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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Inquisitor on June 28, 2003, 10:27:47 am

Title: Revised Readme
Post by: Inquisitor on June 28, 2003, 10:27:47 am
Courtesy of bottomfan and deep_eyes

____________

Freespace 2: Source Code Project
http://freespace.volitionwatch.com/fsscp/

Readme File for FS2_OPEN_3_6.EXE
June, 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” Freespace 2 version,
AKA Freespace 2: Source Code Project (FS2:SCP or simply SCP). It also includes late-breaking
information not included in the original game and all up-to-date additions to the game.

Source Code Project Staff:
DTP        Coder and FRED Maintainer
Goober5000    Coder    
IceFire    VW Liason
Inquisitor    Project Lead
kasperl    News guy
Orange       Webmaster
phreak       Coder
RandomTiger   DirectX Code Lead
Righteous1   Coder
bobboau      Coder
Stealth    Webmaster / Tester List Maintaner

Visit our forum at .

Contents:
______________________________________________________________ ______________________

Part One
1: System Requirements
______________________________________________________________ ______________________

Part Two
2.0: Installing Freespace 2: SCP
2.1: Setting up Freespace 2:SCP using the FS2:SCP Launcher
2.2: Running Freespace 2:SCP
______________________________________________________________ ______________________

Part Three
3.0: DirectX® and OpenGL
3.1: DirectX® & OpenGL Troubleshooting
______________________________________________________________ ______________________

Part Four
4.0: FRED ( I know to litle about this... )
4.1: New features in FRED
______________________________________________________________ ______________________

Part Five
5.0: New Features
5.1: FS2:SCP Enhancements
5.2: New SEXP’s
5.3: Todo
______________________________________________________________ ______________________

Part Six
6.0 Technical Support
______________________________________________________________ ______________________

  Part One

1. System Requirements
Freespace 2 Standard requires DirectX® 5 or greater. FS2: SCP requires Directx® 8.
It will probably work with later DirectX® versions (such as DirectX® 9) but its highly
recommended to use DirectX® 8. DirectX® is avalible at .

Minimum Configuration for Freespace 2: Source Code Project
• Windows® XP, Windows Me®, Windows 2000®, or Windows 98 SE®
Windows® 95 is reported not to work with this version of FS2:SCP.
• 300 – 400MHZ CPU (Depending on additional preformance factors).
• 128 MB RAM, at least, 256 MB RAM is highly recommended.
• 4x CD-ROM/DVD-ROM drive (CD only need for cutscenes).
• 1.3 GB free HHD space for the original install and an a minimum of 3 MB for the FS2:SCP files.
• 16 MB video card with DirectX 5 compatible driver. Recommend atleast 32 MB TNT2.
• DirectX 5 compatible sound card.
• Keyboard and Mouse.

Safe Configuration for Freespace 2: Source Code Project
• 700 Mhz Pentium 3 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.
______________________________________________________________ ______________________

  Part Two

2.0: Installing Freespace 2: SCP
To begin with you must have som sort of compression tool installed. The most common compression
tools are WinZip(//Http://www.winzip.com/) and WinRAR(//Http://www.rarlabs.com/).

Visit the FS2:SCP website at and download the
FS2 Open v3.6 .EXE or .ZIP. If you download the EXE file there is no need for any compression tools.

Have the Full install of Freespace 2 (Version 1.2. If you have an older version, download the update
from ) installed on computer.

Unzip/pack the content of the downloaded ZIP file into the directory where Freespace 2 is installed
(default location is C:\Games\Freespace 2\). If you downloaded the EXE file you only need to move the
file over to your Freespace 2 directoy.

Freespace 2:SCP is now installed and ready to be configured.

There are many different EXE files avalible depending on what version you chose to download. The executable
version info is located in its filename, for instance, the version info in release 3.5.1 displays in the
EXE filename like this: fs2_open_3_5_1.exe).
______________________________________________________________ ______________________

2.1: Setting up Freespace 2:SCP
To set up Freespace 2:SCP you can use either the original Freespace 2 launcher(FS2:SCP will use the settings
generated by the Freespace 2 laucnher only, no SCP specific settings can be alterd in the original setup program)
or you can use the FS2:SCP Launcher, found at
(Move it over to your Freespace 2 directory).

Start the launcher and a window with several tabs should appear, very similar to the original Freespace 2 Setup.
At the top of the window you will see a file path and a "Browse" button. Press the "Browse button and select the
FS2:SCP executable you want to use.

Just below that you'll find the tabs Comm Line(Command Line, a command that follows after the .exe), Registry,
Video, Audio/Joystick and Network.

At the top of the Comm Line tab there are two fields, Type and Custom. In the Type field the launcher will display
what type of .exe file you have selected. It should say something like: Custom exe (assuming FS2 exe).
In the Custom field you can add other command line options that are not listed below.

Below there is a greyed text field containing the file path to the FS2:SCP executable and below this you will
find the list will possible command line options. Check the box on those command lines you would like the game
to start with. You will see them appearing after the file path in the field above.

There are meny diffrent Command Line options and you will probably not use all of them.
Here is a more detaild list of the Command Line options: ("#" is the switch)

-standalone      Starts FS2:SCP as a Standalone server. Not acctualy starting the game, just a a server
         for multiplayer games.
-nosound      All sound effects will be turned off.
-nomusic      Music will be turned off.
-startgame
-gamename #
-password #      
-closed
-restricted
-port #         Forces FreeSpace 2 yo use a specific port on local games. # can be anything between
         1 - 65556 as long as its not used by something else.
-connect #
-multilog
-oldfire
-clientdamage
-pofspew
-32bit
-coords
-timeout #      How many seconds before network timeout. Default if 30.
-window
-almission #       Auto loads multiplayer mission #, where # is the mission file name without the extension.
-GF4FIX         Enables the Geforce 4 fix for ani files.
-ALLSLEV      Gives access to all singleplayer missions.
-phreak         Gives access to Phreaks targeting-code and options
-mod #         Switches on the mod system, where # is a subdirectory found in ../freespace2/
         in case # = mymod, then the game will look in these directories for extra/replacement files:
         freespace2/mymod/
         freespace2/mymod/data/
         freespace2/mymod/missions/
         freespace2/mymod/tables/
         and so on, all valid subdirectories in the mod directory will be read from.
         In case of the mod flag, you must manually in some way create the mod directories player
         sub-directories, you must do this before you run the game with the mod flag.
         these are in case # = mymod
         freespace2/mymod/players/
         freespace2/mymod/players/single
         freespace2/mymod/players/multi
         freespace2/mymod/players/squad (This shouldend be needed, but be safe and create it anyway)
         freespace2/mymod/players/images (Same as above)
         So the mod directory if # = mymod would be freespace2/mymod
         all valid subdirectories like data/missions found in the mod directory will be used
         to be looked for files. If a file is found, and if a matching file exists in the normal
         locations then the file found in the mod directory will be used.
         VP files should be fully supported.
         If a .VP file is found in the Mod directory then files found in that .VP file will be used
         instead of the files found in VP files in other locations than the mod directory.
         Should there be more than 1 .VP file in the mod directory containing matching files, then the file
         found in the VP file that lexicographically comes first be used.
         
         Plain files not packed(in both the mod directroy and the default directories) will be used instead of
         matching files found in any .Vp file
   
         Player directories in the Mod directory must at the present time, be created, manually
         Those directories must exist or the game cannot write the pilot info when the player is being forced
         To create a new pilot when running the game for the first time.
         
         The game will ask for CD # 2 when you run the game with the mod-flag for a mod
         if there is not any pilot (.plr) files present.

         Do not use invalid signs such as "#¤%&/()=? `@£$€{[]}~|'*¨^ in your mod directory name

         # must match the directory name to the point. Dont worry about directory seperators, the game adds them if needed.

The Seccond tab, is the Registry options tab. Freespace 2 saves all of its settings in the registry.
The first field, "Location" is there to tell you where the settings are located in the registry,
it will probably say something like: SOFTWARE\Volition\Freespace2.

Below that there is a "Set" field and a long list of registry setting. The list contains 3 coloums:
Name, Type and Data. What every option dose is often obious by simply looking in the Name coloum
but what the possible switches are(located in the Data coloum) can be abit tricker to figure out.
The Type coloum can be ignored, for the normal user that information is useless. Only change
anything in the Registry if your a 100% sure of what your doing. If you need to use the registry
settings, study this first:

Name         Type      Possible Data      Information
CmdLineOptions      REG_SZ            
ComputerSpeed      REG_DWORD   1 - 4         See the Video Tab, General Settings.
ConnectionSpeed      REG_SZ      None,Slower,56K,ISDN,   Connection Speed, see the Network Tab.
               Cable,Faster
CurrentJoystick      REG_DWORD   0 - infinity?      Input controller #ID.
D3D8_AAType      REG_DWORD   0 - 3         DX8 specific. AntiAliasing.
                        0(OFF) = 3DMULTISAMPLE_NONE
                        1 = D3DMULTISAMPLE_2_SAMPLE
                        2 = D3DMULTISAMPLE_3_SAMPLE
                        3 = D3DMULTISAMPLE_4_SAMPLE
                        See Video Tab, AntiAliasing.
D3D8_Adapter      REG_DWORD   0 - infinity?      DX8 specific. Graphic Card #ID.
                        See Video Tab, Adapter.
D3D8_Mode      REG_DWORD   24,54,134,164      DX8 specific. Resolution data:
                        24 = 640x480x16
                        54 = 1024x768x16
                        134 = 640x480x32
                        154 = 1024x768x32
                        See Video Tab, Resolution.
D3DFast         REG_DWORD   0 or 1         Fast Direct3D Textures(lower quality).
                        0 = OFF, 1 = ON.
D3DTextureOrigin   REG_DWORD   0 or 1         If Fonts look bad on Geforce this should be 1.
                        Alternative to -GF4FIX. 0 = OFF, 1 = ON.
D3DUseLargeTextures   REG_DWORD   0 or 1         0 = 256 max texture size, anything else is maximum card limit.
Detect D3D      REG_DWORD   0 or 1         If original Setup should detect D3D. 0 = OFF, 1 = ON.
Detect Glide      REG_DWORD   0 or 1         If original Setup should detect Glide. 0 = OFF, 1 = ON.
DisableZbias      REG_DWORD   0 or 1         Diasble D3D Zbuffer bias. 0 = NO, 1 = YES.
EnableHitEffect      REG_DWORD   0 or 1         Force Feedback Hit.Joystick shakes when hit.
                        0 = OFF, 1 = ON. See Audio/Joystick Tab, Joystick.
EnableJoystickFF   REG_DWORD   0 or 1         Enable Force Feedback.
                        0 = OFF, 1 = ON. See Audio/Joystick Tab, Joystick.
EregCount      REG_DWORD   0 - 3         The number of times the original launcher has been started.
                        Set to 3 to make it stop bugging about registration.
ForcePort      REG_DWORD   0         Force SCP to use spcific local port. 0 = OFF.
                        See Network Tab, Misc.
ForceWFOG      REG_DWORD   0
Gamma         Reg_SZ      0 - inifity?      Gamma setting, changes brightness.
Interlaced Movies   REG_DWORD   0         Make movies interlaced. 0 = OFF, 1 = ON.
LastPlayer      REG_SZ      *         The last select pilot in the rooster.
LauncherSoundEnabled   REG_DWORD   0 or 1         Original Launcher Sounds Effects. 0 = OFF, 1 = ON.
Moive Fast Clear   REG_DWORD   0 or 1         Clear fast after movice cutscenes 0 = OFF, 1 = ON.
NetworkConnection   REG_SZ      None,Dialup,LAN      Internet Connection Type.
                        See Network Tab, Internet Connection.
PXOBanners      REG_DWORD   0 or 1         Display PXO Banner. o = OFF, 1 = ON.
SkipVerify      REG_DWORD   0 or 1         Will not verify version when joining multiplayer
                        games. 0 = OFF, 1 = ON.
SoundCard      REG_SZ      None,DirectSound,EAX,*   Seleced sound driver. See Audio/Joystick, Sound.
StraightToSetup      REG_DWORD   0 or 1         If this is "0" the original launcher will go directly
                        to the Setup. 0 = OFF, 1 = ON.
VideoApi      REG_SZ      Direct3D5,Direct3D8   Selects the Graphic API to use.
               Glide,OpenGL,Software   See Video Tab, Graphics.
               DirectDraw
VideoCard      REG_SZ      *         See original launcher setup, Video.

The next tab is the Video tab. Here you choose your graphics options. In the first drop-down field you select what
rendering device you want to use. Choose from Direct3D5, OpenGl, Glide, DirectDraw, Software
and Direct3D8. The original Freespace 2 used Direct3D5 but the FS2:SCP team has bumped it up to Direct3D8,
which is now the recommended setting. DirectDraw and Software are not working so ignore those two.
Depending on what you choose here diffrent options will appear below.

For Direct3D5 a drop-down field appears named "Mode"(same as "Resolution"). In which you select the desierd
resolution. As in the original there are 4 diffrent options: 640x480x16, 1024x768x16 640x480x32 and 1024x768x32.

The same thing happens when Glide is selected, but now only with two resolution options, namely: 640x480 and 1024x768.

When choosing Direct3D8 three new drop-down fields will appear: Adapter, Resolution and Antialiasing.
You can ignore the "Adapter" field because it will only display what graphics card you have, but if you have more
than one you need to select one. The Resolution drop-down field is the same as Direct3D5, 640x480x16,
1024x768x16 640x480x32 and 1024x768x32.The last field is for Anti-aliasing options. Anti-aliasing is a method
used to cover up artifacts(really obvious pixels) around the edges of objects. It will display four options:
3DMULTISAMPLE_NONE, D3DMULTISAMPLE_2_SAMPLE, D3DMULTISAMPLE_3_SAMPLE, D3DMULTISAMPLE_4_SAMPLE.
Selecting the lowest Anti-aliasing option(lowest is D3DMULTISAMPLE_2_SAMPLE) will result in a low preformance
loss but artifacts can still be spoted with ease. Selecting a higher Anti-aliasing option
(Highest is D3DMULTISAMPLE_4_SAMPLE will result in more preformance losses but less artifacts.
To turn Anti-aliasing off select D3DMULTISAMPLE_NONE. The two buttons by "Gen D3D" only generates D3D
info and has no intrest when only configurating FS2:SCP.

The last thing on this tab is the General Settings. Choose in the drop-down field what kind of speed your
computer works at. Most of you will probably be able to set this to the highest value, 4. If you got an
older computer (>=200 mhz) try a lower setting. Following this there are two check boxes. If you
insalled Freespace 2 with High Resolution Art this box will already be checked. If you are unsure look for the
file "sparky_hi_fs2.vp" in you Freespace 2 directory, this is the file containing the Hi Res Art. Check the last box,
Use Large Textures, if you have a high-end graphics card and the textures will look better.

On to the next tab, the Audio/Joystick tab. In the drop-down box select DirectSound or if you got a sound card that
supports EAX, select EAX. If unsure, select DirectSound. Configure what kind of joystick you want to use in the original
setup program, SCP launcher dose not yet have this feature. But you can decide here if you want Force Feedback Enabled
and if you want Enable Directional Hit enabled. When Directional Hit is enabled the joystick will bump in the opposite
direction of where you were hit(by lasers, missiles, etc).

The last tab is the Network tab. Here you begin with chosing what kind of internet connection you have. Choose either
Dailup Networking is you use an analog modem or LAN if you have a direct connection. Below you select the speed of your
internet connection. The "Force Local" field is if you want to force FS2:SCP to use a spcific port.
______________________________________________________________ ______________________

2.3: Running Freespace 2:SCP
Run Freespace 2:SCP by executing the FS2:SCP executale. You should se the FS2:SCP Slashscreen followed by the intro.
After that the game behaves like the original, with alot more bugs.
______________________________________________________________ ______________________

-- Part Three --
3.0: DirectX® and OpenGL
FreeSpace 2:SCP can either use DirectX or OpenGL. DirectX can be obtained by visting .
OpenGL drivers are most likly included with you video drivers, to be sure update with the latest driver release.

To check what version of DirectX you have installed on your system press the "Start" menu buttom and "Run", In the box
that now appars enter "dxdiag" (this is the DirectX Diagnostics program) and press enter. A window should now show
displaing your System Information, at the bottom line you will find "DirectX-version:" saying something like 8.0a (4.09
lots of numbers).

Freespace 2:SCP recommends the use of DirectX 8, later versions will probably work just as well but if you want to be sure
download .
______________________________________________________________ ______________________

3.1: DirectX® & OpenGL Troubleshooting
Having problems related with DirectX or OpenGL is nothing new. If you encounter a bug that is in the SCP you should
first visit the SCP Bugzilla site . Do a query selecting the directx component
and chosing the release you are trying to run. Look through the list of bugs and see if anyone else has the same problem.
If not, dont be afraid to report it. It may only be a simple setting on your system that needs changing but everything
what interferes with the SCP is more then welcome to be reported.
______________________________________________________________ ______________________

-- Part Four --
4.0 FRED
See the Original FRED Manual.
______________________________________________________________ ______________________

4.1 FRED Enhancements

• Ship & Subsystem Limits Bumped
Max 400 individual named ships with an average of 7 subsystems, 1 more subsystem will crash the game or FRED2_open.
You have a max of 2100 total subsystems in a single mission, not counting ships in waves. FRED2 has no effective way preventing the
user from adding above 2100 subsystems.

• Movie Support
Anyone who's used the Campaign Editor will have noticed the field for a "Briefing cutscene". Just enter the filename
of the movie, and it should play right before the Command Briefing .Movie support needs to be enabled with the "-dshowvid"
command line option. Otherwise, movies will be skipped when they're set to play.

• FRED's a litle more tolorent
FRED will no longer complain when you make Alpha 1 the target of certain sexps.

• SEXP Editor Subcategories
Added to the FRED2 SEXP editor, making SEXPing much faster.

• Squad Logos
Squad logos can be set for wings, even wings that aren't part of the player's squadron.

• "Special" Grant SEXP on Menu
The "special" sexps grant-medal, grant-promotion, etc. have been enabled on the SEXP menu

• TBL INFO
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.

• Custom Texture Replacement for Ships
Useful for nameplates, individual ship art such as kills painted on cockpit, and ship reskins that would otherwise take
up an extra table entry.

• beam-free-all-by default
No beams will be allowed to fire when a mission has this flag.
Check the box in Mission Specs the enable this feature.

• no-subspace-drive
flag for ships(in the process of adding set-support-ship SEXP).

• Hull Repairing Support Ship
Will enable Support Ships to repair players hull. Check the box in Mission Specs the enable this feature.


• Ship Trails even in Nebula
Will display ship trails in nebula missions. Check the box in Mission Specs the enable this feature.

• "Pierce_Shields"_Flag
A flag for shield piercing weapons. Put the "pierce" flag on any weapon to have it pierce shields.

• "Cycle"_Flag
This is a weapons flag that will cycle a fighters primarys, firing from Bank 1, then Bank 2 etc. etc.

______________________________________________________________ ______________________

  Part Five

5.0: New Features
When I say new I mean new from the Original 1.2 release. See Part Four if you want to know whats new in FRED.
______________________________________________________________ ______________________

5.1 FS2:SCP Enhancements

• Glow Maps & Glow Points
To enable it simply make a version of a texture as you would like it to look if completly unlit give it the exact
same name with "-glow" taged onto the end of it( "name-of-original-texture"-glow.pcx ). AS like normal textures,
glow maps can be animated.
 
There_are_curretly_two_types_of_glow_points_"Type_0"_and_"Type_1"._Type_0_glow_points_are_basicly_like_thruster_glows_
that_are_not_conected_to_the_engine_systems,_Type_1_are_sort_of_like_beams,_for_both_of_the_radius_defines_width,_
the_normal_defines_wich_direction_they_point_(for_type_1_they_are_the relitive_end_boint,_type_0_can_have_a_null_
normal_(0,0,0)_and_they_will_always_be_on). There_are_additional_options_for_blinking_such_as_'on_time',_'off_time',_
and_'time_displacement',_they_are_fairly_self_explanitory,_submodel_parent_tells_wich_submodel_(number)_this_glow_
is_attached_to,_if_the_subobject rotates_the_point_will_rotate_with_it.

• Ship.tbl Size Limit Bumped
Ship.tbl limit size bumped to about 900 kbs

• Ballistic Primary Weapons
To enable Ballistic Primary Weapons you need to ake the following table changes:
In "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.
In "Weapons.tbl":
Add "ballistic" to the weapon flags.
Add $Rearm Rate: x immediately before $Flags, just like with secondaries.
And last in the "Sounds.tbl":
In the Game Sounds section, copy entries 33 and 34 to spaces 171 and 172. 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.

• Corkscrew Missiles
Properties of corkscrew missiles are be defined in tables. The new "$Corkscrew:" flag is optional after any EMP and Leech
info that is defined. If "$Corkscrew:" is not defined, it reverts to defaults assigned to the Tornado. It goes as follows:
(It ignores this if the weapon does not define "corkscrew" in the flags.)
$Corkscrew:
+Num Fired:         4   : Number fired in single-fire mode.
+Radius:         1.25   : Radius of spiral.
+Fire Delay:         30   : Fire delay in milliseconds between each individual missile.
+Counter rotate:      YES   : Counter rotate alternate missiles.
+Twist:            5   : Rad/sec the missiles twist.

• Damage Decals
The enable this 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.

• Particle_Spew
Append this to a weapon to have it create a particle spew.
$Pspew:
+Count:_ 1
+Time: 10
+Vel: 0.5
+Radius: 0.4
+Life: 0.43
+Scale: 0.3
+Bitmap: particle
Bitmap_can_be_ether_pcx_or_ani,_but_it_works_better_with_ani.

• Fighter_Beams
Make_a_normal_beam_and_set_it_as_type_2_and_it_will_work_on_fi ghters,_warm_up/down_do_not_work,_energy_
consumption_is_in_terms_of_per_second. Small_beams_will not vaporize_small_ships. Sheild_hit_code_is_now_
available_for_beams, add_a_"no_pierce_shields"_flag_on_beams.

+Range: 2000
Maximum_range_of_a_beam
 
+Attenuation: 0.5
From_0.0_to_1.0_indicates_the_point_at_wich_the_beam's_damage_will_start_to_
degrade_(in_this_case_the_beam_will_start_loseing_power_half_way_throug h).
Beams_will_also_fade_along_there_length_now,_wich_makes_them_look_cooler.
 
These_two_are_optional_strings_that_go_at_the_end_of_the_$BeamInfo:_and_
before_the_$Section:s.
 
+Tile_Factor: 35.0,_1
This_has_two_values_the_first_is_the_tile_factor_the_second_is _the_tile_type. There_are_currently_3_types,
0_absolute_(the_texture_will_tile_'tile_factor'_number_of_times_no_mater_how_long_the_beam_is)
1_relitive_(the_texture_will_tile_based_on_the_length_of_the_beam)
2_fited_relitive_(a_better_implementation_of_the_relitive_tile_type,_were_factor_of_1_will_tile_one_time_
factor_of_2_will_yeild_2_tiles_ect..._and_adapt_to_beam_length)
 
+Translation: 2.0
this_is_how_fast_a_beam_section_will_move,_the_values_are_reversed_to_what_
you_would_think__so_this_value_would_apear_to_be_moveing_tward _the_base_
rather_than_away_from_it
 
These_two_optional_strings_go_on_the_end_of_the_the_$section:_bits.

• Fighter Flak
All you need to do is to add a "flak" tag to a primary weapon.

• No Sun Glare
Add $NoGlare: to the end of a sun entry(useful for negative suns).

• Soundtrack Limit Bumped
The soundtrack limit has been bumped from 10 to 25.You can specify these in "music.tbl".

• Dumbfire Lead Indicator: Automatic
Works just like the Lead Indicator for primery weapons.

• Wireframe HUD Target Box
Press CTRL + ALT + Q to enable this feature.

• More Main Halls
There can now be up to 10 different main halls.

• OpenGL Mode
The game graphics engine now supports OpenGL, see section 2.1 on how to change this.

• Transport Docking Limit Removed
Transports can now dock with fighters, bombers, and stealth ships.

• Weapon Bank Limit Bumped
The firing code now supports more than two primaries and more than three secondaries, in case anyone wants to make the
required changes elsewhere.

• Some respellings(especially "catagory" corrected).

• Player Entry Delay Removed( This was an old bug from the orginal Freespace2 v1.2)

• $SSM:_0
This_is_the_index_to_the_SSM_table_entry_(so_there_can_be_multable_SSM types),_it_starts_at_0,_
you're_weapon_(assuming_it_is_$Tag:_3,_and_time_will_be_the_lock_time_for_targeting_lasers)_will_
cause_a_SSM_strike_as_defined_by_the_table,_tag_3_missles_will_cause_a_strike.
 
• Feild_of_Fire
Feild_of_fire,_a_cone_of_fire_that_you're_weapon_can_fire_into_(weapons_with_
this_will_no_longer_fire_strate). Append "$FOF:___6.6" to your weapon table.

• $Shots:_ 2
Number_of_shots,_used_for_shot_gun_effects_(when_mixed_with_the_FOF_tag).
Can_be_used_with_the_new_"cycle"_flag_as_the_number_of_points_that_will_fire_
at_a_time.

• Bank_Specific_Loadouts
At_the_$Allowed_P(or_S)Banks:
The_first_brakets_will_give_the_defalts_for_all_other_banks (_"42mm_Plasma"_"40mm_Pulse"_).
The_second_(and_third_for_secondaries)_will_tell_what_will_be_alowed_for there_respective_bank,_
if_a_bank_is_not_given_a_specific_compatability_it_will_be_set _to_what_is_in_the_first_bank
(_"27mm_EM_Pulse"_"8.4mm_Particle_Shot"_).

• Slideing
A_player_can_now_have_controls_bound_to_the_slideing_up,_down,_
left,_and_right,_AI_also_uses_the_value_now_(this_was_an_unimplemented_
feature_of_the_origonal_game).
 
• warp_model
A_POF_file_named_warp.pof_is_used_as_a_subspace_effect.
______________________________________________________________ ______________________

5.2: New SEXP’s
New SEXP's and SEXP's fixes.

AI:

change-ai-class            Change the AI level of a ship in mid-mission, useful for play-balancing
is-ai-class
ai-chase-any-except          Causes the specified ship to chase and attack any ship on the opposite
               team except those listed.
ai-broadside             Makes a ship try face at a ninety degree angle from whatever instead of
               facing it directly. Probably needs AI code written for it.

Ship Class and Model:
change-ship-model
change-ship-type          Instantly change the model of the ship in a mission.
               Might be useful for people creating cloakable ship mods.

is-ship-type             Returns true if a ship is a specified type, e.g. fighter, bomber.
               Two arguments: ship name, type to check for.
is-ship-class            Returns true if a ship is a specified class, e.g. Myrmidon, Hatshepsut.
               Two arguments: ship name, ship class to check for.

Ship Flags, Cargo, and Such:

primitive-sensor-distance      Cause a ship to view every other ship as untargetable, they only show up as a
               blip on the display and can move out of sensor range.
shields-on            Toggle the shields of a ship on in the middle of a mission.
shields-off            Toggle the shields of a ship off in the middle of a mission.

set-subsystem/ship-unscanned      Sets a ship or a subsystem on a destroyer or installation as unscanned.
set-subsystem/ship-scanned       Sets a ship or a subsystem on a destroyer or installation as scanned.
set-cargo             Arbitrarily set ships' cargo without having to rely on docking/swapping.
is-cargo             Returns true if the ship's cargo is the same as that specified in the SEXP's argument.

ship-stealthy
ship-unstealthy
is-ship-stealthy
friendly-stealth-visible
friendly-stealth-invisible
is-friendly-stealth-visible      These all relate to making a ship stealth on demand, as opposed to ship-invisible
               which still gives that blinky red dot on the radar.

don't-collide-invisible         Useful for raising and lowering a fighter bay's force field, for example.
collide-invisible         - // -

set-vaporize/set-no-vaporize       They set the ship flag that normally appears in the table for explosion effects.
               Blowing up slowly vs. quickly.

Distance, Position
and Moving Stuff Around:

distance-from-subsystem         Gives you the distance from subsystem.

The following will be useful in conjunction with the toggle-hud sexp to make in-game cutscenes:

get-object-x, get-object-y,
get-object-z             Return the x, y, or z spatial coordinate of the specified object.
set-ship-position         Instantly change the spatial coordinates of the specified object to the new values.
               Takes four arguments: ship name, and the x, y, and z coordinates to move to.

set-ship-facing          Causes a ship's orientation to instantly change to face a point in space.
               Takes four arguments: ship name, and the x, y, and z coordinates to face.
set-ship-facing-object          Causes a ship's orientation to instantly change to face another object.
               Takes two arguments: ship whose orientation is to be changed,
               and the object it will be changed to face.

Explosions and Warp Effects in
the Middle of Nowhere:

explosion-effect          Causes an explosion at a given origin, with the given parameters. The explosion goes off immediately.
               Optional EMP effect arguments.
warp-effect             Causes a subspace warp effect at a given origin, facing toward a given location,
               with the given parameters.

Sound and Music:
change-music            Changes the music that plays during a mission.
change-soundtrack          Changes the soundtrack. This is useful when you have several battle sequences where you want to
               use some different music.
play-sound-from-file          Plays the named sound file. Only one file can be played at a time with this sexp.
               Any sound played by play-sound-from-file must be formatted at 16 bits-per-sample,
               like the event music tracks. The files should go in the music folder.
close-sound-from-file          Closes the sound file played by play-sound-from-file before it has finished playing,
               with an optional parameter as to whether to fade it out.
               This sexp is safe to use if there is no sound playing.
play-sound-from-table          Plays a sound from sounds.tbl. The sound will be played as if it originated from a
               specific point in space and attenuate as one gets farther away from that point,
               just like every other sound effect. The Fredder enters the coordinates of the point in space.

Ammunition-based Primary Weapons:
primaries-depleted         Just like its secondary weapon counterparts.
primary-ammo-pct         - // -

Support Ships:

set-support-ship         It sets arrival location and anchor, departure location and anchor, max ships per
               mission (or infinite), and the class of ship.

Glow Points and Glow Maps:

activate-glow-maps
deactivate-glow-maps
activate-glow-points
deactivate-glow-points
activate-glow-point-bank
deactivate-glow-point-bank      Pretty self explanatory. The last two turn on and off specific groups of glow points
               if there are more than one on a ship.

End Mission, Red Alert, Etc:

end-mission             Immediately ends the mission and takes the player into debriefing as if he'd pressed ALT-J.

record-status             Record the status of the ships given as arguments in semi-permanent variables.
               Works much like red-alert in this regard, but without ending the whole mission.
               Some further code work and a flag for later missions will be necessary as well.
               See this thread ???. Alternatively, code to output to binary files for storging info has been
               suggested, and sounds like the easiest and most flexible solution.)

advance-despite-death         The player moves to the next mission in the event of his death.
               Takes an argument indicating whether a debriefing is given or not.

Miscellaneous Cool Stuff:

damage-escort-list         Sets the most damaged ship among those specified in the sexp to "priority 1",
               sets the others to "priority 2". This sexp reprioritizes only the specific ships
               listed in the sexp, not any and every ship given an escort value number.
               Useful for convoys with >3 ships.
damaged-escort-priority-all       Reprioritizes the entire escort ship list according to damage levels.
               This sexp reprioritizes any and every ship given an escort value number,
               not just certain ones listed in the sexp. Not to be used in conjunction with damage-escort-list.

beam-fire-miss            fires a beam and misses (useful for battle damage).

player-damage-caused          Comes true when the player has caused that amount of damage to a target, or target's subsystem.

is-missile-locked          Boolean, returns true once the player has held a missile lock for the specified time,
               with options for targeting a specifed ship and subsystem.

tech-add-intel             Adds an intelligence entry in the tech room in the same fashion as the
               tech-add-ship and tech-add-weapon sexps.
tech-reset-to-default          Resets the tech database back to its state at the beginning of the campaign.

toggle-hud             Turns the HUD on or off. Useful in conjunction with the various ship position and movement
               sexps to make in-game cutscenes.

Collated sexp repair request list:

rand                Now allows a new random number to be generated on each instance of the sexp,
               instead of only generating one random number per mission.

orders               Currently does nothing. Repair requested to make the sexp check whether a ship has been
               given the specific order by the player.

training-msg             Displays a Message on the HUD.
               No longer requires the presence in the mission of a ship named Instructor.

is-iff                Now supports wings.
change-iff             Now supports wings.

ai-stay-near-ship         Now applicable to fighters and bombers, not just support ships.
ai-keep-safe-distance          Now applicable to fighters and bombers, not just support ships.

tech-add-ships,tech-add-weapons    Now will work correctly for different table mods.

______________________________________________________________ ______________________

5.3 Todo
Rough list of things to (hopefully) be implemented in the future.

HT&L (Hardware Transformation & Lighting)
• Transformation
• Sort out viewing matrix
• Change object readin and render system
• Fix clipping planes

Lighting
• Fix locations
• Set sun as directional
• Fix beam illumination

Textures
• Cache in animations
• Add support for 32 bit TGA's

Misc
• Stop projecting explosions and engine / beam glows
• Fix engine glow order problem

And as always:
Search for and fix general bugs
Search for and fix card and system specific bugs

In the far future:
Update Graphics Engine
Upgrade AI
Optimize netcode (possibly 3.8)
New Physics (possibly 3.8 or 3.9)
______________________________________________________________ ______________________

  Part Six

6.0 Technical Support

For Technical Support visit SCP Bugzilla . Do a search for whatever makes you life
hard. If you dont find anything on Bugzilla, report it! You can also post on the SCP forum
.

______________________________________________________________ ______________________

Freespace 2: Source Code Project - Writen by bottomfan and deep_eyes.
Title: Revised Readme
Post by: FreeTerran on June 28, 2003, 10:36:12 am
And when is the release ?
Title: Revised Readme
Post by: kasperl on June 28, 2003, 11:15:23 am
news posted
Title: Revised Readme
Post by: bottomfan on June 28, 2003, 11:26:15 am
At some places there are "_" where it should be just a blank and tab tables are not displayed properly.

These errors are not in the text file.
Inquisitor, maybe you could upload the text file somewhere to?
Title: Revised Readme
Post by: phreak on June 28, 2003, 11:50:06 am
as for opengl:

required version for drivers is 1.2
recommended is 1.3

the video card must support:

GL_ARB_multitexture
GL_ARB_texture_env_add

http://www.delphi3d.net/hardware/extsupport.php?extension=GL_ARB_multitexture

http://www.delphi3d.net/hardware/extsupport.php?extension=GL_ARB_texture_env_add


opengl can also support .dds textures. see this thread (http://www.hard-light.net/forums/index.php/topic,12652.0.html) for instructions to make it work.

this feature requires:
GL_ARB_texture_compression
GL_EXT_texture_compression_s3tc
http://www.delphi3d.net/hardware/extsupport.php?extension=GL_ARB_texture_compression
http://www.delphi3d.net/hardware/extsupport.php?extension=GL_EXT_texture_compression_s3tc

if the user does not have these extensions, then the game will use the PCXs.  With this feature, a modder can do some 24 or 32 bit skins for ships.  it works, but i haven't fully tested it since i can't do crap for texturing
Title: Revised Readme
Post by: Goober5000 on June 28, 2003, 03:22:29 pm
So the launcher has been fixed?

Not all of the command-line flags are listed -- the one for beams not piercing shields, for example, should be added.  Incidentally, does the launcher have the capability to launch FS2 with certain command-line flags?  In particular, the movie playing flag might be nice to enable by default.
Title: Revised Readme
Post by: bottomfan on June 29, 2003, 03:58:18 am
The link to the launhcer is broken. Anyone know where it is?
Title: Revised Readme
Post by: bottomfan on June 29, 2003, 06:02:37 am
In the "Custom" field you can add your own cmd line flags.
Title: Revised Readme
Post by: bottomfan on June 29, 2003, 06:10:22 am
corrected:
PhReAk's OpenGL thingy
and Launcher URL

Goober5000 is right, not all the cmd line options are listed. help please?

should look nicer not going through the forum post parser: readme.txt (http://217.210.129.251/nisse/readme_3.6.txt)
Title: Revised Readme
Post by: karajorma on June 29, 2003, 07:25:31 am
I don't know if this is an error in the doc or what I'm doing but when I use the -mod switch it doesn't look in #/Players for the pilot file but in #/Data/Players.

In fact all my stuff has to be in #/Data for it to work.
Title: Revised Readme
Post by: Inquisitor on June 29, 2003, 09:56:39 am
Yes I can upload the text file, but I wanted to get some feedback quickly for you.

RE Launcher: lemme fix the link
Title: Revised Readme
Post by: Sesquipedalian on June 29, 2003, 11:30:43 am
The new sexps section in the readme lists several that have not yet been implemented.  It appears someone merely copied and pasted the entire text of the SEXPs thread's list without paying attention to which were completed and which were not.  The incomplete ones should be removed.  

Also, if someone used a simple Find and Replace function to get rid of all the underscores in the text describing Bobbaou's enhancements, it would be much more readable.

That having been said, good stuff, guys.  Nice and descriptive. :yes:

Edit: Oh, and typos abound.
Title: Revised Readme
Post by: bottomfan on June 29, 2003, 12:04:24 pm
Sesquipedalian, sorry about the SEXP's. I did just copy the list but ive corrected it now.
Title: Revised Readme
Post by: StarGunner on June 30, 2003, 12:39:29 pm
Quote
Originally posted by bottomfan
Sesquipedalian, sorry about the SEXP's. I did just copy the list but ive corrected it now.


WHEN IS IT COMING OUT!?:confused: :( :sigh: :hopping:
Title: Revised Readme
Post by: HotSnoJ on June 30, 2003, 02:31:24 pm
here's the launcher http://fs2source.warpcore.org/exes/Launcher.exe

Inquisitor didn't capitalise the L. :lol:
Title: Revised Readme
Post by: bottomfan on June 30, 2003, 02:44:44 pm
Quote
Originally posted by StarGunner


WHEN IS IT COMING OUT!?:confused: :( :sigh: :hopping:


"When its done"...?

   
Sesquipedalian: Tyops, hwat od uyo maen?
Title: Revised Readme
Post by: StarGunner on June 30, 2003, 03:43:20 pm
LOL! need English lessons? NvM:rolleyes: I have a nitpick!

Here it gos...............*takes deep breath*

YOU CAN'T TAKE OUT THE MISSION DELAY! IT'S NOT A BUG DOOUFS! IT'S USE IN FRED 2! NOW WE CAN'T PLAY THE DAMN FS2 CAMP ANYMORE! NICE JOBS DUMASS!:mad: :mad:  :hopping: :hopping: :mad2: :mad2:

Eddit: IF YOU NEED EVIDENCE GO LOOK! NOW IT'LL BE IMPOSSIBLE TO SET UP A MISSION WHERE THE PLAYER ENTERS A BATTLE IN MOTION! NICE JOBS U LOOSERS!
Title: Revised Readme
Post by: Anaz on June 30, 2003, 03:53:11 pm
can I shoot him? pleaaaaase?
Title: Revised Readme
Post by: Solatar on June 30, 2003, 03:55:19 pm
Quote
Originally posted by StarGunner
LOL! need English lessons? NvM:rolleyes: I have a nitpick!

Here it gos...............*takes deep breath*

YOU CAN'T TAKE OUT THE MISSION DELAY! IT'S NOT A BUG DOOUFS! IT'S USE IN FRED 2! NOW WE CAN'T PLAY THE DAMN FS2 CAMP ANYMORE! NICE JOBS DUMASS!:mad: :mad:  :hopping: :hopping: :mad2: :mad2:

Eddit: IF YOU NEED EVIDENCE GO LOOK! NOW IT'LL BE IMPOSSIBLE TO SET UP A MISSION WHERE THE PLAYER ENTERS A BATTLE IN MOTION! NICE JOBS U LOOSERS!


But it IS a bug "DUMASS"...When you enter a battle in motion...it isn't really in motion...some person that's a hell of a lot smarter than you made it look that way....
Title: Revised Readme
Post by: Knight Templar on June 30, 2003, 03:57:40 pm
Quote
Originally posted by StarGunner
LOL! need English lessons? NvM:rolleyes: I have a nitpick!

Here it gos...............*takes deep breath*

YOU CAN'T TAKE OUT THE MISSION DELAY! IT'S NOT A BUG DOOUFS! IT'S USE IN FRED 2! NOW WE CAN'T PLAY THE DAMN FS2 CAMP ANYMORE! NICE JOBS DUMASS!:mad: :mad:  :hopping: :hopping: :mad2: :mad2:

Eddit: IF YOU NEED EVIDENCE GO LOOK! NOW IT'LL BE IMPOSSIBLE TO SET UP A MISSION WHERE THE PLAYER ENTERS A BATTLE IN MOTION! NICE JOBS U LOOSERS!


Dude, I don't care what's wrong with you or what drugs you are taking, stop being an idiot. The player entry delay didn't actually make you enter the mission any later anyways, your ship was always there, it just wasn't under your control. Hence the reason why you would take damage or be killed....
Title: Revised Readme
Post by: karajorma on June 30, 2003, 03:59:31 pm
Quote
Originally posted by Analazon
can I shoot him? pleaaaaase?


Fine by me. But considering his habit of going off on a rant about every little thing without even having all the facts in his posession he can't be long for this world. Can you imagine him in RL?

THIS TRAFFIC LIGHT IS RED HOW ARE PEOPLE SUPPOSED TO CROSSS THE ROAD!!! :confused: :mad:

THIS DOOR IS CLOSED! HOW ARE PEOPLE SUPPOSED TO GET INTO THE BUILDING! :mad: :confused:

etc.
Title: Revised Readme
Post by: bottomfan on June 30, 2003, 04:30:00 pm
Well this thread took an ugly turn for the worse...
Title: Revised Readme
Post by: karajorma on June 30, 2003, 05:13:12 pm
Well answer my earlier post and we can get things back on track :)

Here it is again in case you missed it.

Quote
Originally posted by karajorma
I don't know if this is an error in the doc or what I'm doing but when I use the -mod switch it doesn't look in #/Players for the pilot file but in #/Data/Players.

In fact all my stuff has to be in #/Data for it to work.
Title: Revised Readme
Post by: bottomfan on June 30, 2003, 05:26:49 pm
Everything should go in freespace2dir/mymod/. Well... so Ive been told.
Title: Revised Readme
Post by: Sesquipedalian on July 01, 2003, 12:22:35 am
Quote
Originally posted by StarGunner
*rude rant about the player entry delay*
They did not remove the player entry delay.  They removed a bug in the player entry delay.
Title: Revised Readme
Post by: Gloriano on July 01, 2003, 01:04:50 am
nice work guys
Title: Revised Readme
Post by: karajorma on July 01, 2003, 04:04:37 am
Quote
Originally posted by bottomfan
Everything should go in freespace2dir/mymod/. Well... so Ive been told.


That's what I thought right up until I tried it.

 I found it couldn't find my pilot files when I ran with the -mod switch and when I quit I noticed that a new folder called data had appeared in the drawer belonging to the mod. It also created a player folder inside the data folder and put the pilot file in that.
Title: Revised Readme
Post by: StarGunner on July 02, 2003, 08:14:02 am
Quote
Originally posted by Sesquipedalian
They did not remove the player entry delay.  They removed a bug in the player entry delay.


Oh ok I get it now my I dleate that afull post of mine?

This is getten out of hand for me lol. I need a vacation sorry.
Title: Revised Readme
Post by: karajorma on July 02, 2003, 09:12:33 am
I wouldn't bother deleting the post. Several people have already quoted it in full. Just leave it as a reminder to check what you're talking about before you go off on a rant about something.
Title: Revised Readme
Post by: phreak on July 03, 2003, 04:58:12 pm
bottomfan:
one more thing to add for OpenGL:

recommended graphics cards:
Radeon 7000+
Geforce 256,2,3,4,FX
Title: Revised Readme
Post by: Anaz on July 03, 2003, 06:32:14 pm
hmm...mebby it's just me, but shouldn't you release the readme at the same time as the thing it reads for? (unless there is a 3.6 exe that I missed...)
Title: Revised Readme
Post by: bottomfan on July 04, 2003, 08:18:18 am
Analazon: Well yes, but since this is a open project there is no real need to hold it back...

And no, you havent missed it, cus it aint out yet.
Title: Revised Readme
Post by: Inquisitor on July 04, 2003, 09:13:34 am
You want to email me an updated copy bf?

And Ana: no, actually, since we didn't have a consolodated readme that everyone liked, this was useful regardless of whether 3.6 is out ;)
Title: Revised Readme
Post by: bottomfan on July 04, 2003, 01:57:34 pm
sent.
Title: Revised Readme
Post by: Rampage on July 04, 2003, 09:34:41 pm
I would like to make an addition to the readme, if possible:

*Bare-Bones Requirement(s) [Video Only]*
8MB Video Card with Hardware Acceleration

I use a 8MB card and FS2 runs smoothly, if I disable all background programs and free up to 30% of memory.
Title: Revised Readme
Post by: wm_cheng on July 08, 2003, 09:39:11 am
Hi all,

Please excuse a newbe question as I am just catching up to this SCP stuff.  I assume that this new .exe and its associated new features only apply to new mods that are specifically written for it?  The old FS2 campaign would see no benifits?  If so, what new mods have been written to support this?  Especially ones that can co-exist with the old original FS2 Campaign.

Thank,
William
Title: Revised Readme
Post by: Flaser on July 08, 2003, 10:13:22 am
Many features - most importantly glow-maps and the graphics support was created for the original campaing, so
YES; the original benefits from SCP as well.
Title: Revised Readme
Post by: vyper on July 08, 2003, 10:16:31 am
Quote
Originally posted by wm_cheng
Hi all,

Please excuse a newbe question as I am just catching up to this SCP stuff.  I assume that this new .exe and its associated new features only apply to new mods that are specifically written for it?  The old FS2 campaign would see no benifits?  If so, what new mods have been written to support this?  Especially ones that can co-exist with the old original FS2 Campaign.

Thank,
William


The original fs2 campaign can use the glowmaps, OpenGL support, the warp model, Dumbfire Lead Indicator, Wireframe HUD Target Box. (I've probably missed plenty)

As for mods using the new features, The Lightning Marshall release 3 uses the new movie playing code to bring stunning cutscenes to the campaign. Many of the other mods are simply updating thier stories/missions as new applicable features appear.
Title: Revised Readme
Post by: bottomfan on July 08, 2003, 02:56:43 pm
I'l add compability notes to each new feature.
Title: Revised Readme
Post by: Woolie Wool on July 09, 2003, 02:49:25 pm
Quote
Originally posted by StarGunner
LOL! need English lessons? NvM:rolleyes: I have a nitpick!

Here it gos...............*takes deep breath*

YOU CAN'T TAKE OUT THE MISSION DELAY! IT'S NOT A BUG DOOUFS! IT'S USE IN FRED 2! NOW WE CAN'T PLAY THE DAMN FS2 CAMP ANYMORE! NICE JOBS DUMASS!:mad: :mad:  :hopping: :hopping: :mad2: :mad2:

Eddit: IF YOU NEED EVIDENCE GO LOOK! NOW IT'LL BE IMPOSSIBLE TO SET UP A MISSION WHERE THE PLAYER ENTERS A BATTLE IN MOTION! NICE JOBS U LOOSERS!


STOP TYPING IN ALL CAPS! IT MAKES YOU LOOK LIKE AN IDIOT!

Oh, if you want to start a mission where the player is in motion, go to Alpha 1's properties. Change "Initial Velocity" to whatever you want. Voila!

Oh, and the FS2 campaign works fine for me.

Now excuse me while I report you to the authorities.