Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: colecampbell666 on April 09, 2007, 09:48:32 am

Title: Fred2 extra ships
Post by: colecampbell666 on April 09, 2007, 09:48:32 am
I wanted to make a mission/campaign using inferno R1 with the SCP patch and I was wondering if there was anyway to use all of the ships in inferno in FRED2 without moving inferno from a mod directory to my main fs2 folder.
Title: Re: Fred2 extra ships
Post by: jr2 on April 09, 2007, 10:15:48 am
use the -mod INFR1 (or whatever your INF is located in) switch on FRED, so it's:
c:\games\freespace2\FRED2_open_3_7_0.exe -fredhtl -mod INFR1

You can also use multiple mods, eg
c:\games\freespace2\FRED2_open_3_7_0.exe -fredhtl -mod Solar_Wars, INFR1
or
c:\games\freespace2\FRED2_open_3_7_0.exe -fredhtl -mod Solar_Wars, INFR1, mediavps

- but FRED should be able to utilize the mod.ini file in whichever mod you specify, so for example -mod INFR1 will cause it to look in that directory, and, upon finding the mod.ini file, the mod.ini will cause it to append ,mediavps to the commandline.

- You can use this with some of the other switches (http://www.hard-light.net/wiki/index.php/FRED_Command_Line_Reference), eg
c:\games\freespace2\FRED2_open_3_7_0.exe -fredhtl -spec -glow -jpgtga -mod mediavps
This way, when you enable the "show models", it will look prettier...
Title: Re: Fred2 extra ships
Post by: karajorma on April 09, 2007, 10:51:06 am
FRED does NOT use the mod.ini file
Title: Re: Fred2 extra ships
Post by: colecampbell666 on April 09, 2007, 11:31:33 am
Thanks, that helped alot
Title: Re: Fred2 extra ships
Post by: jr2 on April 09, 2007, 11:58:36 am
FRED does NOT use the mod.ini file

Oops.  I thought I read somewheres that it did... soz.