here is the link to the current Readme file
http://fs2source.warpcore.org/readme/readme_3.6.txtfirst we need to update this for H T&L
Part One
1. System Requirements
The original Freespace 2 required DirectX® 5. 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 <
http://www.microsoft.com/directx>.
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-Rom drive only need for cutscenes).
• 1.3 GB free HD space for the original install and 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 8 compatible driver.
Recommended for Serving Multiplayer Games
• A Broadband Type Internet Connection or LAN Network: DSL, Cable, T1, T3, etc.
secondly this mess needs to be updated with the H T&L command line options in addition to such other command lines as -cell and I think there are some others involving multi player.
-standalone Starts FS2:SCP as a Standalone server. Not acctualy starting the game, a server
for multiplayer games.
-nosound All sound effects will be turned off.
-nomusic Music will be turned off.
-startgame
-gamename # Name of multiplayer game.
-password # Password requierd to join the game.
-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 # Connect to a host, # being the host IP number.
-multilog
-oldfire
-clientdamage
-pofspew
-32bit Run in 32-bit mode.
-coords
-timeout # How many seconds before network timeout. Default if 30.
-window Run in Window Mode.
-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.