Just thought i would post this as an FYI:
README.
PRELIMINARY READMEFILE-IS NOT COMPLETE
this is by no means a full description of what have been added to the game engine
from the coders of the SCP, there may be things i have forgotten, as it is written from memory
FS2open Build DTP nonofficial 3.2.1 beta test release
modifications
Command argument flags
fs2_open3.2.2 -X
where x is
-almission Y ; Auto loads multiplayer mission Y, where Y is the mission file name without the extension
(DTP) ; Mission must exist in mission directory or the game will crash.
;
-GF4FIX ; Enables the Geforce 4 fix for ani files
(Random tiger) ;
;
-ALLSLEV ; Gives access to all singleplayer missions
(Random tiger) ;
;
-phreak ; Gives access to Phreaks targeting-code and options
(Phreak) ;
;
-mod Y ; Switches on the mod system, where Y is a subdirectory found in ../freespace2/
(DTP) ;
; in case Y = 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 Y = mymod
;
; freespace2/mymod/players/
; freespace2/mymod/players/single
; freespace2/mymod/players/multi
; freespace2/mymod/players/squad ;dont know about this one really needs to be created
; ;but be safe and create it anyway
; freespace2/mymod/players/images ;same as above.
;
;
;
;
; so the mod directory if Y=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 now be fully supported.
; But 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
;
; Y must match the directory name to the point. dont worry about directory seperators, the game adds them if needed.
-----end of command line argument enhancements.
-----------------------------------------------
FS2_open render engine modifications
Bobboau's Beam code; look on the HLP board for Info
Bobboau's Glow code; same as above
Bobboau's ship trails; (can be activated from missions specs in fred2_open 3.2.1)
Other modifications
Support ships repair hull (can be activated in mission specs in fred2_open 3.2.1, who did this?.
------------
S-expression, do type, not when type, seems to work only for NON-player ships.
Shield on
Shield off
Done by Sesquipedalian.
--------------------
Several Fixes to the code
Not listing them here.
--
Limit bumps
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.
Max 200 ships in ship.tbl including Jump node and Nav boys.
Ship.tbl limit size bumped to about 900 kbs
People who has done code to the FS2_open SCP is more that welcome to write to me if their work is not included, and they might as well write an explanation of what they have done, and how the players/modders can use this, so that maybe we can get together a really good README file.
I hope this build works for you
DTP!
GMT+1 24hr DD/MM/YY
08-11-02 13:57
[email protected]ICQ# 8108778