FREESPACE(6)
๐ FREESPACE(6) ๐
okay so bestie, this is the fs2_open manual page โ yes, the FreeSpace 2 Open one. No cap. We're doing the whole thing, and we're keeping every single flag, path, note, and technical little detail. Periodt.
โจ NAME โจ
fs2_open โ manual page for FreeSpace 2 Open. That's the name, that's the game.
๐ธ SYNOPSIS ๐ธ
fs2_open
๐ฆ DESCRIPTION ๐ฆ
FreeSpace 2 Open Website: http://scp.indiegames.us Mantis (bug reporting): http://scp.indiegames.us/mantis/
iykyk, those are the links, keep them close.
๐ OPTIONS ๐
Usage: fs2_open [options]
๐จ Graphic:
okay so first up, the graphic settings. Glow-up energy.
-specโ Enable specular. Only polygons mapped with textures for which a shinemap exists will receive specular mapping; no attempt is made to generate spec maps where they do not exist. Specular maps are specified with the base map name plus-shine(i.e.TCov3A-shine.pcx).
FS2 Open, 3.6.15: This feature is on by default, use launcher option Disable Specular or if necessary to manually disable enter the flag -nospec.
-glowโ Enable glow maps. Only polygons mapped with textures for which a glowmap exists will be glowmapped. Glow maps are specified with the base map name plus-glow(i.e.TCov4A-glow.pcx).
FS2 Open, 3.6.15: This feature is on by default, use launcher option Disable Glow Maps or if necessary to manually disable enter the flag -noglow.
-envโ Enable environment maps. It only works if-specis also set. Environment mapping intensity will be determined from the shine map too (see Texturing for more info). See Video setup.
FS2 Open, 3.6.15: This feature is on by default, use launcher option Disable Environment Maps or if necessary to manually disable enter the flag -noenv.
-mipmapโ Enable mipmapping. Causes for non-mipmapped textures to have mipmaps generated within the GPU on certain kind of texture formats, (IIRC, DDS formatted textures with a power of 2 size in both width and height). Since the use of already mipmapped DDS textures has become common, it has become deprecated. The quality of the generated mipmaps depends on each GPU and used driver. It is normally used with-img2ddsflag.-nomotiondebrisโ Disable motion debris.-noscalevidโ Disable scale-to-window for movies. Disables fullscreen scaling of video clips.-missile_lightingโ Apply lighting to missiles.-normalโ Enable normal maps. Normal maps require GLSL rendering, (see OpenGL Shaders (GLSL) for further info). It needs auxiliary normal maps (the same name of the base map plus-normal).DXT5_NMDDS format is needed. (Technical note:DXT5will work, since only the GREEN and ALPHA channels are read by the current shader system. One direction of lines goes into the GREEN channel, the other direction goes into the ALPHA channel. RED and BLUE can be either base gray (#808080) or black. Usual practice is after creating theDXT5_NM, copy the RED channel to the ALPHA channel, black out the RED and BLUE an then save as either aDXT5oru8888(uncompressed) DDS file.)
FS2 Open, 3.6.15: This feature is on by default, use launcher option Disable Normal Maps or if necessary to manually disable enter the flag -nonormal.
-3dshockwaveโ Enable 3D shockwaves. This only has any effect when both a 2d and 3d shockwave effect are present, otherwise the only available effect is used.-post_processโ Enable post processing. Enables the use (if present) of post-processing effects as defined by thepost_process.tbl. Bloom usage has an additional cmdline option for setting it's value, most post processing effects are achieved in mission per the mission designer or can be enabled globally in the table.-soft_particlesโ Enable soft particles.-fxaaโ Enable FXAA anti-aliasing. Enables the FXAA postprocessing stage. Needs optional FXAA shaders, which can be found here:http://www.hard-light.net/forums/index.php?topic=76145.0
๐๏ธ Game Speed:
-img2ddsโ Compress non-compressed images. Converts all images to DDS (compressed) format. Decreases memory usage but potentially reduces image quality.-no_vsyncโ Disable vertical sync.-cache_bitmapsโ Cache bitmaps between missions. Will ideally reduce the load-time from one mission to another.
๐ฅ๏ธ HUD:
-dualscanlinesโ Add another pair of scanning lines. Adds a second pair of scanning lines to the target window when scanning an object.-targetinfoโ Enable info next to target. Displays target info, such as name and class, beside the targeted object.-orbradarโ Enable 3D radar. An Orb style 3D radar will replace the standard 2D version.-rearm_timerโ Enable rearm/repair completion timer. Displays time remaining until rearm and repair from a support ship is complete.-ballistic_gaugeโ Enable analog ballistic ammo gauge. Adds an ammo gauge to the HUD when armed with a ballistic weapon.
๐ฎ Gameplay:
-modโ Specifies in which folders inside FreeSpace 2 directory, the game looks for all the game data (models, missions, textures, tables, ...). Retail version only looks insideFreespace2/data/structure andFreespace2/vparchives.
This flag allows installing several different mods that modify retail behavior, and switching between them without needing to erase files or having undesired cross effects. Each mod should be installed in its own folder.
It takes one argument string: the chain of names of the used directories. Comma (,) must be used as separator. In this way, -mod dir1,dir2,dir3,...,dirx causes the game to use the following directory precedence:
Freespace2/dir1/
Freespace2/dir2/
Freespace2/dir3/
... (the rest of the typed directories) ...
Freespace2/dirx/
Freespace2/
This flag can be indirectly set, (and it is normally set), through Launcher MOD tab and mod.ini file.
Within the Launcher's MOD tab you can select one directory, (let's call it moddir), so the flag is at least set to -mod moddir. If Freespace2/moddir/mod.ini exists it will be used to modify the -mod flag, too.
-ship_choice_3dโ Use 3D models for ship selection. Uses ship models in ship selection window. It completely disables the standard ANI interface in this screen. Some mods need a compulsory use of this flag because they don't have available animations for their ships. In this situation, and if it is not used, the game will probably crash to desktop in the ship selection window.-weapon_choice_3dโ Use 3D models for weapon selection. Uses weapon models in weapon loadout window for secondary weapons (missiles and bombs). It completely disables the standard ANI interface in this screen. Some mods need a compulsory use of this flag because they don't have available animations for their secondary weapons. In this situation, and if it is not used, the game will probably crash to desktop in the weapon loadout window.-3dwarpโ Enable 3D warp. Use full geometry for the subspace warp effect.-warp_flashโ Enable flash upon warp. Enable a flash at warp in and warp out.-no_ap_interruptโ Disable interrupting autopilot. Tells the game to not allow players to interrupt an autopilot already-in-progress.
๐ง Audio:
-snd_preloadโ Preload mission game sounds. Useful in preventing game stuttering when sounds are played for the first time.-nosoundโ Disable all sound.-nomusicโ Disable music.
๐ Multiplayer:
-standaloneโ Run as standalone server. Creates a standalone multi-player server.-startgameโ Skip mainhall and start hosting. Once you launch and choose a pilot within the game, you will immediately have begun to host a game. This can be used in conjunction with several options to customize the game you create:-closed,-restricted,-password,-gamename,-allowabove, and-allowbelow.-startgamehas no effect when-standaloneis used.
See related: -closed -restricted -password -gamename -allowabove -allowbelow
-closedโ Start hosted server as closed. Hosts a new game in a closed state, where no one can join until the in-game "Close" button is cleared. This only works when used in conjunction with-startgame. Cannot be used in conjunction with-restrictedor-password.
See related: -startgame -restricted -password
-restrictedโ Host confirms join requests. Hosts a new game in a restricted state. The host is presented with option to accept or deny each client's request to join the game. This only works when used in conjunction with-startgame. Cannot be used in conjunction with-closedor-password.
See related: -startgame -closed -password
-multilogโ Creates a log file with a summary of packets sent and received in multiplayer games. The file is saved asatalti.logwithin the active mod folderโor with main data folder if no mod is active.-clientdamageโ This feature is not available in current builds.-mpnoreturnโ Disable flight deck option. Disables return to the flight deck screen after a mission completes.
๐ ๏ธ Troubleshooting: โจ
Okay bestie, this is the "something is broken and we're fixing it" section. Come through, debugging era ๐
-nohtlโ Software mode (very slow). Reverts to software rendering mode. > โ ๏ธ Warning: turning this on will significantly reduce performance. Like, not a vibe. Only do it if you must.-no_set_gammaโ Disable setting of gamma. Turns off the gamma settings in the options screen.-nomoviesโ Disable video playback. Disables all video playback.-noparseerrorsโ Disable parsing errors. Disables some parsing warnings and makes other parse errors non-fatal. > Do not rely on this when creating new tables. The errors are there for a reason, fr fr.-query_speechโ Check if this build has speech. Determines if the current build includes text-to-speech.-novboโ Disable OpenGL VBO.-noibxโ Don't use cached index buffers (IBX). Disables IBX caching of model geometry data. This will dramatically increase load times, but it helps troubleshoot a model if one is working incorrectly.-loadallwepsโ Load all weapons, even those not used.-disable_fboโ Disable OpenGL RenderTargets.-no_glslโ Disable GLSL (shader) support. Disables the use of GLSL rendering (OpenGL shaders). The game will revert to the legacy fixed render pipeline. Please note that Normal and Height map effects will be unavailable.-ati_swapโ Fix colour issues on some ATI cards.-no_3d_soundโ Use only 2D/stereo for sound effects.-disable_glsl_modelโ Don't use shaders for model rendering.-use_gldrawelementsโ Don't useglDrawRangeElements.
๐งช Experimental: ๐ฆ
These ones are the "we're trying stuff, don't @ me" options, iykyk.
-ingame_joinโ Allow in-game joining.-voicerโ Enable voice recognition. Windows-only. Enables voice-recognition for wingmen commands. Must be specifically compiled into a build in order for it to be available;3.6.10final includes the feature. See Voice Recognition for more details.-fb_explosionsโ Enable Framebuffer Shockwaves.
๐ง Development Tools: ๐
The dev corner. Main character energy for people who wanna see the numbers behind the magic โจ
-fpsโ Show frames per second on HUD. Displays current frames per second.-posโ Show position of camera. Displays current position coordinates of camera.-windowโ Run in window. Runs the game in a window. > No check to make sure that resolution is no higher than your desktop resolution, so be careful.-statsโ Show statistics. Shows total and free physical memory, virtual memory and system pagefile.-coordsโ Show coordinates. Shows coordinates of the mouse cursor.-show_mem_usageโ Show memory usage. Shows detailed RAM usage based on file, handler and process usage, and displays it on the left-center side of the screen during mission load and while in mission.
The meaning of the info displayed in the upper right corner of the HUD is:
DYN = dynamic memory, basically anything that's been allocated by the vm_* memory functions. This does NOT indicate total memory usage but does account for most of it.
POF = model memory, how much memory is being used by models (does not include textures).
C-BMP, BMP = bmpman memory, how much is used by the textures/images that are loaded. C-BMP means that you are using -cache_bitmaps and it will try to keep textures in memory between level loads and, as the new level is loading, it will keep what it needs and unload what it doesn't. Can greatly increase level loading speed, but does so at the cost of memory between level loads. This does not increase overall memory usage though, only during the loading screen. BMP means that it is not cached and all textures are unloaded from memory at the start of level load and all needed textures are then loaded from the disk again.
S-RAM = sound memory, how much is used by the sounds loaded in memory at the time. This counts static sounds only (from sounds.tbl, etc.) and not streaming sounds (music, voices, briefing stuff, etc).
V-RAM = approximate memory usage of video textures. This does not mean that your card has this much memory, and can report higher numbers than your card actually has memory. For OpenGL it also includes some of the geometry data, but this number does not reflect the total memory that your video card is using. It only reports how much data the game has purposefully loaded into API memory (meaning it could be in system memory, video card memory, or AGP memory).
(It only works with debug builds, not with release builds.)
-pofspewโ Reads all objects in the pof file of the selected mod, and creates an ibx cache file for each object in thedata/cachefolder for that mod. Details for each object are output to apofspew.txtfile created in thedatafolder. Otherwise, ibx files are created in game before each mission.-tablecrcsโ Is actually now (or should be) a typed reference rather than as a selection item. Takes 1 argument, usually a descriptive name. Example usage:-table_crcs MediaVPswill create atable_crcs.csvfile in the running mod (name can be separate of the mod selected) that allows for the validation of the tables used by that mod while on-line. The descriptive parameter given helps "allocate" that.csvfile to the mod in question, and as such should closely or exactly match that mods name if possible.-missioncrcsโ Is actually now (or should be) a typed reference rather than as a selection item. Takes 1 argument, usually a descriptive name. Example usage:-mission_crcs MediaVPswill create amission_crcs.csvfile in the running mod (name can be separate of the mod selected) that allows for the validation of the missions used by that mod while on-line. The descriptive parameter given helps "allocate" that.csvfile to the mod in question, and as such should closely or exactly match that mods name if possible.-dis_collisionsโ Disable collisions.-dis_weaponsโ Disable weapon rendering.-output_sexpsโ Output SEXPs tosexps.html. This will make the FSO build spit out an html file that documents the supported SEXP's.
Just double click on sexps.html and it should open in your default web browser.
-output_scriptingโ Output scripting toscripting.html. This will make the FSO build spit out an html file that documents the supported scripting hooks and LUA libraries.
Just double click on scripting.html and it should open in your default web browser.
-save_render_targetโ Save render targets to file.-debug_windowโ Display debug window. Lists thefs2_open.login (nearly) real-time generation.-verify_vpsโ Spew VP CRCs tovp_crcs.txt. Exports the CRC values of the VP files being loaded into avp_crcs.txtfile.-nograbโ Don't grab mouse/keyboard in a window. Unix only. Disables focus grabbing in a window.
๐ SEE ALSO ๐
- Command-Line Reference
http://www.hard-light.net/wiki/index.php/Command-Line_Reference
That's a wrap bestie, you made it to the end of the whole page ๐ The original footer says this is FreeSpace 2 Open, dated December 2012, living in section FREESPACE(6) of the manual. Periodt. Go fix something iconic ๐โจ๐ฆ๐
๐ฆ where this page comes from
- ubuntu jammy: freespace2 3.7.4+repack-1.1 ยท Volition-freespace
- ubuntu noble: freespace2 3.7.4+repack-1.1build2 ยท Volition-freespace
- ubuntu questing: freespace2 3.7.4+repack-1.1build2
- ๐ girlified by deepseek-ai/DeepSeek-V4.1-Flash on : a language model's rewrite of the original, under its terms