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OFP Engine Features
github-actions[bot] edited this page Nov 12, 2026
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Features that change what a mission or mod can do in the game. Many of them also add editor support, but they are listed here because the game uses them. See also QtFRED Features and Bug Fixes.
| Feature | What it does | PR |
|---|---|---|
| Models for intel entries | Lets intel (tech-room) entries display 3D models. | #3 |
| MP4 & OGG support for anims | Video files are now a supported animation type in the UI | #13 |
| APNGs support looping keyframes | APNGs built with AnimStudio can have and fully support looping keyframes | #17 |
| Coordinate Points Object Type | New Coordinate Points objects are 2D rendered shapes that can be targeted by players | #16 |
| Props Feature Upgrades | Props fully support texture replacement and spawn/despawn sexps | #15 |
| Ship Instance Custom Data | Individual ships carry named custom data values (e.g. Bounty = 75), set in qtFRED and read or changed during the mission by SEXPs and Lua
|
#36 |
| Ship Nameplates | Each ship can carry its own name or hull marking on its hull, either as text the game draws (font, scale, letter spacing, color, offset and resolution) or as a texture file, set in QtFRED's Nameplate dialog with a live preview. Models opt in with a texture named nameplate; the $nameplate_width / $nameplate_height submodel properties set its default size (16 to 1024). Missions using it require 26.1; FSO Compatibility Mode saves texture nameplates as a plain texture replacement older builds read |
#64 |
| Generated Background Nebula | FS1's background nebula is back as a modern generated backdrop: a soft cloud sphere behind the stars, picked per mission with the original +Nebula: / +Color: fields and turned on with a new +Generated Nebula: field (so older missions that only carry the FS1 fields are unchanged). Patterns and colors come from generated_nebula.tbl: procedural noise, placed clouds, or both; the built-in Nebula01-03 are laid out like the FS1 originals and the nine colors are FS1's exact palette colors. qtFRED's Background Editor shows it live. | #77 |
| Directive Count Event Flags | Two new event flags control the count shown after a directive on the HUD: "hide directive count" never shows it, and "show directive count" shows it even when it starts at 1, like the $Always Show Directive Value Count: game setting but for one event. Hide wins over both. Set in qtFRED's Events editor with the new Event Flags button; older builds ignore the flags | #167 |
| Props in Briefings | A briefing icon can be set to a prop class instead of only a ship class. The icon then uses the prop's own $Briefing icon: from props.tbl, and clicking it shows the prop's model. Set in qtFRED's Briefing editor with the new Prop Class list, which turns off the settings that no longer apply while a prop is chosen, or by making the icon from a placed prop on the Props tab of Make Icon From (formerly Make Icon From Ship). Scripts can tell ship, prop and model closeups apart through a new value from ui.Briefing.checkStageIcons. Missions using it require 26.1 |
#171 |
Getting Started
Features
SEXPs
Lua Scripting
Tables
-
Tables
- ai.tbl
- Animation (-anim.tbm)
- armor.tbl
- asteroid.tbl
- autopilot.tbl
- cheats.tbl
- colors.tbl
- controlconfigdefaults.tbl
- coordinate_points.tbl
- credits.tbl
- curves.tbl
- cutscenes.tbl
- Decals (-dcl.tbm)
- default_settings.tbl
- Dynamic SEXPs (-sexp.tbm)
- editor.tbl
- fireball.tbl
- fonts.tbl
- game_settings.tbl
- generated_nebula.tbl
- glowpoints.tbl
- help.tbl
- hud_gauges.tbl
- icons.tbl
- iff_defs.tbl
- intel.tbl
- lighting_profiles.tbl
- lightning.tbl
- mainhall.tbl
- medals.tbl
- messages.tbl
- mflash.tbl
- mission_profiles.tbl
- music.tbl
- nebula.tbl
- objecttypes.tbl
- Particle Effects (-part.tbm)
- post_processing.tbl
- props.tbl
- rank.tbl
- scripting.tbl
- ships.tbl
- sounds.tbl
- species_defs.tbl
- ssm.tbl
- stars.tbl
- strings.tbl
- tips.tbl
- traitor.tbl
- tstrings.tbl
- virtual_pofs.tbl
- weapons.tbl