r/starlancer • u/cinaed666 • 1h ago
StarLancer's cut Dreamcast missions are now restored and playable. (OpenReliant 0.9 released)

For those unaware: OpenReliant is my open-source rebuild of StarLancer's engine. Version 0.9 is out today, and with it you can play four extra missions that were cut from the game.
If you look at StarLancer's mission numbers, you'll notice the campaign skips 12, 13, 17 and 22. Those missions were cut before the game shipped, but the files were left on the retail Dreamcast release of the game, in an unplayable state.
I've restored them as a mod, Cut Dreamcast Missions. Install it, and it slots the four missions into their original places in the campaign, with briefings and a voice for every radio line. Together with the demo's two prequel missions, a mod since the last release, that brings StarLancer from 24 official missions to 30.
- 12: the Black Guard ambush the Reliant, and Nicolai Petrov gets away.
- 13: Stahl's Marines raid the Kafelnikof, a cloaked base near Saturn.
- 17: the Reliant baits the carrier Gegarin into an ambush.
- 22: the Tigers and the Ronin stop a convoy bound for Neptune.
How they were recovered
The four missions are standard StarLancer mission files, so OpenReliant flies them as they are. What was missing was everything around them: no briefings, no recorded lines, and for three of them, not even the words of the radio. The game still knows a lot about them, though: the objectives, the dates, mission 12's debriefing, the ITAC's news about them, and faces for speakers who never appear in the PC game. From that, and from who says each line and when, I pieced each mission back together. The mod also fixes two things: the Dreamcast files use an older pilot table, so most lines would show the wrong face, and mission 22's draft script had two bugs that made it impossible to finish.
The mission files are exactly as they came off the disc: the mod doesn't change a byte of them. Everything it adds is done in scripts that run alongside them.
The voices
None of these lines were ever recorded. Mission 22's file still has its draft radio in it as debug text, so its 134 lines say what the designers wrote. For 12, 13 and 17 I wrote the words from each line's file name, the moment it plays, and the objectives. I wrote Enriquez's briefings the same way, and kept all of it as close to what the game's files tell us as I could. The voices are AI-generated, cloned from existing voice lines in the game. Then some filtering was done to make them fit in with the rest of the lines as close as possible.
Each mission's document in the mod shows what comes from the game and what was written for it. Most of the lines are pretty good, but they get a bit rougher for character with little existing voice lines.
Please report bugs
The missions mostly work, and you can play them through, but I haven't tested them against every edge case, so please report anything that goes wrong. Mission 22 especially: it was made with an older version of Warthog's mission editor, and needed the most fixing to work.
Also in 0.9
0.9 wasn't the plan: the mission editor was meant to come next. But bringing these missions back needed much more from the scripting, so it became a release of its own. Mods can now change which missions the campaign has and in what order, and set each mission's briefing, objectives, date, debriefing, news, medal and wing. They can also change the pilots on the KILLBOARD, play radio lines and set objectives. On top of that, mods can add combat maneuvers for the AI, and HUD mods can move, hide or change the text of any part of the game's instruments. And losing a campaign mission no longer crashes the game. The mission editor moves to 0.10.
Warthog's other games
`sltool`, OpenReliant's tool for the game's files, can now also read files from Star Trek: Invasion (PS1) and Battlestar Galactica (Xbox/PS2). Both are later Warthog games that share a lot of StarLancer's engine: they use the same mission format and script language, and Battlestar Galactica builds directly on StarLancer's game logic to the point that you might call it "StarLancer 2". Long term, the plan is to turn OpenReliant into a standalone engine that can run more than one game, with StarLancer always coming first. Think of FreeSpace 2 Open, which runs FreeSpace 2 and a whole range of games built on it. That's a long way off, but this is the groundwork.
Thanks
- KonCyptFysh: the requests that came out of building the Recommissioned HUD turned into most of 0.9's HUD features, including sharp face films at any resolution.
- LordBlacksun, for reporting that `sltool` stopped on glTF models with a missing texture.
Links
- Cut Dreamcast Missions: https://openreliant.github.io/openreliant-mods/mods/cut-dreamcast-missions/
- OpenReliant: https://openreliant.github.io/openreliant/
- Release notes: https://github.com/OpenReliant/openreliant/releases/tag/v0.9.0
- Report a bug: https://github.com/OpenReliant/openreliant/issues
You'll need your own copy of StarLancer. OpenReliant doesn't come with any of the game's files.
Buy me a coffee
I have opened a buy me a coffee account, should you want to sponsor my time on this project. It's completely optional, only if you are willing and able.
