This build is now the official release of fs2_open_3.4. If you've already downloaded it (before 12/31), download again, because there have been a few slight modifications. This version also displays v3.4 in the main hall like it's supposed to.

http://fs2source.warpcore.org/exes/fs2_open_3.4.zipEDIT: These links are all dead.

A new Windows build has been uploaded at
http://scp.indiegames.us/builds/WIN/fs2_open_3_4.zipThe zip file contains fs2_open_3.4, fred2_open_3.4, and the warp.pof file that must be in your models folder for fs2_open to work. (This is because of a bug: if the model file isn't there, the program should use the original warp code; but it crashes instead.)
Here's a debug build:
http://fs2source.warpcore.org/exes/fs2_open_3.4_debug.zipIf you run into any bugs or problems, post them using
Bugzilla. The interface is a bit quirky, but once you've gotten accustomed to it, it's very easy to use. Please note: If you've never used fs2_open before, you'll have to create a new pilot - otherwise you'll get crashes.
All the new stuff is optional. All missions that work in the official FS2 should also work in fs2_open.
Summary of additions:- Damage decal support added; details below. The code is still being optimized -- if you have more than a few decals in a mission, you might experience some slowdown.
- Ballistic primary support added; details below.
- Loads of new sexps added; details below. If you'd like to request a sexp, post in the sexp thread.
- Transports can now dock with fighters, bombers, & stealth ships.
- Beam-free-all-by-default mission flag added. When set, this will automatically beam-free-all every ship in the mission - saving you a bunch of sexps. :)
- Old bugs fixed (including the player entry delay bug, the beam bug, and the weapons tech room crash); new bugs added.

- Subcategories added to the FRED2 sexp editor, making sexping much faster.
- There is now a TBL INFO button present next to initial orders in ship editor. Pressing this will show the table info for the current selected ship type.
List of new sexps since v3.3:change-ai-class changes the AI class of a ship or ship subsystem(s) (i.e., gun turrets) in mid-mission
damage-escort-list sets the most damaged ship in a specified list to the first specified priority and all other ships in the list to the second specified priority
damage-escort-list-all reprioritizes the entire escort ship list according to a specified list of priorities, from most damaged to least damaged
distance-ship-subsystem returns the distance of a certain object (a ship, a wing, or a waypoint) from a ship subsystem. Useful for checking if ships are nearing a fighterbay, if a bomber wing is close enough to attack a subsystem, if the player's fighter is too close to a capital ship's engine (triggering a wingman's "watch out for the engine wash!" message), etc.
end-mission ends a mission immediately, without the warpout sequence
friendly-stealth-visible and
friendly-stealth-invisible specify whether a ship will appear on sensors when it has its stealth flag set and a friendly iff
is-ai-class checks to see whether a certain ship or ship subsystem(s) is/are of a certain AI class (works just like is-iff)
is-cargo checks to see whether a certain ship or ship subsystem has the specified cargo
is-friendly-stealth-visible checks to see if a ship will appear on sensors when it has its stealth flag set and a friendly iff
is-ship-stealthy checks to see if a ship's stealth flag is set
primary-ammo-pct is for ballistic primaries what
secondary-ammo-pct is for conventional secondaries
primaries-depleted is for ballistic primaries what
secondaries-depleted is for conventional secondaries
set-cargo sets a ship's or ship subsystem's cargo without requiring a transfer or swap with some other ship
set-scanned and
set-unscanned set a ship or sub subsystem(s) as scanned or unscanned (or cargo known/unknown) without the player actually having to do the scan; set-unscanned is useful to prevent the player from scanning something before he should
ship-stealthy and
ship-unstealthy set the stealth flag on ships
List of sexp fixes:is-iff,
is-tagged now work the way they should
rand will now generate more than one random number per mission
training-msg no longer requires Instructor to be present
Fun uses of sexp combinations:end-mission, in conjunction with
distance-ship-subsystem, allows the player ship to depart into a fighter bay. You may run into problems where the sexp fires before the ship actually enters the bay if you test the distance from the bay itself; in this case, simply triangulate the distance from a couple of other subsystems. :)
rand,
set-cargo, and
is-cargo can be used to randomize a cargo inspection mission - so that the player doesn't know beforehand which cargo container needs to be scanned/captured, even if he replays the mission
How to enable ballistic primary weapons:Make the following table changes...
Ships.tbl
--Add "ballistic primaries" to the fighter flags
--Add $Pbank Capacity: ( x, ... ) right after $Default Pbanks (in the same vein as for secondary capacity)
Weapons.tbl
--Add "ballistic" to the weapon flags
--Add $Rearm Rate: x immediately before $Flags (again, just like with secondaries)
Sounds.tbl
--In the Game Sounds section, copy entries 33 and 34 to spaces 165 and 166. These will be the sounds for when the ballistic primaries rearm. You may want to change them, or you may want to leave them the same sounds as for secondaries.
Please note that the ETS slider for weapons does not appear if no weapon uses energy. If two out of three systems (weapons, shields, engines) do not use the ETS gauge, the entire gauge will be gone. This is because when your ship has neither shields nor weapon energy storage, there's no point in modifying engine energy when the other two are not present.
You'll also note that the primary weapon ammunition readouts spill over past the left side of their place in the HUD display. To fix this, download additional HUD graphics from
here. These will take the place of the old graphics in missions that make use of ballistic primaries. :)
How to implement damage decals:Add this to the bottom of your weapons table entry...
$decal:
+texture: [a texture name]
+backface texture: [another texture name]
+radius: [a float]
The textures should all be in PCX format. Sample screenshot below...

[Inquisitor]
This is offical enough for me, since decals need special table entries.
Everyone say thanks to Goober for building, and thanks to the rest of the team for some damn spiffy stuff in this build.
[/Inquisitor]
Old 3.3 thread