Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Culando on September 14, 2003, 12:40:15 pm
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Hey, I'm kind of a newbie to this whole SCP thing, and I was just wondering what effect, if any, this has on MODs people have made. (Inferno and the FS Conversion for example) Will I have to worry about any problems?
Also, to tag it on, how exactly do I use FS2 Open? >>; If the answer is already in my grasp, just point me towards it cause I must have missed it on your site.
Thanks.
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ok, 1) depends on the mod, some need the SCP, some don't, some can only be played on retail FS2. trial and error
2) download the exe, the launcher, and the media vp(optional)
put the vp in your FS2 folder, put the exe and launcher there too, run the launcher, run the exe, enjoy or complain here.
edit:note, this is the quick, quick, tiny version of an HowTo, run around the site to find some better explanation.
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If you're running a mod like Inferno Chapter I or Freespace Port, which is playable with the retail FS2, then generally things will simply look nicer (Glowmaps and shine mapping.)
The SCP does include tons of new features like SEXPs, weapon flags, and other table parameters, but you'll only see these if a campaign's explicitly using them.
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There's very little out at the moment that specifically NEEDS FS2_Open. I think Aldo's Casualties of War is the only one. But the majority of campaigns hosted here will probably have gone over to it by the time they are released unless they are very close already.
However almost evrything LOOKS better in FS2_open so it is well worth getting. I haven't run the standard version of FS2 in over a couple of months.