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onefatpanda said:
I have searched the forum and found nothing regarding this. Does freespace2 on OSX network with a windows box? I have tried it but can't see the PC. And if the PC has a game up I can't see it on my Mac. Any fix for this?

I'm running FS_Open 3.6.7 and the PC is running freespace2 ver 1.20.
If using FS2_Open you need to use it on both machines, since the network version is different and they won't show to each other otherwise. The network incompatibilities that existing in FSO have since been fixed (only recently) but the version hasn't changed so they still don't show up to each other.

The icculus.org version of Freespace2 is network compatible with the retail version of Freespace2 however, since it is just a port of the original version.
 
I had a look at the link and saw there was only a Linix frontend installer. The only programme I have found that will run Freespace2 on OSX is FS_Open 3.6.7, and I havint seen a version of (FS_Open 3.6.7) avaliable for the PC yet.

Any suggestions?

Thanks!
 
mtr said:
A new version is available

Great work taylor san!:)

RC7 works on my G4 2GHz & RADEON9800pro very well. (and taken screen shots in correct color)

Anyway, do you have any idea that when non-beta of 3.6.9 binary and source will be released?
 
umich said:
Anyway, do you have any idea that when non-beta of 3.6.9 binary and source will be released?
Not a clue. :)

We keep pushing the release date back in order to fix some strange bugs and get in some minor new features for the big TCs (like Starfox, Battlestar Galactica, Wing Commander Saga, etc.). Currently there is no date set, but we do want to get it out as soon as we can. So the basic answer, I suppose, is "When it's ready."

At the moment we are working on some issues to better support mission deisgners making large and complex missions. Also, support for Theora movies, which will eventually replace AVI movies as the supported format, other than the original MVEs. The AVI movies were problematic under Windows, and not supported anywhere else. Theora support will be integrated with the source and be fully cross-platform. Assuming that I can get the player finished in time for 3.6.9, the various mods and TCs have agreed to switch to Theora instead of AVIs so that they have better cross-platform support.
 
Bobdude161 said:
Is there a port for the regular Freespace? I have the PC cd. I think someone said it was possible, but can't remember where it was at.
There are two options for this:

1) Use the FSPort mod for FS2_Open, which just remakes the original FS1 missions for use by the FS2_Open engine (and you get all of the graphics upgrades, etc.)

2) The icculus.org version can be built as either FS1 or FS2. Since FS2 was based on the FS1 code, when the FS2 code was made available it was modified to behave like FS1 again. If you want a truer FS1 experience then this is your best bet. You are limited to FS1 capabilities however, such as a resolution of only 640x480, and networking is not compatible with the original FS1 Windows version, but it works quite well otherwise.

You can get FSPort at http://fsport.hard-light.net. The icculus.org version of FS1 for OS X hasn't been updated in a while, but if you prefer to go that route then let me know and I'll get a new build ready for you.

umich said:
By the way, a commandline option "-allslev" is disabled on recent build (error message appeared).
What's this mean?
The -allslev option was there to make it possible to see all missions in the mission simulator room. Normally you would only see the missions that you have actually completed. The cmdline option was replaced by a CTRL-SHIFT-S hotkey toggle which will show all available missions. This is the same hotkey which works in all parts of the techroom to show every ship, weapon, intel entry, etc. Unlike the -allslev option, the hotkey is temporary, and will reset when you leave the screen or hit the hotkey sequence again.
 
Been waiting for the final 3.6.9 release, and then I will download the game anew, and the mv_packs.

It's nearly time to burn my brain again on fs2...
 
Crash in FS2_Open

Greetings. I am crashing repeatedly on the Ravana destruction mission -- usually I can get about 3/4 of the way through it, then I inevitably crash with this (or similar) crash log. If you have any ideas about what the heck is going on, please reply.

I've tried:
- with all additional vp files removed
- 3.6.7 and 3.6.9 (and an old nightly from icculus)
- with the debug versions and the non-debug versions
- PowerPC (G5) and Intel (MBP)
- using just the stock download from VersionTracker

Nothing changed except some graphical glitches changed. The symptoms remained.

Things were working mostly fine until this mission. Nothing else in particular has changed about my configuration.

If you need any more input cases, let me know -- it's relatively reproducible.

Here is the crash log:

Date/Time: 2006-11-11 15:19:42.475 -0800
OS Version: 10.4.8 (Build 8N1037)
Report Version: 4

Command: FS2_Open-debug
Path: /Users/symphonik/Desktop/Freespace2-New/FS2_Open 3.6.9-RC7 (debug).app/Contents/MacOS/FS2_Open-debug
Parent: WindowServer [56]

Version: FS2_Open version 3.6.7 (3.6.9-RC7)

PID: 490
Thread: 2

Exception: EXC_BAD_ACCESS (0x0001)
Codes: KERN_PROTECTION_FAILURE (0x0002) at 0x00000000

Thread 0:
0 libSystem.B.dylib 0x90009857 mach_msg_trap + 7
1 com.apple.framework.IOKit 0x90be32db io_connect_map_memory + 163
2 ...pple.ATIRadeonX1000GLDriver 0x18fe55bd gldDestroyVertexArray + 55395
3 ...pple.ATIRadeonX1000GLDriver 0x18fe56a3 gldDestroyVertexArray + 55625
4 com.apple.opengl 0x931d1860 CGLFlushDrawable + 92
5 com.apple.AppKit 0x935278a7 -[NSOpenGLContext flushBuffer] + 37
6 SDL 0x3003308e QZ_GL_SwapBuffers + 42
7 SDL 0x30027030 SDL_GL_SwapBuffers + 38
8 FS2_Open-debug 0x00343ecc gr_opengl_flip() + 286 (gropengl.cpp:1606)
9 FS2_Open-debug 0x000bb90d gr_flip() + 199 (2d.cpp:2196)
10 FS2_Open-debug 0x0000abf5 game_flip_page_and_time_it() + 19 (freespace.cpp:5675)
11 FS2_Open-debug 0x0000f761 game_frame(int) + 1803 (freespace.cpp:6320)
12 FS2_Open-debug 0x0000f970 game_do_frame() + 262 (freespace.cpp:6628)
13 FS2_Open-debug 0x00010edb game_do_state(int) + 377 (freespace.cpp:8437)
14 FS2_Open-debug 0x000ae85a gameseq_process_events() + 364 (gamesequence.cpp:652)
15 FS2_Open-debug 0x0001346d game_main(char*) + 323 (freespace.cpp:8987)
16 FS2_Open-debug 0x00013602 SDL_main + 378 (freespace.cpp:9124)
17 FS2_Open-debug 0x00003222 -[SDLMain applicationDidFinishLaunching:] + 64 (SDLMain.m:196)
18 com.apple.Foundation 0x925ee207 _nsnote_callback + 230
19 com.apple.CoreFoundation 0x908533f6 __CFXNotificationPost + 345
20 com.apple.CoreFoundation 0x9084ac11 _CFXNotificationPostNotification + 600
21 com.apple.Foundation 0x925e6860 -[NSNotificationCenter postNotificationName:eek:bject:userInfo:] + 121
22 com.apple.Foundation 0x925ed755 -[NSNotificationCenter postNotificationName:eek:bject:] + 55
23 com.apple.AppKit 0x9327fe94 -[NSApplication _postDidFinishNotification] + 124
24 com.apple.AppKit 0x9327fd7e -[NSApplication _sendFinishLaunchingNotification] + 67
25 com.apple.AppKit 0x9327f87d -[NSApplication(NSAppleEventHandling) _handleAEOpen:] + 273
26 com.apple.AppKit 0x9327f448 -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:] + 96
27 com.apple.Foundation 0x925f3ef1 -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:] + 447
28 com.apple.Foundation 0x925f3d1b _NSAppleEventManagerGenericHandler + 91
29 com.apple.AE 0x9151e6c5 aeDispatchAppleEvent(AEDesc const*, AEDesc*, unsigned long, unsigned char*) + 147
30 com.apple.AE 0x9151e5f6 dispatchEventAndSendReply(AEDesc const*, AEDesc*) + 44
31 com.apple.AE 0x9151e4c2 aeProcessAppleEvent + 190
32 com.apple.HIToolbox 0x92ddb340 AEProcessAppleEvent + 37
33 com.apple.AppKit 0x9327d63d _DPSNextEvent + 1044
34 com.apple.AppKit 0x9327d056 -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 137
35 com.apple.AppKit 0x93276ddb -[NSApplication run] + 512
36 FS2_Open-debug 0x000031b4 CustomApplicationMain + 261 (SDLMain.m:176)
37 FS2_Open-debug 0x000034ac main + 279 (SDLMain.m:277)
38 FS2_Open-debug 0x00002606 _start + 216
39 FS2_Open-debug 0x0000252d start + 41

Thread 1:
0 libSystem.B.dylib 0x90009857 mach_msg_trap + 7
1 com.apple.CoreFoundation 0x9082a2f3 CFRunLoopRunSpecific + 2014
2 com.apple.CoreFoundation 0x90829b0e CFRunLoopRunInMode + 61
3 com.apple.audio.CoreAudio 0x9146441e HALRunLoop::OwnThread(void*) + 158
4 com.apple.audio.CoreAudio 0x91464239 CAPThread::Entry(CAPThread*) + 93
5 libSystem.B.dylib 0x90023d87 _pthread_body + 84

Thread 2 Crashed:
0 ....audio.toolbox.AudioToolbox 0x93ddaabd TDeinterleaver<PCMSInt32Native, PCMSInt32Native>::Deinterleave(int, void const*, void**, int) + 917
1 ....audio.toolbox.AudioToolbox 0x93d59549 Reinterleaver::ConvertBufferList(unsigned long, CABufferList const*, CABufferList*) + 1745
2 ....audio.toolbox.AudioToolbox 0x93d57c46 CBRConverter::RenderOutput(CABufferList*, unsigned long, unsigned long&, AudioStreamPacketDescription*) + 166
3 ....audio.toolbox.AudioToolbox 0x93d5797b BufferedAudioConverter::FillBuffer(unsigned long&, AudioBufferList&, AudioStreamPacketDescription*) + 211
4 ....audio.toolbox.AudioToolbox 0x93d57b09 AudioConverterChain::RenderOutput(CABufferList*, unsigned long, unsigned long&, AudioStreamPacketDescription*) + 93
5 ....audio.toolbox.AudioToolbox 0x93d5797b BufferedAudioConverter::FillBuffer(unsigned long&, AudioBufferList&, AudioStreamPacketDescription*) + 211
6 ....audio.toolbox.AudioToolbox 0x93d57808 AudioConverterFillComplexBuffer + 190
7 com.apple.audio_OpenAL 0x9a552c6a OALSource::DoRender(AudioBufferList*) + 356
8 ...pple.audio.units.Components 0x7003b4d0 AUPeakLimiterEntry + 6862
9 ...pple.audio.units.Components 0x70040a3d AUMixer3DEntry + 11087
10 ...pple.audio.units.Components 0x7004197c AUMixer3DEntry + 14990
11 ...pple.audio.units.Components 0x700086d8 DefaultOutputAUEntry + 29916
12 ...pple.audio.units.Components 0x7000fb18 AUHighShelfFilterEntry + 5084
13 ...pple.audio.units.Components 0x70008f8d DefaultOutputAUEntry + 32145
14 ...pple.audio.units.Components 0x700d13bf 0x70000000 + 857023
15 ...pple.audio.units.Components 0x700d07df 0x70000000 + 853983
16 ....audio.toolbox.AudioToolbox 0x93d588e9 AudioConverterChain::CallInputProc(unsigned long) + 189
17 ....audio.toolbox.AudioToolbox 0x93d58586 AudioConverterChain::FillBufferFromInputProc(unsigned long*, unsigned long*, CABufferList*) + 84
18 ....audio.toolbox.AudioToolbox 0x93d57d86 BufferedAudioConverter::GetInputBytes(unsigned long, unsigned long&, CABufferList const*&) + 234
19 ....audio.toolbox.AudioToolbox 0x93d57c17 CBRConverter::RenderOutput(CABufferList*, unsigned long, unsigned long&, AudioStreamPacketDescription*) + 119
20 ....audio.toolbox.AudioToolbox 0x93d5797b BufferedAudioConverter::FillBuffer(unsigned long&, AudioBufferList&, AudioStreamPacketDescription*) + 211
21 ....audio.toolbox.AudioToolbox 0x93d57b09 AudioConverterChain::RenderOutput(CABufferList*, unsigned long, unsigned long&, AudioStreamPacketDescription*) + 93
22 ....audio.toolbox.AudioToolbox 0x93d5797b BufferedAudioConverter::FillBuffer(unsigned long&, AudioBufferList&, AudioStreamPacketDescription*) + 211
23 ....audio.toolbox.AudioToolbox 0x93d57808 AudioConverterFillComplexBuffer + 190
24 ...pple.audio.units.Components 0x70008b23 DefaultOutputAUEntry + 31015
25 ...pple.audio.units.Components 0x700086d8 DefaultOutputAUEntry + 29916
26 ...pple.audio.units.Components 0x70007b9b DefaultOutputAUEntry + 27039
27 com.apple.audio.CoreAudio 0x91472912 HP_IOProc::Call(AudioTimeStamp const&, AudioTimeStamp const&, AudioBufferList const*, AudioTimeStamp const&, AudioBufferList*) + 240
28 com.apple.audio.CoreAudio 0x91471e4e IOA_Device::CallIOProcs(AudioTimeStamp const&, AudioTimeStamp const&, AudioTimeStamp const&) + 274
29 com.apple.audio.CoreAudio 0x91471bd9 HP_IOThread::performIO(AudioTimeStamp const&) + 1299
30 com.apple.audio.CoreAudio 0x91470001 HP_IOThread::WorkLoop() + 953
31 com.apple.audio.CoreAudio 0x9146fc43 HP_IOThread::ThreadEntry(HP_IOThread*) + 17
32 com.apple.audio.CoreAudio 0x91464239 CAPThread::Entry(CAPThread*) + 93
33 libSystem.B.dylib 0x90023d87 _pthread_body + 84

Thread 3:
0 libSystem.B.dylib 0x90019d3c select + 12
1 SDL 0x30008c1e RunTimer + 76
2 SDL 0x3002d5ed SDL_RunThread + 57
3 SDL 0x3002f18c RunThread + 17
4 libSystem.B.dylib 0x90023d87 _pthread_body + 84

Thread 2 crashed with X86 Thread State (32-bit):
eax: 0x18c7d404 ebx: 0x93dda739 ecx: 0xbbb80000 edx: 0xfffffffc
edi: 0xbb9a0000 esi: 0xbb7e0000 ebp: 0xb011dea8 esp: 0xb011ddd0
ss: 0x0000001f efl: 0x00010212 eip: 0x93ddaabd cs: 0x00000017
ds: 0x0000001f es: 0x0000001f fs: 0x00000000 gs: 0x00000037

Binary Images Description:
0x1000 - 0x4d5fff FS2_Open-debug FS2_Open version 3.6.7 (3.6.9-RC7) /Users/symphonik/Desktop/Freespace2-New/FS2_Open 3.6.9-RC7 (debug).app/Contents/MacOS/FS2_Open-debug
0x308e000 - 0x3090fff org.xiph.ogg 1.1.2 (1.1.2d1) /Users/symphonik/Desktop/Freespace2-New/FS2_Open 3.6.9-RC7 (debug).app/Contents/Frameworks/Ogg.framework/Versions/A/Ogg
0x3205000 - 0x321ffff org.xiph.vorbis 1.1.1 (1.1.1d1) /Users/symphonik/Desktop/Freespace2-New/FS2_Open 3.6.9-RC7 (debug).app/Contents/Frameworks/Vorbis.framework/Versions/A/Vorbis
0x18a71000 - 0x18a76fff com.apple.audio.AppleHDAHALPlugIn 1.2.7 (1.2.7a9) /System/Library/Extensions/AppleHDA.kext/Contents/PlugIns/AppleHDAHALPlugIn.bundle/Contents/MacOS/AppleHDAHALPlugIn
0x18e48000 - 0x18fa1fff GLEngine /System/Library/Frameworks/OpenGL.framework/Resources/GLEngine.bundle/GLEngine
0x18fcd000 - 0x191bbfff com.apple.ATIRadeonX1000GLDriver 1.4.42 (4.4.2) /System/Library/Extensions/ATIRadeonX1000GLDriver.bundle/Contents/MacOS/ATIRadeonX1000GLDriver
0x191f7000 - 0x19213fff GLDriver /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLDriver.bundle/GLDriver
0x1921a000 - 0x1923efff GLRendererFloat /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLRendererFloat.bundle/GLRendererFloat
0x19945000 - 0x1994ffff com.apple.iokit.IOHIDLib 1.4.9 /System/Library/Extensions/IOHIDFamily.kext/Contents/PlugIns/IOHIDLib.plugin/Contents/MacOS/IOHIDLib
0x30000000 - 0x30041fff SDL 1.2.8 /Users/symphonik/Desktop/Freespace2-New/FS2_Open 3.6.9-RC7 (debug).app/Contents/Frameworks/SDL.framework/Versions/A/SDL
0x70000000 - 0x700f9fff com.apple.audio.units.Components 1.4.3 /System/Library/Components/CoreAudio.component/Contents/MacOS/CoreAudio
0x8fe00000 - 0x8fe49fff dyld 46.9 /usr/lib/dyld
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0x90227000 - 0x902fcfff ATS /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/ATS
0x9031c000 - 0x90771fff com.apple.CoreGraphics 1.258.51 (???) /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/CoreGraphics.framework/Versions/A/CoreGraphics
0x90808000 - 0x908d0fff com.apple.CoreFoundation 6.4.6 (368.27) /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation
0x9090e000 - 0x9090efff com.apple.CoreServices 10.4 (???) /System/Library/Frameworks/CoreServices.framework/Versions/A/CoreServices
0x90910000 - 0x90a03fff libicucore.A.dylib /usr/lib/libicucore.A.dylib
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0x90c7a000 - 0x90f20fff com.apple.CoreServices.CarbonCore 682.15 /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/CarbonCore.framework/Versions/A/CarbonCore
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0x918dd000 - 0x918e9fff com.apple.speech.synthesis.framework 3.5 /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/SpeechSynthesis.framework/Versions/A/SpeechSynthesis
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0x92b9b000 - 0x92b9bfff com.apple.Carbon 10.4 (???) /System/Library/Frameworks/Carbon.framework/Versions/A/Carbon
0x92b9d000 - 0x92badfff com.apple.ImageCapture 3.0.4 /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/ImageCapture.framework/Versions/A/ImageCapture
0x92bbc000 - 0x92bc4fff com.apple.speech.recognition.framework 3.6 /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/SpeechRecognition.framework/Versions/A/SpeechRecognition
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0x92bd6000 - 0x92c67fff com.apple.ink.framework 101.2.1 (71) /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Ink.framework/Versions/A/Ink
0x92c7b000 - 0x92c7ffff com.apple.help 1.0.3 (32.1) /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Help.framework/Versions/A/Help
0x92c82000 - 0x92ca0fff com.apple.openscripting 1.2.5 (???) /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/OpenScripting.framework/Versions/A/OpenScripting
0x92cb2000 - 0x92cb8fff com.apple.print.framework.Print 5.2 (192.4) /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Print.framework/Versions/A/Print
0x92cbe000 - 0x92d21fff com.apple.htmlrendering 66.1 (1.1.3) /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/HTMLRendering.framework/Versions/A/HTMLRendering
0x92d48000 - 0x92d89fff com.apple.NavigationServices 3.4.4 (3.4.3) /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/NavigationServices.framework/Versions/A/NavigationServices
0x92db0000 - 0x92dbefff com.apple.audio.SoundManager 3.9.1 /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/CarbonSound.framework/Versions/A/CarbonSound
0x92dc5000 - 0x92dcafff com.apple.CommonPanels 1.2.3 (73) /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/CommonPanels.framework/Versions/A/CommonPanels
0x92dcf000 - 0x930c3fff com.apple.HIToolbox 1.4.8 (???) /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/HIToolbox.framework/Versions/A/HIToolbox
0x931c9000 - 0x931d4fff com.apple.opengl 1.4.13 /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL
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0x93d4f000 - 0x93e07fff com.apple.audio.toolbox.AudioToolbox 1.4.3 /System/Library/Frameworks/AudioToolbox.framework/Versions/A/AudioToolbox
0x93e49000 - 0x93e49fff com.apple.audio.units.AudioUnit 1.4.2 /System/Library/Frameworks/AudioUnit.framework/Versions/A/AudioUnit
0x93e4b000 - 0x9401dfff com.apple.QuartzCore 1.4.10 /System/Library/Frameworks/QuartzCore.framework/Versions/A/QuartzCore
0x9406e000 - 0x940affff libsqlite3.0.dylib /usr/lib/libsqlite3.0.dylib
0x940b7000 - 0x940f1fff libGLImage.dylib /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLImage.dylib
0x9427a000 - 0x94289fff libCGATS.A.dylib /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/CoreGraphics.framework/Versions/A/Resources/libCGATS.A.dylib
0x94290000 - 0x9429bfff libCSync.A.dylib /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/CoreGraphics.framework/Versions/A/Resources/libCSync.A.dylib
0x942e7000 - 0x94301fff libRIP.A.dylib /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/CoreGraphics.framework/Versions/A/Resources/libRIP.A.dylib
0x94307000 - 0x945c1fff com.apple.QuickTime 7.1.3 /System/Library/Frameworks/QuickTime.framework/Versions/A/QuickTime
0x96a29000 - 0x96a29fff com.apple.vecLib 3.3.1 (vecLib 3.3.1) /System/Library/Frameworks/vecLib.framework/Versions/A/vecLib
0x96fa3000 - 0x97079fff libGLProgrammability.dylib /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLProgrammability.dylib
0x97094000 - 0x97095fff libGLSystem.dylib /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLSystem.dylib
0x970a2000 - 0x970e6fff com.apple.glut 3.3.9 (GLUT-3.3.9) /System/Library/Frameworks/GLUT.framework/Versions/A/GLUT
0x9a53d000 - 0x9a55efff com.apple.audio_OpenAL 1.1 /System/Library/Frameworks/OpenAL.framework/Versions/A/OpenAL

Model: MacBookPro2,2, BootROM MBP22.00A5.B00, 2 processors, Intel Core 2 Duo, 2.33 GHz, 2 GB
Graphics: ATI Radeon X1600, ATY,RadeonX1600, PCIe, 256 MB
Memory Module: BANK 0/DIMM0, 1 GB, DDR2 SDRAM, 667 MHz
Memory Module: BANK 1/DIMM1, 1 GB, DDR2 SDRAM, 667 MHz
AirPort: AirPort Extreme, 1.0.27p1
Bluetooth: Version 1.7.11f14, 2 service, 1 devices, 1 incoming serial ports
Network Service: AirPort, AirPort, en1
Serial ATA Device: Hitachi HTS541616J9SA00, 149.05 GB
Parallel ATA Device: MATSHITADVD-R UJ-857D, 163.8 MB
USB Device: Built-in iSight, Micron, Up to 480 Mb/sec, 500 mA
USB Device: Apple Internal Keyboard / Trackpad, Apple Computer, Up to 12 Mb/sec, 500 mA
USB Device: Saitek Cyborg USB Stick, Up to 1.5 Mb/sec, 500 mA
USB Device: IR Receiver, Apple Computer, Inc., Up to 12 Mb/sec, 500 mA
USB Device: Bluetooth HCI, Up to 12 Mb/sec, 500 mA
FireWire Device: OXFORD IDE Device LUN 0, Oxford Semiconductor Ltd., Up to 400 Mb/sec
 
Do these shots look right to you?

Hi guys,

I'm running the 3.6.9 RC7 version, using the 3.6.8 Zeta MVP files and the three 710 patch files, as shown in the attachment below. I have also attached a few grabs of ships from the first few training missions.

My config file looks like this:

-spec -glow -jpgtga -nomotiondebris -2d_poof -ballistic_gauge -warp_flash -targetinfo -snd_preload -env -fov 0.39 -ambient_factor 75 -missile_lighting -3dwarp -mipmap

And my .ini file looks like this:

[Default]
VideocardFs2open=OGL -(1024x768)x32 bit
LastPlayer=Mr Ed209S
GammaD3D=1.00

[PXO]
FS2OpenPXO=0
Login=
Password=
SquadName=

I'm on a Powerbook G4 1.5Ghz, with 1gig RAM and 128MB ATI Radeon 9700 graphics.


All the game specs are set to the highest possible settings within the Details tab, but these graphics don't look as good as I've seen other people posting. They look okay in the small versions below but click on each one and they look pretty basic and blocky. Am I doing something wrong somewhere or is this it for me? Or are my standards just too high? ;)
 

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All the game specs are set to the highest possible settings within the Details tab, but these graphics don't look as good as I've seen other people posting. They look okay in the small versions below but click on each one and they look pretty basic and blocky. Am I doing something wrong somewhere or is this it for me? Or are my standards just too high? ;)
It should deffinitely look better than that. A lot better.

I have 3.6.9 final done, but not uploaded yet. It has numerous fixes, including one old and anoying bug that affected graphic quality under OS X. Whether or not that is the exact problem here or not I can't say, but it will be worth a test.

I'll post a link the the official 3.6.9 build in a couple of hours, as soon as I can upload it. If that doesn't fix it for you then I'll think of some other things to try.
 
Cheers mtr! Thanks for posting a reply.

Are you running it on a Mac? Does it look better for you?

Bearing in mind what files I have, and where they all are, perhaps I've mistyped something in a config file, or have some inactivated? Or maybe my card just can't handle it?
 
Damn! I am trying to install FS2 again, from the original CD disk ISO images. I can't seem to be able to extract the files from the data1.cab file in the first of the three CDs.

File Juicer is only extrracting sime jpeg and .gif files. Anyone knows how can I install FreeSpace2 on OS X from the original disks?

EDIT: I used cabextract from the Fink Package and it didn't work! It said that data1.cab is not a cab file!
 
Here is the final version of 3.6.9: http://fs2source.warpcore.org/exes/osx/FS2_Open-3.6.9.dmg

And I never mentioned it here yet, but the first FS2_Open based game has been released, and it has official OS X support. Wing Commander Saga: Prologue, a 5 mission demo campaign (with a few extra single missions too) based in the Wing Commander universe. It has the same basic system requirements as the normal 3.6.9 version of FS2_Open, except that it requires a 1024x768 minimum resolution. If your hardware can do that then this is deffinitely something that you should check out. It is a stand-alone game, so you don't need anything other than for your system to meet the requirements, and to just run the installer. :)

The direct download link is: http://scifi3d.org/downloads/prologue/prologue_setup.dmg (275meg)
The forums are located at HLP if you have any trouble.

There will be an official announcement at some point, they are mainly just still waiting on the official Linux builds from me though. ;)

Are you running it on a Mac? Does it look better for you?

Bearing in mind what files I have, and where they all are, perhaps I've mistyped something in a config file, or have some inactivated? Or maybe my card just can't handle it?
Your files should be fine (though with the layout it could make using other mods problematic). I have an old Mac Mini, so I don't really have anything that good in the way of hardware on my Mac. But, it certainly looks better than what you have shown in those screenhots.

I do maintain and use a different set of MediaVPs though, which are much more current and have slightly different effects and texture maps. Mainly they are just optimized for a 128meg video card (which my Mini doesn't have). Still, it works pretty well at 640x480, but any resolution higher than that really hurts performance. But, I don't like to give those out since it's better for most everyone to just use the official MediaVP set (which is still being updated for the official 3.6.9 release).

You should be getting better results that what you have with just the current official VP set though. Give the final 3.6.9 version a try, and if you don't notice an improvement, post a screenshot of what the first ship in the Tech Room looks like. Based on the textures and lighting from that I should get a better clue as to what to recommend to you.

EDIT: I used cabextract from the Fink Package and it didn't work! It said that data1.cab is not a cab file!
Hmm, it's been a while since I've actually tried this, but cabextract needs another file besides data1.cab to be in the same directory. So did you make sure of that? I can't remember the exact name, but it's data1 with a different extension.

There is a Java based installer in the works, but it has had very little in the way of OS X testing so far. I'm just not sure how well it works at the moment, but it might be worth a shot if you are interested.

The official thread for it is here, and the OS X testing request thread is here
 
@mtr

I was finally able to install the game via Virtual PC.

Anyway, the game works now, although I have the same problems as owen-b. I have the same graphics quality, using the same command line argumens.

I have downloaded the latest version of SCP (the one you gave in your last post) and I am getting the same graphical results. I am attaching my Freespace 2 folder below. I have downloaded the files from the first post here:

http://www.hard-light.net/forums/index.php/topic,39905.0.html

Have you any idea of what can I do?
 

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Have you any idea of what can I do?
Check in ~/Library/FS2_Open/data/cache and delete any files in there. Try running the game again and see if that made a difference.

Post a screenshot of what the first ship in the Tech Room looks like. Maybe that will give me some other ideas.
 
Okay, mtr, I tried downloading and running the 3.6.9 final, and took a couple of JPGs (Ulysses1 and Hercules1 below) and they looked pretty ropey. The lighting on the Hercules in particular was practically none-existant all the way round.

Then I dumped out all the data in the Cache folder, and tried again. You can see the difference! I've also attached a pic from one of the first missions. It does seem to look better. Reckon it needs any more tweaking or is that looking like it should now? :)

Also, what file structure do you recommend? You said it wasn't ideal, what I was using...

Cheers!
 

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I did the same thing as owen-b and I had the same results. I must say I am very impressed by the quality of this port. Well done goes to all the guys that were involved in this project.
 
Then I dumped out all the data in the Cache folder, and tried again. You can see the difference!

Is it looking more like it should, now? I haven't tried playing the game yet.
Yep, that's a lot better. :)

You can add -env and -alpha_env to ~/Library/FS2_Open/data/cmdline_fso.cfg. That will enable environment mapping, with alpha blending, and improve the lighting a bit more in the process. You can also add "OGL_AnisotropicFilter=4.0" to your ~/Library/FS2_Open/fs2_open.ini file. That will enable a 4x anisotropic filter. Valid values a 1.0 to 16.0, with anything less than 2.0 being off. The values are capped, so if your video card can't actually handle a value it will just pick the nearest available setting. That will improve your texture quality a bit, especially on certain models.

The newer MediaVPs will include many improved graphics, especially with regards to mission backgrounds, and now that we have the basic problem cleared up you'll actually be able to benefit from them. :)

The reason for cleaning out the cache folder, was because of the bug I had mentioned earlier. The IBX files (kept in data/cache/) store vertex and normal data for each model. This data is automatically generated by the game, so it's safe to delete them, but they help speed up level loading since the game won't have to generate that data every time a model is loaded. The bug was that the information for the normals would either not save properly or not load properly under OS X. The normals would just get set to 0 for every vert, which is obviously an issue. In some cases it would save properly, but never load properly, in which case simply using the updated build would fix it. But if it happened that the data was saved incorrectly (as with your case) then you have to clear out the files and let them get generated again.

There is still no real explanation for this happening though, so exactly what was going on is still a mystery. I fixed it by saving the information the long way, which doesn't change the file format at all, and is all of the same commands that didn't work before, but works out fine now.

Also, what file structure do you recommend? You said it wasn't ideal, what I was using...
It's recommended to use mod folders. So you would create a mediavps folder and move your mp710* and mv_* files into that folder. Then you would add "-mod mediavps" to your cmdline_fso.cfg file.

On Windows there is a GUI launcher which will take care of the -mod part for you, but it's not available for anything but Windows. That just makes it a pain for users to deal with. There is a cross-platform launcher coming, but it has to wait on a lot of support to get added to the game engine first.

It wouldn't be too difficult from someone to make an OS X only launcher, and I'd certainly include it with the releases. But I just don't have the time to do that myself and no one else has stepped up and offered to do it yet. Someone did make a launcher for Linux just recently, but OS X is still out of luck in that area. :(
 
Great - I really appreciate the detailed response, mtr. The more I know about how things work, the less I need to come to forums to try and solve my problems. :)

So the 3.6.8 Zeta files are the most up to date released ones, yes?

I don't think it's a massive tragedy that there is no launcher like the PC ones you speak of. It's not too hard to get the VersionTracker pack and then get the latest MVP files, mod the config files, etc. All I would say is that there isn't an easily findable page for Mac users that categorically 'stocks' all the various different packs, and categorically tells someone how to tweak everything. I had to do some digging on various sites.

One question: why can VersionTracker distribute the full FreeSpace data files now? I thought there was still sensitivity over users having to technically own the original app and the data files that came with it?
 
One question: why can VersionTracker distribute the full FreeSpace data files now? I thought there was still sensitivity over users having to technically own the original app and the data files that came with it?
Technically they can't, and it's already been removed at least once before. I wasn't aware that is was even back up actually.

Regardless of what anyone says, it is illegal to distribute it like that (and I will continue to think that until Volition or a lawyer says otherwise). Someone will always mention the EULA, that it lets you share the game with friends, but I'd bet that pretty much any laywer could dispute that unlimited internet distribution falls well outside of that realm. Most people who refer to the EULA also tend to fail to mention that there are at least two of them, one in the printed documentation, and a click-thru one in the installer. The printed version doesn't include the share-with-friends line, and ultimately forbids such distribution. Exactly how that plays out in the legal sense is something for a lawyer to comment on though.

But since it is so difficult to find and buy the original game, Volition has pretty much let the downloading go on unchallenged. Though, they have basically/unofficially stated that just because they aren't suing everyone that downloads it, that doesn't make it any less illegal to download.

Personally I think that they are just as amazed and impressed as the rest of us at the community that has formed around such an old game. Perhaps it makes them feel a bit more generous with their creation. :)
 
OK, the new beta runs really well on my machine. It doesn't crash at all, and it very fast. Actually, I think it's faster than any space simulation I have played on the Mac in terms of performance. I was really surprised that some people could do a job so well without even getting payed for it. OS X port is flawless.

I have finished the game having no problems whatsoever. And I had every little detail to maximum. Ran the game at 1280x1024 32 bit color. Very high framerate.

Well done, mtr and everyone who got involved in the project.

Some people will be bored to read the instructions scattered into the thread, so here's some tips for you:

You need the original game content. Grab it here:
1) http://www.freespacezone.com/
2) http://www.versiontracker.com/dyn/moreinfo/macosx/28874

Notes for d/l link 1: This will give you the original game CD's in ISO format. THere are two ways to install the original game: The first is to use Virtual PC. The second, is to follow these instructions (look at the middle of the page)
Notes for d/l link 2: This will give you the game content preinstalled for OS X and ready to play. It's the old version (3.6.7), though. Much eye-candy has been added since then and many optimizations have happened. So, after you download it, you may want to upgrade the FS2_Open application and the media files to their latest versions.

You need the FS2_Open Application:
--Grab it here:

(optional)You will want the additional media vp's
These add much to the eye-candy of the game. You can download them here: http://www.hard-light.net/forums/index.php/topic,39905.0.html

(optional)You will need to check this page for command line arguments:
This page (clicky!!) contains the command line arguments that you may want to mess around with in order to take full advantage of the FS2_Open's advanced features (in graphics and gameplay).

And that's it! You may play FS2:

--Interesting links:
Hard Light: In there you will find the Freespace 2 wiki with many info about the game and FS2_Open, and in the forums you will find the latest betas, final versions of FS2_Open, and much more.
Official FS2_Open website: Many downloads and information inside

--Other info:
Using the Command line:
There is NO GUI interface for the command line (yet)

First of all, you may want to play FS2_Open at higher resolutions than 640x480. If you want that, go into "~/Library/FS2_Open/fs2_open.ini" and open this file. In there you can modify the game's resolution and texture bits.

Since FS2_Open was released for PC, some people were gathered to enhance the textures, models and sounds of the game. So they produced new data files, which can be placed in the same directory as FS2_Open and enhance your graphics experience by also taking advantage of FS2_Open's new capabilities. These can be found at the links that I gave you above.

When you download them, you should alter the game's command line log which is in "~/Library/FS2_Open/Data/cmdline_fso.cfg". If there is no such file, then create it. A list of available configuration options is here. Note that the command-line file MUST BE WRITTEN AS PLAIN TEXT FILE"!

Note about a GUI command line argument program:
--Maybe if I have the time, I could sit back and make one in Cocoa. I am making all kinds of bulls**t right now, so when I have the time, I may make a basic GUI for command line arguments, since I will need it too.

And for those that asked me: No, I haven't been involved in the development of FS2_Open. I just like the game, I have had access to the very early betas of FS2_Open, and in the very first version of Freespace 2 for OS X (from tigital, who based the port into the icculus.org port of the game to SDL, and mtr, who got involved mainly with the networking/movies/sound). I had the time to sit back and manage to install the game despite all the difficulties at the time and I thought it would be useful for the readers to have a decent post with instructions to enjoy freespace 2.

EDITED THE FIRST POST FOR NEWCOMERS
 
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