Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: deep_eyes on April 13, 2003, 11:03:10 pm
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Just need a little feedback on the readme layout thats going to acompany future releases... i need suggestions, thoughts errors pointed out, and ur 2-cents on what should be added and mentioned. keep in mind that its only a few pages, not all, so it may sound bleak.
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Freespace 2: SCP
Readme File FS2_OPEN_3.6.EXE
April-May, 2003
© Volition Inc., THQ, Interplay. All rights reserved.
Welcome to the Freespace 2: Source Code Projects 3.6 Release README
This file contains information to help you install the “Open-Source” Freespace2.exe & other files. It also includes late-breaking information not included in the original game & all up-to-date additions to the game.
CONTENTS
I. System Requirements
II. Installing Freespace2: SCP
III. Starting Freespace2: SCP - Launcher
IV. Managing the Launcher
V. Direct X8, Direct X9, Open GL
VI. DirectX & Open GL Troubleshooting
VII. Additions, Corrections and Known Issues
VIII. Video Troubleshooting – Glow Mapping, GeForce 4 Issues, other
IX. Debugging, Bugzilla reporting, crashes and errors
X. FRED2_3.4/3.5/3.6 – Open Source EXE – New SEXP’s, additions, and abilities
XI. Performance Troubleshooting
XII. Known issues
XIII. Technical Support - BUGZILLA
I. System Requirements
Freespace 2 Standard requires DirectX® 5 or greater. FS2: SCP requires DX8 and greater (Download the most recent version of DirectX from )
System Recommendations
Minimum Configuration Normal & SCP
• Windows® XP, Windows Me®, Windows 2000®, or Windows 98 SE®
• 300 MHz processor Standard; FS2: SCP – 400MHZ Celeron
• 128 MB RAM Standard; FS2: SCP – 256 MB RAM
• 4x CD-ROM/DVD-ROM drive (For cutscenes)
• 1.3 GB free hard disk. Additional space required for all additions outside Volitions “.VP” game files. SCP.exe’s require less then 10 megs total extra.
• 16 MB video card with DirectX 9 compatible driver Standard; 32 MB TNT2 – FS2: SCP
• DirectX 5 compatible sound card
• Keyboard
• Mouse
Recommended Configuration - SCP
• 700 Pentium 3 MHz or faster processor
• 256 MB SDRAM
• 8x or faster CD-ROM/DVD-ROM drive
• 64 MB GeForce 2 or greater video card with DirectX 5 compatible driver
Recommended for Serving Multiplayer Games
• A Broadband Type Internet Connection or LAN Network:
DSL, Cable, T1, T3, etc.
II. Installing Freespace 2: SCP
To install Freespace 2: SCP, you must be using Microsoft Windows® 98, Windows Millennium Edition, Windows 2000, or Windows XP. NOTE: If you have Beta, Demo, or previous versions of Freespace 2: SCP installed on your machine, please delete them to prevent confusion between EXE’s. Of course the original FS2.EXE, FRED2.EXE and Launcher remains.
To install Freespace 2: SCP
1. Have Freespace 2 (V.1.2-If you have older version, download update from Freespace2.com) installed on computer, entire game.
2. Download the latest FS2_Open_Source from the website.
3. Unzip/pack the files into the c:/games/Freespace2 folder (if other, just extract the files to the same folder as the original FS2.exe)
4. Select the desired FS2_OPEN.exe and play. SCP splash screen should display. Once in pilot selection window, create a new pilot. This will prevent normalized crashing due to previous player stats.
-Or-
Use the Launcher to select the desired function of the FS2_OPEN.EXE, select the desired command lines stated below in the first tab; select desired game speed, detail, DX3D, OpenGL, Apply settings, then press RUN. The Launcher doesn’t automatically close so after your playing is done you can close it manually.
III. Starting Freespace 2: SCP
Freespace 2: SCP executables do not require the CD’s to play.
To start Freespace 2: SCP
Select the desired FS2_OPEN.exe and play. SCP splash screen should display. Once in pilot selection window, create a new pilot. This will prevent normalized crashing due to previous player stats.
-Or-
Use the Launcher to select the desired function of the FS2_OPEN.EXE, select the desired command lines stated below in the first tab; select desired game speed, detail, DX3D, OpenGL, Apply settings, then press RUN. The Launcher doesn’t automatically close so after your playing is done you can close it manually.
IV. Managing the Launcher
When you first use the launcher, it resembles nothing that of the original FS2 one, but is just as simple. You can select the desired effects for the game by browsing thru the various tabs and selecting your options. To apply the settings to the game, you must first select the desired effect, checked box, and then press APPLY. Then select RUN (once you pointed the Launcher to the correct EXE). The Launcher’s selection is only for the FS2_Open_3.4 and up. The Launcher doesn’t activate FRED2.
If there is an issue where you cannot revert to the previous DX from say OPENGL, close the Launcher, start the original FS2 Launcher, select Video, and have it auto detect the standard, apply it then close the old Launcher. Restart the SCP Launcher and the original will be reflected there as well.
V. Video – Direct X (5-9) & Open GL
(Incomplete).....
-end demo readme beta.
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now your sticks and stones.
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Outstanding. :yes: Keep it up.
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to much use of "SCP" ;)
p.s. make it .rtf or .txt plz
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Originally posted by Fetty
to much use of "SCP" ;)
p.s. make it .rtf or .txt plz
for now its in word, but it shall be a .txt file, but if i add some graphics cause some peeps seem to need visual help, expect html readme.
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my only comment is wow fs2 open doesn't work with win 95 but on to the read me it looks good so far.
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[color=66ff00]Nice work! :yes:
Will the update details be integrated into the readme? At the rate that bugs are being worked out and new features are being added the readme could become bulky.
.txt. or .html would be excellent formats.
[/color]
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Hey, keep it up...I'll be needing a resource like this. Keep it going!
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well until i get a list from the guys whats added, removed and what has been added, plus a list of items that were added in previous releases (IE: like counter strike betas saying was in version 0.4, 0.5, etc.).
So far i need the info (again THE INFO!), cause i am also a beta tester and didnt even get an email of the new 3.5.6.exe but it was posted here first. as a tester why wasnt i (or anyone else), notified?
well for now i need the guys to organize the works they have complied and mail me the info so i can drop them in the readme.
also DETAILED DIRECT X 5.0-current INFO and support, as well as OPEN GL support (version of code etc.);
a list of all SCP members.
lastly, BUGZILLA, a how to guide.
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deep: We are (or will be when you finish) in your debt. Finally, we may have a useable readme :)
All the SCP members SHOULD be on the staff page on the site, I'll double check, at the very least, they are in the credits in-game.
As for a tester release, that was probably a slip, sometimes we don't email first, so, we can yell at goober for that :)
As for what's in it, etc, my failed attempt at a readme has alot, but there doesn't seem to be a compelling reason to go back and divine out what we release in what version, so we should start with the 3.4/3.5 stuff from that word doc I smooshed together and work outward. People have been decent about commenting their CVS commits, so we can just look at those to see, and as you build the doc, I am sure people like goober will say"oh yeah, I added the fubar sexp, this is how you use it."
that help?
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Originally posted by Inquisitor
deep: We are (or will be when you finish) in your debt. Finally, we may have a useable readme :)
All the SCP members SHOULD be on the staff page on the site, I'll double check, at the very least, they are in the credits in-game.
As for a tester release, that was probably a slip, sometimes we don't email first, so, we can yell at goober for that :)
As for what's in it, etc, my failed attempt at a readme has alot, but there doesn't seem to be a compelling reason to go back and divine out what we release in what version, so we should start with the 3.4/3.5 stuff from that word doc I smooshed together and work outward. People have been decent about commenting their CVS commits, so we can just look at those to see, and as you build the doc, I am sure people like goober will say"oh yeah, I added the fubar sexp, this is how you use it."
that help?
yes completely. i will search thru the site tonight see what i come up with. i'll post a demo of what a final version would look like sometime in the week... im going on vacation friday so i hope to havr something to show by then...
thanks for the feedback guys!
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In the Fred section of the readme would there be a tutorial like the one that came with fs2 to kind of demo the new features? I know it would be some work, but helpful to those new to the game. If this doesn't make sense sorry, I am really tired....zzzzzzzzzzzz....
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Originally posted by Zaxzon
In the Fred section of the readme would there be a tutorial like the one that came with fs2 to kind of demo the new features? I know it would be some work, but helpful to those new to the game. If this doesn't make sense sorry, I am really tired....zzzzzzzzzzzz....
since i got dull fredding experience, i might just have someone familure with FRED2, and the newer features to explain the new sexp codes the guys just put in, but yea maybe a small tutorial on what to do with the new things since there program line driven rather than "on/off" switch like.
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im here to asist deep_eyes on the README file, so il need all the info needed around the area of DirectX.
Thanks!