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	<id>https://wiki.hard-light.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Tomo</id>
	<title>FreeSpace Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.hard-light.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Tomo"/>
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	<updated>2026-11-15T10:23:16Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.9</generator>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Template:Table3610&amp;diff=27719</id>
		<title>Template:Table3610</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Template:Table3610&amp;diff=27719"/>
		<updated>2010-01-19T07:35:58Z</updated>

		<summary type="html">&lt;p&gt;Tomo: Should be &amp;#039;or later&amp;#039;, not &amp;#039;earlier&amp;#039;. These features are not in 3.6.9&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;[[Category:Templates|Table3610]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 1px 2px 1px 2px; background-color: #202035; border: solid 1px #505099; padding: 0px 4px; font-size: -1; color: #CCCCFF&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;font color=#8888DD&amp;gt;FS2 Open 3.6.10 or later&amp;lt;/font&amp;gt;:&#039;&#039;&#039; {{{1}}}&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tomo</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=...With_Vast_Seas&amp;diff=27483</id>
		<title>...With Vast Seas</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=...With_Vast_Seas&amp;diff=27483"/>
		<updated>2010-01-10T14:34:28Z</updated>

		<summary type="html">&lt;p&gt;Tomo: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission|previous=A Blue Planet...|next=The Dragon Awakes|campaign=Blue Planet: Age of Aquarius Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MISSION 2 - PART 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[222nd Nightwolves]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; &#039;&#039;Against all hope and reason, Earth lies in ruins.&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
All life on Earth has been extinguished by orbital bombardment. Probes detected signals within Sol only weeks ago, so reason suggests the attack came only recently...but reason alone may not suffice to explain this catastrophe.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
This is a straightforward mission. Do not ram or destroy the Hermes pod.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
If the ruined Earth is not present in the background, or if weapon shots do not appear, please ensure the MediaVPs are installed and there is a [[mod.ini]] enabling their use with Blue Planet.&lt;br /&gt;
&lt;br /&gt;
Because of their emotional content, many of the lines in this mission were used in auditions for the roles of Sam, Mina, and Corey.&lt;br /&gt;
&lt;br /&gt;
==Total number of forces==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=0 align=center&lt;br /&gt;
&lt;br /&gt;
{|border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#3C1E1E; font-size: 150%&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Forces involved&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#202020&amp;quot;| &#039;&#039;&#039;Belligerents&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#202020&amp;quot;| &#039;&#039;&#039;Ships&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#202020&amp;quot;| &#039;&#039;&#039;Spacecraft&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#202020&amp;quot;| &#039;&#039;&#039;Casualties&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==New equipment==&lt;br /&gt;
&#039;&#039;To be added later&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category: Blue Planet]]&lt;/div&gt;</summary>
		<author><name>Tomo</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Installing_Mods_for_FS2_Open&amp;diff=27482</id>
		<title>Installing Mods for FS2 Open</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Installing_Mods_for_FS2_Open&amp;diff=27482"/>
		<updated>2010-01-10T14:33:48Z</updated>

		<summary type="html">&lt;p&gt;Tomo: /* Installing a mod */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Important Note==&lt;br /&gt;
When installing/playing a mod, it is recommended to create a new pilot for every campaign that you play. That is, one pilot for FS2, one for FSPort, etc. This will in most cases avoid the dreaded pilot file corruption problems that crop up sometimes.&lt;br /&gt;
&lt;br /&gt;
== Improvements upon Retail ==&lt;br /&gt;
While installing mods for FreeSpace has never been hugely difficult, [[Source Code Project|FS2_Open]] has made considerable improvements to the way that they are handled. Under retail, installing more than one mod involved either installing several copies of FS2 or tiresome dragging and renaming of folders and files. Under FS2_Open, less than a minute&#039;s work when installing a mod can mean that you can swap between mods with nothing more than a click of a button. &lt;br /&gt;
&lt;br /&gt;
== Installing the Media VP files ==&lt;br /&gt;
To truly take advantage of FS2_Open&#039;s modding features, you should install the [[MediaVP|media VP]] files to a subfolder of your FreeSpace 2 folder. Although you can call this folder anything you like, the assumption that will generally be made is that if you have put them in a folder it will be called &#039;&#039;mediavps&#039;&#039;, so it is probably best to stick to that. Now that you have put the media VP files in that folder, you must go to the mod tab on the Launcher and select &amp;quot;mediavps&amp;quot; as your mod when running FS2. If you don&#039;t do this, FS2 will run with none of the media VPs&#039; features. It will be like playing retail again.&lt;br /&gt;
&lt;br /&gt;
== Installing a mod == &lt;br /&gt;
Be very wary of what the readmes that come with mods tell you to do. Many mods were written before FS2_Open had these new features or by people only vaguely aware of what they do. For this reason, always remember this:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do &#039;&#039;NOT&#039;&#039; install anything to Freespace2\data or into the root FreeSpace 2 folder regardless of what the instructions say.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Installing files into Freespace2\data or the root FreeSpace folder is the method used for retail campaigns and very old SCP builds only. This guide is about installing mods for up-to-date FreeSpace Open builds.&lt;br /&gt;
&lt;br /&gt;
If you are following this guide, there is no reason to install files into either of the folders mentioned. Installing a mod to Freespace2\data means that FS2 retail and multiplayer will load the mod and probably break.&lt;br /&gt;
&lt;br /&gt;
What you should do is make a separate folder for every mod within your FreeSpace 2 folder. &#039;&#039;&#039;If the mod consists completely of VP files, stick them all in a folder within the root FreeSpace 2 directory and you&#039;re done with this step.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the mod&#039;s readme tells you to install to Freespace2\Data, make a new folder called Data within the one you just created and then follow the instructions using this new Data folder as if it were Freespace2\Data (i.e if the readme file instructs you to put a file in Freespace2\data\tables, put it in Freespace2\ModName\data\tables instead). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Run the Launcher, click on MOD tab, select the folder that contains all the mod&#039;s files (i.e. not ModName/Data, simply ModName) and you&#039;re ready to play.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(Launcher MOD tab is really setting the -mod flag, so you get the command line explained in the next section. For more info about how -mod and MOD Tab work, read [[Command-Line_Reference#-mod]]).&lt;br /&gt;
&lt;br /&gt;
The last step is only required if you want the mod to be able to access the Media VP files and it doesn&#039;t already have a [[mod.ini]].&lt;br /&gt;
&amp;lt;br /&amp;gt;This is done by creating a new text file called [[mod.ini]] (be careful that the computer doesn&#039;t call it mod.ini.txt). Cut and paste this into the file:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;[multimod]&lt;br /&gt;
SecondaryList = mediavps;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:::&#039;&#039;&#039;PLEASE NOTE:&#039;&#039;&#039;&lt;br /&gt;
::::Older mods will use &amp;quot;secondrylist&amp;quot; and start the mod list with a leading comma. This is no longer necessary (these were workarounds for bugs that have since been fixed), and thus [[deprecation|deprecated]].&lt;br /&gt;
&lt;br /&gt;
Place this file in the mod&#039;s folder, then run the game as described above.&lt;br /&gt;
Most, if not all, mods should already come with a ready-made mod.ini. If they don&#039;t, or if you are unsure how to create one, feel free to bug the mod&#039;s creator about it.&lt;br /&gt;
&lt;br /&gt;
== Alternative method / more info == &lt;br /&gt;
Alternative method by jr2 (if you don&#039;t want to use mod.ini)&lt;br /&gt;
&lt;br /&gt;
Just install the MOD as mentioned above, except skip the part about making a mod.ini file. &amp;lt;br&amp;gt;&lt;br /&gt;
Then, in the launcher, under the Features tab, enter the following:&amp;lt;br&amp;gt;&lt;br /&gt;
:-mod mod1,mod2,mediavps&amp;lt;br&amp;gt;&lt;br /&gt;
where &amp;lt;mod1&amp;gt; is the mod you want to play, &amp;lt;mod2&amp;gt; is the mod that the mod you&#039;re playing depends on, and &amp;lt;mediavps&amp;gt; is the name of the folder where you&#039;ve stuck the Media VP files.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Example 1===&lt;br /&gt;
To run Transcend, if I&#039;ve installed it to C:\Freespace2\transcend,&lt;br /&gt;
and if I&#039;ve installed Media VPs to C:\Freespace2\mediavps, I&#039;d type:&lt;br /&gt;
&lt;br /&gt;
:-mod transcend,mediavps&lt;br /&gt;
&lt;br /&gt;
into the Features tab.&lt;br /&gt;
&lt;br /&gt;
===Example 2===&lt;br /&gt;
To run the Solar Wars Chapter 1 mod for the Inferno Chapter 1 mod, if I&#039;ve installed Solar Wars Chapter 1 to&lt;br /&gt;
&lt;br /&gt;
:C:\Freespace2\solar_wars_ch1&lt;br /&gt;
&lt;br /&gt;
and if I&#039;ve installed Inferno Chapter 1 to&lt;br /&gt;
&lt;br /&gt;
:C:\Freespace2\infr1&lt;br /&gt;
&lt;br /&gt;
and if I&#039;ve installed the Media VPs to&lt;br /&gt;
&lt;br /&gt;
:C:\Freespace2\mediavps&lt;br /&gt;
&lt;br /&gt;
I&#039;d type:&lt;br /&gt;
&lt;br /&gt;
:-mod solar_wars_ch1,infr1,mediavps&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Basically, (remember, -mod mod1,mod2,mediavps) FS2_Open looks for the files it needs in &amp;lt;mod1&amp;gt;, if they are there, then it uses them, if not, it looks in &amp;lt;mod2&amp;gt;, if not there, &amp;lt;mediavps&amp;gt;, if not there, then the main FS2 directory.  If there are more than one version of the file it needs, then it will use the one that it finds first, in the order that it looks for them, as seen above.&lt;br /&gt;
&lt;br /&gt;
Also, you could use the mod.ini method so that mediavps is automatically appended to the list and you&#039;d only have to type &amp;lt;mod1&amp;gt;,&amp;lt;mod2&amp;gt; in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;br /&gt;
[[Category:User-made Campaigns|*]]&lt;br /&gt;
[[Category:Tutorials|Mods, installing for FS2 Open]]&lt;/div&gt;</summary>
		<author><name>Tomo</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Installing_Mods_for_FS2_Open&amp;diff=27481</id>
		<title>Installing Mods for FS2 Open</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Installing_Mods_for_FS2_Open&amp;diff=27481"/>
		<updated>2010-01-10T14:32:25Z</updated>

		<summary type="html">&lt;p&gt;Tomo: /* Installing a mod */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Important Note==&lt;br /&gt;
When installing/playing a mod, it is recommended to create a new pilot for every campaign that you play. That is, one pilot for FS2, one for FSPort, etc. This will in most cases avoid the dreaded pilot file corruption problems that crop up sometimes.&lt;br /&gt;
&lt;br /&gt;
== Improvements upon Retail ==&lt;br /&gt;
While installing mods for FreeSpace has never been hugely difficult, [[Source Code Project|FS2_Open]] has made considerable improvements to the way that they are handled. Under retail, installing more than one mod involved either installing several copies of FS2 or tiresome dragging and renaming of folders and files. Under FS2_Open, less than a minute&#039;s work when installing a mod can mean that you can swap between mods with nothing more than a click of a button. &lt;br /&gt;
&lt;br /&gt;
== Installing the Media VP files ==&lt;br /&gt;
To truly take advantage of FS2_Open&#039;s modding features, you should install the [[MediaVP|media VP]] files to a subfolder of your FreeSpace 2 folder. Although you can call this folder anything you like, the assumption that will generally be made is that if you have put them in a folder it will be called &#039;&#039;mediavps&#039;&#039;, so it is probably best to stick to that. Now that you have put the media VP files in that folder, you must go to the mod tab on the Launcher and select &amp;quot;mediavps&amp;quot; as your mod when running FS2. If you don&#039;t do this, FS2 will run with none of the media VPs&#039; features. It will be like playing retail again.&lt;br /&gt;
&lt;br /&gt;
== Installing a mod == &lt;br /&gt;
Be very wary of what the readmes that come with mods tell you to do. Many mods were written before FS2_Open had these new features or by people only vaguely aware of what they do. For this reason, always remember this:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do &#039;&#039;NOT&#039;&#039; install anything to Freespace2\data or into the root FreeSpace 2 folder regardless of what the instructions say.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Installing files into Freespace2\data or the root FreeSpace folder is the method used for retail campaigns and very old SCP builds only. This guide is about installing mods for up-to-date FreeSpace Open builds.&lt;br /&gt;
&lt;br /&gt;
If you are following this guide, there is no reason to install files into either of the folders mentioned. Installing a mod to Freespace2\data means that FS2 retail and multiplayer will load the mod and probably break.&lt;br /&gt;
&lt;br /&gt;
What you should do is make a separate folder for every mod within your FreeSpace 2 folder. &#039;&#039;&#039;If the mod consists completely of VP files, stick them all in a folder within the root FreeSpace 2 directory and you&#039;re done with this step.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the mod&#039;s readme tells you to install to Freespace2\Data, make a new folder called Data within the one you just created and then follow the instructions using this new Data folder as if it were Freespace2\Data (i.e if the readme file instructs you to put a file in Freespace2\data\tables, put it in Freespace2\ModName\data\tables instead). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Run the Launcher, click on MOD tab, select the folder that contains all the mod&#039;s files (i.e. not ModName/Data, simply ModName) and you&#039;re ready to play.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(Launcher MOD tab is really setting the -mod flag, so you get the command line explained in the next section. For more info about how -mod and MOD Tab work, read [[Command-Line_Reference#-mod]]).&lt;br /&gt;
&lt;br /&gt;
The last step is only required if you want the mod to be able to access the Media VP files and it doesn&#039;t already have a [[mod.ini]].&lt;br /&gt;
This is done by creating a new text file called [[mod.ini]] (be careful that the computer doesn&#039;t call it mod.ini.txt). Cut and paste this into the file:&lt;br /&gt;
&lt;br /&gt;
[multimod]&amp;lt;br&amp;gt;&lt;br /&gt;
SecondaryList = mediavps;&lt;br /&gt;
&lt;br /&gt;
:::&#039;&#039;&#039;PLEASE NOTE:&#039;&#039;&#039;&lt;br /&gt;
::::Older mods will use &amp;quot;secondrylist&amp;quot; and start the mod list with a leading comma. This is no longer necessary (these were workarounds for bugs that have since been fixed), and thus [[deprecation|deprecated]].&lt;br /&gt;
&lt;br /&gt;
Place this file in the mod&#039;s folder, then run the game as described above.&lt;br /&gt;
Most, if not all, mods should already come with a ready-made mod.ini. If they don&#039;t, or if you are unsure how to create one, feel free to bug the mod&#039;s creator about it.&lt;br /&gt;
&lt;br /&gt;
== Alternative method / more info == &lt;br /&gt;
Alternative method by jr2 (if you don&#039;t want to use mod.ini)&lt;br /&gt;
&lt;br /&gt;
Just install the MOD as mentioned above, except skip the part about making a mod.ini file. &amp;lt;br&amp;gt;&lt;br /&gt;
Then, in the launcher, under the Features tab, enter the following:&amp;lt;br&amp;gt;&lt;br /&gt;
:-mod mod1,mod2,mediavps&amp;lt;br&amp;gt;&lt;br /&gt;
where &amp;lt;mod1&amp;gt; is the mod you want to play, &amp;lt;mod2&amp;gt; is the mod that the mod you&#039;re playing depends on, and &amp;lt;mediavps&amp;gt; is the name of the folder where you&#039;ve stuck the Media VP files.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Example 1===&lt;br /&gt;
To run Transcend, if I&#039;ve installed it to C:\Freespace2\transcend,&lt;br /&gt;
and if I&#039;ve installed Media VPs to C:\Freespace2\mediavps, I&#039;d type:&lt;br /&gt;
&lt;br /&gt;
:-mod transcend,mediavps&lt;br /&gt;
&lt;br /&gt;
into the Features tab.&lt;br /&gt;
&lt;br /&gt;
===Example 2===&lt;br /&gt;
To run the Solar Wars Chapter 1 mod for the Inferno Chapter 1 mod, if I&#039;ve installed Solar Wars Chapter 1 to&lt;br /&gt;
&lt;br /&gt;
:C:\Freespace2\solar_wars_ch1&lt;br /&gt;
&lt;br /&gt;
and if I&#039;ve installed Inferno Chapter 1 to&lt;br /&gt;
&lt;br /&gt;
:C:\Freespace2\infr1&lt;br /&gt;
&lt;br /&gt;
and if I&#039;ve installed the Media VPs to&lt;br /&gt;
&lt;br /&gt;
:C:\Freespace2\mediavps&lt;br /&gt;
&lt;br /&gt;
I&#039;d type:&lt;br /&gt;
&lt;br /&gt;
:-mod solar_wars_ch1,infr1,mediavps&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Basically, (remember, -mod mod1,mod2,mediavps) FS2_Open looks for the files it needs in &amp;lt;mod1&amp;gt;, if they are there, then it uses them, if not, it looks in &amp;lt;mod2&amp;gt;, if not there, &amp;lt;mediavps&amp;gt;, if not there, then the main FS2 directory.  If there are more than one version of the file it needs, then it will use the one that it finds first, in the order that it looks for them, as seen above.&lt;br /&gt;
&lt;br /&gt;
Also, you could use the mod.ini method so that mediavps is automatically appended to the list and you&#039;d only have to type &amp;lt;mod1&amp;gt;,&amp;lt;mod2&amp;gt; in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;br /&gt;
[[Category:User-made Campaigns|*]]&lt;br /&gt;
[[Category:Tutorials|Mods, installing for FS2 Open]]&lt;/div&gt;</summary>
		<author><name>Tomo</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Installing_FreeSpace_2&amp;diff=27480</id>
		<title>Installing FreeSpace 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Installing_FreeSpace_2&amp;diff=27480"/>
		<updated>2010-01-10T14:30:03Z</updated>

		<summary type="html">&lt;p&gt;Tomo: /* Installing with only the game data files */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are several methods to installing FreeSpace 2.  The supported methods include installing from the boxed media, manually setting up the retail data, or installing using the GOG distribution.&lt;br /&gt;
&lt;br /&gt;
== Installing from CDs/DVD ==&lt;br /&gt;
&lt;br /&gt;
This is the default way for Windows users.  Perform a normal install of FS2 if you are in Windows, or if you want to use this method in Linux or OS X, you should be able to run the installer via Wine.  That exercise is beyond the scope of this article however.  Once the game is installed, it leaves the movies on the installation media.  You will want to copy the .mve files from the CDs/DVD to the data/movies folder inside your FS2 dir, for example C:\Games\Freespace2\data\movies\, creating the data and/or movies folders if they don&#039;t exist.  If it&#039;s not already, you will want to patch the game to version 1.2 (GOTY editions already are).  Now you will want to proceed with [[Installing FreeSpace 2 Open]]&lt;br /&gt;
&lt;br /&gt;
== Installing with only the game data files ==&lt;br /&gt;
&lt;br /&gt;
For this method, you will need a collection of .vp files.  These include:&lt;br /&gt;
&lt;br /&gt;
* root_fs2.vp&lt;br /&gt;
* smarty_fs2.vp&lt;br /&gt;
* sparky_fs2.vp&lt;br /&gt;
* sparky_hi_fs2.vp&lt;br /&gt;
* stu_fs2.vp&lt;br /&gt;
* tango1_fs2.vp&lt;br /&gt;
* tango2_fs2.vp&lt;br /&gt;
* tango3_fs2.vp&lt;br /&gt;
* warble_fs2.vp&lt;br /&gt;
&lt;br /&gt;
Create a Freespace2 folder and put these .vp files in it.  Generally these are the only .vp files that should be in your folder, save for a few exceptions.  These all need to be v1.2 files.  You can safely put the multiplayer misison pack and multiplayer voice pack in with these, and if you don&#039;t have the .mve cutscenes, you can put the FS2OggCutscenePack.vp file in this directory as well.  Any other .vp files should typically be installed as a mod, by creating a folder in the Freespace2 folder and putting it in there.  Multiple mods can be used through [[mod.ini]] files, so there&#039;s not usually a need to stick a new experimental .vp file (or other game data files) inside an already working mod folder.&lt;br /&gt;
&lt;br /&gt;
You may also want to get the [http://swc.fs2downloads.com/files/hud_presets.7z HUD color presets].&lt;br /&gt;
&lt;br /&gt;
[http://swc.fs2downloads.com/files/fs2_retail_data.md5 MD5 Checksums for v1.2 retail files]&lt;br /&gt;
&lt;br /&gt;
== Installing from Good Old Games (GOG.com) ==&lt;br /&gt;
&lt;br /&gt;
The GOG version is a single Inno Setup Installer executable file, just run it to install the game.  Be sure not to install to a path with spaces in the name.  At first, the GOG version installed one .vp file that was not updated to version 1.2.  This should have been fixed in newer versions though.&lt;br /&gt;
&lt;br /&gt;
== Installing from the .cab files on Linux/OS X ==&lt;br /&gt;
&lt;br /&gt;
If you have access to the installer files from retail media, but you can&#039;t run the installer, Linux and OS X have access to a little tool called [http://sourceforge.net/project/showfiles.php?group_id=30550 Unshield] (OS X version is in Darwin/MacPorts).  It can be used to extract the retail data from the cab files.  Then proceed with the Installing with only game data files instructions.&lt;br /&gt;
&lt;br /&gt;
== GOG Install Methods for Linux/OS X ==&lt;br /&gt;
&lt;br /&gt;
If you have the GOG version and are on *nix, the install method can currently be a little rocky.  You will either need Wine, or a Windows install more than likely.  Either one should work with both options you have.  Essentially you can either install the game, or unpack the installer.  Installing should be rather straightforward, in Wine this will be a task for the reader to enjoy.  Once installed you can either use the directory you installed it to or copy the .vp files listed above to the final location.  Extracting the installer requires the use of the [http://innounp.sourceforge.net/ Inno Setup Unpacker] command line program, which should be very easy to use even in Wine.  Download the innounp program, and use the -x command line option to extract the required files listed above.  Then follow the instructions for installing with only the game data files.&lt;br /&gt;
&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Tomo</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Mod.ini_(old)&amp;diff=27479</id>
		<title>Mod.ini (old)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Mod.ini_(old)&amp;diff=27479"/>
		<updated>2010-01-10T14:28:49Z</updated>

		<summary type="html">&lt;p&gt;Tomo: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Mod.ini defines the options for a given Mod.&lt;br /&gt;
The core use for these is to allow a Mod to easily use assets from another mod, such as the MediaVPs.&lt;br /&gt;
&lt;br /&gt;
The file must be called &amp;quot;mod.ini&amp;quot; and be in the main folder of the mod.&lt;br /&gt;
It must be in ASCII text format (not Unicode) and use Windows-style end-of-line markers.&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 this explanation about mod.ini to fail.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Sections==&lt;br /&gt;
===Launcher===&lt;br /&gt;
&amp;lt;pre&amp;gt;[launcher]&amp;lt;/pre&amp;gt;&lt;br /&gt;
Information about the Mod, displayed in the Launcher.&lt;br /&gt;
&lt;br /&gt;
Attributes:&lt;br /&gt;
*modname      = &#039;&#039;Name of Mod&#039;&#039;;&lt;br /&gt;
*image255x112 = &#039;&#039;Mod bitmap.bmp&#039;&#039;;&lt;br /&gt;
*infotext     = &#039;&#039;Information about the Mod&#039;&#039;;&lt;br /&gt;
*website      = &#039;&#039;URL to Mod website, if applicable&#039;&#039;;&lt;br /&gt;
*forum        = &#039;&#039;URL to a Mod forum, if applicable&#039;&#039;;&lt;br /&gt;
*mantis		 = &#039;&#039;URL to a Mod bugtracker, if applicable&#039;&#039;;&lt;br /&gt;
&lt;br /&gt;
The Mod Bitmap is displayed&lt;br /&gt;
===MultiMod===&lt;br /&gt;
&amp;lt;pre&amp;gt;[multimod]&amp;lt;/pre&amp;gt;&lt;br /&gt;
Defines the other mods whose assets are used by this one.&lt;br /&gt;
&lt;br /&gt;
Attributes:&lt;br /&gt;
*primarylist  = &#039;&#039;list of mods&#039;&#039;;&lt;br /&gt;
**These mods will override assets in the current Mod&lt;br /&gt;
*secondarylist = &#039;&#039;list of mods&#039;&#039;;&lt;br /&gt;
**These mods will be added to the assets for the current Mod, and may be overrided by data in the current Mod.&lt;br /&gt;
&lt;br /&gt;
===Settings===&lt;br /&gt;
&amp;lt;pre&amp;gt;[settings]&amp;lt;/pre&amp;gt;&lt;br /&gt;
Defines other required settings.&lt;br /&gt;
&lt;br /&gt;
Attributes:&lt;br /&gt;
*flags = &#039;&#039;list of additional commandline flags&#039;&#039;;&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
===MediaVPs 3.6.10===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[launcher]&lt;br /&gt;
image255x112 = FSU-MVP.bmp;&lt;br /&gt;
infotext     = Freespace II - 3.6.10 MediaVPs;&lt;br /&gt;
website      = http://www.hard-light.net/;&lt;br /&gt;
forum        = http://www.hard-light.net/forums;&lt;br /&gt;
mantis		 = http://www.hard-light.net/mantis;&lt;br /&gt;
&lt;br /&gt;
[multimod]&lt;br /&gt;
primarylist  = ;&lt;br /&gt;
secondarylist = ;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Derelict===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[launcher]&lt;br /&gt;
image255x112 = Derelict.bmp;&lt;br /&gt;
infotext     = Five years have passed since the jump node to the Capella system was collapsed...;&lt;br /&gt;
website      = http://www.3dap.com/hlp/hosted/ce/;&lt;br /&gt;
forum        = http://dynamic.gamespy.com/~freespace/forums/forumdisplay.php?s=83686deb4fd49b5f670f6d92203b257d&amp;amp;forumid=89;&lt;br /&gt;
&lt;br /&gt;
[multimod]&lt;br /&gt;
primarylist  = ;&lt;br /&gt;
secondrylist = ,mediavps;&lt;br /&gt;
&lt;br /&gt;
[settings]&lt;br /&gt;
flags = -spec;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Tomo</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Command-Line_Reference&amp;diff=27478</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=27478"/>
		<updated>2010-01-10T14:26:21Z</updated>

		<summary type="html">&lt;p&gt;Tomo: /* -mod */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following command-line options can be chosen from the launcher.  &lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
====-spec====&lt;br /&gt;
Enables specular mapping.  Only polygons mapped with textures for which a shinemap exists will receive specular mapping; no attempt is made to generate spec maps where they do not exist.  Specular maps are specified with the base map name plus &amp;quot;-shine&amp;quot; (i.e. TCov3A-shine.pcx).&lt;br /&gt;
&lt;br /&gt;
====-env====&lt;br /&gt;
Enables environment mapping.  It only works if [[Command-Line_Reference#-spec|-spec]] is also set. Environment mapping intensity will be determined from the shine map too (see [[Texturing]] for more info). At the time of this writing (build 3.6.9 RC7), environment mapping only works when the video mode is OpenGL. [[Installing FreeSpace 2 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;
{{Note | This option is not present in builds after 3.6.9 and is now always on.}}&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;
&lt;br /&gt;
====-pcx32====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/3eynan 2007/03/22]).}}&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
{{Warning|This will not improve the rendering of any ships in-game, and is usually more of a burden on performance than is worthwhile.  Use at your own risk.}}&lt;br /&gt;
Enables PCX files to be loaded into 32-bit memory.&lt;br /&gt;
&lt;br /&gt;
====-mipmap====&lt;br /&gt;
Enables mipmapping generation within GPU on certain kind of texture formats, (IIRC, DDS formatted textures with a power of 2 size in both width and height). &amp;lt;br&amp;gt;&lt;br /&gt;
Since the use of already mipmapped DDS textures has become common, it has become depreciated.&lt;br /&gt;
The quality of the generated mipmaps depends on each GPU and used driver. It is normally used with [[Command-Line_Reference#-img2dds|-img2dds]] flag.&lt;br /&gt;
&lt;br /&gt;
====-nomotiondebris====&lt;br /&gt;
Disables motion debris.&lt;br /&gt;
&lt;br /&gt;
====-2d_poof====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.9.}}&lt;br /&gt;
Applies nebula poofs in 2d, effectively preventing them from forming intersections with ships.&lt;br /&gt;
&lt;br /&gt;
====-noscalevid====&lt;br /&gt;
Disables fullscreen scaling of video clips.&lt;br /&gt;
&lt;br /&gt;
====-missile_lighting====&lt;br /&gt;
Applies lighting to missiles.&lt;br /&gt;
&lt;br /&gt;
====-normal====&lt;br /&gt;
Enables normal maps. It needs GLSL rendering, (see [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] for further info). It needs auxiliary normal maps (the same name of the base map plus &amp;quot;-normal&amp;quot;). DXT5_NM DDS format is needed.&lt;br /&gt;
&lt;br /&gt;
====-3dshockwave====&lt;br /&gt;
Enables 3D Shockwaves.  This only has any effect when both a 2d and 3d shockwave effect are present, otherwise the only available effect is used.&lt;br /&gt;
&lt;br /&gt;
====-rlm====&lt;br /&gt;
{{Note| This option is not present in builds after [http://tinyurl.com/2yndle 2005/09/30] and is now always on.}}&lt;br /&gt;
Enables more accurate lighting model for OpenGL mode.&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;
&lt;br /&gt;
====-no_vsync====&lt;br /&gt;
Disables vertical sync.&lt;br /&gt;
&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;
===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;
===Gameplay===&lt;br /&gt;
====-smart_shields====&lt;br /&gt;
{{Note| This option has been moved to [[Ai_profiles.tbl]] table since 3.6.9. builds. It doesn&#039;t exist as a flag anymore.}}&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;
Uses ship models in ship selection window. It completely disables the standard ANI interface in this screen. &amp;lt;br&amp;gt;&lt;br /&gt;
Some mods need a compulsory use of this flag because they don&#039;t have available animations for their ships. In this situation, and if it is not used, the game will probably crash to desktop in the ship selection window.&lt;br /&gt;
====-weapon_choice_3d====&lt;br /&gt;
Uses weapon models in weapon loadout window for secondary weapons (missiles and bombs). It completely disables the standard ANI interface in this screen.  &amp;lt;br&amp;gt;&lt;br /&gt;
Some mods need a compulsory use of this flag because they don&#039;t have available animations for their secondary weapons. In this situation, and if it is not used, the game will probably crash to desktop in the weapon loadout window.&lt;br /&gt;
====-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;
====-no_ap_interrupt====&lt;br /&gt;
Tells the game to not allow players to interrupt an autopilot already-in-progress.&lt;br /&gt;
====-tbp====&lt;br /&gt;
Enable feature set for The Babylon Project.  This option also forces the Enable 3d Shockwave and Use 3d Models for Weapon Selection options as of 3.6.10 testing builds r4983 or higher.&lt;br /&gt;
====-wcsaga====&lt;br /&gt;
Enable feature set for The Wing Commander Saga. &amp;lt;br&amp;gt;&lt;br /&gt;
It does the following changes to the normal FS2 engine behavior:&lt;br /&gt;
* It removes -class name in the briefing ship render window, (the window that appears when ship icons are clicked).&lt;br /&gt;
* It removes enemy names ingame for wings of ships.&lt;br /&gt;
* Enemies can scream when dying. (Without the flag only friendlies scream).&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;
===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&amp;amp;mdash;or with main data folder if no mod is active.&lt;br /&gt;
&lt;br /&gt;
====-clientdamage====&lt;br /&gt;
&amp;lt;font color=yellow&amp;gt;This feature is not available in current builds.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====-mpnoreturn====&lt;br /&gt;
Disables return to the flight deck screen after a mission completes.&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
====-fixbugs====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/3eynan 2007/03/22]).}}&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.&lt;br /&gt;
&lt;br /&gt;
====-nocrash====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/3eynan 2007/03/22]).}}&lt;br /&gt;
Originally used to disable certain crashing behavior as a stop-gap measure.&lt;br /&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;
{{Warning| Enabling this will significantly reduce performance.}}&lt;br /&gt;
Reverts to software rendering mode.&lt;br /&gt;
&lt;br /&gt;
====-no_set_gamma====&lt;br /&gt;
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;
====-no_glsl====&lt;br /&gt;
Disables the use of GLSL rendering (OpenGL shaders). The game will revert to legacy fixed render pipeline. Please note that Normal and Height map effects will be unavailable.&lt;br /&gt;
&lt;br /&gt;
===Experimental===&lt;br /&gt;
====-ingame_join====&lt;br /&gt;
Enables ingame joining in multiplayer.  FIXME: Host option?&lt;br /&gt;
====-voicer====&lt;br /&gt;
Windows-only.  Enables voice-recognition for wingmen commands.  Must be specifically compiled into a build in order for it to be available; 3.6.10 final includes the feature.  See [[Voice Recognition]] for more details.&lt;br /&gt;
&lt;br /&gt;
====-alpha_env====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.9. In current builds this effect is always on}}&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. &amp;lt;br&amp;gt;&lt;br /&gt;
(Decals have been disabled in builds after May 4, 2006)&lt;br /&gt;
====-tga16====&lt;br /&gt;
{{Note| This option is not present in builds post version 3.6.7 ([http://tinyurl.com/yr8tub 2006/04/05]).}}&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 [[Command-Line_Reference#-closed|-img2dds]].&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 does not mean that your card has this much memory, and can report higher numbers that your card actually has memory.  For OpenGL it also includes some of the geometry data, but this number does not reflect the total memory that your video card is using.  It only reports how much data the game has purposefully loaded into API memory (meaning it could be in system memory, video card memory, or AGP memory).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(It only works with debug builds, not with release builds).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====-pofspew====&lt;br /&gt;
Reads all objects in the pof file of the selected mod, and creates an ibx cache file for each object in the data/cache folder for that mod. &amp;lt;br&amp;gt;&lt;br /&gt;
Details for each object are output to a pofspew.txt file created in the data folder. &amp;lt;br&amp;gt;&lt;br /&gt;
Otherwise, ibx files are created in game before each mission.&lt;br /&gt;
&lt;br /&gt;
====-tablecrcs====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
&lt;br /&gt;
====-missioncrcs====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
&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 separated by a space.  The prototype for use in this case is &amp;quot;-option argument&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Lighting===&lt;br /&gt;
These factors can dramatically alter the atmosphere of the game. [[Sample Lighting Settings|This page]] has some sample lighting settings with screenshots.&lt;br /&gt;
&lt;br /&gt;
====-ambient_factor====&lt;br /&gt;
This must be entered into the &amp;quot;Custom flags&amp;quot; field. This is a multiplier applied to the intensity of ambient lighting. Ambient light is lighting applied to all parts of a ship. FS2&#039;s standard value is 120. Try 75 for a good and realistic looking value. However, that is relative.&lt;br /&gt;
&lt;br /&gt;
====-no_emissive_light====&lt;br /&gt;
By default, all ships in FS2 have a light generated on their own, it is more or less similar to a minimal amount of -ambient_factor. This feature was implemented to help the player seeing the ships over a black background. This flag disables this feature. Use it with a low -ambient_factor value to obtain an ultra-realistic dark looking.&lt;br /&gt;
&lt;br /&gt;
====-spec_exp====&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts the size of the shiny spot on ships. Higher number mean smaller spots. Default is 16. However, 11 is recommended. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-spec_point====&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the&lt;br /&gt;
&amp;quot;Custom flags&amp;quot; field. Adjusts how much laser weapons contribute to specular highlights. Higher number mean greater contributions. Default is 1.0. However, 0.6 is recommended. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-spec_static====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much suns contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0. However, is 0.8 recommended. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-spec_tube====&lt;br /&gt;
&lt;br /&gt;
This must be used with the -spec command line parameter and must be entered into the &amp;quot;Custom flags&amp;quot; field. Adjusts how much Beam Weapons contribute to specular highlights. Higher numbers mean a greater contribution. Default is 1.0. However, 0.4 is recommended. This is a relative value.&lt;br /&gt;
&lt;br /&gt;
====-ogl_spec====&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;OpenGL Only&#039;&#039;&#039;&#039;&#039;. Takes a numerical argument. This value changes the basic shininess of the specular light in OpenGL.  A lower value reduces the overall intensity of the light making it broader and less powerful.  A higher value makes it more focued and brighter.  The default value is 80, and the usable range is 0 to 128 (clamped). The original default value was 60, but it was raised to behave more D3D like.&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
&lt;br /&gt;
====-height====&lt;br /&gt;
Enables height maps (parallax mapping). It only works if [[Command-Line_Reference#-normal|-normal]] is also set. It also needs GLSL rendering, (see [[OpenGL_Shaders_(GLSL)|OpenGL Shaders (GLSL)]] for further info). It needs auxiliary height maps (with the same name than base map plus &amp;quot;-height&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
====-clipdist====&lt;br /&gt;
Changes the distance from the viewpoint for the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the distance to the near-clipping plane.&lt;br /&gt;
&lt;br /&gt;
====-res====&lt;br /&gt;
Allows you to specify a resolution if the desired one cannot be set in the Launcher. &lt;br /&gt;
For example, -res 1920x1080 would run the game in 1920 x 1080 resolution. Since it requires an argument, it needs to be entered as a custom flag when using the Launcher. The &amp;quot;Run at specified resolution&amp;quot; option the Launcher gives is essentially this, but without being able to actually specify a resolution, it doesn&#039;t work.&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
====-mod====&lt;br /&gt;
{{Note| Please note that the &#039;&#039;[[mod.ini]]&#039;&#039; file is a feature exclusive to the Windows Launcher.}}&lt;br /&gt;
Specifies in which folders inside FreeSpace 2 directory, the game looks for all the game data (models, missions, textures, tables, ...). Retail version only looks inside &#039;&#039;Freespace2/data/&#039;&#039; structure and &#039;&#039;Freespace2/vp archives&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This flag allows installing several different mods that modify retail behavior, and switching between them without needing to erase files or having undesired cross effects. Each mod should be installed in its own folder.&lt;br /&gt;
&lt;br /&gt;
It takes one argument string: the chain of names of the used directories. Comma (&#039;&#039;&#039;,&#039;&#039;&#039;) must be used as separator. In this way, &#039;&#039;&#039;-mod dir1,dir2,dir3,...,dirx&#039;&#039;&#039; causes the game to use the following directory precedence:&lt;br /&gt;
&lt;br /&gt;
#Freespace2/dir1/&lt;br /&gt;
#Freespace2/dir2/&lt;br /&gt;
#Freespace2/dir3/&lt;br /&gt;
# ... (the rest of the typed directories) ...&lt;br /&gt;
#Freespace2/dirx/&lt;br /&gt;
#Freespace2/&lt;br /&gt;
&lt;br /&gt;
This flag can be indirectly set, (and it is normally set), through Launcher MOD tab and [[mod.ini]] file.&lt;br /&gt;
&lt;br /&gt;
Within 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;.&lt;br /&gt;
If &#039;&#039;Freespace2/moddir/[[mod.ini]]&#039;&#039; exists it will be used to modify the -mod flag, too.&lt;br /&gt;
&lt;br /&gt;
For further details, see &#039;&#039;&#039;[[mod.ini]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Data precedence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As already said, within the different directories, the data precedence is set by the specified order in the -mod flag. The lowest priority goes to the Freespace2 installation directory.&lt;br /&gt;
&lt;br /&gt;
Inside each directory, data precedence is the following:&lt;br /&gt;
&lt;br /&gt;
#Individual files located in &#039;&#039;Current_dir/data/&#039;&#039; subdir structure. See [[FS2_Data_Structure|FS2 Data Structure topic]] for deeper info about the different folders and contents this structure has.&lt;br /&gt;
#Files located inside vp archives. (These vp archives are &amp;quot;similar&amp;quot; to zip archives. They just contain other files and folders. Moreover, files have to be stored using the same &#039;&#039;data/&#039;&#039; structure used outside it). &amp;lt;br&amp;gt;Vp archives are read in alphabetical order, so aaa.vp files have higher priority than aab.vp files and so on.&lt;br /&gt;
&lt;br /&gt;
The highest priority file overrides the rest of them. In this way, if you have a &#039;&#039;Mission.fs2&#039;&#039; inside &#039;&#039;Freespace2/Pri1/data/missions/&#039;&#039; it doesn&#039;t matter 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;
&lt;br /&gt;
&#039;&#039;&#039;Additional notes&#039;&#039;&#039;&lt;br /&gt;
# As derived from the explanation, the exact names for directories or vp archives are actually irrelevant. It only matters the directory order inside -mod flag argument and the alphabetical order for vp archives inside each used directory.&lt;br /&gt;
# This flag is also used by [[Portal:FRED|FRED]]. So if there is special mod info, (like backgrounds maps, ship models or whatever), it must be typed, (&#039;&#039;Fred2_Open_r.exe -MOD whatever&#039;&#039;), or FRED won&#039;t be able to use it. No Launcher MOD tab is available for this use.&lt;br /&gt;
# Be careful while typing the directory names in the flag argument or inside mod.ini files. The program doesn&#039;t check if the typed directories exist. If they do not exist, they are just ignored. No warnings, no errors, no messages at all.&lt;br /&gt;
&lt;br /&gt;
{{Warning| &#039;&#039;&#039;Priority and Texture Formats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Obsolete behavior - Until FS2_open v3.6.9.:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
FS2_Open can use several file formats in textures: [http://en.wikipedia.org/wiki/PCX PCX], [http://en.wikipedia.org/wiki/DirectDraw_Surface DDS], [http://en.wikipedia.org/wiki/JPG JPG] and [http://en.wikipedia.org/wiki/TGA TGA]. Make sure you keep the format when you update your texture. For example if you update the old &#039;&#039;TextureOfMyFighter.tga&#039;&#039;, do not save it as &#039;&#039;TextureOfMyFighter.dds&#039;&#039; in a higher priority place, because there is a chance of the game loading the old one despite of all.&lt;br /&gt;
&lt;br /&gt;
The reason to do this is that, loading process (including priorities) is applied firstly for a kind of textures (TGAs), then for another kind (JPGs), and so on. This behavior can lead to situation where your new, updated and higher priority placed texture is not read because the format of the older one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;New behavior - From FS2_open v3.6.10. (including previous beta testing releases):&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The former issue has been fixed. Now texture format priority is only applied within the same location. In this &#039;&#039;strange&#039;&#039; situation it goes DDS -&amp;gt; TGA -&amp;gt; JPG -&amp;gt; PCX. Examples:&lt;br /&gt;
* &#039;&#039;/Freespace2/MyVp.vp&amp;gt;&amp;gt;&amp;gt;data/maps/MyTexture.dds&#039;&#039; is loaded instead of &#039;&#039;/Freespace2/MyVp.vp&amp;gt;&amp;gt;&amp;gt;data/maps/MyTexture.tga&#039;&#039;.&lt;br /&gt;
* But your improved &#039;&#039;/Freespace2/data/maps/MyTexture.xxx&#039;&#039; will override them both despite of its format.&lt;br /&gt;
In this way, when you update any texture, you don&#039;t have to pay attention to its original format. Just place it in a higher priority place.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, global priority is kept between animated and static textures. Because of their management, animated textures (ANIs and EFFs) are looked for BEFORE static ones. In this way there&#039;s no way to update an animated texture with a static one (an obsolete ANI is always going to be loaded before the newer DDS version). The solution: use an updated EFF with just one frame.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====-fov====&lt;br /&gt;
Specifies the Field of View for the player eyepoint.&lt;br /&gt;
&lt;br /&gt;
Takes one argument decimal specifying the angle of the viewing cone in radians, from 0 to 2*pi&lt;br /&gt;
&lt;br /&gt;
You can set the cone of view making things look bigger/smaller. The problem with this is that if you choose a small FOV, you will have a squashed look on the edges of your screen - stretched edges with a too high FOV. It is recommended to change the FOV as FS2 normally has some perspective distortion at the screen edges (FOV too high). Set the FOV to something like 0.39 - it will fix the distortion problem, and (as a nice side-effect) will make everything look bigger and more realistic scale-wise. On the other hand, it also stretches the backgrounds - this is usually not a big issue, but it does get annoying if using a skybox.&lt;br /&gt;
The default is 0.75, if you go higher, you&#039;ll get the fish-eye effect. Feel free to experiment. This must be entered into the &amp;quot;Custom flags&amp;quot; field&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
====-gamename====&lt;br /&gt;
Specifies the name of the game to be created by the host.  This only works when used in conjunction with -startgame.  &lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the name to be assigned to the game being created.&lt;br /&gt;
&lt;br /&gt;
This argument does nothing when used with -standalone.  To set the name for a standalone server, see [[Multiplayer(Main)#Standalone Servers|Standalone Servers]].&lt;br /&gt;
&lt;br /&gt;
See related:&amp;amp;nbsp;&amp;amp;nbsp; [[Command-Line_Reference#-startgame|-startgame]]&amp;amp;nbsp;&amp;amp;nbsp; [[Multiplayer(Main)#Standalone Servers|Standalone Servers]]&lt;br /&gt;
&lt;br /&gt;
====-password====&lt;br /&gt;
Specifies the password for a standalone server.  This only works when used in conjunction with -startgame.  Cannot be used in conjunction with -closed or -restricted.&lt;br /&gt;
&lt;br /&gt;
Takes one argument string, the required password for the game being created.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]  [[Command-Line_Reference#-closed|-closed]]  [[Command-Line_Reference#-restricted|-restricted]]&lt;br /&gt;
&lt;br /&gt;
====-allowabove====&lt;br /&gt;
Specifies a player&#039;s minimum rank for joining a game.  This only works when used in conjunction with -startgame.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking above which a player must be to enter the game.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-allowbelow====&lt;br /&gt;
Specifies a player&#039;s maximum rank for joining a game on a standalone server.  This only works when used in conjunction with -startgame.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the points ranking below which a player must be to enter the game.&lt;br /&gt;
&lt;br /&gt;
See related: [[Command-Line_Reference#-startgame|-startgame]]&lt;br /&gt;
&lt;br /&gt;
====-port====&lt;br /&gt;
Specifies the port on which to host a game or serve a standalone game.&lt;br /&gt;
&lt;br /&gt;
Takes one argument integer, the port on which the host will listen for clients.&lt;br /&gt;
&lt;br /&gt;
====-connect====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
&lt;br /&gt;
====-timeout====&lt;br /&gt;
{{Sectstub}}&lt;br /&gt;
&lt;br /&gt;
====-cap_object_update====&lt;br /&gt;
Caps the maximum object update the server will respond to regardless of what the client has set. If the client is set to request high object updates but the server is capped to low, then that&#039;s all the client will get. &lt;br /&gt;
&lt;br /&gt;
Takes one argument integer (0 to 3) which corresponds to the object update cap (With 0 being low and 3 being LAN).&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Tomo</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Mod.ini_(old)&amp;diff=27477</id>
		<title>Mod.ini (old)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Mod.ini_(old)&amp;diff=27477"/>
		<updated>2010-01-10T14:19:23Z</updated>

		<summary type="html">&lt;p&gt;Tomo: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Mod.ini defines the options for a given Mod.&lt;br /&gt;
The core use for these is to allow a Mod to easily use assets from another mod, such as the MediaVPs.&lt;br /&gt;
&lt;br /&gt;
The file must be called &amp;quot;mod.ini&amp;quot; and be in the main folder of the mod.&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 this explanation about mod.ini to fail.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Sections==&lt;br /&gt;
===Launcher===&lt;br /&gt;
&amp;lt;pre&amp;gt;[launcher]&amp;lt;/pre&amp;gt;&lt;br /&gt;
Information about the Mod, displayed in the Launcher.&lt;br /&gt;
&lt;br /&gt;
Attributes:&lt;br /&gt;
*modname      = &#039;&#039;Name of Mod&#039;&#039;;&lt;br /&gt;
*image255x112 = &#039;&#039;Mod bitmap.bmp&#039;&#039;;&lt;br /&gt;
*infotext     = &#039;&#039;Information about the Mod&#039;&#039;;&lt;br /&gt;
*website      = &#039;&#039;URL to Mod website, if applicable&#039;&#039;;&lt;br /&gt;
*forum        = &#039;&#039;URL to a Mod forum, if applicable&#039;&#039;;&lt;br /&gt;
*mantis		 = &#039;&#039;URL to a Mod bugtracker, if applicable&#039;&#039;;&lt;br /&gt;
&lt;br /&gt;
The Mod Bitmap is displayed&lt;br /&gt;
===MultiMod===&lt;br /&gt;
&amp;lt;pre&amp;gt;[multimod]&amp;lt;/pre&amp;gt;&lt;br /&gt;
Defines the other mods whose assets are used by this one.&lt;br /&gt;
&lt;br /&gt;
Attributes:&lt;br /&gt;
*primarylist  = &#039;&#039;list of mods&#039;&#039;;&lt;br /&gt;
**These mods will override assets in the current Mod&lt;br /&gt;
*secondarylist = &#039;&#039;list of mods&#039;&#039;;&lt;br /&gt;
**These mods will be added to the assets for the current Mod, and may be overrided by data in the current Mod.&lt;br /&gt;
&lt;br /&gt;
===Settings===&lt;br /&gt;
&amp;lt;pre&amp;gt;[settings]&amp;lt;/pre&amp;gt;&lt;br /&gt;
Defines other required settings.&lt;br /&gt;
&lt;br /&gt;
Attributes:&lt;br /&gt;
*flags = &#039;&#039;list of additional commandline flags&#039;&#039;;&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
===MediaVPs 3.6.10===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[launcher]&lt;br /&gt;
image255x112 = FSU-MVP.bmp;&lt;br /&gt;
infotext     = Freespace II - 3.6.10 MediaVPs;&lt;br /&gt;
website      = http://www.hard-light.net/;&lt;br /&gt;
forum        = http://www.hard-light.net/forums;&lt;br /&gt;
mantis		 = http://www.hard-light.net/mantis;&lt;br /&gt;
&lt;br /&gt;
[multimod]&lt;br /&gt;
primarylist  = ;&lt;br /&gt;
secondarylist = ;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Derelict===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[launcher]&lt;br /&gt;
image255x112 = Derelict.bmp;&lt;br /&gt;
infotext     = Five years have passed since the jump node to the Capella system was collapsed...;&lt;br /&gt;
website      = http://www.3dap.com/hlp/hosted/ce/;&lt;br /&gt;
forum        = http://dynamic.gamespy.com/~freespace/forums/forumdisplay.php?s=83686deb4fd49b5f670f6d92203b257d&amp;amp;forumid=89;&lt;br /&gt;
&lt;br /&gt;
[multimod]&lt;br /&gt;
primarylist  = ;&lt;br /&gt;
secondrylist = ,mediavps;&lt;br /&gt;
&lt;br /&gt;
[settings]&lt;br /&gt;
flags = -spec;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Tomo</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=General_hints_(FRED)&amp;diff=27474</id>
		<title>General hints (FRED)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=General_hints_(FRED)&amp;diff=27474"/>
		<updated>2010-01-10T14:09:17Z</updated>

		<summary type="html">&lt;p&gt;Tomo: /* Using FRED with mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are some &#039;&#039;&#039;general FREDding hints&#039;&#039;&#039; that do not require separate articles to elaborate, from beginner level until intermediate.&lt;br /&gt;
&lt;br /&gt;
*Use the Y-axis (height) and rotate most of your ships on one or more of the axes to give a more realistic feeling.&lt;br /&gt;
*Use the Selection Lock (Spacebar) if you have selected all the ships you want to move or rotate. This will make sure you do not select an unwanted craft by accident. Press Spacebar once more to disable Selection Lock.&lt;br /&gt;
*If you want a directive to appear only after a specified event, use event chaining:&lt;br /&gt;
**Collect all the triggering conditions in one event. Chain the next event (which is the actual directive) to the previous event with a delay of at least 1 second.&lt;br /&gt;
**This will make it sure the event will not appear sooner than desired. This is especially useful if you want Command to order the desctruction/capture/inspection of a ship.&lt;br /&gt;
*Use the designer&#039;s notes of the Mission Specs Editor (SHIFT-N) as a reminder for yourself. There are some things that you want to be in your mission only temporarily, for testing purposes such as enabling No Traitor if you want to test if a ship sends the right message if its hull dropos below 50%.&lt;br /&gt;
*Using keyboard shortcuts makes editing more convenient.&lt;br /&gt;
*If you do not want a ship to open fire, simply use the turret-lock-all SEXP instead of disarming all the turrets manually.&lt;br /&gt;
*If you want to use a special, special-case support ship, you have to make changes in the [[ships.tbl|ship tables]]. You cannot simply place a support ship and disallow all player orders.&lt;br /&gt;
*Always remove player orders for ship classes other than fighters or bombers. By default, the player can give orders to transports and above. If you give the &#039;Attack my ship&#039; order to a transport that is supposed to board and capture a ship, it will not follow its default orders until the player-given orders are accomplished.&lt;br /&gt;
*If you do not want a ship destroyed, but you want to make its subsystems destroyable, use the [[ship-guardian]] SEXP.&lt;br /&gt;
*Increasing/decreasing the skill level of single turrets also affects the given turret&#039;s rate of fire. It is advised to increase the level of sentry guns by at least one rank.&lt;br /&gt;
*Pressing TAB while having multiple ships selected changes the central point of rotation. If you start rotating, that ship will be the center of the circle your ships will be rotated around. The same is true for moving, the selected &#039;central&#039; ship will be moving with the cursor.&lt;br /&gt;
*If you get lost on the grid, press SHIFT-Z. Or, zoom on any of the ships by selecting the fighter in the Selection Menu (H) and pressing ALT-Z.&lt;br /&gt;
*Wingmen initial orders is limited, but using the add-goal SEXP removes this limitation.&lt;br /&gt;
*Placing a waypoint into the center of a jump node enables you to measure distances between any ships and the jump node. The waypoint and the jump node must share the same coordinates. Technically, the engine measures the distance between the assigned ship(s) and the waypoint, but since the center of the node and the waypoint are at the same position, you can measure distance between ships and the jump node.&lt;br /&gt;
*Colored text can be used in the Command briefing, but cannot be used in the debriefing.&lt;br /&gt;
*An ideal mission length ranges between five and eleven minutes. It is not advised to make a mission longer, as FreeSpace players are not used to flying for more than ten minutes.&lt;br /&gt;
*For better performance, use the wireframe view mode. The textured view mode eats up more memory and makes the mission editor run slower.&lt;br /&gt;
*If you want a ship just to suddenly appear, use the No Warp Effect feature in the arrival cue section of the Ship Editor. If the departure cue has the No Warp Effect set, then the ship will suddenly disappear. This is useful for nebula missions. Beware of using the ship-vanish SEXP: ships that vanish do not count as &amp;quot;departed&amp;quot;, so the &amp;quot;has-departed-delay &amp;lt;ship that vanishes using ship-vanish&amp;gt;&amp;quot; will not trigger.&lt;br /&gt;
*Believe it or not, the EMP effect also works on AI-controlled ships. Bear this in mind while creating nebula missions.&lt;br /&gt;
*Players usually start by increasing the throttle to maximum. Set the player&#039;s speed to 100% by default in the Initial Status options if it&#039;s likely that most players would start the mission by accelerating.&lt;br /&gt;
*In case one or more ships in a wing departs without the departure cue becoming true, the wing will not be considered departed. This means if you order one (or all) ships from Beta wing to leave the area and there is an event which becomes true if Beta wing has departed, the event will become incomplete until you restart the mission.&lt;br /&gt;
*The &amp;quot;Neutral&amp;quot; IFF is hostile to the player. If you want the &amp;quot;Hostile&amp;quot;, &amp;quot;Neutral&amp;quot; and &amp;quot;Friendly&amp;quot; sides to attack each other, set the All teams at War option in the Mission Specs Editor.&lt;br /&gt;
*You can manually set the player traitor but using the change-iff SEXP on the player&#039;s ship to make the player &amp;quot;Neutral&amp;quot; (FreeSpace Open introduced the  &amp;quot;Traitor&amp;quot; IFF).&lt;br /&gt;
*The Protect Ship option is not completely reliable. The AI may still attack those ships. Rather make that ship invulnerable. It looks daft, but this is the best solution to make the AI not lose the mission for the player by destroying any ships which are supposed captured or not destroyed. You can also use the change-iff to make the ship Friendly (as it was used in [[First Strike]]). Hostiles will still attack that ship, so make sure they ignore it.&lt;br /&gt;
*Changing the order of events in FRED is not recommended. Such a move will confuse the game engine, and weird mission flaws will come up. [[Editing a mission in a text editor#Changing Event hierarchies|Use a text editor]] instead for this purpose. You won&#039;t need to change the order of in-mission events anyway, except for chained events.&lt;br /&gt;
&lt;br /&gt;
== Using FRED with mods == &lt;br /&gt;
*Note that FRED2 Open uses the same mod usage as FS2 Open, that is,&lt;br /&gt;
-mod mod1,mod2,mediavps&lt;br /&gt;
where &amp;lt;mod1&amp;gt; is the name of the mod being played, &amp;lt;mod2&amp;gt; is the name of the mod that the mod being played depends on, and &amp;lt;mediavps&amp;gt; is where the Media VP files are put.  See the wiki instructions Getting Started &amp;gt; &lt;br /&gt;
Installing mods for fs2_open &amp;gt;&lt;br /&gt;
Alternative method / more info&lt;br /&gt;
for complete details.  Also, I&#039;ve heard (and FRED2 Open says) that you should run with the -fredhtl option.&lt;br /&gt;
So, say you were creating a mod for the FreeSpace Port (for a mission during the Great War)&lt;br /&gt;
You&#039;d use something like the following, depending on where you installed FSPort and the Media VPs: (note the quotes)&lt;br /&gt;
&amp;quot;\&amp;lt;whatever dir Fred is in&amp;gt;\FRED2_build_date_whatever.exe&amp;quot; -mod fsport,mediavps -fredhtl&lt;br /&gt;
This would allow you to use FS1 weapons, ships, etc.  Note you might not need mediavps if you use the [[mod.ini]] options mentioned in the installing mods wiki mentioned above, or if you weren&#039;t creating a mission for FS Open.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[Typical FREDding mistakes]]&lt;br /&gt;
&lt;br /&gt;
[[Category:FRED Tips]]&lt;/div&gt;</summary>
		<author><name>Tomo</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Mod.ini_(old)&amp;diff=27473</id>
		<title>Mod.ini (old)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Mod.ini_(old)&amp;diff=27473"/>
		<updated>2010-01-10T14:01:46Z</updated>

		<summary type="html">&lt;p&gt;Tomo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Mod.ini defines the options for a given Mod.&lt;br /&gt;
The core use for these is to allow a Mod to easily use assets from another mod, such as the MediaVPs.&lt;br /&gt;
&lt;br /&gt;
The file must be called &amp;quot;mod.ini&amp;quot; and be in the main folder of the mod.&lt;br /&gt;
&lt;br /&gt;
==Sections==&lt;br /&gt;
===Launcher===&lt;br /&gt;
&amp;lt;pre&amp;gt;[launcher]&amp;lt;/pre&amp;gt;&lt;br /&gt;
Information about the Mod, displayed in the Launcher.&lt;br /&gt;
&lt;br /&gt;
Attributes:&lt;br /&gt;
*modname      = &#039;&#039;Name of Mod&#039;&#039;;&lt;br /&gt;
*image255x112 = &#039;&#039;Mod bitmap.bmp&#039;&#039;;&lt;br /&gt;
*infotext     = &#039;&#039;Information about the Mod&#039;&#039;;&lt;br /&gt;
*website      = &#039;&#039;URL to Mod website, if applicable&#039;&#039;;&lt;br /&gt;
*forum        = &#039;&#039;URL to a Mod forum, if applicable&#039;&#039;;&lt;br /&gt;
*mantis		 = &#039;&#039;URL to a Mod bugtracker, if applicable&#039;&#039;;&lt;br /&gt;
&lt;br /&gt;
The Mod Bitmap is displayed&lt;br /&gt;
===MultiMod===&lt;br /&gt;
&amp;lt;pre&amp;gt;[multimod]&amp;lt;/pre&amp;gt;&lt;br /&gt;
Defines the other mods whose assets are used by this one.&lt;br /&gt;
&lt;br /&gt;
Attributes:&lt;br /&gt;
*primarylist  = &#039;&#039;list of mods&#039;&#039;;&lt;br /&gt;
**These mods will override assets in the current Mod&lt;br /&gt;
*secondarylist = &#039;&#039;list of mods&#039;&#039;;&lt;br /&gt;
**These mods will be added to the assets for the current Mod, and may be overrided by data in the current Mod.&lt;br /&gt;
&lt;br /&gt;
===Settings===&lt;br /&gt;
&amp;lt;pre&amp;gt;[settings]&amp;lt;/pre&amp;gt;&lt;br /&gt;
Defines other required settings.&lt;br /&gt;
&lt;br /&gt;
Attributes:&lt;br /&gt;
*flags = &#039;&#039;list of additional commandline flags&#039;&#039;;&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
===MediaVPs 3.6.10===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[launcher]&lt;br /&gt;
image255x112 = FSU-MVP.bmp;&lt;br /&gt;
infotext     = Freespace II - 3.6.10 MediaVPs;&lt;br /&gt;
website      = http://www.hard-light.net/;&lt;br /&gt;
forum        = http://www.hard-light.net/forums;&lt;br /&gt;
mantis		 = http://www.hard-light.net/mantis;&lt;br /&gt;
&lt;br /&gt;
[multimod]&lt;br /&gt;
primarylist  = ;&lt;br /&gt;
secondarylist = ;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Derelict===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[launcher]&lt;br /&gt;
image255x112 = Derelict.bmp;&lt;br /&gt;
infotext     = Five years have passed since the jump node to the Capella system was collapsed...;&lt;br /&gt;
website      = http://www.3dap.com/hlp/hosted/ce/;&lt;br /&gt;
forum        = http://dynamic.gamespy.com/~freespace/forums/forumdisplay.php?s=83686deb4fd49b5f670f6d92203b257d&amp;amp;forumid=89;&lt;br /&gt;
&lt;br /&gt;
[multimod]&lt;br /&gt;
primarylist  = ;&lt;br /&gt;
secondrylist = ,mediavps;&lt;br /&gt;
&lt;br /&gt;
[settings]&lt;br /&gt;
flags = -spec;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tomo</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Mod.ini_(old)&amp;diff=27472</id>
		<title>Mod.ini (old)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Mod.ini_(old)&amp;diff=27472"/>
		<updated>2010-01-10T14:01:18Z</updated>

		<summary type="html">&lt;p&gt;Tomo: Created page with &amp;#039;==Introduction== Mod.ini defines the options for a given Mod. The core use for these is to allow a Mod to easily use assets from another mod, such as the MediaVPs.  The file must…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Mod.ini defines the options for a given Mod.&lt;br /&gt;
The core use for these is to allow a Mod to easily use assets from another mod, such as the MediaVPs.&lt;br /&gt;
&lt;br /&gt;
The file must be called &amp;quot;mod.ini&amp;quot; and be in the main folder of the mod.&lt;br /&gt;
&lt;br /&gt;
==Sections==&lt;br /&gt;
===Launcher===&lt;br /&gt;
&amp;lt;pre&amp;gt;[launcher]&amp;lt;/pre&amp;gt;&lt;br /&gt;
Information about the Mod, displayed in the Launcher.&lt;br /&gt;
&lt;br /&gt;
Attributes:&lt;br /&gt;
*modname      = &#039;&#039;Name of Mod&#039;&#039;;&lt;br /&gt;
*image255x112 = &#039;&#039;Mod bitmap.bmp&#039;&#039;;&lt;br /&gt;
*infotext     = &#039;&#039;Information about the Mod&#039;&#039;;&lt;br /&gt;
*website      = &#039;&#039;URL to Mod website, if applicable&#039;&#039;;&lt;br /&gt;
*forum        = &#039;&#039;URL to a Mod forum, if applicable&#039;&#039;;&lt;br /&gt;
*mantis		 = &#039;&#039;URL to a Mod bugtracker, if applicable&#039;&#039;;&lt;br /&gt;
&lt;br /&gt;
The Mod Bitmap is displayed&lt;br /&gt;
===MultiMod===&lt;br /&gt;
&amp;lt;pre&amp;gt;[multimod]&amp;lt;/pre&amp;gt;&lt;br /&gt;
Defines the other mods whose assets are used by this one.&lt;br /&gt;
&lt;br /&gt;
Attributes:&lt;br /&gt;
*primarylist  = &#039;&#039;list of mods&#039;&#039;;&lt;br /&gt;
**These mods will override assets in the current Mod&lt;br /&gt;
*secondarylist = &#039;&#039;list of mods&#039;&#039;;&lt;br /&gt;
**These mods will be added to the assets for the current Mod, and may be overrided by data in the current Mod.&lt;br /&gt;
&lt;br /&gt;
===Settings===&lt;br /&gt;
&amp;lt;pre&amp;gt;[settings]&amp;lt;/pre&amp;gt;&lt;br /&gt;
Defines other required settings.&lt;br /&gt;
&lt;br /&gt;
Attributes:&lt;br /&gt;
*flags = &#039;&#039;list of additional commandline flags&#039;&#039;;&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
===MediaVPs 3.6.10===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[launcher]&lt;br /&gt;
image255x112 = FSU-MVP.bmp;&lt;br /&gt;
infotext     = Freespace II - 3.6.10 MediaVPs;&lt;br /&gt;
website      = http://www.hard-light.net/;&lt;br /&gt;
forum        = http://www.hard-light.net/forums;&lt;br /&gt;
mantis		 = http://www.hard-light.net/mantis;&lt;br /&gt;
&lt;br /&gt;
[multimod]&lt;br /&gt;
primarylist  = ;&lt;br /&gt;
secondarylist = ;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Derelict===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[launcher]&lt;br /&gt;
image255x112 = Derelict.bmp;&lt;br /&gt;
infotext     = Five years have passed since the jump node to the Capella system was collapsed, sealing off a massive wave of Shivan Juggernaughts from pushing further into GTVA space. The supernova and subsequent nebula hang like a growing scar throughout the GTVA as light from that event continues to spread across our worlds. You are to take a new tour of duty with the 212th Silver Scythes squadron in the Tau Sigma cluster, a remote group of systems beyond the Altair Jump Node. These are mining colonies, and while the GTVA presence is small, it is nontheless important.;&lt;br /&gt;
website      = http://www.3dap.com/hlp/hosted/ce/;&lt;br /&gt;
forum        = http://dynamic.gamespy.com/~freespace/forums/forumdisplay.php?s=83686deb4fd49b5f670f6d92203b257d&amp;amp;forumid=89;&lt;br /&gt;
&lt;br /&gt;
[multimod]&lt;br /&gt;
primarylist  = ;&lt;br /&gt;
secondrylist = ,mediavps;&lt;br /&gt;
&lt;br /&gt;
[settings]&lt;br /&gt;
flags = -spec;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tomo</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=FreeSpace_2_Mission_File_Format&amp;diff=25491</id>
		<title>FreeSpace 2 Mission File Format</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=FreeSpace_2_Mission_File_Format&amp;diff=25491"/>
		<updated>2009-09-24T19:51:51Z</updated>

		<summary type="html">&lt;p&gt;Tomo: /* $Formula: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;FS2 files are simple text files defining how FS2 will &#039;execute&#039; a given mission.&lt;br /&gt;
It refers to external files for the actual assets used in the mission, including [[Model files]] and [[Tables]].&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
File section headers start with the &amp;quot;#&amp;quot; character.&lt;br /&gt;
Each file section should be separated by a blank line.&lt;br /&gt;
&lt;br /&gt;
Statements start with either the &amp;quot;$&amp;quot; or &amp;quot;+&amp;quot; characters, and may last for multiple lines.&lt;br /&gt;
Comments are indicated by &amp;quot;;!&amp;quot;, and continue to the end of the line.&lt;br /&gt;
&lt;br /&gt;
Data finishes at &amp;quot;#End&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Sections==&lt;br /&gt;
&lt;br /&gt;
===#Mission Info===&lt;br /&gt;
*Defines that the file is a Mission file.&lt;br /&gt;
&lt;br /&gt;
===#Command Briefing===&lt;br /&gt;
*Defines the Command Briefing section of the briefing. If no command briefing is required, leave this blank.&lt;br /&gt;
&lt;br /&gt;
===#Briefing===&lt;br /&gt;
*Defines the Mission Briefing. Leaving this blank will cause &#039;no briefing&#039; to be shown instead of a mission briefing.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===#Players===&lt;br /&gt;
*Defines the players for the mission. At least one player must be defined.&lt;br /&gt;
----&lt;br /&gt;
===#Objects===&lt;br /&gt;
*Defines all the objects in the mission and their initial state.&lt;br /&gt;
*This includes all ships (including the player ships), installations and other objects.&lt;br /&gt;
*Does not include asteroid (debris) fields.&lt;br /&gt;
----&lt;br /&gt;
===#Wings===&lt;br /&gt;
*Defines all wings in the mission, friendly and hostile&lt;br /&gt;
----&lt;br /&gt;
===#Events===&lt;br /&gt;
*The SEXPs that make up the Events List.&lt;br /&gt;
&lt;br /&gt;
====$Formula:====&lt;br /&gt;
&amp;lt;pre&amp;gt;$Formula: ( SEXP_TEXT &lt;br /&gt;
   FIRST_OPERAND&lt;br /&gt;
   SECOND_OPERAND&lt;br /&gt;
)&lt;br /&gt;
+Name: Event name&lt;br /&gt;
+Repeat Count: 1&lt;br /&gt;
+Interval: 1&lt;br /&gt;
+Chained: 30 ;! Indicates that Event is chained to the previous Event and the chain time in seconds.&lt;br /&gt;
+Team: 0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===#Goals===&lt;br /&gt;
*The mission directives&lt;br /&gt;
----&lt;br /&gt;
===#Waypoints===&lt;br /&gt;
----&lt;br /&gt;
===#Messages===&lt;br /&gt;
----&lt;br /&gt;
===#Reinforcements===&lt;br /&gt;
----&lt;br /&gt;
===#Background bitmaps===&lt;br /&gt;
----&lt;br /&gt;
===#Asteroid Fields===&lt;br /&gt;
----&lt;br /&gt;
===#Music===&lt;br /&gt;
----&lt;br /&gt;
===#End===&lt;br /&gt;
*The end of the file.&lt;/div&gt;</summary>
		<author><name>Tomo</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=FreeSpace_2_Mission_File_Format&amp;diff=25490</id>
		<title>FreeSpace 2 Mission File Format</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=FreeSpace_2_Mission_File_Format&amp;diff=25490"/>
		<updated>2009-09-24T19:50:07Z</updated>

		<summary type="html">&lt;p&gt;Tomo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;FS2 files are simple text files defining how FS2 will &#039;execute&#039; a given mission.&lt;br /&gt;
It refers to external files for the actual assets used in the mission, including [[Model files]] and [[Tables]].&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
File section headers start with the &amp;quot;#&amp;quot; character.&lt;br /&gt;
Each file section should be separated by a blank line.&lt;br /&gt;
&lt;br /&gt;
Statements start with either the &amp;quot;$&amp;quot; or &amp;quot;+&amp;quot; characters, and may last for multiple lines.&lt;br /&gt;
Comments are indicated by &amp;quot;;!&amp;quot;, and continue to the end of the line.&lt;br /&gt;
&lt;br /&gt;
Data finishes at &amp;quot;#End&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Sections==&lt;br /&gt;
&lt;br /&gt;
===#Mission Info===&lt;br /&gt;
*Defines that the file is a Mission file.&lt;br /&gt;
&lt;br /&gt;
===#Command Briefing===&lt;br /&gt;
*Defines the Command Briefing section of the briefing. If no command briefing is required, leave this blank.&lt;br /&gt;
&lt;br /&gt;
===#Briefing===&lt;br /&gt;
*Defines the Mission Briefing. Leaving this blank will cause &#039;no briefing&#039; to be shown instead of a mission briefing.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===#Players===&lt;br /&gt;
*Defines the players for the mission. At least one player must be defined.&lt;br /&gt;
----&lt;br /&gt;
===#Objects===&lt;br /&gt;
*Defines all the objects in the mission and their initial state.&lt;br /&gt;
*This includes all ships (including the player ships), installations and other objects.&lt;br /&gt;
*Does not include asteroid (debris) fields.&lt;br /&gt;
----&lt;br /&gt;
===#Wings===&lt;br /&gt;
*Defines all wings in the mission, friendly and hostile&lt;br /&gt;
----&lt;br /&gt;
===#Events===&lt;br /&gt;
*The SEXPs that make up the Events List.&lt;br /&gt;
&lt;br /&gt;
====$Formula:====&lt;br /&gt;
&amp;lt;pre&amp;gt;$Formula: ( SEXP_TEXT &lt;br /&gt;
   FIRST_OPERAND&lt;br /&gt;
   SECOND_OPERAND&lt;br /&gt;
)&lt;br /&gt;
+Name: Event name&lt;br /&gt;
+Repeat Count: 1&lt;br /&gt;
+Interval: 1&lt;br /&gt;
+Chained: 30 ;! Optional indicates that SEXP is chained to previous&lt;br /&gt;
+Team: 0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===#Goals===&lt;br /&gt;
*The mission directives&lt;br /&gt;
----&lt;br /&gt;
===#Waypoints===&lt;br /&gt;
----&lt;br /&gt;
===#Messages===&lt;br /&gt;
----&lt;br /&gt;
===#Reinforcements===&lt;br /&gt;
----&lt;br /&gt;
===#Background bitmaps===&lt;br /&gt;
----&lt;br /&gt;
===#Asteroid Fields===&lt;br /&gt;
----&lt;br /&gt;
===#Music===&lt;br /&gt;
----&lt;br /&gt;
===#End===&lt;br /&gt;
*The end of the file.&lt;/div&gt;</summary>
		<author><name>Tomo</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=FreeSpace_2_Mission_File_Format&amp;diff=25489</id>
		<title>FreeSpace 2 Mission File Format</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=FreeSpace_2_Mission_File_Format&amp;diff=25489"/>
		<updated>2009-09-24T19:44:58Z</updated>

		<summary type="html">&lt;p&gt;Tomo: Created page with &amp;#039;FS2 files are simple text files defining how FS2 will &amp;#039;execute&amp;#039; a given mission. It refers to external files for the actual assets used in the mission, including POF and TBL file…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;FS2 files are simple text files defining how FS2 will &#039;execute&#039; a given mission.&lt;br /&gt;
It refers to external files for the actual assets used in the mission, including POF and TBL files.&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
File section headers start with the &amp;quot;#&amp;quot; character.&lt;br /&gt;
Each file section should be separated by a blank line.&lt;br /&gt;
&lt;br /&gt;
Statements start with either the &amp;quot;$&amp;quot; or &amp;quot;+&amp;quot; characters, and may last for multiple lines.&lt;br /&gt;
Comments are indicated by &amp;quot;;!&amp;quot;, and continue to the end of the line.&lt;br /&gt;
&lt;br /&gt;
Data finishes at &amp;quot;#End&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Sections==&lt;br /&gt;
&lt;br /&gt;
===#Mission Info===&lt;br /&gt;
*Defines that the file is a Mission file.&lt;br /&gt;
&lt;br /&gt;
===#Command Briefing===&lt;br /&gt;
*Defines the Command Briefing section of the briefing. If no command briefing is required, leave this blank.&lt;br /&gt;
&lt;br /&gt;
===#Briefing===&lt;br /&gt;
*Defines the Mission Briefing. Leaving this blank will cause &#039;no briefing&#039; to be shown instead of a mission briefing.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===#Players===&lt;br /&gt;
*Defines the players for the mission. At least one player must be defined.&lt;br /&gt;
----&lt;br /&gt;
===#Objects===&lt;br /&gt;
*Defines all the objects in the mission and their initial state.&lt;br /&gt;
*This includes all ships (including the player ships), installations and other objects.&lt;br /&gt;
*Does not include asteroid (debris) fields.&lt;br /&gt;
----&lt;br /&gt;
===#Wings===&lt;br /&gt;
*Defines all wings in the mission, friendly and hostile&lt;br /&gt;
----&lt;br /&gt;
===#Events===&lt;br /&gt;
*The SEXPs that make up the Events List.&lt;br /&gt;
&lt;br /&gt;
====$Formula:====&lt;br /&gt;
&amp;lt;pre&amp;gt;$Formula: ( SEXP_TEXT &lt;br /&gt;
   FIRST_OPERAND&lt;br /&gt;
   SECOND_OPERAND&lt;br /&gt;
)&lt;br /&gt;
+Name: Event name&lt;br /&gt;
+Repeat Count: 1&lt;br /&gt;
+Interval: 1&lt;br /&gt;
+Chained: 30 ;! Optional indicates that SEXP is chained to previous&lt;br /&gt;
+Team: 0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===#Goals===&lt;br /&gt;
*The mission directives&lt;br /&gt;
----&lt;br /&gt;
===#Waypoints===&lt;br /&gt;
----&lt;br /&gt;
===#Messages===&lt;br /&gt;
----&lt;br /&gt;
===#Reinforcements===&lt;br /&gt;
----&lt;br /&gt;
===#Background bitmaps===&lt;br /&gt;
----&lt;br /&gt;
===#Asteroid Fields===&lt;br /&gt;
----&lt;br /&gt;
===#Music===&lt;br /&gt;
----&lt;br /&gt;
===#End===&lt;br /&gt;
*The end of the file.&lt;/div&gt;</summary>
		<author><name>Tomo</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=ASCII_or_text_files&amp;diff=25488</id>
		<title>ASCII or text files</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=ASCII_or_text_files&amp;diff=25488"/>
		<updated>2009-09-24T19:20:37Z</updated>

		<summary type="html">&lt;p&gt;Tomo: /* FS2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are ASCII text files that can be opened in any pure ASCII editor, like Notepad or Wordpad. Avoid saving them in word processors such as Microsoft Word, as the formatting information may screw the file up. Many FS data files, such as tables, FS1 or FS2 missions, and campaigns can be read as TXT files.&lt;br /&gt;
&lt;br /&gt;
==FreeSpace player file formats==&lt;br /&gt;
&lt;br /&gt;
===PLR===&lt;br /&gt;
&lt;br /&gt;
===PL2===&lt;br /&gt;
&lt;br /&gt;
==FreeSpace mission file formats==&lt;br /&gt;
&lt;br /&gt;
===FS2===&lt;br /&gt;
Files with FS2 extension are mission files for FreeSpace 2. Can be opened with the proper version of [[FRED]] or any text viewer.&lt;br /&gt;
&lt;br /&gt;
See [[FS2 Mission File Format]]&lt;br /&gt;
&lt;br /&gt;
===FSM===&lt;br /&gt;
The FreeSpace 1 mission file format. Almost identical to &#039;&#039;&#039;FS2&#039;&#039;&#039; mission files used by FreeSpace 2, although the FS2 format has several additional features as well as some minor differences in syntax.  .FSM files can be loaded by FreeSpace 2, although .FS2 files cannot be loaded by FreeSpace 1. Given that ship classes, briefing icons, head animations, and other nuances were updated or tweaked in FreeSpace 2, however, it is advisable to use the Import Mission feature in FRED2_Open rather than opening a .FSM file directly.&lt;br /&gt;
&lt;br /&gt;
==FreeSpace campaign file formats==&lt;br /&gt;
&lt;br /&gt;
===CS2===&lt;br /&gt;
Stores campaign information&lt;br /&gt;
&lt;br /&gt;
===CSG===&lt;br /&gt;
Stores campaign progress information&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Obsolete&#039;&#039;&#039;&#039;&#039;, replaced with &#039;&#039;&#039;CS2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===CSS===&lt;br /&gt;
Stores campaign scoring information&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Obsolete&#039;&#039;&#039;&#039;&#039;, replaced with &#039;&#039;&#039;CS2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==FreeSpace table file formats==&lt;br /&gt;
&lt;br /&gt;
===TBL===&lt;br /&gt;
Table file containing game data&lt;br /&gt;
&lt;br /&gt;
See [[Tables|tables]]&lt;br /&gt;
&lt;br /&gt;
===TBM===&lt;br /&gt;
Modular table file containing game data&lt;br /&gt;
&lt;br /&gt;
See [[Tables|tables]]&lt;br /&gt;
&lt;br /&gt;
==Other ASCII or text file formats==&lt;br /&gt;
&lt;br /&gt;
===EFF===&lt;br /&gt;
Files containing information of effect animations&lt;br /&gt;
&lt;br /&gt;
See [[Multimedia_Files|multimedia files]]&lt;br /&gt;
&lt;br /&gt;
[[Category:File Types]]&lt;/div&gt;</summary>
		<author><name>Tomo</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=ASCII_or_text_files&amp;diff=25485</id>
		<title>ASCII or text files</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=ASCII_or_text_files&amp;diff=25485"/>
		<updated>2009-09-24T19:15:53Z</updated>

		<summary type="html">&lt;p&gt;Tomo: /* FS2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are ASCII text files that can be opened in any pure ASCII editor, like Notepad or Wordpad. Avoid saving them in word processors such as Microsoft Word, as the formatting information may screw the file up. Many FS data files, such as tables, FS1 or FS2 missions, and campaigns can be read as TXT files.&lt;br /&gt;
&lt;br /&gt;
==FreeSpace player file formats==&lt;br /&gt;
&lt;br /&gt;
===PLR===&lt;br /&gt;
&lt;br /&gt;
===PL2===&lt;br /&gt;
&lt;br /&gt;
==FreeSpace mission file formats==&lt;br /&gt;
&lt;br /&gt;
===FS2===&lt;br /&gt;
Files with FS2 extension are mission files for FreeSpace 2. Can be opened with the proper version of [[FRED]] or any text viewer.&lt;br /&gt;
&lt;br /&gt;
[[FS2 Mission File Format]]&lt;br /&gt;
&lt;br /&gt;
===FSM===&lt;br /&gt;
The FreeSpace 1 mission file format. Almost identical to &#039;&#039;&#039;FS2&#039;&#039;&#039; mission files used by FreeSpace 2, although the FS2 format has several additional features as well as some minor differences in syntax.  .FSM files can be loaded by FreeSpace 2, although .FS2 files cannot be loaded by FreeSpace 1. Given that ship classes, briefing icons, head animations, and other nuances were updated or tweaked in FreeSpace 2, however, it is advisable to use the Import Mission feature in FRED2_Open rather than opening a .FSM file directly.&lt;br /&gt;
&lt;br /&gt;
==FreeSpace campaign file formats==&lt;br /&gt;
&lt;br /&gt;
===CS2===&lt;br /&gt;
Stores campaign information&lt;br /&gt;
&lt;br /&gt;
===CSG===&lt;br /&gt;
Stores campaign progress information&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Obsolete&#039;&#039;&#039;&#039;&#039;, replaced with &#039;&#039;&#039;CS2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===CSS===&lt;br /&gt;
Stores campaign scoring information&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Obsolete&#039;&#039;&#039;&#039;&#039;, replaced with &#039;&#039;&#039;CS2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==FreeSpace table file formats==&lt;br /&gt;
&lt;br /&gt;
===TBL===&lt;br /&gt;
Table file containing game data&lt;br /&gt;
&lt;br /&gt;
See [[Tables|tables]]&lt;br /&gt;
&lt;br /&gt;
===TBM===&lt;br /&gt;
Modular table file containing game data&lt;br /&gt;
&lt;br /&gt;
See [[Tables|tables]]&lt;br /&gt;
&lt;br /&gt;
==Other ASCII or text file formats==&lt;br /&gt;
&lt;br /&gt;
===EFF===&lt;br /&gt;
Files containing information of effect animations&lt;br /&gt;
&lt;br /&gt;
See [[Multimedia_Files|multimedia files]]&lt;br /&gt;
&lt;br /&gt;
[[Category:File Types]]&lt;/div&gt;</summary>
		<author><name>Tomo</name></author>
	</entry>
</feed>