br /&gt;
:[[Hud_gauges.tbl#Color:|Color:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Font:|Font:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Slew:|Slew:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Offsets:|Header Offsets:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Header Text:|Header Text:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Filename:|First Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background Height:|First Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#First Background X-offset:|First Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Filename:|Entry Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background Height:|Entry Background Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Background X-offset:|Entry Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Filename:|Last Background Filename:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background X-offset:|Last Background X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Last Background Y-offset:|Last Background Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Entry Height:|Entry Height:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#List Start Y-offset:|List Start Y-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Ammo X-offset:|Ammo X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Link X-offset:|Link X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Name X-offset:|Name X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Unlink X-offset:|Unlink X-offset:]] (Optional)&lt;br /&gt;
:[[Hud_gauges.tbl#Reload X-offset:|Reload X-offset:]] (Optional)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$End Gauges===&lt;br /&gt;
The Gauges section must end with $End Gauges. No Exceptions.&lt;br /&gt;
&lt;br /&gt;
==#End==&lt;br /&gt;
The very last entry in the Hud_gauges.tbl must be #End. No Exceptions.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Gauge Configuration Options==&lt;br /&gt;
Since a vast majority of gauges share the same entries, the configuration options for each gauge have been grouped here for formatting consistency.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Position:====&lt;br /&gt;
Defines the screen coordinates for the upper left corner of this gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal pixel, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical pixel position&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Training Messages:|+Training Messages:]], [[Hud_gauges.tbl#+Support:|+Support]] (and many others)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Scale Gauge:====&lt;br /&gt;
&lt;br /&gt;
{{table371|&lt;br /&gt;
Define if a gauge size will scale or not. &lt;br /&gt;
&lt;br /&gt;
If false then gauge bitmaps will always show at their original size which may result in gauges being very small at high resolutions.&lt;br /&gt;
&lt;br /&gt;
If true then gauge bitmaps will scale in proportion to the current resolution vs the base HUD resolution in use. This may result in gauges becoming blurry at non-base resolutions.&lt;br /&gt;
&lt;br /&gt;
Defaults to yes/true.&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039; scale_this_gauge&lt;br /&gt;
&lt;br /&gt;
Used by: most gauges&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Origin:====&lt;br /&gt;
&lt;br /&gt;
{{table371|&lt;br /&gt;
Define gauge position as a ratio of the screen size (base or current, it doesn&#039;t matter).&lt;br /&gt;
&lt;br /&gt;
Requires [[Hud_gauges.tbl#Offset:|Offset:]]&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039; horizontal ratio 0.0 - 1.0, &#039;&#039;&#039;Float&#039;&#039;&#039; vertical ratio 0.0 - 1.0&lt;br /&gt;
&lt;br /&gt;
Used by: most gauges&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Offset:====&lt;br /&gt;
&lt;br /&gt;
{{table371|&lt;br /&gt;
Define gauge offset from [[Hud_gauges.tbl#Origin:|Origin:]] in base resolution pixels &lt;br /&gt;
&lt;br /&gt;
Requires [[Hud_gauges.tbl#Origin:|Origin:]]&lt;br /&gt;
&lt;br /&gt;
Incompatible with [[Hud_gauges.tbl#Position:|Position:]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal pixel offset from Origin:, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical pixel offset from Origin:&lt;br /&gt;
&lt;br /&gt;
Used by: most gauges&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Cockpit Target:====&lt;br /&gt;
The cockpit display that this gauge will be rendered to. Refers to the +Display Name: defined in [[ships.tbl#$Cockpit Display:|$Cockpit Display:]].&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039; String defined in +Display Name: in [[ships.tbl#$Cockpit Display:|$Cockpit Display:]]&lt;br /&gt;
&lt;br /&gt;
=====Canvas Size:=====&lt;br /&gt;
The off-screen canvas this gauge will be rendered to before being interpolated into the actual cockpit display.  The smaller this number is, the larger the gauge will appear on the cockpit display.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height&lt;br /&gt;
&lt;br /&gt;
=====Display Offset:=====&lt;br /&gt;
The position of the canvas on the cockpit display texture&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height&lt;br /&gt;
&lt;br /&gt;
=====Display Size:=====&lt;br /&gt;
The interpolated size on the cockpit display texture that the canvas will be rendered to.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; width, &#039;&#039;&#039;Integer&#039;&#039;&#039; height&lt;br /&gt;
&lt;br /&gt;
====Color:====&lt;br /&gt;
Optional. Overrides both previous color settings ([[Hud_gauges.tbl#$Color: 1|$Color]] HUD option and [[Hud_gauges#$Color: 2|$Color]] ship class option) for this particular gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Color: 1|$Color:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Font:====&lt;br /&gt;
Optional. Overrides both previous font settings ([[Hud_gauges.tbl#$Font: 1|$Font]] HUD option and [[Hud_gauges#$Font: 2|$Font]] ship class option) for this particular gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: See [[Hud_gauges.tbl#$Font: 1|$Font:]]&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Training Messages:|+Training Messages:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Name:====&lt;br /&gt;
Defines the name of this custom gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Max Length: 32 characters&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text:====&lt;br /&gt;
Default text to be displayed. Can be altered using the hud-set-message, hud-set-text and hud-set-directive sexps.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Max Length: 32 characters&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====X Offset:====&lt;br /&gt;
Optional. Defines the horizontal pixel offset (from the gauge&#039;s origin as defined by [[Hud_gauges.tbl#Position:|Position:]]) that the Text will be displayed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
====Y Offset:====&lt;br /&gt;
Optional. Defines the vertical pixel offset (from the gauge&#039;s origin defined by [[Hud_gauges.tbl#Position:|Position:]]) that the Text will be displayed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
====Gauge Type:====&lt;br /&gt;
Defines the type of gauge this is.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Valid Values: Any one of the possible [[gauge types]].&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Slew:====&lt;br /&gt;
Optional. Determines whether or not this gauge is affected by afterburner shaking or similar effects. If set to &amp;quot;true&amp;quot;, the gauge will &amp;lt;strong&amp;gt;not&amp;lt;/strong&amp;gt; follow the player&#039;s head movements when using TrackIR/padlock. i.e. should be used for gauges like the gunsight/leadsight.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
====Max Lines:====&lt;br /&gt;
Optional. Specifies the maximum number of message lines that are displayed.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Default Value: 3&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Max Width:====&lt;br /&gt;
Optional. Determines how long each message line may be.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Line Height:====&lt;br /&gt;
Optional. Determines the distance between line origins. (i.g. for a 12pt Font, there are needs to be at least 12 pixels between the bottom of one line and the next, otherwise the text will overlap each)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Default Value: 12&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Total Lifetime:====&lt;br /&gt;
Optional. Determines the maximum time the message gauge will be displayed from the time a new message is received.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: milliseconds&lt;br /&gt;
*Default Value: 14000 (14 seconds)&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Scroll Time:====&lt;br /&gt;
Optional. Determines the time for the messages to scroll up one step.( See [[Hud_gauges.tbl#Step Size:|Step Size:]] )&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: milliseconds&lt;br /&gt;
*Default Value: 30&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Step Size:====&lt;br /&gt;
Optional. Determines how many pixels to shift message lines during scrolling. Messages will be shifted up by this amount until they are on the next line (as defined by [[Hud_gauges.tbl#Line Height:|Line Height:]])&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
*Default Value: 3&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Active by default:====&lt;br /&gt;
Optional. Determines whether or not this gauge is always active, or only available after being activated via sexp.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Filename:====&lt;br /&gt;
Designates the [[Multimedia_Files#ANI|.ANI]] or [[Multimedia_Files#EFF|.EFF]] used for this gauge&#039;s background graphic.&lt;br /&gt;
{{Note| All HUD .ANI&#039;s must have the same color palette as the retail .ANI&#039;s in order to render properly. (.EFF&#039;s do not have this restriction)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
**No filename extension is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Custom:|+Custom:]], [[Hud_gauges.tbl#+Support:|+Support]]&lt;br /&gt;
&lt;br /&gt;
====Top Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the top background. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage|+Damage]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Bottom Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Bottom background (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage|+Damage]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Left Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Left background (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Right Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Right background (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Entry background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage|+Damage]], [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Top Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Primary List Top Background&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Middle Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Primary List Middle Background&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Bottom Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Primary List Bottom Background&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Top Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Secondary List Top Background&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Entry Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Secondary List Entry Background&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Bottom Background Filename:====&lt;br /&gt;
Optional. Designates which file to use for the Secondary List Bottom Background&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dot Filename:====&lt;br /&gt;
Optional. Designates which file to use for the wingman graphic (a.k.a. the Dot)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Header Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship header (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]], [[Hud_gauges.tbl#+Damage|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text Y-offset:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship Text. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text Offsets:====&lt;br /&gt;
Optional. Defines the screen position offsets for the text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: :[[Hud_gauges.tbl#+Countermeasures:|+Countermeasures:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Value Offsets:====&lt;br /&gt;
Optional. Defines the screen position offsets for the value label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: :[[Hud_gauges.tbl#+Countermeasures:|+Countermeasures:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dock Status X-offset:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship&#039;s dock status. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dock Time X-offset:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship&#039;s dock time. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Support:|+Support:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull Integrity Offsets:====&lt;br /&gt;
Optional. Designates the offsets from the gauge&#039;s upper left corner for the for the Damage gauge Hull integrity textbox(?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull Integrity Value X-offset:====&lt;br /&gt;
Optional. Designates the offsets from the hull integrity textbox&#039;s upper left corner for the hull integrity value. (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Background Height:====&lt;br /&gt;
Optional. Designates the height of the Top background (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Left Background Width:====&lt;br /&gt;
Optional. Defines the width of the Left Background.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Width:====&lt;br /&gt;
Optional. Defines the width of the Entry Background (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subsystem Entry Height:====&lt;br /&gt;
Optional. Designates the height of the Subsystem entry (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subsystem List Start Offsets:====&lt;br /&gt;
Optional. Designates the offsets from the gauge&#039;s upper left corner for the for the start of the Subsytem List (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subsystem Entry Value X-offset:====&lt;br /&gt;
Optional. Designates the horizontal offset from the Subsystem List&#039;s position (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Single Wing Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for a single wing (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Multiple Wing Start Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for multiple wings (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Wing Name Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the Support Ship header (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dot Offsets:====&lt;br /&gt;
Optional. Designates the offset from the gauge&#039;s upper left corner for the All wingman status icons.&lt;br /&gt;
*Syntax:&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 1&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 2&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 3&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 4&lt;br /&gt;
:&#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y ;; Wingman 5&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
{{Warning|&lt;br /&gt;
All 5 wingman positions must be defined}}&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Expansion Mode:====&lt;br /&gt;
Optional. Denotes which direction (in relation to the player&#039;s wing) that the other wings should be appended to the gauge&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;&lt;br /&gt;
*Valid Values:&lt;br /&gt;
:*&amp;quot;Right&amp;quot;    ;; Wings are added to the right of the previous wing&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Wingman Status:|+Wingman Status:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Auto Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinates for the &amp;quot;Auto&amp;quot; text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Auto Speed:|+Auto Speed:]], [[Hud_gagues.tbl#+Auto Target:|+Auto Target:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Speed Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinates for the &amp;quot;Speed&amp;quot; text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gagues.tbl#+Auto Speed:|+Auto Speed:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Target Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinates for the &amp;quot;Target&amp;quot; text label.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal position, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical position&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Auto Target:|+Auto Target:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Animation Offsets:====&lt;br /&gt;
Optional. Defines the offsets for the animation graphics.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Animation Background Size:====&lt;br /&gt;
Optional. Defines the size of the animation&#039;s background (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; horizontal offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Talking Head:|+Talking Head:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====List Start Offsets:====&lt;br /&gt;
Optional. Defines the screen coordinate offsets for the start of the Directives list.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x, &#039;&#039;&#039;Integer&#039;&#039;&#039; y&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_guages.tbl#+Directives:|+Directives:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Height:====&lt;br /&gt;
Optional. Defines the height of each Directive&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_guages.tbl#+Directives:|+Directives:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Primary Background X-offset:====&lt;br /&gt;
Optional. Defines the screen coordinate offset for the Top Primary Background&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Text X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Primary Frame Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Secondary Frame Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary List Start Y-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary List Start Y-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Ammo X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Link X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Name X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Ammo X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Linked X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Name X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Reload X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primary Weapon Entry Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Secondary Weapon Entry Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapons:|+Weapons:]]&lt;br /&gt;
&lt;br /&gt;
====3 Digit Hull Offsets:====&lt;br /&gt;
Designates the screen position offsets for the hull damage % when it is the 3 digit range (i.e. &amp;gt;= 100%)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====2 Digit Hull Offsets:====&lt;br /&gt;
Designates the screen position offsets for the hull damage % when it is the 2 digit range (i.e. 100% &amp;gt; hull damage%  &amp;gt;= 10%)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====1 Digit Hull Offsets:====&lt;br /&gt;
Designates the screen position offsets for the hull damage % when it is the 1 digit range (i.e. 10% &amp;gt; hull damage%  &amp;gt;= 0%)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Mini Target Shields:|+Mini Target Shields:]]&lt;br /&gt;
&lt;br /&gt;
====Objective Text Y-offset:====&lt;br /&gt;
Designates the screen position offset for the Objective label&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Objective Value Y-offset====&lt;br /&gt;
Designates the screen position offset for the Objective value&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subspace Text Y-offset:====&lt;br /&gt;
Designates the screen position offset for the Subspace label&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Subspace Value Y-offset====&lt;br /&gt;
Designates the screen position offset for the Subspace value (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Red Alert Text Y-offset====&lt;br /&gt;
Designates the screen position offset for the Red Alert label&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Red Alert Value Y-offset====&lt;br /&gt;
Designates the screen position offset for the Red Alert value (?)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Objective notify:|+Objective notify:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Command X-offset:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]&lt;br /&gt;
&lt;br /&gt;
====Page Up Offsets:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039;Integer&#039;&#039;&#039; y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]&lt;br /&gt;
&lt;br /&gt;
====Page Down Offsets:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; x offset, &#039;&#039;&#039; Integer y offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Squad Message:|+Squad Message:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Entry Stagger Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Header Text:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Header Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====List Start Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Name X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Status X-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Escort View:|+Escort View:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Foreground Clip Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Letter Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Top Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Bottom Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Gauge Offset:====&lt;br /&gt;
*Distance between the individual weapon/shield/engine ETS gauges that comprise this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+ETS Retail:|+ETS Retail:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Monitor Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Integrity Bar Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Viewport Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Viewport Size:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Integrity Bar Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Integrity Bar Foreground Clip Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Status Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Name Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Class Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Speed Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hull Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Cargo Contents Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Cargo Scan Start Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Cargo Scan Size:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Target Monitor:|+Target Monitor:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Bracket Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dock Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Order Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Time Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Extra Target Data:|+Extra Target Data:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Infinity Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
Offset to draw the infinity radar range symbol.&lt;br /&gt;
&lt;br /&gt;
====Long Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
Offset to draw the long range radar text (i.e. 10k).&lt;br /&gt;
&lt;br /&gt;
====Short Distance Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar:|+Radar:]]&lt;br /&gt;
&lt;br /&gt;
Offset to draw the short range radar text (i.e. 2k).&lt;br /&gt;
&lt;br /&gt;
====Size:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====XY Disc Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====XZ YZ Disc Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Sweep Disc Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Default Contact Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Unknown Contact Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Loop Volume:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Minimum Beep Delay:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Radar BSG:|+Radar BSG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Foreground Clip Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Afterburner Energy:|+Afterburner Energy:]]&lt;br /&gt;
&lt;br /&gt;
====Firepoint display:====&lt;br /&gt;
Displays the positions of the gun firepoints on your ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;, YES or NO&lt;br /&gt;
&lt;br /&gt;
NOTE: The position of the firepoints is calculated from the Eye Point position in the POF. You may encounter weird results if you have no Eye Point defined, but no debug warnings will be raised.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
====Firepoint size:====&lt;br /&gt;
Diameter of the gunpoint circles.  &#039;&#039;&#039;Must be 4 or greater&#039;&#039;&#039; in order to work properly.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Firepoint X coordinate multiplier:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Firepoint Y coordinate multiplier:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Center Reticle:|+Center Reticle]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Foreground Clip Bottom Y-offset:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Foreground Clip Width:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Foreground Clip Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Afterburner Clip Height:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Show Background:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Max Speed Label Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Min Speed Label Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Orbit Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Orbit Radius:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Throttle:|+Throttle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Arc Filename:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dumbfire Filename:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lock Filename:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dumbfire Offsets:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lock Offsets:====&lt;br /&gt;
*Filename for the background graphic for this gauge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Filename&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Threat Indicator:|+Threat Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lock Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Locked Filename:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Lock Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Locked Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lock Indicator:|+Lock Indicator:]]&lt;br /&gt;
&lt;br /&gt;
====Radius:====&lt;br /&gt;
Defines the distance from the center of the screen to the base of the Hostile Triangle gauge.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039;&lt;br /&gt;
*Default value:&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Triangle Base:====&lt;br /&gt;
Defines the width of the Hostile Triangle&#039;s base.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
*Default value:&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Triangle Height:====&lt;br /&gt;
Defines the height of the Hostile Triangle.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float&#039;&#039;&#039;&lt;br /&gt;
Default value:&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Hostile Triangle:|+Hostile Triangle:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Center Offsets:====&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Lead Indicator:|+Lead Indicator:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Single Primary Filename:====&lt;br /&gt;
Designates the file to use for the primary single fire-mode.&lt;br /&gt;
&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Double Primary Filename:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Single Secondary Filename:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Secondary Filename:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Triple Secondary Filename:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Single Primary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Primary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Single Secondary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Double Secondary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Triple Secondary Offsets:====&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Weapon Linking:|+Weapon Linking:]]&lt;br /&gt;
&lt;br /&gt;
====Hidden By Comms Menu:====&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Defines whether the messages gauge may be drawn at the same time as the wingman comms menu.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Boolean&#039;&#039;&#039;&lt;br /&gt;
*Default Value: &#039;&#039;&#039;false&#039;&#039;&#039; (messages are not visible while the comms menu is open)&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Messages:|+Messages:]]}}&lt;br /&gt;
&lt;br /&gt;
====Bottom Background Offset:====&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Defines the vertical pixel offset added to the position of the bottom background frame.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer&#039;&#039;&#039; vertical offset&lt;br /&gt;
*Units: Pixels&lt;br /&gt;
Used by: [[Hud_gauges.tbl#+Damage:|+Damage:]]}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Echelon9</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Debug_filter.cfg&amp;diff=44565</id>
		<title>Debug filter.cfg</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Debug_filter.cfg&amp;diff=44565"/>
		<updated>2015-05-03T04:56:24Z</updated>

		<summary type="html">&lt;p&gt;Echelon9: Use the templated revision information.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersion|6515}}&lt;br /&gt;
&lt;br /&gt;
== debug_filter.cfg ==&lt;br /&gt;
&lt;br /&gt;
The following list is the possible options for putting into a debug_filter.cfg which should be located in your FreeSpace2/Data directory&lt;br /&gt;
&lt;br /&gt;
A &#039;+&#039; means that the item listed will have output generated to the fs2_open.log or Fred2_open.log. A &#039;-&#039; means to disregard those items and not print output from them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
+AB TRAIL&lt;br /&gt;
+AI&lt;br /&gt;
+Alan&lt;br /&gt;
+Allender&lt;br /&gt;
+Andsager&lt;br /&gt;
+Beam&lt;br /&gt;
+BMP DEBUG&lt;br /&gt;
+BmpFastLoad&lt;br /&gt;
+BmpInfo&lt;br /&gt;
+BmpMan&lt;br /&gt;
+CD&lt;br /&gt;
+Collision&lt;br /&gt;
+Error&lt;br /&gt;
+EVENTMUSIC&lt;br /&gt;
+Fred routing&lt;br /&gt;
+General&lt;br /&gt;
+Jim&lt;br /&gt;
+JOYSTICK&lt;br /&gt;
+Lethality&lt;br /&gt;
+Lightning&lt;br /&gt;
+Maps&lt;br /&gt;
+Messaging&lt;br /&gt;
+Mike&lt;br /&gt;
+MissionLog&lt;br /&gt;
+MK&lt;br /&gt;
+Model&lt;br /&gt;
+ModelAnim&lt;br /&gt;
+MOVIE&lt;br /&gt;
+MVE&lt;br /&gt;
+Network&lt;br /&gt;
+OGGISH&lt;br /&gt;
+OpenAL&lt;br /&gt;
+OpenGL&lt;br /&gt;
+Paging&lt;br /&gt;
+Parse&lt;br /&gt;
+Particles&lt;br /&gt;
+Physics&lt;br /&gt;
+Registry&lt;br /&gt;
+Sandeep&lt;br /&gt;
+SEXP&lt;br /&gt;
+SHADER-DEBUG&lt;br /&gt;
+Sound&lt;br /&gt;
+UI&lt;br /&gt;
+Warning&lt;br /&gt;
+Wash&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Echelon9</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Getting_the_FreeSpace2:_SCP_Source_Code&amp;diff=44564</id>
		<title>Getting the FreeSpace2: SCP Source Code</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Getting_the_FreeSpace2:_SCP_Source_Code&amp;diff=44564"/>
		<updated>2015-05-03T04:48:06Z</updated>

		<summary type="html">&lt;p&gt;Echelon9: Reflect source code hosting via Git&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Note| In April 2015, the SCP team transitioned the source code repository from SVN-based to GitHub-based (Git).}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Windows==&lt;br /&gt;
&lt;br /&gt;
{{Warning| The Windows section has yet to be update for the transition to GitHub.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ported from karajorma&#039;s [http://www.hard-light.net/forums/index.php/topic,52845.0.html thread] on the [http://www.hard-light.net/forums/index.php HLP Forums].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how you set things up:&lt;br /&gt;
&lt;br /&gt;
*Go to the [http://tortoisesvn..or/ Tortoise SVN homepage] and download the latest version.&lt;br /&gt;
*Install it. You&#039;ll probably have to restart your PC afterwards.&lt;br /&gt;
*Make a new folder on your HD where you&#039;d like to install the code. You&#039;ll need a fair bit of space for the code + the intermediate files when building it. Press right mouse and choose SVN Checkout from the list.&lt;br /&gt;
[[Image:CheckingOutSVN1.jpg]]&lt;br /&gt;
*An new window will open up. Cut and paste this into the URL of repository box:&amp;lt;br&amp;gt;&#039;&#039;&#039;svn://svn.icculus.org/fs2open/trunk/fs2_open&#039;&#039;&#039;&lt;br /&gt;
*By default the HEAD revision will be selected. You probably don&#039;t want to change this. Your screen should now look like this:&lt;br /&gt;
[[Image:CheckingOutSVN2.jpg]]&lt;br /&gt;
*Press OK to begin downloading from the repository.&lt;br /&gt;
&lt;br /&gt;
It&#039;s pretty easy. It shouldn&#039;t take you more than a minute or two to do once you&#039;ve installed Tortoise.&lt;br /&gt;
&lt;br /&gt;
== Mac ==&lt;br /&gt;
&lt;br /&gt;
Please see the [[Mac_Development_Guide#Getting_the_Freespace_2_Open_SCP_source_code|Mac Development Guide]].&lt;br /&gt;
&lt;br /&gt;
== Unixes ==&lt;br /&gt;
&lt;br /&gt;
Please see the [[Guide_to_FS_Open_on_Linux|Linux Development Guide]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Echelon9</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Fs2_open_on_Linux/Installing_Subversion&amp;diff=44563</id>
		<title>Fs2 open on Linux/Installing Subversion</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Fs2_open_on_Linux/Installing_Subversion&amp;diff=44563"/>
		<updated>2015-05-03T04:40:35Z</updated>

		<summary type="html">&lt;p&gt;Echelon9: Reflect source code hosting via Git&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Fs2 open on Linux/Installing_Git]]&lt;br /&gt;
&lt;br /&gt;
{{Page Navigation|&lt;br /&gt;
BookName=[[The fs2_open on Linux Guide]]|&lt;br /&gt;
CurrentPage=Installing Subversion|Installing Subversion|&lt;br /&gt;
PrevPage=[[Fs2_open on Linux/Preparation|Preparation]]|&lt;br /&gt;
NextPage=[[Fs2_open_on_Linux/Installing_the_Development_Libraries|Installing the Development Libraries]]}}&lt;br /&gt;
&lt;br /&gt;
{{Note| This step is only for those who want the bleeding-edge source code to compile on their own. You can skip this if you intend to use a provided binary executable.}}&lt;br /&gt;
{{Note| If your distribution is not listed below and you are familiar with how to install Subversion on it, please add that information to this section. }}&lt;br /&gt;
&lt;br /&gt;
Subversion (SVN) is a version control system used to manage changes to documents, such as source files. Developers use Subversion so they can easily coordinate their code changes with those of other developers through a SVN repository.&lt;br /&gt;
&lt;br /&gt;
Be aware that when you use a copy of fs2_open from Subversion, you are using the most recent revision of the fs2_open code. The newest code might have new features and bug fixes, but it might also be less stable, perform worse, or might not even compile.&lt;br /&gt;
&lt;br /&gt;
You will need a Subversion client to download (&amp;quot;check out&amp;quot; in SVN terminology) a copy of fs2_open from the Source Code Project&#039;s SVN repository. The instructions for getting a client are specific to each Linux distribution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Debian&#039;&#039;&#039;, &#039;&#039;&#039;Ubuntu&#039;&#039;&#039;, and &#039;&#039;&#039;Linux Mint&#039;&#039;&#039; users should run:&lt;br /&gt;
 $ apt-get install subversion&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gentoo&#039;&#039;&#039; users should run:&lt;br /&gt;
 $ emerge -a subversion&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arch Linux&#039;&#039;&#039; users should run:&lt;br /&gt;
 $ pacman -Sy subversion&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fedora Core 6 (Zod)&#039;&#039;&#039; (and most likely Red Hat) users should run:&lt;br /&gt;
 # yum install subversion&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mandriva&#039;&#039;&#039; users should run:&lt;br /&gt;
 # urpmi subversion&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Novell SuSE&#039;&#039;&#039; users should install Subversion via [http://en.opensuse.org/YaST YaST] (if it is not already available after installing the build tools).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FreeBSD 10&#039;&#039;&#039; users should already have Subversion, but if not, should run:&lt;br /&gt;
 $ sudo pkg install subversion&lt;br /&gt;
&lt;br /&gt;
[[Category:FreeSpace Open on Linux|Installing Subversion]]&lt;/div&gt;</summary>
		<author><name>Echelon9</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Wxfred2Contributions&amp;diff=44562</id>
		<title>Wxfred2Contributions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Wxfred2Contributions&amp;diff=44562"/>
		<updated>2015-05-03T04:38:00Z</updated>

		<summary type="html">&lt;p&gt;Echelon9: Reflect source code hosting via Git&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;First off, thanks for stopping by!&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve found this page, it probably means that you or someone you know is interested in the development of the upcoming wxFRED2, a port of the Freespace 2 Editor to use the wxWidgets GUI library. Here we&#039;ll post some useful links as well as a guideline or two.&lt;br /&gt;
&lt;br /&gt;
If you have not done so already, please skim over this forum topic: [http://www.hard-light.net/forums/index.php?topic=82688.0 The &amp;quot;Read Me First&amp;quot; Posts]&lt;br /&gt;
&lt;br /&gt;
=Getting the source code=&lt;br /&gt;
We&#039;ll be starting off by using the GitHub repository for the wxFRED2, so as to achieve familiarity with the GitHub workflow.&lt;br /&gt;
&lt;br /&gt;
* Download and install the [http://git-scm.com/downloads latest version of git]&lt;br /&gt;
* Sign Up on or Log Into [http://github.com GitHub]&lt;br /&gt;
* Fork the [https://github.com/scp-fs2open/fs2open.github.com/tree/wxfred2 wxFRED2 branch] from the GitHub repository&lt;br /&gt;
* Make changes to the wxfred2 branch&lt;br /&gt;
** Verify the changes are compilable and buildable&lt;br /&gt;
* Commit your changes to your local repo, then push your local repo onto your forked repo on GitHub&lt;br /&gt;
* Issue a Pull Request, and a badged SCP member (probably z64555) will review &amp;amp; commit your changes&lt;br /&gt;
&lt;br /&gt;
=Mission statement of the wxFRED2 project=&lt;br /&gt;
Trash the MFC UI elements, Use wxWidgets UI elements, use as much of the existing code as possible (while not screwing over future development)&lt;br /&gt;
&lt;br /&gt;
=Coding Gudelines=&lt;br /&gt;
&amp;quot;The Golden Rule&amp;quot;&lt;br /&gt;
* No business logic be located in the UI elements&lt;br /&gt;
* UI stuff is strictly UI&lt;br /&gt;
* Any operations in the UI that do actual work must go through an API provided by wxfred2.h and wxfred2.cpp&lt;br /&gt;
&lt;br /&gt;
=Coding Style=&lt;br /&gt;
* Any coding style is permitted, just be sure to follow the existing style if you are editing a file&lt;br /&gt;
* &amp;quot;Allman&amp;quot; is the most prevalent brace and spacing style&lt;br /&gt;
* wxWidgets class names are camel case, and have a lowercase prefix of 2 to 4 letters. ex: &amp;quot;frmFRED&amp;quot; for frame, &amp;quot;glcVieport&amp;quot; for a glCanvas, etc.&lt;br /&gt;
** All other class names are camel case and have no prefix, and first letter is capitalized. ex: ViewSettings&lt;br /&gt;
* wxWidgets Handler methods/functions are camel case, and have the first letter capitalized ex: OnPaint()&lt;br /&gt;
** All other methods/functions may have their own style, but please be sure to follow existing style if present&lt;br /&gt;
&lt;br /&gt;
=Features and Bugs=&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Maintainers: Please be sure to mark the date this was last edited by using --~~~~----&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Updated by: --[[User:Z64555|Z64555]] 11:13, 23 October 2013 (UTC)----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;color:red&amp;quot;&lt;br /&gt;
|- style=&amp;quot;color:black&amp;quot; &lt;br /&gt;
! Component or Feature&lt;br /&gt;
! Active Developer(s)&lt;br /&gt;
! Completed&lt;br /&gt;
|- style=&amp;quot;color:green&amp;quot;&lt;br /&gt;
| create all windows&lt;br /&gt;
| z64555&lt;br /&gt;
| yes&lt;br /&gt;
|-&lt;br /&gt;
| glViewport&lt;br /&gt;
| z64555&lt;br /&gt;
| no&lt;br /&gt;
|-&lt;br /&gt;
| docFRED&lt;br /&gt;
| z64555&lt;br /&gt;
| no&lt;br /&gt;
|-&lt;br /&gt;
| File-New Mission&lt;br /&gt;
| ?&lt;br /&gt;
| no&lt;br /&gt;
|-&lt;br /&gt;
| File-Save Mission&lt;br /&gt;
| niffiwan?&lt;br /&gt;
| no&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some Pastebins for reference/discussion&lt;br /&gt;
* http://pastebin.com/qBSATeP2 Early API for UI/backend&lt;br /&gt;
* http://pastebin.com/BWXamnrf viewport header&lt;br /&gt;
* http://pastebin.com/uu87vurg viewport source&lt;br /&gt;
* http://pastebin.com/v9Sh58v9 mission frame (context) header&lt;br /&gt;
* http://pastebin.com/z8nADzxt mission frame (context) source&lt;br /&gt;
&lt;br /&gt;
Please use [http://scp.indiegames.us/mantis/set_project.php?project_id=1;2 Mantis] for bug tracking.&lt;/div&gt;</summary>
		<author><name>Echelon9</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=FS2_Open_on_Solaris&amp;diff=44561</id>
		<title>FS2 Open on Solaris</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=FS2_Open_on_Solaris&amp;diff=44561"/>
		<updated>2015-05-03T04:37:00Z</updated>

		<summary type="html">&lt;p&gt;Echelon9: Reflect source code hosting via Git&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Grab a copy of Solaris ==&lt;br /&gt;
&lt;br /&gt;
Download the Oracle Solaris 11.2 x86 VirtualBox Appliance, update the guest additions, or install Solaris 11.2 for x86 on a desktop PC.&lt;br /&gt;
&lt;br /&gt;
== Install needed dependencies ==&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;developer/gcc (currently installs 4.8.2)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Make sure the matching gcc runtime is installed&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;developer/build/autoconf (currently 2.68)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;developer/build/automake (currently 1.11.2)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;developer/build/gnu-make (Appliance already has this)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;developer/build/libtool (currently 2.4.2)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;library/readline (Appliance already has this)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;runtime/lua (Appliance already has this)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;developer/versioning/subversion (currently 1.7.5)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;library/sdl (currently 1.2.14)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;developer/versioning/git (currently 1.7.9.2)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;developer/build/cmake (currently 2.8.6)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On OpenSXCE (OpenIndiana based distro for Sparc) I had to install CSWautoconf (included 2.63 is too old), CSWpkgconfig (very important to fix parse error in configure script), and uninstalled the original autoconf program.  I still had to install OpenAL and Jansson, but OpenAL Soft had to be version 1.11.753 because no newer version would compile due to some opcode errors, and newer versions from git would not configure due to a pthread.h issue which doesn&#039;t seem to occur in the last release version or prior.  Also, that openal soft&#039;s &amp;quot;gmake install&amp;quot; command ignored the cmake install prefix, so I had to install it by manually copying files to their destinations.  The latest official Solaris from Oracle doesn&#039;t seem to have that problem with the newest versions of OpenAL Soft in git.  OpenSXCE did not need a newer gcc though.&lt;br /&gt;
&lt;br /&gt;
== Install OpenAL ==&lt;br /&gt;
This is why git and cmake were installed while you had the package manager open.  Download OpenAL Soft 1.15.1 (1.16 and latest git currently fail with a PThreads error) from http://kcat.strangesoft.net/openal-releases/, follow the build instructions on http://kcat.strangesoft.net/openal.html, except use the following command instead of &#039;cmake ..&#039;:&amp;lt;br /&amp;gt;&lt;br /&gt;
cmake -DCMAKE_INSTALL_PREFIX=/usr ..&lt;br /&gt;
&lt;br /&gt;
== Install Jansson ==&lt;br /&gt;
[http://www.digip.org/jansson/ Jansson] is the JSON library for C that is needed for the new WebUI dedicated server code.  There is currently no Solaris package, so you will have to compile this from source.  The latest version I can get working out of the box on Solaris 11.2 is from their Git repo, as 2.6 will not compile with a complaint about the isnan macro.  Clone the source repo to a new directory and cd into that directory, then:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;cmake -DCMAKE_INSTALL_PREFIX=/usr ..&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;gmake&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;gmake check&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;sudo gmake install&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
That will give you an installation of Jansson which pkg-config can find with no other environment editing required.  Keep the jansson git folder around if you think you might want to run &#039;sudo gmake uninstall&#039; at some point down the line, like if jansson ever gets into the package manager, or you want to upgrade.&lt;br /&gt;
&lt;br /&gt;
== Install OpenCSW packages ==&lt;br /&gt;
Installing these packages will fix the linking errors with libjpeg and libGL.  bzflag bring mesa, libglew, and probably some other stuff that&#039;s needed and it was easier to get it all in one go.  Yes, Solaris will indicate that jpeg, mesa, etc are already installed, but they don&#039;t link correctly for some reason.  Installing the CSW versions fixes that.&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;sudo pkgadd -d http://get.opencsw.org/now&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;sudo pkgutil -U&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;sudo pkgutil -y -i CSWlibjpeg-dev&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;sudo pkgutil -y -i CSWbzflag&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;sudo ln -s /opt/csw/lib/libjpeg.so.7 /usr/lib/  (might be needed to fix issue with finding libjpeg after these packages are installed)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Compile FS2 ==&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;git clone https://github.com/scp-fs2open/fs2open.github.com.git fs2_open&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;cd fs2_open&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;./autogen.sh&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;gmake&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;cp code/fs2_open_* ../&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
[http://rsaxvc.net/blog/2010/9/30/Building%20FS2_Open%20on%20OpenSolaris.html Building FS2_Open on OpenSolaris]&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://rsaxvc.net/blog/2010/9/19/Building%20OpenAL%20on%20Solaris.html Building OpenAL on Solaris]&lt;/div&gt;</summary>
		<author><name>Echelon9</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Guide_to_FS_Open_on_Linux&amp;diff=44560</id>
		<title>Guide to FS Open on Linux</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Guide_to_FS_Open_on_Linux&amp;diff=44560"/>
		<updated>2015-05-03T04:34:21Z</updated>

		<summary type="html">&lt;p&gt;Echelon9: Reflect source code hosting via Git&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Warning|This guide assumes some fundamental command line knowledge. As a rule of thumb, &amp;lt;b&amp;gt;do not copy &amp;amp; paste commands without fully understanding them&amp;lt;/b&amp;gt;, especially as root. With great power comes great responsibility.}}&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
*[[Fs2_open_on_Linux/Introduction|Introduction]]&lt;br /&gt;
*[[Fs2_open_on_Linux/Quickstart|Quickstart]]&lt;br /&gt;
*[[Fs2_open_on_Linux/Preparation|Preparation]]&lt;br /&gt;
**[[Fs2_open_on_Linux/Installing Git|Installing Git]]&lt;br /&gt;
**[[Fs2_open_on_Linux/Installing the Development Libraries|Installing the Development Libraries]]&lt;br /&gt;
*[[Fs2_open_on_Linux/Acquiring the Code|Acquiring the Code]]&lt;br /&gt;
*[[Fs2_open_on_Linux/Pre-Compile Configuration|Pre-Compile Configuration]]&lt;br /&gt;
**[[Fs2_open_on_Linux/Optimization|Optimization]]&lt;br /&gt;
*[[Fs2_open_on_Linux/Compiling|Compiling]]&lt;br /&gt;
**[[Fs2_open_on_Linux/Compile Script|Compile Script]]&lt;br /&gt;
*[[Fs2_open_on_Linux/Acquiring the Game Data|Acquiring the Game Data]]&lt;br /&gt;
**[[Fs2_open_on_Linux/Extracting data from CD|Extracting data from CD]]&lt;br /&gt;
***[[Fs2_open_on_Linux/Installing unshield|Installing unshield]]&lt;br /&gt;
****[[Fs2_open_on_Linux/Data Installation script|Data Installation script]]&lt;br /&gt;
*[[Fs2_open_on_Linux/Post-Compile Configuration|Post-Compile Configuration]]&lt;br /&gt;
**[[Fs2_open_on_Linux/Graphics Settings|Graphics Settings]]&lt;br /&gt;
**[[Fs2_open_on_Linux/StartUp Script|StartUp Script]]&lt;br /&gt;
*[[Fs2_open_on_Linux/Troubleshooting|Troubleshooting]]&lt;br /&gt;
**[[Fs2_open_on_Linux/Common Compile-time Errors|Common Compile-time Errors]]&lt;br /&gt;
***[[Fs2_open_on_Linux/Novell SuSE and the Dependencies|Novell SuSE and the Dependencies]]&lt;br /&gt;
***[[Fs2_open_on_Linux/SDL: undefined reference to ...|SDL: undefined reference to ...]]&lt;br /&gt;
***[[Fs2_open_on_Linux/Missing -lGLU compile error|Missing -lGLU compile error]]&lt;br /&gt;
**[[Fs2_open_on_Linux/Common Runtime Errors|Common Runtime Errors]]&lt;br /&gt;
***[[Fs2_open_on_Linux/ERROR: &amp;quot;Web cursor bitmap not found.&amp;quot;|ERROR: &amp;quot;Web cursor bitmap not found.&amp;quot;]]&lt;br /&gt;
***[[Fs2_open_on_Linux/I18n and Key mapping problems|I18n and Key mapping problems]]&lt;br /&gt;
***[[Fs2_open_on_Linux/Dedicated X Display|Dedicated X Display]]&lt;br /&gt;
***[[Fs2_open_on_Linux/Joystick Errors|Joystick Errors]]&lt;br /&gt;
***[[Mouse jumping to bottom right corner]]&lt;br /&gt;
***[[Fullscreen issue with multiple monitors]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[Fs2_open_on_Linux/Compiling_PCS2|Compiling PCS2]]&lt;br /&gt;
&lt;br /&gt;
[[Category:FreeSpace Open on Linux]]&lt;/div&gt;</summary>
		<author><name>Echelon9</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Fs2_open_on_Linux/Installing_the_Development_Libraries&amp;diff=44559</id>
		<title>Fs2 open on Linux/Installing the Development Libraries</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Fs2_open_on_Linux/Installing_the_Development_Libraries&amp;diff=44559"/>
		<updated>2015-05-03T04:33:28Z</updated>

		<summary type="html">&lt;p&gt;Echelon9: Reflect source code hosting via Git&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Page Navigation|&lt;br /&gt;
BookName=[[The fs2_open on Linux Guide]]|&lt;br /&gt;
CurrentPage=Installing the Development Libraries|Installing the Development Libraries|&lt;br /&gt;
PrevPage=[[Fs2_open on Linux/Installing Git|Installing Git]]|&lt;br /&gt;
NextPage=[[Fs2_open on Linux/Acquiring the Code|Acquiring the Code]]}}&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
{{Note| This step is only for those who want the bleeding-edge source code to compile on their own. You can skip this if you intend to use a provided binary executable.}}&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
{{Note| If your distribution is not listed below and you are familiar with how to install the needed libraries on it, please add that information to this section. }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To build FS2 Open, you&#039;ll need the [http://www.libsdl.org/ SDL], [http://www.openal.org/ OpenAL], [http://www.xiph.org/ogg/ libogg], [http://vorbis.com/ libvorbis], [http://www.theora.org/ libtheora], [http://cnswww.cns.cwru.edu/php/chet/readline/rltop.html readline], [http://www.lua.org liblua (version 5.1.3 or higher)], [http://www.digip.org/jansson/ Jansson], and OpenGL (most likely provided with your video card driver) development packages. And of course, you&#039;ll need the [http://gcc.gnu.org/ GNU Compiler Collection] and [http://sourceware.org/autobook/ make].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ubuntu&#039;&#039;&#039; and &#039;&#039;&#039;Linux Mint (except for Debian Edition)&#039;&#039;&#039; users should run:&lt;br /&gt;
 $ apt-get install libopenal-dev libogg-dev libvorbis-dev build-essential automake1.10 autoconf libsdl1.2-dev libtheora-dev libreadline6-dev libpng12-dev libjpeg62-dev liblua5.1-0-dev libjansson-dev libtool&lt;br /&gt;
{{Note| The [http://packages.debian.org/unstable/devel/build-essential build-essential] package is a metapackage that installs the essential build tools.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Debian&#039;&#039;&#039; and &#039;&#039;&#039;Linux Mint Debian Edition&#039;&#039;&#039; users should run:&lt;br /&gt;
 $ apt-get install libopenal-dev libvorbis-dev build-essential automake1.10 autoconf libsdl1.2-dev libtheora-dev libreadline6-dev libpng12-dev liblua5.1-0-dev libjansson-dev libtool&lt;br /&gt;
{{Note| The [http://packages.debian.org/unstable/devel/build-essential build-essential] package is a metapackage that installs the essential build tools.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fedora Core&#039;&#039;&#039; users (and most likely Red Hat users too) should run:&lt;br /&gt;
 $ yum install openal-devel libvorbis-devel gcc gcc-c++ automake autoconf SDL-devel libtheora-devel readline-devel lua-devel libpng-devel libjpeg-devel jansson-devel libtool&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gentoo&#039;&#039;&#039; users should run:&lt;br /&gt;
 $ emerge -va openal libvorbis libsdl libtheora readline lua jansson&lt;br /&gt;
{{Note| media-libs/openal needs the &amp;lt;b&amp;gt;&amp;quot;alsa&amp;quot;&amp;lt;/b&amp;gt; USE-flag if you intend to use ALSA, and media-libs/libsdl needs the &amp;lt;b&amp;gt;&amp;quot;X&amp;quot;&amp;lt;/b&amp;gt;,&amp;lt;b&amp;gt;&amp;quot;opengl&amp;quot;&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;&amp;quot;xv&amp;quot;&amp;lt;/b&amp;gt; USE-flags.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mandriva&#039;&#039;&#039; users should run:&lt;br /&gt;
 $ urpmi libsdl-devel libopenal-devel libvorbis-devel libtheora-devel gcc gcc-c++ automake autoconf liblua-devel jansson-devel&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OpenSUSE&#039;&#039;&#039; users should run:&lt;br /&gt;
 $ sudo zypper install -t pattern devel_C_C++&lt;br /&gt;
 $ sudo zypper install libSDL-devel libogg-devel libvorbis-devel libtheora-devel openal-soft-devel lua51-devel libjpeg8-devel libjansson-devel&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FreeBSD 10&#039;&#039;&#039; users should run:&lt;br /&gt;
 $ sudo pkg install automake openal-soft jansson lua51 readline libogg libtheora libvorbis png jpeg sdl libtool&lt;br /&gt;
{{Note| Everything after &#039;lua51&#039; is already installed on PC-BSD 10, and likely any other FreeBSD distro with a full desktop environment.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:FreeSpace Open on Linux|Installing the Development Libraries]]&lt;/div&gt;</summary>
		<author><name>Echelon9</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Fs2_open_on_Linux/Acquiring_the_Code&amp;diff=44558</id>
		<title>Fs2 open on Linux/Acquiring the Code</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Fs2_open_on_Linux/Acquiring_the_Code&amp;diff=44558"/>
		<updated>2015-05-03T04:32:03Z</updated>

		<summary type="html">&lt;p&gt;Echelon9: Reflect source code hosting via Git&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Page Navigation|&lt;br /&gt;
BookName=[[The fs2_open on Linux Guide]]|&lt;br /&gt;
CurrentPage=Acquiring the Code|Acquiring the Code|&lt;br /&gt;
PrevPage=[[Fs2_open on Linux/Installing the Development Libraries|Installing the Development Libraries]]|&lt;br /&gt;
NextPage=[[Fs2 open on Linux/Pre-Compile Configuration|Pre-Compile Configuration]]}}&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
{{Note| This step is only for those who want the bleeding-edge source code to compile on their own. You can skip this if you intend to use a provided binary &lt;br /&gt;
executable.}}&lt;br /&gt;
Before you begin, make sure you have write permissions on your current working directory. $HOME/$USER is a pretty safe bet. I recommend that you create a permanent /$HOME/$USER/src directory from which you run the git command, this way git will only update the files changed the next time you download the source and it&#039;s always nice to have things organized. Make sure you have git installed on your system. See the [[Fs2_open_on_Linux/Installing Git|Installing Git]] chapter on installing Git.&lt;br /&gt;
&lt;br /&gt;
Now get the source. Run from a terminal:&lt;br /&gt;
&lt;br /&gt;
 $ git clone https://github.com/scp-fs2open/fs2open.github.com.git&lt;br /&gt;
&lt;br /&gt;
This will pull in the most recent source code from the &#039;master&#039; branch.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:FreeSpace Open on Linux|Acquiring the Code]]&lt;/div&gt;</summary>
		<author><name>Echelon9</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Fs2_open_on_Linux/Preparation&amp;diff=44557</id>
		<title>Fs2 open on Linux/Preparation</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Fs2_open_on_Linux/Preparation&amp;diff=44557"/>
		<updated>2015-05-03T04:30:08Z</updated>

		<summary type="html">&lt;p&gt;Echelon9: Reflect source code hosting via Git&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Page Navigation|&lt;br /&gt;
BookName=[[The fs2_open on Linux Guide]]|&lt;br /&gt;
CurrentPage=Preparation|Preparation|&lt;br /&gt;
PrevPage=[[Fs2 open on Linux/Introduction|Introduction]]|&lt;br /&gt;
NextPage=[[Fs2 open on Linux/Installing Git|Installing Git]]}}&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
If you don&#039;t intend to follow the latest code developments available from the source code repositories, instead using a [http://www.hard-light.net/forums/index.php?board=50.0 source tarball] from the latest release post, you can skip the Git chapter.&lt;br /&gt;
* [[Fs2 open on Linux/Installing Git]]&lt;br /&gt;
* [[Fs2 open on Linux/Installing the Development Libraries]]&lt;br /&gt;
&lt;br /&gt;
[[Category:FreeSpace Open on Linux|Installation]]&lt;/div&gt;</summary>
		<author><name>Echelon9</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Guide_to_FS_Open_on_Linux&amp;diff=44556</id>
		<title>Guide to FS Open on Linux</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Guide_to_FS_Open_on_Linux&amp;diff=44556"/>
		<updated>2015-05-03T04:27:28Z</updated>

		<summary type="html">&lt;p&gt;Echelon9: Reflect source code hosting via Git&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Warning|This guide assumes some fundamental command line knowledge. As a rule of thumb, &amp;lt;b&amp;gt;do not copy &amp;amp; paste commands without fully understanding them&amp;lt;/b&amp;gt;, especially as root. With great power comes great responsibility.}}&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
*[[Fs2_open_on_Linux/Introduction|Introduction]]&lt;br /&gt;
*[[Fs2_open_on_Linux/Quickstart|Quickstart]]&lt;br /&gt;
*[[Fs2_open_on_Linux/Preparation|Preparation]]&lt;br /&gt;
**[[Fs2_open_on_Linux/Installing Git|Installing Git]]&lt;br /&gt;
**[[Fs2_open_on_Linux/Installing Subversion|Installing Subversion]]&lt;br /&gt;
**[[Fs2_open_on_Linux/Installing the Development Libraries|Installing the Development Libraries]]&lt;br /&gt;
*[[Fs2_open_on_Linux/Acquiring the Code|Acquiring the Code]]&lt;br /&gt;
*[[Fs2_open_on_Linux/Pre-Compile Configuration|Pre-Compile Configuration]]&lt;br /&gt;
**[[Fs2_open_on_Linux/Optimization|Optimization]]&lt;br /&gt;
*[[Fs2_open_on_Linux/Compiling|Compiling]]&lt;br /&gt;
**[[Fs2_open_on_Linux/Compile Script|Compile Script]]&lt;br /&gt;
*[[Fs2_open_on_Linux/Acquiring the Game Data|Acquiring the Game Data]]&lt;br /&gt;
**[[Fs2_open_on_Linux/Extracting data from CD|Extracting data from CD]]&lt;br /&gt;
***[[Fs2_open_on_Linux/Installing unshield|Installing unshield]]&lt;br /&gt;
****[[Fs2_open_on_Linux/Data Installation script|Data Installation script]]&lt;br /&gt;
*[[Fs2_open_on_Linux/Post-Compile Configuration|Post-Compile Configuration]]&lt;br /&gt;
**[[Fs2_open_on_Linux/Graphics Settings|Graphics Settings]]&lt;br /&gt;
**[[Fs2_open_on_Linux/StartUp Script|StartUp Script]]&lt;br /&gt;
*[[Fs2_open_on_Linux/Troubleshooting|Troubleshooting]]&lt;br /&gt;
**[[Fs2_open_on_Linux/Common Compile-time Errors|Common Compile-time Errors]]&lt;br /&gt;
***[[Fs2_open_on_Linux/Novell SuSE and the Dependencies|Novell SuSE and the Dependencies]]&lt;br /&gt;
***[[Fs2_open_on_Linux/SDL: undefined reference to ...|SDL: undefined reference to ...]]&lt;br /&gt;
***[[Fs2_open_on_Linux/Missing -lGLU compile error|Missing -lGLU compile error]]&lt;br /&gt;
**[[Fs2_open_on_Linux/Common Runtime Errors|Common Runtime Errors]]&lt;br /&gt;
***[[Fs2_open_on_Linux/ERROR: &amp;quot;Web cursor bitmap not found.&amp;quot;|ERROR: &amp;quot;Web cursor bitmap not found.&amp;quot;]]&lt;br /&gt;
***[[Fs2_open_on_Linux/I18n and Key mapping problems|I18n and Key mapping problems]]&lt;br /&gt;
***[[Fs2_open_on_Linux/Dedicated X Display|Dedicated X Display]]&lt;br /&gt;
***[[Fs2_open_on_Linux/Joystick Errors|Joystick Errors]]&lt;br /&gt;
***[[Mouse jumping to bottom right corner]]&lt;br /&gt;
***[[Fullscreen issue with multiple monitors]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[Fs2_open_on_Linux/Compiling_PCS2|Compiling PCS2]]&lt;br /&gt;
&lt;br /&gt;
[[Category:FreeSpace Open on Linux]]&lt;/div&gt;</summary>
		<author><name>Echelon9</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Fs2_open_on_Linux/Installing_GIT&amp;diff=44555</id>
		<title>Fs2 open on Linux/Installing GIT</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Fs2_open_on_Linux/Installing_GIT&amp;diff=44555"/>
		<updated>2015-05-03T04:26:53Z</updated>

		<summary type="html">&lt;p&gt;Echelon9: moved Fs2 open on Linux/Installing GIT to Fs2 open on Linux/Installing Git:&amp;amp;#32;Git is not an acronym (in it&amp;#039;s current form).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Fs2 open on Linux/Installing Git]]&lt;/div&gt;</summary>
		<author><name>Echelon9</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Fs2_open_on_Linux/Installing_Git&amp;diff=44554</id>
		<title>Fs2 open on Linux/Installing Git</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Fs2_open_on_Linux/Installing_Git&amp;diff=44554"/>
		<updated>2015-05-03T04:26:53Z</updated>

		<summary type="html">&lt;p&gt;Echelon9: moved Fs2 open on Linux/Installing GIT to Fs2 open on Linux/Installing Git:&amp;amp;#32;Git is not an acronym (in it&amp;#039;s current form).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Page Navigation|&lt;br /&gt;
BookName=[[The fs2_open on Linux Guide]]|&lt;br /&gt;
CurrentPage=Installing Git|Installing Git|&lt;br /&gt;
PrevPage=[[Fs2_open on Linux/Preparation|Preparation]]|&lt;br /&gt;
NextPage=[[Fs2_open_on_Linux/Installing_the_Development_Libraries|Installing the Development Libraries]]}}&lt;br /&gt;
&lt;br /&gt;
{{Note| As of FSO version 3.7.2, git has replaced subversion as the primary source code repository}}&lt;br /&gt;
{{Note| This step is only for those who want the bleeding-edge source code to compile on their own. You can skip this if you intend to use a provided binary executable.}}&lt;br /&gt;
{{Note| If your distribution is not listed below and you are familiar with how to install git on it, please add that information to this section. }}&lt;br /&gt;
&lt;br /&gt;
Git is a version control system used to manage changes to documents, such as source files. Developers use git so they can easily coordinate their code changes with those of other developers through a git repository.&lt;br /&gt;
&lt;br /&gt;
Be aware that when you use a copy of fs2_open from git, you are using the most recent revision of the fs2_open code. The newest code might have new features and bug fixes, but it might also be less stable, perform worse, or might not even compile.&lt;br /&gt;
&lt;br /&gt;
You will need a git client to download (&amp;quot;check out&amp;quot; in git terminology) a copy of fs2_open from the Source Code Project&#039;s github repository. The instructions for getting a client are specific to each Linux distribution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Debian&#039;&#039;&#039;, &#039;&#039;&#039;Ubuntu&#039;&#039;&#039;, and &#039;&#039;&#039;Linux Mint&#039;&#039;&#039; users should run:&lt;br /&gt;
 $ apt-get install git&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gentoo&#039;&#039;&#039; users should run:&lt;br /&gt;
 $ emerge -a git&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arch Linux&#039;&#039;&#039; users should run:&lt;br /&gt;
 $ pacman -Sy git&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fedora Core )&#039;&#039;&#039; (and most likely Red Hat / Centos) users should run:&lt;br /&gt;
 # yum install git&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mandriva&#039;&#039;&#039; users should run:&lt;br /&gt;
 # urpmi git&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Novell SuSE&#039;&#039;&#039; users should install git via [http://en.opensuse.org/YaST YaST] (if it is not already available after installing the build tools).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FreeBSD 10&#039;&#039;&#039; users may already have git, but if not, should run:&lt;br /&gt;
 $ sudo pkg install git&lt;br /&gt;
&lt;br /&gt;
[[Category:FreeSpace Open on Linux|Installing Git]]&lt;/div&gt;</summary>
		<author><name>Echelon9</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Mac_Development_Guide&amp;diff=44553</id>
		<title>Mac Development Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Mac_Development_Guide&amp;diff=44553"/>
		<updated>2015-05-03T04:22:59Z</updated>

		<summary type="html">&lt;p&gt;Echelon9: Reflect source code hosting via Git&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page provides background and instructions to setup the Xcode development environment in order to compile FreeSpace 2 Open SCP. After following these instructions you will have a working Xcode build environment, a checked out copy of the latest FS2_Open source code, and compiled binaries of the latest revision of the FS2_Open engine.&lt;br /&gt;
&lt;br /&gt;
[[Image:Xcode icon.png‎|right|110px]]&lt;br /&gt;
&lt;br /&gt;
==Getting Xcode==&lt;br /&gt;
Xcode is the integrated development environment (IDE) that Apple provides free of charge for the Mac OS platform. It is the Mac equivalent to Microsoft Visual Studio. In practice, Xcode provides a graphical interface to an underlying Clang/LLVM compiler; with the addition of platform libraries (Frameworks), code completion, project management and the other features you would expect of a modern IDE.&lt;br /&gt;
&lt;br /&gt;
The latest Xcode is available free from the Mac App Store.  Xcode 3.2.6 is available to those with a free Apple Developer account on the [https://developer.apple.com/downloads/index.action Apple Developer Downloads] page, search for &#039;Xcode 3.2.6&#039; and it should be the only result.  This may be useful for those with older hardware/software needs.&lt;br /&gt;
&lt;br /&gt;
It is &#039;&#039;&#039;strongly recommended&#039;&#039;&#039; that you update to the latest version of Xcode compatible with your Mac OS version, as prior versions have bugs which prevent FS2_Open from compiling properly.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+ &#039;&#039;Known working combinations&#039;&#039;&lt;br /&gt;
! !! OS X 10.9 !! OS X 10.8 !! OS X 10.7&lt;br /&gt;
|-&lt;br /&gt;
! Xcode 5.1.1&lt;br /&gt;
| &amp;lt;font color=green&amp;gt;Yes&amp;lt;/font&amp;gt; || &amp;lt;font color=green&amp;gt;Yes&amp;lt;/font&amp;gt; || n/a &lt;br /&gt;
|-&lt;br /&gt;
! Xcode 5.0.2&lt;br /&gt;
| &amp;lt;font color=green&amp;gt;Yes&amp;lt;/font&amp;gt; || &amp;lt;font color=green&amp;gt;Yes&amp;lt;/font&amp;gt; || n/a &lt;br /&gt;
|-&lt;br /&gt;
! Xcode 4.2.1&lt;br /&gt;
| n/a || n/a || &amp;lt;font color=orange&amp;gt;Partially&amp;lt;/font&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
! Xcode 3.2.6&lt;br /&gt;
| n/a || &amp;lt;font color=green&amp;gt;Yes&amp;lt;/font&amp;gt; || &amp;lt;font color=green&amp;gt;Yes&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Getting FreeSpace 2 Open SCP source code==&lt;br /&gt;
&lt;br /&gt;
Open Terminal.app through Spotlight, or it can be found in /Applications/Utilities/Terminal.app. This is the console command line for Mac OS. You will need a location to save the checked out source code. The following commands will create a new folder in your personal Documents called &#039;coding&#039; and then within a subfolder specific for FS2_Open called &#039;fs2_open&#039; checkout the latest source code.&lt;br /&gt;
&lt;br /&gt;
 $ cd Documents&lt;br /&gt;
 $ mkdir coding&lt;br /&gt;
 $ cd coding&lt;br /&gt;
 $ git clone https://github.com/scp-fs2open/fs2open.github.com.git fs2open&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open Finder and browse to ~/Documents/coding/fs2open to see the new files that have been downloaded from the FS2_Open source code repository.&lt;br /&gt;
&lt;br /&gt;
FS2_Open currently uses some precompiled third party Frameworks to handle music and video on Mac OS, which are stored in compressed form within the source code repository. Open the &#039;projects&#039; folder and then &#039;Xcode4&#039;. This is the location of recent Xcode specific project files and settings. For now, double click on Frameworks.tgz to uncompress these Frameworks to a new folder called Frameworks.&lt;br /&gt;
&lt;br /&gt;
Your local checkout of the source code can be keep up to date with the latest changes by opening Terminal.app again, and running the following commands&lt;br /&gt;
&lt;br /&gt;
 $ cd Documents/coding/fs2open&lt;br /&gt;
 $ git pull&lt;br /&gt;
&lt;br /&gt;
Xcode and the FreeSpace 2 Open SCP source code is now setup, so let&#039;s start our first compilation by double clicking on the FS2_Open.xcodeproj Xcode project file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Compiling FreeSpace 2 Open SCP source code (GUI)==&lt;br /&gt;
&lt;br /&gt;
Click the &#039;Build&#039; button or press Apple key+B. This should complete successfully, and once done the binary application can be found within &#039;projects/Xcode4/build/&#039;. Open the folder with the same name as the build type you selected previously to find the compiled FS2_Open application.&lt;br /&gt;
[[Category:Source Code Project]][[Category:FreeSpace_Open_on_Mac]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Compiling FreeSpace 2 Open SCP source code (Command line)==&lt;br /&gt;
&lt;br /&gt;
Open Terminal.app and run the following commands to build a Debug version of FS2_Open&lt;br /&gt;
&lt;br /&gt;
 cd Documents/coding/fs2_open/projects/Xcode4&lt;br /&gt;
 xcodebuild&lt;br /&gt;
&lt;br /&gt;
In order to build an AddressSanitizer build, first a trunk version of Clang/LLVM must be downloaded and installed as the Apple-supplied Clang does not enable AddressSanitizer features.&lt;br /&gt;
&lt;br /&gt;
 Following the instructions at http://clang.llvm.org/get_started.html&lt;br /&gt;
&lt;br /&gt;
Then use this trunk build of Clang instead of the Apple-supplied Clang to build FS2_Open with AddressSanitizer&lt;br /&gt;
&lt;br /&gt;
 cd Documents/coding/fs2_open/projects/Xcode4&lt;br /&gt;
 export CC=/path/to/llvm/../build/Debug+Asserts/bin/clang&lt;br /&gt;
 export CXX=/path/to/llvm/../build/Debug+Asserts/bin/clang++&lt;br /&gt;
 export CFLAGS=-fsanitize=address&lt;br /&gt;
 export LDFLAGS=-fsanitize=address&lt;br /&gt;
 xcodebuild CC=$CC CXX=$CXX OTHER_CFLAGS=$CFLAGS LDFLAGS=$LDFLAGS LDPLUSPLUS=$CXX CLANG_LINK_OBJC_RUNTIME=NO&lt;br /&gt;
&lt;br /&gt;
You may need to open the Xcode GUI and copy the following file into the Linked Frameworks&lt;br /&gt;
&lt;br /&gt;
 /path/to/llvm/build/Debug+Asserts/lib/clang/3.5.0/lib/darwin/libclang_rt.asan_osx_dynamic.dylib&lt;br /&gt;
&lt;br /&gt;
FS2_Open must be run from the Terminal to enable to AddressSanitizer feature at runtime. Additionally, to ensure line references and the like are cleanly shown the output must be piped to a Python script which symobilizes line references&lt;br /&gt;
&lt;br /&gt;
 ./FS2_Open\ \(debug\).app/Contents/MacOS/FS2_Open\ \(debug\) 2&amp;gt;&amp;amp;1 | /path/to/llvm/projects/compiler-rt/lib/asan/scripts/asan_symbolize.py | c++filt&lt;/div&gt;</summary>
		<author><name>Echelon9</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=FreeSpace_Open_Installer&amp;diff=44552</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=44552"/>
		<updated>2015-05-03T04:18:19Z</updated>

		<summary type="html">&lt;p&gt;Echelon9: Reflect source code hosting via Git&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The FreeSpace Open Installer is currently the only official online installer for FS2_Open.  The Installer was originally written by Turey, and then completely rewritten by Goober5000.  The source code is hosted by the [[SCP]].&lt;br /&gt;
&lt;br /&gt;
The program&#039;s web page is [http://www.fsoinstaller.com/ here].&lt;br /&gt;
&lt;br /&gt;
Instructions on creating an install.txt file are [[FSO Installer Text Files|here]]. These are only for modders who are ready to add their released mod or campaign to the installer&#039;s list of available mods to install.&lt;br /&gt;
&lt;br /&gt;
A mirror monitor for the various mods can be found [https://dev.tproxy.de/fs2/mirrors/ here].&lt;br /&gt;
&lt;br /&gt;
=== Download Links ===&lt;br /&gt;
* [http://www.fsoinstaller.com/files/installer/FreeSpaceOpenInstaller.jar fsoinstaller.com]&lt;br /&gt;
* [http://scp.indiegames.us/fsoinstaller/FreeSpaceOpenInstaller.jar scp.indiegames.us]&lt;br /&gt;
&lt;br /&gt;
Both links contain the same installer.  The program requires Java version 1.5 or higher, and can be run on any operating system that can run a compatible version of Java.&lt;br /&gt;
&lt;br /&gt;
You can access the source code from https://github.com/scp-fs2open/fsoinstaller.&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Echelon9</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Getting_started_with_FreeSpace_2&amp;diff=44551</id>
		<title>Getting started with FreeSpace 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Getting_started_with_FreeSpace_2&amp;diff=44551"/>
		<updated>2015-05-03T04:15:16Z</updated>

		<summary type="html">&lt;p&gt;Echelon9: Reflect source code hosting via Git&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;color:#faa700&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;For up-to-date instructions, choose your platform: [http://www.hard-light.net/forums/index.php?topic=78710.0 Windows] [http://www.hard-light.net/forums/index.php?topic=79545.0 Linux] [http://www.hard-light.net/forums/index.php?topic=79546.0 Mac OS X]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This page is under construction (if this page is deemed necessary that is -&amp;gt; [[Talk:Getting_started_with_FreeSpace_2|talk page]]).&lt;br /&gt;
&lt;br /&gt;
It is also outdated. Both the builds and mediaVPs are in 3.6.10 beta phase at this point in time, check Hard-Light Forums for the latest news and stuff.&lt;br /&gt;
&lt;br /&gt;
==Getting Retail FreeSpace 2==&lt;br /&gt;
::&#039;&#039;Main article [[Getting_FreeSpace]]...&#039;&#039;&lt;br /&gt;
*Buy CDs&lt;br /&gt;
*Buy it online, for example from [http://www.gog.com/en/gamecard/freespace_2 GOG.com]&lt;br /&gt;
&lt;br /&gt;
==Installing Retail FreeSpace 2==&lt;br /&gt;
::&#039;&#039;Main article [[Installing Freespace 2]]...&#039;&#039;&lt;br /&gt;
*Install the game&lt;br /&gt;
*To use FreeSpace 2 Open only the the retail data files are needed ([[*.VP]] files). This makes it possible for user to &#039;install&#039; or extract the &#039;&#039;&#039;vp&#039;&#039;&#039; files from the main game data and then move the files to another platform for example to Linux or OS X. However it is recommended that the data files should be patched before moving them. See [[Fs2 open on Linux]] for more information.&lt;br /&gt;
*Make sure you have [http://connect.creativelabs.com/openal/Downloads/Forms/AllItems.aspx OpenAL] installed&lt;br /&gt;
&lt;br /&gt;
==Update the Retail FreeSpace 2==&lt;br /&gt;
{{Note|This step is only required if the data has not already been patched}}&lt;br /&gt;
*Download and run Freespace 1.2 update&lt;br /&gt;
*[http://homepage.ntlworld.com/karajorma/FAQ/Downloads/HotUv1.20Pack.rar FreeSpace 2 Patch (version 1.2)]  |  Alternate link: [http://www.gameupdates.org/details.php?id=4722 FS2 1.2 patch from gameupdates.org]  Note that you will need a [http://en.wikipedia.org/wiki/Comparison_of_BitTorrent_clients BitTorrent] client to download from gameupdates; I recommend uTorrent.&lt;br /&gt;
*Some versions have this already preinstalled&lt;br /&gt;
&lt;br /&gt;
==Installing FreeSpace Open==&lt;br /&gt;
::&#039;&#039;Main articles [[Installing FreeSpace 2 Open]] and [[FreeSpace Open Installer]]...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Launcher===&lt;br /&gt;
Using a Launcher makes configuring &amp;amp; running FSO much easier.  Unless you know what you&#039;re doing, use either wxLauncher (preferred) or Launcher 5.5g.&lt;br /&gt;
{{Note|In some cases on Windows, you need to run the Launcher as Administrator in order to be able to update the registry correctly}}&lt;br /&gt;
*[http://www.hard-light.net/forums/index.php?topic=67950.0 wxLauncher] (Cross Platform)&lt;br /&gt;
*[http://swc.fs2downloads.com/files/Launcher55g.zip Launcher 5.5g] (Windows only)&lt;br /&gt;
&lt;br /&gt;
====Launchers still in development====&lt;br /&gt;
*[http://www.hard-light.net/forums/index.php?topic=86364.0 Knossos] (Cross Platform, includes installer functionality)&lt;br /&gt;
* m!m&#039;s new launcher (but I can&#039;t find the release thread :()  (Windows only)&lt;br /&gt;
&lt;br /&gt;
===Game Builds===&lt;br /&gt;
====Latest Official Build====&lt;br /&gt;
*[http://www.hard-light.net/forums/index.php?topic=89597.0 Link to FS2 Open 3.7.2]&lt;br /&gt;
&lt;br /&gt;
====Current Development Builds====&lt;br /&gt;
*[http://www.hard-light.net/forums/index.php/board,173.0.html Nightly Builds]&lt;br /&gt;
&lt;br /&gt;
===MediaVP File Sets===&lt;br /&gt;
*The MediaVPs are a set of upgrades to the game assets, e.g. models, textures, sounds, etc.&lt;br /&gt;
*MediaVP sets should always be installed to their own directory that is located in the FreeSpace root directory. The [[FreeSpace_Open_Installer|installer]] is the preferred way to install the mediavps. For manual installs they should in be installed to a versioned directory, e.g. &#039;&#039;&#039;c:\games\freespace2\mediavps_3612&#039;&#039;&#039; or &#039;&#039;&#039;c:\games\freespace2\MediaVPs_2014&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
====Latest Official MediaVPs====&lt;br /&gt;
*[http://www.hard-light.net/forums/index.php/topic,58230.0.html 3.6.10 MediaVP Release Thread]&lt;br /&gt;
*[http://www.hard-light.net/forums/index.php?topic=70739.0 3.6.12 MediaVP Release Thread]&lt;br /&gt;
*[http://www.hard-light.net/forums/index.php?topic=86475.0 2014 MediaVP Release Thread]&lt;br /&gt;
&lt;br /&gt;
==Setting up the Launcher==&lt;br /&gt;
===Selecting the Game Build===&lt;br /&gt;
*First thing to do is to click on the &#039;&#039;&#039;Browse...&#039;&#039;&#039; button at the top of the Launcher and select the build you installed.&lt;br /&gt;
===Audio/Joystic=== &lt;br /&gt;
*If you have trouble with your joystick not working properly in FS2_Open, you may try the &#039;&#039;&#039;Force 0&#039;&#039;&#039; or &#039;&#039;&#039;Force 1&#039;&#039;&#039; options, which will force FS2_Open to use the first or second joysticks, respectively.&lt;br /&gt;
===Network===&lt;br /&gt;
*Adjust the settings according to your setup.&lt;br /&gt;
===Speech===&lt;br /&gt;
*If you are using Windows XP, or have the Speech API installed, FS2_Open will be able to read briefings, techroom descriptions, and even in game messages to you using computer-generated voices. Although no match for real voice acting, it is convenient when valid plot points are mentioned in the middle of combat. Speech in the various locations can be turned on and off by checking and unchecking the check boxes; you can choose which of the installed voices to use in FS2_Open by changing the drop-down menu.&lt;br /&gt;
===Registry===&lt;br /&gt;
*Unless you know what you are doing &#039;&#039;&#039;don&#039;t&#039;&#039;&#039; tamper with these settings&lt;br /&gt;
*Default location is: HKEY_LOCAL_MACHINE -&amp;gt; Software -&amp;gt; Volition -&amp;gt; Freespace2&lt;br /&gt;
*On 64 bit Windows: HKEY_CURRENT_USER -&amp;gt; Software -&amp;gt; Classes -&amp;gt; VirtualStore -&amp;gt; MACHINE -&amp;gt; SOFTWARE -&amp;gt; Wow6432Node -&amp;gt; Volition -&amp;gt; Freespace2&lt;br /&gt;
&lt;br /&gt;
On OSX / Linux / BSD an .ini file is used instead of the registry. It is located here:&lt;br /&gt;
&lt;br /&gt;
*~/Library/FS2_Open/fs2_open.ini (OSX)&lt;br /&gt;
*~/.fs2_open/fs2_open.ini (other *nix variants)&lt;br /&gt;
&lt;br /&gt;
===Video===&lt;br /&gt;
* On some older or special builds user can choose which API to use (OpenGL or Direct3D) however usually it defaults to &#039;&#039;&#039;OpenGL&#039;&#039;&#039;. In any case it is &#039;&#039;&#039;recommended to use OpenGL&#039;&#039;&#039; as DirectX is unstable and not actively supported.&lt;br /&gt;
* Select the preferred resolution for the game.&lt;br /&gt;
===Features===&lt;br /&gt;
*This tab is where most of FS2_Open&#039;s options can be toggled on and off. At the top is a readout of your current command line. You should include this if you ever need to report an error with FS2_Open.&lt;br /&gt;
*&#039;&#039;&#039;Easy setup&#039;&#039;&#039; basically allows you to turn lots of features on or off at once. Generally most people use it and then fine tune the settings immediately afterwards.&lt;br /&gt;
*&#039;&#039;&#039;Custom flags&#039;&#039;&#039; allows you to add any command line flags that don&#039;t show up in the Launcher. This may be because they require additional arguments, as is the case with the &#039;&#039;&#039;-fov&#039;&#039;&#039; command line argument (for more information, you can see the [[Command-Line Reference]] page of the wiki). Its recommended to add &#039;&#039;&#039;&#039;&#039;-ambient_factor 50&#039;&#039;&#039;&#039;&#039; to the command line.&lt;br /&gt;
*Finally, the two boxes below this let you toggle the various new features in FS2 Open individually. The list type option lets you choose between graphics, sound etc and the tickboxes let you turn the feature on or off.&lt;br /&gt;
===MOD===&lt;br /&gt;
*This tab is used to select mods for the game. For example this installation guide directs you to install MediaVPs in such a way that FS2 will treat them as a mod. Click &#039;&#039;&#039;Select MOD&#039;&#039;&#039; and choose &#039;&#039;&#039;&#039;&#039;mediavps&#039;&#039;&#039;&#039;&#039; folder that you picked earlier.&lt;br /&gt;
*The reason that we installed the media VPs as a mod is that if FS2_Open doesn&#039;t work you can select the &#039;&#039;&#039;no MOD&#039;&#039;&#039; button and run without them and check if the problem is with the build or with the media VPs. It also means that you can still run retail FS2 if you want to.&lt;br /&gt;
&lt;br /&gt;
[[Category:The games]]&lt;/div&gt;</summary>
		<author><name>Echelon9</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Fs2_open_on_Linux/Preparation&amp;diff=44550</id>
		<title>Fs2 open on Linux/Preparation</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Fs2_open_on_Linux/Preparation&amp;diff=44550"/>
		<updated>2015-05-03T04:14:13Z</updated>

		<summary type="html">&lt;p&gt;Echelon9: Reflect source code hosting via Git&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Page Navigation|&lt;br /&gt;
BookName=[[The fs2_open on Linux Guide]]|&lt;br /&gt;
CurrentPage=Preparation|Preparation|&lt;br /&gt;
PrevPage=[[Fs2 open on Linux/Introduction|Introduction]]|&lt;br /&gt;
NextPage=[[Fs2_open on Linux/Installing Subversion|Installing Subversion]]}}&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
If you don&#039;t intend to follow the latest code developments available from the source code repositories, instead using a [http://www.hard-light.net/forums/index.php?board=50.0 source tarball] from the latest release post, you can skip the Git or Subversion (deprecated) chapter.&lt;br /&gt;
* [[Fs2_open_on_Linux/Installing Git]]&lt;br /&gt;
* [[Fs2 open on Linux/Installing Subversion]] (deprecated)&lt;br /&gt;
* [[Fs2 open on Linux/Installing the Development Libraries]]&lt;br /&gt;
&lt;br /&gt;
[[Category:FreeSpace Open on Linux|Installation]]&lt;/div&gt;</summary>
		<author><name>Echelon9</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Fs2_open_on_Linux/Preparation&amp;diff=44549</id>
		<title>Fs2 open on Linux/Preparation</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Fs2_open_on_Linux/Preparation&amp;diff=44549"/>
		<updated>2015-05-03T04:11:15Z</updated>

		<summary type="html">&lt;p&gt;Echelon9: Reflect source code hosting via Git&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Page Navigation|&lt;br /&gt;
BookName=[[The fs2_open on Linux Guide]]|&lt;br /&gt;
CurrentPage=Preparation|Preparation|&lt;br /&gt;
PrevPage=[[Fs2 open on Linux/Introduction|Introduction]]|&lt;br /&gt;
NextPage=[[Fs2_open on Linux/Installing Subversion|Installing Subversion]]}}&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
If you don&#039;t intend to use the code available from the source code repositories, instead using a [http://www.hard-light.net/forums/index.php?board=50.0 source tarball] from the latest release post, you can skip the [[Fs2 open on Linux/Installing Subversion]] chapter.&lt;br /&gt;
* [[Fs2 open on Linux/Installing Subversion]]&lt;br /&gt;
* [[Fs2 open on Linux/Installing the Development Libraries]]&lt;br /&gt;
&lt;br /&gt;
[[Category:FreeSpace Open on Linux|Installation]]&lt;/div&gt;</summary>
		<author><name>Echelon9</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Manually_Installing_FreeSpace_2_Open&amp;diff=44548</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=44548"/>
		<updated>2015-05-03T04:09:16Z</updated>

		<summary type="html">&lt;p&gt;Echelon9: Reflect source code hosting via Git&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide assumes you already have a working copy of FreeSpace 2 installed. If not, see [[Installing FreeSpace 2]]. &amp;lt;!--Also, this build assumes you do not use an installer. If you do, skip down Step One.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Commented out: installer currently not working&lt;br /&gt;
== Quick Start: Using the Online Installer ==&lt;br /&gt;
&lt;br /&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;
* [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)&lt;br /&gt;
* [http://www.fsoinstaller.com/files/installer/java/FreeSpaceOpenInstaller.jar Win/Linux/Mac Installer (.jar, 26 KB)] (Requires Java 1.5)&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;
This Installer is known to work on Windows, Linux(tested on 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;
=== 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;
&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;
--&amp;gt;&lt;br /&gt;
== Step One: Understanding what you need ==&lt;br /&gt;
There are three main components that you need to get the most out of fs2_open.&lt;br /&gt;
&lt;br /&gt;
* First, you need to install the retail data from [[Installing FreeSpace 2|FreeSpace 2]]&lt;br /&gt;
* Second, the &#039;&#039;&#039;fs2_open build&#039;&#039;&#039;. This is the core game engine, a single executable file.&lt;br /&gt;
* Next, the &#039;&#039;&#039;Launcher&#039;&#039;&#039;. This lets you configure the fs2_open executable for your particular system, in much the same way the original FreeSpace 2 launcher is used to configure it.&lt;br /&gt;
* Finally, the &#039;&#039;&#039;MediaVPs&#039;&#039;&#039;. These contain all sorts of graphical improvements and are highly recommended. Version numbers of mediaVPs generally agree with the fs2_open build that they&#039;re supposed to be used with.&lt;br /&gt;
&lt;br /&gt;
== Step Two: Getting the Launcher ==&lt;br /&gt;
&lt;br /&gt;
Unless you are using an extremely old build, you will want to get the appropriate launcher for your OS.  It may be bundled with your release but the direct download link is below.&lt;br /&gt;
&lt;br /&gt;
Windows:  [http://www.hard-light.net/forums/index.php?topic=67950.0 wxLauncher] (recommended) or [http://swc.fs2downloads.com/files/Launcher55g.zip Launcher 5.5g]&lt;br /&gt;
&lt;br /&gt;
OS X:  [http://www.hard-light.net/forums/index.php?topic=67950.0 wxLauncher] unless you are using Tiger or a PowerPC Mac, in which case use Soulstorm&#039;s [http://www.hard-light.net/forums/index.php?topic=51391.0 OS X Launcher 3.0] ([[Soulstorm&#039;s OS X Launcher|instructions]])&lt;br /&gt;
&lt;br /&gt;
Linux:  [http://www.hard-light.net/forums/index.php?topic=67950.0 wxLauncher] (build it from source; see the [http://code.google.com/p/wxlauncher/source/browse/ReadMe.txt readme] for instructions)&lt;br /&gt;
&lt;br /&gt;
== Step Three: Choosing a build ==&lt;br /&gt;
There are two main types of fs2_open builds, at the time of this writing. A &amp;quot;build&amp;quot; is any executable built from source code. Any build may also be a debug build. (Debug builds usually have names that end with &amp;quot;_d&amp;quot; or &amp;quot;_dbg&amp;quot; or somesuch) If you don&#039;t know why you&#039;d want to use a debug build, you&#039;re almost certainly better off not using one.&lt;br /&gt;
&lt;br /&gt;
All builds should be extracted to your main FreeSpace 2 folder.&lt;br /&gt;
&lt;br /&gt;
=== Official Releases ===&lt;br /&gt;
The first type is the &amp;quot;stable&amp;quot; release build. Additionally, some official release builds are available with installers. It&#039;s a good idea to get the most recent official release, even if you end up deciding to get a recent build anyway. Current official release is &#039;&#039;&#039;FreeSpace Open 3.7.0&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[http://www.hard-light.net/forums/index.php?topic=85435.0 FreeSpace Open 3.7.0 release thread]&lt;br /&gt;
&lt;br /&gt;
=== Test Builds ===&lt;br /&gt;
Recent Builds are ones that individual coders release. Most of the time they&#039;re released to either test or showcase some particular new feature. If you&#039;re curious about how reliable a build is, your best bet is to check the original thread it was posted in and see what people&#039;s responses were.&lt;br /&gt;
&lt;br /&gt;
[http://www.hard-light.net/forums/index.php/board,97.0.html Test builds forum]&lt;br /&gt;
&lt;br /&gt;
[http://www.hard-light.net/forums/index.php/board,113.0.html Cross Platform Development forum (for Linux/OS X builds)]&lt;br /&gt;
&lt;br /&gt;
=== Nightly Builds ===&lt;br /&gt;
&lt;br /&gt;
In addition to recent builds, nightly builds are built every evening after any changes have been applied to the source code.  These are put out so that the code base can be quickly verified for general stability.  Testing nightly builds on a regular basis and reporting bugs helps ensure a stable code base is maintained.&lt;br /&gt;
&lt;br /&gt;
[http://www.hard-light.net/forums/index.php/board,173.0.html Nightly builds forum]&lt;br /&gt;
&lt;br /&gt;
== Step Four: MediaVPs ==&lt;br /&gt;
&lt;br /&gt;
With the release of the 2014 MediaVPs, there is once again only one set of recommended MediaVPs available. The detailed instructions for installing and the current links can currently be found in the MediaVPs Release Thread linked below.&lt;br /&gt;
&lt;br /&gt;
MediaVPs should be installed in a new &#039;mediavps_2014&#039; directory under the main FreeSpace directory (\freespace2\mediavps_2014) This preserves the possibility to play with either with retail FreeSpace 2 vp files if this is desired (for example in multiplayer) and using the retail FreeSpace 2 executive files and requires minimal extra time to set up. (See step six for further details).&lt;br /&gt;
&lt;br /&gt;
[http://www.hard-light.net/forums/index.php?topic=86475.0 2014 MediaVPs Release Thread]&lt;br /&gt;
&lt;br /&gt;
== Step Five: Configuring Everything ==&lt;br /&gt;
&lt;br /&gt;
=== Basic setup ===&lt;br /&gt;
&lt;br /&gt;
At this point, you have one final stage remaining before fs2_open is ready to go. Open up the Launcher. (It should be in your main FreeSpace 2 folder). Select the EXE you&#039;d like to use by clicking the &amp;quot;Browse...&amp;quot; button at the top of the Launcher.  There are two types typically for any build release: &lt;br /&gt;
* a debug build with the name containing &#039;d&#039; or &#039;debug&#039; right after the version number. For example, fs2_open_3_6_10&#039;&#039;&#039;d&#039;&#039;&#039;.exe.&lt;br /&gt;
* a regular/release build with the name containing &#039;r&#039; or nothing right after the version number. For example, fs2_open_3_6_10.exe or fs2_open_3_6_11&#039;&#039;&#039;r&#039;&#039;&#039;_sse2-20100131_r5862.exe.&lt;br /&gt;
&lt;br /&gt;
For normal play you will want to use a regular build but for any testing, development, or bug reporting you definitely want to use a &#039;d&#039; build.  For example, fs2_open_3_6_10d.exe vs fs2_open_3_6_10.exe.&lt;br /&gt;
&lt;br /&gt;
Next, ensure that the &amp;quot;Audio/Joystick&amp;quot; and &amp;quot;Network&amp;quot; tabs have the proper settings.&lt;br /&gt;
&lt;br /&gt;
=== Speech setup ===&lt;br /&gt;
&lt;br /&gt;
If you are using Windows XP, or have the Speech API installed, fs2_open will be able to read briefings, techroom descriptions, and even ingame messages to you using computer-generated voices. Although no match for real voice acting, it is convenient when valid plot points are mentioned in the middle of combat. Speech in the various locations can be turned on and off by checking and unchecking the check boxes; you can choose which of the installed voices to use in fs2_open by changing the drop-down menu. As of this writing, fs2_open will only use the voice you choose for everything.  Text to Speech is typically only available in stable release builds.  Recent Builds from a coder&#039;s test branch will usually not have it, nor will Nightly Builds.&lt;br /&gt;
&lt;br /&gt;
=== Video setup ===&lt;br /&gt;
&lt;br /&gt;
On the &amp;quot;Video&amp;quot; tab, you can choose choose various graphics options. Here, you can set the resolution as well as the colour depth. It is recommended to use a resolution greater or equal to 1024x768 at 32 bits of colour depth. The other options, especially the anisotropic filter and antialiasing sliders, should not be altered.&lt;br /&gt;
&lt;br /&gt;
=== Features setup ===&lt;br /&gt;
&lt;br /&gt;
This tab is where most of fs2_open&#039;s options can be toggled on and off. At the top is a readout of your current command line; you should include this in any debugging reports you make.&lt;br /&gt;
&lt;br /&gt;
The next box, with the buttons &amp;quot;Select mod&amp;quot; and &amp;quot;No mod&amp;quot; allow you to choose a mod directory to use; files in the mod directory will be given precedence over other files, so you can easily switch between mods by installing them to different directories.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Custom flags&amp;quot; allows you to add any command line flags that don&#039;t show up in the Launcher. This may be because they require additional arguments, as is the case with the &amp;quot;-fov&amp;quot; command line argument. For more information, see the [[Command-Line Reference]] page.&lt;br /&gt;
&lt;br /&gt;
Finally, the two boxes below this let you toggle the various new features in fs2_open, many of which are graphical improvements. Recommended options for midrange systems are &amp;quot;Enable specular&amp;quot;, &amp;quot;Enable glowmaps&amp;quot;, &amp;quot;Enable Environment Maps&amp;quot;, and &amp;quot;Enable normal maps&amp;quot;. (You may have to choose a different section in the drop-down box to get to some of these options). There are many, many more options, but these should get you started.&lt;br /&gt;
&lt;br /&gt;
[http://www.hard-light.net/wiki/index.php/Command-Line_Reference Command line Flags]&lt;br /&gt;
&lt;br /&gt;
=== Language Setup ===&lt;br /&gt;
&lt;br /&gt;
Freespace &amp;amp; Freespace 2 supported non-English languages such as French, German &amp;amp; Polish.  Some mods (most notably Freespace Port) also support non-English languages.  The steps required to change the language differ depending on which OS FSO is running on.&lt;br /&gt;
&lt;br /&gt;
Note that due to pilot file limitations, pilots can only be used with &#039;&#039;&#039;one&#039;&#039;&#039; language.  If you switch languages you need to have multiple pilots.&lt;br /&gt;
&lt;br /&gt;
To set the language, modify the Language entry in the [[Getting_started_with_FreeSpace_2#Registry|registry or the [Default] section of the .ini file]].&lt;br /&gt;
&lt;br /&gt;
e.g.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
[Default]&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
Language=French&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Step Six: Cutscenes ==&lt;br /&gt;
&lt;br /&gt;
Depending on how you installed the game, the cutscenes might not be in the proper location.  If you bought your copy of FS2 from Good Old Games, the cutscenes (ten .mve files) are somewhere in \freespace2\data2\ or \freespace2\data3\ . You can get them working by moving them to \freespace2\data\movies\ . Create the directory if it does not exist. You can also download either the [http://www.freespacemods.net/download.php?view.124 original MVE cutscenes] or [http://freespacemods.net/download.php?view.128 OGG-encoded versions] from FreeSpaceMods.net. If you have the game CDs/DVD, you can copy the cutscenes from them to the FreeSpace2/data/movies/ folder.  The OGG cutscenes are smaller but might not perform as well on older hardware that could run the MVEs without problem.  Now you should have the full gamut of updated and retail content installed!&lt;br /&gt;
&lt;br /&gt;
Note: If you&#039;ve found the AVI versions of the cutscenes, do not use them. Support for AVI has been removed in FSO versions 3.6.10 and higher.&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Echelon9</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Doxygen_Documentation&amp;diff=44547</id>
		<title>Doxygen Documentation</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Doxygen_Documentation&amp;diff=44547"/>
		<updated>2015-05-03T04:07:50Z</updated>

		<summary type="html">&lt;p&gt;Echelon9: Reflect source code hosting via Git&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page provides background and instructions to setup the Doxygen documentation sytem. Doxygen is used to parse the source code for suitable comment blocks to automatically generate clean Freespace 2 Open documentation in a number of formats.&lt;br /&gt;
&lt;br /&gt;
Doxygen uses a small text file, called a Doxyfile, as a script to analyse source code and produce the required output formats.&lt;br /&gt;
&lt;br /&gt;
Doxygen&#039;s ease of regenerating documentation from source code allows the production of up to date documentation reflecting the latest source code changes at any time.&lt;br /&gt;
&lt;br /&gt;
[[Image:Doxygen.png‎|right|110px]]&lt;br /&gt;
&lt;br /&gt;
==Getting Doxygen==&lt;br /&gt;
From [http://www.doxygen.org the Doxygen website], &amp;quot;Doxygen is a documentation system for C++, C, Java, Objective-C, Python, IDL (Corba and Microsoft flavors), Fortran, VHDL, PHP, C#, and to some extent D.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Doxygen is an open source application available for Windows, OS X and Linux.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Steps&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Download [http://www.doxygen.org/download.html#latestsrc the appropriate Doxygen release] for your computer.&lt;br /&gt;
* Follow the standard setup instructions.&lt;br /&gt;
* Open the Doxygen program.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Preparing your first set of Doxygen Documentation==&lt;br /&gt;
{{note|The Doxygen GUI wizard layout is nearly identical between platforms. Windows has been shown here for simplicity.}}&lt;br /&gt;
[[Image:Wizard tab.png‎|right|thumb|150px|&#039;&#039;Doxygen&#039;s GUI wizard after opening the fs2open.Doxyfile&#039;&#039;]]&lt;br /&gt;
[[Image:Run tab.png‎|right|thumb|150px|&#039;&#039;Doxygen&#039;s GUI wizard after compiling the documentation&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
To prepare a fresh batch of documentation, based on the current source code, first ensure that you have checked out the latest version of the FS2_Open source code.&lt;br /&gt;
&lt;br /&gt;
* Open the Doxygen GUI wizard, called Doxywizard.&lt;br /&gt;
* Click File and then browse to the location of your checked out copy of the FS2_Open source code.&lt;br /&gt;
* Select in the top level folder fs2open.Doxyfile.&lt;br /&gt;
* This will populate the Doxywizard with the standard settings.&lt;br /&gt;
* On the Run tab, click on &amp;quot;Run Doxygen&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
When this is completed, clicking on &amp;quot;Show HTML output&amp;quot; will open your web browser pointed at the documentation output.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Accessing the prepared Doxygen Documentation==&lt;br /&gt;
[[Image:Browser view.png‎|right|thumb|150px|&#039;&#039;Doxygen&#039;s Documentation in HTML form&#039;&#039;]]&lt;br /&gt;
The output from Doxygen can come in many formats, including:&lt;br /&gt;
&lt;br /&gt;
* HTML output for using in a standard web browser&lt;br /&gt;
* PDF (including hyperlinks)&lt;br /&gt;
* Xcode documentation sets for inclusion in the IDE&lt;br /&gt;
* Man pages&lt;br /&gt;
&lt;br /&gt;
At present, the default outputs are HTML output and PDF (if additional support is available on your computer).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quick overview of the underlying documentation==&lt;br /&gt;
A full featured article on writing fully featured documentation to take advantage of Doxygen will go up shortly. An example documentation block for the static_rand_range() function in staticrand.cpp follows:&lt;br /&gt;
&lt;br /&gt;
 /**&lt;br /&gt;
  * @brief Return a random integer within a range. Note: min and max are inclusive&lt;br /&gt;
  *&lt;br /&gt;
  * @param num Seed input number&lt;br /&gt;
  * @param min Minimum range integer to return&lt;br /&gt;
  * @param max Maximum range integer to return&lt;br /&gt;
  * @return Random integer within the range&lt;br /&gt;
  */&lt;br /&gt;
 int static_rand_range(int num, int min, int max)&lt;br /&gt;
 {&lt;br /&gt;
 	int	rval = static_rand(num);&lt;br /&gt;
 	rval = (rval % (max - min + 1)) + min;&lt;br /&gt;
 	CLAMP(rval, min, max);&lt;br /&gt;
 	return rval;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
This corresponds to the following HTML output&lt;br /&gt;
&lt;br /&gt;
[[Image:Static rand range.png‎|&#039;&#039;Documentation for the static_rand_range() function in HTML output&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes on Doxygen Style==&lt;br /&gt;
Although you can have a number of documentation style options for Doxygen, it is recommended that you stay consistent to existing doc comments. For example, if you come across a number of comment blocks in a file that use the /** style, then it&#039;s recommended that you use that style in that file instead of, say, /*!&lt;br /&gt;
&lt;br /&gt;
When documenting a enumeration or a list of variables, it may be desired to document each value per line. To do this, use the //!&amp;lt; character string in place of the normal // comment string on the same line of the value your documenting, or on the line immediately below it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useful Plugins for Common Editors==&lt;br /&gt;
This section provides info on some useful plugins for common text editors that will aide in the documentation effort, such as automation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Notepad++===&lt;br /&gt;
Notepad++ offers a plugin called [http://sourceforge.net/projects/doxyit/ DoxyIt] that will set up a documentation block for functions and files fairly quickly, through the Alt+Ctrl+Shift+D shortcut. The main feature is that it will automatically template the @param&#039;s for all of the function arguments.&lt;/div&gt;</summary>
		<author><name>Echelon9</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Fs2_open_on_Linux/Pre-Compile_Configuration&amp;diff=44546</id>
		<title>Fs2 open on Linux/Pre-Compile Configuration</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Fs2_open_on_Linux/Pre-Compile_Configuration&amp;diff=44546"/>
		<updated>2015-05-03T04:05:07Z</updated>

		<summary type="html">&lt;p&gt;Echelon9: Reflect source code hosting via Git&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Page Navigation|&lt;br /&gt;
BookName=[[The fs2_open on Linux Guide]]|&lt;br /&gt;
CurrentPage=Pre-Compile Configuration|Pre-Compile Configuration|&lt;br /&gt;
PrevPage=[[Fs2 open on Linux/Acquiring the Code|Acquiring the Code]]|&lt;br /&gt;
NextPage=[[Fs2_open on Linux/Optimization|Optimization]]}}&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
{{Note| This step is only for those who want the bleeding-edge source code to compile on their own. You can skip this if you intend to use a provided binary executable.}}&lt;br /&gt;
Before you compile you need to configure it for your system. In the directory you ran the Git command from, a new directory has appear, namely fs2_open.&lt;br /&gt;
If your fs2_open is a completely new checkout, you will first need to run the autogen.sh script.&lt;br /&gt;
Run from inside your newly created fs2_open directory:&lt;br /&gt;
 $ ./autogen.sh&lt;br /&gt;
autogen.sh is a script that will generate the required makefiles. You will see alot of &amp;quot;checking for this&amp;quot; and &amp;quot;checking for that&amp;quot;, this is actually the &amp;quot;configure&amp;quot; script (which can be run with &amp;lt;tt&amp;gt;./configure&amp;lt;/tt&amp;gt; if you need to change the options) examining and configuring fs2_open for your system.&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible to give autogen.sh configure options as well, autogen.sh will pass them along to configure.&lt;br /&gt;
&lt;br /&gt;
A full list of configure options can be found by running the configure script with the &#039;--help&#039; option.&lt;br /&gt;
 $ ./configure --help&lt;br /&gt;
&lt;br /&gt;
Note: if you have multiple versions of a dependency installed, and FSO is picking the wrong one, AND it&#039;s causing a compile issue, you should be able to select the correct version of the library with something like this: (specific example is given for lua5.1 (good) vs lua5.2 (causes problems) - thanks to ZekeS for this advice&lt;br /&gt;
 $ LDFLAGS=&amp;quot;-l:liblua.so.5.1 $LDFLAGS&amp;quot; CXXFLAGS=&amp;quot;-I/usr/include/lua5.1 $CXXFLAGS&amp;quot; ./autogen.sh&lt;br /&gt;
&lt;br /&gt;
If you end up doing this, let a member of the SCP know about it so that configure.ac can be updated to exclude the incompatible version of the library.&lt;br /&gt;
&lt;br /&gt;
[[Category:FreeSpace Open on Linux|Pre-Compile Configuration]]&lt;/div&gt;</summary>
		<author><name>Echelon9</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=44062</id>
		<title>Command-Line Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=44062"/>
		<updated>2014-06-14T07:28:30Z</updated>

		<summary type="html">&lt;p&gt;Echelon9: /* Troubleshooting */ Reflect the meta -parse_cmdline_only&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Command-Line Flags (also called Command-Line Parameters) are optional flags passed to the FSO executable, and generally enables one or more features added to the FS2 Open engine. These flags are accessed conveniently through an [[FSO Launcher]]. To have FSO list all available flags, use any one of the following: [[Command-Line_Reference#-help|-help]], [[Command-Line_Reference#-help|--help]], [[Command-Line_Reference#-help|-h]], or [[Command-Line_Reference#-help|-?]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--May need version info for the various flags, such as 3.6.13, etc. --&amp;gt;&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Specular or if necessary to manually disable enter the flag -nospec}}&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Environment Maps or if necessary to manually disable enter the flag -noenv }}&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Glow Maps or if necessary to manually disable enter the flag -noglow }}&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Normal Maps or if necessary to manually disable enter the flag -nonormal }}&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 (2d shockwave is defined by effects/shockwave01.eff or .ani, and 3d shockwave by models/shockwave.pof)&lt;br /&gt;
&lt;br /&gt;
Note that 3d shockwaves are usually flat discs, that FSO scales up. The animated 2d billboards used by 2d shockwaves with the addition of [[Command-Line Reference#-soft_particles|soft particles]], may look better when intersecting with models (which shockwaves often do). Use at your discretion.&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. Further information 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;
====-stretch_menu====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Stretch interface to fill screen&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scales the interface to fill the screen without preserving the aspect ratio. Omit this to keep the aspect ratio, adding black bars where appropriate.&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;
{{Note| This feature is not available in current builds.}}&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;
====-parse_cmdline_only====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Parse Command Line Only&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Parse only the application command line settings, and ignore any that may have been set in the on-disk data/cmdline_fso.cfg or per-user cmdline_fso.cfg (on Linux/Mac)&lt;br /&gt;
&lt;br /&gt;
====-safeloading====&lt;br /&gt;
Loads missions the old way.  Typically safer, but slower.&lt;br /&gt;
{{Note| This 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;
====-disable_pbo====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable OpenGL Pixel Buffer Objects&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables the use of Pixel Buffer Objects (PBO) which may cause certain OpenGL operations to perform slower. Note PBO&#039;s were only used at three places in FSO anyway so it&#039;s *probably* not going to have a noticeable effect.  &lt;br /&gt;
&lt;br /&gt;
May be required to workaround issues in certain versions of Linux&#039;s Mesa drivers for Intel integrated graphics cards where crashes occur in the mainhall (i.e. whenever a popup occurs). Distros that seem to have this problem presently include Ubuntu 13.10 and openSUSE 13.1.&lt;br /&gt;
{{Table371|&lt;br /&gt;
*This feature is present to work around a bug in Linux&#039;s Mesa drivers for Intel integrated graphics cards}}&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;
====-disable_di_mouse====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disables the DirectInput mouse code for FSO on windows.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Windows Only&#039;&#039;&#039; Can make mouse movement smoother on certain machines.&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 deprecated.&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;
====-use_gldrawelements====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Use glDrawElements instead of glDrawRangeElements&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Introduced as a means of switching to the slower OpenGL call glDrawElements, instead of glDrawRangeElements.&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*This feature may resolve certain rendering problems where parts of models are not drawn on Linux drivers}}&lt;br /&gt;
&lt;br /&gt;
====-keyboard_layout====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Manually sets a keyboard layout&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A commandline parameter to set the keyboard layout as a string parameter.&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Currently the only valid string is &amp;quot;qwertz&amp;quot; (German) but French azerty may be added in future.}}&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;
====-fb_explosions====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Framebuffer Shockwaves&amp;quot;&#039;&#039;&#039;&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;
{{Note| This feature is only available on Windows.}}&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;
{{Note| This 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;
This will make the FSO build spit out an html file that documents the supported SEXP&#039;s.&lt;br /&gt;
&lt;br /&gt;
Just double click on sexps.html and it should open in your default web browser.&lt;br /&gt;
&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
This will make the FSO build spit out an html file that documents the supported scripting hooks and LUA libraries.&lt;br /&gt;
&lt;br /&gt;
Just double click on scripting.html and it should open in your default web browser.&lt;br /&gt;
&lt;br /&gt;
====-nograb====&lt;br /&gt;
Disables focus grabbing in a window.&lt;br /&gt;
{{Note| This feature is not available on Windows.}}&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;
====-start_mission====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Skip the mainhall in jump right into the specified mission&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jump into the mission specified by the filename.  Only in effect on the first run. This will skip load of the mainhall and its other related things altogether.&lt;br /&gt;
&lt;br /&gt;
====-profile_frame_time====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Profile engine subsystems&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Activates the frame profiling code. This presents a readout showing the current, minimum, maximum and average percentages of frametime a given section of code has taken up; this can be used to identify particular bottlenecks or measure the effectiveness of certain optimizations.&lt;br /&gt;
&lt;br /&gt;
====-profile_write_file====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Write profiling information to file&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This will write the frame times of each gameplay frame to the file &#039;profiling.csv&#039; where each line is &#039;&#039;&amp;lt;framenumber&amp;gt;;&amp;lt;frametime&amp;gt;&#039;&#039;. The first two frames are usually very long because the timer is set at engine startup so you might want to exclude those from your data.&lt;br /&gt;
&lt;br /&gt;
====-no_unfocused_pause====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Don&#039;t pause if the window isn&#039;t focused&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the FSO window looses focus it will not pause the game, useful for doing non-interactive test runs.&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default. To manually disable, enter the flag -noheight}}&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, 9 is highest quality. Default setting is 6.&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-mod====&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;
This flag allows the player to specify the &#039;&#039;vertical&#039;&#039; Field of View (FoV) angle, in radians, for the player eyepoint. The angle is measured across the full height of the viewing cone. The FoV angle is technically known as the Angle of View (AoV)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039; Angle&lt;br /&gt;
*Valid Values: 0 to 2*Pi radians&lt;br /&gt;
*Default Value: 0.75 radians&lt;br /&gt;
&lt;br /&gt;
{{Note|For peculiar reasons, the actual FoV/AoV used by the game will be the supplied value multiplied by 1.39626348.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The the FoV angle/AoV is what determines the relative zoom level of the main game camera. Smaller angles generally equal to higher zoom levels, while larger angles equal to lower zoom levels (down to the theoretical x0 magnification).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However, too small of an angle will have a squashed look on the edges of your screen, and too high of an angle will greatly stretch edges. It is recommended to change the AoV, as FS2&#039;s default AoV has some perspective distortion at the screen edges (the default AoV is too high).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A natural looking (as if you where physically in the cockpit) AoV depends on the distance the player&#039;s actual eyes are away from the screen: the further away from the screen, the smaller the AoV should be, and vice versa. &amp;quot;Ergonomic&amp;quot; distances generally yield a &#039;&#039;&#039;&#039;&#039;diagonal&#039;&#039;&#039;&#039;&#039; AoV of 0.523 radians (30 degrees), but you can easily find the natural AoV by the following formula:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AoV (radians) = 2 * atan( H / ( 2*D ))&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
&lt;br /&gt;
Height of screen = H&lt;br /&gt;
&lt;br /&gt;
Distance between head/eye and the screen = D&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Generally, gamers like to increase the AoV in order to increase their peripheral vision on the screen, so as to gain a better situational awareness around their craft. An AoV of 0.39 radians seems to be a good start, but feel free to experiment and use whatever AoV you are most comfortable with.&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;
&lt;br /&gt;
===Help===&lt;br /&gt;
====-help====&lt;br /&gt;
Instructs FSO to print out all supported parameters. Some launchers can use these options to automatically populate the available command line options, even if the version of FSO is far newer than the launcher itself. NOTE: This option only works in Linux builds...&lt;br /&gt;
&lt;br /&gt;
====--help====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
====-h====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
====-?====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Echelon9</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Mac_Development_Guide&amp;diff=43779</id>
		<title>Mac Development Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Mac_Development_Guide&amp;diff=43779"/>
		<updated>2014-04-20T08:57:29Z</updated>

		<summary type="html">&lt;p&gt;Echelon9: Reflect latest Xcode version number and the path naming of trunk LLVM&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page provides background and instructions to setup the Xcode development environment in order to compile FreeSpace 2 Open SCP. After following these instructions you will have a working Xcode build environment, a checked out copy of the latest FS2_Open source code, and compiled binaries of the latest revision of the FS2_Open engine.&lt;br /&gt;
&lt;br /&gt;
[[Image:Xcode icon.png‎|right|110px]]&lt;br /&gt;
&lt;br /&gt;
==Getting Xcode==&lt;br /&gt;
Xcode is the integrated development environment (IDE) that Apple provides free of charge for the Mac OS platform. It is the Mac equivalent to Microsoft Visual Studio. In practice, Xcode provides a graphical interface to an underlying Clang/LLVM compiler; with the addition of platform libraries (Frameworks), code completion, project management and the other features you would expect of a modern IDE.&lt;br /&gt;
&lt;br /&gt;
Xcode is available free from the Mac App Store.&lt;br /&gt;
&lt;br /&gt;
It is &#039;&#039;&#039;strongly recommended&#039;&#039;&#039; that you update to the latest version of Xcode compatible with your Mac OS version, as prior versions have bugs which prevent FS2_Open from compiling properly.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+ &#039;&#039;Known working combinations&#039;&#039;&lt;br /&gt;
! !! OS X 10.9 !! OS X 10.8 !! OS X 10.7&lt;br /&gt;
|-&lt;br /&gt;
! Xcode 5.1.1&lt;br /&gt;
| &amp;lt;font color=green&amp;gt;Yes&amp;lt;/font&amp;gt; || &amp;lt;font color=green&amp;gt;Yes&amp;lt;/font&amp;gt; || n/a &lt;br /&gt;
|-&lt;br /&gt;
! Xcode 5.0.2&lt;br /&gt;
| &amp;lt;font color=green&amp;gt;Yes&amp;lt;/font&amp;gt; || &amp;lt;font color=green&amp;gt;Yes&amp;lt;/font&amp;gt; || n/a &lt;br /&gt;
|-&lt;br /&gt;
! Xcode 4.2.1&lt;br /&gt;
| n/a || n/a || &amp;lt;font color=orange&amp;gt;Partially&amp;lt;/font&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
! Xcode 3.2.6&lt;br /&gt;
| n/a || n/a || &amp;lt;font color=green&amp;gt;Yes&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Getting FreeSpace 2 Open SCP source code==&lt;br /&gt;
&lt;br /&gt;
Open Terminal.app through Spotlight, or it can be found in /Applications/Utilities/Terminal.app. This is the console command line for Mac OS. You will need a location to save the checked out source code. The following commands will create a new folder in your personal Documents called &#039;coding&#039; and then within a subfolder specific for FS2_Open called &#039;fs2_open&#039; checkout the latest Subversion revision.&lt;br /&gt;
&lt;br /&gt;
 cd Documents&lt;br /&gt;
 mkdir coding&lt;br /&gt;
 cd coding&lt;br /&gt;
 svn checkout svn://svn.icculus.org/fs2open/trunk/fs2_open fs2_open&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open Finder and browse to ~/Documents/coding/fs2_open/ to see the new files that have been downloaded from the FS2_Open Subversion source code repository.&lt;br /&gt;
&lt;br /&gt;
FS2_Open currently uses some precompiled third party Frameworks to handle music and video on Mac OS, which are stored in compressed form within Subversion. Open the &#039;projects&#039; folder and then &#039;Xcode4&#039;. This is the location of recent Xcode specific project files and settings. For now, double click on Frameworks.tgz to uncompress these Frameworks to a new folder called Frameworks.&lt;br /&gt;
&lt;br /&gt;
Your local SVN checkout of the FreeSpace 2 Open SCP code can be keep up to date with the latest changes by opening Terminal.app again, and running the following commands&lt;br /&gt;
&lt;br /&gt;
 cd Documents/coding/fs2_open&lt;br /&gt;
 svn up&lt;br /&gt;
&lt;br /&gt;
Xcode and the FreeSpace 2 Open SCP source code is now setup, so let&#039;s start our first compilation by double clicking on the FS2_Open.xcodeproj Xcode project file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Compiling FreeSpace 2 Open SCP source code (GUI)==&lt;br /&gt;
&lt;br /&gt;
Click the &#039;Build&#039; button or press Apple key+B. This should complete successfully, and once done the binary application can be found within &#039;projects/Xcode4/build/&#039;. Open the folder with the same name as the build type you selected previously to find the compiled FS2_Open application.&lt;br /&gt;
[[Category:Source Code Project]][[Category:FreeSpace_Open_on_Mac]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Compiling FreeSpace 2 Open SCP source code (Command line)==&lt;br /&gt;
&lt;br /&gt;
Open Terminal.app and run the following commands to build a Debug version of FS2_Open&lt;br /&gt;
&lt;br /&gt;
 cd Documents/coding/fs2_open/projects/Xcode4&lt;br /&gt;
 xcodebuild&lt;br /&gt;
&lt;br /&gt;
In order to build an AddressSanitizer build, first a trunk version of Clang/LLVM must be downloaded and installed as the Apple-supplied Clang does not enable AddressSanitizer features.&lt;br /&gt;
&lt;br /&gt;
 Following the instructions at http://clang.llvm.org/get_started.html&lt;br /&gt;
&lt;br /&gt;
Then use this trunk build of Clang instead of the Apple-supplied Clang to build FS2_Open with AddressSanitizer&lt;br /&gt;
&lt;br /&gt;
 cd Documents/coding/fs2_open/projects/Xcode4&lt;br /&gt;
 export CC=/path/to/llvm/../build/Debug+Asserts/bin/clang&lt;br /&gt;
 export CXX=/path/to/llvm/../build/Debug+Asserts/bin/clang++&lt;br /&gt;
 export CFLAGS=-fsanitize=address&lt;br /&gt;
 export LDFLAGS=-fsanitize=address&lt;br /&gt;
 xcodebuild CC=$CC CXX=$CXX OTHER_CFLAGS=$CFLAGS LDFLAGS=$LDFLAGS LDPLUSPLUS=$CXX CLANG_LINK_OBJC_RUNTIME=NO&lt;br /&gt;
&lt;br /&gt;
You may need to open the Xcode GUI and copy the following file into the Linked Frameworks&lt;br /&gt;
&lt;br /&gt;
 /path/to/llvm/build/Debug+Asserts/lib/clang/3.5.0/lib/darwin/libclang_rt.asan_osx_dynamic.dylib&lt;br /&gt;
&lt;br /&gt;
FS2_Open must be run from the Terminal to enable to AddressSanitizer feature at runtime. Additionally, to ensure line references and the like are cleanly shown the output must be piped to a Python script which symobilizes line references&lt;br /&gt;
&lt;br /&gt;
 ./FS2_Open\ \(debug\).app/Contents/MacOS/FS2_Open\ \(debug\) 2&amp;gt;&amp;amp;1 | /path/to/llvm/projects/compiler-rt/lib/asan/scripts/asan_symbolize.py | c++filt&lt;/div&gt;</summary>
		<author><name>Echelon9</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=FS2_WebUI_Standalone&amp;diff=43713</id>
		<title>FS2 WebUI Standalone</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=FS2_WebUI_Standalone&amp;diff=43713"/>
		<updated>2014-03-24T13:02:32Z</updated>

		<summary type="html">&lt;p&gt;Echelon9: Clarify that WebUI standalone works on Mac as well&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The WebUI standalone was created by SCP member Eli2 to enable *nix and Mac machines to run a standalone FS2 server.&lt;br /&gt;
&lt;br /&gt;
==How to Use==&lt;br /&gt;
&lt;br /&gt;
Just add the -standalone command line option to your startup script, or run the game with the Standalone option enabled from wxLauncher, etc.  I highly recommend avoiding wxLauncher for the time being, as it isn&#039;t really aware of the *nix standalone and I don&#039;t think it can open a monitoring terminal window for you.&lt;br /&gt;
&lt;br /&gt;
==Configuration==&lt;br /&gt;
&lt;br /&gt;
The following items are specific to the *nix &amp;lt;fs2_local_data_folder&amp;gt;/data/multi.cfg file, where the local data folder is likely ~/Library/FS2_Open/ for OS X or ~/.fs2_open/ for other *nix platforms.  The rest of the file should work like a normal Windows standalone.  An example file can be found at the bottom of the page.&lt;br /&gt;
&lt;br /&gt;
===+webui_root===&lt;br /&gt;
*Set this value to wherever you have placed the webui document root.  You can grab it by downloading and extracting the [https://github.com/scp-fs2open/fs2open_webui/archive/master.zip master branch archive] from Github, or by cloning the [https://github.com/scp-fs2open/fs2open_webui Github Webui repository], in the directory you would like to store the WebUI pages.  So if you run extract or clone the repo in your home folder, your setting might look something like:&lt;br /&gt;
&amp;lt;pre&amp;gt;+webui_root /home/username/fs2open_webui&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===+webapi_username===&lt;br /&gt;
Username for accessing the WebUI administration page.&lt;br /&gt;
&lt;br /&gt;
===+webapi_password===&lt;br /&gt;
Password for accessing the WebUI administration page.&lt;br /&gt;
&lt;br /&gt;
===+webapi_server_port===&lt;br /&gt;
Set to change the WebUI server to be running on a different port than the default 8080.&lt;br /&gt;
&lt;br /&gt;
===+use_pxo===&lt;br /&gt;
For FS2NetD connectivity, you will also need to define +use_pxo, as you probably don&#039;t have the ability to run the GUI and turn on the PXO checkbox in the game when running the standalone on a headless server.&lt;br /&gt;
&lt;br /&gt;
==Connecting==&lt;br /&gt;
&lt;br /&gt;
The WebUI currently listens on port 8080 by default, using unencrypted HTTP.  The default user and pass for administration is admin:admin.  It is highly recommended to change these default settings in your multi.cfg file.  To secure this, the current recommendation is to run the server behind a firewall and access it via an SSH tunnel or VPN.  Since most *nix machines are themselves accessible via SSH, I will describe the basics needed to set up an SSH tunnel as pertains to this standalone.&lt;br /&gt;
&lt;br /&gt;
===From Windows===&lt;br /&gt;
[http://howto.ccs.neu.edu/howto/windows/ssh-port-tunneling-with-putty/ This page] has almost the exact directions you will need to set up a tunnel from Windows to your standalone server.  The two things you need to know on the SSH tunnel tab are the ip/hostname of the computer running the standalone, that will resolve on the ssh server (if you SSH into a different machine on the network than the one running the standalone), and the port number on that machine will be 8080.  You can set the Source Port to whatever you like, I will use a different port for clarity (8081).  So if the SSH server computer can access your standalone server on its network via the hostname &#039;standalone&#039;, your destination line will be standalone:8080.  If you use 8081 for your client port as well, the final entry in the forwarded ports list will look like:&lt;br /&gt;
&amp;lt;pre&amp;gt;L8081 standalone:8080&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===From CLI SSH on Linux/OSX/etc===&lt;br /&gt;
You&#039;ll need to open a terminal window, and know the normal SSH command you use to access the SSH server on the network where the standalone is running.  Let&#039;s say you SSH into myip.dyndns.com, on the default port 22.  Your username on the ssh server is &#039;me&#039;.  The standalone is running on another machine on the same network as the SSH server, named standalone.  The standalone runs on port 8080.  You want to be able to access the WebUI in your browser on port 8081.  You need to add the -L parameter to your ssh command to resemble the following:&lt;br /&gt;
&amp;lt;pre&amp;gt;ssh -L 8081:standalone:8080 me@myip.dyndns.com&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Connect to the WebUI===&lt;br /&gt;
Now that the SSH tunnel is set up in Putty or your shell, you can just open your browser and point it to [http://localhost:8081/ http://localhost:8081/].  Then you can log in with the credentials (default admin:admin unless set otherwise in multi.cfg) and access the interface.&lt;br /&gt;
&lt;br /&gt;
==WebUI Interface==&lt;br /&gt;
&lt;br /&gt;
Below is a description of the tabs in the WebUI interface.&lt;br /&gt;
&lt;br /&gt;
===Server===&lt;br /&gt;
This tab displays the server&#039;s current configuration, and allows you to set various options.&lt;br /&gt;
&lt;br /&gt;
===Mission===&lt;br /&gt;
Information about the currently running mission on the server.&lt;br /&gt;
&lt;br /&gt;
===Chat===&lt;br /&gt;
You can send chat messages directly to participants on the standalone, and see the messages from the players to all recipients.&lt;br /&gt;
&lt;br /&gt;
===Debug===&lt;br /&gt;
This contains debugging output information from the server.  If things go wrong, please include this information as well as your fs2_standalone.log (found in same location as fs2_open.log) if using a Debug build in any bug reports.&lt;br /&gt;
&lt;br /&gt;
==Known Issues==&lt;br /&gt;
&lt;br /&gt;
This server is still in beta stage.  So far, the current issues still exist:&lt;br /&gt;
&lt;br /&gt;
*No SSL to protect your authentication password, which is why the SSH tunnel is currently recommended, as that essentially solves the issue for the time being.&lt;br /&gt;
*Servers (whether WebUI standalone or otherwise) do not feature NAT punchthrough, as much of the traffic is UDP traffic. This means the standalone host must be on a public facing IP address, or you must set up port forwarding using standard FreeSpace 2 Open ports. For those on cable or ADSL modem connections, the &amp;quot;DMZ&amp;quot; feature of your modem/router will achieve the equivalent outcome.&lt;br /&gt;
&lt;br /&gt;
==Sample multi.cfg for WebUI standalone server==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
+name WebUI Test&lt;br /&gt;
+no_voice&lt;br /&gt;
+datarate 1000000000&lt;br /&gt;
+high_update&lt;br /&gt;
+max_players 12&lt;br /&gt;
+use_pxo&lt;br /&gt;
+pxo #Eleh&lt;br /&gt;
+pxo_login chief_standalone&lt;br /&gt;
+pxo_password [Insert Password]&lt;br /&gt;
+webui_root /home/chief1983/fs2open_webui&lt;br /&gt;
+webapi_username [Insert Username]&lt;br /&gt;
+webapi_password [Insert Password]&lt;br /&gt;
+webapi_server_port 8080&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Echelon9</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Mac_Development_Guide&amp;diff=43701</id>
		<title>Mac Development Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Mac_Development_Guide&amp;diff=43701"/>
		<updated>2014-03-15T11:26:52Z</updated>

		<summary type="html">&lt;p&gt;Echelon9: Revise and update the OSX and Xcode support table to reflect the modern reality of developer systems (95% confidence interval)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page provides background and instructions to setup the Xcode development environment in order to compile FreeSpace 2 Open SCP. After following these instructions you will have a working Xcode build environment, a checked out copy of the latest FS2_Open source code, and compiled binaries of the latest revision of the FS2_Open engine.&lt;br /&gt;
&lt;br /&gt;
[[Image:Xcode icon.png‎|right|110px]]&lt;br /&gt;
&lt;br /&gt;
==Getting Xcode==&lt;br /&gt;
Xcode is the integrated development environment (IDE) that Apple provides free of charge for the Mac OS platform. It is the Mac equivalent to Microsoft Visual Studio. In practice, Xcode provides a graphical interface to an underlying Clang/LLVM compiler; with the addition of platform libraries (Frameworks), code completion, project management and the other features you would expect of a modern IDE.&lt;br /&gt;
&lt;br /&gt;
Xcode is available free from the Mac App Store.&lt;br /&gt;
&lt;br /&gt;
It is &#039;&#039;&#039;strongly recommended&#039;&#039;&#039; that you update to the latest version of Xcode compatible with your Mac OS version, as prior versions have bugs which prevent FS2_Open from compiling properly.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+ &#039;&#039;Known working combinations&#039;&#039;&lt;br /&gt;
! !! OS X 10.9 !! OS X 10.8 !! OS X 10.7&lt;br /&gt;
|-&lt;br /&gt;
! Xcode 5.1&lt;br /&gt;
| &amp;lt;font color=green&amp;gt;Yes&amp;lt;/font&amp;gt; || &amp;lt;font color=green&amp;gt;Yes&amp;lt;/font&amp;gt; || n/a &lt;br /&gt;
|-&lt;br /&gt;
! Xcode 5.0.2&lt;br /&gt;
| &amp;lt;font color=green&amp;gt;Yes&amp;lt;/font&amp;gt; || &amp;lt;font color=green&amp;gt;Yes&amp;lt;/font&amp;gt; || n/a &lt;br /&gt;
|-&lt;br /&gt;
! Xcode 4.2.1&lt;br /&gt;
| n/a || n/a || &amp;lt;font color=orange&amp;gt;Partially&amp;lt;/font&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
! Xcode 3.2.6&lt;br /&gt;
| n/a || n/a || &amp;lt;font color=green&amp;gt;Yes&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Getting FreeSpace 2 Open SCP source code==&lt;br /&gt;
&lt;br /&gt;
Open Terminal.app through Spotlight, or it can be found in /Applications/Utilities/Terminal.app. This is the console command line for Mac OS. You will need a location to save the checked out source code. The following commands will create a new folder in your personal Documents called &#039;coding&#039; and then within a subfolder specific for FS2_Open called &#039;fs2_open&#039; checkout the latest Subversion revision.&lt;br /&gt;
&lt;br /&gt;
 cd Documents&lt;br /&gt;
 mkdir coding&lt;br /&gt;
 cd coding&lt;br /&gt;
 svn checkout svn://svn.icculus.org/fs2open/trunk/fs2_open fs2_open&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open Finder and browse to ~/Documents/coding/fs2_open/ to see the new files that have been downloaded from the FS2_Open Subversion source code repository.&lt;br /&gt;
&lt;br /&gt;
FS2_Open currently uses some precompiled third party Frameworks to handle music and video on Mac OS, which are stored in compressed form within Subversion. Open the &#039;projects&#039; folder and then &#039;Xcode4&#039;. This is the location of recent Xcode specific project files and settings. For now, double click on Frameworks.tgz to uncompress these Frameworks to a new folder called Frameworks.&lt;br /&gt;
&lt;br /&gt;
Your local SVN checkout of the FreeSpace 2 Open SCP code can be keep up to date with the latest changes by opening Terminal.app again, and running the following commands&lt;br /&gt;
&lt;br /&gt;
 cd Documents/coding/fs2_open&lt;br /&gt;
 svn up&lt;br /&gt;
&lt;br /&gt;
Xcode and the FreeSpace 2 Open SCP source code is now setup, so let&#039;s start our first compilation by double clicking on the FS2_Open.xcodeproj Xcode project file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Compiling FreeSpace 2 Open SCP source code (GUI)==&lt;br /&gt;
&lt;br /&gt;
Click the &#039;Build&#039; button or press Apple key+B. This should complete successfully, and once done the binary application can be found within &#039;projects/Xcode4/build/&#039;. Open the folder with the same name as the build type you selected previously to find the compiled FS2_Open application.&lt;br /&gt;
[[Category:Source Code Project]][[Category:FreeSpace_Open_on_Mac]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Compiling FreeSpace 2 Open SCP source code (Command line)==&lt;br /&gt;
&lt;br /&gt;
Open Terminal.app and run the following commands to build a Debug version of FS2_Open&lt;br /&gt;
&lt;br /&gt;
 cd Documents/coding/fs2_open/projects/Xcode4&lt;br /&gt;
 xcodebuild&lt;br /&gt;
&lt;br /&gt;
In order to build an AddressSanitizer build, first a trunk version of Clang/LLVM must be downloaded and installed as the Apple-supplied Clang does not enable AddressSanitizer features.&lt;br /&gt;
&lt;br /&gt;
 Following the instructions at http://clang.llvm.org/get_started.html&lt;br /&gt;
&lt;br /&gt;
Then use this trunk build of Clang instead of the Apple-supplied Clang to build FS2_Open with AddressSanitizer&lt;br /&gt;
&lt;br /&gt;
 cd Documents/coding/fs2_open/projects/Xcode4&lt;br /&gt;
 export CC=/path/to/llvm/../build/Debug+Asserts/bin/clang&lt;br /&gt;
 export CXX=/path/to/llvm/../build/Debug+Asserts/bin/clang++&lt;br /&gt;
 export CFLAGS=-fsanitize=address&lt;br /&gt;
 export LDFLAGS=-fsanitize=address&lt;br /&gt;
 xcodebuild CC=$CC CXX=$CXX OTHER_CFLAGS=$CFLAGS LDFLAGS=$LDFLAGS LDPLUSPLUS=$CXX CLANG_LINK_OBJC_RUNTIME=NO&lt;br /&gt;
&lt;br /&gt;
You may need to open the Xcode GUI and copy the following file into the Linked Frameworks&lt;br /&gt;
&lt;br /&gt;
 /path/to/llvm/build/Debug+Asserts/lib/clang/3.5/lib/darwin/libclang_rt.asan_osx_dynamic.dylib&lt;br /&gt;
&lt;br /&gt;
FS2_Open must be run from the Terminal to enable to AddressSanitizer feature at runtime. Additionally, to ensure line references and the like are cleanly shown the output must be piped to a Python script which symobilizes line references&lt;br /&gt;
&lt;br /&gt;
 ./FS2_Open\ \(debug\).app/Contents/MacOS/FS2_Open\ \(debug\) 2&amp;gt;&amp;amp;1 | /path/to/llvm/projects/compiler-rt/lib/asan/scripts/asan_symbolize.py | c++filt&lt;/div&gt;</summary>
		<author><name>Echelon9</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Mac_Development_Guide&amp;diff=43187</id>
		<title>Mac Development Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Mac_Development_Guide&amp;diff=43187"/>
		<updated>2014-01-26T11:45:14Z</updated>

		<summary type="html">&lt;p&gt;Echelon9: /* Compiling FreeSpace 2 Open SCP source code (Command line) */ Pick up latest Clang version upstream&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page provides background and instructions to setup the Xcode development environment in order to compile FreeSpace 2 Open SCP. After following these instructions you will have a working Xcode build environment, a checked out copy of the latest FS2_Open source code, and compiled binaries of the latest revision of the FS2_Open engine.&lt;br /&gt;
&lt;br /&gt;
[[Image:Xcode icon.png‎|right|110px]]&lt;br /&gt;
&lt;br /&gt;
==Getting Xcode==&lt;br /&gt;
Xcode is the integrated development environment (IDE) that Apple provides free of charge for the Mac OS platform. It is the Mac equivalent to Microsoft Visual Studio. In practice, Xcode provides a graphical interface to an underlying Clang/LLVM compiler; with the addition of platform libraries (Frameworks), code completion, project management and the other features you would expect of a modern IDE.&lt;br /&gt;
&lt;br /&gt;
Xcode is available free from the Mac App Store.&lt;br /&gt;
&lt;br /&gt;
It is &#039;&#039;&#039;strongly recommended&#039;&#039;&#039; that you update to the latest version of Xcode compatible with your Mac OS version, as prior versions have bugs which prevent FS2_Open from compiling properly.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+ &#039;&#039;Known working combinations&#039;&#039;&lt;br /&gt;
! !! OS X 10.9 !! OS X 10.8.5 !! OS X 10.7 !! OS X 10.6.8&lt;br /&gt;
|-&lt;br /&gt;
! Xcode 5.0.2&lt;br /&gt;
| &amp;lt;font color=green&amp;gt;Yes&amp;lt;/font&amp;gt; || &amp;lt;font color=green&amp;gt;Yes&amp;lt;/font&amp;gt; || n/a || n/a &lt;br /&gt;
|-&lt;br /&gt;
! Xcode 4.2.1&lt;br /&gt;
| n/a || n/a || &amp;lt;font color=orange&amp;gt;Partially&amp;lt;/font&amp;gt; || &amp;lt;font color=red&amp;gt;Not as yet&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Xcode 3.2.6&lt;br /&gt;
| n/a || n/a || &amp;lt;font color=green&amp;gt;Yes&amp;lt;/font&amp;gt; || &amp;lt;font color=green&amp;gt;Yes&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Xcode 3.1.4&lt;br /&gt;
| n/a || n/a || n/a || &amp;lt;font color=red&amp;gt;No&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Xcode 3.0.0&lt;br /&gt;
| n/a || n/a || n/a || Unknown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Getting FreeSpace 2 Open SCP source code==&lt;br /&gt;
&lt;br /&gt;
Open Terminal.app through Spotlight, or it can be found in /Applications/Utilities/Terminal.app. This is the console command line for Mac OS. You will need a location to save the checked out source code. The following commands will create a new folder in your personal Documents called &#039;coding&#039; and then within a subfolder specific for FS2_Open called &#039;fs2_open&#039; checkout the latest Subversion revision.&lt;br /&gt;
&lt;br /&gt;
 cd Documents&lt;br /&gt;
 mkdir coding&lt;br /&gt;
 cd coding&lt;br /&gt;
 svn checkout svn://svn.icculus.org/fs2open/trunk/fs2_open fs2_open&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open Finder and browse to ~/Documents/coding/fs2_open/ to see the new files that have been downloaded from the FS2_Open Subversion source code repository.&lt;br /&gt;
&lt;br /&gt;
FS2_Open currently uses some precompiled third party Frameworks to handle music and video on Mac OS, which are stored in compressed form within Subversion. Open the &#039;projects&#039; folder and then &#039;Xcode4&#039;. This is the location of recent Xcode specific project files and settings. For now, double click on Frameworks.tgz to uncompress these Frameworks to a new folder called Frameworks.&lt;br /&gt;
&lt;br /&gt;
Your local SVN checkout of the FreeSpace 2 Open SCP code can be keep up to date with the latest changes by opening Terminal.app again, and running the following commands&lt;br /&gt;
&lt;br /&gt;
 cd Documents/coding/fs2_open&lt;br /&gt;
 svn up&lt;br /&gt;
&lt;br /&gt;
Xcode and the FreeSpace 2 Open SCP source code is now setup, so let&#039;s start our first compilation by double clicking on the FS2_Open.xcodeproj Xcode project file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Compiling FreeSpace 2 Open SCP source code (GUI)==&lt;br /&gt;
&lt;br /&gt;
Click the &#039;Build&#039; button or press Apple key+B. This should complete successfully, and once done the binary application can be found within &#039;projects/Xcode4/build/&#039;. Open the folder with the same name as the build type you selected previously to find the compiled FS2_Open application.&lt;br /&gt;
[[Category:Source Code Project]][[Category:FreeSpace_Open_on_Mac]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Compiling FreeSpace 2 Open SCP source code (Command line)==&lt;br /&gt;
&lt;br /&gt;
Open Terminal.app and run the following commands to build a Debug version of FS2_Open&lt;br /&gt;
&lt;br /&gt;
 cd Documents/coding/fs2_open/projects/Xcode4&lt;br /&gt;
 xcodebuild&lt;br /&gt;
&lt;br /&gt;
In order to build an AddressSanitizer build, first a trunk version of Clang/LLVM must be downloaded and installed as the Apple-supplied Clang does not enable AddressSanitizer features.&lt;br /&gt;
&lt;br /&gt;
 Following the instructions at http://clang.llvm.org/get_started.html&lt;br /&gt;
&lt;br /&gt;
Then use this trunk build of Clang instead of the Apple-supplied Clang to build FS2_Open with AddressSanitizer&lt;br /&gt;
&lt;br /&gt;
 cd Documents/coding/fs2_open/projects/Xcode4&lt;br /&gt;
 export CC=/path/to/llvm/../build/Debug+Asserts/bin/clang&lt;br /&gt;
 export CXX=/path/to/llvm/../build/Debug+Asserts/bin/clang++&lt;br /&gt;
 export CFLAGS=-fsanitize=address&lt;br /&gt;
 export LDFLAGS=-fsanitize=address&lt;br /&gt;
 xcodebuild CC=$CC CXX=$CXX OTHER_CFLAGS=$CFLAGS LDFLAGS=$LDFLAGS LDPLUSPLUS=$CXX CLANG_LINK_OBJC_RUNTIME=NO&lt;br /&gt;
&lt;br /&gt;
You may need to open the Xcode GUI and copy the following file into the Linked Frameworks&lt;br /&gt;
&lt;br /&gt;
 /path/to/llvm/build/Debug+Asserts/lib/clang/3.5/lib/darwin/libclang_rt.asan_osx_dynamic.dylib&lt;br /&gt;
&lt;br /&gt;
FS2_Open must be run from the Terminal to enable to AddressSanitizer feature at runtime. Additionally, to ensure line references and the like are cleanly shown the output must be piped to a Python script which symobilizes line references&lt;br /&gt;
&lt;br /&gt;
 ./FS2_Open\ \(debug\).app/Contents/MacOS/FS2_Open\ \(debug\) 2&amp;gt;&amp;amp;1 | /path/to/llvm/projects/compiler-rt/lib/asan/scripts/asan_symbolize.py | c++filt&lt;/div&gt;</summary>
		<author><name>Echelon9</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=43120</id>
		<title>Command-Line Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=43120"/>
		<updated>2014-01-02T04:34:04Z</updated>

		<summary type="html">&lt;p&gt;Echelon9: /* -nograb */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Command-Line Flags (also called Command-Line Parameters) are optional flags passed to the FSO executable, and generally enables one or more features added to the FS2 Open engine. These flags are accessed conveniently through an [[FSO Launcher]]. To have FSO list all available flags, use any one of the following: [[Command-Line_Reference#-help|-help]], [[Command-Line_Reference#-help|--help]], [[Command-Line_Reference#-help|-h]], or [[Command-Line_Reference#-help|-?]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--May need version info for the various flags, such as 3.6.13, etc. --&amp;gt;&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Specular or if necessary to manually disable enter the flag -nospec}}&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Environment Maps or if necessary to manually disable enter the flag -noenv }}&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Glow Maps or if necessary to manually disable enter the flag -noglow }}&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Normal Maps or if necessary to manually disable enter the flag -nonormal }}&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. Further information 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;
{{Warning| This feature is not available in current builds.}}&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;
{{Warning| This 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;
====-disable_pbo====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable OpenGL Pixel Buffer Objects&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables the use of Pixel Buffer Objects (PBO) which may cause certain OpenGL operations to perform slower. Note PBO&#039;s were only used at three places in FSO anyway so it&#039;s *probably* not going to have a noticeable effect.  &lt;br /&gt;
&lt;br /&gt;
May be required to workaround issues in certain versions of Linux&#039;s Mesa drivers for Intel integrated graphics cards where crashes occur in the mainhall (i.e. whenever a popup occurs). Distros that seem to have this problem presently include Ubuntu 13.10 and openSUSE 13.1.&lt;br /&gt;
{{Table371|&lt;br /&gt;
*This feature is present to work around a bug in Linux&#039;s Mesa drivers for Intel integrated graphics cards}}&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;
====-disable_di_mouse====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disables the DirectInput mouse code for FSO on windows.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Windows Only&#039;&#039;&#039; Can make mouse movement smoother on certain machines.&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 deprecated.&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;
====-use_gldrawelements====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Use glDrawElements instead of glDrawRangeElements&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Introduced as a means of switching to the slower OpenGL call glDrawElements, instead of glDrawRangeElements.&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*This feature may resolve certain rendering problems where parts of models are not drawn on Linux drivers}}&lt;br /&gt;
&lt;br /&gt;
====-keyboard_layout====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Manually sets a keyboard layout&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A commandline parameter to set the keyboard layout as a string parameter.&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Currently the only valid string is &amp;quot;qwertz&amp;quot; (German) but French azerty may be added in future.}}&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;
====-fb_explosions====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Framebuffer Shockwaves&amp;quot;&#039;&#039;&#039;&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;
{{Warning| This feature is only available on Windows.}}&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;
{{Warning| This 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;
This will make the FSO build spit out an html file that documents the supported SEXP&#039;s.&lt;br /&gt;
&lt;br /&gt;
Just double click on sexps.html and it should open in your default web browser.&lt;br /&gt;
&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
This will make the FSO build spit out an html file that documents the supported scripting hooks and LUA libraries.&lt;br /&gt;
&lt;br /&gt;
Just double click on scripting.html and it should open in your default web browser.&lt;br /&gt;
&lt;br /&gt;
====-nograb====&lt;br /&gt;
Disables focus grabbing in a window.&lt;br /&gt;
{{Warning| This feature is not available on Windows.}}&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;
====-start_mission====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Skip the mainhall in jump right into the specified mission&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jump into the mission specified by the filename.  Only in effect on the first run. This will skip load of the mainhall and its other related things altogether.&lt;br /&gt;
&lt;br /&gt;
====-profile_frame_time====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Profile engine subsystems&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Activates the frame profiling code. This presents a readout showing the current, minimum, maximum and average percentages of frametime a given section of code has taken up; this can be used to identify particular bottlenecks or measure the effectiveness of certain optimizations.&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default. To manually disable, enter the flag -noheight}}&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, 9 is highest quality. Default setting is 6.&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-mod====&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;
This flag allows the player to specify the &#039;&#039;vertical&#039;&#039; Field of View (FoV) angle, in radians, for the player eyepoint. The angle is measured across the full height of the viewing cone. The FoV angle is technically known as the Angle of View (AoV)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039; Angle&lt;br /&gt;
*Valid Values: 0 to 2*Pi radians&lt;br /&gt;
*Default Value: 0.75 radians&lt;br /&gt;
&lt;br /&gt;
{{Note|For peculiar reasons, the actual FoV/AoV used by the game will be the supplied value multiplied by 1.39626348.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The the FoV angle/AoV is what determines the relative zoom level of the main game camera. Smaller angles generally equal to higher zoom levels, while larger angles equal to lower zoom levels (down to the theoretical x0 magnification).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However, too small of an angle will have a squashed look on the edges of your screen, and too high of an angle will greatly stretch edges. It is recommended to change the AoV, as FS2&#039;s default AoV has some perspective distortion at the screen edges (the default AoV is too high).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A natural looking (as if you where physically in the cockpit) AoV depends on the distance the player&#039;s actual eyes are away from the screen: the further away from the screen, the smaller the AoV should be, and vice versa. &amp;quot;Ergonomic&amp;quot; distances generally yield a &#039;&#039;&#039;&#039;&#039;diagonal&#039;&#039;&#039;&#039;&#039; AoV of 0.523 radians (30 degrees), but you can easily find the natural AoV by the following formula:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AoV (radians) = 2 * atan( H / ( 2*D ))&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
&lt;br /&gt;
Height of screen = H&lt;br /&gt;
&lt;br /&gt;
Distance between head/eye and the screen = D&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Generally, gamers like to increase the AoV in order to increase their peripheral vision on the screen, so as to gain a better situational awareness around their craft. An AoV of 0.39 radians seems to be a good start, but feel free to experiment and use whatever AoV you are most comfortable with.&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;
&lt;br /&gt;
===Help===&lt;br /&gt;
====-help====&lt;br /&gt;
Instructs FSO to print out all supported parameters. Some launchers can use these options to automatically populate the available command line options, even if the version of FSO is far newer than the launcher itself. NOTE: This option only works in Linux builds...&lt;br /&gt;
&lt;br /&gt;
====--help====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
====-h====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
====-?====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Echelon9</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=43119</id>
		<title>Command-Line Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=43119"/>
		<updated>2014-01-02T04:33:03Z</updated>

		<summary type="html">&lt;p&gt;Echelon9: /* -fullscreen_window */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Command-Line Flags (also called Command-Line Parameters) are optional flags passed to the FSO executable, and generally enables one or more features added to the FS2 Open engine. These flags are accessed conveniently through an [[FSO Launcher]]. To have FSO list all available flags, use any one of the following: [[Command-Line_Reference#-help|-help]], [[Command-Line_Reference#-help|--help]], [[Command-Line_Reference#-help|-h]], or [[Command-Line_Reference#-help|-?]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--May need version info for the various flags, such as 3.6.13, etc. --&amp;gt;&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Specular or if necessary to manually disable enter the flag -nospec}}&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Environment Maps or if necessary to manually disable enter the flag -noenv }}&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Glow Maps or if necessary to manually disable enter the flag -noglow }}&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Normal Maps or if necessary to manually disable enter the flag -nonormal }}&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. Further information 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;
{{Warning| This feature is not available in current builds.}}&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;
{{Warning| This 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;
====-disable_pbo====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable OpenGL Pixel Buffer Objects&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables the use of Pixel Buffer Objects (PBO) which may cause certain OpenGL operations to perform slower. Note PBO&#039;s were only used at three places in FSO anyway so it&#039;s *probably* not going to have a noticeable effect.  &lt;br /&gt;
&lt;br /&gt;
May be required to workaround issues in certain versions of Linux&#039;s Mesa drivers for Intel integrated graphics cards where crashes occur in the mainhall (i.e. whenever a popup occurs). Distros that seem to have this problem presently include Ubuntu 13.10 and openSUSE 13.1.&lt;br /&gt;
{{Table371|&lt;br /&gt;
*This feature is present to work around a bug in Linux&#039;s Mesa drivers for Intel integrated graphics cards}}&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;
====-disable_di_mouse====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disables the DirectInput mouse code for FSO on windows.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Windows Only&#039;&#039;&#039; Can make mouse movement smoother on certain machines.&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 deprecated.&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;
====-use_gldrawelements====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Use glDrawElements instead of glDrawRangeElements&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Introduced as a means of switching to the slower OpenGL call glDrawElements, instead of glDrawRangeElements.&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*This feature may resolve certain rendering problems where parts of models are not drawn on Linux drivers}}&lt;br /&gt;
&lt;br /&gt;
====-keyboard_layout====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Manually sets a keyboard layout&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A commandline parameter to set the keyboard layout as a string parameter.&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Currently the only valid string is &amp;quot;qwertz&amp;quot; (German) but French azerty may be added in future.}}&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;
====-fb_explosions====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Framebuffer Shockwaves&amp;quot;&#039;&#039;&#039;&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;
{{Warning| This feature is only available on Windows.}}&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;
{{Warning| This 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;
This will make the FSO build spit out an html file that documents the supported SEXP&#039;s.&lt;br /&gt;
&lt;br /&gt;
Just double click on sexps.html and it should open in your default web browser.&lt;br /&gt;
&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
This will make the FSO build spit out an html file that documents the supported scripting hooks and LUA libraries.&lt;br /&gt;
&lt;br /&gt;
Just double click on scripting.html and it should open in your default web browser.&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;
====-start_mission====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Skip the mainhall in jump right into the specified mission&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jump into the mission specified by the filename.  Only in effect on the first run. This will skip load of the mainhall and its other related things altogether.&lt;br /&gt;
&lt;br /&gt;
====-profile_frame_time====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Profile engine subsystems&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Activates the frame profiling code. This presents a readout showing the current, minimum, maximum and average percentages of frametime a given section of code has taken up; this can be used to identify particular bottlenecks or measure the effectiveness of certain optimizations.&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default. To manually disable, enter the flag -noheight}}&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, 9 is highest quality. Default setting is 6.&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-mod====&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;
This flag allows the player to specify the &#039;&#039;vertical&#039;&#039; Field of View (FoV) angle, in radians, for the player eyepoint. The angle is measured across the full height of the viewing cone. The FoV angle is technically known as the Angle of View (AoV)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039; Angle&lt;br /&gt;
*Valid Values: 0 to 2*Pi radians&lt;br /&gt;
*Default Value: 0.75 radians&lt;br /&gt;
&lt;br /&gt;
{{Note|For peculiar reasons, the actual FoV/AoV used by the game will be the supplied value multiplied by 1.39626348.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The the FoV angle/AoV is what determines the relative zoom level of the main game camera. Smaller angles generally equal to higher zoom levels, while larger angles equal to lower zoom levels (down to the theoretical x0 magnification).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However, too small of an angle will have a squashed look on the edges of your screen, and too high of an angle will greatly stretch edges. It is recommended to change the AoV, as FS2&#039;s default AoV has some perspective distortion at the screen edges (the default AoV is too high).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A natural looking (as if you where physically in the cockpit) AoV depends on the distance the player&#039;s actual eyes are away from the screen: the further away from the screen, the smaller the AoV should be, and vice versa. &amp;quot;Ergonomic&amp;quot; distances generally yield a &#039;&#039;&#039;&#039;&#039;diagonal&#039;&#039;&#039;&#039;&#039; AoV of 0.523 radians (30 degrees), but you can easily find the natural AoV by the following formula:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AoV (radians) = 2 * atan( H / ( 2*D ))&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
&lt;br /&gt;
Height of screen = H&lt;br /&gt;
&lt;br /&gt;
Distance between head/eye and the screen = D&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Generally, gamers like to increase the AoV in order to increase their peripheral vision on the screen, so as to gain a better situational awareness around their craft. An AoV of 0.39 radians seems to be a good start, but feel free to experiment and use whatever AoV you are most comfortable with.&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;
&lt;br /&gt;
===Help===&lt;br /&gt;
====-help====&lt;br /&gt;
Instructs FSO to print out all supported parameters. Some launchers can use these options to automatically populate the available command line options, even if the version of FSO is far newer than the launcher itself. NOTE: This option only works in Linux builds...&lt;br /&gt;
&lt;br /&gt;
====--help====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
====-h====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
====-?====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Echelon9</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=43118</id>
		<title>Command-Line Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=43118"/>
		<updated>2014-01-02T04:31:42Z</updated>

		<summary type="html">&lt;p&gt;Echelon9: /* -timerbar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Command-Line Flags (also called Command-Line Parameters) are optional flags passed to the FSO executable, and generally enables one or more features added to the FS2 Open engine. These flags are accessed conveniently through an [[FSO Launcher]]. To have FSO list all available flags, use any one of the following: [[Command-Line_Reference#-help|-help]], [[Command-Line_Reference#-help|--help]], [[Command-Line_Reference#-help|-h]], or [[Command-Line_Reference#-help|-?]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--May need version info for the various flags, such as 3.6.13, etc. --&amp;gt;&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Specular or if necessary to manually disable enter the flag -nospec}}&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Environment Maps or if necessary to manually disable enter the flag -noenv }}&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Glow Maps or if necessary to manually disable enter the flag -noglow }}&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Normal Maps or if necessary to manually disable enter the flag -nonormal }}&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. Further information 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;
{{Warning| This feature is not available in current builds.}}&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;
{{Warning| This 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;
====-disable_pbo====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable OpenGL Pixel Buffer Objects&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables the use of Pixel Buffer Objects (PBO) which may cause certain OpenGL operations to perform slower. Note PBO&#039;s were only used at three places in FSO anyway so it&#039;s *probably* not going to have a noticeable effect.  &lt;br /&gt;
&lt;br /&gt;
May be required to workaround issues in certain versions of Linux&#039;s Mesa drivers for Intel integrated graphics cards where crashes occur in the mainhall (i.e. whenever a popup occurs). Distros that seem to have this problem presently include Ubuntu 13.10 and openSUSE 13.1.&lt;br /&gt;
{{Table371|&lt;br /&gt;
*This feature is present to work around a bug in Linux&#039;s Mesa drivers for Intel integrated graphics cards}}&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;
====-disable_di_mouse====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disables the DirectInput mouse code for FSO on windows.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Windows Only&#039;&#039;&#039; Can make mouse movement smoother on certain machines.&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 deprecated.&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;
====-use_gldrawelements====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Use glDrawElements instead of glDrawRangeElements&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Introduced as a means of switching to the slower OpenGL call glDrawElements, instead of glDrawRangeElements.&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*This feature may resolve certain rendering problems where parts of models are not drawn on Linux drivers}}&lt;br /&gt;
&lt;br /&gt;
====-keyboard_layout====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Manually sets a keyboard layout&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A commandline parameter to set the keyboard layout as a string parameter.&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Currently the only valid string is &amp;quot;qwertz&amp;quot; (German) but French azerty may be added in future.}}&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;
====-fb_explosions====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Framebuffer Shockwaves&amp;quot;&#039;&#039;&#039;&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;
{{Warning| This feature is not available on Windows.}}&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;
{{Warning| This 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;
This will make the FSO build spit out an html file that documents the supported SEXP&#039;s.&lt;br /&gt;
&lt;br /&gt;
Just double click on sexps.html and it should open in your default web browser.&lt;br /&gt;
&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
This will make the FSO build spit out an html file that documents the supported scripting hooks and LUA libraries.&lt;br /&gt;
&lt;br /&gt;
Just double click on scripting.html and it should open in your default web browser.&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;
====-start_mission====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Skip the mainhall in jump right into the specified mission&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jump into the mission specified by the filename.  Only in effect on the first run. This will skip load of the mainhall and its other related things altogether.&lt;br /&gt;
&lt;br /&gt;
====-profile_frame_time====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Profile engine subsystems&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Activates the frame profiling code. This presents a readout showing the current, minimum, maximum and average percentages of frametime a given section of code has taken up; this can be used to identify particular bottlenecks or measure the effectiveness of certain optimizations.&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default. To manually disable, enter the flag -noheight}}&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, 9 is highest quality. Default setting is 6.&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-mod====&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;
This flag allows the player to specify the &#039;&#039;vertical&#039;&#039; Field of View (FoV) angle, in radians, for the player eyepoint. The angle is measured across the full height of the viewing cone. The FoV angle is technically known as the Angle of View (AoV)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039; Angle&lt;br /&gt;
*Valid Values: 0 to 2*Pi radians&lt;br /&gt;
*Default Value: 0.75 radians&lt;br /&gt;
&lt;br /&gt;
{{Note|For peculiar reasons, the actual FoV/AoV used by the game will be the supplied value multiplied by 1.39626348.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The the FoV angle/AoV is what determines the relative zoom level of the main game camera. Smaller angles generally equal to higher zoom levels, while larger angles equal to lower zoom levels (down to the theoretical x0 magnification).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However, too small of an angle will have a squashed look on the edges of your screen, and too high of an angle will greatly stretch edges. It is recommended to change the AoV, as FS2&#039;s default AoV has some perspective distortion at the screen edges (the default AoV is too high).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A natural looking (as if you where physically in the cockpit) AoV depends on the distance the player&#039;s actual eyes are away from the screen: the further away from the screen, the smaller the AoV should be, and vice versa. &amp;quot;Ergonomic&amp;quot; distances generally yield a &#039;&#039;&#039;&#039;&#039;diagonal&#039;&#039;&#039;&#039;&#039; AoV of 0.523 radians (30 degrees), but you can easily find the natural AoV by the following formula:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AoV (radians) = 2 * atan( H / ( 2*D ))&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
&lt;br /&gt;
Height of screen = H&lt;br /&gt;
&lt;br /&gt;
Distance between head/eye and the screen = D&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Generally, gamers like to increase the AoV in order to increase their peripheral vision on the screen, so as to gain a better situational awareness around their craft. An AoV of 0.39 radians seems to be a good start, but feel free to experiment and use whatever AoV you are most comfortable with.&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;
&lt;br /&gt;
===Help===&lt;br /&gt;
====-help====&lt;br /&gt;
Instructs FSO to print out all supported parameters. Some launchers can use these options to automatically populate the available command line options, even if the version of FSO is far newer than the launcher itself. NOTE: This option only works in Linux builds...&lt;br /&gt;
&lt;br /&gt;
====--help====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
====-h====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
====-?====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Echelon9</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=43117</id>
		<title>Command-Line Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=43117"/>
		<updated>2014-01-02T04:30:56Z</updated>

		<summary type="html">&lt;p&gt;Echelon9: /* -fullscreen_window */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Command-Line Flags (also called Command-Line Parameters) are optional flags passed to the FSO executable, and generally enables one or more features added to the FS2 Open engine. These flags are accessed conveniently through an [[FSO Launcher]]. To have FSO list all available flags, use any one of the following: [[Command-Line_Reference#-help|-help]], [[Command-Line_Reference#-help|--help]], [[Command-Line_Reference#-help|-h]], or [[Command-Line_Reference#-help|-?]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--May need version info for the various flags, such as 3.6.13, etc. --&amp;gt;&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Specular or if necessary to manually disable enter the flag -nospec}}&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Environment Maps or if necessary to manually disable enter the flag -noenv }}&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Glow Maps or if necessary to manually disable enter the flag -noglow }}&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Normal Maps or if necessary to manually disable enter the flag -nonormal }}&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. Further information 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;
{{Warning| This feature is not available in current builds.}}&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;
{{Warning| This 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;
====-disable_pbo====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable OpenGL Pixel Buffer Objects&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables the use of Pixel Buffer Objects (PBO) which may cause certain OpenGL operations to perform slower. Note PBO&#039;s were only used at three places in FSO anyway so it&#039;s *probably* not going to have a noticeable effect.  &lt;br /&gt;
&lt;br /&gt;
May be required to workaround issues in certain versions of Linux&#039;s Mesa drivers for Intel integrated graphics cards where crashes occur in the mainhall (i.e. whenever a popup occurs). Distros that seem to have this problem presently include Ubuntu 13.10 and openSUSE 13.1.&lt;br /&gt;
{{Table371|&lt;br /&gt;
*This feature is present to work around a bug in Linux&#039;s Mesa drivers for Intel integrated graphics cards}}&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;
====-disable_di_mouse====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disables the DirectInput mouse code for FSO on windows.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Windows Only&#039;&#039;&#039; Can make mouse movement smoother on certain machines.&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 deprecated.&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;
====-use_gldrawelements====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Use glDrawElements instead of glDrawRangeElements&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Introduced as a means of switching to the slower OpenGL call glDrawElements, instead of glDrawRangeElements.&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*This feature may resolve certain rendering problems where parts of models are not drawn on Linux drivers}}&lt;br /&gt;
&lt;br /&gt;
====-keyboard_layout====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Manually sets a keyboard layout&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A commandline parameter to set the keyboard layout as a string parameter.&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Currently the only valid string is &amp;quot;qwertz&amp;quot; (German) but French azerty may be added in future.}}&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;
====-fb_explosions====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Framebuffer Shockwaves&amp;quot;&#039;&#039;&#039;&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;
{{Warning| This feature is not available on Windows.}}&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;
This will make the FSO build spit out an html file that documents the supported SEXP&#039;s.&lt;br /&gt;
&lt;br /&gt;
Just double click on sexps.html and it should open in your default web browser.&lt;br /&gt;
&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
This will make the FSO build spit out an html file that documents the supported scripting hooks and LUA libraries.&lt;br /&gt;
&lt;br /&gt;
Just double click on scripting.html and it should open in your default web browser.&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;
====-start_mission====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Skip the mainhall in jump right into the specified mission&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jump into the mission specified by the filename.  Only in effect on the first run. This will skip load of the mainhall and its other related things altogether.&lt;br /&gt;
&lt;br /&gt;
====-profile_frame_time====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Profile engine subsystems&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Activates the frame profiling code. This presents a readout showing the current, minimum, maximum and average percentages of frametime a given section of code has taken up; this can be used to identify particular bottlenecks or measure the effectiveness of certain optimizations.&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default. To manually disable, enter the flag -noheight}}&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, 9 is highest quality. Default setting is 6.&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-mod====&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;
This flag allows the player to specify the &#039;&#039;vertical&#039;&#039; Field of View (FoV) angle, in radians, for the player eyepoint. The angle is measured across the full height of the viewing cone. The FoV angle is technically known as the Angle of View (AoV)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039; Angle&lt;br /&gt;
*Valid Values: 0 to 2*Pi radians&lt;br /&gt;
*Default Value: 0.75 radians&lt;br /&gt;
&lt;br /&gt;
{{Note|For peculiar reasons, the actual FoV/AoV used by the game will be the supplied value multiplied by 1.39626348.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The the FoV angle/AoV is what determines the relative zoom level of the main game camera. Smaller angles generally equal to higher zoom levels, while larger angles equal to lower zoom levels (down to the theoretical x0 magnification).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However, too small of an angle will have a squashed look on the edges of your screen, and too high of an angle will greatly stretch edges. It is recommended to change the AoV, as FS2&#039;s default AoV has some perspective distortion at the screen edges (the default AoV is too high).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A natural looking (as if you where physically in the cockpit) AoV depends on the distance the player&#039;s actual eyes are away from the screen: the further away from the screen, the smaller the AoV should be, and vice versa. &amp;quot;Ergonomic&amp;quot; distances generally yield a &#039;&#039;&#039;&#039;&#039;diagonal&#039;&#039;&#039;&#039;&#039; AoV of 0.523 radians (30 degrees), but you can easily find the natural AoV by the following formula:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AoV (radians) = 2 * atan( H / ( 2*D ))&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
&lt;br /&gt;
Height of screen = H&lt;br /&gt;
&lt;br /&gt;
Distance between head/eye and the screen = D&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Generally, gamers like to increase the AoV in order to increase their peripheral vision on the screen, so as to gain a better situational awareness around their craft. An AoV of 0.39 radians seems to be a good start, but feel free to experiment and use whatever AoV you are most comfortable with.&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;
&lt;br /&gt;
===Help===&lt;br /&gt;
====-help====&lt;br /&gt;
Instructs FSO to print out all supported parameters. Some launchers can use these options to automatically populate the available command line options, even if the version of FSO is far newer than the launcher itself. NOTE: This option only works in Linux builds...&lt;br /&gt;
&lt;br /&gt;
====--help====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
====-h====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
====-?====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Echelon9</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=43116</id>
		<title>Command-Line Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=43116"/>
		<updated>2014-01-02T04:29:33Z</updated>

		<summary type="html">&lt;p&gt;Echelon9: /* Experimental */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Command-Line Flags (also called Command-Line Parameters) are optional flags passed to the FSO executable, and generally enables one or more features added to the FS2 Open engine. These flags are accessed conveniently through an [[FSO Launcher]]. To have FSO list all available flags, use any one of the following: [[Command-Line_Reference#-help|-help]], [[Command-Line_Reference#-help|--help]], [[Command-Line_Reference#-help|-h]], or [[Command-Line_Reference#-help|-?]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--May need version info for the various flags, such as 3.6.13, etc. --&amp;gt;&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Specular or if necessary to manually disable enter the flag -nospec}}&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Environment Maps or if necessary to manually disable enter the flag -noenv }}&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Glow Maps or if necessary to manually disable enter the flag -noglow }}&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Normal Maps or if necessary to manually disable enter the flag -nonormal }}&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. Further information 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;
{{Warning| This feature is not available in current builds.}}&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;
{{Warning| This 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;
====-disable_pbo====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable OpenGL Pixel Buffer Objects&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables the use of Pixel Buffer Objects (PBO) which may cause certain OpenGL operations to perform slower. Note PBO&#039;s were only used at three places in FSO anyway so it&#039;s *probably* not going to have a noticeable effect.  &lt;br /&gt;
&lt;br /&gt;
May be required to workaround issues in certain versions of Linux&#039;s Mesa drivers for Intel integrated graphics cards where crashes occur in the mainhall (i.e. whenever a popup occurs). Distros that seem to have this problem presently include Ubuntu 13.10 and openSUSE 13.1.&lt;br /&gt;
{{Table371|&lt;br /&gt;
*This feature is present to work around a bug in Linux&#039;s Mesa drivers for Intel integrated graphics cards}}&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;
====-disable_di_mouse====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disables the DirectInput mouse code for FSO on windows.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Windows Only&#039;&#039;&#039; Can make mouse movement smoother on certain machines.&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 deprecated.&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;
====-use_gldrawelements====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Use glDrawElements instead of glDrawRangeElements&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Introduced as a means of switching to the slower OpenGL call glDrawElements, instead of glDrawRangeElements.&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*This feature may resolve certain rendering problems where parts of models are not drawn on Linux drivers}}&lt;br /&gt;
&lt;br /&gt;
====-keyboard_layout====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Manually sets a keyboard layout&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A commandline parameter to set the keyboard layout as a string parameter.&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Currently the only valid string is &amp;quot;qwertz&amp;quot; (German) but French azerty may be added in future.}}&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;
====-fb_explosions====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Enable Framebuffer Shockwaves&amp;quot;&#039;&#039;&#039;&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;
This will make the FSO build spit out an html file that documents the supported SEXP&#039;s.&lt;br /&gt;
&lt;br /&gt;
Just double click on sexps.html and it should open in your default web browser.&lt;br /&gt;
&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
This will make the FSO build spit out an html file that documents the supported scripting hooks and LUA libraries.&lt;br /&gt;
&lt;br /&gt;
Just double click on scripting.html and it should open in your default web browser.&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;
====-start_mission====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Skip the mainhall in jump right into the specified mission&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jump into the mission specified by the filename.  Only in effect on the first run. This will skip load of the mainhall and its other related things altogether.&lt;br /&gt;
&lt;br /&gt;
====-profile_frame_time====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Profile engine subsystems&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Activates the frame profiling code. This presents a readout showing the current, minimum, maximum and average percentages of frametime a given section of code has taken up; this can be used to identify particular bottlenecks or measure the effectiveness of certain optimizations.&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default. To manually disable, enter the flag -noheight}}&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, 9 is highest quality. Default setting is 6.&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-mod====&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;
This flag allows the player to specify the &#039;&#039;vertical&#039;&#039; Field of View (FoV) angle, in radians, for the player eyepoint. The angle is measured across the full height of the viewing cone. The FoV angle is technically known as the Angle of View (AoV)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039; Angle&lt;br /&gt;
*Valid Values: 0 to 2*Pi radians&lt;br /&gt;
*Default Value: 0.75 radians&lt;br /&gt;
&lt;br /&gt;
{{Note|For peculiar reasons, the actual FoV/AoV used by the game will be the supplied value multiplied by 1.39626348.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The the FoV angle/AoV is what determines the relative zoom level of the main game camera. Smaller angles generally equal to higher zoom levels, while larger angles equal to lower zoom levels (down to the theoretical x0 magnification).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However, too small of an angle will have a squashed look on the edges of your screen, and too high of an angle will greatly stretch edges. It is recommended to change the AoV, as FS2&#039;s default AoV has some perspective distortion at the screen edges (the default AoV is too high).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A natural looking (as if you where physically in the cockpit) AoV depends on the distance the player&#039;s actual eyes are away from the screen: the further away from the screen, the smaller the AoV should be, and vice versa. &amp;quot;Ergonomic&amp;quot; distances generally yield a &#039;&#039;&#039;&#039;&#039;diagonal&#039;&#039;&#039;&#039;&#039; AoV of 0.523 radians (30 degrees), but you can easily find the natural AoV by the following formula:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AoV (radians) = 2 * atan( H / ( 2*D ))&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
&lt;br /&gt;
Height of screen = H&lt;br /&gt;
&lt;br /&gt;
Distance between head/eye and the screen = D&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Generally, gamers like to increase the AoV in order to increase their peripheral vision on the screen, so as to gain a better situational awareness around their craft. An AoV of 0.39 radians seems to be a good start, but feel free to experiment and use whatever AoV you are most comfortable with.&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;
&lt;br /&gt;
===Help===&lt;br /&gt;
====-help====&lt;br /&gt;
Instructs FSO to print out all supported parameters. Some launchers can use these options to automatically populate the available command line options, even if the version of FSO is far newer than the launcher itself. NOTE: This option only works in Linux builds...&lt;br /&gt;
&lt;br /&gt;
====--help====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
====-h====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
====-?====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Echelon9</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=43115</id>
		<title>Command-Line Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=43115"/>
		<updated>2014-01-02T04:25:55Z</updated>

		<summary type="html">&lt;p&gt;Echelon9: /* -safeloading */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Command-Line Flags (also called Command-Line Parameters) are optional flags passed to the FSO executable, and generally enables one or more features added to the FS2 Open engine. These flags are accessed conveniently through an [[FSO Launcher]]. To have FSO list all available flags, use any one of the following: [[Command-Line_Reference#-help|-help]], [[Command-Line_Reference#-help|--help]], [[Command-Line_Reference#-help|-h]], or [[Command-Line_Reference#-help|-?]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--May need version info for the various flags, such as 3.6.13, etc. --&amp;gt;&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Specular or if necessary to manually disable enter the flag -nospec}}&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Environment Maps or if necessary to manually disable enter the flag -noenv }}&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Glow Maps or if necessary to manually disable enter the flag -noglow }}&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Normal Maps or if necessary to manually disable enter the flag -nonormal }}&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. Further information 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;
{{Warning| This feature is not available in current builds.}}&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;
{{Warning| This 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;
====-disable_pbo====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable OpenGL Pixel Buffer Objects&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables the use of Pixel Buffer Objects (PBO) which may cause certain OpenGL operations to perform slower. Note PBO&#039;s were only used at three places in FSO anyway so it&#039;s *probably* not going to have a noticeable effect.  &lt;br /&gt;
&lt;br /&gt;
May be required to workaround issues in certain versions of Linux&#039;s Mesa drivers for Intel integrated graphics cards where crashes occur in the mainhall (i.e. whenever a popup occurs). Distros that seem to have this problem presently include Ubuntu 13.10 and openSUSE 13.1.&lt;br /&gt;
{{Table371|&lt;br /&gt;
*This feature is present to work around a bug in Linux&#039;s Mesa drivers for Intel integrated graphics cards}}&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;
====-disable_di_mouse====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disables the DirectInput mouse code for FSO on windows.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Windows Only&#039;&#039;&#039; Can make mouse movement smoother on certain machines.&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 deprecated.&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;
====-use_gldrawelements====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Use glDrawElements instead of glDrawRangeElements&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Introduced as a means of switching to the slower OpenGL call glDrawElements, instead of glDrawRangeElements.&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*This feature may resolve certain rendering problems where parts of models are not drawn on Linux drivers}}&lt;br /&gt;
&lt;br /&gt;
====-keyboard_layout====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Manually sets a keyboard layout&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A commandline parameter to set the keyboard layout as a string parameter.&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Currently the only valid string is &amp;quot;qwertz&amp;quot; (German) but French azerty may be added in future.}}&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;
This will make the FSO build spit out an html file that documents the supported SEXP&#039;s.&lt;br /&gt;
&lt;br /&gt;
Just double click on sexps.html and it should open in your default web browser.&lt;br /&gt;
&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
This will make the FSO build spit out an html file that documents the supported scripting hooks and LUA libraries.&lt;br /&gt;
&lt;br /&gt;
Just double click on scripting.html and it should open in your default web browser.&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;
====-start_mission====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Skip the mainhall in jump right into the specified mission&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jump into the mission specified by the filename.  Only in effect on the first run. This will skip load of the mainhall and its other related things altogether.&lt;br /&gt;
&lt;br /&gt;
====-profile_frame_time====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Profile engine subsystems&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Activates the frame profiling code. This presents a readout showing the current, minimum, maximum and average percentages of frametime a given section of code has taken up; this can be used to identify particular bottlenecks or measure the effectiveness of certain optimizations.&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default. To manually disable, enter the flag -noheight}}&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, 9 is highest quality. Default setting is 6.&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-mod====&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;
This flag allows the player to specify the &#039;&#039;vertical&#039;&#039; Field of View (FoV) angle, in radians, for the player eyepoint. The angle is measured across the full height of the viewing cone. The FoV angle is technically known as the Angle of View (AoV)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039; Angle&lt;br /&gt;
*Valid Values: 0 to 2*Pi radians&lt;br /&gt;
*Default Value: 0.75 radians&lt;br /&gt;
&lt;br /&gt;
{{Note|For peculiar reasons, the actual FoV/AoV used by the game will be the supplied value multiplied by 1.39626348.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The the FoV angle/AoV is what determines the relative zoom level of the main game camera. Smaller angles generally equal to higher zoom levels, while larger angles equal to lower zoom levels (down to the theoretical x0 magnification).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However, too small of an angle will have a squashed look on the edges of your screen, and too high of an angle will greatly stretch edges. It is recommended to change the AoV, as FS2&#039;s default AoV has some perspective distortion at the screen edges (the default AoV is too high).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A natural looking (as if you where physically in the cockpit) AoV depends on the distance the player&#039;s actual eyes are away from the screen: the further away from the screen, the smaller the AoV should be, and vice versa. &amp;quot;Ergonomic&amp;quot; distances generally yield a &#039;&#039;&#039;&#039;&#039;diagonal&#039;&#039;&#039;&#039;&#039; AoV of 0.523 radians (30 degrees), but you can easily find the natural AoV by the following formula:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AoV (radians) = 2 * atan( H / ( 2*D ))&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
&lt;br /&gt;
Height of screen = H&lt;br /&gt;
&lt;br /&gt;
Distance between head/eye and the screen = D&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Generally, gamers like to increase the AoV in order to increase their peripheral vision on the screen, so as to gain a better situational awareness around their craft. An AoV of 0.39 radians seems to be a good start, but feel free to experiment and use whatever AoV you are most comfortable with.&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;
&lt;br /&gt;
===Help===&lt;br /&gt;
====-help====&lt;br /&gt;
Instructs FSO to print out all supported parameters. Some launchers can use these options to automatically populate the available command line options, even if the version of FSO is far newer than the launcher itself. NOTE: This option only works in Linux builds...&lt;br /&gt;
&lt;br /&gt;
====--help====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
====-h====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
====-?====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Echelon9</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=43114</id>
		<title>Command-Line Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=43114"/>
		<updated>2014-01-02T04:25:04Z</updated>

		<summary type="html">&lt;p&gt;Echelon9: /* -clientdamage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Command-Line Flags (also called Command-Line Parameters) are optional flags passed to the FSO executable, and generally enables one or more features added to the FS2 Open engine. These flags are accessed conveniently through an [[FSO Launcher]]. To have FSO list all available flags, use any one of the following: [[Command-Line_Reference#-help|-help]], [[Command-Line_Reference#-help|--help]], [[Command-Line_Reference#-help|-h]], or [[Command-Line_Reference#-help|-?]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--May need version info for the various flags, such as 3.6.13, etc. --&amp;gt;&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Specular or if necessary to manually disable enter the flag -nospec}}&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Environment Maps or if necessary to manually disable enter the flag -noenv }}&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Glow Maps or if necessary to manually disable enter the flag -noglow }}&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Normal Maps or if necessary to manually disable enter the flag -nonormal }}&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. Further information 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;
{{Warning| This feature is not available in current builds.}}&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;
====-disable_pbo====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable OpenGL Pixel Buffer Objects&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables the use of Pixel Buffer Objects (PBO) which may cause certain OpenGL operations to perform slower. Note PBO&#039;s were only used at three places in FSO anyway so it&#039;s *probably* not going to have a noticeable effect.  &lt;br /&gt;
&lt;br /&gt;
May be required to workaround issues in certain versions of Linux&#039;s Mesa drivers for Intel integrated graphics cards where crashes occur in the mainhall (i.e. whenever a popup occurs). Distros that seem to have this problem presently include Ubuntu 13.10 and openSUSE 13.1.&lt;br /&gt;
{{Table371|&lt;br /&gt;
*This feature is present to work around a bug in Linux&#039;s Mesa drivers for Intel integrated graphics cards}}&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;
====-disable_di_mouse====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disables the DirectInput mouse code for FSO on windows.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Windows Only&#039;&#039;&#039; Can make mouse movement smoother on certain machines.&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 deprecated.&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;
====-use_gldrawelements====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Use glDrawElements instead of glDrawRangeElements&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Introduced as a means of switching to the slower OpenGL call glDrawElements, instead of glDrawRangeElements.&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*This feature may resolve certain rendering problems where parts of models are not drawn on Linux drivers}}&lt;br /&gt;
&lt;br /&gt;
====-keyboard_layout====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Manually sets a keyboard layout&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A commandline parameter to set the keyboard layout as a string parameter.&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Currently the only valid string is &amp;quot;qwertz&amp;quot; (German) but French azerty may be added in future.}}&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;
This will make the FSO build spit out an html file that documents the supported SEXP&#039;s.&lt;br /&gt;
&lt;br /&gt;
Just double click on sexps.html and it should open in your default web browser.&lt;br /&gt;
&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
This will make the FSO build spit out an html file that documents the supported scripting hooks and LUA libraries.&lt;br /&gt;
&lt;br /&gt;
Just double click on scripting.html and it should open in your default web browser.&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;
====-start_mission====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Skip the mainhall in jump right into the specified mission&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jump into the mission specified by the filename.  Only in effect on the first run. This will skip load of the mainhall and its other related things altogether.&lt;br /&gt;
&lt;br /&gt;
====-profile_frame_time====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Profile engine subsystems&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Activates the frame profiling code. This presents a readout showing the current, minimum, maximum and average percentages of frametime a given section of code has taken up; this can be used to identify particular bottlenecks or measure the effectiveness of certain optimizations.&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default. To manually disable, enter the flag -noheight}}&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, 9 is highest quality. Default setting is 6.&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-mod====&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;
This flag allows the player to specify the &#039;&#039;vertical&#039;&#039; Field of View (FoV) angle, in radians, for the player eyepoint. The angle is measured across the full height of the viewing cone. The FoV angle is technically known as the Angle of View (AoV)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039; Angle&lt;br /&gt;
*Valid Values: 0 to 2*Pi radians&lt;br /&gt;
*Default Value: 0.75 radians&lt;br /&gt;
&lt;br /&gt;
{{Note|For peculiar reasons, the actual FoV/AoV used by the game will be the supplied value multiplied by 1.39626348.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The the FoV angle/AoV is what determines the relative zoom level of the main game camera. Smaller angles generally equal to higher zoom levels, while larger angles equal to lower zoom levels (down to the theoretical x0 magnification).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However, too small of an angle will have a squashed look on the edges of your screen, and too high of an angle will greatly stretch edges. It is recommended to change the AoV, as FS2&#039;s default AoV has some perspective distortion at the screen edges (the default AoV is too high).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A natural looking (as if you where physically in the cockpit) AoV depends on the distance the player&#039;s actual eyes are away from the screen: the further away from the screen, the smaller the AoV should be, and vice versa. &amp;quot;Ergonomic&amp;quot; distances generally yield a &#039;&#039;&#039;&#039;&#039;diagonal&#039;&#039;&#039;&#039;&#039; AoV of 0.523 radians (30 degrees), but you can easily find the natural AoV by the following formula:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AoV (radians) = 2 * atan( H / ( 2*D ))&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
&lt;br /&gt;
Height of screen = H&lt;br /&gt;
&lt;br /&gt;
Distance between head/eye and the screen = D&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Generally, gamers like to increase the AoV in order to increase their peripheral vision on the screen, so as to gain a better situational awareness around their craft. An AoV of 0.39 radians seems to be a good start, but feel free to experiment and use whatever AoV you are most comfortable with.&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;
&lt;br /&gt;
===Help===&lt;br /&gt;
====-help====&lt;br /&gt;
Instructs FSO to print out all supported parameters. Some launchers can use these options to automatically populate the available command line options, even if the version of FSO is far newer than the launcher itself. NOTE: This option only works in Linux builds...&lt;br /&gt;
&lt;br /&gt;
====--help====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
====-h====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
====-?====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Echelon9</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Newbie_Projects&amp;diff=43113</id>
		<title>Newbie Projects</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Newbie_Projects&amp;diff=43113"/>
		<updated>2014-01-02T03:54:22Z</updated>

		<summary type="html">&lt;p&gt;Echelon9: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Projects suitable for new developers ==&lt;br /&gt;
&lt;br /&gt;
This is a collection of small, fairly simple tasks which developers new to Freespace 2 Open can use to get a start with the project.&lt;br /&gt;
&lt;br /&gt;
The lists below are broken down into a logical workflow that will likely match the set of patches that you will produce.&lt;br /&gt;
&lt;br /&gt;
Please create a thread on the [http://www.hard-light.net/forums/index.php?board=50.0 HLP forums] with your proposed patches attached or link to a [https://github.com/scp-fs2open/fs2open.github.com Github pull request]. The suggested patch series below are designed to encourage the good practice of providing a series of small standalone patches that are capable of easy review.&lt;br /&gt;
&lt;br /&gt;
Inspired by the [http://wiki.freedesktop.org/dri/NewbieProjects/ Freedesktop DRI Newbie Projects].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Improve documentation of [https://github.com/scp-fs2open/fs2open.github.com/blob/master/code/cmdline/cmdline.cpp#L127 -nolightshafts] command line option ==&lt;br /&gt;
&lt;br /&gt;
Freespace 2 Open provides a command line option -nolightshafts to disable lightshafts in game, even if a mission designer enables them in a mission.&lt;br /&gt;
&lt;br /&gt;
This feature was previously called -flightshaftsoff and references remain to the old name within the Freespace 2 Open code base and the  Freespace Wiki documentation system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The patch series to implement this functionality would likely consist of the following patches:&lt;br /&gt;
&lt;br /&gt;
* Modify the &amp;lt;code&amp;gt;cmdline_parm flightshaftsoff_arg()&amp;lt;/code&amp;gt; name in code/cmdline/cmdline.cpp so that it reads &amp;lt;code&amp;gt;cmdline_parm nolightshafts_arg&amp;lt;/code&amp;gt;&lt;br /&gt;
* Modify &amp;lt;code&amp;gt;SetCmdlineParams()&amp;lt;/code&amp;gt; in code/cmdline/cmdline.cpp so that &amp;lt;code&amp;gt;nolightshafts_arg()&amp;lt;/code&amp;gt; is used in the if() test&lt;br /&gt;
* Modify the [http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-flightshaftsoff -flightshaftsoff] documentation to refer to -nolightshafts instead&lt;br /&gt;
* Modify the &amp;lt;code&amp;gt;exe_params[]&amp;lt;/code&amp;gt; array in code/cmdline/cmdline.cpp to correct the URL location of -nolightshafts Wiki documentation &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will need to register an account on the Freespace Wiki to complete the third step.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Enable the &amp;lt;code&amp;gt;AIM_GET_BEHIND&amp;lt;/code&amp;gt; feature ==&lt;br /&gt;
&lt;br /&gt;
TODO: This would involve implementing the AIM_GET_BEHIND artificial intelligence feature as was originally completed in The Babylon Project source code fork&lt;/div&gt;</summary>
		<author><name>Echelon9</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Development_Reference&amp;diff=43112</id>
		<title>Development Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Development_Reference&amp;diff=43112"/>
		<updated>2014-01-02T03:52:13Z</updated>

		<summary type="html">&lt;p&gt;Echelon9: Introduce the Newbie Projects page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Getting the FreeSpace2: SCP Source Code|Getting the Source Code]]&lt;br /&gt;
* [[Newbie Projects]]&lt;br /&gt;
* [[Sourcecode Reference]]&lt;br /&gt;
* [[Doxygen Documentation]]&lt;br /&gt;
* [[Scripting API]]&lt;br /&gt;
* [[FS2_Open Lua Scripting]]&lt;br /&gt;
* [[OpenGL Shaders (GLSL)]]&lt;br /&gt;
* [[Deprecation|List of deprecated game features (WIP)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===wxFRED2 WIP===&lt;br /&gt;
&lt;br /&gt;
* [[wxfred2Contributions|Contributing]]&lt;br /&gt;
&lt;br /&gt;
===External Links===&lt;br /&gt;
[http://scp.indiegames.us/ SCP Developers&#039; Page]&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Echelon9</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Newbie_Projects&amp;diff=43111</id>
		<title>Newbie Projects</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Newbie_Projects&amp;diff=43111"/>
		<updated>2014-01-02T00:01:25Z</updated>

		<summary type="html">&lt;p&gt;Echelon9: Develop the first Newbie Project idea&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Projects suitable for new developers ==&lt;br /&gt;
&lt;br /&gt;
This is a collection of small, fairly simple tasks which developers new to Freespace 2 Open can use to get a start with the project.&lt;br /&gt;
&lt;br /&gt;
The lists below are broken down into a logical workflow that will likely match the set of patches that you will produce.&lt;br /&gt;
&lt;br /&gt;
Please create a thread on the [http://www.hard-light.net/forums/index.php?board=50.0 HLP forums] with your proposed patches attached or link to a [https://github.com/scp-fs2open/fs2open.github.com Github pull request]. The suggested patch series below are designed to encourage the good practice of providing a series of small standalone patches that are capable of easy review.&lt;br /&gt;
&lt;br /&gt;
Inspired by the [http://wiki.freedesktop.org/dri/NewbieProjects/ Freedesktop DRI Newbie Projects].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Improve documentation of [https://github.com/scp-fs2open/fs2open.github.com/blob/master/code/cmdline/cmdline.cpp#L127 -nolightshafts] command line option ==&lt;br /&gt;
&lt;br /&gt;
Freespace 2 Open provides a command line option -nolightshafts to disable lightshafts in game, even if a mission designer enables them in a mission.&lt;br /&gt;
&lt;br /&gt;
This feature was previously called -flightshaftsoff and references remain to the old name within the Freespace 2 Open code base and the  Freespace Wiki documentation system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The patch series to implement this functionality would likely consist of the following patches:&lt;br /&gt;
&lt;br /&gt;
* Modify the &amp;lt;code&amp;gt;cmdline_parm flightshaftsoff_arg()&amp;lt;/code&amp;gt; name in code/cmdline/cmdline.cpp so that it reads &amp;lt;code&amp;gt;cmdline_parm nolightshafts_arg&amp;lt;/code&amp;gt;&lt;br /&gt;
* Modify &amp;lt;code&amp;gt;SetCmdlineParams()&amp;lt;/code&amp;gt; in code/cmdline/cmdline.cpp so that &amp;lt;code&amp;gt;nolightshafts_arg()&amp;lt;/code&amp;gt; is used in the if() test&lt;br /&gt;
* Modify the [http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-flightshaftsoff -flightshaftsoff] documentation to refer to -nolightshafts instead&lt;br /&gt;
* Modify the &amp;lt;code&amp;gt;exe_params[]&amp;lt;/code&amp;gt; array in code/cmdline/cmdline.cpp to correct the URL location of -nolightshafts Wiki documentation &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will need to register an account on the Freespace Wiki to complete the third step.&lt;/div&gt;</summary>
		<author><name>Echelon9</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=43110</id>
		<title>Command-Line Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=43110"/>
		<updated>2014-01-01T23:13:21Z</updated>

		<summary type="html">&lt;p&gt;Echelon9: /* Troubleshooting */ Add a reference to the commandline option -keyboard_layout&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Command-Line Flags (also called Command-Line Parameters) are optional flags passed to the FSO executable, and generally enables one or more features added to the FS2 Open engine. These flags are accessed conveniently through an [[FSO Launcher]]. To have FSO list all available flags, use any one of the following: [[Command-Line_Reference#-help|-help]], [[Command-Line_Reference#-help|--help]], [[Command-Line_Reference#-help|-h]], or [[Command-Line_Reference#-help|-?]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--May need version info for the various flags, such as 3.6.13, etc. --&amp;gt;&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Specular or if necessary to manually disable enter the flag -nospec}}&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Environment Maps or if necessary to manually disable enter the flag -noenv }}&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Glow Maps or if necessary to manually disable enter the flag -noglow }}&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Normal Maps or if necessary to manually disable enter the flag -nonormal }}&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. Further information 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;
====-disable_pbo====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable OpenGL Pixel Buffer Objects&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables the use of Pixel Buffer Objects (PBO) which may cause certain OpenGL operations to perform slower. Note PBO&#039;s were only used at three places in FSO anyway so it&#039;s *probably* not going to have a noticeable effect.  &lt;br /&gt;
&lt;br /&gt;
May be required to workaround issues in certain versions of Linux&#039;s Mesa drivers for Intel integrated graphics cards where crashes occur in the mainhall (i.e. whenever a popup occurs). Distros that seem to have this problem presently include Ubuntu 13.10 and openSUSE 13.1.&lt;br /&gt;
{{Table371|&lt;br /&gt;
*This feature is present to work around a bug in Linux&#039;s Mesa drivers for Intel integrated graphics cards}}&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;
====-disable_di_mouse====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disables the DirectInput mouse code for FSO on windows.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Windows Only&#039;&#039;&#039; Can make mouse movement smoother on certain machines.&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 deprecated.&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;
====-use_gldrawelements====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Use glDrawElements instead of glDrawRangeElements&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Introduced as a means of switching to the slower OpenGL call glDrawElements, instead of glDrawRangeElements.&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*This feature may resolve certain rendering problems where parts of models are not drawn on Linux drivers}}&lt;br /&gt;
&lt;br /&gt;
====-keyboard_layout====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Manually sets a keyboard layout&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A commandline parameter to set the keyboard layout as a string parameter.&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Currently the only valid string is &amp;quot;qwertz&amp;quot; (German) but French azerty may be added in future.}}&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;
This will make the FSO build spit out an html file that documents the supported SEXP&#039;s.&lt;br /&gt;
&lt;br /&gt;
Just double click on sexps.html and it should open in your default web browser.&lt;br /&gt;
&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
This will make the FSO build spit out an html file that documents the supported scripting hooks and LUA libraries.&lt;br /&gt;
&lt;br /&gt;
Just double click on scripting.html and it should open in your default web browser.&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;
====-start_mission====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Skip the mainhall in jump right into the specified mission&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jump into the mission specified by the filename.  Only in effect on the first run. This will skip load of the mainhall and its other related things altogether.&lt;br /&gt;
&lt;br /&gt;
====-profile_frame_time====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Profile engine subsystems&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Activates the frame profiling code. This presents a readout showing the current, minimum, maximum and average percentages of frametime a given section of code has taken up; this can be used to identify particular bottlenecks or measure the effectiveness of certain optimizations.&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default. To manually disable, enter the flag -noheight}}&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, 9 is highest quality. Default setting is 6.&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-mod====&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;
This flag allows the player to specify the &#039;&#039;vertical&#039;&#039; Field of View (FoV) angle, in radians, for the player eyepoint. The angle is measured across the full height of the viewing cone. The FoV angle is technically known as the Angle of View (AoV)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039; Angle&lt;br /&gt;
*Valid Values: 0 to 2*Pi radians&lt;br /&gt;
*Default Value: 0.75 radians&lt;br /&gt;
&lt;br /&gt;
{{Note|For peculiar reasons, the actual FoV/AoV used by the game will be the supplied value multiplied by 1.39626348.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The the FoV angle/AoV is what determines the relative zoom level of the main game camera. Smaller angles generally equal to higher zoom levels, while larger angles equal to lower zoom levels (down to the theoretical x0 magnification).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However, too small of an angle will have a squashed look on the edges of your screen, and too high of an angle will greatly stretch edges. It is recommended to change the AoV, as FS2&#039;s default AoV has some perspective distortion at the screen edges (the default AoV is too high).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A natural looking (as if you where physically in the cockpit) AoV depends on the distance the player&#039;s actual eyes are away from the screen: the further away from the screen, the smaller the AoV should be, and vice versa. &amp;quot;Ergonomic&amp;quot; distances generally yield a &#039;&#039;&#039;&#039;&#039;diagonal&#039;&#039;&#039;&#039;&#039; AoV of 0.523 radians (30 degrees), but you can easily find the natural AoV by the following formula:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AoV (radians) = 2 * atan( H / ( 2*D ))&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
&lt;br /&gt;
Height of screen = H&lt;br /&gt;
&lt;br /&gt;
Distance between head/eye and the screen = D&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Generally, gamers like to increase the AoV in order to increase their peripheral vision on the screen, so as to gain a better situational awareness around their craft. An AoV of 0.39 radians seems to be a good start, but feel free to experiment and use whatever AoV you are most comfortable with.&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;
&lt;br /&gt;
===Help===&lt;br /&gt;
====-help====&lt;br /&gt;
Instructs FSO to print out all supported parameters. Some launchers can use these options to automatically populate the available command line options, even if the version of FSO is far newer than the launcher itself. NOTE: This option only works in Linux builds...&lt;br /&gt;
&lt;br /&gt;
====--help====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
====-h====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
====-?====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Echelon9</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=43109</id>
		<title>Command-Line Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=43109"/>
		<updated>2014-01-01T23:05:10Z</updated>

		<summary type="html">&lt;p&gt;Echelon9: /* Troubleshooting */ Add a reference to the commandline option -use_gldrawelements, introduced in 3.6.14&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Command-Line Flags (also called Command-Line Parameters) are optional flags passed to the FSO executable, and generally enables one or more features added to the FS2 Open engine. These flags are accessed conveniently through an [[FSO Launcher]]. To have FSO list all available flags, use any one of the following: [[Command-Line_Reference#-help|-help]], [[Command-Line_Reference#-help|--help]], [[Command-Line_Reference#-help|-h]], or [[Command-Line_Reference#-help|-?]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--May need version info for the various flags, such as 3.6.13, etc. --&amp;gt;&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Specular or if necessary to manually disable enter the flag -nospec}}&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Environment Maps or if necessary to manually disable enter the flag -noenv }}&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Glow Maps or if necessary to manually disable enter the flag -noglow }}&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Normal Maps or if necessary to manually disable enter the flag -nonormal }}&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. Further information 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;
====-disable_pbo====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable OpenGL Pixel Buffer Objects&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables the use of Pixel Buffer Objects (PBO) which may cause certain OpenGL operations to perform slower. Note PBO&#039;s were only used at three places in FSO anyway so it&#039;s *probably* not going to have a noticeable effect.  &lt;br /&gt;
&lt;br /&gt;
May be required to workaround issues in certain versions of Linux&#039;s Mesa drivers for Intel integrated graphics cards where crashes occur in the mainhall (i.e. whenever a popup occurs). Distros that seem to have this problem presently include Ubuntu 13.10 and openSUSE 13.1.&lt;br /&gt;
{{Table371|&lt;br /&gt;
*This feature is present to work around a bug in Linux&#039;s Mesa drivers for Intel integrated graphics cards}}&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;
====-disable_di_mouse====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disables the DirectInput mouse code for FSO on windows.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Windows Only&#039;&#039;&#039; Can make mouse movement smoother on certain machines.&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 deprecated.&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;
====-use_gldrawelements====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Use glDrawElements instead of glDrawRangeElements&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Introduced as a means of switching to the slower OpenGL call glDrawElements, instead of glDrawRangeElements.&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*This feature may resolve certain rendering problems where parts of models are not drawn on Linux drivers}}&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;
This will make the FSO build spit out an html file that documents the supported SEXP&#039;s.&lt;br /&gt;
&lt;br /&gt;
Just double click on sexps.html and it should open in your default web browser.&lt;br /&gt;
&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
This will make the FSO build spit out an html file that documents the supported scripting hooks and LUA libraries.&lt;br /&gt;
&lt;br /&gt;
Just double click on scripting.html and it should open in your default web browser.&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;
====-start_mission====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Skip the mainhall in jump right into the specified mission&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jump into the mission specified by the filename.  Only in effect on the first run. This will skip load of the mainhall and its other related things altogether.&lt;br /&gt;
&lt;br /&gt;
====-profile_frame_time====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Profile engine subsystems&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Activates the frame profiling code. This presents a readout showing the current, minimum, maximum and average percentages of frametime a given section of code has taken up; this can be used to identify particular bottlenecks or measure the effectiveness of certain optimizations.&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default. To manually disable, enter the flag -noheight}}&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, 9 is highest quality. Default setting is 6.&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-mod====&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;
This flag allows the player to specify the &#039;&#039;vertical&#039;&#039; Field of View (FoV) angle, in radians, for the player eyepoint. The angle is measured across the full height of the viewing cone. The FoV angle is technically known as the Angle of View (AoV)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039; Angle&lt;br /&gt;
*Valid Values: 0 to 2*Pi radians&lt;br /&gt;
*Default Value: 0.75 radians&lt;br /&gt;
&lt;br /&gt;
{{Note|For peculiar reasons, the actual FoV/AoV used by the game will be the supplied value multiplied by 1.39626348.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The the FoV angle/AoV is what determines the relative zoom level of the main game camera. Smaller angles generally equal to higher zoom levels, while larger angles equal to lower zoom levels (down to the theoretical x0 magnification).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However, too small of an angle will have a squashed look on the edges of your screen, and too high of an angle will greatly stretch edges. It is recommended to change the AoV, as FS2&#039;s default AoV has some perspective distortion at the screen edges (the default AoV is too high).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A natural looking (as if you where physically in the cockpit) AoV depends on the distance the player&#039;s actual eyes are away from the screen: the further away from the screen, the smaller the AoV should be, and vice versa. &amp;quot;Ergonomic&amp;quot; distances generally yield a &#039;&#039;&#039;&#039;&#039;diagonal&#039;&#039;&#039;&#039;&#039; AoV of 0.523 radians (30 degrees), but you can easily find the natural AoV by the following formula:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AoV (radians) = 2 * atan( H / ( 2*D ))&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
&lt;br /&gt;
Height of screen = H&lt;br /&gt;
&lt;br /&gt;
Distance between head/eye and the screen = D&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Generally, gamers like to increase the AoV in order to increase their peripheral vision on the screen, so as to gain a better situational awareness around their craft. An AoV of 0.39 radians seems to be a good start, but feel free to experiment and use whatever AoV you are most comfortable with.&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;
&lt;br /&gt;
===Help===&lt;br /&gt;
====-help====&lt;br /&gt;
Instructs FSO to print out all supported parameters. Some launchers can use these options to automatically populate the available command line options, even if the version of FSO is far newer than the launcher itself. NOTE: This option only works in Linux builds...&lt;br /&gt;
&lt;br /&gt;
====--help====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
====-h====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
====-?====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Echelon9</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=43108</id>
		<title>Command-Line Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=43108"/>
		<updated>2014-01-01T22:19:02Z</updated>

		<summary type="html">&lt;p&gt;Echelon9: /* -disable_pbo */ Further explain the specific Linux drivers with the bug, and flag as a 3.7.1 feature (currently in trunk and nightly builds only)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Command-Line Flags (also called Command-Line Parameters) are optional flags passed to the FSO executable, and generally enables one or more features added to the FS2 Open engine. These flags are accessed conveniently through an [[FSO Launcher]]. To have FSO list all available flags, use any one of the following: [[Command-Line_Reference#-help|-help]], [[Command-Line_Reference#-help|--help]], [[Command-Line_Reference#-help|-h]], or [[Command-Line_Reference#-help|-?]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--May need version info for the various flags, such as 3.6.13, etc. --&amp;gt;&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Specular or if necessary to manually disable enter the flag -nospec}}&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Environment Maps or if necessary to manually disable enter the flag -noenv }}&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Glow Maps or if necessary to manually disable enter the flag -noglow }}&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default, use launcher option Disable Normal Maps or if necessary to manually disable enter the flag -nonormal }}&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. Further information 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;
====-disable_pbo====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disable OpenGL Pixel Buffer Objects&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disables the use of Pixel Buffer Objects (PBO) which may cause certain OpenGL operations to perform slower. Note PBO&#039;s were only used at three places in FSO anyway so it&#039;s *probably* not going to have a noticeable effect.  &lt;br /&gt;
&lt;br /&gt;
May be required to workaround issues in certain versions of Linux&#039;s Mesa drivers for Intel integrated graphics cards where crashes occur in the mainhall (i.e. whenever a popup occurs). Distros that seem to have this problem presently include Ubuntu 13.10 and openSUSE 13.1.&lt;br /&gt;
{{Table371|&lt;br /&gt;
*This feature is present to work around a bug in Linux&#039;s Mesa drivers for Intel integrated graphics cards}}&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;
====-disable_di_mouse====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Disables the DirectInput mouse code for FSO on windows.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Windows Only&#039;&#039;&#039; Can make mouse movement smoother on certain machines.&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 deprecated.&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;
===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;
This will make the FSO build spit out an html file that documents the supported SEXP&#039;s.&lt;br /&gt;
&lt;br /&gt;
Just double click on sexps.html and it should open in your default web browser.&lt;br /&gt;
&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
This will make the FSO build spit out an html file that documents the supported scripting hooks and LUA libraries.&lt;br /&gt;
&lt;br /&gt;
Just double click on scripting.html and it should open in your default web browser.&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;
====-start_mission====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Skip the mainhall in jump right into the specified mission&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jump into the mission specified by the filename.  Only in effect on the first run. This will skip load of the mainhall and its other related things altogether.&lt;br /&gt;
&lt;br /&gt;
====-profile_frame_time====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Profile engine subsystems&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Activates the frame profiling code. This presents a readout showing the current, minimum, maximum and average percentages of frametime a given section of code has taken up; this can be used to identify particular bottlenecks or measure the effectiveness of certain optimizations.&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;
{{Table3615|&lt;br /&gt;
*This feature is on by default. To manually disable, enter the flag -noheight}}&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, 9 is highest quality. Default setting is 6.&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-mod====&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;
This flag allows the player to specify the &#039;&#039;vertical&#039;&#039; Field of View (FoV) angle, in radians, for the player eyepoint. The angle is measured across the full height of the viewing cone. The FoV angle is technically known as the Angle of View (AoV)&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039; Angle&lt;br /&gt;
*Valid Values: 0 to 2*Pi radians&lt;br /&gt;
*Default Value: 0.75 radians&lt;br /&gt;
&lt;br /&gt;
{{Note|For peculiar reasons, the actual FoV/AoV used by the game will be the supplied value multiplied by 1.39626348.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The the FoV angle/AoV is what determines the relative zoom level of the main game camera. Smaller angles generally equal to higher zoom levels, while larger angles equal to lower zoom levels (down to the theoretical x0 magnification).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However, too small of an angle will have a squashed look on the edges of your screen, and too high of an angle will greatly stretch edges. It is recommended to change the AoV, as FS2&#039;s default AoV has some perspective distortion at the screen edges (the default AoV is too high).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A natural looking (as if you where physically in the cockpit) AoV depends on the distance the player&#039;s actual eyes are away from the screen: the further away from the screen, the smaller the AoV should be, and vice versa. &amp;quot;Ergonomic&amp;quot; distances generally yield a &#039;&#039;&#039;&#039;&#039;diagonal&#039;&#039;&#039;&#039;&#039; AoV of 0.523 radians (30 degrees), but you can easily find the natural AoV by the following formula:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AoV (radians) = 2 * atan( H / ( 2*D ))&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
&lt;br /&gt;
Height of screen = H&lt;br /&gt;
&lt;br /&gt;
Distance between head/eye and the screen = D&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Generally, gamers like to increase the AoV in order to increase their peripheral vision on the screen, so as to gain a better situational awareness around their craft. An AoV of 0.39 radians seems to be a good start, but feel free to experiment and use whatever AoV you are most comfortable with.&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;
&lt;br /&gt;
===Help===&lt;br /&gt;
====-help====&lt;br /&gt;
Instructs FSO to print out all supported parameters. Some launchers can use these options to automatically populate the available command line options, even if the version of FSO is far newer than the launcher itself. NOTE: This option only works in Linux builds...&lt;br /&gt;
&lt;br /&gt;
====--help====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
====-h====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
====-?====&lt;br /&gt;
See [[Command-Line_Reference#-help|-help]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Echelon9</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Portal:Multiplayer&amp;diff=43060</id>
		<title>Portal:Multiplayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Portal:Multiplayer&amp;diff=43060"/>
		<updated>2013-12-05T10:31:46Z</updated>

		<summary type="html">&lt;p&gt;Echelon9: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=0 align=center cellpadding=4 cellspacing=0 width=95% 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;The FreeSpace Multiplayer Portal&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=0 align=right cellpadding=4 cellspacing=0 width=20% style=&amp;quot;margin: 0 0 1em 1em; background: #302020; 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;Technical&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Multiplayer Getting Started Guide|Getting Started Guide]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[List of FS2NetD-Supported Mods]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Troubleshooting#Multiplayer|Troubleshooting]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Multiplayer FAQ]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[FS2_WebUI_Standalone|WebUI Standalone Servers]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #512020; 70%;&amp;quot;|&#039;&#039;&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Multiplayer Medals and Awards|Medals &amp;amp; Awards]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; background: #512020; 70%;&amp;quot;|&#039;&#039;&#039;&#039;&#039;Community&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[:Category:Multiplayer Squadrons|Multiplayer Squadrons]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Playing tips (multiplayer)|Playing Tips]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Multiplayer code of conduct|Code of Conduct]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: white; height: 30px; 70%;&amp;quot;|[[Multiplayer lingo]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Welcome to the FreeSpace Multiplayer Portal. This section is dedicated to providing guides on how to set up, play, host, and enjoy multiplayer games, as well as useful information about the multiplayer community such as squadrons, codes of conduct, and the like.&lt;br /&gt;
&lt;br /&gt;
===FreeSpace Multiplayer===&lt;br /&gt;
[[Image:Create_game_screen.JPG|left|300px|thumb|Create Game Screen]]&lt;br /&gt;
Currently, the [[FreeSpace Open]] engine supports multiplayer games with up to 12 human participants as well as any number of AI players. Play can be both cooperative and head-to-head, and can consist of anything from single mission slugfests up to full-length cooperative campaigns.&lt;br /&gt;
&lt;br /&gt;
All games are currently hosted by one of their participants. The host chooses the mission (&#039;&#039;see image to the left&#039;&#039;), and has the power to kick players, set privileges, and the like.&lt;br /&gt;
&lt;br /&gt;
The retail release of FreeSpace 2 in 1999 included a standalone server option which was later broken by various changes made by the SCP. Recently, a lot of work has been done to correct this, and on current builds the standalone server &#039;&#039;&#039;will work&#039;&#039;&#039; when run with retail data. Work is still progressing on making it compatible with the new data formats introduced by the Source Code Project. &lt;br /&gt;
&lt;br /&gt;
===Connection Types===&lt;br /&gt;
There are two ways of playing online games using FSO. You can also play the game on LAN.:&lt;br /&gt;
*Connecting through [[FS2NetD]].&amp;lt;br /&amp;gt;FS2NetD is a replacement for the Parallax Online service that has now been terminated. It acts as a lobby for multiplayer games, tracking servers and facilitating connections without users needing to worry about each other&#039;s IP addresses, and also tracks stats for games that are played using validated data and missions. It does not actually host the games that are played, acting merely as a middle man.&lt;br /&gt;
&lt;br /&gt;
*Direct IP connection.&amp;lt;br /&amp;gt;It is also possible to play IP games, but doing this requires all participants to manually enter the IP of the server that hosts the game.&lt;br /&gt;
&lt;br /&gt;
Details of setting up FSO to use either of these two options are explained in the getting started guide.&lt;br /&gt;
&lt;br /&gt;
*LAN&amp;lt;br /&amp;gt;To play on LAN, you&#039;ll have to change a few settings. Go into your ../Freespace 2/data/multi.cfg file and remove everything (back up the old file somewhere). Then add the following line: +lan_update&lt;br /&gt;
&lt;br /&gt;
Now save the file. In the FS2 Launcher (Launcher 5.5 or WxLauncher), set the multiplayer connection to LAN and leave the Force IP and Force Port fields blank. You can enable &amp;quot;Allow in-game joining&amp;quot; in the Features/Experimental tab. Run Freespace 2.&lt;br /&gt;
&lt;br /&gt;
In Freespace 2, create a multiplayer pilot. Then go into Options and select the Multi tab. Enable TCP, and /Multidata. Disable PXO. Do not set any IPs. Apply the changes. Go back to lobby and click on Create Game and set up a new server. Make sure the firewall on your LAN is not blocking the connection to your LAN server.&lt;br /&gt;
&lt;br /&gt;
===MODs and Custom Missions===&lt;br /&gt;
It is possible to use mods and play custom missions using FSO. Mods will need to be distributed to all participating players in advance, but missions will be automatically distributed if any participants are missing them.&lt;br /&gt;
&lt;br /&gt;
When playing on FS2NetD, note that while mods and custom missions are allowed, stats will not be saved for games that use them. &#039;&#039;Only&#039;&#039; games using validated missions and data are counted. For IP games (where stats are not saved anyway) there are no such considerations.&lt;br /&gt;
&lt;br /&gt;
===Validated Missions===&lt;br /&gt;
A package containing all currently validated multiplayer missions for FreeSpace 2 is available from the downloads section below. A voice pack for those missions is also available. To use them, the best way is to place them in a separate directory and select that as a mod from the launcher.&lt;br /&gt;
&lt;br /&gt;
Do not place them in the [[mediaVP]]s directory if you intend to play for stats, as the current mediaVPs are not validated.&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://www.game-warden.com/forum/showthread.php?t=267 GameWarden Multiplayer FAQ &amp;amp; Getting started guide]&lt;br /&gt;
*[http://fs2netd.game-warden.com/ FS2NetD Website - Player stats &amp;amp; Information about current games]&lt;br /&gt;
*[http://www.hard-light.net/forums/index.php/board,135.0.html HLP Multiplayer Forum]&lt;br /&gt;
==Downloads==&lt;br /&gt;
*[http://www.fszmirror.com/files/multi-mission-pack.vp Validated missions package for FreeSpace 2]&lt;br /&gt;
*[http://www.fszmirror.com/files/multi-voice-pack.vp Voice package for the validated missions]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
[[Category:Multiplayer]]&lt;/div&gt;</summary>
		<author><name>Echelon9</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Development_Reference&amp;diff=43059</id>
		<title>Development Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Development_Reference&amp;diff=43059"/>
		<updated>2013-12-05T10:21:25Z</updated>

		<summary type="html">&lt;p&gt;Echelon9: Include link to Doxygen Documentation guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Getting the FreeSpace2: SCP Source Code|Getting the Source Code]]&lt;br /&gt;
* [[Sourcecode Reference]]&lt;br /&gt;
* [[Doxygen Documentation]]&lt;br /&gt;
* [[Scripting API]]&lt;br /&gt;
* [[FS2_Open Lua Scripting]]&lt;br /&gt;
* [[OpenGL Shaders (GLSL)]]&lt;br /&gt;
* [[Deprecation|List of deprecated game features (WIP)]]&lt;br /&gt;
&lt;br /&gt;
===wxFRED2 WIP===&lt;br /&gt;
&lt;br /&gt;
* [[wxfred2Contributions|Contributing]]&lt;br /&gt;
&lt;br /&gt;
===External Links===&lt;br /&gt;
[http://scp.indiegames.us/ SCP Developers&#039; Page]&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Echelon9</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=FS2_WebUI_Standalone&amp;diff=43058</id>
		<title>FS2 WebUI Standalone</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=FS2_WebUI_Standalone&amp;diff=43058"/>
		<updated>2013-12-05T09:52:24Z</updated>

		<summary type="html">&lt;p&gt;Echelon9: /* Sample multi.cfg */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The WebUI standalone was created by SCP member Eli2 to enable *nix machines to run a standalone FS2 server.&lt;br /&gt;
&lt;br /&gt;
==How to Use==&lt;br /&gt;
&lt;br /&gt;
Just add the -standalone command line option to your startup script, or run the game with the Standalone option enabled from wxLauncher, etc.  I highly recommend avoiding wxLauncher for the time being, as it isn&#039;t really aware of the *nix standalone and I don&#039;t think it can open a monitoring terminal window for you.&lt;br /&gt;
&lt;br /&gt;
==Configuration==&lt;br /&gt;
&lt;br /&gt;
The following items are specific to the *nix &amp;lt;fs2_local_data_folder&amp;gt;/data/multi.cfg file, where the local data folder is likely ~/Library/FS2_Open/ for OS X or ~/.fs2_open/ for other *nix platforms.  The rest of the file should work like a normal Windows standalone.  An example file can be found at the bottom of the page.&lt;br /&gt;
&lt;br /&gt;
===+webui_root===&lt;br /&gt;
*Set this value to wherever you have placed the webui document root.  You can grab it by downloading and extracting the [https://github.com/scp-fs2open/fs2open_webui/archive/master.zip master branch archive] from Github, or by cloning the [https://github.com/scp-fs2open/fs2open_webui Github Webui repository], in the directory you would like to store the WebUI pages.  So if you run extract or clone the repo in your home folder, your setting might look something like:&lt;br /&gt;
&amp;lt;pre&amp;gt;+webui_root /home/username/fs2open_webui&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===+webapi_username===&lt;br /&gt;
Username for accessing the WebUI administration page.&lt;br /&gt;
&lt;br /&gt;
===+webapi_password===&lt;br /&gt;
Password for accessing the WebUI administration page.&lt;br /&gt;
&lt;br /&gt;
===+webapi_server_port===&lt;br /&gt;
Set to change the WebUI server to be running on a different port than the default 8080.&lt;br /&gt;
&lt;br /&gt;
===+use_pxo===&lt;br /&gt;
For FS2NetD connectivity, you will also need to define +use_pxo, as you probably don&#039;t have the ability to run the GUI and turn on the PXO checkbox in the game when running the standalone on a headless server.&lt;br /&gt;
&lt;br /&gt;
==Connecting==&lt;br /&gt;
&lt;br /&gt;
The WebUI currently listens on port 8080 by default, using unencrypted HTTP.  The default user and pass for administration is admin:admin.  It is highly recommended to change these default settings in your multi.cfg file.  To secure this, the current recommendation is to run the server behind a firewall and access it via an SSH tunnel or VPN.  Since most *nix machines are themselves accessible via SSH, I will describe the basics needed to set up an SSH tunnel as pertains to this standalone.&lt;br /&gt;
&lt;br /&gt;
===From Windows===&lt;br /&gt;
[http://howto.ccs.neu.edu/howto/windows/ssh-port-tunneling-with-putty/ This page] has almost the exact directions you will need to set up a tunnel from Windows to your standalone server.  The two things you need to know on the SSH tunnel tab are the ip/hostname of the computer running the standalone, that will resolve on the ssh server (if you SSH into a different machine on the network than the one running the standalone), and the port number on that machine will be 8080.  You can set the Source Port to whatever you like, I will use a different port for clarity (8081).  So if the SSH server computer can access your standalone server on its network via the hostname &#039;standalone&#039;, your destination line will be standalone:8080.  If you use 8081 for your client port as well, the final entry in the forwarded ports list will look like:&lt;br /&gt;
&amp;lt;pre&amp;gt;L8081 standalone:8080&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===From CLI SSH on Linux/OSX/etc===&lt;br /&gt;
You&#039;ll need to open a terminal window, and know the normal SSH command you use to access the SSH server on the network where the standalone is running.  Let&#039;s say you SSH into myip.dyndns.com, on the default port 22.  Your username on the ssh server is &#039;me&#039;.  The standalone is running on another machine on the same network as the SSH server, named standalone.  The standalone runs on port 8080.  You want to be able to access the WebUI in your browser on port 8081.  You need to add the -L parameter to your ssh command to resemble the following:&lt;br /&gt;
&amp;lt;pre&amp;gt;ssh -L 8081:standalone:8080 me@myip.dyndns.com&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Connect to the WebUI===&lt;br /&gt;
Now that the SSH tunnel is set up in Putty or your shell, you can just open your browser and point it to [http://localhost:8081/ http://localhost:8081/].  Then you can log in with the credentials (default admin:admin unless set otherwise in multi.cfg) and access the interface.&lt;br /&gt;
&lt;br /&gt;
==WebUI Interface==&lt;br /&gt;
&lt;br /&gt;
Below is a description of the tabs in the WebUI interface.&lt;br /&gt;
&lt;br /&gt;
===Server===&lt;br /&gt;
This tab displays the server&#039;s current configuration, and allows you to set various options.&lt;br /&gt;
&lt;br /&gt;
===Mission===&lt;br /&gt;
Information about the currently running mission on the server.&lt;br /&gt;
&lt;br /&gt;
===Chat===&lt;br /&gt;
You can send chat messages directly to participants on the standalone, and see the messages from the players to all recipients.&lt;br /&gt;
&lt;br /&gt;
===Debug===&lt;br /&gt;
This contains debugging output information from the server.  If things go wrong, please include this information as well as your fs2_standalone.log (found in same location as fs2_open.log) if using a Debug build in any bug reports.&lt;br /&gt;
&lt;br /&gt;
==Known Issues==&lt;br /&gt;
&lt;br /&gt;
This server is still in beta stage.  So far, the current issues still exist:&lt;br /&gt;
&lt;br /&gt;
*No SSL to protect your authentication password, which is why the SSH tunnel is currently recommended, as that essentially solves the issue for the time being.&lt;br /&gt;
*Servers (whether WebUI standalone or otherwise) do not feature NAT punchthrough, as much of the traffic is UDP traffic. This means the standalone host must be on a public facing IP address, or you must set up port forwarding using standard FreeSpace 2 Open ports. For those on cable or ADSL modem connections, the &amp;quot;DMZ&amp;quot; feature of your modem/router will achieve the equivalent outcome.&lt;br /&gt;
&lt;br /&gt;
==Sample multi.cfg for WebUI standalone server==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
+name WebUI Test&lt;br /&gt;
+no_voice&lt;br /&gt;
+datarate 1000000000&lt;br /&gt;
+high_update&lt;br /&gt;
+max_players 12&lt;br /&gt;
+use_pxo&lt;br /&gt;
+pxo #Eleh&lt;br /&gt;
+pxo_login chief_standalone&lt;br /&gt;
+pxo_password [Insert Password]&lt;br /&gt;
+webui_root /home/chief1983/fs2open_webui&lt;br /&gt;
+webapi_username [Insert Username]&lt;br /&gt;
+webapi_password [Insert Password]&lt;br /&gt;
+webapi_server_port 8080&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Echelon9</name></author>
	</entry>
</feed>