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		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=7670</id>
		<title>Command-Line Reference</title>
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		<updated>2006-10-09T18:41:56Z</updated>

		<summary type="html">&lt;p&gt;Martellato: Added standalone server notes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Launcher Flags==&lt;br /&gt;
The following command-line options can be chosen from the launcher.  &lt;br /&gt;
===Graphics===&lt;br /&gt;
====-spec====&lt;br /&gt;
Enables specular mapping.  Only polygons mapped with textures for which a shinemap exists will recieve specular mapping; no attempt is made to generate spec maps where they do not exist.  Specular maps are specified with the base map name plus &amp;quot;-shine&amp;quot; (i.e. TCov3A-shine.pcx).&lt;br /&gt;
====-env====&lt;br /&gt;
Enables environment mapping.  Environment mapping intensity will be determined from the intensity of specular maps.  At the time of this writing (build 3.6.9 RC7), environment mapping only works when the video mode is OpenGL. [[Installing_fs2_open#Video setup|See Video setup.]]&lt;br /&gt;
&lt;br /&gt;
====-glow====&lt;br /&gt;
Enables glowmapping.  Only polygons mapped with textures for which a glowmap exists will be glowmapped.  Glow maps are specified with the base map name plus &amp;quot;-glow&amp;quot; (i.e. TCov4A-glow.pcx)&lt;br /&gt;
&lt;br /&gt;
====-jpgtga====&lt;br /&gt;
Enables the use of TGA and JPG file formats for image files.  If a ship is showing up partially invisible, select this option.&lt;br /&gt;
====-pcx32====&lt;br /&gt;
&#039;&#039;&#039;WARNING - HIGH MEMORY USAGE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enables PCX files to be loaded into 32-bit memory.  This will not imporove the rendering of any ships in-game, and is usually more of a burden on performance than is worthwhile.  Use at your own risk.  Removed from launcher options after 3.6.7.&lt;br /&gt;
&lt;br /&gt;
====-cell====&lt;br /&gt;
Enables cell shading.  This will make graphics appear more &amp;quot;cartoonish&amp;quot;.  For use with media in mv_cell.vp.  Not considered a standard enhancement.&lt;br /&gt;
====-mipmap====&lt;br /&gt;
Enables mipmapping.&lt;br /&gt;
&lt;br /&gt;
====-nomotiondebris====&lt;br /&gt;
Disables motion debris.&lt;br /&gt;
====-2d_poof====&lt;br /&gt;
Applies nebula poofs in 2d, effectively preventing them from forming intersections with ships.&lt;br /&gt;
====-noscalevid====&lt;br /&gt;
Disables scaling of video clips.&lt;br /&gt;
====-missile_lighting====&lt;br /&gt;
Applys lighting to missiles.&lt;br /&gt;
====-rlm====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Enables more accurate lighting model for OpenGL mode.  Always on in current builds, so this command-line option has been removed.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Game Speed===&lt;br /&gt;
====-img2dds====&lt;br /&gt;
Converts all images to DDS (compressed) format.  Decreases memory usage but potentially reduces image quality.&lt;br /&gt;
====-no_vsync====&lt;br /&gt;
Disables vertical sync.&lt;br /&gt;
====-cache_bitmaps====&lt;br /&gt;
Caches bitmaps between missions, which will ideally reduce the load-time from one mission to another.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===HUD===&lt;br /&gt;
====-dualscanlines====&lt;br /&gt;
Adds a second pair of scanning lines to the target window when scanning an object.&lt;br /&gt;
====-targetinfo====&lt;br /&gt;
Displays target info, such as name and class, beside the targeted object.&lt;br /&gt;
====-orbradar====&lt;br /&gt;
Enables 3D radar (the Orb).  3D radar will replace the standard 2D version.&lt;br /&gt;
====-ballistic_gauge====&lt;br /&gt;
Adds an ammo gauge to the HUD when armed with a ballistic weapon.&lt;br /&gt;
====-rearm_timer====&lt;br /&gt;
Displays time remaining until rearm and repair from a support ship is complete.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-smart_shields====&lt;br /&gt;
Enables &amp;quot;smart&amp;quot; shield recharging.  Shield recharge is distributed to the most damaged shield quadrant instead of being distributed equally across the entire shield and be wasted when a quadrant is full.&lt;br /&gt;
====-ship_choice_3d====&lt;br /&gt;
Use ship and weapon models in ship selection and weapon loadout.  Completely disables the standard ANI interface on those screens.&lt;br /&gt;
====-3dwarp====&lt;br /&gt;
Use full geometry for the subspace warp effect.&lt;br /&gt;
====-warp_flash====&lt;br /&gt;
Enable a flash at warp in and warp out.&lt;br /&gt;
====-UseNewAI====&lt;br /&gt;
Tells the game to use new AI routines.  This argument alters mission balance and is not considered a standard feature.&lt;br /&gt;
====-tbp====&lt;br /&gt;
Enable feature set for The Babylon Project&lt;br /&gt;
====-wcsaga====&lt;br /&gt;
Enable feature set for The Wing Commander Saga&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Audio===&lt;br /&gt;
====-snd_preload====&lt;br /&gt;
Preload mission sounds.  Useful in preventing game stuttering when sounds are played for the first time.&lt;br /&gt;
====-nosound====&lt;br /&gt;
Disables all sounds.&lt;br /&gt;
====-nomusic====&lt;br /&gt;
Disables music only.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-standalone====&lt;br /&gt;
Creates a standalone server.&lt;br /&gt;
====-startgame====&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;
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;
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 - 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;
Disables return to the flight deck screen after a mission completes.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
====-fixbugs====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.  This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
====-nocrash====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.  This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
====-oldfire====&lt;br /&gt;
&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;
====-nohtl====&lt;br /&gt;
&#039;&#039;&#039;WARNING - VERY SLOW&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reverts to software rendering mode.  Does this work any more?&lt;br /&gt;
====-no_set_gamma====&lt;br /&gt;
Disables the gamma settings in the options screen.&lt;br /&gt;
====-nomovies====&lt;br /&gt;
Disables all video playback.&lt;br /&gt;
====-noparseerrors====&lt;br /&gt;
Disables some parsing warnings and makes other parse errors non-fatal.  Do not rely on this when creating new tables, the errors are there for a reason.&lt;br /&gt;
====-safeloading====&lt;br /&gt;
Loads missions the old way.  Typically safer, but slower.&lt;br /&gt;
====-query_speech====&lt;br /&gt;
Determines if the current build includes text-to-speech.&lt;br /&gt;
====-d3d_bad_tsys====&lt;br /&gt;
Enable inefficient texture system.&lt;br /&gt;
====-novbo====&lt;br /&gt;
Disables OpenGL VBO.&lt;br /&gt;
====-noibx====&lt;br /&gt;
Disables IBX caching of model geometry data.  This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.&lt;br /&gt;
====-loadallweps====&lt;br /&gt;
Load all weapons, even those not used.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Experimental===&lt;br /&gt;
====-alpha_env====&lt;br /&gt;
Enables alpha environment mapping.  OpenGL only.  Environment mapping intensity will be determined from the alpha channel of specular maps.&lt;br /&gt;
====-decals====&lt;br /&gt;
Enables damage decals.&lt;br /&gt;
====-ingame_join====&lt;br /&gt;
Enables ingame joining in multiplayer.  FIXME: Host option?&lt;br /&gt;
====-tga16====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to converts TGA images to 16-bits in order to reduce memory footprint (at the expense of image quality), superseded by &#039;&#039;-img2dds&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Development Tools===&lt;br /&gt;
====-fps====&lt;br /&gt;
Displays current frames per second.&lt;br /&gt;
====-pos====&lt;br /&gt;
Displays current position coordinates of camera.&lt;br /&gt;
====-window====&lt;br /&gt;
Runs the game in a window.  No check to make sure that resolution is no higher than your desktop resolution, so be careful.&lt;br /&gt;
====-timerbar====&lt;br /&gt;
Displays a timing bar across the top of the screen.  Timebar format varies by build.&lt;br /&gt;
====-stats====&lt;br /&gt;
Shows total and free physical memory, virtual memory and system pagefile.&lt;br /&gt;
&lt;br /&gt;
====-coords====&lt;br /&gt;
Shows coordinates of the mouse cursor.&lt;br /&gt;
====-show_mem_usage====&lt;br /&gt;
Shows detailed RAM usage in HUD.&lt;br /&gt;
&lt;br /&gt;
The meaning of the info displayed in the upper right corner 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 is 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;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-tablecrcs====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-missioncrcs====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-dis_collisions====&lt;br /&gt;
Disables all collisions.&lt;br /&gt;
====-dis_weapons====&lt;br /&gt;
Disables weapons rendering.&lt;br /&gt;
====-output_sexps====&lt;br /&gt;
Outputs SEXPs to sexps.html.&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
Outputs scripting to scripting.html.&lt;br /&gt;
====-nograb====&lt;br /&gt;
Unix only.  Disables focus grabbing in a window.&lt;br /&gt;
==Other==&lt;br /&gt;
The following options are not available as checkboxes in the launcher.  Many require parameters, which follow the flag seperated by a space.  The prototype for use in this case is &amp;quot;-option argument&amp;quot;&lt;br /&gt;
===Graphics===&lt;br /&gt;
====-ambient_factor====&lt;br /&gt;
&lt;br /&gt;
This must be entered into the &amp;quot;Custom flags&amp;quot; field. This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. FS2&#039;s standard value is 120. Try 75 for a good and realistic looking value. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_exp====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16, however 11 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_point====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the&lt;br /&gt;
&amp;quot;Custom flags&amp;quot; field. Adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. Default is 1.0, however 0.6 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_static====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however is 0.8 recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_tube====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much Beam Weapons contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however 0.4 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-clipdist====&lt;br /&gt;
Changes the distance from the viewpoint for the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the distance to the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-mod====&lt;br /&gt;
&lt;br /&gt;
Specifies in which folders inside Freespace2 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 behaviour, 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;
:::Please note. Freespace Open doesn&#039;t like spaces in directories (in the full path) so do not install the game within &#039;&#039;Program Files/Freespace2&#039;&#039; or &#039;&#039;Games/Freespace 2&#039;&#039; and, of course, do not use spaces within mod directories (&#039;&#039;dir1&#039;&#039; is OK but &#039;&#039;dir 1&#039;&#039; isn&#039;t).&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. Within this Launcher 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;. If &#039;&#039;Freespace2/moddir/mod.ini&#039;&#039; exists, (its format must be plain text), it will be read and, inside it, the following section and lines can be used to modify the -mod flag too:&lt;br /&gt;
&lt;br /&gt;
: [multimod] &amp;lt;br&amp;gt; PrimaryList  = Pri1,Pri2,...(the rest of desired directories)...,Prix; &amp;lt;br&amp;gt;SecondaryList = Sec1,Sec2,...(the rest of desired directories)...,Secx;&lt;br /&gt;
&lt;br /&gt;
(Please note the ending semicolon (;) in each list line). With these lines the following flag would be built:&lt;br /&gt;
: &#039;&#039;&#039;-mod Pri1,Pri2,...,Prix,moddir,Sec1,Sec2,...,Secx&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If primary or secondary folders aren&#039;t used, their respective line can be erased or it can be typed as &#039;&#039;xxxxxxList = ;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::: &#039;&#039;&#039;&#039;&#039;PLEASE NOTE&#039;&#039;&#039;: &#039;&#039;&#039;Launcher v 5.4&#039;&#039;&#039;, or later, &#039;&#039;&#039;must be used&#039;&#039;&#039;. Earlier versions had some bugs that would cause the previous explanation about mod.ini fail.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::: The most common use of mod.ini and SecondaryList is sharing resources between mods. And the best example is the enhaced media vps from SCP crew. Most of the people install them in a folder called &#039;&#039;mediavps&#039;&#039; inside &#039;&#039;Freespace2&#039;&#039;. In this way when running retail FS2 they do not interfere with this original game version that doesn&#039;t use this -mod flag feature. When using FS2_Open but without mods, you just need to select &#039;&#039;mediavps&#039;&#039; in Launcher MOD tab to use them. And if you want to enjoy that enhacements while playing any &#039;real&#039; mod, you just need to put a mod.ini file inside its &#039;&#039;moddir&#039;&#039; with at least a &#039;&#039;SecondaryList = mediavps;&#039;&#039; line.&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.&lt;br /&gt;
#Files located inside vp archives. (These vp archives are &#039;similar&#039; 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 how this &#039;&#039;Mission.fs2&#039;&#039; is 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 enhaced ones adding them in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
As derived from 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;
&lt;br /&gt;
:&#039;&#039;&#039;Additional notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# This flag is also used by 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. No Launcher MOD tab available for this use. &amp;lt;br&amp;gt;  &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;
====-fov====&lt;br /&gt;
Specifies the Field of View for the player eyepoint.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the angle of the viewing cone in radians, from 0 to 2*pi&lt;br /&gt;
&lt;br /&gt;
You can set the cone of view making things look bigger/smaller. The problem with this is that if you choose a small FOV, you will have a squashed look on the edges of your screen - stretched edges with a too high FOV. It is recommended to change the FOV as FS2 normally has some perspective distortion at the screen edges (FOV too high). Set the FOV to something like 0.39 - it will fix the distortion problem, and (as a nice side effect) will make everything look bigger and more realistic scale-wise. The default is 0.75, if you go higher, you&#039;ll get the fish-eye effect. Feel free to experiment. This must be entered into the &amp;quot;Custom flags&amp;quot; field&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Because of an active bug, FOV can misalign target boxes, effects, etc. Please check [http://lore.maxgaming.net/~scp/mantis/bug_view_advanced_page.php?bug_id=0000083 Mantis bug 083 status]if you are going to change the default value.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-gamename====&lt;br /&gt;
Specifies the name of the game to be created by 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 stand-alone 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 stand-alone 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 stand-alone 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;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-timeout====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Martellato</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Multiplayer(Main)&amp;diff=7669</id>
		<title>Multiplayer(Main)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Multiplayer(Main)&amp;diff=7669"/>
		<updated>2006-10-09T18:37:39Z</updated>

		<summary type="html">&lt;p&gt;Martellato: Revised &amp;quot;Related&amp;quot; links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==FS2NetD - SCP Multiplayer==&lt;br /&gt;
FS2NetD is an online FS2 game tracker.  It acts as a lobby for multiplayer games, and it tracks registered pilots and mission statistics.  When PXO is slated to be back online in 2007, FS2NetD will go away.&lt;br /&gt;
&lt;br /&gt;
Related:  [[Getting Started with FS2netD]]&amp;amp;nbsp;&amp;amp;nbsp; [[Logging On]]  [[Category:Source Code Project]]&lt;br /&gt;
&lt;br /&gt;
==Multiplay over TCP/IP==&lt;br /&gt;
FreeSpace 2 can also be played by connecting directly to a hosting game via their i.p. address.&lt;br /&gt;
&lt;br /&gt;
==Standalone Servers==&lt;br /&gt;
A dedicated/standalone FreeSpace2 server can be run on the Windows platform.  This is enabled with the [[Command-Line_Reference#-standalone|-standalone]] option.&lt;br /&gt;
&lt;br /&gt;
Some options for the standalone server can be specified in the multi.cfg file located in your FreeSpace2\data\ directory.  For example, this simple multi.cfg file gives a default game name for a standalone server of &amp;quot;Nova Cafe&amp;quot;:&lt;br /&gt;
 +name          Nova Cafe&lt;br /&gt;
&lt;br /&gt;
Related:  [http://www.pxo.net/faq_fs2demo.cfm Information on multi.cfg]  [[Sample multi.cfg file]]&lt;/div&gt;</summary>
		<author><name>Martellato</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Multiplayer(Main)&amp;diff=7668</id>
		<title>Multiplayer(Main)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Multiplayer(Main)&amp;diff=7668"/>
		<updated>2006-10-09T18:36:11Z</updated>

		<summary type="html">&lt;p&gt;Martellato: Revised &amp;quot;Related&amp;quot; links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==FS2NetD - SCP Multiplayer==&lt;br /&gt;
FS2NetD is an online FS2 game tracker.  It acts as a lobby for multiplayer games, and it tracks registered pilots and mission statistics.  When PXO is slated to be back online in 2007, FS2NetD will go away.&lt;br /&gt;
[[Getting Started with FS2netD]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Logging On]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;br /&gt;
&lt;br /&gt;
==Multiplay over TCP/IP==&lt;br /&gt;
FreeSpace 2 can also be played by connecting directly to a hosting game via their i.p. address.&lt;br /&gt;
&lt;br /&gt;
==Standalone Servers==&lt;br /&gt;
A dedicated/standalone FreeSpace2 server can be run on the Windows platform.  This is enabled with the [[Command-Line_Reference#-standalone|-standalone]] option.&lt;br /&gt;
&lt;br /&gt;
Some options for the standalone server can be specified in the multi.cfg file located in your FreeSpace2\data\ directory.  For example, this simple multi.cfg file gives a default game name for a standalone server of &amp;quot;Nova Cafe&amp;quot;:&lt;br /&gt;
 +name          Nova Cafe&lt;br /&gt;
&lt;br /&gt;
Related:  [http://www.pxo.net/faq_fs2demo.cfm Information on multi.cfg]  [[Sample multi.cfg file]]&lt;/div&gt;</summary>
		<author><name>Martellato</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Multiplayer(Main)&amp;diff=7666</id>
		<title>Multiplayer(Main)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Multiplayer(Main)&amp;diff=7666"/>
		<updated>2006-10-09T18:33:40Z</updated>

		<summary type="html">&lt;p&gt;Martellato: Revised &amp;quot;Related&amp;quot; links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==FS2NetD - SCP Multiplayer==&lt;br /&gt;
FS2NetD is an online FS2 game tracker.  It acts as a lobby for multiplayer games, and it tracks registered pilots and mission statistics.  When PXO is slated to be back online in 2007, FS2NetD will go away.&lt;br /&gt;
[[Getting Started with FS2netD]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Logging On]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;br /&gt;
&lt;br /&gt;
==Multiplay over TCP/IP==&lt;br /&gt;
FreeSpace 2 can also be played by connecting directly to a hosting game via their i.p. address.&lt;br /&gt;
&lt;br /&gt;
==Standalone Servers==&lt;br /&gt;
A dedicated/standalone FreeSpace2 server can be run on the Windows platform.  This is enabled with the [[Command-Line_Reference#-standalone|-standalone]] option.&lt;br /&gt;
&lt;br /&gt;
Some options for the standalone server can be specified in the multi.cfg file located in your FreeSpace2\data\ directory.  For example, this simple multi.cfg file gives a default game name for a standalone server of &amp;quot;Nova Cafe&amp;quot;:&lt;br /&gt;
 +name          Nova Cafe&lt;br /&gt;
&lt;br /&gt;
Related: [[http://www.pxo.net/faq_fs2demo.cfm Information on multi.cfg]]  [[Sample multi.cfg file]]&lt;/div&gt;</summary>
		<author><name>Martellato</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Multiplayer(Main)&amp;diff=7665</id>
		<title>Multiplayer(Main)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Multiplayer(Main)&amp;diff=7665"/>
		<updated>2006-10-09T18:28:58Z</updated>

		<summary type="html">&lt;p&gt;Martellato: /* FS2NetD - SCP Multiplayer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==FS2NetD - SCP Multiplayer==&lt;br /&gt;
FS2NetD is an online FS2 game tracker.  It acts as a lobby for multiplayer games, and it tracks registered pilots and mission statistics.  When PXO is slated to be back online in 2007, FS2NetD will go away.&lt;br /&gt;
[[Getting Started with FS2netD]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Logging On]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;br /&gt;
&lt;br /&gt;
==Multiplay over TCP/IP==&lt;br /&gt;
FreeSpace 2 can also be played by connecting directly to a hosting game via their i.p. address.&lt;br /&gt;
&lt;br /&gt;
==Standalone Servers==&lt;br /&gt;
A dedicated/standalone FreeSpace2 server can be run on the Windows platform.  This is enabled with the [[Command-Line_Reference#-standalone|-standalone]] option.&lt;br /&gt;
&lt;br /&gt;
Some options for the standalone server can be specified in the multi.cfg file located in your FreeSpace2\data\ directory.  For example, this simple multi.cfg file gives a default game name for a standalone server of &amp;quot;Nova Cafe&amp;quot;:&lt;br /&gt;
 +name          Nova Cafe&lt;br /&gt;
&lt;br /&gt;
Related: [[http://www.pxo.net/faq_fs2demo.cfm Information on multi.cfg]]  [[media:multi.cfg|Sample multi.cfg file]]&lt;/div&gt;</summary>
		<author><name>Martellato</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=7566</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=7566"/>
		<updated>2006-09-25T06:40:10Z</updated>

		<summary type="html">&lt;p&gt;Martellato: updated -startgame&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Launcher Flags==&lt;br /&gt;
The following command-line options can be chosen from the launcher.  &lt;br /&gt;
===Graphics===&lt;br /&gt;
====-spec====&lt;br /&gt;
Enables specular mapping.  Only polygons mapped with textures for which a shinemap exists will recieve specular mapping; no attempt is made to generate spec maps where they do not exist.  Specular maps are specified with the base map name plus &amp;quot;-shine&amp;quot; (i.e. TCov3A-shine.pcx).&lt;br /&gt;
====-env====&lt;br /&gt;
Enables environment mapping.  Environment mapping intensity will be determined from the intensity of specular maps.  At the time of this writing (build 3.6.9 RC7), environment mapping only works when the video mode is OpenGL. [[Installing_fs2_open#Video setup|See Video setup.]]&lt;br /&gt;
&lt;br /&gt;
====-glow====&lt;br /&gt;
Enables glowmapping.  Only polygons mapped with textures for which a glowmap exists will be glowmapped.  Glow maps are specified with the base map name plus &amp;quot;-glow&amp;quot; (i.e. TCov4A-glow.pcx)&lt;br /&gt;
&lt;br /&gt;
====-jpgtga====&lt;br /&gt;
Enables the use of TGA and JPG file formats for image files.  If a ship is showing up partially invisible, select this option.&lt;br /&gt;
====-pcx32====&lt;br /&gt;
&#039;&#039;&#039;WARNING - HIGH MEMORY USAGE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enables PCX files to be loaded into 32-bit memory.  This will not imporove the rendering of any ships in-game, and is usually more of a burden on performance than is worthwhile.  Use at your own risk.  Removed from launcher options after 3.6.7.&lt;br /&gt;
&lt;br /&gt;
====-cell====&lt;br /&gt;
Enables cell shading.  This will make graphics appear more &amp;quot;cartoonish&amp;quot;.  For use with media in mv_cell.vp.  Not considered a standard enhancement.&lt;br /&gt;
====-mipmap====&lt;br /&gt;
Enables mipmapping.&lt;br /&gt;
&lt;br /&gt;
====-nomotiondebris====&lt;br /&gt;
Disables motion debris.&lt;br /&gt;
====-2d_poof====&lt;br /&gt;
Applies nebula poofs in 2d, effectively preventing them from forming intersections with ships.&lt;br /&gt;
====-noscalevid====&lt;br /&gt;
Disables scaling of video clips.&lt;br /&gt;
====-missile_lighting====&lt;br /&gt;
Applys lighting to missiles.&lt;br /&gt;
====-rlm====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Enables more accurate lighting model for OpenGL mode.  Always on in current builds, so this command-line option has been removed.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Game Speed===&lt;br /&gt;
====-img2dds====&lt;br /&gt;
Converts all images to DDS (compressed) format.  Decreases memory usage but potentially reduces image quality.&lt;br /&gt;
====-no_vsync====&lt;br /&gt;
Disables vertical sync.&lt;br /&gt;
====-cache_bitmaps====&lt;br /&gt;
Caches bitmaps between missions, which will ideally reduce the load-time from one mission to another.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===HUD===&lt;br /&gt;
====-dualscanlines====&lt;br /&gt;
Adds a second pair of scanning lines to the target window when scanning an object.&lt;br /&gt;
====-targetinfo====&lt;br /&gt;
Displays target info, such as name and class, beside the targeted object.&lt;br /&gt;
====-orbradar====&lt;br /&gt;
Enables 3D radar (the Orb).  3D radar will replace the standard 2D version.&lt;br /&gt;
====-ballistic_gauge====&lt;br /&gt;
Adds an ammo gauge to the HUD when armed with a ballistic weapon.&lt;br /&gt;
====-rearm_timer====&lt;br /&gt;
Displays time remaining until rearm and repair from a support ship is complete.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-smart_shields====&lt;br /&gt;
Enables &amp;quot;smart&amp;quot; shield recharging.  Shield recharge is distributed to the most damaged shield quadrant instead of being distributed equally across the entire shield and be wasted when a quadrant is full.&lt;br /&gt;
====-ship_choice_3d====&lt;br /&gt;
Use ship and weapon models in ship selection and weapon loadout.  Completely disables the standard ANI interface on those screens.&lt;br /&gt;
====-3dwarp====&lt;br /&gt;
Use full geometry for the subspace warp effect.&lt;br /&gt;
====-warp_flash====&lt;br /&gt;
Enable a flash at warp in and warp out.&lt;br /&gt;
====-UseNewAI====&lt;br /&gt;
Tells the game to use new AI routines.  This argument alters mission balance and is not considered a standard feature.&lt;br /&gt;
====-tbp====&lt;br /&gt;
Enable feature set for The Babylon Project&lt;br /&gt;
====-wcsaga====&lt;br /&gt;
Enable feature set for The Wing Commander Saga&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Audio===&lt;br /&gt;
====-snd_preload====&lt;br /&gt;
Preload mission sounds.  Useful in preventing game stuttering when sounds are played for the first time.&lt;br /&gt;
====-nosound====&lt;br /&gt;
Disables all sounds.&lt;br /&gt;
====-nomusic====&lt;br /&gt;
Disables music only.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-standalone====&lt;br /&gt;
Creates a standalone server.&lt;br /&gt;
====-startgame====&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;
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;
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 - 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;
Disables return to the flight deck screen after a mission completes.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
====-fixbugs====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.  This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
====-nocrash====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.  This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
====-oldfire====&lt;br /&gt;
&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;
====-nohtl====&lt;br /&gt;
&#039;&#039;&#039;WARNING - VERY SLOW&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reverts to software rendering mode.  Does this work any more?&lt;br /&gt;
====-no_set_gamma====&lt;br /&gt;
Disables the gamma settings in the options screen.&lt;br /&gt;
====-nomovies====&lt;br /&gt;
Disables all video playback.&lt;br /&gt;
====-noparseerrors====&lt;br /&gt;
Disables some parsing warnings and makes other parse errors non-fatal.  Do not rely on this when creating new tables, the errors are there for a reason.&lt;br /&gt;
====-safeloading====&lt;br /&gt;
Loads missions the old way.  Typically safer, but slower.&lt;br /&gt;
====-query_speech====&lt;br /&gt;
Determines if the current build includes text-to-speech.&lt;br /&gt;
====-d3d_bad_tsys====&lt;br /&gt;
Enable inefficient texture system.&lt;br /&gt;
====-novbo====&lt;br /&gt;
Disables OpenGL VBO.&lt;br /&gt;
====-noibx====&lt;br /&gt;
Disables IBX caching of model geometry data.  This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.&lt;br /&gt;
====-loadallweps====&lt;br /&gt;
Load all weapons, even those not used.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Experimental===&lt;br /&gt;
====-alpha_env====&lt;br /&gt;
Enables alpha environment mapping.  OpenGL only.  Environment mapping intensity will be determined from the alpha channel of specular maps.&lt;br /&gt;
====-decals====&lt;br /&gt;
Enables damage decals.&lt;br /&gt;
====-ingame_join====&lt;br /&gt;
Enables ingame joining in multiplayer.  FIXME: Host option?&lt;br /&gt;
====-tga16====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to converts TGA images to 16-bits in order to reduce memory footprint (at the expense of image quality), superseded by &#039;&#039;-img2dds&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Development Tools===&lt;br /&gt;
====-fps====&lt;br /&gt;
Displays current frames per second.&lt;br /&gt;
====-pos====&lt;br /&gt;
Displays current position coordinates of camera.&lt;br /&gt;
====-window====&lt;br /&gt;
Runs the game in a window.  No check to make sure that resolution is no higher than your desktop resolution, so be careful.&lt;br /&gt;
====-timerbar====&lt;br /&gt;
Displays a timing bar across the top of the screen.  Timebar format varies by build.&lt;br /&gt;
====-stats====&lt;br /&gt;
Shows total and free physical memory, virtual memory and system pagefile.&lt;br /&gt;
&lt;br /&gt;
====-coords====&lt;br /&gt;
Shows coordinates of the mouse cursor.&lt;br /&gt;
====-show_mem_usage====&lt;br /&gt;
Shows detailed RAM usage in HUD.&lt;br /&gt;
&lt;br /&gt;
The meaning of the info displayed in the upper right corner 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 is 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;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-tablecrcs====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-missioncrcs====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-dis_collisions====&lt;br /&gt;
Disables all collisions.&lt;br /&gt;
====-dis_weapons====&lt;br /&gt;
Disables weapons rendering.&lt;br /&gt;
====-output_sexps====&lt;br /&gt;
Outputs SEXPs to sexps.html.&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
Outputs scripting to scripting.html.&lt;br /&gt;
====-nograb====&lt;br /&gt;
Unix only.  Disables focus grabbing in a window.&lt;br /&gt;
==Other==&lt;br /&gt;
The following options are not available as checkboxes in the launcher.  Many require parameters, which follow the flag seperated by a space.  The prototype for use in this case is &amp;quot;-option argument&amp;quot;&lt;br /&gt;
===Graphics===&lt;br /&gt;
====-ambient_factor====&lt;br /&gt;
&lt;br /&gt;
This must be entered into the &amp;quot;Custom flags&amp;quot; field. This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. FS2&#039;s standard value is 120. Try 75 for a good and realistic looking value. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_exp====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16, however 11 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_point====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the&lt;br /&gt;
&amp;quot;Custom flags&amp;quot; field. Adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. Default is 1.0, however 0.6 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_static====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however is 0.8 recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_tube====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much Beam Weapons contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however 0.4 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-clipdist====&lt;br /&gt;
Changes the distance from the viewpoint for the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the distance to the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-mod====&lt;br /&gt;
&lt;br /&gt;
Specifies in which folders inside Freespace2 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 behaviour, 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;
:::Please note. Freespace Open doesn&#039;t like spaces in directories (in the full path) so do not install the game within &#039;&#039;Program Files/Freespace2&#039;&#039; or &#039;&#039;Games/Freespace 2&#039;&#039; and, of course, do not use spaces within mod directories (&#039;&#039;dir1&#039;&#039; is OK but &#039;&#039;dir 1&#039;&#039; isn&#039;t).&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. Within this Launcher 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;. If &#039;&#039;Freespace2/moddir/mod.ini&#039;&#039; exists, (its format must be plain text), it will be read and, inside it, the following section and lines can be used to modify the -mod flag too:&lt;br /&gt;
&lt;br /&gt;
: [multimod] &amp;lt;br&amp;gt; PrimaryList  = Pri1,Pri2,...(the rest of desired directories)...,Prix; &amp;lt;br&amp;gt;SecondaryList = Sec1,Sec2,...(the rest of desired directories)...,Secx;&lt;br /&gt;
&lt;br /&gt;
(Please note the ending semicolon (;) in each list line). With these lines the following flag would be built:&lt;br /&gt;
: &#039;&#039;&#039;-mod Pri1,Pri2,...,Prix,moddir,Sec1,Sec2,...,Secx&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If primary or secondary folders aren&#039;t used, their respective line can be erased or it can be typed as &#039;&#039;xxxxxxList = ;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::: &#039;&#039;&#039;&#039;&#039;PLEASE NOTE&#039;&#039;&#039;: &#039;&#039;&#039;Launcher v 5.4&#039;&#039;&#039;, or later, &#039;&#039;&#039;must be used&#039;&#039;&#039;. Earlier versions had some bugs that would cause the previous explanation about mod.ini fail.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::: The most common use of mod.ini and SecondaryList is sharing resources between mods. And the best example is the enhaced media vps from SCP crew. Most of the people install them in a folder called &#039;&#039;mediavps&#039;&#039; inside &#039;&#039;Freespace2&#039;&#039;. In this way when running retail FS2 they do not interfere with this original game version that doesn&#039;t use this -mod flag feature. When using FS2_Open but without mods, you just need to select &#039;&#039;mediavps&#039;&#039; in Launcher MOD tab to use them. And if you want to enjoy that enhacements while playing any &#039;real&#039; mod, you just need to put a mod.ini file inside its &#039;&#039;moddir&#039;&#039; with at least a &#039;&#039;SecondaryList = mediavps;&#039;&#039; line.&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.&lt;br /&gt;
#Files located inside vp archives. (These vp archives are &#039;similar&#039; 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 how this &#039;&#039;Mission.fs2&#039;&#039; is 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 enhaced ones adding them in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
As derived from 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;
&lt;br /&gt;
:&#039;&#039;&#039;Additional notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# This flag is also used by 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. No Launcher MOD tab available for this use. &amp;lt;br&amp;gt;  &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;
====-fov====&lt;br /&gt;
Specifies the Field of View for the player eyepoint.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the angle of the viewing cone in radians, from 0 to 2*pi&lt;br /&gt;
&lt;br /&gt;
You can set the cone of view making things look bigger/smaller. The problem with this is that if you choose a small FOV, you will have a squashed look on the edges of your screen - stretched edges with a too high FOV. It is recommended to change the FOV as FS2 normally has some perspective distortion at the screen edges (FOV too high). Set the FOV to something like 0.39 - it will fix the distortion problem, and (as a nice side effect) will make everything look bigger and more realistic scale-wise. The default is 0.75, if you go higher, you&#039;ll get the fish-eye effect. Feel free to experiment. This must be entered into the &amp;quot;Custom flags&amp;quot; field&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Because of an active bug, FOV can misalign target boxes, effects, etc. Please check [http://lore.maxgaming.net/~scp/mantis/bug_view_advanced_page.php?bug_id=0000083 Mantis bug 083 status]if you are going to change the default value.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-gamename====&lt;br /&gt;
Specifies the name of the game to be created by the host.  This only works when used in conjunction with -startgame.  This does nothing when used with -standalone.&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;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-password====&lt;br /&gt;
Specifies the password for a stand-alone 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 stand-alone 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 stand-alone 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;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-timeout====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Martellato</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=7565</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=7565"/>
		<updated>2006-09-25T06:27:01Z</updated>

		<summary type="html">&lt;p&gt;Martellato: updated -port&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Launcher Flags==&lt;br /&gt;
The following command-line options can be chosen from the launcher.  &lt;br /&gt;
===Graphics===&lt;br /&gt;
====-spec====&lt;br /&gt;
Enables specular mapping.  Only polygons mapped with textures for which a shinemap exists will recieve specular mapping; no attempt is made to generate spec maps where they do not exist.  Specular maps are specified with the base map name plus &amp;quot;-shine&amp;quot; (i.e. TCov3A-shine.pcx).&lt;br /&gt;
====-env====&lt;br /&gt;
Enables environment mapping.  Environment mapping intensity will be determined from the intensity of specular maps.  At the time of this writing (build 3.6.9 RC7), environment mapping only works when the video mode is OpenGL. [[Installing_fs2_open#Video setup|See Video setup.]]&lt;br /&gt;
&lt;br /&gt;
====-glow====&lt;br /&gt;
Enables glowmapping.  Only polygons mapped with textures for which a glowmap exists will be glowmapped.  Glow maps are specified with the base map name plus &amp;quot;-glow&amp;quot; (i.e. TCov4A-glow.pcx)&lt;br /&gt;
&lt;br /&gt;
====-jpgtga====&lt;br /&gt;
Enables the use of TGA and JPG file formats for image files.  If a ship is showing up partially invisible, select this option.&lt;br /&gt;
====-pcx32====&lt;br /&gt;
&#039;&#039;&#039;WARNING - HIGH MEMORY USAGE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enables PCX files to be loaded into 32-bit memory.  This will not imporove the rendering of any ships in-game, and is usually more of a burden on performance than is worthwhile.  Use at your own risk.  Removed from launcher options after 3.6.7.&lt;br /&gt;
&lt;br /&gt;
====-cell====&lt;br /&gt;
Enables cell shading.  This will make graphics appear more &amp;quot;cartoonish&amp;quot;.  For use with media in mv_cell.vp.  Not considered a standard enhancement.&lt;br /&gt;
====-mipmap====&lt;br /&gt;
Enables mipmapping.&lt;br /&gt;
&lt;br /&gt;
====-nomotiondebris====&lt;br /&gt;
Disables motion debris.&lt;br /&gt;
====-2d_poof====&lt;br /&gt;
Applies nebula poofs in 2d, effectively preventing them from forming intersections with ships.&lt;br /&gt;
====-noscalevid====&lt;br /&gt;
Disables scaling of video clips.&lt;br /&gt;
====-missile_lighting====&lt;br /&gt;
Applys lighting to missiles.&lt;br /&gt;
====-rlm====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Enables more accurate lighting model for OpenGL mode.  Always on in current builds, so this command-line option has been removed.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Game Speed===&lt;br /&gt;
====-img2dds====&lt;br /&gt;
Converts all images to DDS (compressed) format.  Decreases memory usage but potentially reduces image quality.&lt;br /&gt;
====-no_vsync====&lt;br /&gt;
Disables vertical sync.&lt;br /&gt;
====-cache_bitmaps====&lt;br /&gt;
Caches bitmaps between missions, which will ideally reduce the load-time from one mission to another.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===HUD===&lt;br /&gt;
====-dualscanlines====&lt;br /&gt;
Adds a second pair of scanning lines to the target window when scanning an object.&lt;br /&gt;
====-targetinfo====&lt;br /&gt;
Displays target info, such as name and class, beside the targeted object.&lt;br /&gt;
====-orbradar====&lt;br /&gt;
Enables 3D radar (the Orb).  3D radar will replace the standard 2D version.&lt;br /&gt;
====-ballistic_gauge====&lt;br /&gt;
Adds an ammo gauge to the HUD when armed with a ballistic weapon.&lt;br /&gt;
====-rearm_timer====&lt;br /&gt;
Displays time remaining until rearm and repair from a support ship is complete.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-smart_shields====&lt;br /&gt;
Enables &amp;quot;smart&amp;quot; shield recharging.  Shield recharge is distributed to the most damaged shield quadrant instead of being distributed equally across the entire shield and be wasted when a quadrant is full.&lt;br /&gt;
====-ship_choice_3d====&lt;br /&gt;
Use ship and weapon models in ship selection and weapon loadout.  Completely disables the standard ANI interface on those screens.&lt;br /&gt;
====-3dwarp====&lt;br /&gt;
Use full geometry for the subspace warp effect.&lt;br /&gt;
====-warp_flash====&lt;br /&gt;
Enable a flash at warp in and warp out.&lt;br /&gt;
====-UseNewAI====&lt;br /&gt;
Tells the game to use new AI routines.  This argument alters mission balance and is not considered a standard feature.&lt;br /&gt;
====-tbp====&lt;br /&gt;
Enable feature set for The Babylon Project&lt;br /&gt;
====-wcsaga====&lt;br /&gt;
Enable feature set for The Wing Commander Saga&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Audio===&lt;br /&gt;
====-snd_preload====&lt;br /&gt;
Preload mission sounds.  Useful in preventing game stuttering when sounds are played for the first time.&lt;br /&gt;
====-nosound====&lt;br /&gt;
Disables all sounds.&lt;br /&gt;
====-nomusic====&lt;br /&gt;
Disables music only.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-standalone====&lt;br /&gt;
Creates a standalone server.&lt;br /&gt;
====-startgame====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-closed====&lt;br /&gt;
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;
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 - 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;
Disables return to the flight deck screen after a mission completes.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
====-fixbugs====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.  This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
====-nocrash====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.  This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
====-oldfire====&lt;br /&gt;
&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;
====-nohtl====&lt;br /&gt;
&#039;&#039;&#039;WARNING - VERY SLOW&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reverts to software rendering mode.  Does this work any more?&lt;br /&gt;
====-no_set_gamma====&lt;br /&gt;
Disables the gamma settings in the options screen.&lt;br /&gt;
====-nomovies====&lt;br /&gt;
Disables all video playback.&lt;br /&gt;
====-noparseerrors====&lt;br /&gt;
Disables some parsing warnings and makes other parse errors non-fatal.  Do not rely on this when creating new tables, the errors are there for a reason.&lt;br /&gt;
====-safeloading====&lt;br /&gt;
Loads missions the old way.  Typically safer, but slower.&lt;br /&gt;
====-query_speech====&lt;br /&gt;
Determines if the current build includes text-to-speech.&lt;br /&gt;
====-d3d_bad_tsys====&lt;br /&gt;
Enable inefficient texture system.&lt;br /&gt;
====-novbo====&lt;br /&gt;
Disables OpenGL VBO.&lt;br /&gt;
====-noibx====&lt;br /&gt;
Disables IBX caching of model geometry data.  This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.&lt;br /&gt;
====-loadallweps====&lt;br /&gt;
Load all weapons, even those not used.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Experimental===&lt;br /&gt;
====-alpha_env====&lt;br /&gt;
Enables alpha environment mapping.  OpenGL only.  Environment mapping intensity will be determined from the alpha channel of specular maps.&lt;br /&gt;
====-decals====&lt;br /&gt;
Enables damage decals.&lt;br /&gt;
====-ingame_join====&lt;br /&gt;
Enables ingame joining in multiplayer.  FIXME: Host option?&lt;br /&gt;
====-tga16====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to converts TGA images to 16-bits in order to reduce memory footprint (at the expense of image quality), superseded by &#039;&#039;-img2dds&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Development Tools===&lt;br /&gt;
====-fps====&lt;br /&gt;
Displays current frames per second.&lt;br /&gt;
====-pos====&lt;br /&gt;
Displays current position coordinates of camera.&lt;br /&gt;
====-window====&lt;br /&gt;
Runs the game in a window.  No check to make sure that resolution is no higher than your desktop resolution, so be careful.&lt;br /&gt;
====-timerbar====&lt;br /&gt;
Displays a timing bar across the top of the screen.  Timebar format varies by build.&lt;br /&gt;
====-stats====&lt;br /&gt;
Shows total and free physical memory, virtual memory and system pagefile.&lt;br /&gt;
&lt;br /&gt;
====-coords====&lt;br /&gt;
Shows coordinates of the mouse cursor.&lt;br /&gt;
====-show_mem_usage====&lt;br /&gt;
Shows detailed RAM usage in HUD.&lt;br /&gt;
&lt;br /&gt;
The meaning of the info displayed in the upper right corner 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 is 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;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-tablecrcs====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-missioncrcs====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-dis_collisions====&lt;br /&gt;
Disables all collisions.&lt;br /&gt;
====-dis_weapons====&lt;br /&gt;
Disables weapons rendering.&lt;br /&gt;
====-output_sexps====&lt;br /&gt;
Outputs SEXPs to sexps.html.&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
Outputs scripting to scripting.html.&lt;br /&gt;
====-nograb====&lt;br /&gt;
Unix only.  Disables focus grabbing in a window.&lt;br /&gt;
==Other==&lt;br /&gt;
The following options are not available as checkboxes in the launcher.  Many require parameters, which follow the flag seperated by a space.  The prototype for use in this case is &amp;quot;-option argument&amp;quot;&lt;br /&gt;
===Graphics===&lt;br /&gt;
====-ambient_factor====&lt;br /&gt;
&lt;br /&gt;
This must be entered into the &amp;quot;Custom flags&amp;quot; field. This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. FS2&#039;s standard value is 120. Try 75 for a good and realistic looking value. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_exp====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16, however 11 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_point====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the&lt;br /&gt;
&amp;quot;Custom flags&amp;quot; field. Adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. Default is 1.0, however 0.6 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_static====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however is 0.8 recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_tube====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much Beam Weapons contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however 0.4 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-clipdist====&lt;br /&gt;
Changes the distance from the viewpoint for the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the distance to the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-mod====&lt;br /&gt;
&lt;br /&gt;
Specifies in which folders inside Freespace2 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 behaviour, 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;
:::Please note. Freespace Open doesn&#039;t like spaces in directories (in the full path) so do not install the game within &#039;&#039;Program Files/Freespace2&#039;&#039; or &#039;&#039;Games/Freespace 2&#039;&#039; and, of course, do not use spaces within mod directories (&#039;&#039;dir1&#039;&#039; is OK but &#039;&#039;dir 1&#039;&#039; isn&#039;t).&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. Within this Launcher 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;. If &#039;&#039;Freespace2/moddir/mod.ini&#039;&#039; exists, (its format must be plain text), it will be read and, inside it, the following section and lines can be used to modify the -mod flag too:&lt;br /&gt;
&lt;br /&gt;
: [multimod] &amp;lt;br&amp;gt; PrimaryList  = Pri1,Pri2,...(the rest of desired directories)...,Prix; &amp;lt;br&amp;gt;SecondaryList = Sec1,Sec2,...(the rest of desired directories)...,Secx;&lt;br /&gt;
&lt;br /&gt;
(Please note the ending semicolon (;) in each list line). With these lines the following flag would be built:&lt;br /&gt;
: &#039;&#039;&#039;-mod Pri1,Pri2,...,Prix,moddir,Sec1,Sec2,...,Secx&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If primary or secondary folders aren&#039;t used, their respective line can be erased or it can be typed as &#039;&#039;xxxxxxList = ;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::: &#039;&#039;&#039;&#039;&#039;PLEASE NOTE&#039;&#039;&#039;: &#039;&#039;&#039;Launcher v 5.4&#039;&#039;&#039;, or later, &#039;&#039;&#039;must be used&#039;&#039;&#039;. Earlier versions had some bugs that would cause the previous explanation about mod.ini fail.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::: The most common use of mod.ini and SecondaryList is sharing resources between mods. And the best example is the enhaced media vps from SCP crew. Most of the people install them in a folder called &#039;&#039;mediavps&#039;&#039; inside &#039;&#039;Freespace2&#039;&#039;. In this way when running retail FS2 they do not interfere with this original game version that doesn&#039;t use this -mod flag feature. When using FS2_Open but without mods, you just need to select &#039;&#039;mediavps&#039;&#039; in Launcher MOD tab to use them. And if you want to enjoy that enhacements while playing any &#039;real&#039; mod, you just need to put a mod.ini file inside its &#039;&#039;moddir&#039;&#039; with at least a &#039;&#039;SecondaryList = mediavps;&#039;&#039; line.&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.&lt;br /&gt;
#Files located inside vp archives. (These vp archives are &#039;similar&#039; 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 how this &#039;&#039;Mission.fs2&#039;&#039; is 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 enhaced ones adding them in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
As derived from 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;
&lt;br /&gt;
:&#039;&#039;&#039;Additional notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# This flag is also used by 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. No Launcher MOD tab available for this use. &amp;lt;br&amp;gt;  &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;
====-fov====&lt;br /&gt;
Specifies the Field of View for the player eyepoint.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the angle of the viewing cone in radians, from 0 to 2*pi&lt;br /&gt;
&lt;br /&gt;
You can set the cone of view making things look bigger/smaller. The problem with this is that if you choose a small FOV, you will have a squashed look on the edges of your screen - stretched edges with a too high FOV. It is recommended to change the FOV as FS2 normally has some perspective distortion at the screen edges (FOV too high). Set the FOV to something like 0.39 - it will fix the distortion problem, and (as a nice side effect) will make everything look bigger and more realistic scale-wise. The default is 0.75, if you go higher, you&#039;ll get the fish-eye effect. Feel free to experiment. This must be entered into the &amp;quot;Custom flags&amp;quot; field&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Because of an active bug, FOV can misalign target boxes, effects, etc. Please check [http://lore.maxgaming.net/~scp/mantis/bug_view_advanced_page.php?bug_id=0000083 Mantis bug 083 status]if you are going to change the default value.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-gamename====&lt;br /&gt;
Specifies the name of the game to be created by the host.  This only works when used in conjunction with -startgame.  This does nothing when used with -standalone.&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;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-password====&lt;br /&gt;
Specifies the password for a stand-alone 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 stand-alone 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 stand-alone 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;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-timeout====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Martellato</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=7564</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=7564"/>
		<updated>2006-09-25T06:26:04Z</updated>

		<summary type="html">&lt;p&gt;Martellato: removed empty hard-return&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Launcher Flags==&lt;br /&gt;
The following command-line options can be chosen from the launcher.  &lt;br /&gt;
===Graphics===&lt;br /&gt;
====-spec====&lt;br /&gt;
Enables specular mapping.  Only polygons mapped with textures for which a shinemap exists will recieve specular mapping; no attempt is made to generate spec maps where they do not exist.  Specular maps are specified with the base map name plus &amp;quot;-shine&amp;quot; (i.e. TCov3A-shine.pcx).&lt;br /&gt;
====-env====&lt;br /&gt;
Enables environment mapping.  Environment mapping intensity will be determined from the intensity of specular maps.  At the time of this writing (build 3.6.9 RC7), environment mapping only works when the video mode is OpenGL. [[Installing_fs2_open#Video setup|See Video setup.]]&lt;br /&gt;
&lt;br /&gt;
====-glow====&lt;br /&gt;
Enables glowmapping.  Only polygons mapped with textures for which a glowmap exists will be glowmapped.  Glow maps are specified with the base map name plus &amp;quot;-glow&amp;quot; (i.e. TCov4A-glow.pcx)&lt;br /&gt;
&lt;br /&gt;
====-jpgtga====&lt;br /&gt;
Enables the use of TGA and JPG file formats for image files.  If a ship is showing up partially invisible, select this option.&lt;br /&gt;
====-pcx32====&lt;br /&gt;
&#039;&#039;&#039;WARNING - HIGH MEMORY USAGE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enables PCX files to be loaded into 32-bit memory.  This will not imporove the rendering of any ships in-game, and is usually more of a burden on performance than is worthwhile.  Use at your own risk.  Removed from launcher options after 3.6.7.&lt;br /&gt;
&lt;br /&gt;
====-cell====&lt;br /&gt;
Enables cell shading.  This will make graphics appear more &amp;quot;cartoonish&amp;quot;.  For use with media in mv_cell.vp.  Not considered a standard enhancement.&lt;br /&gt;
====-mipmap====&lt;br /&gt;
Enables mipmapping.&lt;br /&gt;
&lt;br /&gt;
====-nomotiondebris====&lt;br /&gt;
Disables motion debris.&lt;br /&gt;
====-2d_poof====&lt;br /&gt;
Applies nebula poofs in 2d, effectively preventing them from forming intersections with ships.&lt;br /&gt;
====-noscalevid====&lt;br /&gt;
Disables scaling of video clips.&lt;br /&gt;
====-missile_lighting====&lt;br /&gt;
Applys lighting to missiles.&lt;br /&gt;
====-rlm====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Enables more accurate lighting model for OpenGL mode.  Always on in current builds, so this command-line option has been removed.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Game Speed===&lt;br /&gt;
====-img2dds====&lt;br /&gt;
Converts all images to DDS (compressed) format.  Decreases memory usage but potentially reduces image quality.&lt;br /&gt;
====-no_vsync====&lt;br /&gt;
Disables vertical sync.&lt;br /&gt;
====-cache_bitmaps====&lt;br /&gt;
Caches bitmaps between missions, which will ideally reduce the load-time from one mission to another.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===HUD===&lt;br /&gt;
====-dualscanlines====&lt;br /&gt;
Adds a second pair of scanning lines to the target window when scanning an object.&lt;br /&gt;
====-targetinfo====&lt;br /&gt;
Displays target info, such as name and class, beside the targeted object.&lt;br /&gt;
====-orbradar====&lt;br /&gt;
Enables 3D radar (the Orb).  3D radar will replace the standard 2D version.&lt;br /&gt;
====-ballistic_gauge====&lt;br /&gt;
Adds an ammo gauge to the HUD when armed with a ballistic weapon.&lt;br /&gt;
====-rearm_timer====&lt;br /&gt;
Displays time remaining until rearm and repair from a support ship is complete.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-smart_shields====&lt;br /&gt;
Enables &amp;quot;smart&amp;quot; shield recharging.  Shield recharge is distributed to the most damaged shield quadrant instead of being distributed equally across the entire shield and be wasted when a quadrant is full.&lt;br /&gt;
====-ship_choice_3d====&lt;br /&gt;
Use ship and weapon models in ship selection and weapon loadout.  Completely disables the standard ANI interface on those screens.&lt;br /&gt;
====-3dwarp====&lt;br /&gt;
Use full geometry for the subspace warp effect.&lt;br /&gt;
====-warp_flash====&lt;br /&gt;
Enable a flash at warp in and warp out.&lt;br /&gt;
====-UseNewAI====&lt;br /&gt;
Tells the game to use new AI routines.  This argument alters mission balance and is not considered a standard feature.&lt;br /&gt;
====-tbp====&lt;br /&gt;
Enable feature set for The Babylon Project&lt;br /&gt;
====-wcsaga====&lt;br /&gt;
Enable feature set for The Wing Commander Saga&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Audio===&lt;br /&gt;
====-snd_preload====&lt;br /&gt;
Preload mission sounds.  Useful in preventing game stuttering when sounds are played for the first time.&lt;br /&gt;
====-nosound====&lt;br /&gt;
Disables all sounds.&lt;br /&gt;
====-nomusic====&lt;br /&gt;
Disables music only.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-standalone====&lt;br /&gt;
Creates a standalone server.&lt;br /&gt;
====-startgame====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-closed====&lt;br /&gt;
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;
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 - 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;
Disables return to the flight deck screen after a mission completes.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
====-fixbugs====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.  This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
====-nocrash====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.  This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
====-oldfire====&lt;br /&gt;
&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;
====-nohtl====&lt;br /&gt;
&#039;&#039;&#039;WARNING - VERY SLOW&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reverts to software rendering mode.  Does this work any more?&lt;br /&gt;
====-no_set_gamma====&lt;br /&gt;
Disables the gamma settings in the options screen.&lt;br /&gt;
====-nomovies====&lt;br /&gt;
Disables all video playback.&lt;br /&gt;
====-noparseerrors====&lt;br /&gt;
Disables some parsing warnings and makes other parse errors non-fatal.  Do not rely on this when creating new tables, the errors are there for a reason.&lt;br /&gt;
====-safeloading====&lt;br /&gt;
Loads missions the old way.  Typically safer, but slower.&lt;br /&gt;
====-query_speech====&lt;br /&gt;
Determines if the current build includes text-to-speech.&lt;br /&gt;
====-d3d_bad_tsys====&lt;br /&gt;
Enable inefficient texture system.&lt;br /&gt;
====-novbo====&lt;br /&gt;
Disables OpenGL VBO.&lt;br /&gt;
====-noibx====&lt;br /&gt;
Disables IBX caching of model geometry data.  This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.&lt;br /&gt;
====-loadallweps====&lt;br /&gt;
Load all weapons, even those not used.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Experimental===&lt;br /&gt;
====-alpha_env====&lt;br /&gt;
Enables alpha environment mapping.  OpenGL only.  Environment mapping intensity will be determined from the alpha channel of specular maps.&lt;br /&gt;
====-decals====&lt;br /&gt;
Enables damage decals.&lt;br /&gt;
====-ingame_join====&lt;br /&gt;
Enables ingame joining in multiplayer.  FIXME: Host option?&lt;br /&gt;
====-tga16====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to converts TGA images to 16-bits in order to reduce memory footprint (at the expense of image quality), superseded by &#039;&#039;-img2dds&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Development Tools===&lt;br /&gt;
====-fps====&lt;br /&gt;
Displays current frames per second.&lt;br /&gt;
====-pos====&lt;br /&gt;
Displays current position coordinates of camera.&lt;br /&gt;
====-window====&lt;br /&gt;
Runs the game in a window.  No check to make sure that resolution is no higher than your desktop resolution, so be careful.&lt;br /&gt;
====-timerbar====&lt;br /&gt;
Displays a timing bar across the top of the screen.  Timebar format varies by build.&lt;br /&gt;
====-stats====&lt;br /&gt;
Shows total and free physical memory, virtual memory and system pagefile.&lt;br /&gt;
&lt;br /&gt;
====-coords====&lt;br /&gt;
Shows coordinates of the mouse cursor.&lt;br /&gt;
====-show_mem_usage====&lt;br /&gt;
Shows detailed RAM usage in HUD.&lt;br /&gt;
&lt;br /&gt;
The meaning of the info displayed in the upper right corner 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 is 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;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-tablecrcs====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-missioncrcs====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-dis_collisions====&lt;br /&gt;
Disables all collisions.&lt;br /&gt;
====-dis_weapons====&lt;br /&gt;
Disables weapons rendering.&lt;br /&gt;
====-output_sexps====&lt;br /&gt;
Outputs SEXPs to sexps.html.&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
Outputs scripting to scripting.html.&lt;br /&gt;
====-nograb====&lt;br /&gt;
Unix only.  Disables focus grabbing in a window.&lt;br /&gt;
==Other==&lt;br /&gt;
The following options are not available as checkboxes in the launcher.  Many require parameters, which follow the flag seperated by a space.  The prototype for use in this case is &amp;quot;-option argument&amp;quot;&lt;br /&gt;
===Graphics===&lt;br /&gt;
====-ambient_factor====&lt;br /&gt;
&lt;br /&gt;
This must be entered into the &amp;quot;Custom flags&amp;quot; field. This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. FS2&#039;s standard value is 120. Try 75 for a good and realistic looking value. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_exp====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16, however 11 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_point====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the&lt;br /&gt;
&amp;quot;Custom flags&amp;quot; field. Adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. Default is 1.0, however 0.6 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_static====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however is 0.8 recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_tube====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much Beam Weapons contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however 0.4 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-clipdist====&lt;br /&gt;
Changes the distance from the viewpoint for the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the distance to the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-mod====&lt;br /&gt;
&lt;br /&gt;
Specifies in which folders inside Freespace2 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 behaviour, 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;
:::Please note. Freespace Open doesn&#039;t like spaces in directories (in the full path) so do not install the game within &#039;&#039;Program Files/Freespace2&#039;&#039; or &#039;&#039;Games/Freespace 2&#039;&#039; and, of course, do not use spaces within mod directories (&#039;&#039;dir1&#039;&#039; is OK but &#039;&#039;dir 1&#039;&#039; isn&#039;t).&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. Within this Launcher 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;. If &#039;&#039;Freespace2/moddir/mod.ini&#039;&#039; exists, (its format must be plain text), it will be read and, inside it, the following section and lines can be used to modify the -mod flag too:&lt;br /&gt;
&lt;br /&gt;
: [multimod] &amp;lt;br&amp;gt; PrimaryList  = Pri1,Pri2,...(the rest of desired directories)...,Prix; &amp;lt;br&amp;gt;SecondaryList = Sec1,Sec2,...(the rest of desired directories)...,Secx;&lt;br /&gt;
&lt;br /&gt;
(Please note the ending semicolon (;) in each list line). With these lines the following flag would be built:&lt;br /&gt;
: &#039;&#039;&#039;-mod Pri1,Pri2,...,Prix,moddir,Sec1,Sec2,...,Secx&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If primary or secondary folders aren&#039;t used, their respective line can be erased or it can be typed as &#039;&#039;xxxxxxList = ;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::: &#039;&#039;&#039;&#039;&#039;PLEASE NOTE&#039;&#039;&#039;: &#039;&#039;&#039;Launcher v 5.4&#039;&#039;&#039;, or later, &#039;&#039;&#039;must be used&#039;&#039;&#039;. Earlier versions had some bugs that would cause the previous explanation about mod.ini fail.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::: The most common use of mod.ini and SecondaryList is sharing resources between mods. And the best example is the enhaced media vps from SCP crew. Most of the people install them in a folder called &#039;&#039;mediavps&#039;&#039; inside &#039;&#039;Freespace2&#039;&#039;. In this way when running retail FS2 they do not interfere with this original game version that doesn&#039;t use this -mod flag feature. When using FS2_Open but without mods, you just need to select &#039;&#039;mediavps&#039;&#039; in Launcher MOD tab to use them. And if you want to enjoy that enhacements while playing any &#039;real&#039; mod, you just need to put a mod.ini file inside its &#039;&#039;moddir&#039;&#039; with at least a &#039;&#039;SecondaryList = mediavps;&#039;&#039; line.&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.&lt;br /&gt;
#Files located inside vp archives. (These vp archives are &#039;similar&#039; 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 how this &#039;&#039;Mission.fs2&#039;&#039; is 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 enhaced ones adding them in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
As derived from 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;
&lt;br /&gt;
:&#039;&#039;&#039;Additional notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# This flag is also used by 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. No Launcher MOD tab available for this use. &amp;lt;br&amp;gt;  &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;
====-fov====&lt;br /&gt;
Specifies the Field of View for the player eyepoint.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the angle of the viewing cone in radians, from 0 to 2*pi&lt;br /&gt;
&lt;br /&gt;
You can set the cone of view making things look bigger/smaller. The problem with this is that if you choose a small FOV, you will have a squashed look on the edges of your screen - stretched edges with a too high FOV. It is recommended to change the FOV as FS2 normally has some perspective distortion at the screen edges (FOV too high). Set the FOV to something like 0.39 - it will fix the distortion problem, and (as a nice side effect) will make everything look bigger and more realistic scale-wise. The default is 0.75, if you go higher, you&#039;ll get the fish-eye effect. Feel free to experiment. This must be entered into the &amp;quot;Custom flags&amp;quot; field&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Because of an active bug, FOV can misalign target boxes, effects, etc. Please check [http://lore.maxgaming.net/~scp/mantis/bug_view_advanced_page.php?bug_id=0000083 Mantis bug 083 status]if you are going to change the default value.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-gamename====&lt;br /&gt;
Specifies the name of the game to be created by the host.  This only works when used in conjunction with -startgame.  This does nothing when used with -standalone.&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;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-password====&lt;br /&gt;
Specifies the password for a stand-alone 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 stand-alone 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 stand-alone game.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the port which the game should use to connect.&lt;br /&gt;
&lt;br /&gt;
====-connect====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-timeout====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Martellato</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=7563</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=7563"/>
		<updated>2006-09-25T06:24:58Z</updated>

		<summary type="html">&lt;p&gt;Martellato: deleted duplicate -clientdamage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Launcher Flags==&lt;br /&gt;
The following command-line options can be chosen from the launcher.  &lt;br /&gt;
===Graphics===&lt;br /&gt;
====-spec====&lt;br /&gt;
Enables specular mapping.  Only polygons mapped with textures for which a shinemap exists will recieve specular mapping; no attempt is made to generate spec maps where they do not exist.  Specular maps are specified with the base map name plus &amp;quot;-shine&amp;quot; (i.e. TCov3A-shine.pcx).&lt;br /&gt;
====-env====&lt;br /&gt;
Enables environment mapping.  Environment mapping intensity will be determined from the intensity of specular maps.  At the time of this writing (build 3.6.9 RC7), environment mapping only works when the video mode is OpenGL. [[Installing_fs2_open#Video setup|See Video setup.]]&lt;br /&gt;
&lt;br /&gt;
====-glow====&lt;br /&gt;
Enables glowmapping.  Only polygons mapped with textures for which a glowmap exists will be glowmapped.  Glow maps are specified with the base map name plus &amp;quot;-glow&amp;quot; (i.e. TCov4A-glow.pcx)&lt;br /&gt;
&lt;br /&gt;
====-jpgtga====&lt;br /&gt;
Enables the use of TGA and JPG file formats for image files.  If a ship is showing up partially invisible, select this option.&lt;br /&gt;
====-pcx32====&lt;br /&gt;
&#039;&#039;&#039;WARNING - HIGH MEMORY USAGE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enables PCX files to be loaded into 32-bit memory.  This will not imporove the rendering of any ships in-game, and is usually more of a burden on performance than is worthwhile.  Use at your own risk.  Removed from launcher options after 3.6.7.&lt;br /&gt;
&lt;br /&gt;
====-cell====&lt;br /&gt;
Enables cell shading.  This will make graphics appear more &amp;quot;cartoonish&amp;quot;.  For use with media in mv_cell.vp.  Not considered a standard enhancement.&lt;br /&gt;
====-mipmap====&lt;br /&gt;
Enables mipmapping.&lt;br /&gt;
&lt;br /&gt;
====-nomotiondebris====&lt;br /&gt;
Disables motion debris.&lt;br /&gt;
====-2d_poof====&lt;br /&gt;
Applies nebula poofs in 2d, effectively preventing them from forming intersections with ships.&lt;br /&gt;
====-noscalevid====&lt;br /&gt;
Disables scaling of video clips.&lt;br /&gt;
====-missile_lighting====&lt;br /&gt;
Applys lighting to missiles.&lt;br /&gt;
====-rlm====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Enables more accurate lighting model for OpenGL mode.  Always on in current builds, so this command-line option has been removed.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Game Speed===&lt;br /&gt;
====-img2dds====&lt;br /&gt;
Converts all images to DDS (compressed) format.  Decreases memory usage but potentially reduces image quality.&lt;br /&gt;
====-no_vsync====&lt;br /&gt;
Disables vertical sync.&lt;br /&gt;
====-cache_bitmaps====&lt;br /&gt;
Caches bitmaps between missions, which will ideally reduce the load-time from one mission to another.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===HUD===&lt;br /&gt;
====-dualscanlines====&lt;br /&gt;
Adds a second pair of scanning lines to the target window when scanning an object.&lt;br /&gt;
====-targetinfo====&lt;br /&gt;
Displays target info, such as name and class, beside the targeted object.&lt;br /&gt;
====-orbradar====&lt;br /&gt;
Enables 3D radar (the Orb).  3D radar will replace the standard 2D version.&lt;br /&gt;
====-ballistic_gauge====&lt;br /&gt;
Adds an ammo gauge to the HUD when armed with a ballistic weapon.&lt;br /&gt;
====-rearm_timer====&lt;br /&gt;
Displays time remaining until rearm and repair from a support ship is complete.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-smart_shields====&lt;br /&gt;
Enables &amp;quot;smart&amp;quot; shield recharging.  Shield recharge is distributed to the most damaged shield quadrant instead of being distributed equally across the entire shield and be wasted when a quadrant is full.&lt;br /&gt;
====-ship_choice_3d====&lt;br /&gt;
Use ship and weapon models in ship selection and weapon loadout.  Completely disables the standard ANI interface on those screens.&lt;br /&gt;
====-3dwarp====&lt;br /&gt;
Use full geometry for the subspace warp effect.&lt;br /&gt;
====-warp_flash====&lt;br /&gt;
Enable a flash at warp in and warp out.&lt;br /&gt;
====-UseNewAI====&lt;br /&gt;
Tells the game to use new AI routines.  This argument alters mission balance and is not considered a standard feature.&lt;br /&gt;
====-tbp====&lt;br /&gt;
Enable feature set for The Babylon Project&lt;br /&gt;
====-wcsaga====&lt;br /&gt;
Enable feature set for The Wing Commander Saga&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Audio===&lt;br /&gt;
====-snd_preload====&lt;br /&gt;
Preload mission sounds.  Useful in preventing game stuttering when sounds are played for the first time.&lt;br /&gt;
====-nosound====&lt;br /&gt;
Disables all sounds.&lt;br /&gt;
====-nomusic====&lt;br /&gt;
Disables music only.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-standalone====&lt;br /&gt;
Creates a standalone server.&lt;br /&gt;
====-startgame====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-closed====&lt;br /&gt;
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;
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 - 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;
Disables return to the flight deck screen after a mission completes.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
====-fixbugs====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.  This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
====-nocrash====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.  This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
====-oldfire====&lt;br /&gt;
&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;
====-nohtl====&lt;br /&gt;
&#039;&#039;&#039;WARNING - VERY SLOW&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reverts to software rendering mode.  Does this work any more?&lt;br /&gt;
====-no_set_gamma====&lt;br /&gt;
Disables the gamma settings in the options screen.&lt;br /&gt;
====-nomovies====&lt;br /&gt;
Disables all video playback.&lt;br /&gt;
====-noparseerrors====&lt;br /&gt;
Disables some parsing warnings and makes other parse errors non-fatal.  Do not rely on this when creating new tables, the errors are there for a reason.&lt;br /&gt;
====-safeloading====&lt;br /&gt;
Loads missions the old way.  Typically safer, but slower.&lt;br /&gt;
====-query_speech====&lt;br /&gt;
Determines if the current build includes text-to-speech.&lt;br /&gt;
====-d3d_bad_tsys====&lt;br /&gt;
Enable inefficient texture system.&lt;br /&gt;
====-novbo====&lt;br /&gt;
Disables OpenGL VBO.&lt;br /&gt;
====-noibx====&lt;br /&gt;
Disables IBX caching of model geometry data.  This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.&lt;br /&gt;
====-loadallweps====&lt;br /&gt;
Load all weapons, even those not used.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Experimental===&lt;br /&gt;
====-alpha_env====&lt;br /&gt;
Enables alpha environment mapping.  OpenGL only.  Environment mapping intensity will be determined from the alpha channel of specular maps.&lt;br /&gt;
====-decals====&lt;br /&gt;
Enables damage decals.&lt;br /&gt;
====-ingame_join====&lt;br /&gt;
Enables ingame joining in multiplayer.  FIXME: Host option?&lt;br /&gt;
====-tga16====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to converts TGA images to 16-bits in order to reduce memory footprint (at the expense of image quality), superseded by &#039;&#039;-img2dds&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Development Tools===&lt;br /&gt;
====-fps====&lt;br /&gt;
Displays current frames per second.&lt;br /&gt;
====-pos====&lt;br /&gt;
Displays current position coordinates of camera.&lt;br /&gt;
====-window====&lt;br /&gt;
Runs the game in a window.  No check to make sure that resolution is no higher than your desktop resolution, so be careful.&lt;br /&gt;
====-timerbar====&lt;br /&gt;
Displays a timing bar across the top of the screen.  Timebar format varies by build.&lt;br /&gt;
====-stats====&lt;br /&gt;
Shows total and free physical memory, virtual memory and system pagefile.&lt;br /&gt;
&lt;br /&gt;
====-coords====&lt;br /&gt;
Shows coordinates of the mouse cursor.&lt;br /&gt;
====-show_mem_usage====&lt;br /&gt;
Shows detailed RAM usage in HUD.&lt;br /&gt;
&lt;br /&gt;
The meaning of the info displayed in the upper right corner 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 is 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;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-tablecrcs====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-missioncrcs====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-dis_collisions====&lt;br /&gt;
Disables all collisions.&lt;br /&gt;
====-dis_weapons====&lt;br /&gt;
Disables weapons rendering.&lt;br /&gt;
====-output_sexps====&lt;br /&gt;
Outputs SEXPs to sexps.html.&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
Outputs scripting to scripting.html.&lt;br /&gt;
====-nograb====&lt;br /&gt;
Unix only.  Disables focus grabbing in a window.&lt;br /&gt;
==Other==&lt;br /&gt;
The following options are not available as checkboxes in the launcher.  Many require parameters, which follow the flag seperated by a space.  The prototype for use in this case is &amp;quot;-option argument&amp;quot;&lt;br /&gt;
===Graphics===&lt;br /&gt;
====-ambient_factor====&lt;br /&gt;
&lt;br /&gt;
This must be entered into the &amp;quot;Custom flags&amp;quot; field. This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. FS2&#039;s standard value is 120. Try 75 for a good and realistic looking value. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_exp====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16, however 11 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_point====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the&lt;br /&gt;
&amp;quot;Custom flags&amp;quot; field. Adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. Default is 1.0, however 0.6 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_static====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however is 0.8 recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_tube====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much Beam Weapons contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however 0.4 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-clipdist====&lt;br /&gt;
Changes the distance from the viewpoint for the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the distance to the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-mod====&lt;br /&gt;
&lt;br /&gt;
Specifies in which folders inside Freespace2 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 behaviour, 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;
:::Please note. Freespace Open doesn&#039;t like spaces in directories (in the full path) so do not install the game within &#039;&#039;Program Files/Freespace2&#039;&#039; or &#039;&#039;Games/Freespace 2&#039;&#039; and, of course, do not use spaces within mod directories (&#039;&#039;dir1&#039;&#039; is OK but &#039;&#039;dir 1&#039;&#039; isn&#039;t).&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. Within this Launcher 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;. If &#039;&#039;Freespace2/moddir/mod.ini&#039;&#039; exists, (its format must be plain text), it will be read and, inside it, the following section and lines can be used to modify the -mod flag too:&lt;br /&gt;
&lt;br /&gt;
: [multimod] &amp;lt;br&amp;gt; PrimaryList  = Pri1,Pri2,...(the rest of desired directories)...,Prix; &amp;lt;br&amp;gt;SecondaryList = Sec1,Sec2,...(the rest of desired directories)...,Secx;&lt;br /&gt;
&lt;br /&gt;
(Please note the ending semicolon (;) in each list line). With these lines the following flag would be built:&lt;br /&gt;
: &#039;&#039;&#039;-mod Pri1,Pri2,...,Prix,moddir,Sec1,Sec2,...,Secx&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If primary or secondary folders aren&#039;t used, their respective line can be erased or it can be typed as &#039;&#039;xxxxxxList = ;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::: &#039;&#039;&#039;&#039;&#039;PLEASE NOTE&#039;&#039;&#039;: &#039;&#039;&#039;Launcher v 5.4&#039;&#039;&#039;, or later, &#039;&#039;&#039;must be used&#039;&#039;&#039;. Earlier versions had some bugs that would cause the previous explanation about mod.ini fail.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::: The most common use of mod.ini and SecondaryList is sharing resources between mods. And the best example is the enhaced media vps from SCP crew. Most of the people install them in a folder called &#039;&#039;mediavps&#039;&#039; inside &#039;&#039;Freespace2&#039;&#039;. In this way when running retail FS2 they do not interfere with this original game version that doesn&#039;t use this -mod flag feature. When using FS2_Open but without mods, you just need to select &#039;&#039;mediavps&#039;&#039; in Launcher MOD tab to use them. And if you want to enjoy that enhacements while playing any &#039;real&#039; mod, you just need to put a mod.ini file inside its &#039;&#039;moddir&#039;&#039; with at least a &#039;&#039;SecondaryList = mediavps;&#039;&#039; line.&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.&lt;br /&gt;
#Files located inside vp archives. (These vp archives are &#039;similar&#039; 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 how this &#039;&#039;Mission.fs2&#039;&#039; is 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 enhaced ones adding them in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
As derived from 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;
&lt;br /&gt;
:&#039;&#039;&#039;Additional notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# This flag is also used by 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. No Launcher MOD tab available for this use. &amp;lt;br&amp;gt;  &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;
====-fov====&lt;br /&gt;
Specifies the Field of View for the player eyepoint.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the angle of the viewing cone in radians, from 0 to 2*pi&lt;br /&gt;
&lt;br /&gt;
You can set the cone of view making things look bigger/smaller. The problem with this is that if you choose a small FOV, you will have a squashed look on the edges of your screen - stretched edges with a too high FOV. It is recommended to change the FOV as FS2 normally has some perspective distortion at the screen edges (FOV too high). Set the FOV to something like 0.39 - it will fix the distortion problem, and (as a nice side effect) will make everything look bigger and more realistic scale-wise. The default is 0.75, if you go higher, you&#039;ll get the fish-eye effect. Feel free to experiment. This must be entered into the &amp;quot;Custom flags&amp;quot; field&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Because of an active bug, FOV can misalign target boxes, effects, etc. Please check [http://lore.maxgaming.net/~scp/mantis/bug_view_advanced_page.php?bug_id=0000083 Mantis bug 083 status]if you are going to change the default value.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-gamename====&lt;br /&gt;
Specifies the name of the game to be created by the host.  This only works when used in conjunction with -startgame.  This does nothing when used with -standalone.&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;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-password====&lt;br /&gt;
Specifies the password for a stand-alone 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 stand-alone 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 stand-alone game.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the port which the game should use to connect.&lt;br /&gt;
&lt;br /&gt;
====-connect====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====-timeout====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Martellato</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=7562</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=7562"/>
		<updated>2006-09-25T06:23:09Z</updated>

		<summary type="html">&lt;p&gt;Martellato: updated -port&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Launcher Flags==&lt;br /&gt;
The following command-line options can be chosen from the launcher.  &lt;br /&gt;
===Graphics===&lt;br /&gt;
====-spec====&lt;br /&gt;
Enables specular mapping.  Only polygons mapped with textures for which a shinemap exists will recieve specular mapping; no attempt is made to generate spec maps where they do not exist.  Specular maps are specified with the base map name plus &amp;quot;-shine&amp;quot; (i.e. TCov3A-shine.pcx).&lt;br /&gt;
====-env====&lt;br /&gt;
Enables environment mapping.  Environment mapping intensity will be determined from the intensity of specular maps.  At the time of this writing (build 3.6.9 RC7), environment mapping only works when the video mode is OpenGL. [[Installing_fs2_open#Video setup|See Video setup.]]&lt;br /&gt;
&lt;br /&gt;
====-glow====&lt;br /&gt;
Enables glowmapping.  Only polygons mapped with textures for which a glowmap exists will be glowmapped.  Glow maps are specified with the base map name plus &amp;quot;-glow&amp;quot; (i.e. TCov4A-glow.pcx)&lt;br /&gt;
&lt;br /&gt;
====-jpgtga====&lt;br /&gt;
Enables the use of TGA and JPG file formats for image files.  If a ship is showing up partially invisible, select this option.&lt;br /&gt;
====-pcx32====&lt;br /&gt;
&#039;&#039;&#039;WARNING - HIGH MEMORY USAGE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enables PCX files to be loaded into 32-bit memory.  This will not imporove the rendering of any ships in-game, and is usually more of a burden on performance than is worthwhile.  Use at your own risk.  Removed from launcher options after 3.6.7.&lt;br /&gt;
&lt;br /&gt;
====-cell====&lt;br /&gt;
Enables cell shading.  This will make graphics appear more &amp;quot;cartoonish&amp;quot;.  For use with media in mv_cell.vp.  Not considered a standard enhancement.&lt;br /&gt;
====-mipmap====&lt;br /&gt;
Enables mipmapping.&lt;br /&gt;
&lt;br /&gt;
====-nomotiondebris====&lt;br /&gt;
Disables motion debris.&lt;br /&gt;
====-2d_poof====&lt;br /&gt;
Applies nebula poofs in 2d, effectively preventing them from forming intersections with ships.&lt;br /&gt;
====-noscalevid====&lt;br /&gt;
Disables scaling of video clips.&lt;br /&gt;
====-missile_lighting====&lt;br /&gt;
Applys lighting to missiles.&lt;br /&gt;
====-rlm====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Enables more accurate lighting model for OpenGL mode.  Always on in current builds, so this command-line option has been removed.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Game Speed===&lt;br /&gt;
====-img2dds====&lt;br /&gt;
Converts all images to DDS (compressed) format.  Decreases memory usage but potentially reduces image quality.&lt;br /&gt;
====-no_vsync====&lt;br /&gt;
Disables vertical sync.&lt;br /&gt;
====-cache_bitmaps====&lt;br /&gt;
Caches bitmaps between missions, which will ideally reduce the load-time from one mission to another.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===HUD===&lt;br /&gt;
====-dualscanlines====&lt;br /&gt;
Adds a second pair of scanning lines to the target window when scanning an object.&lt;br /&gt;
====-targetinfo====&lt;br /&gt;
Displays target info, such as name and class, beside the targeted object.&lt;br /&gt;
====-orbradar====&lt;br /&gt;
Enables 3D radar (the Orb).  3D radar will replace the standard 2D version.&lt;br /&gt;
====-ballistic_gauge====&lt;br /&gt;
Adds an ammo gauge to the HUD when armed with a ballistic weapon.&lt;br /&gt;
====-rearm_timer====&lt;br /&gt;
Displays time remaining until rearm and repair from a support ship is complete.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-smart_shields====&lt;br /&gt;
Enables &amp;quot;smart&amp;quot; shield recharging.  Shield recharge is distributed to the most damaged shield quadrant instead of being distributed equally across the entire shield and be wasted when a quadrant is full.&lt;br /&gt;
====-ship_choice_3d====&lt;br /&gt;
Use ship and weapon models in ship selection and weapon loadout.  Completely disables the standard ANI interface on those screens.&lt;br /&gt;
====-3dwarp====&lt;br /&gt;
Use full geometry for the subspace warp effect.&lt;br /&gt;
====-warp_flash====&lt;br /&gt;
Enable a flash at warp in and warp out.&lt;br /&gt;
====-UseNewAI====&lt;br /&gt;
Tells the game to use new AI routines.  This argument alters mission balance and is not considered a standard feature.&lt;br /&gt;
====-tbp====&lt;br /&gt;
Enable feature set for The Babylon Project&lt;br /&gt;
====-wcsaga====&lt;br /&gt;
Enable feature set for The Wing Commander Saga&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Audio===&lt;br /&gt;
====-snd_preload====&lt;br /&gt;
Preload mission sounds.  Useful in preventing game stuttering when sounds are played for the first time.&lt;br /&gt;
====-nosound====&lt;br /&gt;
Disables all sounds.&lt;br /&gt;
====-nomusic====&lt;br /&gt;
Disables music only.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-standalone====&lt;br /&gt;
Creates a standalone server.&lt;br /&gt;
====-startgame====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-closed====&lt;br /&gt;
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;
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 - 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;
Disables return to the flight deck screen after a mission completes.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
====-fixbugs====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.  This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
====-nocrash====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.  This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
====-oldfire====&lt;br /&gt;
&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;
====-nohtl====&lt;br /&gt;
&#039;&#039;&#039;WARNING - VERY SLOW&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reverts to software rendering mode.  Does this work any more?&lt;br /&gt;
====-no_set_gamma====&lt;br /&gt;
Disables the gamma settings in the options screen.&lt;br /&gt;
====-nomovies====&lt;br /&gt;
Disables all video playback.&lt;br /&gt;
====-noparseerrors====&lt;br /&gt;
Disables some parsing warnings and makes other parse errors non-fatal.  Do not rely on this when creating new tables, the errors are there for a reason.&lt;br /&gt;
====-safeloading====&lt;br /&gt;
Loads missions the old way.  Typically safer, but slower.&lt;br /&gt;
====-query_speech====&lt;br /&gt;
Determines if the current build includes text-to-speech.&lt;br /&gt;
====-d3d_bad_tsys====&lt;br /&gt;
Enable inefficient texture system.&lt;br /&gt;
====-novbo====&lt;br /&gt;
Disables OpenGL VBO.&lt;br /&gt;
====-noibx====&lt;br /&gt;
Disables IBX caching of model geometry data.  This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.&lt;br /&gt;
====-loadallweps====&lt;br /&gt;
Load all weapons, even those not used.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Experimental===&lt;br /&gt;
====-alpha_env====&lt;br /&gt;
Enables alpha environment mapping.  OpenGL only.  Environment mapping intensity will be determined from the alpha channel of specular maps.&lt;br /&gt;
====-decals====&lt;br /&gt;
Enables damage decals.&lt;br /&gt;
====-ingame_join====&lt;br /&gt;
Enables ingame joining in multiplayer.  FIXME: Host option?&lt;br /&gt;
====-tga16====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to converts TGA images to 16-bits in order to reduce memory footprint (at the expense of image quality), superseded by &#039;&#039;-img2dds&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Development Tools===&lt;br /&gt;
====-fps====&lt;br /&gt;
Displays current frames per second.&lt;br /&gt;
====-pos====&lt;br /&gt;
Displays current position coordinates of camera.&lt;br /&gt;
====-window====&lt;br /&gt;
Runs the game in a window.  No check to make sure that resolution is no higher than your desktop resolution, so be careful.&lt;br /&gt;
====-timerbar====&lt;br /&gt;
Displays a timing bar across the top of the screen.  Timebar format varies by build.&lt;br /&gt;
====-stats====&lt;br /&gt;
Shows total and free physical memory, virtual memory and system pagefile.&lt;br /&gt;
&lt;br /&gt;
====-coords====&lt;br /&gt;
Shows coordinates of the mouse cursor.&lt;br /&gt;
====-show_mem_usage====&lt;br /&gt;
Shows detailed RAM usage in HUD.&lt;br /&gt;
&lt;br /&gt;
The meaning of the info displayed in the upper right corner 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 is 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;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-tablecrcs====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-missioncrcs====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-dis_collisions====&lt;br /&gt;
Disables all collisions.&lt;br /&gt;
====-dis_weapons====&lt;br /&gt;
Disables weapons rendering.&lt;br /&gt;
====-output_sexps====&lt;br /&gt;
Outputs SEXPs to sexps.html.&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
Outputs scripting to scripting.html.&lt;br /&gt;
====-nograb====&lt;br /&gt;
Unix only.  Disables focus grabbing in a window.&lt;br /&gt;
==Other==&lt;br /&gt;
The following options are not available as checkboxes in the launcher.  Many require parameters, which follow the flag seperated by a space.  The prototype for use in this case is &amp;quot;-option argument&amp;quot;&lt;br /&gt;
===Graphics===&lt;br /&gt;
====-ambient_factor====&lt;br /&gt;
&lt;br /&gt;
This must be entered into the &amp;quot;Custom flags&amp;quot; field. This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. FS2&#039;s standard value is 120. Try 75 for a good and realistic looking value. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_exp====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16, however 11 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_point====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the&lt;br /&gt;
&amp;quot;Custom flags&amp;quot; field. Adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. Default is 1.0, however 0.6 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_static====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however is 0.8 recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_tube====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much Beam Weapons contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however 0.4 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-clipdist====&lt;br /&gt;
Changes the distance from the viewpoint for the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the distance to the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-mod====&lt;br /&gt;
&lt;br /&gt;
Specifies in which folders inside Freespace2 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 behaviour, 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;
:::Please note. Freespace Open doesn&#039;t like spaces in directories (in the full path) so do not install the game within &#039;&#039;Program Files/Freespace2&#039;&#039; or &#039;&#039;Games/Freespace 2&#039;&#039; and, of course, do not use spaces within mod directories (&#039;&#039;dir1&#039;&#039; is OK but &#039;&#039;dir 1&#039;&#039; isn&#039;t).&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. Within this Launcher 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;. If &#039;&#039;Freespace2/moddir/mod.ini&#039;&#039; exists, (its format must be plain text), it will be read and, inside it, the following section and lines can be used to modify the -mod flag too:&lt;br /&gt;
&lt;br /&gt;
: [multimod] &amp;lt;br&amp;gt; PrimaryList  = Pri1,Pri2,...(the rest of desired directories)...,Prix; &amp;lt;br&amp;gt;SecondaryList = Sec1,Sec2,...(the rest of desired directories)...,Secx;&lt;br /&gt;
&lt;br /&gt;
(Please note the ending semicolon (;) in each list line). With these lines the following flag would be built:&lt;br /&gt;
: &#039;&#039;&#039;-mod Pri1,Pri2,...,Prix,moddir,Sec1,Sec2,...,Secx&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If primary or secondary folders aren&#039;t used, their respective line can be erased or it can be typed as &#039;&#039;xxxxxxList = ;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::: &#039;&#039;&#039;&#039;&#039;PLEASE NOTE&#039;&#039;&#039;: &#039;&#039;&#039;Launcher v 5.4&#039;&#039;&#039;, or later, &#039;&#039;&#039;must be used&#039;&#039;&#039;. Earlier versions had some bugs that would cause the previous explanation about mod.ini fail.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::: The most common use of mod.ini and SecondaryList is sharing resources between mods. And the best example is the enhaced media vps from SCP crew. Most of the people install them in a folder called &#039;&#039;mediavps&#039;&#039; inside &#039;&#039;Freespace2&#039;&#039;. In this way when running retail FS2 they do not interfere with this original game version that doesn&#039;t use this -mod flag feature. When using FS2_Open but without mods, you just need to select &#039;&#039;mediavps&#039;&#039; in Launcher MOD tab to use them. And if you want to enjoy that enhacements while playing any &#039;real&#039; mod, you just need to put a mod.ini file inside its &#039;&#039;moddir&#039;&#039; with at least a &#039;&#039;SecondaryList = mediavps;&#039;&#039; line.&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.&lt;br /&gt;
#Files located inside vp archives. (These vp archives are &#039;similar&#039; 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 how this &#039;&#039;Mission.fs2&#039;&#039; is 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 enhaced ones adding them in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
As derived from 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;
&lt;br /&gt;
:&#039;&#039;&#039;Additional notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# This flag is also used by 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. No Launcher MOD tab available for this use. &amp;lt;br&amp;gt;  &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;
====-fov====&lt;br /&gt;
Specifies the Field of View for the player eyepoint.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the angle of the viewing cone in radians, from 0 to 2*pi&lt;br /&gt;
&lt;br /&gt;
You can set the cone of view making things look bigger/smaller. The problem with this is that if you choose a small FOV, you will have a squashed look on the edges of your screen - stretched edges with a too high FOV. It is recommended to change the FOV as FS2 normally has some perspective distortion at the screen edges (FOV too high). Set the FOV to something like 0.39 - it will fix the distortion problem, and (as a nice side effect) will make everything look bigger and more realistic scale-wise. The default is 0.75, if you go higher, you&#039;ll get the fish-eye effect. Feel free to experiment. This must be entered into the &amp;quot;Custom flags&amp;quot; field&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Because of an active bug, FOV can misalign target boxes, effects, etc. Please check [http://lore.maxgaming.net/~scp/mantis/bug_view_advanced_page.php?bug_id=0000083 Mantis bug 083 status]if you are going to change the default value.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-gamename====&lt;br /&gt;
Specifies the name of the game to be created by the host.  This only works when used in conjunction with -startgame.  This does nothing when used with -standalone.&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;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-password====&lt;br /&gt;
Specifies the password for a stand-alone 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 stand-alone 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 stand-alone game.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the port which the game should use to connect.&lt;br /&gt;
&lt;br /&gt;
====-connect====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-clientdamage====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-timeout====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Martellato</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=7561</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=7561"/>
		<updated>2006-09-25T05:59:39Z</updated>

		<summary type="html">&lt;p&gt;Martellato: updated -allowbelow&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Launcher Flags==&lt;br /&gt;
The following command-line options can be chosen from the launcher.  &lt;br /&gt;
===Graphics===&lt;br /&gt;
====-spec====&lt;br /&gt;
Enables specular mapping.  Only polygons mapped with textures for which a shinemap exists will recieve specular mapping; no attempt is made to generate spec maps where they do not exist.  Specular maps are specified with the base map name plus &amp;quot;-shine&amp;quot; (i.e. TCov3A-shine.pcx).&lt;br /&gt;
====-env====&lt;br /&gt;
Enables environment mapping.  Environment mapping intensity will be determined from the intensity of specular maps.  At the time of this writing (build 3.6.9 RC7), environment mapping only works when the video mode is OpenGL. [[Installing_fs2_open#Video setup|See Video setup.]]&lt;br /&gt;
&lt;br /&gt;
====-glow====&lt;br /&gt;
Enables glowmapping.  Only polygons mapped with textures for which a glowmap exists will be glowmapped.  Glow maps are specified with the base map name plus &amp;quot;-glow&amp;quot; (i.e. TCov4A-glow.pcx)&lt;br /&gt;
&lt;br /&gt;
====-jpgtga====&lt;br /&gt;
Enables the use of TGA and JPG file formats for image files.  If a ship is showing up partially invisible, select this option.&lt;br /&gt;
====-pcx32====&lt;br /&gt;
&#039;&#039;&#039;WARNING - HIGH MEMORY USAGE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enables PCX files to be loaded into 32-bit memory.  This will not imporove the rendering of any ships in-game, and is usually more of a burden on performance than is worthwhile.  Use at your own risk.  Removed from launcher options after 3.6.7.&lt;br /&gt;
&lt;br /&gt;
====-cell====&lt;br /&gt;
Enables cell shading.  This will make graphics appear more &amp;quot;cartoonish&amp;quot;.  For use with media in mv_cell.vp.  Not considered a standard enhancement.&lt;br /&gt;
====-mipmap====&lt;br /&gt;
Enables mipmapping.&lt;br /&gt;
&lt;br /&gt;
====-nomotiondebris====&lt;br /&gt;
Disables motion debris.&lt;br /&gt;
====-2d_poof====&lt;br /&gt;
Applies nebula poofs in 2d, effectively preventing them from forming intersections with ships.&lt;br /&gt;
====-noscalevid====&lt;br /&gt;
Disables scaling of video clips.&lt;br /&gt;
====-missile_lighting====&lt;br /&gt;
Applys lighting to missiles.&lt;br /&gt;
====-rlm====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Enables more accurate lighting model for OpenGL mode.  Always on in current builds, so this command-line option has been removed.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Game Speed===&lt;br /&gt;
====-img2dds====&lt;br /&gt;
Converts all images to DDS (compressed) format.  Decreases memory usage but potentially reduces image quality.&lt;br /&gt;
====-no_vsync====&lt;br /&gt;
Disables vertical sync.&lt;br /&gt;
====-cache_bitmaps====&lt;br /&gt;
Caches bitmaps between missions, which will ideally reduce the load-time from one mission to another.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===HUD===&lt;br /&gt;
====-dualscanlines====&lt;br /&gt;
Adds a second pair of scanning lines to the target window when scanning an object.&lt;br /&gt;
====-targetinfo====&lt;br /&gt;
Displays target info, such as name and class, beside the targeted object.&lt;br /&gt;
====-orbradar====&lt;br /&gt;
Enables 3D radar (the Orb).  3D radar will replace the standard 2D version.&lt;br /&gt;
====-ballistic_gauge====&lt;br /&gt;
Adds an ammo gauge to the HUD when armed with a ballistic weapon.&lt;br /&gt;
====-rearm_timer====&lt;br /&gt;
Displays time remaining until rearm and repair from a support ship is complete.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-smart_shields====&lt;br /&gt;
Enables &amp;quot;smart&amp;quot; shield recharging.  Shield recharge is distributed to the most damaged shield quadrant instead of being distributed equally across the entire shield and be wasted when a quadrant is full.&lt;br /&gt;
====-ship_choice_3d====&lt;br /&gt;
Use ship and weapon models in ship selection and weapon loadout.  Completely disables the standard ANI interface on those screens.&lt;br /&gt;
====-3dwarp====&lt;br /&gt;
Use full geometry for the subspace warp effect.&lt;br /&gt;
====-warp_flash====&lt;br /&gt;
Enable a flash at warp in and warp out.&lt;br /&gt;
====-UseNewAI====&lt;br /&gt;
Tells the game to use new AI routines.  This argument alters mission balance and is not considered a standard feature.&lt;br /&gt;
====-tbp====&lt;br /&gt;
Enable feature set for The Babylon Project&lt;br /&gt;
====-wcsaga====&lt;br /&gt;
Enable feature set for The Wing Commander Saga&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Audio===&lt;br /&gt;
====-snd_preload====&lt;br /&gt;
Preload mission sounds.  Useful in preventing game stuttering when sounds are played for the first time.&lt;br /&gt;
====-nosound====&lt;br /&gt;
Disables all sounds.&lt;br /&gt;
====-nomusic====&lt;br /&gt;
Disables music only.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-standalone====&lt;br /&gt;
Creates a standalone server.&lt;br /&gt;
====-startgame====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-closed====&lt;br /&gt;
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;
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 - 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;
Disables return to the flight deck screen after a mission completes.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
====-fixbugs====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.  This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
====-nocrash====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.  This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
====-oldfire====&lt;br /&gt;
&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;
====-nohtl====&lt;br /&gt;
&#039;&#039;&#039;WARNING - VERY SLOW&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reverts to software rendering mode.  Does this work any more?&lt;br /&gt;
====-no_set_gamma====&lt;br /&gt;
Disables the gamma settings in the options screen.&lt;br /&gt;
====-nomovies====&lt;br /&gt;
Disables all video playback.&lt;br /&gt;
====-noparseerrors====&lt;br /&gt;
Disables some parsing warnings and makes other parse errors non-fatal.  Do not rely on this when creating new tables, the errors are there for a reason.&lt;br /&gt;
====-safeloading====&lt;br /&gt;
Loads missions the old way.  Typically safer, but slower.&lt;br /&gt;
====-query_speech====&lt;br /&gt;
Determines if the current build includes text-to-speech.&lt;br /&gt;
====-d3d_bad_tsys====&lt;br /&gt;
Enable inefficient texture system.&lt;br /&gt;
====-novbo====&lt;br /&gt;
Disables OpenGL VBO.&lt;br /&gt;
====-noibx====&lt;br /&gt;
Disables IBX caching of model geometry data.  This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.&lt;br /&gt;
====-loadallweps====&lt;br /&gt;
Load all weapons, even those not used.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Experimental===&lt;br /&gt;
====-alpha_env====&lt;br /&gt;
Enables alpha environment mapping.  OpenGL only.  Environment mapping intensity will be determined from the alpha channel of specular maps.&lt;br /&gt;
====-decals====&lt;br /&gt;
Enables damage decals.&lt;br /&gt;
====-ingame_join====&lt;br /&gt;
Enables ingame joining in multiplayer.  FIXME: Host option?&lt;br /&gt;
====-tga16====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to converts TGA images to 16-bits in order to reduce memory footprint (at the expense of image quality), superseded by &#039;&#039;-img2dds&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Development Tools===&lt;br /&gt;
====-fps====&lt;br /&gt;
Displays current frames per second.&lt;br /&gt;
====-pos====&lt;br /&gt;
Displays current position coordinates of camera.&lt;br /&gt;
====-window====&lt;br /&gt;
Runs the game in a window.  No check to make sure that resolution is no higher than your desktop resolution, so be careful.&lt;br /&gt;
====-timerbar====&lt;br /&gt;
Displays a timing bar across the top of the screen.  Timebar format varies by build.&lt;br /&gt;
====-stats====&lt;br /&gt;
Shows total and free physical memory, virtual memory and system pagefile.&lt;br /&gt;
&lt;br /&gt;
====-coords====&lt;br /&gt;
Shows coordinates of the mouse cursor.&lt;br /&gt;
====-show_mem_usage====&lt;br /&gt;
Shows detailed RAM usage in HUD.&lt;br /&gt;
&lt;br /&gt;
The meaning of the info displayed in the upper right corner 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 is 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;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-tablecrcs====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-missioncrcs====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-dis_collisions====&lt;br /&gt;
Disables all collisions.&lt;br /&gt;
====-dis_weapons====&lt;br /&gt;
Disables weapons rendering.&lt;br /&gt;
====-output_sexps====&lt;br /&gt;
Outputs SEXPs to sexps.html.&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
Outputs scripting to scripting.html.&lt;br /&gt;
====-nograb====&lt;br /&gt;
Unix only.  Disables focus grabbing in a window.&lt;br /&gt;
==Other==&lt;br /&gt;
The following options are not available as checkboxes in the launcher.  Many require parameters, which follow the flag seperated by a space.  The prototype for use in this case is &amp;quot;-option argument&amp;quot;&lt;br /&gt;
===Graphics===&lt;br /&gt;
====-ambient_factor====&lt;br /&gt;
&lt;br /&gt;
This must be entered into the &amp;quot;Custom flags&amp;quot; field. This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. FS2&#039;s standard value is 120. Try 75 for a good and realistic looking value. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_exp====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16, however 11 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_point====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the&lt;br /&gt;
&amp;quot;Custom flags&amp;quot; field. Adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. Default is 1.0, however 0.6 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_static====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however is 0.8 recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_tube====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much Beam Weapons contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however 0.4 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-clipdist====&lt;br /&gt;
Changes the distance from the viewpoint for the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the distance to the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-mod====&lt;br /&gt;
&lt;br /&gt;
Specifies in which folders inside Freespace2 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 behaviour, 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;
:::Please note. Freespace Open doesn&#039;t like spaces in directories (in the full path) so do not install the game within &#039;&#039;Program Files/Freespace2&#039;&#039; or &#039;&#039;Games/Freespace 2&#039;&#039; and, of course, do not use spaces within mod directories (&#039;&#039;dir1&#039;&#039; is OK but &#039;&#039;dir 1&#039;&#039; isn&#039;t).&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. Within this Launcher 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;. If &#039;&#039;Freespace2/moddir/mod.ini&#039;&#039; exists, (its format must be plain text), it will be read and, inside it, the following section and lines can be used to modify the -mod flag too:&lt;br /&gt;
&lt;br /&gt;
: [multimod] &amp;lt;br&amp;gt; PrimaryList  = Pri1,Pri2,...(the rest of desired directories)...,Prix; &amp;lt;br&amp;gt;SecondaryList = Sec1,Sec2,...(the rest of desired directories)...,Secx;&lt;br /&gt;
&lt;br /&gt;
(Please note the ending semicolon (;) in each list line). With these lines the following flag would be built:&lt;br /&gt;
: &#039;&#039;&#039;-mod Pri1,Pri2,...,Prix,moddir,Sec1,Sec2,...,Secx&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If primary or secondary folders aren&#039;t used, their respective line can be erased or it can be typed as &#039;&#039;xxxxxxList = ;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::: &#039;&#039;&#039;&#039;&#039;PLEASE NOTE&#039;&#039;&#039;: &#039;&#039;&#039;Launcher v 5.4&#039;&#039;&#039;, or later, &#039;&#039;&#039;must be used&#039;&#039;&#039;. Earlier versions had some bugs that would cause the previous explanation about mod.ini fail.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::: The most common use of mod.ini and SecondaryList is sharing resources between mods. And the best example is the enhaced media vps from SCP crew. Most of the people install them in a folder called &#039;&#039;mediavps&#039;&#039; inside &#039;&#039;Freespace2&#039;&#039;. In this way when running retail FS2 they do not interfere with this original game version that doesn&#039;t use this -mod flag feature. When using FS2_Open but without mods, you just need to select &#039;&#039;mediavps&#039;&#039; in Launcher MOD tab to use them. And if you want to enjoy that enhacements while playing any &#039;real&#039; mod, you just need to put a mod.ini file inside its &#039;&#039;moddir&#039;&#039; with at least a &#039;&#039;SecondaryList = mediavps;&#039;&#039; line.&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.&lt;br /&gt;
#Files located inside vp archives. (These vp archives are &#039;similar&#039; 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 how this &#039;&#039;Mission.fs2&#039;&#039; is 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 enhaced ones adding them in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
As derived from 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;
&lt;br /&gt;
:&#039;&#039;&#039;Additional notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# This flag is also used by 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. No Launcher MOD tab available for this use. &amp;lt;br&amp;gt;  &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;
====-fov====&lt;br /&gt;
Specifies the Field of View for the player eyepoint.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the angle of the viewing cone in radians, from 0 to 2*pi&lt;br /&gt;
&lt;br /&gt;
You can set the cone of view making things look bigger/smaller. The problem with this is that if you choose a small FOV, you will have a squashed look on the edges of your screen - stretched edges with a too high FOV. It is recommended to change the FOV as FS2 normally has some perspective distortion at the screen edges (FOV too high). Set the FOV to something like 0.39 - it will fix the distortion problem, and (as a nice side effect) will make everything look bigger and more realistic scale-wise. The default is 0.75, if you go higher, you&#039;ll get the fish-eye effect. Feel free to experiment. This must be entered into the &amp;quot;Custom flags&amp;quot; field&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Because of an active bug, FOV can misalign target boxes, effects, etc. Please check [http://lore.maxgaming.net/~scp/mantis/bug_view_advanced_page.php?bug_id=0000083 Mantis bug 083 status]if you are going to change the default value.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-gamename====&lt;br /&gt;
Specifies the name of the game to be created by the host.  This only works when used in conjunction with -startgame.  This does nothing when used with -standalone.&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;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-password====&lt;br /&gt;
Specifies the password for a stand-alone 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 stand-alone 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 run for a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the port which the game should use to connect.&lt;br /&gt;
====-connect====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-clientdamage====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-timeout====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Martellato</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=7560</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=7560"/>
		<updated>2006-09-25T05:59:07Z</updated>

		<summary type="html">&lt;p&gt;Martellato: updated -allowabove&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Launcher Flags==&lt;br /&gt;
The following command-line options can be chosen from the launcher.  &lt;br /&gt;
===Graphics===&lt;br /&gt;
====-spec====&lt;br /&gt;
Enables specular mapping.  Only polygons mapped with textures for which a shinemap exists will recieve specular mapping; no attempt is made to generate spec maps where they do not exist.  Specular maps are specified with the base map name plus &amp;quot;-shine&amp;quot; (i.e. TCov3A-shine.pcx).&lt;br /&gt;
====-env====&lt;br /&gt;
Enables environment mapping.  Environment mapping intensity will be determined from the intensity of specular maps.  At the time of this writing (build 3.6.9 RC7), environment mapping only works when the video mode is OpenGL. [[Installing_fs2_open#Video setup|See Video setup.]]&lt;br /&gt;
&lt;br /&gt;
====-glow====&lt;br /&gt;
Enables glowmapping.  Only polygons mapped with textures for which a glowmap exists will be glowmapped.  Glow maps are specified with the base map name plus &amp;quot;-glow&amp;quot; (i.e. TCov4A-glow.pcx)&lt;br /&gt;
&lt;br /&gt;
====-jpgtga====&lt;br /&gt;
Enables the use of TGA and JPG file formats for image files.  If a ship is showing up partially invisible, select this option.&lt;br /&gt;
====-pcx32====&lt;br /&gt;
&#039;&#039;&#039;WARNING - HIGH MEMORY USAGE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enables PCX files to be loaded into 32-bit memory.  This will not imporove the rendering of any ships in-game, and is usually more of a burden on performance than is worthwhile.  Use at your own risk.  Removed from launcher options after 3.6.7.&lt;br /&gt;
&lt;br /&gt;
====-cell====&lt;br /&gt;
Enables cell shading.  This will make graphics appear more &amp;quot;cartoonish&amp;quot;.  For use with media in mv_cell.vp.  Not considered a standard enhancement.&lt;br /&gt;
====-mipmap====&lt;br /&gt;
Enables mipmapping.&lt;br /&gt;
&lt;br /&gt;
====-nomotiondebris====&lt;br /&gt;
Disables motion debris.&lt;br /&gt;
====-2d_poof====&lt;br /&gt;
Applies nebula poofs in 2d, effectively preventing them from forming intersections with ships.&lt;br /&gt;
====-noscalevid====&lt;br /&gt;
Disables scaling of video clips.&lt;br /&gt;
====-missile_lighting====&lt;br /&gt;
Applys lighting to missiles.&lt;br /&gt;
====-rlm====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Enables more accurate lighting model for OpenGL mode.  Always on in current builds, so this command-line option has been removed.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Game Speed===&lt;br /&gt;
====-img2dds====&lt;br /&gt;
Converts all images to DDS (compressed) format.  Decreases memory usage but potentially reduces image quality.&lt;br /&gt;
====-no_vsync====&lt;br /&gt;
Disables vertical sync.&lt;br /&gt;
====-cache_bitmaps====&lt;br /&gt;
Caches bitmaps between missions, which will ideally reduce the load-time from one mission to another.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===HUD===&lt;br /&gt;
====-dualscanlines====&lt;br /&gt;
Adds a second pair of scanning lines to the target window when scanning an object.&lt;br /&gt;
====-targetinfo====&lt;br /&gt;
Displays target info, such as name and class, beside the targeted object.&lt;br /&gt;
====-orbradar====&lt;br /&gt;
Enables 3D radar (the Orb).  3D radar will replace the standard 2D version.&lt;br /&gt;
====-ballistic_gauge====&lt;br /&gt;
Adds an ammo gauge to the HUD when armed with a ballistic weapon.&lt;br /&gt;
====-rearm_timer====&lt;br /&gt;
Displays time remaining until rearm and repair from a support ship is complete.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-smart_shields====&lt;br /&gt;
Enables &amp;quot;smart&amp;quot; shield recharging.  Shield recharge is distributed to the most damaged shield quadrant instead of being distributed equally across the entire shield and be wasted when a quadrant is full.&lt;br /&gt;
====-ship_choice_3d====&lt;br /&gt;
Use ship and weapon models in ship selection and weapon loadout.  Completely disables the standard ANI interface on those screens.&lt;br /&gt;
====-3dwarp====&lt;br /&gt;
Use full geometry for the subspace warp effect.&lt;br /&gt;
====-warp_flash====&lt;br /&gt;
Enable a flash at warp in and warp out.&lt;br /&gt;
====-UseNewAI====&lt;br /&gt;
Tells the game to use new AI routines.  This argument alters mission balance and is not considered a standard feature.&lt;br /&gt;
====-tbp====&lt;br /&gt;
Enable feature set for The Babylon Project&lt;br /&gt;
====-wcsaga====&lt;br /&gt;
Enable feature set for The Wing Commander Saga&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Audio===&lt;br /&gt;
====-snd_preload====&lt;br /&gt;
Preload mission sounds.  Useful in preventing game stuttering when sounds are played for the first time.&lt;br /&gt;
====-nosound====&lt;br /&gt;
Disables all sounds.&lt;br /&gt;
====-nomusic====&lt;br /&gt;
Disables music only.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-standalone====&lt;br /&gt;
Creates a standalone server.&lt;br /&gt;
====-startgame====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-closed====&lt;br /&gt;
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;
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 - 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;
Disables return to the flight deck screen after a mission completes.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
====-fixbugs====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.  This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
====-nocrash====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.  This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
====-oldfire====&lt;br /&gt;
&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;
====-nohtl====&lt;br /&gt;
&#039;&#039;&#039;WARNING - VERY SLOW&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reverts to software rendering mode.  Does this work any more?&lt;br /&gt;
====-no_set_gamma====&lt;br /&gt;
Disables the gamma settings in the options screen.&lt;br /&gt;
====-nomovies====&lt;br /&gt;
Disables all video playback.&lt;br /&gt;
====-noparseerrors====&lt;br /&gt;
Disables some parsing warnings and makes other parse errors non-fatal.  Do not rely on this when creating new tables, the errors are there for a reason.&lt;br /&gt;
====-safeloading====&lt;br /&gt;
Loads missions the old way.  Typically safer, but slower.&lt;br /&gt;
====-query_speech====&lt;br /&gt;
Determines if the current build includes text-to-speech.&lt;br /&gt;
====-d3d_bad_tsys====&lt;br /&gt;
Enable inefficient texture system.&lt;br /&gt;
====-novbo====&lt;br /&gt;
Disables OpenGL VBO.&lt;br /&gt;
====-noibx====&lt;br /&gt;
Disables IBX caching of model geometry data.  This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.&lt;br /&gt;
====-loadallweps====&lt;br /&gt;
Load all weapons, even those not used.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Experimental===&lt;br /&gt;
====-alpha_env====&lt;br /&gt;
Enables alpha environment mapping.  OpenGL only.  Environment mapping intensity will be determined from the alpha channel of specular maps.&lt;br /&gt;
====-decals====&lt;br /&gt;
Enables damage decals.&lt;br /&gt;
====-ingame_join====&lt;br /&gt;
Enables ingame joining in multiplayer.  FIXME: Host option?&lt;br /&gt;
====-tga16====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to converts TGA images to 16-bits in order to reduce memory footprint (at the expense of image quality), superseded by &#039;&#039;-img2dds&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Development Tools===&lt;br /&gt;
====-fps====&lt;br /&gt;
Displays current frames per second.&lt;br /&gt;
====-pos====&lt;br /&gt;
Displays current position coordinates of camera.&lt;br /&gt;
====-window====&lt;br /&gt;
Runs the game in a window.  No check to make sure that resolution is no higher than your desktop resolution, so be careful.&lt;br /&gt;
====-timerbar====&lt;br /&gt;
Displays a timing bar across the top of the screen.  Timebar format varies by build.&lt;br /&gt;
====-stats====&lt;br /&gt;
Shows total and free physical memory, virtual memory and system pagefile.&lt;br /&gt;
&lt;br /&gt;
====-coords====&lt;br /&gt;
Shows coordinates of the mouse cursor.&lt;br /&gt;
====-show_mem_usage====&lt;br /&gt;
Shows detailed RAM usage in HUD.&lt;br /&gt;
&lt;br /&gt;
The meaning of the info displayed in the upper right corner 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 is 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;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-tablecrcs====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-missioncrcs====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-dis_collisions====&lt;br /&gt;
Disables all collisions.&lt;br /&gt;
====-dis_weapons====&lt;br /&gt;
Disables weapons rendering.&lt;br /&gt;
====-output_sexps====&lt;br /&gt;
Outputs SEXPs to sexps.html.&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
Outputs scripting to scripting.html.&lt;br /&gt;
====-nograb====&lt;br /&gt;
Unix only.  Disables focus grabbing in a window.&lt;br /&gt;
==Other==&lt;br /&gt;
The following options are not available as checkboxes in the launcher.  Many require parameters, which follow the flag seperated by a space.  The prototype for use in this case is &amp;quot;-option argument&amp;quot;&lt;br /&gt;
===Graphics===&lt;br /&gt;
====-ambient_factor====&lt;br /&gt;
&lt;br /&gt;
This must be entered into the &amp;quot;Custom flags&amp;quot; field. This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. FS2&#039;s standard value is 120. Try 75 for a good and realistic looking value. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_exp====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16, however 11 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_point====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the&lt;br /&gt;
&amp;quot;Custom flags&amp;quot; field. Adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. Default is 1.0, however 0.6 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_static====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however is 0.8 recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_tube====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much Beam Weapons contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however 0.4 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-clipdist====&lt;br /&gt;
Changes the distance from the viewpoint for the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the distance to the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-mod====&lt;br /&gt;
&lt;br /&gt;
Specifies in which folders inside Freespace2 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 behaviour, 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;
:::Please note. Freespace Open doesn&#039;t like spaces in directories (in the full path) so do not install the game within &#039;&#039;Program Files/Freespace2&#039;&#039; or &#039;&#039;Games/Freespace 2&#039;&#039; and, of course, do not use spaces within mod directories (&#039;&#039;dir1&#039;&#039; is OK but &#039;&#039;dir 1&#039;&#039; isn&#039;t).&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. Within this Launcher 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;. If &#039;&#039;Freespace2/moddir/mod.ini&#039;&#039; exists, (its format must be plain text), it will be read and, inside it, the following section and lines can be used to modify the -mod flag too:&lt;br /&gt;
&lt;br /&gt;
: [multimod] &amp;lt;br&amp;gt; PrimaryList  = Pri1,Pri2,...(the rest of desired directories)...,Prix; &amp;lt;br&amp;gt;SecondaryList = Sec1,Sec2,...(the rest of desired directories)...,Secx;&lt;br /&gt;
&lt;br /&gt;
(Please note the ending semicolon (;) in each list line). With these lines the following flag would be built:&lt;br /&gt;
: &#039;&#039;&#039;-mod Pri1,Pri2,...,Prix,moddir,Sec1,Sec2,...,Secx&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If primary or secondary folders aren&#039;t used, their respective line can be erased or it can be typed as &#039;&#039;xxxxxxList = ;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::: &#039;&#039;&#039;&#039;&#039;PLEASE NOTE&#039;&#039;&#039;: &#039;&#039;&#039;Launcher v 5.4&#039;&#039;&#039;, or later, &#039;&#039;&#039;must be used&#039;&#039;&#039;. Earlier versions had some bugs that would cause the previous explanation about mod.ini fail.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::: The most common use of mod.ini and SecondaryList is sharing resources between mods. And the best example is the enhaced media vps from SCP crew. Most of the people install them in a folder called &#039;&#039;mediavps&#039;&#039; inside &#039;&#039;Freespace2&#039;&#039;. In this way when running retail FS2 they do not interfere with this original game version that doesn&#039;t use this -mod flag feature. When using FS2_Open but without mods, you just need to select &#039;&#039;mediavps&#039;&#039; in Launcher MOD tab to use them. And if you want to enjoy that enhacements while playing any &#039;real&#039; mod, you just need to put a mod.ini file inside its &#039;&#039;moddir&#039;&#039; with at least a &#039;&#039;SecondaryList = mediavps;&#039;&#039; line.&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.&lt;br /&gt;
#Files located inside vp archives. (These vp archives are &#039;similar&#039; 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 how this &#039;&#039;Mission.fs2&#039;&#039; is 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 enhaced ones adding them in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
As derived from 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;
&lt;br /&gt;
:&#039;&#039;&#039;Additional notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# This flag is also used by 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. No Launcher MOD tab available for this use. &amp;lt;br&amp;gt;  &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;
====-fov====&lt;br /&gt;
Specifies the Field of View for the player eyepoint.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the angle of the viewing cone in radians, from 0 to 2*pi&lt;br /&gt;
&lt;br /&gt;
You can set the cone of view making things look bigger/smaller. The problem with this is that if you choose a small FOV, you will have a squashed look on the edges of your screen - stretched edges with a too high FOV. It is recommended to change the FOV as FS2 normally has some perspective distortion at the screen edges (FOV too high). Set the FOV to something like 0.39 - it will fix the distortion problem, and (as a nice side effect) will make everything look bigger and more realistic scale-wise. The default is 0.75, if you go higher, you&#039;ll get the fish-eye effect. Feel free to experiment. This must be entered into the &amp;quot;Custom flags&amp;quot; field&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Because of an active bug, FOV can misalign target boxes, effects, etc. Please check [http://lore.maxgaming.net/~scp/mantis/bug_view_advanced_page.php?bug_id=0000083 Mantis bug 083 status]if you are going to change the default value.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-gamename====&lt;br /&gt;
Specifies the name of the game to be created by the host.  This only works when used in conjunction with -startgame.  This does nothing when used with -standalone.&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;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-password====&lt;br /&gt;
Specifies the password for a stand-alone 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 stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking below which a player must be to enter the game.&lt;br /&gt;
====-port====&lt;br /&gt;
Specifies the port on which to run for a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the port which the game should use to connect.&lt;br /&gt;
====-connect====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-clientdamage====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-timeout====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Martellato</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=7559</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=7559"/>
		<updated>2006-09-25T05:55:53Z</updated>

		<summary type="html">&lt;p&gt;Martellato: updated -password (again&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Launcher Flags==&lt;br /&gt;
The following command-line options can be chosen from the launcher.  &lt;br /&gt;
===Graphics===&lt;br /&gt;
====-spec====&lt;br /&gt;
Enables specular mapping.  Only polygons mapped with textures for which a shinemap exists will recieve specular mapping; no attempt is made to generate spec maps where they do not exist.  Specular maps are specified with the base map name plus &amp;quot;-shine&amp;quot; (i.e. TCov3A-shine.pcx).&lt;br /&gt;
====-env====&lt;br /&gt;
Enables environment mapping.  Environment mapping intensity will be determined from the intensity of specular maps.  At the time of this writing (build 3.6.9 RC7), environment mapping only works when the video mode is OpenGL. [[Installing_fs2_open#Video setup|See Video setup.]]&lt;br /&gt;
&lt;br /&gt;
====-glow====&lt;br /&gt;
Enables glowmapping.  Only polygons mapped with textures for which a glowmap exists will be glowmapped.  Glow maps are specified with the base map name plus &amp;quot;-glow&amp;quot; (i.e. TCov4A-glow.pcx)&lt;br /&gt;
&lt;br /&gt;
====-jpgtga====&lt;br /&gt;
Enables the use of TGA and JPG file formats for image files.  If a ship is showing up partially invisible, select this option.&lt;br /&gt;
====-pcx32====&lt;br /&gt;
&#039;&#039;&#039;WARNING - HIGH MEMORY USAGE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enables PCX files to be loaded into 32-bit memory.  This will not imporove the rendering of any ships in-game, and is usually more of a burden on performance than is worthwhile.  Use at your own risk.  Removed from launcher options after 3.6.7.&lt;br /&gt;
&lt;br /&gt;
====-cell====&lt;br /&gt;
Enables cell shading.  This will make graphics appear more &amp;quot;cartoonish&amp;quot;.  For use with media in mv_cell.vp.  Not considered a standard enhancement.&lt;br /&gt;
====-mipmap====&lt;br /&gt;
Enables mipmapping.&lt;br /&gt;
&lt;br /&gt;
====-nomotiondebris====&lt;br /&gt;
Disables motion debris.&lt;br /&gt;
====-2d_poof====&lt;br /&gt;
Applies nebula poofs in 2d, effectively preventing them from forming intersections with ships.&lt;br /&gt;
====-noscalevid====&lt;br /&gt;
Disables scaling of video clips.&lt;br /&gt;
====-missile_lighting====&lt;br /&gt;
Applys lighting to missiles.&lt;br /&gt;
====-rlm====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Enables more accurate lighting model for OpenGL mode.  Always on in current builds, so this command-line option has been removed.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Game Speed===&lt;br /&gt;
====-img2dds====&lt;br /&gt;
Converts all images to DDS (compressed) format.  Decreases memory usage but potentially reduces image quality.&lt;br /&gt;
====-no_vsync====&lt;br /&gt;
Disables vertical sync.&lt;br /&gt;
====-cache_bitmaps====&lt;br /&gt;
Caches bitmaps between missions, which will ideally reduce the load-time from one mission to another.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===HUD===&lt;br /&gt;
====-dualscanlines====&lt;br /&gt;
Adds a second pair of scanning lines to the target window when scanning an object.&lt;br /&gt;
====-targetinfo====&lt;br /&gt;
Displays target info, such as name and class, beside the targeted object.&lt;br /&gt;
====-orbradar====&lt;br /&gt;
Enables 3D radar (the Orb).  3D radar will replace the standard 2D version.&lt;br /&gt;
====-ballistic_gauge====&lt;br /&gt;
Adds an ammo gauge to the HUD when armed with a ballistic weapon.&lt;br /&gt;
====-rearm_timer====&lt;br /&gt;
Displays time remaining until rearm and repair from a support ship is complete.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-smart_shields====&lt;br /&gt;
Enables &amp;quot;smart&amp;quot; shield recharging.  Shield recharge is distributed to the most damaged shield quadrant instead of being distributed equally across the entire shield and be wasted when a quadrant is full.&lt;br /&gt;
====-ship_choice_3d====&lt;br /&gt;
Use ship and weapon models in ship selection and weapon loadout.  Completely disables the standard ANI interface on those screens.&lt;br /&gt;
====-3dwarp====&lt;br /&gt;
Use full geometry for the subspace warp effect.&lt;br /&gt;
====-warp_flash====&lt;br /&gt;
Enable a flash at warp in and warp out.&lt;br /&gt;
====-UseNewAI====&lt;br /&gt;
Tells the game to use new AI routines.  This argument alters mission balance and is not considered a standard feature.&lt;br /&gt;
====-tbp====&lt;br /&gt;
Enable feature set for The Babylon Project&lt;br /&gt;
====-wcsaga====&lt;br /&gt;
Enable feature set for The Wing Commander Saga&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Audio===&lt;br /&gt;
====-snd_preload====&lt;br /&gt;
Preload mission sounds.  Useful in preventing game stuttering when sounds are played for the first time.&lt;br /&gt;
====-nosound====&lt;br /&gt;
Disables all sounds.&lt;br /&gt;
====-nomusic====&lt;br /&gt;
Disables music only.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-standalone====&lt;br /&gt;
Creates a standalone server.&lt;br /&gt;
====-startgame====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-closed====&lt;br /&gt;
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;
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 - 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;
Disables return to the flight deck screen after a mission completes.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
====-fixbugs====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.  This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
====-nocrash====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.  This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
====-oldfire====&lt;br /&gt;
&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;
====-nohtl====&lt;br /&gt;
&#039;&#039;&#039;WARNING - VERY SLOW&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reverts to software rendering mode.  Does this work any more?&lt;br /&gt;
====-no_set_gamma====&lt;br /&gt;
Disables the gamma settings in the options screen.&lt;br /&gt;
====-nomovies====&lt;br /&gt;
Disables all video playback.&lt;br /&gt;
====-noparseerrors====&lt;br /&gt;
Disables some parsing warnings and makes other parse errors non-fatal.  Do not rely on this when creating new tables, the errors are there for a reason.&lt;br /&gt;
====-safeloading====&lt;br /&gt;
Loads missions the old way.  Typically safer, but slower.&lt;br /&gt;
====-query_speech====&lt;br /&gt;
Determines if the current build includes text-to-speech.&lt;br /&gt;
====-d3d_bad_tsys====&lt;br /&gt;
Enable inefficient texture system.&lt;br /&gt;
====-novbo====&lt;br /&gt;
Disables OpenGL VBO.&lt;br /&gt;
====-noibx====&lt;br /&gt;
Disables IBX caching of model geometry data.  This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.&lt;br /&gt;
====-loadallweps====&lt;br /&gt;
Load all weapons, even those not used.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Experimental===&lt;br /&gt;
====-alpha_env====&lt;br /&gt;
Enables alpha environment mapping.  OpenGL only.  Environment mapping intensity will be determined from the alpha channel of specular maps.&lt;br /&gt;
====-decals====&lt;br /&gt;
Enables damage decals.&lt;br /&gt;
====-ingame_join====&lt;br /&gt;
Enables ingame joining in multiplayer.  FIXME: Host option?&lt;br /&gt;
====-tga16====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to converts TGA images to 16-bits in order to reduce memory footprint (at the expense of image quality), superseded by &#039;&#039;-img2dds&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Development Tools===&lt;br /&gt;
====-fps====&lt;br /&gt;
Displays current frames per second.&lt;br /&gt;
====-pos====&lt;br /&gt;
Displays current position coordinates of camera.&lt;br /&gt;
====-window====&lt;br /&gt;
Runs the game in a window.  No check to make sure that resolution is no higher than your desktop resolution, so be careful.&lt;br /&gt;
====-timerbar====&lt;br /&gt;
Displays a timing bar across the top of the screen.  Timebar format varies by build.&lt;br /&gt;
====-stats====&lt;br /&gt;
Shows total and free physical memory, virtual memory and system pagefile.&lt;br /&gt;
&lt;br /&gt;
====-coords====&lt;br /&gt;
Shows coordinates of the mouse cursor.&lt;br /&gt;
====-show_mem_usage====&lt;br /&gt;
Shows detailed RAM usage in HUD.&lt;br /&gt;
&lt;br /&gt;
The meaning of the info displayed in the upper right corner 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 is 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;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-tablecrcs====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-missioncrcs====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-dis_collisions====&lt;br /&gt;
Disables all collisions.&lt;br /&gt;
====-dis_weapons====&lt;br /&gt;
Disables weapons rendering.&lt;br /&gt;
====-output_sexps====&lt;br /&gt;
Outputs SEXPs to sexps.html.&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
Outputs scripting to scripting.html.&lt;br /&gt;
====-nograb====&lt;br /&gt;
Unix only.  Disables focus grabbing in a window.&lt;br /&gt;
==Other==&lt;br /&gt;
The following options are not available as checkboxes in the launcher.  Many require parameters, which follow the flag seperated by a space.  The prototype for use in this case is &amp;quot;-option argument&amp;quot;&lt;br /&gt;
===Graphics===&lt;br /&gt;
====-ambient_factor====&lt;br /&gt;
&lt;br /&gt;
This must be entered into the &amp;quot;Custom flags&amp;quot; field. This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. FS2&#039;s standard value is 120. Try 75 for a good and realistic looking value. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_exp====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16, however 11 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_point====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the&lt;br /&gt;
&amp;quot;Custom flags&amp;quot; field. Adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. Default is 1.0, however 0.6 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_static====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however is 0.8 recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_tube====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much Beam Weapons contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however 0.4 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-clipdist====&lt;br /&gt;
Changes the distance from the viewpoint for the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the distance to the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-mod====&lt;br /&gt;
&lt;br /&gt;
Specifies in which folders inside Freespace2 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 behaviour, 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;
:::Please note. Freespace Open doesn&#039;t like spaces in directories (in the full path) so do not install the game within &#039;&#039;Program Files/Freespace2&#039;&#039; or &#039;&#039;Games/Freespace 2&#039;&#039; and, of course, do not use spaces within mod directories (&#039;&#039;dir1&#039;&#039; is OK but &#039;&#039;dir 1&#039;&#039; isn&#039;t).&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. Within this Launcher 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;. If &#039;&#039;Freespace2/moddir/mod.ini&#039;&#039; exists, (its format must be plain text), it will be read and, inside it, the following section and lines can be used to modify the -mod flag too:&lt;br /&gt;
&lt;br /&gt;
: [multimod] &amp;lt;br&amp;gt; PrimaryList  = Pri1,Pri2,...(the rest of desired directories)...,Prix; &amp;lt;br&amp;gt;SecondaryList = Sec1,Sec2,...(the rest of desired directories)...,Secx;&lt;br /&gt;
&lt;br /&gt;
(Please note the ending semicolon (;) in each list line). With these lines the following flag would be built:&lt;br /&gt;
: &#039;&#039;&#039;-mod Pri1,Pri2,...,Prix,moddir,Sec1,Sec2,...,Secx&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If primary or secondary folders aren&#039;t used, their respective line can be erased or it can be typed as &#039;&#039;xxxxxxList = ;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::: &#039;&#039;&#039;&#039;&#039;PLEASE NOTE&#039;&#039;&#039;: &#039;&#039;&#039;Launcher v 5.4&#039;&#039;&#039;, or later, &#039;&#039;&#039;must be used&#039;&#039;&#039;. Earlier versions had some bugs that would cause the previous explanation about mod.ini fail.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::: The most common use of mod.ini and SecondaryList is sharing resources between mods. And the best example is the enhaced media vps from SCP crew. Most of the people install them in a folder called &#039;&#039;mediavps&#039;&#039; inside &#039;&#039;Freespace2&#039;&#039;. In this way when running retail FS2 they do not interfere with this original game version that doesn&#039;t use this -mod flag feature. When using FS2_Open but without mods, you just need to select &#039;&#039;mediavps&#039;&#039; in Launcher MOD tab to use them. And if you want to enjoy that enhacements while playing any &#039;real&#039; mod, you just need to put a mod.ini file inside its &#039;&#039;moddir&#039;&#039; with at least a &#039;&#039;SecondaryList = mediavps;&#039;&#039; line.&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.&lt;br /&gt;
#Files located inside vp archives. (These vp archives are &#039;similar&#039; 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 how this &#039;&#039;Mission.fs2&#039;&#039; is 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 enhaced ones adding them in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
As derived from 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;
&lt;br /&gt;
:&#039;&#039;&#039;Additional notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# This flag is also used by 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. No Launcher MOD tab available for this use. &amp;lt;br&amp;gt;  &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;
====-fov====&lt;br /&gt;
Specifies the Field of View for the player eyepoint.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the angle of the viewing cone in radians, from 0 to 2*pi&lt;br /&gt;
&lt;br /&gt;
You can set the cone of view making things look bigger/smaller. The problem with this is that if you choose a small FOV, you will have a squashed look on the edges of your screen - stretched edges with a too high FOV. It is recommended to change the FOV as FS2 normally has some perspective distortion at the screen edges (FOV too high). Set the FOV to something like 0.39 - it will fix the distortion problem, and (as a nice side effect) will make everything look bigger and more realistic scale-wise. The default is 0.75, if you go higher, you&#039;ll get the fish-eye effect. Feel free to experiment. This must be entered into the &amp;quot;Custom flags&amp;quot; field&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Because of an active bug, FOV can misalign target boxes, effects, etc. Please check [http://lore.maxgaming.net/~scp/mantis/bug_view_advanced_page.php?bug_id=0000083 Mantis bug 083 status]if you are going to change the default value.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-gamename====&lt;br /&gt;
Specifies the name of the game to be created by the host.  This only works when used in conjunction with -startgame.  This does nothing when used with -standalone.&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;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-password====&lt;br /&gt;
Specifies the password for a stand-alone 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 on a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking above which a player must be to enter the game.&lt;br /&gt;
====-allowbelow====&lt;br /&gt;
Specifies a player&#039;s maximum rank for joining a game on a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking below which a player must be to enter the game.&lt;br /&gt;
====-port====&lt;br /&gt;
Specifies the port on which to run for a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the port which the game should use to connect.&lt;br /&gt;
====-connect====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-clientdamage====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-timeout====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Martellato</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=7558</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=7558"/>
		<updated>2006-09-25T05:54:38Z</updated>

		<summary type="html">&lt;p&gt;Martellato: updated -password&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Launcher Flags==&lt;br /&gt;
The following command-line options can be chosen from the launcher.  &lt;br /&gt;
===Graphics===&lt;br /&gt;
====-spec====&lt;br /&gt;
Enables specular mapping.  Only polygons mapped with textures for which a shinemap exists will recieve specular mapping; no attempt is made to generate spec maps where they do not exist.  Specular maps are specified with the base map name plus &amp;quot;-shine&amp;quot; (i.e. TCov3A-shine.pcx).&lt;br /&gt;
====-env====&lt;br /&gt;
Enables environment mapping.  Environment mapping intensity will be determined from the intensity of specular maps.  At the time of this writing (build 3.6.9 RC7), environment mapping only works when the video mode is OpenGL. [[Installing_fs2_open#Video setup|See Video setup.]]&lt;br /&gt;
&lt;br /&gt;
====-glow====&lt;br /&gt;
Enables glowmapping.  Only polygons mapped with textures for which a glowmap exists will be glowmapped.  Glow maps are specified with the base map name plus &amp;quot;-glow&amp;quot; (i.e. TCov4A-glow.pcx)&lt;br /&gt;
&lt;br /&gt;
====-jpgtga====&lt;br /&gt;
Enables the use of TGA and JPG file formats for image files.  If a ship is showing up partially invisible, select this option.&lt;br /&gt;
====-pcx32====&lt;br /&gt;
&#039;&#039;&#039;WARNING - HIGH MEMORY USAGE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enables PCX files to be loaded into 32-bit memory.  This will not imporove the rendering of any ships in-game, and is usually more of a burden on performance than is worthwhile.  Use at your own risk.  Removed from launcher options after 3.6.7.&lt;br /&gt;
&lt;br /&gt;
====-cell====&lt;br /&gt;
Enables cell shading.  This will make graphics appear more &amp;quot;cartoonish&amp;quot;.  For use with media in mv_cell.vp.  Not considered a standard enhancement.&lt;br /&gt;
====-mipmap====&lt;br /&gt;
Enables mipmapping.&lt;br /&gt;
&lt;br /&gt;
====-nomotiondebris====&lt;br /&gt;
Disables motion debris.&lt;br /&gt;
====-2d_poof====&lt;br /&gt;
Applies nebula poofs in 2d, effectively preventing them from forming intersections with ships.&lt;br /&gt;
====-noscalevid====&lt;br /&gt;
Disables scaling of video clips.&lt;br /&gt;
====-missile_lighting====&lt;br /&gt;
Applys lighting to missiles.&lt;br /&gt;
====-rlm====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Enables more accurate lighting model for OpenGL mode.  Always on in current builds, so this command-line option has been removed.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Game Speed===&lt;br /&gt;
====-img2dds====&lt;br /&gt;
Converts all images to DDS (compressed) format.  Decreases memory usage but potentially reduces image quality.&lt;br /&gt;
====-no_vsync====&lt;br /&gt;
Disables vertical sync.&lt;br /&gt;
====-cache_bitmaps====&lt;br /&gt;
Caches bitmaps between missions, which will ideally reduce the load-time from one mission to another.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===HUD===&lt;br /&gt;
====-dualscanlines====&lt;br /&gt;
Adds a second pair of scanning lines to the target window when scanning an object.&lt;br /&gt;
====-targetinfo====&lt;br /&gt;
Displays target info, such as name and class, beside the targeted object.&lt;br /&gt;
====-orbradar====&lt;br /&gt;
Enables 3D radar (the Orb).  3D radar will replace the standard 2D version.&lt;br /&gt;
====-ballistic_gauge====&lt;br /&gt;
Adds an ammo gauge to the HUD when armed with a ballistic weapon.&lt;br /&gt;
====-rearm_timer====&lt;br /&gt;
Displays time remaining until rearm and repair from a support ship is complete.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-smart_shields====&lt;br /&gt;
Enables &amp;quot;smart&amp;quot; shield recharging.  Shield recharge is distributed to the most damaged shield quadrant instead of being distributed equally across the entire shield and be wasted when a quadrant is full.&lt;br /&gt;
====-ship_choice_3d====&lt;br /&gt;
Use ship and weapon models in ship selection and weapon loadout.  Completely disables the standard ANI interface on those screens.&lt;br /&gt;
====-3dwarp====&lt;br /&gt;
Use full geometry for the subspace warp effect.&lt;br /&gt;
====-warp_flash====&lt;br /&gt;
Enable a flash at warp in and warp out.&lt;br /&gt;
====-UseNewAI====&lt;br /&gt;
Tells the game to use new AI routines.  This argument alters mission balance and is not considered a standard feature.&lt;br /&gt;
====-tbp====&lt;br /&gt;
Enable feature set for The Babylon Project&lt;br /&gt;
====-wcsaga====&lt;br /&gt;
Enable feature set for The Wing Commander Saga&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Audio===&lt;br /&gt;
====-snd_preload====&lt;br /&gt;
Preload mission sounds.  Useful in preventing game stuttering when sounds are played for the first time.&lt;br /&gt;
====-nosound====&lt;br /&gt;
Disables all sounds.&lt;br /&gt;
====-nomusic====&lt;br /&gt;
Disables music only.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-standalone====&lt;br /&gt;
Creates a standalone server.&lt;br /&gt;
====-startgame====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-closed====&lt;br /&gt;
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;
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 - 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;
Disables return to the flight deck screen after a mission completes.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
====-fixbugs====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.  This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
====-nocrash====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.  This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
====-oldfire====&lt;br /&gt;
&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;
====-nohtl====&lt;br /&gt;
&#039;&#039;&#039;WARNING - VERY SLOW&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reverts to software rendering mode.  Does this work any more?&lt;br /&gt;
====-no_set_gamma====&lt;br /&gt;
Disables the gamma settings in the options screen.&lt;br /&gt;
====-nomovies====&lt;br /&gt;
Disables all video playback.&lt;br /&gt;
====-noparseerrors====&lt;br /&gt;
Disables some parsing warnings and makes other parse errors non-fatal.  Do not rely on this when creating new tables, the errors are there for a reason.&lt;br /&gt;
====-safeloading====&lt;br /&gt;
Loads missions the old way.  Typically safer, but slower.&lt;br /&gt;
====-query_speech====&lt;br /&gt;
Determines if the current build includes text-to-speech.&lt;br /&gt;
====-d3d_bad_tsys====&lt;br /&gt;
Enable inefficient texture system.&lt;br /&gt;
====-novbo====&lt;br /&gt;
Disables OpenGL VBO.&lt;br /&gt;
====-noibx====&lt;br /&gt;
Disables IBX caching of model geometry data.  This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.&lt;br /&gt;
====-loadallweps====&lt;br /&gt;
Load all weapons, even those not used.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Experimental===&lt;br /&gt;
====-alpha_env====&lt;br /&gt;
Enables alpha environment mapping.  OpenGL only.  Environment mapping intensity will be determined from the alpha channel of specular maps.&lt;br /&gt;
====-decals====&lt;br /&gt;
Enables damage decals.&lt;br /&gt;
====-ingame_join====&lt;br /&gt;
Enables ingame joining in multiplayer.  FIXME: Host option?&lt;br /&gt;
====-tga16====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to converts TGA images to 16-bits in order to reduce memory footprint (at the expense of image quality), superseded by &#039;&#039;-img2dds&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Development Tools===&lt;br /&gt;
====-fps====&lt;br /&gt;
Displays current frames per second.&lt;br /&gt;
====-pos====&lt;br /&gt;
Displays current position coordinates of camera.&lt;br /&gt;
====-window====&lt;br /&gt;
Runs the game in a window.  No check to make sure that resolution is no higher than your desktop resolution, so be careful.&lt;br /&gt;
====-timerbar====&lt;br /&gt;
Displays a timing bar across the top of the screen.  Timebar format varies by build.&lt;br /&gt;
====-stats====&lt;br /&gt;
Shows total and free physical memory, virtual memory and system pagefile.&lt;br /&gt;
&lt;br /&gt;
====-coords====&lt;br /&gt;
Shows coordinates of the mouse cursor.&lt;br /&gt;
====-show_mem_usage====&lt;br /&gt;
Shows detailed RAM usage in HUD.&lt;br /&gt;
&lt;br /&gt;
The meaning of the info displayed in the upper right corner 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 is 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;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-tablecrcs====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-missioncrcs====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-dis_collisions====&lt;br /&gt;
Disables all collisions.&lt;br /&gt;
====-dis_weapons====&lt;br /&gt;
Disables weapons rendering.&lt;br /&gt;
====-output_sexps====&lt;br /&gt;
Outputs SEXPs to sexps.html.&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
Outputs scripting to scripting.html.&lt;br /&gt;
====-nograb====&lt;br /&gt;
Unix only.  Disables focus grabbing in a window.&lt;br /&gt;
==Other==&lt;br /&gt;
The following options are not available as checkboxes in the launcher.  Many require parameters, which follow the flag seperated by a space.  The prototype for use in this case is &amp;quot;-option argument&amp;quot;&lt;br /&gt;
===Graphics===&lt;br /&gt;
====-ambient_factor====&lt;br /&gt;
&lt;br /&gt;
This must be entered into the &amp;quot;Custom flags&amp;quot; field. This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. FS2&#039;s standard value is 120. Try 75 for a good and realistic looking value. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_exp====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16, however 11 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_point====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the&lt;br /&gt;
&amp;quot;Custom flags&amp;quot; field. Adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. Default is 1.0, however 0.6 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_static====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however is 0.8 recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_tube====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much Beam Weapons contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however 0.4 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-clipdist====&lt;br /&gt;
Changes the distance from the viewpoint for the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the distance to the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-mod====&lt;br /&gt;
&lt;br /&gt;
Specifies in which folders inside Freespace2 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 behaviour, 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;
:::Please note. Freespace Open doesn&#039;t like spaces in directories (in the full path) so do not install the game within &#039;&#039;Program Files/Freespace2&#039;&#039; or &#039;&#039;Games/Freespace 2&#039;&#039; and, of course, do not use spaces within mod directories (&#039;&#039;dir1&#039;&#039; is OK but &#039;&#039;dir 1&#039;&#039; isn&#039;t).&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. Within this Launcher 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;. If &#039;&#039;Freespace2/moddir/mod.ini&#039;&#039; exists, (its format must be plain text), it will be read and, inside it, the following section and lines can be used to modify the -mod flag too:&lt;br /&gt;
&lt;br /&gt;
: [multimod] &amp;lt;br&amp;gt; PrimaryList  = Pri1,Pri2,...(the rest of desired directories)...,Prix; &amp;lt;br&amp;gt;SecondaryList = Sec1,Sec2,...(the rest of desired directories)...,Secx;&lt;br /&gt;
&lt;br /&gt;
(Please note the ending semicolon (;) in each list line). With these lines the following flag would be built:&lt;br /&gt;
: &#039;&#039;&#039;-mod Pri1,Pri2,...,Prix,moddir,Sec1,Sec2,...,Secx&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If primary or secondary folders aren&#039;t used, their respective line can be erased or it can be typed as &#039;&#039;xxxxxxList = ;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::: &#039;&#039;&#039;&#039;&#039;PLEASE NOTE&#039;&#039;&#039;: &#039;&#039;&#039;Launcher v 5.4&#039;&#039;&#039;, or later, &#039;&#039;&#039;must be used&#039;&#039;&#039;. Earlier versions had some bugs that would cause the previous explanation about mod.ini fail.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::: The most common use of mod.ini and SecondaryList is sharing resources between mods. And the best example is the enhaced media vps from SCP crew. Most of the people install them in a folder called &#039;&#039;mediavps&#039;&#039; inside &#039;&#039;Freespace2&#039;&#039;. In this way when running retail FS2 they do not interfere with this original game version that doesn&#039;t use this -mod flag feature. When using FS2_Open but without mods, you just need to select &#039;&#039;mediavps&#039;&#039; in Launcher MOD tab to use them. And if you want to enjoy that enhacements while playing any &#039;real&#039; mod, you just need to put a mod.ini file inside its &#039;&#039;moddir&#039;&#039; with at least a &#039;&#039;SecondaryList = mediavps;&#039;&#039; line.&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.&lt;br /&gt;
#Files located inside vp archives. (These vp archives are &#039;similar&#039; 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 how this &#039;&#039;Mission.fs2&#039;&#039; is 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 enhaced ones adding them in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
As derived from 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;
&lt;br /&gt;
:&#039;&#039;&#039;Additional notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# This flag is also used by 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. No Launcher MOD tab available for this use. &amp;lt;br&amp;gt;  &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;
====-fov====&lt;br /&gt;
Specifies the Field of View for the player eyepoint.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the angle of the viewing cone in radians, from 0 to 2*pi&lt;br /&gt;
&lt;br /&gt;
You can set the cone of view making things look bigger/smaller. The problem with this is that if you choose a small FOV, you will have a squashed look on the edges of your screen - stretched edges with a too high FOV. It is recommended to change the FOV as FS2 normally has some perspective distortion at the screen edges (FOV too high). Set the FOV to something like 0.39 - it will fix the distortion problem, and (as a nice side effect) will make everything look bigger and more realistic scale-wise. The default is 0.75, if you go higher, you&#039;ll get the fish-eye effect. Feel free to experiment. This must be entered into the &amp;quot;Custom flags&amp;quot; field&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Because of an active bug, FOV can misalign target boxes, effects, etc. Please check [http://lore.maxgaming.net/~scp/mantis/bug_view_advanced_page.php?bug_id=0000083 Mantis bug 083 status]if you are going to change the default value.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-gamename====&lt;br /&gt;
Specifies the name of the game to be created by the host.  This only works when used in conjunction with -startgame.  This does nothing when used with -standalone.&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;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-password====&lt;br /&gt;
Specifies the password for a stand-alone server.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -closed or -password.&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#-password|-password]]&lt;br /&gt;
&lt;br /&gt;
====-allowabove====&lt;br /&gt;
Specifies a player&#039;s minimum rank for joining a game on a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking above which a player must be to enter the game.&lt;br /&gt;
====-allowbelow====&lt;br /&gt;
Specifies a player&#039;s maximum rank for joining a game on a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking below which a player must be to enter the game.&lt;br /&gt;
====-port====&lt;br /&gt;
Specifies the port on which to run for a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the port which the game should use to connect.&lt;br /&gt;
====-connect====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-clientdamage====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-timeout====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Martellato</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=7557</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=7557"/>
		<updated>2006-09-25T05:53:13Z</updated>

		<summary type="html">&lt;p&gt;Martellato: updated -closed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Launcher Flags==&lt;br /&gt;
The following command-line options can be chosen from the launcher.  &lt;br /&gt;
===Graphics===&lt;br /&gt;
====-spec====&lt;br /&gt;
Enables specular mapping.  Only polygons mapped with textures for which a shinemap exists will recieve specular mapping; no attempt is made to generate spec maps where they do not exist.  Specular maps are specified with the base map name plus &amp;quot;-shine&amp;quot; (i.e. TCov3A-shine.pcx).&lt;br /&gt;
====-env====&lt;br /&gt;
Enables environment mapping.  Environment mapping intensity will be determined from the intensity of specular maps.  At the time of this writing (build 3.6.9 RC7), environment mapping only works when the video mode is OpenGL. [[Installing_fs2_open#Video setup|See Video setup.]]&lt;br /&gt;
&lt;br /&gt;
====-glow====&lt;br /&gt;
Enables glowmapping.  Only polygons mapped with textures for which a glowmap exists will be glowmapped.  Glow maps are specified with the base map name plus &amp;quot;-glow&amp;quot; (i.e. TCov4A-glow.pcx)&lt;br /&gt;
&lt;br /&gt;
====-jpgtga====&lt;br /&gt;
Enables the use of TGA and JPG file formats for image files.  If a ship is showing up partially invisible, select this option.&lt;br /&gt;
====-pcx32====&lt;br /&gt;
&#039;&#039;&#039;WARNING - HIGH MEMORY USAGE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enables PCX files to be loaded into 32-bit memory.  This will not imporove the rendering of any ships in-game, and is usually more of a burden on performance than is worthwhile.  Use at your own risk.  Removed from launcher options after 3.6.7.&lt;br /&gt;
&lt;br /&gt;
====-cell====&lt;br /&gt;
Enables cell shading.  This will make graphics appear more &amp;quot;cartoonish&amp;quot;.  For use with media in mv_cell.vp.  Not considered a standard enhancement.&lt;br /&gt;
====-mipmap====&lt;br /&gt;
Enables mipmapping.&lt;br /&gt;
&lt;br /&gt;
====-nomotiondebris====&lt;br /&gt;
Disables motion debris.&lt;br /&gt;
====-2d_poof====&lt;br /&gt;
Applies nebula poofs in 2d, effectively preventing them from forming intersections with ships.&lt;br /&gt;
====-noscalevid====&lt;br /&gt;
Disables scaling of video clips.&lt;br /&gt;
====-missile_lighting====&lt;br /&gt;
Applys lighting to missiles.&lt;br /&gt;
====-rlm====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Enables more accurate lighting model for OpenGL mode.  Always on in current builds, so this command-line option has been removed.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Game Speed===&lt;br /&gt;
====-img2dds====&lt;br /&gt;
Converts all images to DDS (compressed) format.  Decreases memory usage but potentially reduces image quality.&lt;br /&gt;
====-no_vsync====&lt;br /&gt;
Disables vertical sync.&lt;br /&gt;
====-cache_bitmaps====&lt;br /&gt;
Caches bitmaps between missions, which will ideally reduce the load-time from one mission to another.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===HUD===&lt;br /&gt;
====-dualscanlines====&lt;br /&gt;
Adds a second pair of scanning lines to the target window when scanning an object.&lt;br /&gt;
====-targetinfo====&lt;br /&gt;
Displays target info, such as name and class, beside the targeted object.&lt;br /&gt;
====-orbradar====&lt;br /&gt;
Enables 3D radar (the Orb).  3D radar will replace the standard 2D version.&lt;br /&gt;
====-ballistic_gauge====&lt;br /&gt;
Adds an ammo gauge to the HUD when armed with a ballistic weapon.&lt;br /&gt;
====-rearm_timer====&lt;br /&gt;
Displays time remaining until rearm and repair from a support ship is complete.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-smart_shields====&lt;br /&gt;
Enables &amp;quot;smart&amp;quot; shield recharging.  Shield recharge is distributed to the most damaged shield quadrant instead of being distributed equally across the entire shield and be wasted when a quadrant is full.&lt;br /&gt;
====-ship_choice_3d====&lt;br /&gt;
Use ship and weapon models in ship selection and weapon loadout.  Completely disables the standard ANI interface on those screens.&lt;br /&gt;
====-3dwarp====&lt;br /&gt;
Use full geometry for the subspace warp effect.&lt;br /&gt;
====-warp_flash====&lt;br /&gt;
Enable a flash at warp in and warp out.&lt;br /&gt;
====-UseNewAI====&lt;br /&gt;
Tells the game to use new AI routines.  This argument alters mission balance and is not considered a standard feature.&lt;br /&gt;
====-tbp====&lt;br /&gt;
Enable feature set for The Babylon Project&lt;br /&gt;
====-wcsaga====&lt;br /&gt;
Enable feature set for The Wing Commander Saga&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Audio===&lt;br /&gt;
====-snd_preload====&lt;br /&gt;
Preload mission sounds.  Useful in preventing game stuttering when sounds are played for the first time.&lt;br /&gt;
====-nosound====&lt;br /&gt;
Disables all sounds.&lt;br /&gt;
====-nomusic====&lt;br /&gt;
Disables music only.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-standalone====&lt;br /&gt;
Creates a standalone server.&lt;br /&gt;
====-startgame====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-closed====&lt;br /&gt;
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;
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 - 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;
Disables return to the flight deck screen after a mission completes.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
====-fixbugs====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.  This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
====-nocrash====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.  This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
====-oldfire====&lt;br /&gt;
&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;
====-nohtl====&lt;br /&gt;
&#039;&#039;&#039;WARNING - VERY SLOW&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reverts to software rendering mode.  Does this work any more?&lt;br /&gt;
====-no_set_gamma====&lt;br /&gt;
Disables the gamma settings in the options screen.&lt;br /&gt;
====-nomovies====&lt;br /&gt;
Disables all video playback.&lt;br /&gt;
====-noparseerrors====&lt;br /&gt;
Disables some parsing warnings and makes other parse errors non-fatal.  Do not rely on this when creating new tables, the errors are there for a reason.&lt;br /&gt;
====-safeloading====&lt;br /&gt;
Loads missions the old way.  Typically safer, but slower.&lt;br /&gt;
====-query_speech====&lt;br /&gt;
Determines if the current build includes text-to-speech.&lt;br /&gt;
====-d3d_bad_tsys====&lt;br /&gt;
Enable inefficient texture system.&lt;br /&gt;
====-novbo====&lt;br /&gt;
Disables OpenGL VBO.&lt;br /&gt;
====-noibx====&lt;br /&gt;
Disables IBX caching of model geometry data.  This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.&lt;br /&gt;
====-loadallweps====&lt;br /&gt;
Load all weapons, even those not used.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Experimental===&lt;br /&gt;
====-alpha_env====&lt;br /&gt;
Enables alpha environment mapping.  OpenGL only.  Environment mapping intensity will be determined from the alpha channel of specular maps.&lt;br /&gt;
====-decals====&lt;br /&gt;
Enables damage decals.&lt;br /&gt;
====-ingame_join====&lt;br /&gt;
Enables ingame joining in multiplayer.  FIXME: Host option?&lt;br /&gt;
====-tga16====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to converts TGA images to 16-bits in order to reduce memory footprint (at the expense of image quality), superseded by &#039;&#039;-img2dds&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Development Tools===&lt;br /&gt;
====-fps====&lt;br /&gt;
Displays current frames per second.&lt;br /&gt;
====-pos====&lt;br /&gt;
Displays current position coordinates of camera.&lt;br /&gt;
====-window====&lt;br /&gt;
Runs the game in a window.  No check to make sure that resolution is no higher than your desktop resolution, so be careful.&lt;br /&gt;
====-timerbar====&lt;br /&gt;
Displays a timing bar across the top of the screen.  Timebar format varies by build.&lt;br /&gt;
====-stats====&lt;br /&gt;
Shows total and free physical memory, virtual memory and system pagefile.&lt;br /&gt;
&lt;br /&gt;
====-coords====&lt;br /&gt;
Shows coordinates of the mouse cursor.&lt;br /&gt;
====-show_mem_usage====&lt;br /&gt;
Shows detailed RAM usage in HUD.&lt;br /&gt;
&lt;br /&gt;
The meaning of the info displayed in the upper right corner 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 is 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;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-tablecrcs====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-missioncrcs====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-dis_collisions====&lt;br /&gt;
Disables all collisions.&lt;br /&gt;
====-dis_weapons====&lt;br /&gt;
Disables weapons rendering.&lt;br /&gt;
====-output_sexps====&lt;br /&gt;
Outputs SEXPs to sexps.html.&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
Outputs scripting to scripting.html.&lt;br /&gt;
====-nograb====&lt;br /&gt;
Unix only.  Disables focus grabbing in a window.&lt;br /&gt;
==Other==&lt;br /&gt;
The following options are not available as checkboxes in the launcher.  Many require parameters, which follow the flag seperated by a space.  The prototype for use in this case is &amp;quot;-option argument&amp;quot;&lt;br /&gt;
===Graphics===&lt;br /&gt;
====-ambient_factor====&lt;br /&gt;
&lt;br /&gt;
This must be entered into the &amp;quot;Custom flags&amp;quot; field. This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. FS2&#039;s standard value is 120. Try 75 for a good and realistic looking value. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_exp====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16, however 11 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_point====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the&lt;br /&gt;
&amp;quot;Custom flags&amp;quot; field. Adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. Default is 1.0, however 0.6 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_static====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however is 0.8 recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_tube====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much Beam Weapons contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however 0.4 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-clipdist====&lt;br /&gt;
Changes the distance from the viewpoint for the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the distance to the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-mod====&lt;br /&gt;
&lt;br /&gt;
Specifies in which folders inside Freespace2 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 behaviour, 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;
:::Please note. Freespace Open doesn&#039;t like spaces in directories (in the full path) so do not install the game within &#039;&#039;Program Files/Freespace2&#039;&#039; or &#039;&#039;Games/Freespace 2&#039;&#039; and, of course, do not use spaces within mod directories (&#039;&#039;dir1&#039;&#039; is OK but &#039;&#039;dir 1&#039;&#039; isn&#039;t).&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. Within this Launcher 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;. If &#039;&#039;Freespace2/moddir/mod.ini&#039;&#039; exists, (its format must be plain text), it will be read and, inside it, the following section and lines can be used to modify the -mod flag too:&lt;br /&gt;
&lt;br /&gt;
: [multimod] &amp;lt;br&amp;gt; PrimaryList  = Pri1,Pri2,...(the rest of desired directories)...,Prix; &amp;lt;br&amp;gt;SecondaryList = Sec1,Sec2,...(the rest of desired directories)...,Secx;&lt;br /&gt;
&lt;br /&gt;
(Please note the ending semicolon (;) in each list line). With these lines the following flag would be built:&lt;br /&gt;
: &#039;&#039;&#039;-mod Pri1,Pri2,...,Prix,moddir,Sec1,Sec2,...,Secx&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If primary or secondary folders aren&#039;t used, their respective line can be erased or it can be typed as &#039;&#039;xxxxxxList = ;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::: &#039;&#039;&#039;&#039;&#039;PLEASE NOTE&#039;&#039;&#039;: &#039;&#039;&#039;Launcher v 5.4&#039;&#039;&#039;, or later, &#039;&#039;&#039;must be used&#039;&#039;&#039;. Earlier versions had some bugs that would cause the previous explanation about mod.ini fail.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::: The most common use of mod.ini and SecondaryList is sharing resources between mods. And the best example is the enhaced media vps from SCP crew. Most of the people install them in a folder called &#039;&#039;mediavps&#039;&#039; inside &#039;&#039;Freespace2&#039;&#039;. In this way when running retail FS2 they do not interfere with this original game version that doesn&#039;t use this -mod flag feature. When using FS2_Open but without mods, you just need to select &#039;&#039;mediavps&#039;&#039; in Launcher MOD tab to use them. And if you want to enjoy that enhacements while playing any &#039;real&#039; mod, you just need to put a mod.ini file inside its &#039;&#039;moddir&#039;&#039; with at least a &#039;&#039;SecondaryList = mediavps;&#039;&#039; line.&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.&lt;br /&gt;
#Files located inside vp archives. (These vp archives are &#039;similar&#039; 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 how this &#039;&#039;Mission.fs2&#039;&#039; is 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 enhaced ones adding them in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
As derived from 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;
&lt;br /&gt;
:&#039;&#039;&#039;Additional notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# This flag is also used by 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. No Launcher MOD tab available for this use. &amp;lt;br&amp;gt;  &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;
====-fov====&lt;br /&gt;
Specifies the Field of View for the player eyepoint.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the angle of the viewing cone in radians, from 0 to 2*pi&lt;br /&gt;
&lt;br /&gt;
You can set the cone of view making things look bigger/smaller. The problem with this is that if you choose a small FOV, you will have a squashed look on the edges of your screen - stretched edges with a too high FOV. It is recommended to change the FOV as FS2 normally has some perspective distortion at the screen edges (FOV too high). Set the FOV to something like 0.39 - it will fix the distortion problem, and (as a nice side effect) will make everything look bigger and more realistic scale-wise. The default is 0.75, if you go higher, you&#039;ll get the fish-eye effect. Feel free to experiment. This must be entered into the &amp;quot;Custom flags&amp;quot; field&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Because of an active bug, FOV can misalign target boxes, effects, etc. Please check [http://lore.maxgaming.net/~scp/mantis/bug_view_advanced_page.php?bug_id=0000083 Mantis bug 083 status]if you are going to change the default value.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-gamename====&lt;br /&gt;
Specifies the name of the game to be created by the host.  This only works when used in conjunction with -startgame.  This does nothing when used with -standalone.&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;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-password====&lt;br /&gt;
Specifies the password for a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the required password for the game being created.&lt;br /&gt;
====-allowabove====&lt;br /&gt;
Specifies a player&#039;s minimum rank for joining a game on a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking above which a player must be to enter the game.&lt;br /&gt;
====-allowbelow====&lt;br /&gt;
Specifies a player&#039;s maximum rank for joining a game on a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking below which a player must be to enter the game.&lt;br /&gt;
====-port====&lt;br /&gt;
Specifies the port on which to run for a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the port which the game should use to connect.&lt;br /&gt;
====-connect====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-clientdamage====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-timeout====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Martellato</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=7556</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=7556"/>
		<updated>2006-09-25T05:52:21Z</updated>

		<summary type="html">&lt;p&gt;Martellato: updated -restricted&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Launcher Flags==&lt;br /&gt;
The following command-line options can be chosen from the launcher.  &lt;br /&gt;
===Graphics===&lt;br /&gt;
====-spec====&lt;br /&gt;
Enables specular mapping.  Only polygons mapped with textures for which a shinemap exists will recieve specular mapping; no attempt is made to generate spec maps where they do not exist.  Specular maps are specified with the base map name plus &amp;quot;-shine&amp;quot; (i.e. TCov3A-shine.pcx).&lt;br /&gt;
====-env====&lt;br /&gt;
Enables environment mapping.  Environment mapping intensity will be determined from the intensity of specular maps.  At the time of this writing (build 3.6.9 RC7), environment mapping only works when the video mode is OpenGL. [[Installing_fs2_open#Video setup|See Video setup.]]&lt;br /&gt;
&lt;br /&gt;
====-glow====&lt;br /&gt;
Enables glowmapping.  Only polygons mapped with textures for which a glowmap exists will be glowmapped.  Glow maps are specified with the base map name plus &amp;quot;-glow&amp;quot; (i.e. TCov4A-glow.pcx)&lt;br /&gt;
&lt;br /&gt;
====-jpgtga====&lt;br /&gt;
Enables the use of TGA and JPG file formats for image files.  If a ship is showing up partially invisible, select this option.&lt;br /&gt;
====-pcx32====&lt;br /&gt;
&#039;&#039;&#039;WARNING - HIGH MEMORY USAGE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enables PCX files to be loaded into 32-bit memory.  This will not imporove the rendering of any ships in-game, and is usually more of a burden on performance than is worthwhile.  Use at your own risk.  Removed from launcher options after 3.6.7.&lt;br /&gt;
&lt;br /&gt;
====-cell====&lt;br /&gt;
Enables cell shading.  This will make graphics appear more &amp;quot;cartoonish&amp;quot;.  For use with media in mv_cell.vp.  Not considered a standard enhancement.&lt;br /&gt;
====-mipmap====&lt;br /&gt;
Enables mipmapping.&lt;br /&gt;
&lt;br /&gt;
====-nomotiondebris====&lt;br /&gt;
Disables motion debris.&lt;br /&gt;
====-2d_poof====&lt;br /&gt;
Applies nebula poofs in 2d, effectively preventing them from forming intersections with ships.&lt;br /&gt;
====-noscalevid====&lt;br /&gt;
Disables scaling of video clips.&lt;br /&gt;
====-missile_lighting====&lt;br /&gt;
Applys lighting to missiles.&lt;br /&gt;
====-rlm====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Enables more accurate lighting model for OpenGL mode.  Always on in current builds, so this command-line option has been removed.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Game Speed===&lt;br /&gt;
====-img2dds====&lt;br /&gt;
Converts all images to DDS (compressed) format.  Decreases memory usage but potentially reduces image quality.&lt;br /&gt;
====-no_vsync====&lt;br /&gt;
Disables vertical sync.&lt;br /&gt;
====-cache_bitmaps====&lt;br /&gt;
Caches bitmaps between missions, which will ideally reduce the load-time from one mission to another.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===HUD===&lt;br /&gt;
====-dualscanlines====&lt;br /&gt;
Adds a second pair of scanning lines to the target window when scanning an object.&lt;br /&gt;
====-targetinfo====&lt;br /&gt;
Displays target info, such as name and class, beside the targeted object.&lt;br /&gt;
====-orbradar====&lt;br /&gt;
Enables 3D radar (the Orb).  3D radar will replace the standard 2D version.&lt;br /&gt;
====-ballistic_gauge====&lt;br /&gt;
Adds an ammo gauge to the HUD when armed with a ballistic weapon.&lt;br /&gt;
====-rearm_timer====&lt;br /&gt;
Displays time remaining until rearm and repair from a support ship is complete.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-smart_shields====&lt;br /&gt;
Enables &amp;quot;smart&amp;quot; shield recharging.  Shield recharge is distributed to the most damaged shield quadrant instead of being distributed equally across the entire shield and be wasted when a quadrant is full.&lt;br /&gt;
====-ship_choice_3d====&lt;br /&gt;
Use ship and weapon models in ship selection and weapon loadout.  Completely disables the standard ANI interface on those screens.&lt;br /&gt;
====-3dwarp====&lt;br /&gt;
Use full geometry for the subspace warp effect.&lt;br /&gt;
====-warp_flash====&lt;br /&gt;
Enable a flash at warp in and warp out.&lt;br /&gt;
====-UseNewAI====&lt;br /&gt;
Tells the game to use new AI routines.  This argument alters mission balance and is not considered a standard feature.&lt;br /&gt;
====-tbp====&lt;br /&gt;
Enable feature set for The Babylon Project&lt;br /&gt;
====-wcsaga====&lt;br /&gt;
Enable feature set for The Wing Commander Saga&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Audio===&lt;br /&gt;
====-snd_preload====&lt;br /&gt;
Preload mission sounds.  Useful in preventing game stuttering when sounds are played for the first time.&lt;br /&gt;
====-nosound====&lt;br /&gt;
Disables all sounds.&lt;br /&gt;
====-nomusic====&lt;br /&gt;
Disables music only.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-standalone====&lt;br /&gt;
Creates a standalone server.&lt;br /&gt;
====-startgame====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-closed====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-restricted====&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 - 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;
Disables return to the flight deck screen after a mission completes.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
====-fixbugs====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.  This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
====-nocrash====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.  This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
====-oldfire====&lt;br /&gt;
&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;
====-nohtl====&lt;br /&gt;
&#039;&#039;&#039;WARNING - VERY SLOW&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reverts to software rendering mode.  Does this work any more?&lt;br /&gt;
====-no_set_gamma====&lt;br /&gt;
Disables the gamma settings in the options screen.&lt;br /&gt;
====-nomovies====&lt;br /&gt;
Disables all video playback.&lt;br /&gt;
====-noparseerrors====&lt;br /&gt;
Disables some parsing warnings and makes other parse errors non-fatal.  Do not rely on this when creating new tables, the errors are there for a reason.&lt;br /&gt;
====-safeloading====&lt;br /&gt;
Loads missions the old way.  Typically safer, but slower.&lt;br /&gt;
====-query_speech====&lt;br /&gt;
Determines if the current build includes text-to-speech.&lt;br /&gt;
====-d3d_bad_tsys====&lt;br /&gt;
Enable inefficient texture system.&lt;br /&gt;
====-novbo====&lt;br /&gt;
Disables OpenGL VBO.&lt;br /&gt;
====-noibx====&lt;br /&gt;
Disables IBX caching of model geometry data.  This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.&lt;br /&gt;
====-loadallweps====&lt;br /&gt;
Load all weapons, even those not used.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Experimental===&lt;br /&gt;
====-alpha_env====&lt;br /&gt;
Enables alpha environment mapping.  OpenGL only.  Environment mapping intensity will be determined from the alpha channel of specular maps.&lt;br /&gt;
====-decals====&lt;br /&gt;
Enables damage decals.&lt;br /&gt;
====-ingame_join====&lt;br /&gt;
Enables ingame joining in multiplayer.  FIXME: Host option?&lt;br /&gt;
====-tga16====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to converts TGA images to 16-bits in order to reduce memory footprint (at the expense of image quality), superseded by &#039;&#039;-img2dds&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Development Tools===&lt;br /&gt;
====-fps====&lt;br /&gt;
Displays current frames per second.&lt;br /&gt;
====-pos====&lt;br /&gt;
Displays current position coordinates of camera.&lt;br /&gt;
====-window====&lt;br /&gt;
Runs the game in a window.  No check to make sure that resolution is no higher than your desktop resolution, so be careful.&lt;br /&gt;
====-timerbar====&lt;br /&gt;
Displays a timing bar across the top of the screen.  Timebar format varies by build.&lt;br /&gt;
====-stats====&lt;br /&gt;
Shows total and free physical memory, virtual memory and system pagefile.&lt;br /&gt;
&lt;br /&gt;
====-coords====&lt;br /&gt;
Shows coordinates of the mouse cursor.&lt;br /&gt;
====-show_mem_usage====&lt;br /&gt;
Shows detailed RAM usage in HUD.&lt;br /&gt;
&lt;br /&gt;
The meaning of the info displayed in the upper right corner 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 is 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;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-tablecrcs====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-missioncrcs====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-dis_collisions====&lt;br /&gt;
Disables all collisions.&lt;br /&gt;
====-dis_weapons====&lt;br /&gt;
Disables weapons rendering.&lt;br /&gt;
====-output_sexps====&lt;br /&gt;
Outputs SEXPs to sexps.html.&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
Outputs scripting to scripting.html.&lt;br /&gt;
====-nograb====&lt;br /&gt;
Unix only.  Disables focus grabbing in a window.&lt;br /&gt;
==Other==&lt;br /&gt;
The following options are not available as checkboxes in the launcher.  Many require parameters, which follow the flag seperated by a space.  The prototype for use in this case is &amp;quot;-option argument&amp;quot;&lt;br /&gt;
===Graphics===&lt;br /&gt;
====-ambient_factor====&lt;br /&gt;
&lt;br /&gt;
This must be entered into the &amp;quot;Custom flags&amp;quot; field. This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. FS2&#039;s standard value is 120. Try 75 for a good and realistic looking value. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_exp====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16, however 11 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_point====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the&lt;br /&gt;
&amp;quot;Custom flags&amp;quot; field. Adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. Default is 1.0, however 0.6 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_static====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however is 0.8 recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_tube====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much Beam Weapons contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however 0.4 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-clipdist====&lt;br /&gt;
Changes the distance from the viewpoint for the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the distance to the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-mod====&lt;br /&gt;
&lt;br /&gt;
Specifies in which folders inside Freespace2 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 behaviour, 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;
:::Please note. Freespace Open doesn&#039;t like spaces in directories (in the full path) so do not install the game within &#039;&#039;Program Files/Freespace2&#039;&#039; or &#039;&#039;Games/Freespace 2&#039;&#039; and, of course, do not use spaces within mod directories (&#039;&#039;dir1&#039;&#039; is OK but &#039;&#039;dir 1&#039;&#039; isn&#039;t).&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. Within this Launcher 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;. If &#039;&#039;Freespace2/moddir/mod.ini&#039;&#039; exists, (its format must be plain text), it will be read and, inside it, the following section and lines can be used to modify the -mod flag too:&lt;br /&gt;
&lt;br /&gt;
: [multimod] &amp;lt;br&amp;gt; PrimaryList  = Pri1,Pri2,...(the rest of desired directories)...,Prix; &amp;lt;br&amp;gt;SecondaryList = Sec1,Sec2,...(the rest of desired directories)...,Secx;&lt;br /&gt;
&lt;br /&gt;
(Please note the ending semicolon (;) in each list line). With these lines the following flag would be built:&lt;br /&gt;
: &#039;&#039;&#039;-mod Pri1,Pri2,...,Prix,moddir,Sec1,Sec2,...,Secx&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If primary or secondary folders aren&#039;t used, their respective line can be erased or it can be typed as &#039;&#039;xxxxxxList = ;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::: &#039;&#039;&#039;&#039;&#039;PLEASE NOTE&#039;&#039;&#039;: &#039;&#039;&#039;Launcher v 5.4&#039;&#039;&#039;, or later, &#039;&#039;&#039;must be used&#039;&#039;&#039;. Earlier versions had some bugs that would cause the previous explanation about mod.ini fail.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::: The most common use of mod.ini and SecondaryList is sharing resources between mods. And the best example is the enhaced media vps from SCP crew. Most of the people install them in a folder called &#039;&#039;mediavps&#039;&#039; inside &#039;&#039;Freespace2&#039;&#039;. In this way when running retail FS2 they do not interfere with this original game version that doesn&#039;t use this -mod flag feature. When using FS2_Open but without mods, you just need to select &#039;&#039;mediavps&#039;&#039; in Launcher MOD tab to use them. And if you want to enjoy that enhacements while playing any &#039;real&#039; mod, you just need to put a mod.ini file inside its &#039;&#039;moddir&#039;&#039; with at least a &#039;&#039;SecondaryList = mediavps;&#039;&#039; line.&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.&lt;br /&gt;
#Files located inside vp archives. (These vp archives are &#039;similar&#039; 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 how this &#039;&#039;Mission.fs2&#039;&#039; is 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 enhaced ones adding them in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
As derived from 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;
&lt;br /&gt;
:&#039;&#039;&#039;Additional notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# This flag is also used by 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. No Launcher MOD tab available for this use. &amp;lt;br&amp;gt;  &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;
====-fov====&lt;br /&gt;
Specifies the Field of View for the player eyepoint.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the angle of the viewing cone in radians, from 0 to 2*pi&lt;br /&gt;
&lt;br /&gt;
You can set the cone of view making things look bigger/smaller. The problem with this is that if you choose a small FOV, you will have a squashed look on the edges of your screen - stretched edges with a too high FOV. It is recommended to change the FOV as FS2 normally has some perspective distortion at the screen edges (FOV too high). Set the FOV to something like 0.39 - it will fix the distortion problem, and (as a nice side effect) will make everything look bigger and more realistic scale-wise. The default is 0.75, if you go higher, you&#039;ll get the fish-eye effect. Feel free to experiment. This must be entered into the &amp;quot;Custom flags&amp;quot; field&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Because of an active bug, FOV can misalign target boxes, effects, etc. Please check [http://lore.maxgaming.net/~scp/mantis/bug_view_advanced_page.php?bug_id=0000083 Mantis bug 083 status]if you are going to change the default value.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-gamename====&lt;br /&gt;
Specifies the name of the game to be created by the host.  This only works when used in conjunction with -startgame.  This does nothing when used with -standalone.&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;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-password====&lt;br /&gt;
Specifies the password for a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the required password for the game being created.&lt;br /&gt;
====-allowabove====&lt;br /&gt;
Specifies a player&#039;s minimum rank for joining a game on a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking above which a player must be to enter the game.&lt;br /&gt;
====-allowbelow====&lt;br /&gt;
Specifies a player&#039;s maximum rank for joining a game on a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking below which a player must be to enter the game.&lt;br /&gt;
====-port====&lt;br /&gt;
Specifies the port on which to run for a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the port which the game should use to connect.&lt;br /&gt;
====-connect====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-clientdamage====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-timeout====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Martellato</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=7555</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=7555"/>
		<updated>2006-09-25T05:50:10Z</updated>

		<summary type="html">&lt;p&gt;Martellato: fixed error in description for -restricted&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Launcher Flags==&lt;br /&gt;
The following command-line options can be chosen from the launcher.  &lt;br /&gt;
===Graphics===&lt;br /&gt;
====-spec====&lt;br /&gt;
Enables specular mapping.  Only polygons mapped with textures for which a shinemap exists will recieve specular mapping; no attempt is made to generate spec maps where they do not exist.  Specular maps are specified with the base map name plus &amp;quot;-shine&amp;quot; (i.e. TCov3A-shine.pcx).&lt;br /&gt;
====-env====&lt;br /&gt;
Enables environment mapping.  Environment mapping intensity will be determined from the intensity of specular maps.  At the time of this writing (build 3.6.9 RC7), environment mapping only works when the video mode is OpenGL. [[Installing_fs2_open#Video setup|See Video setup.]]&lt;br /&gt;
&lt;br /&gt;
====-glow====&lt;br /&gt;
Enables glowmapping.  Only polygons mapped with textures for which a glowmap exists will be glowmapped.  Glow maps are specified with the base map name plus &amp;quot;-glow&amp;quot; (i.e. TCov4A-glow.pcx)&lt;br /&gt;
&lt;br /&gt;
====-jpgtga====&lt;br /&gt;
Enables the use of TGA and JPG file formats for image files.  If a ship is showing up partially invisible, select this option.&lt;br /&gt;
====-pcx32====&lt;br /&gt;
&#039;&#039;&#039;WARNING - HIGH MEMORY USAGE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enables PCX files to be loaded into 32-bit memory.  This will not imporove the rendering of any ships in-game, and is usually more of a burden on performance than is worthwhile.  Use at your own risk.  Removed from launcher options after 3.6.7.&lt;br /&gt;
&lt;br /&gt;
====-cell====&lt;br /&gt;
Enables cell shading.  This will make graphics appear more &amp;quot;cartoonish&amp;quot;.  For use with media in mv_cell.vp.  Not considered a standard enhancement.&lt;br /&gt;
====-mipmap====&lt;br /&gt;
Enables mipmapping.&lt;br /&gt;
&lt;br /&gt;
====-nomotiondebris====&lt;br /&gt;
Disables motion debris.&lt;br /&gt;
====-2d_poof====&lt;br /&gt;
Applies nebula poofs in 2d, effectively preventing them from forming intersections with ships.&lt;br /&gt;
====-noscalevid====&lt;br /&gt;
Disables scaling of video clips.&lt;br /&gt;
====-missile_lighting====&lt;br /&gt;
Applys lighting to missiles.&lt;br /&gt;
====-rlm====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Enables more accurate lighting model for OpenGL mode.  Always on in current builds, so this command-line option has been removed.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Game Speed===&lt;br /&gt;
====-img2dds====&lt;br /&gt;
Converts all images to DDS (compressed) format.  Decreases memory usage but potentially reduces image quality.&lt;br /&gt;
====-no_vsync====&lt;br /&gt;
Disables vertical sync.&lt;br /&gt;
====-cache_bitmaps====&lt;br /&gt;
Caches bitmaps between missions, which will ideally reduce the load-time from one mission to another.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===HUD===&lt;br /&gt;
====-dualscanlines====&lt;br /&gt;
Adds a second pair of scanning lines to the target window when scanning an object.&lt;br /&gt;
====-targetinfo====&lt;br /&gt;
Displays target info, such as name and class, beside the targeted object.&lt;br /&gt;
====-orbradar====&lt;br /&gt;
Enables 3D radar (the Orb).  3D radar will replace the standard 2D version.&lt;br /&gt;
====-ballistic_gauge====&lt;br /&gt;
Adds an ammo gauge to the HUD when armed with a ballistic weapon.&lt;br /&gt;
====-rearm_timer====&lt;br /&gt;
Displays time remaining until rearm and repair from a support ship is complete.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-smart_shields====&lt;br /&gt;
Enables &amp;quot;smart&amp;quot; shield recharging.  Shield recharge is distributed to the most damaged shield quadrant instead of being distributed equally across the entire shield and be wasted when a quadrant is full.&lt;br /&gt;
====-ship_choice_3d====&lt;br /&gt;
Use ship and weapon models in ship selection and weapon loadout.  Completely disables the standard ANI interface on those screens.&lt;br /&gt;
====-3dwarp====&lt;br /&gt;
Use full geometry for the subspace warp effect.&lt;br /&gt;
====-warp_flash====&lt;br /&gt;
Enable a flash at warp in and warp out.&lt;br /&gt;
====-UseNewAI====&lt;br /&gt;
Tells the game to use new AI routines.  This argument alters mission balance and is not considered a standard feature.&lt;br /&gt;
====-tbp====&lt;br /&gt;
Enable feature set for The Babylon Project&lt;br /&gt;
====-wcsaga====&lt;br /&gt;
Enable feature set for The Wing Commander Saga&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Audio===&lt;br /&gt;
====-snd_preload====&lt;br /&gt;
Preload mission sounds.  Useful in preventing game stuttering when sounds are played for the first time.&lt;br /&gt;
====-nosound====&lt;br /&gt;
Disables all sounds.&lt;br /&gt;
====-nomusic====&lt;br /&gt;
Disables music only.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-standalone====&lt;br /&gt;
Creates a standalone server.&lt;br /&gt;
====-startgame====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-closed====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-restricted====&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.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]&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 - 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;
Disables return to the flight deck screen after a mission completes.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
====-fixbugs====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.  This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
====-nocrash====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.  This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
====-oldfire====&lt;br /&gt;
&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;
====-nohtl====&lt;br /&gt;
&#039;&#039;&#039;WARNING - VERY SLOW&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reverts to software rendering mode.  Does this work any more?&lt;br /&gt;
====-no_set_gamma====&lt;br /&gt;
Disables the gamma settings in the options screen.&lt;br /&gt;
====-nomovies====&lt;br /&gt;
Disables all video playback.&lt;br /&gt;
====-noparseerrors====&lt;br /&gt;
Disables some parsing warnings and makes other parse errors non-fatal.  Do not rely on this when creating new tables, the errors are there for a reason.&lt;br /&gt;
====-safeloading====&lt;br /&gt;
Loads missions the old way.  Typically safer, but slower.&lt;br /&gt;
====-query_speech====&lt;br /&gt;
Determines if the current build includes text-to-speech.&lt;br /&gt;
====-d3d_bad_tsys====&lt;br /&gt;
Enable inefficient texture system.&lt;br /&gt;
====-novbo====&lt;br /&gt;
Disables OpenGL VBO.&lt;br /&gt;
====-noibx====&lt;br /&gt;
Disables IBX caching of model geometry data.  This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.&lt;br /&gt;
====-loadallweps====&lt;br /&gt;
Load all weapons, even those not used.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Experimental===&lt;br /&gt;
====-alpha_env====&lt;br /&gt;
Enables alpha environment mapping.  OpenGL only.  Environment mapping intensity will be determined from the alpha channel of specular maps.&lt;br /&gt;
====-decals====&lt;br /&gt;
Enables damage decals.&lt;br /&gt;
====-ingame_join====&lt;br /&gt;
Enables ingame joining in multiplayer.  FIXME: Host option?&lt;br /&gt;
====-tga16====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to converts TGA images to 16-bits in order to reduce memory footprint (at the expense of image quality), superseded by &#039;&#039;-img2dds&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Development Tools===&lt;br /&gt;
====-fps====&lt;br /&gt;
Displays current frames per second.&lt;br /&gt;
====-pos====&lt;br /&gt;
Displays current position coordinates of camera.&lt;br /&gt;
====-window====&lt;br /&gt;
Runs the game in a window.  No check to make sure that resolution is no higher than your desktop resolution, so be careful.&lt;br /&gt;
====-timerbar====&lt;br /&gt;
Displays a timing bar across the top of the screen.  Timebar format varies by build.&lt;br /&gt;
====-stats====&lt;br /&gt;
Shows total and free physical memory, virtual memory and system pagefile.&lt;br /&gt;
&lt;br /&gt;
====-coords====&lt;br /&gt;
Shows coordinates of the mouse cursor.&lt;br /&gt;
====-show_mem_usage====&lt;br /&gt;
Shows detailed RAM usage in HUD.&lt;br /&gt;
&lt;br /&gt;
The meaning of the info displayed in the upper right corner 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 is 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;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-tablecrcs====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-missioncrcs====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-dis_collisions====&lt;br /&gt;
Disables all collisions.&lt;br /&gt;
====-dis_weapons====&lt;br /&gt;
Disables weapons rendering.&lt;br /&gt;
====-output_sexps====&lt;br /&gt;
Outputs SEXPs to sexps.html.&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
Outputs scripting to scripting.html.&lt;br /&gt;
====-nograb====&lt;br /&gt;
Unix only.  Disables focus grabbing in a window.&lt;br /&gt;
==Other==&lt;br /&gt;
The following options are not available as checkboxes in the launcher.  Many require parameters, which follow the flag seperated by a space.  The prototype for use in this case is &amp;quot;-option argument&amp;quot;&lt;br /&gt;
===Graphics===&lt;br /&gt;
====-ambient_factor====&lt;br /&gt;
&lt;br /&gt;
This must be entered into the &amp;quot;Custom flags&amp;quot; field. This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. FS2&#039;s standard value is 120. Try 75 for a good and realistic looking value. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_exp====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16, however 11 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_point====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the&lt;br /&gt;
&amp;quot;Custom flags&amp;quot; field. Adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. Default is 1.0, however 0.6 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_static====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however is 0.8 recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_tube====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much Beam Weapons contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however 0.4 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-clipdist====&lt;br /&gt;
Changes the distance from the viewpoint for the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the distance to the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-mod====&lt;br /&gt;
&lt;br /&gt;
Specifies in which folders inside Freespace2 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 behaviour, 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;
:::Please note. Freespace Open doesn&#039;t like spaces in directories (in the full path) so do not install the game within &#039;&#039;Program Files/Freespace2&#039;&#039; or &#039;&#039;Games/Freespace 2&#039;&#039; and, of course, do not use spaces within mod directories (&#039;&#039;dir1&#039;&#039; is OK but &#039;&#039;dir 1&#039;&#039; isn&#039;t).&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. Within this Launcher 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;. If &#039;&#039;Freespace2/moddir/mod.ini&#039;&#039; exists, (its format must be plain text), it will be read and, inside it, the following section and lines can be used to modify the -mod flag too:&lt;br /&gt;
&lt;br /&gt;
: [multimod] &amp;lt;br&amp;gt; PrimaryList  = Pri1,Pri2,...(the rest of desired directories)...,Prix; &amp;lt;br&amp;gt;SecondaryList = Sec1,Sec2,...(the rest of desired directories)...,Secx;&lt;br /&gt;
&lt;br /&gt;
(Please note the ending semicolon (;) in each list line). With these lines the following flag would be built:&lt;br /&gt;
: &#039;&#039;&#039;-mod Pri1,Pri2,...,Prix,moddir,Sec1,Sec2,...,Secx&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If primary or secondary folders aren&#039;t used, their respective line can be erased or it can be typed as &#039;&#039;xxxxxxList = ;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::: &#039;&#039;&#039;&#039;&#039;PLEASE NOTE&#039;&#039;&#039;: &#039;&#039;&#039;Launcher v 5.4&#039;&#039;&#039;, or later, &#039;&#039;&#039;must be used&#039;&#039;&#039;. Earlier versions had some bugs that would cause the previous explanation about mod.ini fail.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::: The most common use of mod.ini and SecondaryList is sharing resources between mods. And the best example is the enhaced media vps from SCP crew. Most of the people install them in a folder called &#039;&#039;mediavps&#039;&#039; inside &#039;&#039;Freespace2&#039;&#039;. In this way when running retail FS2 they do not interfere with this original game version that doesn&#039;t use this -mod flag feature. When using FS2_Open but without mods, you just need to select &#039;&#039;mediavps&#039;&#039; in Launcher MOD tab to use them. And if you want to enjoy that enhacements while playing any &#039;real&#039; mod, you just need to put a mod.ini file inside its &#039;&#039;moddir&#039;&#039; with at least a &#039;&#039;SecondaryList = mediavps;&#039;&#039; line.&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.&lt;br /&gt;
#Files located inside vp archives. (These vp archives are &#039;similar&#039; 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 how this &#039;&#039;Mission.fs2&#039;&#039; is 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 enhaced ones adding them in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
As derived from 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;
&lt;br /&gt;
:&#039;&#039;&#039;Additional notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# This flag is also used by 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. No Launcher MOD tab available for this use. &amp;lt;br&amp;gt;  &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;
====-fov====&lt;br /&gt;
Specifies the Field of View for the player eyepoint.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the angle of the viewing cone in radians, from 0 to 2*pi&lt;br /&gt;
&lt;br /&gt;
You can set the cone of view making things look bigger/smaller. The problem with this is that if you choose a small FOV, you will have a squashed look on the edges of your screen - stretched edges with a too high FOV. It is recommended to change the FOV as FS2 normally has some perspective distortion at the screen edges (FOV too high). Set the FOV to something like 0.39 - it will fix the distortion problem, and (as a nice side effect) will make everything look bigger and more realistic scale-wise. The default is 0.75, if you go higher, you&#039;ll get the fish-eye effect. Feel free to experiment. This must be entered into the &amp;quot;Custom flags&amp;quot; field&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Because of an active bug, FOV can misalign target boxes, effects, etc. Please check [http://lore.maxgaming.net/~scp/mantis/bug_view_advanced_page.php?bug_id=0000083 Mantis bug 083 status]if you are going to change the default value.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-gamename====&lt;br /&gt;
Specifies the name of the game to be created by the host.  This only works when used in conjunction with -startgame.  This does nothing when used with -standalone.&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;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-password====&lt;br /&gt;
Specifies the password for a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the required password for the game being created.&lt;br /&gt;
====-allowabove====&lt;br /&gt;
Specifies a player&#039;s minimum rank for joining a game on a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking above which a player must be to enter the game.&lt;br /&gt;
====-allowbelow====&lt;br /&gt;
Specifies a player&#039;s maximum rank for joining a game on a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking below which a player must be to enter the game.&lt;br /&gt;
====-port====&lt;br /&gt;
Specifies the port on which to run for a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the port which the game should use to connect.&lt;br /&gt;
====-connect====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-clientdamage====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-timeout====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Martellato</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=7554</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=7554"/>
		<updated>2006-09-25T05:48:20Z</updated>

		<summary type="html">&lt;p&gt;Martellato: updated -gamename&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Launcher Flags==&lt;br /&gt;
The following command-line options can be chosen from the launcher.  &lt;br /&gt;
===Graphics===&lt;br /&gt;
====-spec====&lt;br /&gt;
Enables specular mapping.  Only polygons mapped with textures for which a shinemap exists will recieve specular mapping; no attempt is made to generate spec maps where they do not exist.  Specular maps are specified with the base map name plus &amp;quot;-shine&amp;quot; (i.e. TCov3A-shine.pcx).&lt;br /&gt;
====-env====&lt;br /&gt;
Enables environment mapping.  Environment mapping intensity will be determined from the intensity of specular maps.  At the time of this writing (build 3.6.9 RC7), environment mapping only works when the video mode is OpenGL. [[Installing_fs2_open#Video setup|See Video setup.]]&lt;br /&gt;
&lt;br /&gt;
====-glow====&lt;br /&gt;
Enables glowmapping.  Only polygons mapped with textures for which a glowmap exists will be glowmapped.  Glow maps are specified with the base map name plus &amp;quot;-glow&amp;quot; (i.e. TCov4A-glow.pcx)&lt;br /&gt;
&lt;br /&gt;
====-jpgtga====&lt;br /&gt;
Enables the use of TGA and JPG file formats for image files.  If a ship is showing up partially invisible, select this option.&lt;br /&gt;
====-pcx32====&lt;br /&gt;
&#039;&#039;&#039;WARNING - HIGH MEMORY USAGE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enables PCX files to be loaded into 32-bit memory.  This will not imporove the rendering of any ships in-game, and is usually more of a burden on performance than is worthwhile.  Use at your own risk.  Removed from launcher options after 3.6.7.&lt;br /&gt;
&lt;br /&gt;
====-cell====&lt;br /&gt;
Enables cell shading.  This will make graphics appear more &amp;quot;cartoonish&amp;quot;.  For use with media in mv_cell.vp.  Not considered a standard enhancement.&lt;br /&gt;
====-mipmap====&lt;br /&gt;
Enables mipmapping.&lt;br /&gt;
&lt;br /&gt;
====-nomotiondebris====&lt;br /&gt;
Disables motion debris.&lt;br /&gt;
====-2d_poof====&lt;br /&gt;
Applies nebula poofs in 2d, effectively preventing them from forming intersections with ships.&lt;br /&gt;
====-noscalevid====&lt;br /&gt;
Disables scaling of video clips.&lt;br /&gt;
====-missile_lighting====&lt;br /&gt;
Applys lighting to missiles.&lt;br /&gt;
====-rlm====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Enables more accurate lighting model for OpenGL mode.  Always on in current builds, so this command-line option has been removed.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Game Speed===&lt;br /&gt;
====-img2dds====&lt;br /&gt;
Converts all images to DDS (compressed) format.  Decreases memory usage but potentially reduces image quality.&lt;br /&gt;
====-no_vsync====&lt;br /&gt;
Disables vertical sync.&lt;br /&gt;
====-cache_bitmaps====&lt;br /&gt;
Caches bitmaps between missions, which will ideally reduce the load-time from one mission to another.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===HUD===&lt;br /&gt;
====-dualscanlines====&lt;br /&gt;
Adds a second pair of scanning lines to the target window when scanning an object.&lt;br /&gt;
====-targetinfo====&lt;br /&gt;
Displays target info, such as name and class, beside the targeted object.&lt;br /&gt;
====-orbradar====&lt;br /&gt;
Enables 3D radar (the Orb).  3D radar will replace the standard 2D version.&lt;br /&gt;
====-ballistic_gauge====&lt;br /&gt;
Adds an ammo gauge to the HUD when armed with a ballistic weapon.&lt;br /&gt;
====-rearm_timer====&lt;br /&gt;
Displays time remaining until rearm and repair from a support ship is complete.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-smart_shields====&lt;br /&gt;
Enables &amp;quot;smart&amp;quot; shield recharging.  Shield recharge is distributed to the most damaged shield quadrant instead of being distributed equally across the entire shield and be wasted when a quadrant is full.&lt;br /&gt;
====-ship_choice_3d====&lt;br /&gt;
Use ship and weapon models in ship selection and weapon loadout.  Completely disables the standard ANI interface on those screens.&lt;br /&gt;
====-3dwarp====&lt;br /&gt;
Use full geometry for the subspace warp effect.&lt;br /&gt;
====-warp_flash====&lt;br /&gt;
Enable a flash at warp in and warp out.&lt;br /&gt;
====-UseNewAI====&lt;br /&gt;
Tells the game to use new AI routines.  This argument alters mission balance and is not considered a standard feature.&lt;br /&gt;
====-tbp====&lt;br /&gt;
Enable feature set for The Babylon Project&lt;br /&gt;
====-wcsaga====&lt;br /&gt;
Enable feature set for The Wing Commander Saga&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Audio===&lt;br /&gt;
====-snd_preload====&lt;br /&gt;
Preload mission sounds.  Useful in preventing game stuttering when sounds are played for the first time.&lt;br /&gt;
====-nosound====&lt;br /&gt;
Disables all sounds.&lt;br /&gt;
====-nomusic====&lt;br /&gt;
Disables music only.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-standalone====&lt;br /&gt;
Creates a standalone server.&lt;br /&gt;
====-startgame====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-closed====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-restricted====&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;
====-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 - 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;
Disables return to the flight deck screen after a mission completes.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
====-fixbugs====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.  This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
====-nocrash====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.  This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
====-oldfire====&lt;br /&gt;
&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;
====-nohtl====&lt;br /&gt;
&#039;&#039;&#039;WARNING - VERY SLOW&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reverts to software rendering mode.  Does this work any more?&lt;br /&gt;
====-no_set_gamma====&lt;br /&gt;
Disables the gamma settings in the options screen.&lt;br /&gt;
====-nomovies====&lt;br /&gt;
Disables all video playback.&lt;br /&gt;
====-noparseerrors====&lt;br /&gt;
Disables some parsing warnings and makes other parse errors non-fatal.  Do not rely on this when creating new tables, the errors are there for a reason.&lt;br /&gt;
====-safeloading====&lt;br /&gt;
Loads missions the old way.  Typically safer, but slower.&lt;br /&gt;
====-query_speech====&lt;br /&gt;
Determines if the current build includes text-to-speech.&lt;br /&gt;
====-d3d_bad_tsys====&lt;br /&gt;
Enable inefficient texture system.&lt;br /&gt;
====-novbo====&lt;br /&gt;
Disables OpenGL VBO.&lt;br /&gt;
====-noibx====&lt;br /&gt;
Disables IBX caching of model geometry data.  This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.&lt;br /&gt;
====-loadallweps====&lt;br /&gt;
Load all weapons, even those not used.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Experimental===&lt;br /&gt;
====-alpha_env====&lt;br /&gt;
Enables alpha environment mapping.  OpenGL only.  Environment mapping intensity will be determined from the alpha channel of specular maps.&lt;br /&gt;
====-decals====&lt;br /&gt;
Enables damage decals.&lt;br /&gt;
====-ingame_join====&lt;br /&gt;
Enables ingame joining in multiplayer.  FIXME: Host option?&lt;br /&gt;
====-tga16====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to converts TGA images to 16-bits in order to reduce memory footprint (at the expense of image quality), superseded by &#039;&#039;-img2dds&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Development Tools===&lt;br /&gt;
====-fps====&lt;br /&gt;
Displays current frames per second.&lt;br /&gt;
====-pos====&lt;br /&gt;
Displays current position coordinates of camera.&lt;br /&gt;
====-window====&lt;br /&gt;
Runs the game in a window.  No check to make sure that resolution is no higher than your desktop resolution, so be careful.&lt;br /&gt;
====-timerbar====&lt;br /&gt;
Displays a timing bar across the top of the screen.  Timebar format varies by build.&lt;br /&gt;
====-stats====&lt;br /&gt;
Shows total and free physical memory, virtual memory and system pagefile.&lt;br /&gt;
&lt;br /&gt;
====-coords====&lt;br /&gt;
Shows coordinates of the mouse cursor.&lt;br /&gt;
====-show_mem_usage====&lt;br /&gt;
Shows detailed RAM usage in HUD.&lt;br /&gt;
&lt;br /&gt;
The meaning of the info displayed in the upper right corner 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 is 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;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-tablecrcs====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-missioncrcs====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-dis_collisions====&lt;br /&gt;
Disables all collisions.&lt;br /&gt;
====-dis_weapons====&lt;br /&gt;
Disables weapons rendering.&lt;br /&gt;
====-output_sexps====&lt;br /&gt;
Outputs SEXPs to sexps.html.&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
Outputs scripting to scripting.html.&lt;br /&gt;
====-nograb====&lt;br /&gt;
Unix only.  Disables focus grabbing in a window.&lt;br /&gt;
==Other==&lt;br /&gt;
The following options are not available as checkboxes in the launcher.  Many require parameters, which follow the flag seperated by a space.  The prototype for use in this case is &amp;quot;-option argument&amp;quot;&lt;br /&gt;
===Graphics===&lt;br /&gt;
====-ambient_factor====&lt;br /&gt;
&lt;br /&gt;
This must be entered into the &amp;quot;Custom flags&amp;quot; field. This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. FS2&#039;s standard value is 120. Try 75 for a good and realistic looking value. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_exp====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16, however 11 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_point====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the&lt;br /&gt;
&amp;quot;Custom flags&amp;quot; field. Adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. Default is 1.0, however 0.6 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_static====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however is 0.8 recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_tube====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much Beam Weapons contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however 0.4 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-clipdist====&lt;br /&gt;
Changes the distance from the viewpoint for the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the distance to the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-mod====&lt;br /&gt;
&lt;br /&gt;
Specifies in which folders inside Freespace2 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 behaviour, 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;
:::Please note. Freespace Open doesn&#039;t like spaces in directories (in the full path) so do not install the game within &#039;&#039;Program Files/Freespace2&#039;&#039; or &#039;&#039;Games/Freespace 2&#039;&#039; and, of course, do not use spaces within mod directories (&#039;&#039;dir1&#039;&#039; is OK but &#039;&#039;dir 1&#039;&#039; isn&#039;t).&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. Within this Launcher 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;. If &#039;&#039;Freespace2/moddir/mod.ini&#039;&#039; exists, (its format must be plain text), it will be read and, inside it, the following section and lines can be used to modify the -mod flag too:&lt;br /&gt;
&lt;br /&gt;
: [multimod] &amp;lt;br&amp;gt; PrimaryList  = Pri1,Pri2,...(the rest of desired directories)...,Prix; &amp;lt;br&amp;gt;SecondaryList = Sec1,Sec2,...(the rest of desired directories)...,Secx;&lt;br /&gt;
&lt;br /&gt;
(Please note the ending semicolon (;) in each list line). With these lines the following flag would be built:&lt;br /&gt;
: &#039;&#039;&#039;-mod Pri1,Pri2,...,Prix,moddir,Sec1,Sec2,...,Secx&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If primary or secondary folders aren&#039;t used, their respective line can be erased or it can be typed as &#039;&#039;xxxxxxList = ;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::: &#039;&#039;&#039;&#039;&#039;PLEASE NOTE&#039;&#039;&#039;: &#039;&#039;&#039;Launcher v 5.4&#039;&#039;&#039;, or later, &#039;&#039;&#039;must be used&#039;&#039;&#039;. Earlier versions had some bugs that would cause the previous explanation about mod.ini fail.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::: The most common use of mod.ini and SecondaryList is sharing resources between mods. And the best example is the enhaced media vps from SCP crew. Most of the people install them in a folder called &#039;&#039;mediavps&#039;&#039; inside &#039;&#039;Freespace2&#039;&#039;. In this way when running retail FS2 they do not interfere with this original game version that doesn&#039;t use this -mod flag feature. When using FS2_Open but without mods, you just need to select &#039;&#039;mediavps&#039;&#039; in Launcher MOD tab to use them. And if you want to enjoy that enhacements while playing any &#039;real&#039; mod, you just need to put a mod.ini file inside its &#039;&#039;moddir&#039;&#039; with at least a &#039;&#039;SecondaryList = mediavps;&#039;&#039; line.&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.&lt;br /&gt;
#Files located inside vp archives. (These vp archives are &#039;similar&#039; 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 how this &#039;&#039;Mission.fs2&#039;&#039; is 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 enhaced ones adding them in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
As derived from 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;
&lt;br /&gt;
:&#039;&#039;&#039;Additional notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# This flag is also used by 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. No Launcher MOD tab available for this use. &amp;lt;br&amp;gt;  &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;
====-fov====&lt;br /&gt;
Specifies the Field of View for the player eyepoint.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the angle of the viewing cone in radians, from 0 to 2*pi&lt;br /&gt;
&lt;br /&gt;
You can set the cone of view making things look bigger/smaller. The problem with this is that if you choose a small FOV, you will have a squashed look on the edges of your screen - stretched edges with a too high FOV. It is recommended to change the FOV as FS2 normally has some perspective distortion at the screen edges (FOV too high). Set the FOV to something like 0.39 - it will fix the distortion problem, and (as a nice side effect) will make everything look bigger and more realistic scale-wise. The default is 0.75, if you go higher, you&#039;ll get the fish-eye effect. Feel free to experiment. This must be entered into the &amp;quot;Custom flags&amp;quot; field&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Because of an active bug, FOV can misalign target boxes, effects, etc. Please check [http://lore.maxgaming.net/~scp/mantis/bug_view_advanced_page.php?bug_id=0000083 Mantis bug 083 status]if you are going to change the default value.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-gamename====&lt;br /&gt;
Specifies the name of the game to be created by the host.  This only works when used in conjunction with -startgame.  This does nothing when used with -standalone.&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;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-password====&lt;br /&gt;
Specifies the password for a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the required password for the game being created.&lt;br /&gt;
====-allowabove====&lt;br /&gt;
Specifies a player&#039;s minimum rank for joining a game on a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking above which a player must be to enter the game.&lt;br /&gt;
====-allowbelow====&lt;br /&gt;
Specifies a player&#039;s maximum rank for joining a game on a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking below which a player must be to enter the game.&lt;br /&gt;
====-port====&lt;br /&gt;
Specifies the port on which to run for a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the port which the game should use to connect.&lt;br /&gt;
====-connect====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-clientdamage====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-timeout====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Martellato</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=7553</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=7553"/>
		<updated>2006-09-25T05:41:25Z</updated>

		<summary type="html">&lt;p&gt;Martellato: corrected mistake in description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Launcher Flags==&lt;br /&gt;
The following command-line options can be chosen from the launcher.  &lt;br /&gt;
===Graphics===&lt;br /&gt;
====-spec====&lt;br /&gt;
Enables specular mapping.  Only polygons mapped with textures for which a shinemap exists will recieve specular mapping; no attempt is made to generate spec maps where they do not exist.  Specular maps are specified with the base map name plus &amp;quot;-shine&amp;quot; (i.e. TCov3A-shine.pcx).&lt;br /&gt;
====-env====&lt;br /&gt;
Enables environment mapping.  Environment mapping intensity will be determined from the intensity of specular maps.  At the time of this writing (build 3.6.9 RC7), environment mapping only works when the video mode is OpenGL. [[Installing_fs2_open#Video setup|See Video setup.]]&lt;br /&gt;
&lt;br /&gt;
====-glow====&lt;br /&gt;
Enables glowmapping.  Only polygons mapped with textures for which a glowmap exists will be glowmapped.  Glow maps are specified with the base map name plus &amp;quot;-glow&amp;quot; (i.e. TCov4A-glow.pcx)&lt;br /&gt;
&lt;br /&gt;
====-jpgtga====&lt;br /&gt;
Enables the use of TGA and JPG file formats for image files.  If a ship is showing up partially invisible, select this option.&lt;br /&gt;
====-pcx32====&lt;br /&gt;
&#039;&#039;&#039;WARNING - HIGH MEMORY USAGE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enables PCX files to be loaded into 32-bit memory.  This will not imporove the rendering of any ships in-game, and is usually more of a burden on performance than is worthwhile.  Use at your own risk.  Removed from launcher options after 3.6.7.&lt;br /&gt;
&lt;br /&gt;
====-cell====&lt;br /&gt;
Enables cell shading.  This will make graphics appear more &amp;quot;cartoonish&amp;quot;.  For use with media in mv_cell.vp.  Not considered a standard enhancement.&lt;br /&gt;
====-mipmap====&lt;br /&gt;
Enables mipmapping.&lt;br /&gt;
&lt;br /&gt;
====-nomotiondebris====&lt;br /&gt;
Disables motion debris.&lt;br /&gt;
====-2d_poof====&lt;br /&gt;
Applies nebula poofs in 2d, effectively preventing them from forming intersections with ships.&lt;br /&gt;
====-noscalevid====&lt;br /&gt;
Disables scaling of video clips.&lt;br /&gt;
====-missile_lighting====&lt;br /&gt;
Applys lighting to missiles.&lt;br /&gt;
====-rlm====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Enables more accurate lighting model for OpenGL mode.  Always on in current builds, so this command-line option has been removed.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Game Speed===&lt;br /&gt;
====-img2dds====&lt;br /&gt;
Converts all images to DDS (compressed) format.  Decreases memory usage but potentially reduces image quality.&lt;br /&gt;
====-no_vsync====&lt;br /&gt;
Disables vertical sync.&lt;br /&gt;
====-cache_bitmaps====&lt;br /&gt;
Caches bitmaps between missions, which will ideally reduce the load-time from one mission to another.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===HUD===&lt;br /&gt;
====-dualscanlines====&lt;br /&gt;
Adds a second pair of scanning lines to the target window when scanning an object.&lt;br /&gt;
====-targetinfo====&lt;br /&gt;
Displays target info, such as name and class, beside the targeted object.&lt;br /&gt;
====-orbradar====&lt;br /&gt;
Enables 3D radar (the Orb).  3D radar will replace the standard 2D version.&lt;br /&gt;
====-ballistic_gauge====&lt;br /&gt;
Adds an ammo gauge to the HUD when armed with a ballistic weapon.&lt;br /&gt;
====-rearm_timer====&lt;br /&gt;
Displays time remaining until rearm and repair from a support ship is complete.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-smart_shields====&lt;br /&gt;
Enables &amp;quot;smart&amp;quot; shield recharging.  Shield recharge is distributed to the most damaged shield quadrant instead of being distributed equally across the entire shield and be wasted when a quadrant is full.&lt;br /&gt;
====-ship_choice_3d====&lt;br /&gt;
Use ship and weapon models in ship selection and weapon loadout.  Completely disables the standard ANI interface on those screens.&lt;br /&gt;
====-3dwarp====&lt;br /&gt;
Use full geometry for the subspace warp effect.&lt;br /&gt;
====-warp_flash====&lt;br /&gt;
Enable a flash at warp in and warp out.&lt;br /&gt;
====-UseNewAI====&lt;br /&gt;
Tells the game to use new AI routines.  This argument alters mission balance and is not considered a standard feature.&lt;br /&gt;
====-tbp====&lt;br /&gt;
Enable feature set for The Babylon Project&lt;br /&gt;
====-wcsaga====&lt;br /&gt;
Enable feature set for The Wing Commander Saga&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Audio===&lt;br /&gt;
====-snd_preload====&lt;br /&gt;
Preload mission sounds.  Useful in preventing game stuttering when sounds are played for the first time.&lt;br /&gt;
====-nosound====&lt;br /&gt;
Disables all sounds.&lt;br /&gt;
====-nomusic====&lt;br /&gt;
Disables music only.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-standalone====&lt;br /&gt;
Creates a standalone server.&lt;br /&gt;
====-startgame====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-closed====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-restricted====&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;
====-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 - 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;
Disables return to the flight deck screen after a mission completes.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
====-fixbugs====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.  This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
====-nocrash====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.  This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
====-oldfire====&lt;br /&gt;
&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;
====-nohtl====&lt;br /&gt;
&#039;&#039;&#039;WARNING - VERY SLOW&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reverts to software rendering mode.  Does this work any more?&lt;br /&gt;
====-no_set_gamma====&lt;br /&gt;
Disables the gamma settings in the options screen.&lt;br /&gt;
====-nomovies====&lt;br /&gt;
Disables all video playback.&lt;br /&gt;
====-noparseerrors====&lt;br /&gt;
Disables some parsing warnings and makes other parse errors non-fatal.  Do not rely on this when creating new tables, the errors are there for a reason.&lt;br /&gt;
====-safeloading====&lt;br /&gt;
Loads missions the old way.  Typically safer, but slower.&lt;br /&gt;
====-query_speech====&lt;br /&gt;
Determines if the current build includes text-to-speech.&lt;br /&gt;
====-d3d_bad_tsys====&lt;br /&gt;
Enable inefficient texture system.&lt;br /&gt;
====-novbo====&lt;br /&gt;
Disables OpenGL VBO.&lt;br /&gt;
====-noibx====&lt;br /&gt;
Disables IBX caching of model geometry data.  This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.&lt;br /&gt;
====-loadallweps====&lt;br /&gt;
Load all weapons, even those not used.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Experimental===&lt;br /&gt;
====-alpha_env====&lt;br /&gt;
Enables alpha environment mapping.  OpenGL only.  Environment mapping intensity will be determined from the alpha channel of specular maps.&lt;br /&gt;
====-decals====&lt;br /&gt;
Enables damage decals.&lt;br /&gt;
====-ingame_join====&lt;br /&gt;
Enables ingame joining in multiplayer.  FIXME: Host option?&lt;br /&gt;
====-tga16====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to converts TGA images to 16-bits in order to reduce memory footprint (at the expense of image quality), superseded by &#039;&#039;-img2dds&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Development Tools===&lt;br /&gt;
====-fps====&lt;br /&gt;
Displays current frames per second.&lt;br /&gt;
====-pos====&lt;br /&gt;
Displays current position coordinates of camera.&lt;br /&gt;
====-window====&lt;br /&gt;
Runs the game in a window.  No check to make sure that resolution is no higher than your desktop resolution, so be careful.&lt;br /&gt;
====-timerbar====&lt;br /&gt;
Displays a timing bar across the top of the screen.  Timebar format varies by build.&lt;br /&gt;
====-stats====&lt;br /&gt;
Shows total and free physical memory, virtual memory and system pagefile.&lt;br /&gt;
&lt;br /&gt;
====-coords====&lt;br /&gt;
Shows coordinates of the mouse cursor.&lt;br /&gt;
====-show_mem_usage====&lt;br /&gt;
Shows detailed RAM usage in HUD.&lt;br /&gt;
&lt;br /&gt;
The meaning of the info displayed in the upper right corner 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 is 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;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-tablecrcs====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-missioncrcs====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-dis_collisions====&lt;br /&gt;
Disables all collisions.&lt;br /&gt;
====-dis_weapons====&lt;br /&gt;
Disables weapons rendering.&lt;br /&gt;
====-output_sexps====&lt;br /&gt;
Outputs SEXPs to sexps.html.&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
Outputs scripting to scripting.html.&lt;br /&gt;
====-nograb====&lt;br /&gt;
Unix only.  Disables focus grabbing in a window.&lt;br /&gt;
==Other==&lt;br /&gt;
The following options are not available as checkboxes in the launcher.  Many require parameters, which follow the flag seperated by a space.  The prototype for use in this case is &amp;quot;-option argument&amp;quot;&lt;br /&gt;
===Graphics===&lt;br /&gt;
====-ambient_factor====&lt;br /&gt;
&lt;br /&gt;
This must be entered into the &amp;quot;Custom flags&amp;quot; field. This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. FS2&#039;s standard value is 120. Try 75 for a good and realistic looking value. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_exp====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16, however 11 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_point====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the&lt;br /&gt;
&amp;quot;Custom flags&amp;quot; field. Adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. Default is 1.0, however 0.6 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_static====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however is 0.8 recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_tube====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much Beam Weapons contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however 0.4 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-clipdist====&lt;br /&gt;
Changes the distance from the viewpoint for the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the distance to the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-mod====&lt;br /&gt;
&lt;br /&gt;
Specifies in which folders inside Freespace2 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 behaviour, 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;
:::Please note. Freespace Open doesn&#039;t like spaces in directories (in the full path) so do not install the game within &#039;&#039;Program Files/Freespace2&#039;&#039; or &#039;&#039;Games/Freespace 2&#039;&#039; and, of course, do not use spaces within mod directories (&#039;&#039;dir1&#039;&#039; is OK but &#039;&#039;dir 1&#039;&#039; isn&#039;t).&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. Within this Launcher 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;. If &#039;&#039;Freespace2/moddir/mod.ini&#039;&#039; exists, (its format must be plain text), it will be read and, inside it, the following section and lines can be used to modify the -mod flag too:&lt;br /&gt;
&lt;br /&gt;
: [multimod] &amp;lt;br&amp;gt; PrimaryList  = Pri1,Pri2,...(the rest of desired directories)...,Prix; &amp;lt;br&amp;gt;SecondaryList = Sec1,Sec2,...(the rest of desired directories)...,Secx;&lt;br /&gt;
&lt;br /&gt;
(Please note the ending semicolon (;) in each list line). With these lines the following flag would be built:&lt;br /&gt;
: &#039;&#039;&#039;-mod Pri1,Pri2,...,Prix,moddir,Sec1,Sec2,...,Secx&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If primary or secondary folders aren&#039;t used, their respective line can be erased or it can be typed as &#039;&#039;xxxxxxList = ;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::: &#039;&#039;&#039;&#039;&#039;PLEASE NOTE&#039;&#039;&#039;: &#039;&#039;&#039;Launcher v 5.4&#039;&#039;&#039;, or later, &#039;&#039;&#039;must be used&#039;&#039;&#039;. Earlier versions had some bugs that would cause the previous explanation about mod.ini fail.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::: The most common use of mod.ini and SecondaryList is sharing resources between mods. And the best example is the enhaced media vps from SCP crew. Most of the people install them in a folder called &#039;&#039;mediavps&#039;&#039; inside &#039;&#039;Freespace2&#039;&#039;. In this way when running retail FS2 they do not interfere with this original game version that doesn&#039;t use this -mod flag feature. When using FS2_Open but without mods, you just need to select &#039;&#039;mediavps&#039;&#039; in Launcher MOD tab to use them. And if you want to enjoy that enhacements while playing any &#039;real&#039; mod, you just need to put a mod.ini file inside its &#039;&#039;moddir&#039;&#039; with at least a &#039;&#039;SecondaryList = mediavps;&#039;&#039; line.&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.&lt;br /&gt;
#Files located inside vp archives. (These vp archives are &#039;similar&#039; 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 how this &#039;&#039;Mission.fs2&#039;&#039; is 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 enhaced ones adding them in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
As derived from 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;
&lt;br /&gt;
:&#039;&#039;&#039;Additional notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# This flag is also used by 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. No Launcher MOD tab available for this use. &amp;lt;br&amp;gt;  &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;
====-fov====&lt;br /&gt;
Specifies the Field of View for the player eyepoint.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the angle of the viewing cone in radians, from 0 to 2*pi&lt;br /&gt;
&lt;br /&gt;
You can set the cone of view making things look bigger/smaller. The problem with this is that if you choose a small FOV, you will have a squashed look on the edges of your screen - stretched edges with a too high FOV. It is recommended to change the FOV as FS2 normally has some perspective distortion at the screen edges (FOV too high). Set the FOV to something like 0.39 - it will fix the distortion problem, and (as a nice side effect) will make everything look bigger and more realistic scale-wise. The default is 0.75, if you go higher, you&#039;ll get the fish-eye effect. Feel free to experiment. This must be entered into the &amp;quot;Custom flags&amp;quot; field&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Because of an active bug, FOV can misalign target boxes, effects, etc. Please check [http://lore.maxgaming.net/~scp/mantis/bug_view_advanced_page.php?bug_id=0000083 Mantis bug 083 status]if you are going to change the default value.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-gamename====&lt;br /&gt;
Specifies the name of the game to be created by the host.  This only works when used in conjunction with -startgame.  This does nothing when used with -standalone.&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;
See related: [[Command-Line_Reference#-standalone|-standalone]]&lt;br /&gt;
&lt;br /&gt;
====-password====&lt;br /&gt;
Specifies the password for a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the required password for the game being created.&lt;br /&gt;
====-allowabove====&lt;br /&gt;
Specifies a player&#039;s minimum rank for joining a game on a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking above which a player must be to enter the game.&lt;br /&gt;
====-allowbelow====&lt;br /&gt;
Specifies a player&#039;s maximum rank for joining a game on a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking below which a player must be to enter the game.&lt;br /&gt;
====-port====&lt;br /&gt;
Specifies the port on which to run for a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the port which the game should use to connect.&lt;br /&gt;
====-connect====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-clientdamage====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-timeout====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Martellato</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=7552</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=7552"/>
		<updated>2006-09-25T05:26:37Z</updated>

		<summary type="html">&lt;p&gt;Martellato: updated -gamename again (minor)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Launcher Flags==&lt;br /&gt;
The following command-line options can be chosen from the launcher.  &lt;br /&gt;
===Graphics===&lt;br /&gt;
====-spec====&lt;br /&gt;
Enables specular mapping.  Only polygons mapped with textures for which a shinemap exists will recieve specular mapping; no attempt is made to generate spec maps where they do not exist.  Specular maps are specified with the base map name plus &amp;quot;-shine&amp;quot; (i.e. TCov3A-shine.pcx).&lt;br /&gt;
====-env====&lt;br /&gt;
Enables environment mapping.  Environment mapping intensity will be determined from the intensity of specular maps.  At the time of this writing (build 3.6.9 RC7), environment mapping only works when the video mode is OpenGL. [[Installing_fs2_open#Video setup|See Video setup.]]&lt;br /&gt;
&lt;br /&gt;
====-glow====&lt;br /&gt;
Enables glowmapping.  Only polygons mapped with textures for which a glowmap exists will be glowmapped.  Glow maps are specified with the base map name plus &amp;quot;-glow&amp;quot; (i.e. TCov4A-glow.pcx)&lt;br /&gt;
&lt;br /&gt;
====-jpgtga====&lt;br /&gt;
Enables the use of TGA and JPG file formats for image files.  If a ship is showing up partially invisible, select this option.&lt;br /&gt;
====-pcx32====&lt;br /&gt;
&#039;&#039;&#039;WARNING - HIGH MEMORY USAGE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enables PCX files to be loaded into 32-bit memory.  This will not imporove the rendering of any ships in-game, and is usually more of a burden on performance than is worthwhile.  Use at your own risk.  Removed from launcher options after 3.6.7.&lt;br /&gt;
&lt;br /&gt;
====-cell====&lt;br /&gt;
Enables cell shading.  This will make graphics appear more &amp;quot;cartoonish&amp;quot;.  For use with media in mv_cell.vp.  Not considered a standard enhancement.&lt;br /&gt;
====-mipmap====&lt;br /&gt;
Enables mipmapping.&lt;br /&gt;
&lt;br /&gt;
====-nomotiondebris====&lt;br /&gt;
Disables motion debris.&lt;br /&gt;
====-2d_poof====&lt;br /&gt;
Applies nebula poofs in 2d, effectively preventing them from forming intersections with ships.&lt;br /&gt;
====-noscalevid====&lt;br /&gt;
Disables scaling of video clips.&lt;br /&gt;
====-missile_lighting====&lt;br /&gt;
Applys lighting to missiles.&lt;br /&gt;
====-rlm====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Enables more accurate lighting model for OpenGL mode.  Always on in current builds, so this command-line option has been removed.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Game Speed===&lt;br /&gt;
====-img2dds====&lt;br /&gt;
Converts all images to DDS (compressed) format.  Decreases memory usage but potentially reduces image quality.&lt;br /&gt;
====-no_vsync====&lt;br /&gt;
Disables vertical sync.&lt;br /&gt;
====-cache_bitmaps====&lt;br /&gt;
Caches bitmaps between missions, which will ideally reduce the load-time from one mission to another.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===HUD===&lt;br /&gt;
====-dualscanlines====&lt;br /&gt;
Adds a second pair of scanning lines to the target window when scanning an object.&lt;br /&gt;
====-targetinfo====&lt;br /&gt;
Displays target info, such as name and class, beside the targeted object.&lt;br /&gt;
====-orbradar====&lt;br /&gt;
Enables 3D radar (the Orb).  3D radar will replace the standard 2D version.&lt;br /&gt;
====-ballistic_gauge====&lt;br /&gt;
Adds an ammo gauge to the HUD when armed with a ballistic weapon.&lt;br /&gt;
====-rearm_timer====&lt;br /&gt;
Displays time remaining until rearm and repair from a support ship is complete.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-smart_shields====&lt;br /&gt;
Enables &amp;quot;smart&amp;quot; shield recharging.  Shield recharge is distributed to the most damaged shield quadrant instead of being distributed equally across the entire shield and be wasted when a quadrant is full.&lt;br /&gt;
====-ship_choice_3d====&lt;br /&gt;
Use ship and weapon models in ship selection and weapon loadout.  Completely disables the standard ANI interface on those screens.&lt;br /&gt;
====-3dwarp====&lt;br /&gt;
Use full geometry for the subspace warp effect.&lt;br /&gt;
====-warp_flash====&lt;br /&gt;
Enable a flash at warp in and warp out.&lt;br /&gt;
====-UseNewAI====&lt;br /&gt;
Tells the game to use new AI routines.  This argument alters mission balance and is not considered a standard feature.&lt;br /&gt;
====-tbp====&lt;br /&gt;
Enable feature set for The Babylon Project&lt;br /&gt;
====-wcsaga====&lt;br /&gt;
Enable feature set for The Wing Commander Saga&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Audio===&lt;br /&gt;
====-snd_preload====&lt;br /&gt;
Preload mission sounds.  Useful in preventing game stuttering when sounds are played for the first time.&lt;br /&gt;
====-nosound====&lt;br /&gt;
Disables all sounds.&lt;br /&gt;
====-nomusic====&lt;br /&gt;
Disables music only.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-standalone====&lt;br /&gt;
Creates a standalone server.&lt;br /&gt;
====-startgame====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-closed====&lt;br /&gt;
&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;
====-restricted====&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;
====-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 - 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;
Disables return to the flight deck screen after a mission completes.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
====-fixbugs====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.  This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
====-nocrash====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.  This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
====-oldfire====&lt;br /&gt;
&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;
====-nohtl====&lt;br /&gt;
&#039;&#039;&#039;WARNING - VERY SLOW&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reverts to software rendering mode.  Does this work any more?&lt;br /&gt;
====-no_set_gamma====&lt;br /&gt;
Disables the gamma settings in the options screen.&lt;br /&gt;
====-nomovies====&lt;br /&gt;
Disables all video playback.&lt;br /&gt;
====-noparseerrors====&lt;br /&gt;
Disables some parsing warnings and makes other parse errors non-fatal.  Do not rely on this when creating new tables, the errors are there for a reason.&lt;br /&gt;
====-safeloading====&lt;br /&gt;
Loads missions the old way.  Typically safer, but slower.&lt;br /&gt;
====-query_speech====&lt;br /&gt;
Determines if the current build includes text-to-speech.&lt;br /&gt;
====-d3d_bad_tsys====&lt;br /&gt;
Enable inefficient texture system.&lt;br /&gt;
====-novbo====&lt;br /&gt;
Disables OpenGL VBO.&lt;br /&gt;
====-noibx====&lt;br /&gt;
Disables IBX caching of model geometry data.  This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.&lt;br /&gt;
====-loadallweps====&lt;br /&gt;
Load all weapons, even those not used.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Experimental===&lt;br /&gt;
====-alpha_env====&lt;br /&gt;
Enables alpha environment mapping.  OpenGL only.  Environment mapping intensity will be determined from the alpha channel of specular maps.&lt;br /&gt;
====-decals====&lt;br /&gt;
Enables damage decals.&lt;br /&gt;
====-ingame_join====&lt;br /&gt;
Enables ingame joining in multiplayer.  FIXME: Host option?&lt;br /&gt;
====-tga16====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to converts TGA images to 16-bits in order to reduce memory footprint (at the expense of image quality), superseded by &#039;&#039;-img2dds&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Development Tools===&lt;br /&gt;
====-fps====&lt;br /&gt;
Displays current frames per second.&lt;br /&gt;
====-pos====&lt;br /&gt;
Displays current position coordinates of camera.&lt;br /&gt;
====-window====&lt;br /&gt;
Runs the game in a window.  No check to make sure that resolution is no higher than your desktop resolution, so be careful.&lt;br /&gt;
====-timerbar====&lt;br /&gt;
Displays a timing bar across the top of the screen.  Timebar format varies by build.&lt;br /&gt;
====-stats====&lt;br /&gt;
Shows total and free physical memory, virtual memory and system pagefile.&lt;br /&gt;
&lt;br /&gt;
====-coords====&lt;br /&gt;
Shows coordinates of the mouse cursor.&lt;br /&gt;
====-show_mem_usage====&lt;br /&gt;
Shows detailed RAM usage in HUD.&lt;br /&gt;
&lt;br /&gt;
The meaning of the info displayed in the upper right corner 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 is 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;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-tablecrcs====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-missioncrcs====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-dis_collisions====&lt;br /&gt;
Disables all collisions.&lt;br /&gt;
====-dis_weapons====&lt;br /&gt;
Disables weapons rendering.&lt;br /&gt;
====-output_sexps====&lt;br /&gt;
Outputs SEXPs to sexps.html.&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
Outputs scripting to scripting.html.&lt;br /&gt;
====-nograb====&lt;br /&gt;
Unix only.  Disables focus grabbing in a window.&lt;br /&gt;
==Other==&lt;br /&gt;
The following options are not available as checkboxes in the launcher.  Many require parameters, which follow the flag seperated by a space.  The prototype for use in this case is &amp;quot;-option argument&amp;quot;&lt;br /&gt;
===Graphics===&lt;br /&gt;
====-ambient_factor====&lt;br /&gt;
&lt;br /&gt;
This must be entered into the &amp;quot;Custom flags&amp;quot; field. This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. FS2&#039;s standard value is 120. Try 75 for a good and realistic looking value. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_exp====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16, however 11 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_point====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the&lt;br /&gt;
&amp;quot;Custom flags&amp;quot; field. Adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. Default is 1.0, however 0.6 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_static====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however is 0.8 recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_tube====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much Beam Weapons contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however 0.4 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-clipdist====&lt;br /&gt;
Changes the distance from the viewpoint for the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the distance to the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-mod====&lt;br /&gt;
&lt;br /&gt;
Specifies in which folders inside Freespace2 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 behaviour, 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;
:::Please note. Freespace Open doesn&#039;t like spaces in directories (in the full path) so do not install the game within &#039;&#039;Program Files/Freespace2&#039;&#039; or &#039;&#039;Games/Freespace 2&#039;&#039; and, of course, do not use spaces within mod directories (&#039;&#039;dir1&#039;&#039; is OK but &#039;&#039;dir 1&#039;&#039; isn&#039;t).&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. Within this Launcher 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;. If &#039;&#039;Freespace2/moddir/mod.ini&#039;&#039; exists, (its format must be plain text), it will be read and, inside it, the following section and lines can be used to modify the -mod flag too:&lt;br /&gt;
&lt;br /&gt;
: [multimod] &amp;lt;br&amp;gt; PrimaryList  = Pri1,Pri2,...(the rest of desired directories)...,Prix; &amp;lt;br&amp;gt;SecondaryList = Sec1,Sec2,...(the rest of desired directories)...,Secx;&lt;br /&gt;
&lt;br /&gt;
(Please note the ending semicolon (;) in each list line). With these lines the following flag would be built:&lt;br /&gt;
: &#039;&#039;&#039;-mod Pri1,Pri2,...,Prix,moddir,Sec1,Sec2,...,Secx&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If primary or secondary folders aren&#039;t used, their respective line can be erased or it can be typed as &#039;&#039;xxxxxxList = ;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::: &#039;&#039;&#039;&#039;&#039;PLEASE NOTE&#039;&#039;&#039;: &#039;&#039;&#039;Launcher v 5.4&#039;&#039;&#039;, or later, &#039;&#039;&#039;must be used&#039;&#039;&#039;. Earlier versions had some bugs that would cause the previous explanation about mod.ini fail.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::: The most common use of mod.ini and SecondaryList is sharing resources between mods. And the best example is the enhaced media vps from SCP crew. Most of the people install them in a folder called &#039;&#039;mediavps&#039;&#039; inside &#039;&#039;Freespace2&#039;&#039;. In this way when running retail FS2 they do not interfere with this original game version that doesn&#039;t use this -mod flag feature. When using FS2_Open but without mods, you just need to select &#039;&#039;mediavps&#039;&#039; in Launcher MOD tab to use them. And if you want to enjoy that enhacements while playing any &#039;real&#039; mod, you just need to put a mod.ini file inside its &#039;&#039;moddir&#039;&#039; with at least a &#039;&#039;SecondaryList = mediavps;&#039;&#039; line.&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.&lt;br /&gt;
#Files located inside vp archives. (These vp archives are &#039;similar&#039; 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 how this &#039;&#039;Mission.fs2&#039;&#039; is 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 enhaced ones adding them in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
As derived from 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;
&lt;br /&gt;
:&#039;&#039;&#039;Additional notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# This flag is also used by 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. No Launcher MOD tab available for this use. &amp;lt;br&amp;gt;  &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;
====-fov====&lt;br /&gt;
Specifies the Field of View for the player eyepoint.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the angle of the viewing cone in radians, from 0 to 2*pi&lt;br /&gt;
&lt;br /&gt;
You can set the cone of view making things look bigger/smaller. The problem with this is that if you choose a small FOV, you will have a squashed look on the edges of your screen - stretched edges with a too high FOV. It is recommended to change the FOV as FS2 normally has some perspective distortion at the screen edges (FOV too high). Set the FOV to something like 0.39 - it will fix the distortion problem, and (as a nice side effect) will make everything look bigger and more realistic scale-wise. The default is 0.75, if you go higher, you&#039;ll get the fish-eye effect. Feel free to experiment. This must be entered into the &amp;quot;Custom flags&amp;quot; field&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Because of an active bug, FOV can misalign target boxes, effects, etc. Please check [http://lore.maxgaming.net/~scp/mantis/bug_view_advanced_page.php?bug_id=0000083 Mantis bug 083 status]if you are going to change the default value.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-gamename====&lt;br /&gt;
Specifies the name of the game to be created by the host.  This only works when used in conjunction with -startgame.  This does nothing when used with -standalone.&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;
See related: [[Command-Line_Reference#-standalone|-standalone]]&lt;br /&gt;
&lt;br /&gt;
====-password====&lt;br /&gt;
Specifies the password for a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the required password for the game being created.&lt;br /&gt;
====-allowabove====&lt;br /&gt;
Specifies a player&#039;s minimum rank for joining a game on a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking above which a player must be to enter the game.&lt;br /&gt;
====-allowbelow====&lt;br /&gt;
Specifies a player&#039;s maximum rank for joining a game on a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking below which a player must be to enter the game.&lt;br /&gt;
====-port====&lt;br /&gt;
Specifies the port on which to run for a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the port which the game should use to connect.&lt;br /&gt;
====-connect====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-clientdamage====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-timeout====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Martellato</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=7551</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=7551"/>
		<updated>2006-09-25T05:25:39Z</updated>

		<summary type="html">&lt;p&gt;Martellato: updated -gamename&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Launcher Flags==&lt;br /&gt;
The following command-line options can be chosen from the launcher.  &lt;br /&gt;
===Graphics===&lt;br /&gt;
====-spec====&lt;br /&gt;
Enables specular mapping.  Only polygons mapped with textures for which a shinemap exists will recieve specular mapping; no attempt is made to generate spec maps where they do not exist.  Specular maps are specified with the base map name plus &amp;quot;-shine&amp;quot; (i.e. TCov3A-shine.pcx).&lt;br /&gt;
====-env====&lt;br /&gt;
Enables environment mapping.  Environment mapping intensity will be determined from the intensity of specular maps.  At the time of this writing (build 3.6.9 RC7), environment mapping only works when the video mode is OpenGL. [[Installing_fs2_open#Video setup|See Video setup.]]&lt;br /&gt;
&lt;br /&gt;
====-glow====&lt;br /&gt;
Enables glowmapping.  Only polygons mapped with textures for which a glowmap exists will be glowmapped.  Glow maps are specified with the base map name plus &amp;quot;-glow&amp;quot; (i.e. TCov4A-glow.pcx)&lt;br /&gt;
&lt;br /&gt;
====-jpgtga====&lt;br /&gt;
Enables the use of TGA and JPG file formats for image files.  If a ship is showing up partially invisible, select this option.&lt;br /&gt;
====-pcx32====&lt;br /&gt;
&#039;&#039;&#039;WARNING - HIGH MEMORY USAGE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enables PCX files to be loaded into 32-bit memory.  This will not imporove the rendering of any ships in-game, and is usually more of a burden on performance than is worthwhile.  Use at your own risk.  Removed from launcher options after 3.6.7.&lt;br /&gt;
&lt;br /&gt;
====-cell====&lt;br /&gt;
Enables cell shading.  This will make graphics appear more &amp;quot;cartoonish&amp;quot;.  For use with media in mv_cell.vp.  Not considered a standard enhancement.&lt;br /&gt;
====-mipmap====&lt;br /&gt;
Enables mipmapping.&lt;br /&gt;
&lt;br /&gt;
====-nomotiondebris====&lt;br /&gt;
Disables motion debris.&lt;br /&gt;
====-2d_poof====&lt;br /&gt;
Applies nebula poofs in 2d, effectively preventing them from forming intersections with ships.&lt;br /&gt;
====-noscalevid====&lt;br /&gt;
Disables scaling of video clips.&lt;br /&gt;
====-missile_lighting====&lt;br /&gt;
Applys lighting to missiles.&lt;br /&gt;
====-rlm====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Enables more accurate lighting model for OpenGL mode.  Always on in current builds, so this command-line option has been removed.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Game Speed===&lt;br /&gt;
====-img2dds====&lt;br /&gt;
Converts all images to DDS (compressed) format.  Decreases memory usage but potentially reduces image quality.&lt;br /&gt;
====-no_vsync====&lt;br /&gt;
Disables vertical sync.&lt;br /&gt;
====-cache_bitmaps====&lt;br /&gt;
Caches bitmaps between missions, which will ideally reduce the load-time from one mission to another.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===HUD===&lt;br /&gt;
====-dualscanlines====&lt;br /&gt;
Adds a second pair of scanning lines to the target window when scanning an object.&lt;br /&gt;
====-targetinfo====&lt;br /&gt;
Displays target info, such as name and class, beside the targeted object.&lt;br /&gt;
====-orbradar====&lt;br /&gt;
Enables 3D radar (the Orb).  3D radar will replace the standard 2D version.&lt;br /&gt;
====-ballistic_gauge====&lt;br /&gt;
Adds an ammo gauge to the HUD when armed with a ballistic weapon.&lt;br /&gt;
====-rearm_timer====&lt;br /&gt;
Displays time remaining until rearm and repair from a support ship is complete.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-smart_shields====&lt;br /&gt;
Enables &amp;quot;smart&amp;quot; shield recharging.  Shield recharge is distributed to the most damaged shield quadrant instead of being distributed equally across the entire shield and be wasted when a quadrant is full.&lt;br /&gt;
====-ship_choice_3d====&lt;br /&gt;
Use ship and weapon models in ship selection and weapon loadout.  Completely disables the standard ANI interface on those screens.&lt;br /&gt;
====-3dwarp====&lt;br /&gt;
Use full geometry for the subspace warp effect.&lt;br /&gt;
====-warp_flash====&lt;br /&gt;
Enable a flash at warp in and warp out.&lt;br /&gt;
====-UseNewAI====&lt;br /&gt;
Tells the game to use new AI routines.  This argument alters mission balance and is not considered a standard feature.&lt;br /&gt;
====-tbp====&lt;br /&gt;
Enable feature set for The Babylon Project&lt;br /&gt;
====-wcsaga====&lt;br /&gt;
Enable feature set for The Wing Commander Saga&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Audio===&lt;br /&gt;
====-snd_preload====&lt;br /&gt;
Preload mission sounds.  Useful in preventing game stuttering when sounds are played for the first time.&lt;br /&gt;
====-nosound====&lt;br /&gt;
Disables all sounds.&lt;br /&gt;
====-nomusic====&lt;br /&gt;
Disables music only.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-standalone====&lt;br /&gt;
Creates a standalone server.&lt;br /&gt;
====-startgame====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-closed====&lt;br /&gt;
&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;
====-restricted====&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;
====-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 - 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;
Disables return to the flight deck screen after a mission completes.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
====-fixbugs====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.  This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
====-nocrash====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.  This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
====-oldfire====&lt;br /&gt;
&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;
====-nohtl====&lt;br /&gt;
&#039;&#039;&#039;WARNING - VERY SLOW&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reverts to software rendering mode.  Does this work any more?&lt;br /&gt;
====-no_set_gamma====&lt;br /&gt;
Disables the gamma settings in the options screen.&lt;br /&gt;
====-nomovies====&lt;br /&gt;
Disables all video playback.&lt;br /&gt;
====-noparseerrors====&lt;br /&gt;
Disables some parsing warnings and makes other parse errors non-fatal.  Do not rely on this when creating new tables, the errors are there for a reason.&lt;br /&gt;
====-safeloading====&lt;br /&gt;
Loads missions the old way.  Typically safer, but slower.&lt;br /&gt;
====-query_speech====&lt;br /&gt;
Determines if the current build includes text-to-speech.&lt;br /&gt;
====-d3d_bad_tsys====&lt;br /&gt;
Enable inefficient texture system.&lt;br /&gt;
====-novbo====&lt;br /&gt;
Disables OpenGL VBO.&lt;br /&gt;
====-noibx====&lt;br /&gt;
Disables IBX caching of model geometry data.  This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.&lt;br /&gt;
====-loadallweps====&lt;br /&gt;
Load all weapons, even those not used.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Experimental===&lt;br /&gt;
====-alpha_env====&lt;br /&gt;
Enables alpha environment mapping.  OpenGL only.  Environment mapping intensity will be determined from the alpha channel of specular maps.&lt;br /&gt;
====-decals====&lt;br /&gt;
Enables damage decals.&lt;br /&gt;
====-ingame_join====&lt;br /&gt;
Enables ingame joining in multiplayer.  FIXME: Host option?&lt;br /&gt;
====-tga16====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to converts TGA images to 16-bits in order to reduce memory footprint (at the expense of image quality), superseded by &#039;&#039;-img2dds&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Development Tools===&lt;br /&gt;
====-fps====&lt;br /&gt;
Displays current frames per second.&lt;br /&gt;
====-pos====&lt;br /&gt;
Displays current position coordinates of camera.&lt;br /&gt;
====-window====&lt;br /&gt;
Runs the game in a window.  No check to make sure that resolution is no higher than your desktop resolution, so be careful.&lt;br /&gt;
====-timerbar====&lt;br /&gt;
Displays a timing bar across the top of the screen.  Timebar format varies by build.&lt;br /&gt;
====-stats====&lt;br /&gt;
Shows total and free physical memory, virtual memory and system pagefile.&lt;br /&gt;
&lt;br /&gt;
====-coords====&lt;br /&gt;
Shows coordinates of the mouse cursor.&lt;br /&gt;
====-show_mem_usage====&lt;br /&gt;
Shows detailed RAM usage in HUD.&lt;br /&gt;
&lt;br /&gt;
The meaning of the info displayed in the upper right corner 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 is 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;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-tablecrcs====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-missioncrcs====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-dis_collisions====&lt;br /&gt;
Disables all collisions.&lt;br /&gt;
====-dis_weapons====&lt;br /&gt;
Disables weapons rendering.&lt;br /&gt;
====-output_sexps====&lt;br /&gt;
Outputs SEXPs to sexps.html.&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
Outputs scripting to scripting.html.&lt;br /&gt;
====-nograb====&lt;br /&gt;
Unix only.  Disables focus grabbing in a window.&lt;br /&gt;
==Other==&lt;br /&gt;
The following options are not available as checkboxes in the launcher.  Many require parameters, which follow the flag seperated by a space.  The prototype for use in this case is &amp;quot;-option argument&amp;quot;&lt;br /&gt;
===Graphics===&lt;br /&gt;
====-ambient_factor====&lt;br /&gt;
&lt;br /&gt;
This must be entered into the &amp;quot;Custom flags&amp;quot; field. This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. FS2&#039;s standard value is 120. Try 75 for a good and realistic looking value. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_exp====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16, however 11 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_point====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the&lt;br /&gt;
&amp;quot;Custom flags&amp;quot; field. Adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. Default is 1.0, however 0.6 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_static====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however is 0.8 recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_tube====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much Beam Weapons contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however 0.4 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-clipdist====&lt;br /&gt;
Changes the distance from the viewpoint for the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the distance to the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-mod====&lt;br /&gt;
&lt;br /&gt;
Specifies in which folders inside Freespace2 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 behaviour, 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;
:::Please note. Freespace Open doesn&#039;t like spaces in directories (in the full path) so do not install the game within &#039;&#039;Program Files/Freespace2&#039;&#039; or &#039;&#039;Games/Freespace 2&#039;&#039; and, of course, do not use spaces within mod directories (&#039;&#039;dir1&#039;&#039; is OK but &#039;&#039;dir 1&#039;&#039; isn&#039;t).&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. Within this Launcher 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;. If &#039;&#039;Freespace2/moddir/mod.ini&#039;&#039; exists, (its format must be plain text), it will be read and, inside it, the following section and lines can be used to modify the -mod flag too:&lt;br /&gt;
&lt;br /&gt;
: [multimod] &amp;lt;br&amp;gt; PrimaryList  = Pri1,Pri2,...(the rest of desired directories)...,Prix; &amp;lt;br&amp;gt;SecondaryList = Sec1,Sec2,...(the rest of desired directories)...,Secx;&lt;br /&gt;
&lt;br /&gt;
(Please note the ending semicolon (;) in each list line). With these lines the following flag would be built:&lt;br /&gt;
: &#039;&#039;&#039;-mod Pri1,Pri2,...,Prix,moddir,Sec1,Sec2,...,Secx&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If primary or secondary folders aren&#039;t used, their respective line can be erased or it can be typed as &#039;&#039;xxxxxxList = ;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::: &#039;&#039;&#039;&#039;&#039;PLEASE NOTE&#039;&#039;&#039;: &#039;&#039;&#039;Launcher v 5.4&#039;&#039;&#039;, or later, &#039;&#039;&#039;must be used&#039;&#039;&#039;. Earlier versions had some bugs that would cause the previous explanation about mod.ini fail.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::: The most common use of mod.ini and SecondaryList is sharing resources between mods. And the best example is the enhaced media vps from SCP crew. Most of the people install them in a folder called &#039;&#039;mediavps&#039;&#039; inside &#039;&#039;Freespace2&#039;&#039;. In this way when running retail FS2 they do not interfere with this original game version that doesn&#039;t use this -mod flag feature. When using FS2_Open but without mods, you just need to select &#039;&#039;mediavps&#039;&#039; in Launcher MOD tab to use them. And if you want to enjoy that enhacements while playing any &#039;real&#039; mod, you just need to put a mod.ini file inside its &#039;&#039;moddir&#039;&#039; with at least a &#039;&#039;SecondaryList = mediavps;&#039;&#039; line.&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.&lt;br /&gt;
#Files located inside vp archives. (These vp archives are &#039;similar&#039; 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 how this &#039;&#039;Mission.fs2&#039;&#039; is 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 enhaced ones adding them in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
As derived from 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;
&lt;br /&gt;
:&#039;&#039;&#039;Additional notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# This flag is also used by 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. No Launcher MOD tab available for this use. &amp;lt;br&amp;gt;  &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;
====-fov====&lt;br /&gt;
Specifies the Field of View for the player eyepoint.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the angle of the viewing cone in radians, from 0 to 2*pi&lt;br /&gt;
&lt;br /&gt;
You can set the cone of view making things look bigger/smaller. The problem with this is that if you choose a small FOV, you will have a squashed look on the edges of your screen - stretched edges with a too high FOV. It is recommended to change the FOV as FS2 normally has some perspective distortion at the screen edges (FOV too high). Set the FOV to something like 0.39 - it will fix the distortion problem, and (as a nice side effect) will make everything look bigger and more realistic scale-wise. The default is 0.75, if you go higher, you&#039;ll get the fish-eye effect. Feel free to experiment. This must be entered into the &amp;quot;Custom flags&amp;quot; field&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Because of an active bug, FOV can misalign target boxes, effects, etc. Please check [http://lore.maxgaming.net/~scp/mantis/bug_view_advanced_page.php?bug_id=0000083 Mantis bug 083 status]if you are going to change the default value.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-gamename====&lt;br /&gt;
Specifies the name of the game to be created by the host.  This only works when used in conjunction with &#039;&#039;&#039;-startgame&#039;&#039;&#039;.  This does nothing when used with &#039;&#039;&#039;-standalone&#039;&#039;&#039;.&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;
See related: [[Command-Line_Reference#-standalone|-standalone]]&lt;br /&gt;
&lt;br /&gt;
====-password====&lt;br /&gt;
Specifies the password for a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the required password for the game being created.&lt;br /&gt;
====-allowabove====&lt;br /&gt;
Specifies a player&#039;s minimum rank for joining a game on a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking above which a player must be to enter the game.&lt;br /&gt;
====-allowbelow====&lt;br /&gt;
Specifies a player&#039;s maximum rank for joining a game on a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking below which a player must be to enter the game.&lt;br /&gt;
====-port====&lt;br /&gt;
Specifies the port on which to run for a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the port which the game should use to connect.&lt;br /&gt;
====-connect====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-clientdamage====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-timeout====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Martellato</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=7550</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=7550"/>
		<updated>2006-09-25T05:17:45Z</updated>

		<summary type="html">&lt;p&gt;Martellato: updated -oldfire&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Launcher Flags==&lt;br /&gt;
The following command-line options can be chosen from the launcher.  &lt;br /&gt;
===Graphics===&lt;br /&gt;
====-spec====&lt;br /&gt;
Enables specular mapping.  Only polygons mapped with textures for which a shinemap exists will recieve specular mapping; no attempt is made to generate spec maps where they do not exist.  Specular maps are specified with the base map name plus &amp;quot;-shine&amp;quot; (i.e. TCov3A-shine.pcx).&lt;br /&gt;
====-env====&lt;br /&gt;
Enables environment mapping.  Environment mapping intensity will be determined from the intensity of specular maps.  At the time of this writing (build 3.6.9 RC7), environment mapping only works when the video mode is OpenGL. [[Installing_fs2_open#Video setup|See Video setup.]]&lt;br /&gt;
&lt;br /&gt;
====-glow====&lt;br /&gt;
Enables glowmapping.  Only polygons mapped with textures for which a glowmap exists will be glowmapped.  Glow maps are specified with the base map name plus &amp;quot;-glow&amp;quot; (i.e. TCov4A-glow.pcx)&lt;br /&gt;
&lt;br /&gt;
====-jpgtga====&lt;br /&gt;
Enables the use of TGA and JPG file formats for image files.  If a ship is showing up partially invisible, select this option.&lt;br /&gt;
====-pcx32====&lt;br /&gt;
&#039;&#039;&#039;WARNING - HIGH MEMORY USAGE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enables PCX files to be loaded into 32-bit memory.  This will not imporove the rendering of any ships in-game, and is usually more of a burden on performance than is worthwhile.  Use at your own risk.  Removed from launcher options after 3.6.7.&lt;br /&gt;
&lt;br /&gt;
====-cell====&lt;br /&gt;
Enables cell shading.  This will make graphics appear more &amp;quot;cartoonish&amp;quot;.  For use with media in mv_cell.vp.  Not considered a standard enhancement.&lt;br /&gt;
====-mipmap====&lt;br /&gt;
Enables mipmapping.&lt;br /&gt;
&lt;br /&gt;
====-nomotiondebris====&lt;br /&gt;
Disables motion debris.&lt;br /&gt;
====-2d_poof====&lt;br /&gt;
Applies nebula poofs in 2d, effectively preventing them from forming intersections with ships.&lt;br /&gt;
====-noscalevid====&lt;br /&gt;
Disables scaling of video clips.&lt;br /&gt;
====-missile_lighting====&lt;br /&gt;
Applys lighting to missiles.&lt;br /&gt;
====-rlm====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Enables more accurate lighting model for OpenGL mode.  Always on in current builds, so this command-line option has been removed.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Game Speed===&lt;br /&gt;
====-img2dds====&lt;br /&gt;
Converts all images to DDS (compressed) format.  Decreases memory usage but potentially reduces image quality.&lt;br /&gt;
====-no_vsync====&lt;br /&gt;
Disables vertical sync.&lt;br /&gt;
====-cache_bitmaps====&lt;br /&gt;
Caches bitmaps between missions, which will ideally reduce the load-time from one mission to another.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===HUD===&lt;br /&gt;
====-dualscanlines====&lt;br /&gt;
Adds a second pair of scanning lines to the target window when scanning an object.&lt;br /&gt;
====-targetinfo====&lt;br /&gt;
Displays target info, such as name and class, beside the targeted object.&lt;br /&gt;
====-orbradar====&lt;br /&gt;
Enables 3D radar (the Orb).  3D radar will replace the standard 2D version.&lt;br /&gt;
====-ballistic_gauge====&lt;br /&gt;
Adds an ammo gauge to the HUD when armed with a ballistic weapon.&lt;br /&gt;
====-rearm_timer====&lt;br /&gt;
Displays time remaining until rearm and repair from a support ship is complete.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-smart_shields====&lt;br /&gt;
Enables &amp;quot;smart&amp;quot; shield recharging.  Shield recharge is distributed to the most damaged shield quadrant instead of being distributed equally across the entire shield and be wasted when a quadrant is full.&lt;br /&gt;
====-ship_choice_3d====&lt;br /&gt;
Use ship and weapon models in ship selection and weapon loadout.  Completely disables the standard ANI interface on those screens.&lt;br /&gt;
====-3dwarp====&lt;br /&gt;
Use full geometry for the subspace warp effect.&lt;br /&gt;
====-warp_flash====&lt;br /&gt;
Enable a flash at warp in and warp out.&lt;br /&gt;
====-UseNewAI====&lt;br /&gt;
Tells the game to use new AI routines.  This argument alters mission balance and is not considered a standard feature.&lt;br /&gt;
====-tbp====&lt;br /&gt;
Enable feature set for The Babylon Project&lt;br /&gt;
====-wcsaga====&lt;br /&gt;
Enable feature set for The Wing Commander Saga&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Audio===&lt;br /&gt;
====-snd_preload====&lt;br /&gt;
Preload mission sounds.  Useful in preventing game stuttering when sounds are played for the first time.&lt;br /&gt;
====-nosound====&lt;br /&gt;
Disables all sounds.&lt;br /&gt;
====-nomusic====&lt;br /&gt;
Disables music only.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-standalone====&lt;br /&gt;
Creates a standalone server.&lt;br /&gt;
====-startgame====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-closed====&lt;br /&gt;
&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;
====-restricted====&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;
====-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 - 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;
Disables return to the flight deck screen after a mission completes.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
====-fixbugs====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.  This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
====-nocrash====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.  This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
====-oldfire====&lt;br /&gt;
&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;
====-nohtl====&lt;br /&gt;
&#039;&#039;&#039;WARNING - VERY SLOW&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reverts to software rendering mode.  Does this work any more?&lt;br /&gt;
====-no_set_gamma====&lt;br /&gt;
Disables the gamma settings in the options screen.&lt;br /&gt;
====-nomovies====&lt;br /&gt;
Disables all video playback.&lt;br /&gt;
====-noparseerrors====&lt;br /&gt;
Disables some parsing warnings and makes other parse errors non-fatal.  Do not rely on this when creating new tables, the errors are there for a reason.&lt;br /&gt;
====-safeloading====&lt;br /&gt;
Loads missions the old way.  Typically safer, but slower.&lt;br /&gt;
====-query_speech====&lt;br /&gt;
Determines if the current build includes text-to-speech.&lt;br /&gt;
====-d3d_bad_tsys====&lt;br /&gt;
Enable inefficient texture system.&lt;br /&gt;
====-novbo====&lt;br /&gt;
Disables OpenGL VBO.&lt;br /&gt;
====-noibx====&lt;br /&gt;
Disables IBX caching of model geometry data.  This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.&lt;br /&gt;
====-loadallweps====&lt;br /&gt;
Load all weapons, even those not used.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Experimental===&lt;br /&gt;
====-alpha_env====&lt;br /&gt;
Enables alpha environment mapping.  OpenGL only.  Environment mapping intensity will be determined from the alpha channel of specular maps.&lt;br /&gt;
====-decals====&lt;br /&gt;
Enables damage decals.&lt;br /&gt;
====-ingame_join====&lt;br /&gt;
Enables ingame joining in multiplayer.  FIXME: Host option?&lt;br /&gt;
====-tga16====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to converts TGA images to 16-bits in order to reduce memory footprint (at the expense of image quality), superseded by &#039;&#039;-img2dds&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Development Tools===&lt;br /&gt;
====-fps====&lt;br /&gt;
Displays current frames per second.&lt;br /&gt;
====-pos====&lt;br /&gt;
Displays current position coordinates of camera.&lt;br /&gt;
====-window====&lt;br /&gt;
Runs the game in a window.  No check to make sure that resolution is no higher than your desktop resolution, so be careful.&lt;br /&gt;
====-timerbar====&lt;br /&gt;
Displays a timing bar across the top of the screen.  Timebar format varies by build.&lt;br /&gt;
====-stats====&lt;br /&gt;
Shows total and free physical memory, virtual memory and system pagefile.&lt;br /&gt;
&lt;br /&gt;
====-coords====&lt;br /&gt;
Shows coordinates of the mouse cursor.&lt;br /&gt;
====-show_mem_usage====&lt;br /&gt;
Shows detailed RAM usage in HUD.&lt;br /&gt;
&lt;br /&gt;
The meaning of the info displayed in the upper right corner 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 is 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;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-tablecrcs====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-missioncrcs====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-dis_collisions====&lt;br /&gt;
Disables all collisions.&lt;br /&gt;
====-dis_weapons====&lt;br /&gt;
Disables weapons rendering.&lt;br /&gt;
====-output_sexps====&lt;br /&gt;
Outputs SEXPs to sexps.html.&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
Outputs scripting to scripting.html.&lt;br /&gt;
====-nograb====&lt;br /&gt;
Unix only.  Disables focus grabbing in a window.&lt;br /&gt;
==Other==&lt;br /&gt;
The following options are not available as checkboxes in the launcher.  Many require parameters, which follow the flag seperated by a space.  The prototype for use in this case is &amp;quot;-option argument&amp;quot;&lt;br /&gt;
===Graphics===&lt;br /&gt;
====-ambient_factor====&lt;br /&gt;
&lt;br /&gt;
This must be entered into the &amp;quot;Custom flags&amp;quot; field. This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. FS2&#039;s standard value is 120. Try 75 for a good and realistic looking value. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_exp====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16, however 11 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_point====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the&lt;br /&gt;
&amp;quot;Custom flags&amp;quot; field. Adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. Default is 1.0, however 0.6 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_static====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however is 0.8 recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_tube====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much Beam Weapons contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however 0.4 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-clipdist====&lt;br /&gt;
Changes the distance from the viewpoint for the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the distance to the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-mod====&lt;br /&gt;
&lt;br /&gt;
Specifies in which folders inside Freespace2 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 behaviour, 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;
:::Please note. Freespace Open doesn&#039;t like spaces in directories (in the full path) so do not install the game within &#039;&#039;Program Files/Freespace2&#039;&#039; or &#039;&#039;Games/Freespace 2&#039;&#039; and, of course, do not use spaces within mod directories (&#039;&#039;dir1&#039;&#039; is OK but &#039;&#039;dir 1&#039;&#039; isn&#039;t).&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. Within this Launcher 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;. If &#039;&#039;Freespace2/moddir/mod.ini&#039;&#039; exists, (its format must be plain text), it will be read and, inside it, the following section and lines can be used to modify the -mod flag too:&lt;br /&gt;
&lt;br /&gt;
: [multimod] &amp;lt;br&amp;gt; PrimaryList  = Pri1,Pri2,...(the rest of desired directories)...,Prix; &amp;lt;br&amp;gt;SecondaryList = Sec1,Sec2,...(the rest of desired directories)...,Secx;&lt;br /&gt;
&lt;br /&gt;
(Please note the ending semicolon (;) in each list line). With these lines the following flag would be built:&lt;br /&gt;
: &#039;&#039;&#039;-mod Pri1,Pri2,...,Prix,moddir,Sec1,Sec2,...,Secx&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If primary or secondary folders aren&#039;t used, their respective line can be erased or it can be typed as &#039;&#039;xxxxxxList = ;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::: &#039;&#039;&#039;&#039;&#039;PLEASE NOTE&#039;&#039;&#039;: &#039;&#039;&#039;Launcher v 5.4&#039;&#039;&#039;, or later, &#039;&#039;&#039;must be used&#039;&#039;&#039;. Earlier versions had some bugs that would cause the previous explanation about mod.ini fail.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::: The most common use of mod.ini and SecondaryList is sharing resources between mods. And the best example is the enhaced media vps from SCP crew. Most of the people install them in a folder called &#039;&#039;mediavps&#039;&#039; inside &#039;&#039;Freespace2&#039;&#039;. In this way when running retail FS2 they do not interfere with this original game version that doesn&#039;t use this -mod flag feature. When using FS2_Open but without mods, you just need to select &#039;&#039;mediavps&#039;&#039; in Launcher MOD tab to use them. And if you want to enjoy that enhacements while playing any &#039;real&#039; mod, you just need to put a mod.ini file inside its &#039;&#039;moddir&#039;&#039; with at least a &#039;&#039;SecondaryList = mediavps;&#039;&#039; line.&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.&lt;br /&gt;
#Files located inside vp archives. (These vp archives are &#039;similar&#039; 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 how this &#039;&#039;Mission.fs2&#039;&#039; is 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 enhaced ones adding them in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
As derived from 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;
&lt;br /&gt;
:&#039;&#039;&#039;Additional notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# This flag is also used by 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. No Launcher MOD tab available for this use. &amp;lt;br&amp;gt;  &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;
====-fov====&lt;br /&gt;
Specifies the Field of View for the player eyepoint.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the angle of the viewing cone in radians, from 0 to 2*pi&lt;br /&gt;
&lt;br /&gt;
You can set the cone of view making things look bigger/smaller. The problem with this is that if you choose a small FOV, you will have a squashed look on the edges of your screen - stretched edges with a too high FOV. It is recommended to change the FOV as FS2 normally has some perspective distortion at the screen edges (FOV too high). Set the FOV to something like 0.39 - it will fix the distortion problem, and (as a nice side effect) will make everything look bigger and more realistic scale-wise. The default is 0.75, if you go higher, you&#039;ll get the fish-eye effect. Feel free to experiment. This must be entered into the &amp;quot;Custom flags&amp;quot; field&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Because of an active bug, FOV can misalign target boxes, effects, etc. Please check [http://lore.maxgaming.net/~scp/mantis/bug_view_advanced_page.php?bug_id=0000083 Mantis bug 083 status]if you are going to change the default value.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-gamename====&lt;br /&gt;
Specifies the name of the game to be created by a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the name to be assigned to the game being created.&lt;br /&gt;
====-password====&lt;br /&gt;
Specifies the password for a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the required password for the game being created.&lt;br /&gt;
====-allowabove====&lt;br /&gt;
Specifies a player&#039;s minimum rank for joining a game on a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking above which a player must be to enter the game.&lt;br /&gt;
====-allowbelow====&lt;br /&gt;
Specifies a player&#039;s maximum rank for joining a game on a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking below which a player must be to enter the game.&lt;br /&gt;
====-port====&lt;br /&gt;
Specifies the port on which to run for a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the port which the game should use to connect.&lt;br /&gt;
====-connect====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-clientdamage====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-timeout====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Martellato</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=7549</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=7549"/>
		<updated>2006-09-25T05:17:01Z</updated>

		<summary type="html">&lt;p&gt;Martellato: updated -clientdamage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Launcher Flags==&lt;br /&gt;
The following command-line options can be chosen from the launcher.  &lt;br /&gt;
===Graphics===&lt;br /&gt;
====-spec====&lt;br /&gt;
Enables specular mapping.  Only polygons mapped with textures for which a shinemap exists will recieve specular mapping; no attempt is made to generate spec maps where they do not exist.  Specular maps are specified with the base map name plus &amp;quot;-shine&amp;quot; (i.e. TCov3A-shine.pcx).&lt;br /&gt;
====-env====&lt;br /&gt;
Enables environment mapping.  Environment mapping intensity will be determined from the intensity of specular maps.  At the time of this writing (build 3.6.9 RC7), environment mapping only works when the video mode is OpenGL. [[Installing_fs2_open#Video setup|See Video setup.]]&lt;br /&gt;
&lt;br /&gt;
====-glow====&lt;br /&gt;
Enables glowmapping.  Only polygons mapped with textures for which a glowmap exists will be glowmapped.  Glow maps are specified with the base map name plus &amp;quot;-glow&amp;quot; (i.e. TCov4A-glow.pcx)&lt;br /&gt;
&lt;br /&gt;
====-jpgtga====&lt;br /&gt;
Enables the use of TGA and JPG file formats for image files.  If a ship is showing up partially invisible, select this option.&lt;br /&gt;
====-pcx32====&lt;br /&gt;
&#039;&#039;&#039;WARNING - HIGH MEMORY USAGE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enables PCX files to be loaded into 32-bit memory.  This will not imporove the rendering of any ships in-game, and is usually more of a burden on performance than is worthwhile.  Use at your own risk.  Removed from launcher options after 3.6.7.&lt;br /&gt;
&lt;br /&gt;
====-cell====&lt;br /&gt;
Enables cell shading.  This will make graphics appear more &amp;quot;cartoonish&amp;quot;.  For use with media in mv_cell.vp.  Not considered a standard enhancement.&lt;br /&gt;
====-mipmap====&lt;br /&gt;
Enables mipmapping.&lt;br /&gt;
&lt;br /&gt;
====-nomotiondebris====&lt;br /&gt;
Disables motion debris.&lt;br /&gt;
====-2d_poof====&lt;br /&gt;
Applies nebula poofs in 2d, effectively preventing them from forming intersections with ships.&lt;br /&gt;
====-noscalevid====&lt;br /&gt;
Disables scaling of video clips.&lt;br /&gt;
====-missile_lighting====&lt;br /&gt;
Applys lighting to missiles.&lt;br /&gt;
====-rlm====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Enables more accurate lighting model for OpenGL mode.  Always on in current builds, so this command-line option has been removed.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Game Speed===&lt;br /&gt;
====-img2dds====&lt;br /&gt;
Converts all images to DDS (compressed) format.  Decreases memory usage but potentially reduces image quality.&lt;br /&gt;
====-no_vsync====&lt;br /&gt;
Disables vertical sync.&lt;br /&gt;
====-cache_bitmaps====&lt;br /&gt;
Caches bitmaps between missions, which will ideally reduce the load-time from one mission to another.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===HUD===&lt;br /&gt;
====-dualscanlines====&lt;br /&gt;
Adds a second pair of scanning lines to the target window when scanning an object.&lt;br /&gt;
====-targetinfo====&lt;br /&gt;
Displays target info, such as name and class, beside the targeted object.&lt;br /&gt;
====-orbradar====&lt;br /&gt;
Enables 3D radar (the Orb).  3D radar will replace the standard 2D version.&lt;br /&gt;
====-ballistic_gauge====&lt;br /&gt;
Adds an ammo gauge to the HUD when armed with a ballistic weapon.&lt;br /&gt;
====-rearm_timer====&lt;br /&gt;
Displays time remaining until rearm and repair from a support ship is complete.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-smart_shields====&lt;br /&gt;
Enables &amp;quot;smart&amp;quot; shield recharging.  Shield recharge is distributed to the most damaged shield quadrant instead of being distributed equally across the entire shield and be wasted when a quadrant is full.&lt;br /&gt;
====-ship_choice_3d====&lt;br /&gt;
Use ship and weapon models in ship selection and weapon loadout.  Completely disables the standard ANI interface on those screens.&lt;br /&gt;
====-3dwarp====&lt;br /&gt;
Use full geometry for the subspace warp effect.&lt;br /&gt;
====-warp_flash====&lt;br /&gt;
Enable a flash at warp in and warp out.&lt;br /&gt;
====-UseNewAI====&lt;br /&gt;
Tells the game to use new AI routines.  This argument alters mission balance and is not considered a standard feature.&lt;br /&gt;
====-tbp====&lt;br /&gt;
Enable feature set for The Babylon Project&lt;br /&gt;
====-wcsaga====&lt;br /&gt;
Enable feature set for The Wing Commander Saga&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Audio===&lt;br /&gt;
====-snd_preload====&lt;br /&gt;
Preload mission sounds.  Useful in preventing game stuttering when sounds are played for the first time.&lt;br /&gt;
====-nosound====&lt;br /&gt;
Disables all sounds.&lt;br /&gt;
====-nomusic====&lt;br /&gt;
Disables music only.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-standalone====&lt;br /&gt;
Creates a standalone server.&lt;br /&gt;
====-startgame====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-closed====&lt;br /&gt;
&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;
====-restricted====&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;
====-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 - 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;
Disables return to the flight deck screen after a mission completes.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
====-fixbugs====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.  This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
====-nocrash====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.  This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
====-oldfire====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-nohtl====&lt;br /&gt;
&#039;&#039;&#039;WARNING - VERY SLOW&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reverts to software rendering mode.  Does this work any more?&lt;br /&gt;
====-no_set_gamma====&lt;br /&gt;
Disables the gamma settings in the options screen.&lt;br /&gt;
====-nomovies====&lt;br /&gt;
Disables all video playback.&lt;br /&gt;
====-noparseerrors====&lt;br /&gt;
Disables some parsing warnings and makes other parse errors non-fatal.  Do not rely on this when creating new tables, the errors are there for a reason.&lt;br /&gt;
====-safeloading====&lt;br /&gt;
Loads missions the old way.  Typically safer, but slower.&lt;br /&gt;
====-query_speech====&lt;br /&gt;
Determines if the current build includes text-to-speech.&lt;br /&gt;
====-d3d_bad_tsys====&lt;br /&gt;
Enable inefficient texture system.&lt;br /&gt;
====-novbo====&lt;br /&gt;
Disables OpenGL VBO.&lt;br /&gt;
====-noibx====&lt;br /&gt;
Disables IBX caching of model geometry data.  This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.&lt;br /&gt;
====-loadallweps====&lt;br /&gt;
Load all weapons, even those not used.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Experimental===&lt;br /&gt;
====-alpha_env====&lt;br /&gt;
Enables alpha environment mapping.  OpenGL only.  Environment mapping intensity will be determined from the alpha channel of specular maps.&lt;br /&gt;
====-decals====&lt;br /&gt;
Enables damage decals.&lt;br /&gt;
====-ingame_join====&lt;br /&gt;
Enables ingame joining in multiplayer.  FIXME: Host option?&lt;br /&gt;
====-tga16====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to converts TGA images to 16-bits in order to reduce memory footprint (at the expense of image quality), superseded by &#039;&#039;-img2dds&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Development Tools===&lt;br /&gt;
====-fps====&lt;br /&gt;
Displays current frames per second.&lt;br /&gt;
====-pos====&lt;br /&gt;
Displays current position coordinates of camera.&lt;br /&gt;
====-window====&lt;br /&gt;
Runs the game in a window.  No check to make sure that resolution is no higher than your desktop resolution, so be careful.&lt;br /&gt;
====-timerbar====&lt;br /&gt;
Displays a timing bar across the top of the screen.  Timebar format varies by build.&lt;br /&gt;
====-stats====&lt;br /&gt;
Shows total and free physical memory, virtual memory and system pagefile.&lt;br /&gt;
&lt;br /&gt;
====-coords====&lt;br /&gt;
Shows coordinates of the mouse cursor.&lt;br /&gt;
====-show_mem_usage====&lt;br /&gt;
Shows detailed RAM usage in HUD.&lt;br /&gt;
&lt;br /&gt;
The meaning of the info displayed in the upper right corner 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 is 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;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-tablecrcs====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-missioncrcs====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-dis_collisions====&lt;br /&gt;
Disables all collisions.&lt;br /&gt;
====-dis_weapons====&lt;br /&gt;
Disables weapons rendering.&lt;br /&gt;
====-output_sexps====&lt;br /&gt;
Outputs SEXPs to sexps.html.&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
Outputs scripting to scripting.html.&lt;br /&gt;
====-nograb====&lt;br /&gt;
Unix only.  Disables focus grabbing in a window.&lt;br /&gt;
==Other==&lt;br /&gt;
The following options are not available as checkboxes in the launcher.  Many require parameters, which follow the flag seperated by a space.  The prototype for use in this case is &amp;quot;-option argument&amp;quot;&lt;br /&gt;
===Graphics===&lt;br /&gt;
====-ambient_factor====&lt;br /&gt;
&lt;br /&gt;
This must be entered into the &amp;quot;Custom flags&amp;quot; field. This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. FS2&#039;s standard value is 120. Try 75 for a good and realistic looking value. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_exp====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16, however 11 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_point====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the&lt;br /&gt;
&amp;quot;Custom flags&amp;quot; field. Adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. Default is 1.0, however 0.6 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_static====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however is 0.8 recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_tube====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much Beam Weapons contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however 0.4 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-clipdist====&lt;br /&gt;
Changes the distance from the viewpoint for the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the distance to the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-mod====&lt;br /&gt;
&lt;br /&gt;
Specifies in which folders inside Freespace2 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 behaviour, 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;
:::Please note. Freespace Open doesn&#039;t like spaces in directories (in the full path) so do not install the game within &#039;&#039;Program Files/Freespace2&#039;&#039; or &#039;&#039;Games/Freespace 2&#039;&#039; and, of course, do not use spaces within mod directories (&#039;&#039;dir1&#039;&#039; is OK but &#039;&#039;dir 1&#039;&#039; isn&#039;t).&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. Within this Launcher 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;. If &#039;&#039;Freespace2/moddir/mod.ini&#039;&#039; exists, (its format must be plain text), it will be read and, inside it, the following section and lines can be used to modify the -mod flag too:&lt;br /&gt;
&lt;br /&gt;
: [multimod] &amp;lt;br&amp;gt; PrimaryList  = Pri1,Pri2,...(the rest of desired directories)...,Prix; &amp;lt;br&amp;gt;SecondaryList = Sec1,Sec2,...(the rest of desired directories)...,Secx;&lt;br /&gt;
&lt;br /&gt;
(Please note the ending semicolon (;) in each list line). With these lines the following flag would be built:&lt;br /&gt;
: &#039;&#039;&#039;-mod Pri1,Pri2,...,Prix,moddir,Sec1,Sec2,...,Secx&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If primary or secondary folders aren&#039;t used, their respective line can be erased or it can be typed as &#039;&#039;xxxxxxList = ;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::: &#039;&#039;&#039;&#039;&#039;PLEASE NOTE&#039;&#039;&#039;: &#039;&#039;&#039;Launcher v 5.4&#039;&#039;&#039;, or later, &#039;&#039;&#039;must be used&#039;&#039;&#039;. Earlier versions had some bugs that would cause the previous explanation about mod.ini fail.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::: The most common use of mod.ini and SecondaryList is sharing resources between mods. And the best example is the enhaced media vps from SCP crew. Most of the people install them in a folder called &#039;&#039;mediavps&#039;&#039; inside &#039;&#039;Freespace2&#039;&#039;. In this way when running retail FS2 they do not interfere with this original game version that doesn&#039;t use this -mod flag feature. When using FS2_Open but without mods, you just need to select &#039;&#039;mediavps&#039;&#039; in Launcher MOD tab to use them. And if you want to enjoy that enhacements while playing any &#039;real&#039; mod, you just need to put a mod.ini file inside its &#039;&#039;moddir&#039;&#039; with at least a &#039;&#039;SecondaryList = mediavps;&#039;&#039; line.&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.&lt;br /&gt;
#Files located inside vp archives. (These vp archives are &#039;similar&#039; 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 how this &#039;&#039;Mission.fs2&#039;&#039; is 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 enhaced ones adding them in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
As derived from 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;
&lt;br /&gt;
:&#039;&#039;&#039;Additional notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# This flag is also used by 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. No Launcher MOD tab available for this use. &amp;lt;br&amp;gt;  &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;
====-fov====&lt;br /&gt;
Specifies the Field of View for the player eyepoint.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the angle of the viewing cone in radians, from 0 to 2*pi&lt;br /&gt;
&lt;br /&gt;
You can set the cone of view making things look bigger/smaller. The problem with this is that if you choose a small FOV, you will have a squashed look on the edges of your screen - stretched edges with a too high FOV. It is recommended to change the FOV as FS2 normally has some perspective distortion at the screen edges (FOV too high). Set the FOV to something like 0.39 - it will fix the distortion problem, and (as a nice side effect) will make everything look bigger and more realistic scale-wise. The default is 0.75, if you go higher, you&#039;ll get the fish-eye effect. Feel free to experiment. This must be entered into the &amp;quot;Custom flags&amp;quot; field&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Because of an active bug, FOV can misalign target boxes, effects, etc. Please check [http://lore.maxgaming.net/~scp/mantis/bug_view_advanced_page.php?bug_id=0000083 Mantis bug 083 status]if you are going to change the default value.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-gamename====&lt;br /&gt;
Specifies the name of the game to be created by a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the name to be assigned to the game being created.&lt;br /&gt;
====-password====&lt;br /&gt;
Specifies the password for a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the required password for the game being created.&lt;br /&gt;
====-allowabove====&lt;br /&gt;
Specifies a player&#039;s minimum rank for joining a game on a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking above which a player must be to enter the game.&lt;br /&gt;
====-allowbelow====&lt;br /&gt;
Specifies a player&#039;s maximum rank for joining a game on a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking below which a player must be to enter the game.&lt;br /&gt;
====-port====&lt;br /&gt;
Specifies the port on which to run for a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the port which the game should use to connect.&lt;br /&gt;
====-connect====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-clientdamage====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-timeout====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Martellato</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=7548</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=7548"/>
		<updated>2006-09-25T05:14:24Z</updated>

		<summary type="html">&lt;p&gt;Martellato: updated -restricted&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Launcher Flags==&lt;br /&gt;
The following command-line options can be chosen from the launcher.  &lt;br /&gt;
===Graphics===&lt;br /&gt;
====-spec====&lt;br /&gt;
Enables specular mapping.  Only polygons mapped with textures for which a shinemap exists will recieve specular mapping; no attempt is made to generate spec maps where they do not exist.  Specular maps are specified with the base map name plus &amp;quot;-shine&amp;quot; (i.e. TCov3A-shine.pcx).&lt;br /&gt;
====-env====&lt;br /&gt;
Enables environment mapping.  Environment mapping intensity will be determined from the intensity of specular maps.  At the time of this writing (build 3.6.9 RC7), environment mapping only works when the video mode is OpenGL. [[Installing_fs2_open#Video setup|See Video setup.]]&lt;br /&gt;
&lt;br /&gt;
====-glow====&lt;br /&gt;
Enables glowmapping.  Only polygons mapped with textures for which a glowmap exists will be glowmapped.  Glow maps are specified with the base map name plus &amp;quot;-glow&amp;quot; (i.e. TCov4A-glow.pcx)&lt;br /&gt;
&lt;br /&gt;
====-jpgtga====&lt;br /&gt;
Enables the use of TGA and JPG file formats for image files.  If a ship is showing up partially invisible, select this option.&lt;br /&gt;
====-pcx32====&lt;br /&gt;
&#039;&#039;&#039;WARNING - HIGH MEMORY USAGE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enables PCX files to be loaded into 32-bit memory.  This will not imporove the rendering of any ships in-game, and is usually more of a burden on performance than is worthwhile.  Use at your own risk.  Removed from launcher options after 3.6.7.&lt;br /&gt;
&lt;br /&gt;
====-cell====&lt;br /&gt;
Enables cell shading.  This will make graphics appear more &amp;quot;cartoonish&amp;quot;.  For use with media in mv_cell.vp.  Not considered a standard enhancement.&lt;br /&gt;
====-mipmap====&lt;br /&gt;
Enables mipmapping.&lt;br /&gt;
&lt;br /&gt;
====-nomotiondebris====&lt;br /&gt;
Disables motion debris.&lt;br /&gt;
====-2d_poof====&lt;br /&gt;
Applies nebula poofs in 2d, effectively preventing them from forming intersections with ships.&lt;br /&gt;
====-noscalevid====&lt;br /&gt;
Disables scaling of video clips.&lt;br /&gt;
====-missile_lighting====&lt;br /&gt;
Applys lighting to missiles.&lt;br /&gt;
====-rlm====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Enables more accurate lighting model for OpenGL mode.  Always on in current builds, so this command-line option has been removed.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Game Speed===&lt;br /&gt;
====-img2dds====&lt;br /&gt;
Converts all images to DDS (compressed) format.  Decreases memory usage but potentially reduces image quality.&lt;br /&gt;
====-no_vsync====&lt;br /&gt;
Disables vertical sync.&lt;br /&gt;
====-cache_bitmaps====&lt;br /&gt;
Caches bitmaps between missions, which will ideally reduce the load-time from one mission to another.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===HUD===&lt;br /&gt;
====-dualscanlines====&lt;br /&gt;
Adds a second pair of scanning lines to the target window when scanning an object.&lt;br /&gt;
====-targetinfo====&lt;br /&gt;
Displays target info, such as name and class, beside the targeted object.&lt;br /&gt;
====-orbradar====&lt;br /&gt;
Enables 3D radar (the Orb).  3D radar will replace the standard 2D version.&lt;br /&gt;
====-ballistic_gauge====&lt;br /&gt;
Adds an ammo gauge to the HUD when armed with a ballistic weapon.&lt;br /&gt;
====-rearm_timer====&lt;br /&gt;
Displays time remaining until rearm and repair from a support ship is complete.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-smart_shields====&lt;br /&gt;
Enables &amp;quot;smart&amp;quot; shield recharging.  Shield recharge is distributed to the most damaged shield quadrant instead of being distributed equally across the entire shield and be wasted when a quadrant is full.&lt;br /&gt;
====-ship_choice_3d====&lt;br /&gt;
Use ship and weapon models in ship selection and weapon loadout.  Completely disables the standard ANI interface on those screens.&lt;br /&gt;
====-3dwarp====&lt;br /&gt;
Use full geometry for the subspace warp effect.&lt;br /&gt;
====-warp_flash====&lt;br /&gt;
Enable a flash at warp in and warp out.&lt;br /&gt;
====-UseNewAI====&lt;br /&gt;
Tells the game to use new AI routines.  This argument alters mission balance and is not considered a standard feature.&lt;br /&gt;
====-tbp====&lt;br /&gt;
Enable feature set for The Babylon Project&lt;br /&gt;
====-wcsaga====&lt;br /&gt;
Enable feature set for The Wing Commander Saga&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Audio===&lt;br /&gt;
====-snd_preload====&lt;br /&gt;
Preload mission sounds.  Useful in preventing game stuttering when sounds are played for the first time.&lt;br /&gt;
====-nosound====&lt;br /&gt;
Disables all sounds.&lt;br /&gt;
====-nomusic====&lt;br /&gt;
Disables music only.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-standalone====&lt;br /&gt;
Creates a standalone server.&lt;br /&gt;
====-startgame====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-closed====&lt;br /&gt;
&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;
====-restricted====&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;
====-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 - or with main data folder if no mod is active.&lt;br /&gt;
&lt;br /&gt;
====-clientdamage====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-mpnoreturn====&lt;br /&gt;
Disables return to the flight deck screen after a mission completes.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
====-fixbugs====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.  This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
====-nocrash====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.  This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
====-oldfire====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-nohtl====&lt;br /&gt;
&#039;&#039;&#039;WARNING - VERY SLOW&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reverts to software rendering mode.  Does this work any more?&lt;br /&gt;
====-no_set_gamma====&lt;br /&gt;
Disables the gamma settings in the options screen.&lt;br /&gt;
====-nomovies====&lt;br /&gt;
Disables all video playback.&lt;br /&gt;
====-noparseerrors====&lt;br /&gt;
Disables some parsing warnings and makes other parse errors non-fatal.  Do not rely on this when creating new tables, the errors are there for a reason.&lt;br /&gt;
====-safeloading====&lt;br /&gt;
Loads missions the old way.  Typically safer, but slower.&lt;br /&gt;
====-query_speech====&lt;br /&gt;
Determines if the current build includes text-to-speech.&lt;br /&gt;
====-d3d_bad_tsys====&lt;br /&gt;
Enable inefficient texture system.&lt;br /&gt;
====-novbo====&lt;br /&gt;
Disables OpenGL VBO.&lt;br /&gt;
====-noibx====&lt;br /&gt;
Disables IBX caching of model geometry data.  This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.&lt;br /&gt;
====-loadallweps====&lt;br /&gt;
Load all weapons, even those not used.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Experimental===&lt;br /&gt;
====-alpha_env====&lt;br /&gt;
Enables alpha environment mapping.  OpenGL only.  Environment mapping intensity will be determined from the alpha channel of specular maps.&lt;br /&gt;
====-decals====&lt;br /&gt;
Enables damage decals.&lt;br /&gt;
====-ingame_join====&lt;br /&gt;
Enables ingame joining in multiplayer.  FIXME: Host option?&lt;br /&gt;
====-tga16====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to converts TGA images to 16-bits in order to reduce memory footprint (at the expense of image quality), superseded by &#039;&#039;-img2dds&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Development Tools===&lt;br /&gt;
====-fps====&lt;br /&gt;
Displays current frames per second.&lt;br /&gt;
====-pos====&lt;br /&gt;
Displays current position coordinates of camera.&lt;br /&gt;
====-window====&lt;br /&gt;
Runs the game in a window.  No check to make sure that resolution is no higher than your desktop resolution, so be careful.&lt;br /&gt;
====-timerbar====&lt;br /&gt;
Displays a timing bar across the top of the screen.  Timebar format varies by build.&lt;br /&gt;
====-stats====&lt;br /&gt;
Shows total and free physical memory, virtual memory and system pagefile.&lt;br /&gt;
&lt;br /&gt;
====-coords====&lt;br /&gt;
Shows coordinates of the mouse cursor.&lt;br /&gt;
====-show_mem_usage====&lt;br /&gt;
Shows detailed RAM usage in HUD.&lt;br /&gt;
&lt;br /&gt;
The meaning of the info displayed in the upper right corner 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 is 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;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-tablecrcs====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-missioncrcs====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-dis_collisions====&lt;br /&gt;
Disables all collisions.&lt;br /&gt;
====-dis_weapons====&lt;br /&gt;
Disables weapons rendering.&lt;br /&gt;
====-output_sexps====&lt;br /&gt;
Outputs SEXPs to sexps.html.&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
Outputs scripting to scripting.html.&lt;br /&gt;
====-nograb====&lt;br /&gt;
Unix only.  Disables focus grabbing in a window.&lt;br /&gt;
==Other==&lt;br /&gt;
The following options are not available as checkboxes in the launcher.  Many require parameters, which follow the flag seperated by a space.  The prototype for use in this case is &amp;quot;-option argument&amp;quot;&lt;br /&gt;
===Graphics===&lt;br /&gt;
====-ambient_factor====&lt;br /&gt;
&lt;br /&gt;
This must be entered into the &amp;quot;Custom flags&amp;quot; field. This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. FS2&#039;s standard value is 120. Try 75 for a good and realistic looking value. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_exp====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16, however 11 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_point====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the&lt;br /&gt;
&amp;quot;Custom flags&amp;quot; field. Adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. Default is 1.0, however 0.6 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_static====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however is 0.8 recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_tube====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much Beam Weapons contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however 0.4 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-clipdist====&lt;br /&gt;
Changes the distance from the viewpoint for the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the distance to the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-mod====&lt;br /&gt;
&lt;br /&gt;
Specifies in which folders inside Freespace2 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 behaviour, 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;
:::Please note. Freespace Open doesn&#039;t like spaces in directories (in the full path) so do not install the game within &#039;&#039;Program Files/Freespace2&#039;&#039; or &#039;&#039;Games/Freespace 2&#039;&#039; and, of course, do not use spaces within mod directories (&#039;&#039;dir1&#039;&#039; is OK but &#039;&#039;dir 1&#039;&#039; isn&#039;t).&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. Within this Launcher 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;. If &#039;&#039;Freespace2/moddir/mod.ini&#039;&#039; exists, (its format must be plain text), it will be read and, inside it, the following section and lines can be used to modify the -mod flag too:&lt;br /&gt;
&lt;br /&gt;
: [multimod] &amp;lt;br&amp;gt; PrimaryList  = Pri1,Pri2,...(the rest of desired directories)...,Prix; &amp;lt;br&amp;gt;SecondaryList = Sec1,Sec2,...(the rest of desired directories)...,Secx;&lt;br /&gt;
&lt;br /&gt;
(Please note the ending semicolon (;) in each list line). With these lines the following flag would be built:&lt;br /&gt;
: &#039;&#039;&#039;-mod Pri1,Pri2,...,Prix,moddir,Sec1,Sec2,...,Secx&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If primary or secondary folders aren&#039;t used, their respective line can be erased or it can be typed as &#039;&#039;xxxxxxList = ;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::: &#039;&#039;&#039;&#039;&#039;PLEASE NOTE&#039;&#039;&#039;: &#039;&#039;&#039;Launcher v 5.4&#039;&#039;&#039;, or later, &#039;&#039;&#039;must be used&#039;&#039;&#039;. Earlier versions had some bugs that would cause the previous explanation about mod.ini fail.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::: The most common use of mod.ini and SecondaryList is sharing resources between mods. And the best example is the enhaced media vps from SCP crew. Most of the people install them in a folder called &#039;&#039;mediavps&#039;&#039; inside &#039;&#039;Freespace2&#039;&#039;. In this way when running retail FS2 they do not interfere with this original game version that doesn&#039;t use this -mod flag feature. When using FS2_Open but without mods, you just need to select &#039;&#039;mediavps&#039;&#039; in Launcher MOD tab to use them. And if you want to enjoy that enhacements while playing any &#039;real&#039; mod, you just need to put a mod.ini file inside its &#039;&#039;moddir&#039;&#039; with at least a &#039;&#039;SecondaryList = mediavps;&#039;&#039; line.&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.&lt;br /&gt;
#Files located inside vp archives. (These vp archives are &#039;similar&#039; 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 how this &#039;&#039;Mission.fs2&#039;&#039; is 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 enhaced ones adding them in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
As derived from 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;
&lt;br /&gt;
:&#039;&#039;&#039;Additional notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# This flag is also used by 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. No Launcher MOD tab available for this use. &amp;lt;br&amp;gt;  &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;
====-fov====&lt;br /&gt;
Specifies the Field of View for the player eyepoint.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the angle of the viewing cone in radians, from 0 to 2*pi&lt;br /&gt;
&lt;br /&gt;
You can set the cone of view making things look bigger/smaller. The problem with this is that if you choose a small FOV, you will have a squashed look on the edges of your screen - stretched edges with a too high FOV. It is recommended to change the FOV as FS2 normally has some perspective distortion at the screen edges (FOV too high). Set the FOV to something like 0.39 - it will fix the distortion problem, and (as a nice side effect) will make everything look bigger and more realistic scale-wise. The default is 0.75, if you go higher, you&#039;ll get the fish-eye effect. Feel free to experiment. This must be entered into the &amp;quot;Custom flags&amp;quot; field&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Because of an active bug, FOV can misalign target boxes, effects, etc. Please check [http://lore.maxgaming.net/~scp/mantis/bug_view_advanced_page.php?bug_id=0000083 Mantis bug 083 status]if you are going to change the default value.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-gamename====&lt;br /&gt;
Specifies the name of the game to be created by a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the name to be assigned to the game being created.&lt;br /&gt;
====-password====&lt;br /&gt;
Specifies the password for a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the required password for the game being created.&lt;br /&gt;
====-allowabove====&lt;br /&gt;
Specifies a player&#039;s minimum rank for joining a game on a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking above which a player must be to enter the game.&lt;br /&gt;
====-allowbelow====&lt;br /&gt;
Specifies a player&#039;s maximum rank for joining a game on a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking below which a player must be to enter the game.&lt;br /&gt;
====-port====&lt;br /&gt;
Specifies the port on which to run for a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the port which the game should use to connect.&lt;br /&gt;
====-connect====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-clientdamage====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-timeout====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Martellato</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=7547</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=7547"/>
		<updated>2006-09-25T05:13:55Z</updated>

		<summary type="html">&lt;p&gt;Martellato: updated -closed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Launcher Flags==&lt;br /&gt;
The following command-line options can be chosen from the launcher.  &lt;br /&gt;
===Graphics===&lt;br /&gt;
====-spec====&lt;br /&gt;
Enables specular mapping.  Only polygons mapped with textures for which a shinemap exists will recieve specular mapping; no attempt is made to generate spec maps where they do not exist.  Specular maps are specified with the base map name plus &amp;quot;-shine&amp;quot; (i.e. TCov3A-shine.pcx).&lt;br /&gt;
====-env====&lt;br /&gt;
Enables environment mapping.  Environment mapping intensity will be determined from the intensity of specular maps.  At the time of this writing (build 3.6.9 RC7), environment mapping only works when the video mode is OpenGL. [[Installing_fs2_open#Video setup|See Video setup.]]&lt;br /&gt;
&lt;br /&gt;
====-glow====&lt;br /&gt;
Enables glowmapping.  Only polygons mapped with textures for which a glowmap exists will be glowmapped.  Glow maps are specified with the base map name plus &amp;quot;-glow&amp;quot; (i.e. TCov4A-glow.pcx)&lt;br /&gt;
&lt;br /&gt;
====-jpgtga====&lt;br /&gt;
Enables the use of TGA and JPG file formats for image files.  If a ship is showing up partially invisible, select this option.&lt;br /&gt;
====-pcx32====&lt;br /&gt;
&#039;&#039;&#039;WARNING - HIGH MEMORY USAGE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enables PCX files to be loaded into 32-bit memory.  This will not imporove the rendering of any ships in-game, and is usually more of a burden on performance than is worthwhile.  Use at your own risk.  Removed from launcher options after 3.6.7.&lt;br /&gt;
&lt;br /&gt;
====-cell====&lt;br /&gt;
Enables cell shading.  This will make graphics appear more &amp;quot;cartoonish&amp;quot;.  For use with media in mv_cell.vp.  Not considered a standard enhancement.&lt;br /&gt;
====-mipmap====&lt;br /&gt;
Enables mipmapping.&lt;br /&gt;
&lt;br /&gt;
====-nomotiondebris====&lt;br /&gt;
Disables motion debris.&lt;br /&gt;
====-2d_poof====&lt;br /&gt;
Applies nebula poofs in 2d, effectively preventing them from forming intersections with ships.&lt;br /&gt;
====-noscalevid====&lt;br /&gt;
Disables scaling of video clips.&lt;br /&gt;
====-missile_lighting====&lt;br /&gt;
Applys lighting to missiles.&lt;br /&gt;
====-rlm====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Enables more accurate lighting model for OpenGL mode.  Always on in current builds, so this command-line option has been removed.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Game Speed===&lt;br /&gt;
====-img2dds====&lt;br /&gt;
Converts all images to DDS (compressed) format.  Decreases memory usage but potentially reduces image quality.&lt;br /&gt;
====-no_vsync====&lt;br /&gt;
Disables vertical sync.&lt;br /&gt;
====-cache_bitmaps====&lt;br /&gt;
Caches bitmaps between missions, which will ideally reduce the load-time from one mission to another.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===HUD===&lt;br /&gt;
====-dualscanlines====&lt;br /&gt;
Adds a second pair of scanning lines to the target window when scanning an object.&lt;br /&gt;
====-targetinfo====&lt;br /&gt;
Displays target info, such as name and class, beside the targeted object.&lt;br /&gt;
====-orbradar====&lt;br /&gt;
Enables 3D radar (the Orb).  3D radar will replace the standard 2D version.&lt;br /&gt;
====-ballistic_gauge====&lt;br /&gt;
Adds an ammo gauge to the HUD when armed with a ballistic weapon.&lt;br /&gt;
====-rearm_timer====&lt;br /&gt;
Displays time remaining until rearm and repair from a support ship is complete.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-smart_shields====&lt;br /&gt;
Enables &amp;quot;smart&amp;quot; shield recharging.  Shield recharge is distributed to the most damaged shield quadrant instead of being distributed equally across the entire shield and be wasted when a quadrant is full.&lt;br /&gt;
====-ship_choice_3d====&lt;br /&gt;
Use ship and weapon models in ship selection and weapon loadout.  Completely disables the standard ANI interface on those screens.&lt;br /&gt;
====-3dwarp====&lt;br /&gt;
Use full geometry for the subspace warp effect.&lt;br /&gt;
====-warp_flash====&lt;br /&gt;
Enable a flash at warp in and warp out.&lt;br /&gt;
====-UseNewAI====&lt;br /&gt;
Tells the game to use new AI routines.  This argument alters mission balance and is not considered a standard feature.&lt;br /&gt;
====-tbp====&lt;br /&gt;
Enable feature set for The Babylon Project&lt;br /&gt;
====-wcsaga====&lt;br /&gt;
Enable feature set for The Wing Commander Saga&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Audio===&lt;br /&gt;
====-snd_preload====&lt;br /&gt;
Preload mission sounds.  Useful in preventing game stuttering when sounds are played for the first time.&lt;br /&gt;
====-nosound====&lt;br /&gt;
Disables all sounds.&lt;br /&gt;
====-nomusic====&lt;br /&gt;
Disables music only.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-standalone====&lt;br /&gt;
Creates a standalone server.&lt;br /&gt;
====-startgame====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-closed====&lt;br /&gt;
&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;
====-restricted====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-multilog====&lt;br /&gt;
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 - or with main data folder if no mod is active.&lt;br /&gt;
&lt;br /&gt;
====-clientdamage====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-mpnoreturn====&lt;br /&gt;
Disables return to the flight deck screen after a mission completes.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
====-fixbugs====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.  This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
====-nocrash====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.  This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
====-oldfire====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-nohtl====&lt;br /&gt;
&#039;&#039;&#039;WARNING - VERY SLOW&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reverts to software rendering mode.  Does this work any more?&lt;br /&gt;
====-no_set_gamma====&lt;br /&gt;
Disables the gamma settings in the options screen.&lt;br /&gt;
====-nomovies====&lt;br /&gt;
Disables all video playback.&lt;br /&gt;
====-noparseerrors====&lt;br /&gt;
Disables some parsing warnings and makes other parse errors non-fatal.  Do not rely on this when creating new tables, the errors are there for a reason.&lt;br /&gt;
====-safeloading====&lt;br /&gt;
Loads missions the old way.  Typically safer, but slower.&lt;br /&gt;
====-query_speech====&lt;br /&gt;
Determines if the current build includes text-to-speech.&lt;br /&gt;
====-d3d_bad_tsys====&lt;br /&gt;
Enable inefficient texture system.&lt;br /&gt;
====-novbo====&lt;br /&gt;
Disables OpenGL VBO.&lt;br /&gt;
====-noibx====&lt;br /&gt;
Disables IBX caching of model geometry data.  This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.&lt;br /&gt;
====-loadallweps====&lt;br /&gt;
Load all weapons, even those not used.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Experimental===&lt;br /&gt;
====-alpha_env====&lt;br /&gt;
Enables alpha environment mapping.  OpenGL only.  Environment mapping intensity will be determined from the alpha channel of specular maps.&lt;br /&gt;
====-decals====&lt;br /&gt;
Enables damage decals.&lt;br /&gt;
====-ingame_join====&lt;br /&gt;
Enables ingame joining in multiplayer.  FIXME: Host option?&lt;br /&gt;
====-tga16====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to converts TGA images to 16-bits in order to reduce memory footprint (at the expense of image quality), superseded by &#039;&#039;-img2dds&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Development Tools===&lt;br /&gt;
====-fps====&lt;br /&gt;
Displays current frames per second.&lt;br /&gt;
====-pos====&lt;br /&gt;
Displays current position coordinates of camera.&lt;br /&gt;
====-window====&lt;br /&gt;
Runs the game in a window.  No check to make sure that resolution is no higher than your desktop resolution, so be careful.&lt;br /&gt;
====-timerbar====&lt;br /&gt;
Displays a timing bar across the top of the screen.  Timebar format varies by build.&lt;br /&gt;
====-stats====&lt;br /&gt;
Shows total and free physical memory, virtual memory and system pagefile.&lt;br /&gt;
&lt;br /&gt;
====-coords====&lt;br /&gt;
Shows coordinates of the mouse cursor.&lt;br /&gt;
====-show_mem_usage====&lt;br /&gt;
Shows detailed RAM usage in HUD.&lt;br /&gt;
&lt;br /&gt;
The meaning of the info displayed in the upper right corner 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 is 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;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-tablecrcs====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-missioncrcs====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-dis_collisions====&lt;br /&gt;
Disables all collisions.&lt;br /&gt;
====-dis_weapons====&lt;br /&gt;
Disables weapons rendering.&lt;br /&gt;
====-output_sexps====&lt;br /&gt;
Outputs SEXPs to sexps.html.&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
Outputs scripting to scripting.html.&lt;br /&gt;
====-nograb====&lt;br /&gt;
Unix only.  Disables focus grabbing in a window.&lt;br /&gt;
==Other==&lt;br /&gt;
The following options are not available as checkboxes in the launcher.  Many require parameters, which follow the flag seperated by a space.  The prototype for use in this case is &amp;quot;-option argument&amp;quot;&lt;br /&gt;
===Graphics===&lt;br /&gt;
====-ambient_factor====&lt;br /&gt;
&lt;br /&gt;
This must be entered into the &amp;quot;Custom flags&amp;quot; field. This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. FS2&#039;s standard value is 120. Try 75 for a good and realistic looking value. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_exp====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16, however 11 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_point====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the&lt;br /&gt;
&amp;quot;Custom flags&amp;quot; field. Adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. Default is 1.0, however 0.6 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_static====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however is 0.8 recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_tube====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much Beam Weapons contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however 0.4 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-clipdist====&lt;br /&gt;
Changes the distance from the viewpoint for the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the distance to the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-mod====&lt;br /&gt;
&lt;br /&gt;
Specifies in which folders inside Freespace2 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 behaviour, 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;
:::Please note. Freespace Open doesn&#039;t like spaces in directories (in the full path) so do not install the game within &#039;&#039;Program Files/Freespace2&#039;&#039; or &#039;&#039;Games/Freespace 2&#039;&#039; and, of course, do not use spaces within mod directories (&#039;&#039;dir1&#039;&#039; is OK but &#039;&#039;dir 1&#039;&#039; isn&#039;t).&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. Within this Launcher 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;. If &#039;&#039;Freespace2/moddir/mod.ini&#039;&#039; exists, (its format must be plain text), it will be read and, inside it, the following section and lines can be used to modify the -mod flag too:&lt;br /&gt;
&lt;br /&gt;
: [multimod] &amp;lt;br&amp;gt; PrimaryList  = Pri1,Pri2,...(the rest of desired directories)...,Prix; &amp;lt;br&amp;gt;SecondaryList = Sec1,Sec2,...(the rest of desired directories)...,Secx;&lt;br /&gt;
&lt;br /&gt;
(Please note the ending semicolon (;) in each list line). With these lines the following flag would be built:&lt;br /&gt;
: &#039;&#039;&#039;-mod Pri1,Pri2,...,Prix,moddir,Sec1,Sec2,...,Secx&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If primary or secondary folders aren&#039;t used, their respective line can be erased or it can be typed as &#039;&#039;xxxxxxList = ;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::: &#039;&#039;&#039;&#039;&#039;PLEASE NOTE&#039;&#039;&#039;: &#039;&#039;&#039;Launcher v 5.4&#039;&#039;&#039;, or later, &#039;&#039;&#039;must be used&#039;&#039;&#039;. Earlier versions had some bugs that would cause the previous explanation about mod.ini fail.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::: The most common use of mod.ini and SecondaryList is sharing resources between mods. And the best example is the enhaced media vps from SCP crew. Most of the people install them in a folder called &#039;&#039;mediavps&#039;&#039; inside &#039;&#039;Freespace2&#039;&#039;. In this way when running retail FS2 they do not interfere with this original game version that doesn&#039;t use this -mod flag feature. When using FS2_Open but without mods, you just need to select &#039;&#039;mediavps&#039;&#039; in Launcher MOD tab to use them. And if you want to enjoy that enhacements while playing any &#039;real&#039; mod, you just need to put a mod.ini file inside its &#039;&#039;moddir&#039;&#039; with at least a &#039;&#039;SecondaryList = mediavps;&#039;&#039; line.&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.&lt;br /&gt;
#Files located inside vp archives. (These vp archives are &#039;similar&#039; 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 how this &#039;&#039;Mission.fs2&#039;&#039; is 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 enhaced ones adding them in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
As derived from 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;
&lt;br /&gt;
:&#039;&#039;&#039;Additional notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# This flag is also used by 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. No Launcher MOD tab available for this use. &amp;lt;br&amp;gt;  &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;
====-fov====&lt;br /&gt;
Specifies the Field of View for the player eyepoint.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the angle of the viewing cone in radians, from 0 to 2*pi&lt;br /&gt;
&lt;br /&gt;
You can set the cone of view making things look bigger/smaller. The problem with this is that if you choose a small FOV, you will have a squashed look on the edges of your screen - stretched edges with a too high FOV. It is recommended to change the FOV as FS2 normally has some perspective distortion at the screen edges (FOV too high). Set the FOV to something like 0.39 - it will fix the distortion problem, and (as a nice side effect) will make everything look bigger and more realistic scale-wise. The default is 0.75, if you go higher, you&#039;ll get the fish-eye effect. Feel free to experiment. This must be entered into the &amp;quot;Custom flags&amp;quot; field&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Because of an active bug, FOV can misalign target boxes, effects, etc. Please check [http://lore.maxgaming.net/~scp/mantis/bug_view_advanced_page.php?bug_id=0000083 Mantis bug 083 status]if you are going to change the default value.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-gamename====&lt;br /&gt;
Specifies the name of the game to be created by a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the name to be assigned to the game being created.&lt;br /&gt;
====-password====&lt;br /&gt;
Specifies the password for a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the required password for the game being created.&lt;br /&gt;
====-allowabove====&lt;br /&gt;
Specifies a player&#039;s minimum rank for joining a game on a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking above which a player must be to enter the game.&lt;br /&gt;
====-allowbelow====&lt;br /&gt;
Specifies a player&#039;s maximum rank for joining a game on a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking below which a player must be to enter the game.&lt;br /&gt;
====-port====&lt;br /&gt;
Specifies the port on which to run for a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the port which the game should use to connect.&lt;br /&gt;
====-connect====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-clientdamage====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-timeout====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Martellato</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=FS2_Status_Page&amp;diff=7544</id>
		<title>FS2 Status Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=FS2_Status_Page&amp;diff=7544"/>
		<updated>2006-09-23T03:44:39Z</updated>

		<summary type="html">&lt;p&gt;Martellato: Removed the links to game-warden and fs2netd sites &amp;quot;via ip&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;background-color: #000;&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;left&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
==Latest Recommended Release==&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.hard-light.net/forums/index.php/topic,41891.0.html &#039;&#039;&#039;Build&#039;&#039;&#039; 3.6.9 RC 7]&lt;br /&gt;
|align=&amp;quot;center&amp;quot; style=&amp;quot;color: limegreen;&amp;quot;|GOOD&lt;br /&gt;
|Mostly bug fixes of 3.6.7.&lt;br /&gt;
|-&lt;br /&gt;
|[http://fs2source.warpcore.org/exes/Launcher.rar &#039;&#039;&#039;Launcher&#039;&#039;&#039; 5.4]&lt;br /&gt;
|align=&amp;quot;center&amp;quot; style=&amp;quot;color: limegreen;&amp;quot;|GOOD&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MediaVPs&#039;&#039;&#039; 3.6.8 Zeta&lt;br /&gt;
|align=&amp;quot;center&amp;quot; style=&amp;quot;color: limegreen;&amp;quot;|GOOD&lt;br /&gt;
|[http://www.hard-light.net/forums/index.php/topic,39905.0.html 3.6.8 Zeta]&amp;amp;nbsp; Patches: [http://fs2source.warpcore.org/mediavp/mp-710_models.rar mp-710_models.rar]&amp;amp;nbsp; [http://fs2source.warpcore.org/mediavp/mp-710_effects.rar mp-710_effects.rar]&amp;amp;nbsp; [http://fs2source.warpcore.org/mediavp/mp-710_adveffects.rar mp-710_adveffects.rar]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OpenAL&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot; style=&amp;quot;color: limegreen;&amp;quot;|GOOD&lt;br /&gt;
|If your fs2_open does not recognize OpenAL with this [http://fs2source.warpcore.org/exes/latest/OpenALwEAX.exe older installer], then [http://www.hard-light.net/forums/index.php/topic,41802.0.html please refer to this topic].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;left&amp;quot;|&lt;br /&gt;
==Last Official Release==&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Build&#039;&#039;&#039; 3.6.7&lt;br /&gt;
|align=&amp;quot;center&amp;quot; style=&amp;quot;color: limegreen;&amp;quot;|GOOD&lt;br /&gt;
|[http://scp.indiegames.us/download.php?list.8 Refer to scp.indiegames.us downloads page]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Launcher&#039;&#039;&#039; 5.3&lt;br /&gt;
|align=&amp;quot;center&amp;quot; style=&amp;quot;color: limegreen;&amp;quot;|GOOD&lt;br /&gt;
|[http://scp.indiegames.us/download.php?list.8 Refer to scp.indiegames.us downloads page]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MediaVPs&#039;&#039;&#039; 3.6.7&lt;br /&gt;
|align=&amp;quot;center&amp;quot; style=&amp;quot;color: limegreen;&amp;quot;|GOOD&lt;br /&gt;
|[http://scp.indiegames.us/download.php?list.2 Refer to scp.indiegames.us .vp files page]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;left&amp;quot;|&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[http://www.game-warden.com/fs2open_pxo.cfg &#039;&#039;&#039;Multiplayer config file&#039;&#039;&#039;]&lt;br /&gt;
|align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;color: limegreen;&amp;quot;|GOOD&lt;br /&gt;
|Tip: Save this file as &amp;lt;b&amp;gt;data\fs2open_pxo.cfg&amp;lt;/b&amp;gt; AND &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;mediavps&amp;lt;/i&amp;gt;\data\fs2open_pxo.cfg&amp;lt;/b&amp;gt;&lt;br /&gt;
If you are not able to connect to FS2NetD in-game when it is known to be online, [http://www.hard-light.net/forums/index.php/topic,41508.msg849031.html#msg849031 see this post].&lt;br /&gt;
|-&lt;br /&gt;
|[http://fs2netd.game-warden.com/ &#039;&#039;&#039;FS2NetD&#039;&#039;&#039; web site]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[http://www.hard-light.net/forums/index.php/topic,42138.msg859904.html#msg859904 Server Status Check]&lt;br /&gt;
|&amp;amp;larr; Click any of the &amp;quot;Server Status Check&amp;quot; links to see the status of several FS2 servers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;left&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
==Community==&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.game-warden.com/ &#039;&#039;&#039;game-warden.com&#039;&#039;&#039;]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[http://www.hard-light.net/forums/index.php/topic,42138.msg859904.html#msg859904 Server Status Check]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Martellato</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=FS2_Status_Page&amp;diff=7542</id>
		<title>FS2 Status Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=FS2_Status_Page&amp;diff=7542"/>
		<updated>2006-09-22T18:10:39Z</updated>

		<summary type="html">&lt;p&gt;Martellato: Changed links for fs2netd&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;background-color: #000;&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;left&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
==Latest Recommended Release==&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.hard-light.net/forums/index.php/topic,41891.0.html &#039;&#039;&#039;Build&#039;&#039;&#039; 3.6.9 RC 7]&lt;br /&gt;
|align=&amp;quot;center&amp;quot; style=&amp;quot;color: limegreen;&amp;quot;|GOOD&lt;br /&gt;
|Mostly bug fixes of 3.6.7.&lt;br /&gt;
|-&lt;br /&gt;
|[http://fs2source.warpcore.org/exes/Launcher.rar &#039;&#039;&#039;Launcher&#039;&#039;&#039; 5.4]&lt;br /&gt;
|align=&amp;quot;center&amp;quot; style=&amp;quot;color: limegreen;&amp;quot;|GOOD&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MediaVPs&#039;&#039;&#039; 3.6.8 Zeta&lt;br /&gt;
|align=&amp;quot;center&amp;quot; style=&amp;quot;color: limegreen;&amp;quot;|GOOD&lt;br /&gt;
|[http://www.hard-light.net/forums/index.php/topic,39905.0.html 3.6.8 Zeta]&amp;amp;nbsp; Patches: [http://fs2source.warpcore.org/mediavp/mp-710_models.rar mp-710_models.rar]&amp;amp;nbsp; [http://fs2source.warpcore.org/mediavp/mp-710_effects.rar mp-710_effects.rar]&amp;amp;nbsp; [http://fs2source.warpcore.org/mediavp/mp-710_adveffects.rar mp-710_adveffects.rar]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OpenAL&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot; style=&amp;quot;color: limegreen;&amp;quot;|GOOD&lt;br /&gt;
|If your fs2_open does not recognize OpenAL with this [http://fs2source.warpcore.org/exes/latest/OpenALwEAX.exe older installer], then [http://www.hard-light.net/forums/index.php/topic,41802.0.html please refer to this topic].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;left&amp;quot;|&lt;br /&gt;
==Last Official Release==&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Build&#039;&#039;&#039; 3.6.7&lt;br /&gt;
|align=&amp;quot;center&amp;quot; style=&amp;quot;color: limegreen;&amp;quot;|GOOD&lt;br /&gt;
|[http://scp.indiegames.us/download.php?list.8 Refer to scp.indiegames.us downloads page]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Launcher&#039;&#039;&#039; 5.3&lt;br /&gt;
|align=&amp;quot;center&amp;quot; style=&amp;quot;color: limegreen;&amp;quot;|GOOD&lt;br /&gt;
|[http://scp.indiegames.us/download.php?list.8 Refer to scp.indiegames.us downloads page]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MediaVPs&#039;&#039;&#039; 3.6.7&lt;br /&gt;
|align=&amp;quot;center&amp;quot; style=&amp;quot;color: limegreen;&amp;quot;|GOOD&lt;br /&gt;
|[http://scp.indiegames.us/download.php?list.2 Refer to scp.indiegames.us .vp files page]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;left&amp;quot;|&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[http://64.92.160.250/fs2open_pxo.cfg &#039;&#039;&#039;Multiplayer config file&#039;&#039;&#039;]&lt;br /&gt;
|align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;color: limegreen;&amp;quot;|GOOD&lt;br /&gt;
|Tip: Save this file as &amp;lt;b&amp;gt;data\fs2open_pxo.cfg&amp;lt;/b&amp;gt; AND &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;mediavps&amp;lt;/i&amp;gt;\data\fs2open_pxo.cfg&amp;lt;/b&amp;gt;&lt;br /&gt;
If you are not able to connect to FS2NetD in-game when it is known to be online, [http://www.hard-light.net/forums/index.php/topic,41508.msg849031.html#msg849031 see this post].&lt;br /&gt;
|-&lt;br /&gt;
|[http://fs2netd.game-warden.com/ &#039;&#039;&#039;FS2NetD&#039;&#039;&#039; web site]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[http://www.hard-light.net/forums/index.php/topic,42138.msg859904.html#msg859904 Server Status Check]&lt;br /&gt;
|&amp;amp;larr; Click any of the &amp;quot;Server Status Check&amp;quot; links to see the status of several FS2 servers&lt;br /&gt;
|-&lt;br /&gt;
|[http://64.92.160.251/ &#039;&#039;&#039;FS2NetD&#039;&#039;&#039; web site &#039;&#039;via ip&#039;&#039;]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[http://www.hard-light.net/forums/index.php/topic,42138.msg859904.html#msg859904 Server Status Check]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;left&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
==Community==&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.game-warden.com/ &#039;&#039;&#039;game-warden.com&#039;&#039;&#039;]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[http://www.hard-light.net/forums/index.php/topic,42138.msg859904.html#msg859904 Server Status Check]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[http://64.92.160.250/ &#039;&#039;&#039;game-warden.com&#039;&#039;&#039; &#039;&#039;via ip&#039;&#039;]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[http://www.hard-light.net/forums/index.php/topic,42138.msg859904.html#msg859904 Server Status Check]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Martellato</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=7540</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=7540"/>
		<updated>2006-09-21T22:30:43Z</updated>

		<summary type="html">&lt;p&gt;Martellato: -multilog description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Launcher Flags==&lt;br /&gt;
The following command-line options can be chosen from the launcher.  &lt;br /&gt;
===Graphics===&lt;br /&gt;
====-spec====&lt;br /&gt;
Enables specular mapping.  Only polygons mapped with textures for which a shinemap exists will recieve specular mapping; no attempt is made to generate spec maps where they do not exist.  Specular maps are specified with the base map name plus &amp;quot;-shine&amp;quot; (i.e. TCov3A-shine.pcx).&lt;br /&gt;
====-env====&lt;br /&gt;
Enables environment mapping.  Environment mapping intensity will be determined from the intensity of specular maps.  At the time of this writing (build 3.6.9 RC7), environment mapping only works when the video mode is OpenGL. [[Installing_fs2_open#Video setup|See Video setup.]]&lt;br /&gt;
&lt;br /&gt;
====-glow====&lt;br /&gt;
Enables glowmapping.  Only polygons mapped with textures for which a glowmap exists will be glowmapped.  Glow maps are specified with the base map name plus &amp;quot;-glow&amp;quot; (i.e. TCov4A-glow.pcx)&lt;br /&gt;
&lt;br /&gt;
====-jpgtga====&lt;br /&gt;
Enables the use of TGA and JPG file formats for image files.  If a ship is showing up partially invisible, select this option.&lt;br /&gt;
====-pcx32====&lt;br /&gt;
&#039;&#039;&#039;WARNING - HIGH MEMORY USAGE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enables PCX files to be loaded into 32-bit memory.  This will not imporove the rendering of any ships in-game, and is usually more of a burden on performance than is worthwhile.  Use at your own risk.  Removed from launcher options after 3.6.7.&lt;br /&gt;
&lt;br /&gt;
====-cell====&lt;br /&gt;
Enables cell shading.  This will make graphics appear more &amp;quot;cartoonish&amp;quot;.  For use with media in mv_cell.vp.  Not considered a standard enhancement.&lt;br /&gt;
====-mipmap====&lt;br /&gt;
Enables mipmapping.&lt;br /&gt;
&lt;br /&gt;
====-nomotiondebris====&lt;br /&gt;
Disables motion debris.&lt;br /&gt;
====-2d_poof====&lt;br /&gt;
Applies nebula poofs in 2d, effectively preventing them from forming intersections with ships.&lt;br /&gt;
====-noscalevid====&lt;br /&gt;
Disables scaling of video clips.&lt;br /&gt;
====-missile_lighting====&lt;br /&gt;
Applys lighting to missiles.&lt;br /&gt;
====-rlm====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Enables more accurate lighting model for OpenGL mode.  Always on in current builds, so this command-line option has been removed.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Game Speed===&lt;br /&gt;
====-img2dds====&lt;br /&gt;
Converts all images to DDS (compressed) format.  Decreases memory usage but potentially reduces image quality.&lt;br /&gt;
====-no_vsync====&lt;br /&gt;
Disables vertical sync.&lt;br /&gt;
====-cache_bitmaps====&lt;br /&gt;
Caches bitmaps between missions, which will ideally reduce the load-time from one mission to another.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===HUD===&lt;br /&gt;
====-dualscanlines====&lt;br /&gt;
Adds a second pair of scanning lines to the target window when scanning an object.&lt;br /&gt;
====-targetinfo====&lt;br /&gt;
Displays target info, such as name and class, beside the targeted object.&lt;br /&gt;
====-orbradar====&lt;br /&gt;
Enables 3D radar (the Orb).  3D radar will replace the standard 2D version.&lt;br /&gt;
====-ballistic_gauge====&lt;br /&gt;
Adds an ammo gauge to the HUD when armed with a ballistic weapon.&lt;br /&gt;
====-rearm_timer====&lt;br /&gt;
Displays time remaining until rearm and repair from a support ship is complete.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-smart_shields====&lt;br /&gt;
Enables &amp;quot;smart&amp;quot; shield recharging.  Shield recharge is distributed to the most damaged shield quadrant instead of being distributed equally across the entire shield and be wasted when a quadrant is full.&lt;br /&gt;
====-ship_choice_3d====&lt;br /&gt;
Use ship and weapon models in ship selection and weapon loadout.  Completely disables the standard ANI interface on those screens.&lt;br /&gt;
====-3dwarp====&lt;br /&gt;
Use full geometry for the subspace warp effect.&lt;br /&gt;
====-warp_flash====&lt;br /&gt;
Enable a flash at warp in and warp out.&lt;br /&gt;
====-UseNewAI====&lt;br /&gt;
Tells the game to use new AI routines.  This argument alters mission balance and is not considered a standard feature.&lt;br /&gt;
====-tbp====&lt;br /&gt;
Enable feature set for The Babylon Project&lt;br /&gt;
====-wcsaga====&lt;br /&gt;
Enable feature set for The Wing Commander Saga&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Audio===&lt;br /&gt;
====-snd_preload====&lt;br /&gt;
Preload mission sounds.  Useful in preventing game stuttering when sounds are played for the first time.&lt;br /&gt;
====-nosound====&lt;br /&gt;
Disables all sounds.&lt;br /&gt;
====-nomusic====&lt;br /&gt;
Disables music only.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-standalone====&lt;br /&gt;
Creates a standalone server.&lt;br /&gt;
====-startgame====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-closed====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-restricted====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-multilog====&lt;br /&gt;
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 - or with main data folder if no mod is active.&lt;br /&gt;
&lt;br /&gt;
====-clientdamage====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-mpnoreturn====&lt;br /&gt;
Disables return to the flight deck screen after a mission completes.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
====-fixbugs====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.  This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
====-nocrash====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.  This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
====-oldfire====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-nohtl====&lt;br /&gt;
&#039;&#039;&#039;WARNING - VERY SLOW&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reverts to software rendering mode.  Does this work any more?&lt;br /&gt;
====-no_set_gamma====&lt;br /&gt;
Disables the gamma settings in the options screen.&lt;br /&gt;
====-nomovies====&lt;br /&gt;
Disables all video playback.&lt;br /&gt;
====-noparseerrors====&lt;br /&gt;
Disables some parsing warnings and makes other parse errors non-fatal.  Do not rely on this when creating new tables, the errors are there for a reason.&lt;br /&gt;
====-safeloading====&lt;br /&gt;
Loads missions the old way.  Typically safer, but slower.&lt;br /&gt;
====-query_speech====&lt;br /&gt;
Determines if the current build includes text-to-speech.&lt;br /&gt;
====-d3d_bad_tsys====&lt;br /&gt;
Enable inefficient texture system.&lt;br /&gt;
====-novbo====&lt;br /&gt;
Disables OpenGL VBO.&lt;br /&gt;
====-noibx====&lt;br /&gt;
Disables IBX caching of model geometry data.  This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.&lt;br /&gt;
====-loadallweps====&lt;br /&gt;
Load all weapons, even those not used.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Experimental===&lt;br /&gt;
====-alpha_env====&lt;br /&gt;
Enables alpha environment mapping.  OpenGL only.  Environment mapping intensity will be determined from the alpha channel of specular maps.&lt;br /&gt;
====-decals====&lt;br /&gt;
Enables damage decals.&lt;br /&gt;
====-ingame_join====&lt;br /&gt;
Enables ingame joining in multiplayer.  FIXME: Host option?&lt;br /&gt;
====-tga16====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to converts TGA images to 16-bits in order to reduce memory footprint (at the expense of image quality), superseded by &#039;&#039;-img2dds&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Development Tools===&lt;br /&gt;
====-fps====&lt;br /&gt;
Displays current frames per second.&lt;br /&gt;
====-pos====&lt;br /&gt;
Displays current position coordinates of camera.&lt;br /&gt;
====-window====&lt;br /&gt;
Runs the game in a window.  No check to make sure that resolution is no higher than your desktop resolution, so be careful.&lt;br /&gt;
====-timerbar====&lt;br /&gt;
Displays a timing bar across the top of the screen.  Timebar format varies by build.&lt;br /&gt;
====-stats====&lt;br /&gt;
Shows total and free physical memory, virtual memory and system pagefile.&lt;br /&gt;
&lt;br /&gt;
====-coords====&lt;br /&gt;
Shows coordinates of the mouse cursor.&lt;br /&gt;
====-show_mem_usage====&lt;br /&gt;
Shows detailed RAM usage in HUD.&lt;br /&gt;
&lt;br /&gt;
The meaning of the info displayed in the upper right corner 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 is 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;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-tablecrcs====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-missioncrcs====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-dis_collisions====&lt;br /&gt;
Disables all collisions.&lt;br /&gt;
====-dis_weapons====&lt;br /&gt;
Disables weapons rendering.&lt;br /&gt;
====-output_sexps====&lt;br /&gt;
Outputs SEXPs to sexps.html.&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
Outputs scripting to scripting.html.&lt;br /&gt;
====-nograb====&lt;br /&gt;
Unix only.  Disables focus grabbing in a window.&lt;br /&gt;
==Other==&lt;br /&gt;
The following options are not available as checkboxes in the launcher.  Many require parameters, which follow the flag seperated by a space.  The prototype for use in this case is &amp;quot;-option argument&amp;quot;&lt;br /&gt;
===Graphics===&lt;br /&gt;
====-ambient_factor====&lt;br /&gt;
&lt;br /&gt;
This must be entered into the &amp;quot;Custom flags&amp;quot; field. This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. FS2&#039;s standard value is 120. Try 75 for a good and realistic looking value. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_exp====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16, however 11 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_point====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the&lt;br /&gt;
&amp;quot;Custom flags&amp;quot; field. Adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. Default is 1.0, however 0.6 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_static====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however is 0.8 recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_tube====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much Beam Weapons contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however 0.4 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-clipdist====&lt;br /&gt;
Changes the distance from the viewpoint for the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the distance to the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-mod====&lt;br /&gt;
&lt;br /&gt;
Specifies in which folders inside Freespace2 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 behaviour, 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;
:::Please note. Freespace Open doesn&#039;t like spaces in directories (in the full path) so do not install the game within &#039;&#039;Program Files/Freespace2&#039;&#039; or &#039;&#039;Games/Freespace 2&#039;&#039; and, of course, do not use spaces within mod directories (&#039;&#039;dir1&#039;&#039; is OK but &#039;&#039;dir 1&#039;&#039; isn&#039;t).&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. Within this Launcher 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;. If &#039;&#039;Freespace2/moddir/mod.ini&#039;&#039; exists, (its format must be plain text), it will be read and, inside it, the following section and lines can be used to modify the -mod flag too:&lt;br /&gt;
&lt;br /&gt;
: [multimod] &amp;lt;br&amp;gt; PrimaryList  = Pri1,Pri2,...(the rest of desired directories)...,Prix; &amp;lt;br&amp;gt;SecondaryList = Sec1,Sec2,...(the rest of desired directories)...,Secx;&lt;br /&gt;
&lt;br /&gt;
(Please note the ending semicolon (;) in each list line). With these lines the following flag would be built:&lt;br /&gt;
: &#039;&#039;&#039;-mod Pri1,Pri2,...,Prix,moddir,Sec1,Sec2,...,Secx&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If primary or secondary folders aren&#039;t used, their respective line can be erased or it can be typed as &#039;&#039;xxxxxxList = ;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::: &#039;&#039;&#039;&#039;&#039;PLEASE NOTE&#039;&#039;&#039;: &#039;&#039;&#039;Launcher v 5.4&#039;&#039;&#039;, or later, &#039;&#039;&#039;must be used&#039;&#039;&#039;. Earlier versions had some bugs that would cause the previous explanation about mod.ini fail.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::: The most common use of mod.ini and SecondaryList is sharing resources between mods. And the best example is the enhaced media vps from SCP crew. Most of the people install them in a folder called &#039;&#039;mediavps&#039;&#039; inside &#039;&#039;Freespace2&#039;&#039;. In this way when running retail FS2 they do not interfere with this original game version that doesn&#039;t use this -mod flag feature. When using FS2_Open but without mods, you just need to select &#039;&#039;mediavps&#039;&#039; in Launcher MOD tab to use them. And if you want to enjoy that enhacements while playing any &#039;real&#039; mod, you just need to put a mod.ini file inside its &#039;&#039;moddir&#039;&#039; with at least a &#039;&#039;SecondaryList = mediavps;&#039;&#039; line.&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.&lt;br /&gt;
#Files located inside vp archives. (These vp archives are &#039;similar&#039; 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 how this &#039;&#039;Mission.fs2&#039;&#039; is 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 enhaced ones adding them in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
As derived from 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;
&lt;br /&gt;
:&#039;&#039;&#039;Additional notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# This flag is also used by 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. No Launcher MOD tab available for this use. &amp;lt;br&amp;gt;  &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;
====-fov====&lt;br /&gt;
Specifies the Field of View for the player eyepoint.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the angle of the viewing cone in radians, from 0 to 2*pi&lt;br /&gt;
&lt;br /&gt;
You can set the cone of view making things look bigger/smaller. The problem with this is that if you choose a small FOV, you will have a squashed look on the edges of your screen - stretched edges with a too high FOV. It is recommended to change the FOV as FS2 normally has some perspective distortion at the screen edges (FOV too high). Set the FOV to something like 0.39 - it will fix the distortion problem, and (as a nice side effect) will make everything look bigger and more realistic scale-wise. The default is 0.75, if you go higher, you&#039;ll get the fish-eye effect. Feel free to experiment. This must be entered into the &amp;quot;Custom flags&amp;quot; field&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Because of an active bug, FOV can misalign target boxes, effects, etc. Please check [http://lore.maxgaming.net/~scp/mantis/bug_view_advanced_page.php?bug_id=0000083 Mantis bug 083 status]if you are going to change the default value.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-gamename====&lt;br /&gt;
Specifies the name of the game to be created by a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the name to be assigned to the game being created.&lt;br /&gt;
====-password====&lt;br /&gt;
Specifies the password for a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the required password for the game being created.&lt;br /&gt;
====-allowabove====&lt;br /&gt;
Specifies a player&#039;s minimum rank for joining a game on a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking above which a player must be to enter the game.&lt;br /&gt;
====-allowbelow====&lt;br /&gt;
Specifies a player&#039;s maximum rank for joining a game on a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking below which a player must be to enter the game.&lt;br /&gt;
====-port====&lt;br /&gt;
Specifies the port on which to run for a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the port which the game should use to connect.&lt;br /&gt;
====-connect====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-clientdamage====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-timeout====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Martellato</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Source_Code_Project_index&amp;diff=7514</id>
		<title>Source Code Project index</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Source_Code_Project_index&amp;diff=7514"/>
		<updated>2006-09-14T04:30:30Z</updated>

		<summary type="html">&lt;p&gt;Martellato: Changed the link to [FS2 Status Page]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Getting Started with the Source Code Project===&lt;br /&gt;
&lt;br /&gt;
[[FSSCP Introduction]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Installing fs2_open]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[FS2 data installation]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Installing mods for fs2_open]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Troubleshooting]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Bug Reporting]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[FS2 Status Page]]&lt;br /&gt;
&lt;br /&gt;
===Getting Started with Development===&lt;br /&gt;
&amp;lt;br&amp;gt;[[Coding In C]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Linux CVS Howto]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Martellato</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=FS2_Status_Page&amp;diff=7513</id>
		<title>FS2 Status Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=FS2_Status_Page&amp;diff=7513"/>
		<updated>2006-09-14T04:26:32Z</updated>

		<summary type="html">&lt;p&gt;Martellato: Status indicators were added, as well as minor formatting changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;background-color: #000;&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;left&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
==Latest Recommended Release==&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.hard-light.net/forums/index.php/topic,41891.0.html &#039;&#039;&#039;Build&#039;&#039;&#039; 3.6.9 RC 7]&lt;br /&gt;
|align=&amp;quot;center&amp;quot; style=&amp;quot;color: limegreen;&amp;quot;|GOOD&lt;br /&gt;
|Mostly bug fixes of 3.6.7.&lt;br /&gt;
|-&lt;br /&gt;
|[http://fs2source.warpcore.org/exes/Launcher.rar &#039;&#039;&#039;Launcher&#039;&#039;&#039; 5.4]&lt;br /&gt;
|align=&amp;quot;center&amp;quot; style=&amp;quot;color: limegreen;&amp;quot;|GOOD&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MediaVPs&#039;&#039;&#039; 3.6.8 Zeta&lt;br /&gt;
|align=&amp;quot;center&amp;quot; style=&amp;quot;color: limegreen;&amp;quot;|GOOD&lt;br /&gt;
|[http://www.hard-light.net/forums/index.php/topic,39905.0.html 3.6.8 Zeta]&amp;amp;nbsp; Patches: [http://fs2source.warpcore.org/mediavp/mp-710_models.rar mp-710_models.rar]&amp;amp;nbsp; [http://fs2source.warpcore.org/mediavp/mp-710_effects.rar mp-710_effects.rar]&amp;amp;nbsp; [http://fs2source.warpcore.org/mediavp/mp-710_adveffects.rar mp-710_adveffects.rar]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OpenAL&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot; style=&amp;quot;color: limegreen;&amp;quot;|GOOD&lt;br /&gt;
|If your fs2_open does not recognize OpenAL with this [http://fs2source.warpcore.org/exes/latest/OpenALwEAX.exe older installer], then [http://www.hard-light.net/forums/index.php/topic,41802.0.html please refer to this topic].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;left&amp;quot;|&lt;br /&gt;
==Last Official Release==&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Build&#039;&#039;&#039; 3.6.7&lt;br /&gt;
|align=&amp;quot;center&amp;quot; style=&amp;quot;color: limegreen;&amp;quot;|GOOD&lt;br /&gt;
|[http://scp.indiegames.us/download.php?list.8 Refer to scp.indiegames.us downloads page]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Launcher&#039;&#039;&#039; 5.3&lt;br /&gt;
|align=&amp;quot;center&amp;quot; style=&amp;quot;color: limegreen;&amp;quot;|GOOD&lt;br /&gt;
|[http://scp.indiegames.us/download.php?list.8 Refer to scp.indiegames.us downloads page]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MediaVPs&#039;&#039;&#039; 3.6.7&lt;br /&gt;
|align=&amp;quot;center&amp;quot; style=&amp;quot;color: limegreen;&amp;quot;|GOOD&lt;br /&gt;
|[http://scp.indiegames.us/download.php?list.2 Refer to scp.indiegames.us .vp files page]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;left&amp;quot;|&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[http://64.92.160.250/fs2open_pxo.cfg &#039;&#039;&#039;Multiplayer config file&#039;&#039;&#039;]&lt;br /&gt;
|align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;color: limegreen;&amp;quot;|GOOD&lt;br /&gt;
|Tip: Save this file as &amp;lt;b&amp;gt;data\fs2open_pxo.cfg&amp;lt;/b&amp;gt; AND &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;mediavps&amp;lt;/i&amp;gt;\data\fs2open_pxo.cfg&amp;lt;/b&amp;gt;&lt;br /&gt;
If you are not able to connect to FS2NetD in-game when it is known to be online, [http://www.hard-light.net/forums/index.php/topic,41508.msg849031.html#msg849031 see this post].&lt;br /&gt;
|-&lt;br /&gt;
|[http://freespaceserver.cjb.net/fs2netd/ &#039;&#039;&#039;FS2NetD&#039;&#039;&#039; web site]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[http://www.hard-light.net/forums/index.php/topic,42138.msg859904.html#msg859904 Server Status Check]&lt;br /&gt;
|&amp;amp;larr; Click any of the &amp;quot;Server Status Check&amp;quot; links to see the status of several FS2 servers&lt;br /&gt;
|-&lt;br /&gt;
|[http://66.25.7.198/fs2netd/ &#039;&#039;&#039;FS2NetD&#039;&#039;&#039; web site &#039;&#039;via ip&#039;&#039;]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[http://www.hard-light.net/forums/index.php/topic,42138.msg859904.html#msg859904 Server Status Check]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; align=&amp;quot;left&amp;quot;|&lt;br /&gt;
==Community==&lt;br /&gt;
|-&lt;br /&gt;
|[http://www.game-warden.com/ &#039;&#039;&#039;game-warden.com&#039;&#039;&#039;]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[http://www.hard-light.net/forums/index.php/topic,42138.msg859904.html#msg859904 Server Status Check]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[http://64.92.160.250/ &#039;&#039;&#039;game-warden.com&#039;&#039;&#039; &#039;&#039;via ip&#039;&#039;]&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[http://www.hard-light.net/forums/index.php/topic,42138.msg859904.html#msg859904 Server Status Check]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Martellato</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Relevant_Links&amp;diff=7512</id>
		<title>Relevant Links</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Relevant_Links&amp;diff=7512"/>
		<updated>2006-09-14T02:35:49Z</updated>

		<summary type="html">&lt;p&gt;Martellato: Relevant Links moved to FS2 Status Page: Hopefully this is a better description of the links included on this page; they are meant to give visitors a general update on the state of fs2_open, as well as updates on relavent web sites that may be off&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[FS2 Status Page]]&lt;/div&gt;</summary>
		<author><name>Martellato</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=FS2_Status_Page&amp;diff=7511</id>
		<title>FS2 Status Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=FS2_Status_Page&amp;diff=7511"/>
		<updated>2006-09-14T02:35:49Z</updated>

		<summary type="html">&lt;p&gt;Martellato: Relevant Links moved to FS2 Status Page: Hopefully this is a better description of the links included on this page; they are meant to give visitors a general update on the state of fs2_open, as well as updates on relavent web sites that may be off&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Latest Recommended Release==&lt;br /&gt;
[http://www.hard-light.net/forums/index.php/topic,41891.0.html Build 3.6.9 RC 7]: Mostly bug fixes of 3.6.7.&lt;br /&gt;
&amp;lt;br&amp;gt;[http://fs2source.warpcore.org/exes/Launcher.rar Launcher 5.4]&lt;br /&gt;
&amp;lt;br&amp;gt;MediaVPs 3.6.8 Zeta: [http://www.hard-light.net/forums/index.php/topic,39905.0.html 3.6.8 Zeta]  Patches: [http://fs2source.warpcore.org/mediavp/mp-710_models.rar mp-710_models.rar]  [http://fs2source.warpcore.org/mediavp/mp-710_effects.rar mp-710_effects.rar]  [http://fs2source.warpcore.org/mediavp/mp-710_adveffects.rar mp-710_adveffects.rar]&lt;br /&gt;
&amp;lt;br&amp;gt;[http://fs2source.warpcore.org/exes/latest/OpenALwEAX.exe OpenAL (version 1.1)]&lt;br /&gt;
		&lt;br /&gt;
==Last Official Release==		&lt;br /&gt;
Build 3.6.7&lt;br /&gt;
&amp;lt;br&amp;gt;Launcher 5.3	&lt;br /&gt;
&amp;lt;br&amp;gt;MediaVPs 3.6.7&lt;br /&gt;
&amp;lt;br&amp;gt;Refer to http://scp.indiegames.us/download.php&lt;br /&gt;
		&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
[http://64.92.160.250/fs2open_pxo.cfg Multiplayer config file]&lt;br /&gt;
&amp;lt;br&amp;gt;[http://freespaceserver.cjb.net/fs2netd/ FS2NetD web site]    If the 1st link doesn&#039;t work, try [http://66.25.7.198/fs2netd/ http://66.25.7.198/fs2netd/]&lt;br /&gt;
&lt;br /&gt;
==Community==&lt;br /&gt;
[http://64.92.160.250 game-warden.com]&lt;/div&gt;</summary>
		<author><name>Martellato</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=FS2_Status_Page&amp;diff=7482</id>
		<title>FS2 Status Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=FS2_Status_Page&amp;diff=7482"/>
		<updated>2006-09-10T22:29:48Z</updated>

		<summary type="html">&lt;p&gt;Martellato: /* Multiplayer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Latest Recommended Release==&lt;br /&gt;
[http://www.hard-light.net/forums/index.php/topic,41891.0.html Build 3.6.9 RC 7]: Mostly bug fixes of 3.6.7.&lt;br /&gt;
&amp;lt;br&amp;gt;[http://fs2source.warpcore.org/exes/Launcher.rar Launcher 5.4]&lt;br /&gt;
&amp;lt;br&amp;gt;MediaVPs 3.6.8 Zeta: [http://www.hard-light.net/forums/index.php/topic,39905.0.html 3.6.8 Zeta]  Patches: [http://fs2source.warpcore.org/mediavp/mp-710_models.rar mp-710_models.rar]  [http://fs2source.warpcore.org/mediavp/mp-710_effects.rar mp-710_effects.rar]  [http://fs2source.warpcore.org/mediavp/mp-710_adveffects.rar mp-710_adveffects.rar]&lt;br /&gt;
&amp;lt;br&amp;gt;[http://fs2source.warpcore.org/exes/latest/OpenALwEAX.exe OpenAL (version 1.1)]&lt;br /&gt;
		&lt;br /&gt;
==Last Official Release==		&lt;br /&gt;
Build 3.6.7&lt;br /&gt;
&amp;lt;br&amp;gt;Launcher 5.3	&lt;br /&gt;
&amp;lt;br&amp;gt;MediaVPs 3.6.7&lt;br /&gt;
&amp;lt;br&amp;gt;Refer to http://scp.indiegames.us/download.php&lt;br /&gt;
		&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
[http://64.92.160.250/fs2open_pxo.cfg Multiplayer config file]&lt;br /&gt;
&amp;lt;br&amp;gt;[http://freespaceserver.cjb.net/fs2netd/ FS2NetD web site]    If the 1st link doesn&#039;t work, try [http://66.25.7.198/fs2netd/ http://66.25.7.198/fs2netd/]&lt;br /&gt;
&lt;br /&gt;
==Community==&lt;br /&gt;
[http://64.92.160.250 game-warden.com]&lt;/div&gt;</summary>
		<author><name>Martellato</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Installing_fs2_open&amp;diff=7449</id>
		<title>Installing fs2 open</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Installing_fs2_open&amp;diff=7449"/>
		<updated>2006-09-08T07:52:09Z</updated>

		<summary type="html">&lt;p&gt;Martellato: /* Video setup */&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]]. Also, this build assumes you do not use an installer. If you do, skip down to the part where it talks about configuring fs2_open.&lt;br /&gt;
&lt;br /&gt;
== Step One: Understanding what you need ==&lt;br /&gt;
&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, the Launcher. 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;
&lt;br /&gt;
Next, the fs2_open build. This is the core game engine, a single executable file.&lt;br /&gt;
&lt;br /&gt;
Finally, the MediaVPs. 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 Launcher 5.3. Otherwise, go with Launcher 4. To install either,  extract it to your main Freespace 2 folder. (You can have both on your computer at the same time, although it&#039;s not recommended)&lt;br /&gt;
&lt;br /&gt;
[http://scp.indiegames.us/download.php?view.133 Launcher 5.3 download page]&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. Depending on the version, there may be some minor bugs that made it into the final release. (In 3.6, you can&#039;t warp out in Very Easy difficulty; in 3.6.5, OGG music, and thus the MediaVP package mv_music, will cause a crash to desktop, 3.6.7 has issues with dual core processors). However, they are more consistently stable than &amp;quot;recent builds&amp;quot;, as they represent a group effort to get a stable build out, by all coders on the [[FSSCP]].&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[http://scp.indiegames.us/download.php?list.8 Official release download page]&lt;br /&gt;
&lt;br /&gt;
=== Recent Builds ===&lt;br /&gt;
Recent Builds are ones that individual coders release. These may be more stable than Official Releases, in some cases. 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://scp.indiegames.us/download.php?list.7 Recent builds download page]&lt;br /&gt;
&lt;br /&gt;
== Step Four: Choosing your MediaVPs ==&lt;br /&gt;
&lt;br /&gt;
There are a variety of different [[MediaVP]]s available for download. No matter what system you have, it should be able to support mv_core with no degradation in performance. This will enable a few interface improvements that require extra art.&lt;br /&gt;
&lt;br /&gt;
mv_music should only be used with builds from April 2005 or after. mv_models should not be used on systems that do not support HT&amp;amp;L (video cards such as the TNT2 and below do not support HT&amp;amp;L). mv_adveffects should only be used if you have an high-end system. (In the neighborhood of an X800 or 6800, and with a P4 or AMD64 processor.) The rest of the MediaVPs can be installed as your computer allows. (You may want to download them one at a time after you have configured fs2_open so you can get an idea of how much they will slow fs2_open down)&lt;br /&gt;
&lt;br /&gt;
There are two ways to set up the media VPs. The quick and dirty method is to simply dump them in your main Freespace 2 folder. This will allow FS2_open to work but will prevent you from playing the standard retail version or from playing games on FS2NetD (The FS2 online service) without getting a &amp;quot;hacked tables&amp;quot; error message. The second way preserves both of these and requires minimal extra time to set up. (See step six for further details)&lt;br /&gt;
&lt;br /&gt;
[http://scp.indiegames.us/download.php?list.2 MediaVP download page]&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.&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. (If you have trouble with your joystick not working properly in fs2_open, you may try the &amp;quot;Force 0&amp;quot; or &amp;quot;Force 1&amp;quot; options, which will force fs2_open to use the first or second joysticks, respectively.&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.&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 which API to use (OpenGL or Direct3D), what resolution to run in, and whether to use anti-aliasing (Multisampling) or not.  At the time of this writing (build 3.6.9 RC7), [[Command-Line_Reference#-env|environment mapping]] only works when the video mode is OpenGL.  Note that if you&#039;re using an ATI card, with Catalyst drivers above 4.3, shinemaps will not work in Direct3D.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Allow non standard modes&amp;quot; will let you choose resolutions other than 1024x768 and 640x480. There may be some small graphics alignment errors, but these are generally small and virtually unnoticeable.  Note that this option is only visible on launcher 5.3 and below. Regarding more recent launchers (5.4+): while this check-box is not shown, all non-standard modes are always included in the resolution options.&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 Flags]] 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 jpg,tga textures&amp;quot;, &amp;quot;Enable more realistic lighting&amp;quot;, and &amp;quot;Load only used weapons&amp;quot;. (You may have to choose a different section in the drop-down box to get to some of these days). 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;
== Step Six: (Optional) Preserving Freespace 2 ==&lt;br /&gt;
&lt;br /&gt;
At this point, if you try to start the original Freespace 2 executables, they&#039;ll likely crash at some point or other. To prevent this, do the following:&lt;br /&gt;
&lt;br /&gt;
=== Move the mediaVPs to a mod dir ===&lt;br /&gt;
You can take advantage of the SCP&#039;s -mod feature and move the mediaVPs to a folder inside your main Freespace 2 folder; this folder can be named anything you like, such as &amp;quot;scp&amp;quot; or &amp;quot;mediaVPs&amp;quot;. However, whenever you run Freespace 2, you must remember to  select that folder as the current mod. If you want to play another mod, you must make use of the SCP&#039;s multiple mod feature.&lt;br /&gt;
&lt;br /&gt;
=== Save any existing pilot files ===&lt;br /&gt;
Fs2_open upgraded the pilot files to allow for better mod handling in version 3.6.5. To prevent double entries from showing up, a new, upgraded version of the pilot file is created, and then the old one is deleted. To save your progress, copy all *.plr, *.csg, and *.css files that start with your pilot name. Then, rename the copies so that they&#039;re in the form of &amp;lt;your name&amp;gt;_scp. For example, my player file would be called &amp;quot;WMCoolmon_scp.plr&amp;quot;. Then, only use the &amp;quot;_scp&amp;quot; versions when running fs2_open.&lt;br /&gt;
&lt;br /&gt;
It&#039;s recommended you back up the originals as well, in case you accidentally click on the non-SCP version while in the SCP. (It should warn you that it&#039;s going to destructively convert them, however.)&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Martellato</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=7448</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=7448"/>
		<updated>2006-09-08T07:07:18Z</updated>

		<summary type="html">&lt;p&gt;Martellato: /* -env */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Launcher Flags==&lt;br /&gt;
The following command-line options can be chosen from the launcher.  &lt;br /&gt;
===Graphics===&lt;br /&gt;
====-spec====&lt;br /&gt;
Enables specular mapping.  Only polygons mapped with textures for which a shinemap exists will recieve specular mapping; no attempt is made to generate spec maps where they do not exist.  Specular maps are specified with the base map name plus &amp;quot;-shine&amp;quot; (i.e. TCov3A-shine.pcx).&lt;br /&gt;
====-env====&lt;br /&gt;
Enables environment mapping.  Environment mapping intensity will be determined from the intensity of specular maps.  At the time of this writing (build 3.6.9 RC7), environment mapping only works when the video mode is OpenGL. [[Installing_fs2_open#Video setup|See Video setup.]]&lt;br /&gt;
&lt;br /&gt;
====-glow====&lt;br /&gt;
Enables glowmapping.  Only polygons mapped with textures for which a glowmap exists will be glowmapped.  Glow maps are specified with the base map name plus &amp;quot;-glow&amp;quot; (i.e. TCov4A-glow.pcx)&lt;br /&gt;
&lt;br /&gt;
====-jpgtga====&lt;br /&gt;
Enables the use of TGA and JPG file formats for image files.  If a ship is showing up partially invisible, select this option.&lt;br /&gt;
====-pcx32====&lt;br /&gt;
&#039;&#039;&#039;WARNING - HIGH MEMORY USAGE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enables PCX files to be loaded into 32-bit memory.  This will not imporove the rendering of any ships in-game, and is usually more of a burden on performance than is worthwhile.  Use at your own risk.  Removed from launcher options after 3.6.7.&lt;br /&gt;
&lt;br /&gt;
====-cell====&lt;br /&gt;
Enables cell shading.  This will make graphics appear more &amp;quot;cartoonish&amp;quot;.  For use with media in mv_cell.vp.  Not considered a standard enhancement.&lt;br /&gt;
====-mipmap====&lt;br /&gt;
Enables mipmapping.&lt;br /&gt;
&lt;br /&gt;
====-nomotiondebris====&lt;br /&gt;
Disables motion debris.&lt;br /&gt;
====-2d_poof====&lt;br /&gt;
Applies nebula poofs in 2d, effectively preventing them from forming intersections with ships.&lt;br /&gt;
====-noscalevid====&lt;br /&gt;
Disables scaling of video clips.&lt;br /&gt;
====-missile_lighting====&lt;br /&gt;
Applys lighting to missiles.&lt;br /&gt;
====-rlm====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Enables more accurate lighting model for OpenGL mode.  Always on in current builds, so this command-line option has been removed.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Game Speed===&lt;br /&gt;
====-img2dds====&lt;br /&gt;
Converts all images to DDS (compressed) format.  Decreases memory usage but potentially reduces image quality.&lt;br /&gt;
====-no_vsync====&lt;br /&gt;
Disables vertical sync.&lt;br /&gt;
====-cache_bitmaps====&lt;br /&gt;
Caches bitmaps between missions, which will ideally reduce the load-time from one mission to another.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===HUD===&lt;br /&gt;
====-dualscanlines====&lt;br /&gt;
Adds a second pair of scanning lines to the target window when scanning an object.&lt;br /&gt;
====-targetinfo====&lt;br /&gt;
Displays target info, such as name and class, beside the targeted object.&lt;br /&gt;
====-orbradar====&lt;br /&gt;
Enables 3D radar (the Orb).  3D radar will replace the standard 2D version.&lt;br /&gt;
====-ballistic_gauge====&lt;br /&gt;
Adds an ammo gauge to the HUD when armed with a ballistic weapon.&lt;br /&gt;
====-rearm_timer====&lt;br /&gt;
Displays time remaining until rearm and repair from a support ship is complete.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-smart_shields====&lt;br /&gt;
Enables &amp;quot;smart&amp;quot; shield recharging.  Shield recharge is distributed to the most damaged shield quadrant instead of being distributed equally across the entire shield and be wasted when a quadrant is full.&lt;br /&gt;
====-ship_choice_3d====&lt;br /&gt;
Use ship and weapon models in ship selection and weapon loadout.  Completely disables the standard ANI interface on those screens.&lt;br /&gt;
====-3dwarp====&lt;br /&gt;
Use full geometry for the subspace warp effect.&lt;br /&gt;
====-warp_flash====&lt;br /&gt;
Enable a flash at warp in and warp out.&lt;br /&gt;
====-UseNewAI====&lt;br /&gt;
Tells the game to use new AI routines.  This argument alters mission balance and is not considered a standard feature.&lt;br /&gt;
====-tbp====&lt;br /&gt;
Enable feature set for The Babylon Project&lt;br /&gt;
====-wcsaga====&lt;br /&gt;
Enable feature set for The Wing Commander Saga&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Audio===&lt;br /&gt;
====-snd_preload====&lt;br /&gt;
Preload mission sounds.  Useful in preventing game stuttering when sounds are played for the first time.&lt;br /&gt;
====-nosound====&lt;br /&gt;
Disables all sounds.&lt;br /&gt;
====-nomusic====&lt;br /&gt;
Disables music only.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-standalone====&lt;br /&gt;
Creates a standalone server.&lt;br /&gt;
====-startgame====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-closed====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-restricted====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-multilog====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-clientdamage====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-mpnoreturn====&lt;br /&gt;
Disables return to the flight deck screen after a mission completes.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
====-fixbugs====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.  This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
====-nocrash====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.  This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
====-oldfire====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-nohtl====&lt;br /&gt;
&#039;&#039;&#039;WARNING - VERY SLOW&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reverts to software rendering mode.  Does this work any more?&lt;br /&gt;
====-no_set_gamma====&lt;br /&gt;
Disables the gamma settings in the options screen.&lt;br /&gt;
====-nomovies====&lt;br /&gt;
Disables all video playback.&lt;br /&gt;
====-noparseerrors====&lt;br /&gt;
Disables some parsing warnings and makes other parse errors non-fatal.  Do not rely on this when creating new tables, the errors are there for a reason.&lt;br /&gt;
====-safeloading====&lt;br /&gt;
Loads missions the old way.  Typically safer, but slower.&lt;br /&gt;
====-query_speech====&lt;br /&gt;
Determines if the current build includes text-to-speech.&lt;br /&gt;
====-d3d_bad_tsys====&lt;br /&gt;
Enable inefficient texture system.&lt;br /&gt;
====-novbo====&lt;br /&gt;
Disables OpenGL VBO.&lt;br /&gt;
====-noibx====&lt;br /&gt;
Disables IBX caching of model geometry data.  This will dramatically increase load times, but will help troubleshoot a model if one is working incorrectly.&lt;br /&gt;
====-loadallweps====&lt;br /&gt;
Load all weapons, even those not used.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Experimental===&lt;br /&gt;
====-alpha_env====&lt;br /&gt;
Enables alpha environment mapping.  OpenGL only.  Environment mapping intensity will be determined from the alpha channel of specular maps.&lt;br /&gt;
====-decals====&lt;br /&gt;
Enables damage decals.&lt;br /&gt;
====-ingame_join====&lt;br /&gt;
Enables ingame joining in multiplayer.  FIXME: Host option?&lt;br /&gt;
====-tga16====&lt;br /&gt;
&#039;&#039;&#039;Obsolete Argument - Removed in builds after 3.6.7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;&lt;br /&gt;
Originally used to converts TGA images to 16-bits in order to reduce memory footprint (at the expense of image quality), superseded by &#039;&#039;-img2dds&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Development Tools===&lt;br /&gt;
====-fps====&lt;br /&gt;
Displays current frames per second.&lt;br /&gt;
====-pos====&lt;br /&gt;
Displays current position coordinates of camera.&lt;br /&gt;
====-window====&lt;br /&gt;
Runs the game in a window.  No check to make sure that resolution is no higher than your desktop resolution, so be careful.&lt;br /&gt;
====-timerbar====&lt;br /&gt;
Displays a timing bar across the top of the screen.  Timebar format varies by build.&lt;br /&gt;
====-stats====&lt;br /&gt;
Shows total and free physical memory, virtual memory and system pagefile.&lt;br /&gt;
&lt;br /&gt;
====-coords====&lt;br /&gt;
Shows coordinates of the mouse cursor.&lt;br /&gt;
====-show_mem_usage====&lt;br /&gt;
Shows detailed RAM usage in HUD.&lt;br /&gt;
&lt;br /&gt;
The meaning of the info displayed in the upper right corner 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 is 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;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-tablecrcs====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-missioncrcs====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-dis_collisions====&lt;br /&gt;
Disables all collisions.&lt;br /&gt;
====-dis_weapons====&lt;br /&gt;
Disables weapons rendering.&lt;br /&gt;
====-output_sexps====&lt;br /&gt;
Outputs SEXPs to sexps.html.&lt;br /&gt;
====-output_scripting====&lt;br /&gt;
Outputs scripting to scripting.html.&lt;br /&gt;
====-nograb====&lt;br /&gt;
Unix only.  Disables focus grabbing in a window.&lt;br /&gt;
==Other==&lt;br /&gt;
The following options are not available as checkboxes in the launcher.  Many require parameters, which follow the flag seperated by a space.  The prototype for use in this case is &amp;quot;-option argument&amp;quot;&lt;br /&gt;
===Graphics===&lt;br /&gt;
====-ambient_factor====&lt;br /&gt;
&lt;br /&gt;
This must be entered into the &amp;quot;Custom flags&amp;quot; field. This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. FS2&#039;s standard value is 120. Try 75 for a good and realistic looking value. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_exp====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16, however 11 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_point====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the&lt;br /&gt;
&amp;quot;Custom flags&amp;quot; field. Adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. Default is 1.0, however 0.6 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_static====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however is 0.8 recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-spec_tube====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much Beam Weapons contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0, however 0.4 is recommended. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-clipdist====&lt;br /&gt;
Changes the distance from the viewpoint for the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the distance to the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-mod====&lt;br /&gt;
&lt;br /&gt;
Specifies in which folders inside Freespace2 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 behaviour, 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;
:::Please note. Freespace Open doesn&#039;t like spaces in directories (in the full path) so do not install the game within &#039;&#039;Program Files/Freespace2&#039;&#039; or &#039;&#039;Games/Freespace 2&#039;&#039; and, of course, do not use spaces within mod directories (&#039;&#039;dir1&#039;&#039; is OK but &#039;&#039;dir 1&#039;&#039; isn&#039;t).&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. Within this Launcher 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;. If &#039;&#039;Freespace2/moddir/mod.ini&#039;&#039; exists, (its format must be plain text), it will be read and, inside it, the following section and lines can be used to modify the -mod flag too:&lt;br /&gt;
&lt;br /&gt;
: [multimod] &amp;lt;br&amp;gt; PrimaryList  = Pri1,Pri2,...(the rest of desired directories)...,Prix; &amp;lt;br&amp;gt;SecondaryList = Sec1,Sec2,...(the rest of desired directories)...,Secx;&lt;br /&gt;
&lt;br /&gt;
(Please note the ending semicolon (;) in each list line). With these lines the following flag would be built:&lt;br /&gt;
: &#039;&#039;&#039;-mod Pri1,Pri2,...,Prix,moddir,Sec1,Sec2,...,Secx&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If primary or secondary folders aren&#039;t used, their respective line can be erased or it can be typed as &#039;&#039;xxxxxxList = ;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::: &#039;&#039;&#039;&#039;&#039;PLEASE NOTE&#039;&#039;&#039;: &#039;&#039;&#039;Launcher v 5.4&#039;&#039;&#039;, or later, &#039;&#039;&#039;must be used&#039;&#039;&#039;. Earlier versions had some bugs that would cause the previous explanation about mod.ini fail.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::: The most common use of mod.ini and SecondaryList is sharing resources between mods. And the best example is the enhaced media vps from SCP crew. Most of the people install them in a folder called &#039;&#039;mediavps&#039;&#039; inside &#039;&#039;Freespace2&#039;&#039;. In this way when running retail FS2 they do not interfere with this original game version that doesn&#039;t use this -mod flag feature. When using FS2_Open but without mods, you just need to select &#039;&#039;mediavps&#039;&#039; in Launcher MOD tab to use them. And if you want to enjoy that enhacements while playing any &#039;real&#039; mod, you just need to put a mod.ini file inside its &#039;&#039;moddir&#039;&#039; with at least a &#039;&#039;SecondaryList = mediavps;&#039;&#039; line.&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.&lt;br /&gt;
#Files located inside vp archives. (These vp archives are &#039;similar&#039; 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 how this &#039;&#039;Mission.fs2&#039;&#039; is 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 enhaced ones adding them in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
As derived from 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;
&lt;br /&gt;
:&#039;&#039;&#039;Additional notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# This flag is also used by 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. No Launcher MOD tab available for this use. &amp;lt;br&amp;gt;  &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;
====-fov====&lt;br /&gt;
Specifies the Field of View for the player eyepoint.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the angle of the viewing cone in radians, from 0 to 2*pi&lt;br /&gt;
&lt;br /&gt;
You can set the cone of view making things look bigger/smaller. The problem with this is that if you choose a small FOV, you will have a squashed look on the edges of your screen - stretched edges with a too high FOV. It is recommended to change the FOV as FS2 normally has some perspective distortion at the screen edges (FOV too high). Set the FOV to something like 0.39 - it will fix the distortion problem, and (as a nice side effect) will make everything look bigger and more realistic scale-wise. The default is 0.75, if you go higher, you&#039;ll get the fish-eye effect. Feel free to experiment. This must be entered into the &amp;quot;Custom flags&amp;quot; field&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Because of an active bug, FOV can misalign target boxes, effects, etc. Please check [http://lore.maxgaming.net/~scp/mantis/bug_view_advanced_page.php?bug_id=0000083 Mantis bug 083 status]if you are going to change the default value.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-gamename====&lt;br /&gt;
Specifies the name of the game to be created by a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the name to be assigned to the game being created.&lt;br /&gt;
====-password====&lt;br /&gt;
Specifies the password for a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the required password for the game being created.&lt;br /&gt;
====-allowabove====&lt;br /&gt;
Specifies a player&#039;s minimum rank for joining a game on a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking above which a player must be to enter the game.&lt;br /&gt;
====-allowbelow====&lt;br /&gt;
Specifies a player&#039;s maximum rank for joining a game on a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking below which a player must be to enter the game.&lt;br /&gt;
====-port====&lt;br /&gt;
Specifies the port on which to run for a stand-alone server.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the port which the game should use to connect.&lt;br /&gt;
====-connect====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-clientdamage====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====-timeout====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;What does this do?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Martellato</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Installing_fs2_open&amp;diff=7447</id>
		<title>Installing fs2 open</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Installing_fs2_open&amp;diff=7447"/>
		<updated>2006-09-08T07:07:06Z</updated>

		<summary type="html">&lt;p&gt;Martellato: /* Video setup */&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]]. Also, this build assumes you do not use an installer. If you do, skip down to the part where it talks about configuring fs2_open.&lt;br /&gt;
&lt;br /&gt;
== Step One: Understanding what you need ==&lt;br /&gt;
&lt;br /&gt;
There are three main components that you need to get the most out of fs2_open.&lt;br /&gt;
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First, the Launcher. 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;
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Next, the fs2_open build. This is the core game engine, a single executable file.&lt;br /&gt;
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Finally, the MediaVPs. 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;
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== Step Two: Getting the Launcher ==&lt;br /&gt;
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Unless you are using an extremely old build, you will want to get Launcher 5.3. Otherwise, go with Launcher 4. To install either,  extract it to your main Freespace 2 folder. (You can have both on your computer at the same time, although it&#039;s not recommended)&lt;br /&gt;
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[http://scp.indiegames.us/download.php?view.133 Launcher 5.3 download page]&lt;br /&gt;
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== 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;
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All builds should be extracted to your main Freespace 2 folder.&lt;br /&gt;
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=== Official Releases ===&lt;br /&gt;
The first type is the &amp;quot;stable&amp;quot; release build. Depending on the version, there may be some minor bugs that made it into the final release. (In 3.6, you can&#039;t warp out in Very Easy difficulty; in 3.6.5, OGG music, and thus the MediaVP package mv_music, will cause a crash to desktop, 3.6.7 has issues with dual core processors). However, they are more consistently stable than &amp;quot;recent builds&amp;quot;, as they represent a group effort to get a stable build out, by all coders on the [[FSSCP]].&lt;br /&gt;
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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.&lt;br /&gt;
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[http://scp.indiegames.us/download.php?list.8 Official release download page]&lt;br /&gt;
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=== Recent Builds ===&lt;br /&gt;
Recent Builds are ones that individual coders release. These may be more stable than Official Releases, in some cases. 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;
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[http://scp.indiegames.us/download.php?list.7 Recent builds download page]&lt;br /&gt;
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== Step Four: Choosing your MediaVPs ==&lt;br /&gt;
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There are a variety of different [[MediaVP]]s available for download. No matter what system you have, it should be able to support mv_core with no degradation in performance. This will enable a few interface improvements that require extra art.&lt;br /&gt;
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mv_music should only be used with builds from April 2005 or after. mv_models should not be used on systems that do not support HT&amp;amp;L (video cards such as the TNT2 and below do not support HT&amp;amp;L). mv_adveffects should only be used if you have an high-end system. (In the neighborhood of an X800 or 6800, and with a P4 or AMD64 processor.) The rest of the MediaVPs can be installed as your computer allows. (You may want to download them one at a time after you have configured fs2_open so you can get an idea of how much they will slow fs2_open down)&lt;br /&gt;
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There are two ways to set up the media VPs. The quick and dirty method is to simply dump them in your main Freespace 2 folder. This will allow FS2_open to work but will prevent you from playing the standard retail version or from playing games on FS2NetD (The FS2 online service) without getting a &amp;quot;hacked tables&amp;quot; error message. The second way preserves both of these and requires minimal extra time to set up. (See step six for further details)&lt;br /&gt;
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[http://scp.indiegames.us/download.php?list.2 MediaVP download page]&lt;br /&gt;
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== Step Five: Configuring Everything ==&lt;br /&gt;
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=== Basic setup ===&lt;br /&gt;
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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.&lt;br /&gt;
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Next, ensure that the &amp;quot;Audio/Joystick&amp;quot; and &amp;quot;Network&amp;quot; tabs have the proper settings. (If you have trouble with your joystick not working properly in fs2_open, you may try the &amp;quot;Force 0&amp;quot; or &amp;quot;Force 1&amp;quot; options, which will force fs2_open to use the first or second joysticks, respectively.&lt;br /&gt;
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=== Speech setup ===&lt;br /&gt;
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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.&lt;br /&gt;
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=== Video setup ===&lt;br /&gt;
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On the &amp;quot;Video&amp;quot; tab, you can choose which API to use (OpenGL or Direct3D), what resolution to run in, and whether to use anti-aliasing (Multisampling) or not.  At the time of this writing (build 3.6.9 RC7), [[Command-Line_Reference#-env|environment mapping]] only works when the video mode is OpenGL.  Note that if you&#039;re using an ATI card, with Catalyst drivers above 4.3, shinemaps will not work in Direct3D.&lt;br /&gt;
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&amp;quot;Allow non standard modes&amp;quot; will let you choose resoltuions other than 1024x768 and 640x480. There may be some small graphics alignment errors, but these are generally small and virtually unnoticeable.&lt;br /&gt;
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=== Features setup ===&lt;br /&gt;
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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;
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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;
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&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 Flags]] page.&lt;br /&gt;
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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 jpg,tga textures&amp;quot;, &amp;quot;Enable more realistic lighting&amp;quot;, and &amp;quot;Load only used weapons&amp;quot;. (You may have to choose a different section in the drop-down box to get to some of these days). There are many, many more options, but these should get you started.&lt;br /&gt;
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[http://www.hard-light.net/wiki/index.php/Command-Line_Reference Command line Flags]&lt;br /&gt;
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== Step Six: (Optional) Preserving Freespace 2 ==&lt;br /&gt;
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At this point, if you try to start the original Freespace 2 executables, they&#039;ll likely crash at some point or other. To prevent this, do the following:&lt;br /&gt;
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=== Move the mediaVPs to a mod dir ===&lt;br /&gt;
You can take advantage of the SCP&#039;s -mod feature and move the mediaVPs to a folder inside your main Freespace 2 folder; this folder can be named anything you like, such as &amp;quot;scp&amp;quot; or &amp;quot;mediaVPs&amp;quot;. However, whenever you run Freespace 2, you must remember to  select that folder as the current mod. If you want to play another mod, you must make use of the SCP&#039;s multiple mod feature.&lt;br /&gt;
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=== Save any existing pilot files ===&lt;br /&gt;
Fs2_open upgraded the pilot files to allow for better mod handling in version 3.6.5. To prevent double entries from showing up, a new, upgraded version of the pilot file is created, and then the old one is deleted. To save your progress, copy all *.plr, *.csg, and *.css files that start with your pilot name. Then, rename the copies so that they&#039;re in the form of &amp;lt;your name&amp;gt;_scp. For example, my player file would be called &amp;quot;WMCoolmon_scp.plr&amp;quot;. Then, only use the &amp;quot;_scp&amp;quot; versions when running fs2_open.&lt;br /&gt;
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It&#039;s recommended you back up the originals as well, in case you accidentally click on the non-SCP version while in the SCP. (It should warn you that it&#039;s going to destructively convert them, however.)&lt;br /&gt;
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[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Martellato</name></author>
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