Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Cross-Platform Development => Topic started by: Charlie_Six on February 20, 2007, 04:25:19 pm
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Is it possible to bring FS2 SCP over to the Xbox 360, using the Game Studio Express platform they released last year?
Game Studio Express FAQ (http://msdn2.microsoft.com/en-us/directx/aa937793.aspx)
I'm guessing you can't sell the game, but maybe some deal could be reached to offer it as a free download on Xbox Live. That would be cool :)
The 360 has keyboard support, too, if that's necessary for FS2. (I personally don't use more than a few buttons when i play the game, so i figure the 360 gamepad would work well enough)
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It's an interesting idea but...benefits?
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Well, women would pour out of the sky and into your laps, even more so than they do already :)
Seriously, I guess the main benefit is to all the gamers out there. A lot more people would be able to enjoy this amazing project than if it just stays on the PC.
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I know that someone here hates XBox, PS2,3 and stuff...be aware of them.
Well I can bring more AC fans here...ok.
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It's an interesting idea but...benefits?
Besides being able to play FS2 in the car? :P
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Well, women would pour out of the sky and into your laps, even more so than they do already :)
If by "women" you mean nerdy 13-year-old fanboys who can't wait for the next BSG episode, no thanks. ;)
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Well, women would pour out of the sky and into your laps, even more so than they do already :)
If by "women" you mean nerdy 13-year-old fanboys who can't wait for the next BSG episode, no thanks. ;)
:lol:
I think it's a bad idea, personally. It would be seen as trying to breath life back into a pretty much-dead genre, for one. Also, I think you'd need either Interplay's or Volition's (or both) permission to do something like that.
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It's an interesting idea but...benefits?
Besides being able to play FS2 in the car? :P
My laptop is much smaller than a 360, and cheaper too ($299). Yet it handles FS2 very well. (FRED, however, won't stop yelling at me.)
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*demands specs*
:nod:
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*demands specs*
:nod:
$299 (with employee discount)
Refurbished IBM T30 Laptop
Pentium 4 2.20 Ghz
768 MB RAM
Dual 40 GB HDDs
ATI Mobility Radeon 7500
With mediavps (but not adveffects) I get a near constant 60 fps, with occasional dips to ~40-50.
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FREDding while travelling...wow...
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In any case, there aren't enough controls on the 360, or even the PS3, with all those buttons it has, to properly play FS2. It just won't work. This is like the discussions at Dynaverse.net about trying to, if we could get the source code for Starfleet Command Orion Pirates, put it on console game systems. It's not gonna happen, and for the same reasons as with FS2. Not enough controls.
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But both the 360 and PS3 support USB keyboard. On the PS2, Unreal Tournament 2003 supported mouse and keyboard. So if you really must have the 101 keys of the keyboard, it should be doable.
Personally I think you could do it on the gamepad controllers, just by ignoring the less used buttons of FS2. The 360 controller has two joysticks, 12 buttons, and 2 analog buttons (triggers). When I play FS2, I find that I only use about four buttons on medium difficulty. On the easiest setting, I can probably use my joystick and trigger alone.
Well, I know this whole idea was a shot in the dark, but I do hope someone in positions of power take it into consideration. There seems to be many very low budget games on Xbox Live that are very popular. Meanwhile, this project is AAA+ quality and has little recognition for it, which I think is a shame.
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pointless discussion. It won't happen, because if we did do it, we'd have lawyers all over our ass
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pointless discussion. It won't happen, because if we did do it, we'd have lawyers all over our ass
Correction: Whoever actually went and ported it might have "lawyers all over their ass."
Just shutting people down by saying "OMG LAWYERZ! I WIN!" isn't very nice. Give a good reason next time.
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Give a good reason next time.
we'd have lawyers all over our ass
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I'm confused. Was there a lot of legal trouble involved in order to bring FS2 to the point it's at now? And if not, why would there be major new obstacles if it were ported to 360/PS3?
Furthermore, is it even remotely possible your team could get in contact with the Freespace license holders and actually make money off of this great project? I think I heard Derek Smart holds Freespace's license now. Maybe he could setup something with the Xbox Live folks, and give you guys a big cut of the moola.
It's bizarre that so many crummy arcade or old games sell for $5-10 on Xbox Live, while something this amazing is $0. o_O
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I think I heard Derek Smart holds Freespace's license now. Maybe he could setup something with the Xbox Live folks, and give you guys a big cut of the moola.
You have no idea how wrong you are.
1) Derek Smart does not hold the rights to Freespace, and he doesn't stand a snowball's chance in hell in getting them.
2) Derek Smart hates us, apparently. He wouldn't let us cooperate with him anyway, as he'd probably consider this a fan-made mod of some sort and close it down.
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Furthermore, Derek Smart is an utter ****ing moron. You don't even want to know. Just ask anyone over at the Dynaverse.net boards about him.
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Q: How much does XNA Game Studio Express cost? Is there a difference between Windows and Xbox 360 development?
A: Visual C# Express, the XNA Game Studio Express tools and runtime environment for Windows are all FREE. To develop, debug and/or play games on the Xbox 360, however, you must have an XNA Creators Club subscription purchased directly from the Xbox Live Marketplace. Two subscription options are available: $99 per year or $49 per four months.
Q: Do I need a hard drive to run XNA-based games on my Xbox 360 console?
A: Yes. The XNA Framework runtime environment for Xbox 360 requires that a physical hard drive be present on your Xbox 360 retail console.
Q: How can I share my Xbox 360 game built with XNA Game Studio Express with other Xbox 360 users?
A: To share your Xbox 360 game with friends, four requirements must be met:
* The individual you are planning to share the game with must be logged in to Xbox Live and have an active subscription to the XNA Creators Club
* The receiving user must have downloaded the XNA Framework runtime environment for the Xbox 360
* The receiving user must have XNA Game Studio Express installed on their own development PC
* The game project, including all source and content assets, must be shared with the receiving user. The receiving user then compiles and deploys the game to their Xbox 360.
So, if someone wants to provide the appropriate Xbox 360 to one or more SCP developers, pay the fee so that we can actually port the game, and work out a distribution agreement with :v: so that the game data can legally be distributed over Xbox Live, then we might think about porting it. And I say "might" because the audio, input, event and graphics subsystems will likely have to be rewritten in order for the game to work on the Xbox, and I highly doubt that any current dev will be willing to spend that much time and effort on something that will net them absolutely no $$$.
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come over to pc gaming anyway. we have better controllers and we have better graphics :D
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Yeah, now. Time was when that wasn't so. Ever see the difference between the Sega Genesis version of Starflight and the DOS version? It's just plain scary.
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Give a good reason next time.
we'd have lawyers all over our ass
No. That's a bad reason. You don't go into any depth, you just try to scare people away from further discussion. This is a good reason:
Q: How much does XNA Game Studio Express cost? Is there a difference between Windows and Xbox 360 development?
A: Visual C# Express, the XNA Game Studio Express tools and runtime environment for Windows are all FREE. To develop, debug and/or play games on the Xbox 360, however, you must have an XNA Creators Club subscription purchased directly from the Xbox Live Marketplace. Two subscription options are available: $99 per year or $49 per four months.
Q: Do I need a hard drive to run XNA-based games on my Xbox 360 console?
A: Yes. The XNA Framework runtime environment for Xbox 360 requires that a physical hard drive be present on your Xbox 360 retail console.
Q: How can I share my Xbox 360 game built with XNA Game Studio Express with other Xbox 360 users?
A: To share your Xbox 360 game with friends, four requirements must be met:
* The individual you are planning to share the game with must be logged in to Xbox Live and have an active subscription to the XNA Creators Club
* The receiving user must have downloaded the XNA Framework runtime environment for the Xbox 360
* The receiving user must have XNA Game Studio Express installed on their own development PC
* The game project, including all source and content assets, must be shared with the receiving user. The receiving user then compiles and deploys the game to their Xbox 360.
So, if someone wants to provide the appropriate Xbox 360 to one or more SCP developers, pay the fee so that we can actually port the game, and work out a distribution agreement with :v: so that the game data can legally be distributed over Xbox Live, then we might think about porting it. And I say "might" because the audio, input, event and graphics subsystems will likely have to be rewritten in order for the game to work on the Xbox, and I highly doubt that any current dev will be willing to spend that much time and effort on something that will net them absolutely no $$$.
He goes into depth, he provides directly quoted and properly sourced evidence, and he actually considers what might be required to port FS2 to a console.
See the difference?
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if you want to fly with the men, you must give your toys away. if those thumb jockeys want to play freespace, tell em to get a pc :D
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Yeah, now. Time was when that wasn't so. Ever see the difference between the Sega Genesis version of Starflight and the DOS version? It's just plain scary.
The Sega Genesis version came out like 6 years later tho. Not a fair comparison.
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See the difference?
Okay Turey, you win. I'm not taylor, i apologize. He's pretty much irreplacable anyway.
I should remind you that you also posted in the thread and provided nothing but criticism.
Now go run off and work on your installer :D
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Well, women would pour out of the sky and into your laps, even more so than they do already :)
If by "women" you mean nerdy 13-year-old fanboys who can't wait for the next BSG episode, no thanks. ;)
Can't fault someone for liking BSG.
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Just to take a wild guess, the way I would see it happening is if somebody(ies) ported Linux, OpenGL, OpenAL, and SDL over to the Xbox360. That would - AFAIK - give enough of a lowlevel base for fs2_open to function, and you could use the linux parts of the code for fs2_open as a base.
Taylor would know better than I though. But I think it's far more likely to happen the above way, than somebody sitting down to recode FS2Open for the 360 and meet all the conditions that taylor posted above.
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I'm pretty sure that OpenGL already exists on the 360 (though I don't know if that's for real license holders or hobbyists as well) and I think that SDL has already been ported as well. I'm not sure how complete the SDL port is however. Even so we would still have to deal with the filesystem, OpenAL, plus porting the FS source and support libs (Ogg, Vorbis, Theora, Lua, libjpeg) to C#. We couldn't distribute the game except through Xbox Live, and every single user that wanted to play it would have to pony up the $99 for the XNA Creators Club subscription and still have to compile the source themselves in order to get a working game.
Sorry people, but it just ain't gonna happen. It might happen if someone forks over the cash (mid 4 figures at the very least) for one of us to do it. And even then it would likely take months just to get it in a state that you could get it to reliably crash in a debugger.
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if you want to fly with the men, you must give your toys away. if those thumb jockeys want to play freespace, tell em to get a pc :D
Besides, you can use your game controller on your PC anyways...
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why? i admit the ps2 controller was the best gamepad ever made, but it was still a game pad. i wouldnt be caught dead with one.
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Well, why would anyone want to use a console at all? I'm assuming they somehow fell in love with the controllers... as a PC can beat the specs on any console except the PS3 and XBOX360. So, the only thing left is
a) exclusive games
and
b) the controller
and
c) the ability to multiplay 4 ppl on one box
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Why would someone like a console? Well... on a properly made console you have two things going for you:
1.) Smooth framerate. It stands to reason that 90% of games--certainly well made ones--are made FOR that console and will run smoothly.
2.) They don't crash. Or they shouldn't, rather. Unfortunately, they sometimes do.
*shrugs*
Meh.
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Why would someone like a console? Well... on a properly made console you have two things going for you:
1.) Smooth framerate. It stands to reason that 90% of games--certainly well made ones--are made FOR that console and will run smoothly.
2.) They don't crash. Or they shouldn't, rather. Unfortunately, they sometimes do.
*shrugs*
Meh.
1.) Configure your computer properly
2.) See above
:lol: :p
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plus porting the FS source and support libs (Ogg, Vorbis, Theora, Lua, libjpeg) to C#.
Ok good luck with that. ;)
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Porting to the 360 and ps3 would fun, in fact i'd be a 360 because of it. Besides this notion. I've got absolutely no problem playing with a ps2 like pad on fs2. I use a logitech rumblepad wireless, and it works for absolutely everything, except power management of my fighter, and ordering my wingmates around. I finally figured out the magical gamepad configuration for fs2. Like i said, all i'm missing is ordering fighters around and my fighter power management. But when **** really gets down to it and you're playing medium difficulty or easy, you don't really have to manage power on your fighter at all, not even really in situations when you're running away. that said not being able to order my fighters around is a big loss, but really you're not losing much of an aspect of the game by ordering people around if you're on easy or medium. I was able to beat the fsport just fine as a double ace without ordering anyone around (of course you're mission scores suffer, but i beat the game without ordering anyone). Anyway, i was playing on easy so i could get use to joysticks again, and found myself able to aim again and double ace (on easy...i'm doing fs2 on standard medium with the gamepad now). Anyway for me i think i'll make use of a voice recognition build.
Hmm, but yes, if you don't feel like ordering wingmen around or managing your energy, then i have the magical control config that does everything.
Considering this, you could play fs2 on 360 if you wanted with a gamepad, but it would probably have to be supplemented with a voice recog. build so you could at least use the 360 headset to order people around and get rearmed...and to maybe do your energy, but yeah, doing energy isn't actually a necessary thing to do to beat the game on easy or medium, maybe even hard, idk.
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... You'd just have to configure one button to open the <C> dialog, and then allow the stick or arrow keys on the gamepad to scroll up/down and have left/right be forward/back through the dialog and the fire button to select... eg <C> - All fighters {oops} *left arrow goes back to <C> menu* - Wings - Alpha - Cover me - *fire*
Alpha 2: "I'm on it!"
What do you think?
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That sounds great and would make playing the game with a gamepad easier. In the meantime the dpad is set up for bomb targeting, target next, target next subsystem, and target next turret. This can easily keep the same configuration though as pushing the whatever button woiuld then turn the dpad into the command navigator/initiator. Modifying my fighters energy really doesn't matter so much, you can easily play the whole game and not need to modify it:p
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To modify the energy settings, make it a combo key that activates energy management. Then use left/right to select the energy system needing adjusting, up/down to change it, fire button to accept. It'd be tricky, and prolly impossible during combat, but for the situations where you know you're going to need alot of engines, or for a bombing run against flak guns, you could divert extra power to the engines, or shields, respectively. You'd also need a combo key to reset the energy to default.
Comment?
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Oh man, i know how i can get away with this. It's just that the logitech programming software sucks a tons of dick while licking your balls-->it ****s with your games and created some problems for me, but if i wanted to do that, i could. That'd let me map the afterburners to holding down on the secondary joystick (you can roll your fighter while holding burners, it's quite nice). I don't do this anymore because of logitech program software suckiness. I miss xbcd, i tried for ****s and giggles with xbcd to see if it would let me select my logitech pad in there, and it doesn't. Logitech software blows, but then they're hardware is pretty sturdy and reliable, good thing windows is an alternative for plug and play with gamepads and fs2 to do basic programming. Unfortunately saitek doesn't make a good wireless gamepad, and about the only good programming software released by a vendor that was awesome was the gravis stuff, and that didn't require to be run as an active program to take advantage of the programming your pad while your game is on.
But, anyway, all of this dual function stuff can be taken care of with the logitech gamepad profiler if you have a logitech pad, and the same thing if you have a saitek with the saitek profiler.
I am not a fan of programming software for joysticks and gamepads these days. xbcd was awesome for the 360 controller, it let you switch around axes and stuff and oh god that was handy, also xbcd did not require to be run as an active program for modifying the ****ing features of the controller. After that gravis software as overly unnecessarily pretty it was very handy and didn't cause problems, and also didn't need the program to sit in memory while you play your game with the new mappings you have. I just really don't like **** that has to sit in memory when it doesn't have to. The last time i had logitech profiler installed fs2 thought i had the saitek p990 as the default controller when in fact it was letting me use the logitech wireless. Then i went back into fso launcher and selected logitech, and then the logitech wouldn't work unless i had saitek p990 selected. I hate stupid profilers :lol:
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Oh man, i know how i can get away with this. It's just that the logitech programming software sucks a tons of dick while licking your balls-->it ****s with your games and created some problems for me, but if i wanted to do that, i could. That'd let me map the afterburners to holding down on the secondary joystick (you can roll your fighter while holding burners, it's quite nice). I don't do this anymore because of logitech program software suckiness. I miss xbcd, i tried for ****s and giggles with xbcd to see if it would let me select my logitech pad in there, and it doesn't. Logitech software blows, but then they're hardware is pretty sturdy and reliable, good thing windows is an alternative for plug and play with gamepads and fs2 to do basic programming. Unfortunately saitek doesn't make a good wireless gamepad, and about the only good programming software released by a vendor that was awesome was the gravis stuff, and that didn't require to be run as an active program to take advantage of the programming your pad while your game is on.
But, anyway, all of this dual function stuff can be taken care of with the logitech gamepad profiler if you have a logitech pad, and the same thing if you have a saitek with the saitek profiler.
I am not a fan of programming software for joysticks and gamepads these days. xbcd was awesome for the 360 controller, it let you switch around axes and stuff and oh god that was handy, also xbcd did not require to be run as an active program for modifying the ****ing features of the controller. After that gravis software as overly unnecessarily pretty it was very handy and didn't cause problems, and also didn't need the program to sit in memory while you play your game with the new mappings you have. I just really don't like **** that has to sit in memory when it doesn't have to. The last time i had logitech profiler installed fs2 thought i had the saitek p990 as the default controller when in fact it was letting me use the logitech wireless. Then i went back into fso launcher and selected logitech, and then the logitech wouldn't work unless i had saitek p990 selected. I hate stupid profilers :lol:
paragraphs are your friends
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Not an unfair comparison either. The graphics for DOS games were still crap then.
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PS the drivers for 360 controllers in Windows suck ass. The 360 controller would be a good replacement for my dying PS2 controller if I didn't have to use profiling software just to configure the ****ing thing. That's right, the drivers from dodgey Korean PS2-USB converter are more flexible and feature-complete than those from Microsoft for a Microsoft product they sell for use with Windows. :rolleyes:
While you can play FS2 just fine with a gamepad, you still need the keyboard for comms etc.
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you guys are forgetting about voice control.
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Pnakotus never learned about the xbcd360 driver which lets you use the x360 pad in other versions of windows. Plz, if the manufacturers driver sucks, see if they're an alternative driver that doesn't suck. Sometimes you'll come out lucky. Anyway pnakotus just think how great i felt when i had my first x360 controller with win2k. I was **** out of luck, then i found xbcd drivers for the xbox original controller, then i found modified xbcd drivers that supported the x360 controller. After that you'd be amazed at how useful the xbcd360 drivers are.
Pnakotus to get that native x360 controller working in most versions of windows and with i'm not joking about complete domination of the controller here go here. They say the driver is experimental, but they've had some updates since then, and really the driver works flawlessly with no bugs that i experienced...this is the same driver i used.
http://matt-land.com/xbcd/ (http://matt-land.com/xbcd/)
Pnakotus, if you need more support for the xbcd360 driver, especially if you have a third party x360 controller that isn't supported by the driver in the first link, go here.
http://xbcd360guide.50webs.com/index.html (http://xbcd360guide.50webs.com/index.html)
Now plz no more *****ing about how much the windows 360 driver sucks, because it blows ass. All this does is surprise the hell out of me that people don't know about xbcd360 drivers. After that the x360 controller is so much better than a ps2 pad. It's great for fs2, and i really hope you didn't get rid of the x360 controller because you tried the windows driver and it sucked and you didn't look for an alternative.
Ps2esque pads blow.
Plz try out the xbcd360 driver.
Also keep in mind most profiling software blows. Xbcd360 drivers don't come with a button mapper, but it lets you change all aspects of the controller. If you want a button to be an axis, an axis to be a button, or the analog triggers to be independent axes, or turn the dpad into a joystick, you can do all this ****ing ridiculous stuff like that with the xbcd360 drivers. It might sound ridiculous the way i just made it sound, but it gets useful if you for stuff like changing the aspects of the secondary joystick and what not and whatever else you can think of. After that leave mapping to the game, stuff like controlmk is a useful mapper but you might easily find out where controlmk (controlmk blows absolute ass for mapping buttons to an axis) sucks. Anyway you have fun with the "best controller in the world" as the second website i linked says it.
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Why would someone like a console? Well... on a properly made console you have two things going for you:
1.) Smooth framerate. It stands to reason that 90% of games--certainly well made ones--are made FOR that console and will run smoothly.
2.) They don't crash. Or they shouldn't, rather. Unfortunately, they sometimes do.
*shrugs*
Meh.
1) FS2Open is not made for console. The most we could do is hardcode it for some detail settings and include media that fit some idea of it being the 'best' quality:speed tradeoff.
2) FS2Open is not going to be made more reliable by moving it to console, since most of the bugs are within Fs2Open.