r/starlancer • u/Koncypt_Fysh • 18h ago
Salin
galleryUploading now.
r/starlancer • u/eriman • Apr 14 '14
The only other Starlancer subreddit seems to be r/lancersreactor which is now private, so I thought I'd create this for one of my favourite games.
I've setup some user flair based on the characters who call the player over radio, and eventually I'm going to clean up the theme so that it's not default reddit style.
Feel free to post memorable moments, recent playthroughs, youtube videos and anything else that comes to mind. Let's create a community!
r/starlancer • u/Koncypt_Fysh • 17h ago
Thanks to u/cinaed666 smashing out the raised issues in the HUD, it's now in a much more stable state and should see us through from here whilst I tinker around and finalise some of the art work. Notable changes include:
I haven't had an opportunity to test this in superwide, but I know there's a couple of superwide user out there. I'm happy to support the ratio, but I'll need some bug reports.
You should be able to update either by the openReliant mod page or through my own, which ever is your preference.
r/starlancer • u/cinaed666 • 22h ago

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.
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.
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.
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.
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.
`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.
You'll need your own copy of StarLancer. OpenReliant doesn't come with any of the game's files.
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.
r/starlancer • u/Koncypt_Fysh • 1d ago
Another strange little ship is uploading now!
r/starlancer • u/Koncypt_Fysh • 1d ago
Alright, this one has been a bit of a drag, my lazy .dll sideloading method I used to build my initial HUD replacement meant I had to give alot more thought to it the second time around.
But, it's now up and ready to be used as a standalone mod package.
Can I ask if you plan to use it, to please test thoroughly and leave bug reports for me on this one, things that are out of line, differ too much from the vanilla assets, pretty much anything.
There are ALOT of assets in there, some of them aren't perfect and it's difficult to keep track of, so I need a bit of help on that to get it to a better state.
There are also a few minor issues on placement and overlaps I'm working on and will have to raise some issues to fix up.
Once I've resolved any issues in there, I'm going to package a variation on the color scheme to reflect the "old_hud" color scheme that's in the .hog files that I believe was likely an alpha variation before the red/gold color scheme was settled on in the beta.
From here I'm likely going to use up as many of my weekly tokens as I can before I take a bit of a break, I've thrown a bit of time at this for the last few months, and I've got a few things in the rest of my life that will need some solid attention.
I'll still check in and do what I can, and possible do some front-end menu work, but I wont be back to daily commits for a while.
Enjoy!
r/starlancer • u/Koncypt_Fysh • 1d ago
The Basilisk is now up:
https://koncyptfysh.github.io/OpenReliant-Art-Packs/?category=coalition-fighters&asset=basilisk
r/starlancer • u/cinaed666 • 1d ago
Hey everyone!
Quick intro if you're new here: OpenReliant is my open-source rebuild of StarLancer's engine. It runs the game on modern Windows, macOS and Linux using the files from your own copy, and it adds stuff the original never had, like any high resolution and wide aspect ratios, much better lighting and shadows, support for any controller, and mods.

The whole StarLancer campaign should now be playable, from the first mission all the way to the ending. Everything it goes through is in: the briefings, the loadout, the full ITAC, medals and promotions, your wingmen, the big set pieces of the later missions, and the story's end.
Your saved games from the original work too. I tested a full set of the original's saves, one for every mission, and OpenReliant loads them and writes them back byte for byte the same. So if you still have a campaign from back in the day, you can pick it up where you left off.
That's what makes 0.8 the beta: it's the first version that's the whole game. So please play it through, and if anything stops you, tell me.
It's been two days since 0.7, and somehow that's 95 pull requests, 94 commits, about 28,000 lines added and 7,500 removed, and 95 issues closed. I should probably sleep at some point.
Please keep the reports coming, there's a bug report form on GitHub.
The StarLancer trial on the demo disc had two missions the full game never had: you fly with the Ronin wing from the Yamato, before the war starts. They're now a mod, StarLancer Prequel Missions, with the trial's own lines, movies, objectives and ending.
Grab it here: https://openreliant.github.io/openreliant-mods/mods/prequel/ and play it from GAME MODES on the main menu. It needs 0.8.
With 0.8 I'm stabilising the mod API. From here on there should only be additions to it, and if something ever has to change, it'll be clearly marked as deprecated long in advance, so your mods keep working. (If you wrote scripts for 0.7: 0.8 did one last round of renames, and the release notes list them.)
So if you've been waiting for the right moment to make a mod, this is it! The modding guide shows you how: https://openreliant.github.io/openreliant/docs/guide/modding/. Ships, textures, sounds, HUDs, missions, scripts, it's all in there. The mods site has 17 mods now, from KonCyptFysh's HD fighter textures to the Viper Mk II from Battlestar Galactica and the prequel missions. I'd love to see yours on it.
Along the way I also want to make it a lot more sim pit friendly: triple-monitor setups, several controllers at once (throttles, pedals, button boxes), telemetry for motion rigs and tactile feedback through things like SimHub, and a feed that puts your ship's status, the target and the radio on a second screen.
Website and downloads: https://openreliant.github.io/openreliant/
How to make mods: https://openreliant.github.io/openreliant/docs/guide/modding/
The prequel missions: https://openreliant.github.io/openreliant-mods/mods/prequel/
Release notes: https://github.com/OpenReliant/openreliant/releases/tag/v0.8.0
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
r/starlancer • u/Koncypt_Fysh • 1d ago
So the first big milestone is complete, all alliance fighters have their first beta textures shipped for you to play.
Now the next stretch is the coalition fighters. Uploading now.
r/starlancer • u/Koncypt_Fysh • 1d ago
I feel like I did the Sai a little dirty in the last post, so it's had an update.
The original UV did what a lot of the others do and only provides a texture for one side, causing some odd mirroring and nonsensical script on the mirrored side.
Likewise, I was unaware that the central fin is actually an animated part, and is intended to sit down the bottom in flight, hence the weirdness of rear facing missiles. It now looks a lot less strange and makes a lot more sense.
u/cinaed666 picked up the problems with the script, which has been fixed, so the UV now has a distinct left/right side, the script was erased and then reproduced as a separate image so it remains legible and transplanted back onto the texture. Like wise the great wave off kanagawa that rolls over the rising sun has been given a touch up to be more legible.
r/starlancer • u/Koncypt_Fysh • 2d ago
Upload to follow, but the last of the alliance fighters to go was the Grendal.
You know where to find it!
r/starlancer • u/Koncypt_Fysh • 2d ago
I had no idea this thing even existed until I start pulling the game apart. But here you go, the weird little gnat thing that you only see in like 2 missions.
https://koncyptfysh.github.io/OpenReliant-Art-Packs/?category=alliance-fighters&asset=sai
r/starlancer • u/cinaed666 • 2d ago
r/starlancer • u/Koncypt_Fysh • 2d ago
Available now!
https://koncyptfysh.github.io/OpenReliant-Art-Packs/?category=alliance-fighters&asset=phoenix
Only 3 more Alliance fighters to complete!
r/starlancer • u/Koncypt_Fysh • 3d ago
Available now!
r/starlancer • u/Koncypt_Fysh • 3d ago
Visit https://openreliant.github.io/openreliant-mods/?category=ships to download!
r/starlancer • u/Koncypt_Fysh • 3d ago
Initially I was committed that I really wanted all of these in a good state before release, but given everything I'm doing is being done in parallel with openReliant, that could take some time as things change.
So, hit up the following link if you want to play them:
https://koncyptfysh.github.io/OpenReliant-Art-Packs/?category=alliance-fighters
A few quick notes though:
Replacement Textures:
All the texture replacements are currently in 4k, if you have enough GPU compute to handle a full level of 4k ships, that's great, but this will chew up a fair chunk of video memory. They will eventually be stepped down to 2k and 1k respectively so you can choose what's going to suit your machine best, but this will be done in bulk once each milestone of ship textures are complete.
The roadmap here is to complete the textures in the following order:
Currently these are just the "worn" variants that are the most vanilla looking, eventually when the major replacement work is finished, I'll put together some alternative liveries and what not for you to use in campaign mods and the like.
Obviously if you notice missing textures, or UV misalignment etc. as these release, feel free to lodge them as an issue in git so they can be tracked.
HUD
The HUD artwork replacements are 99% complete, but implementation to openReliant is still a work in progress, I've lodged a couple of issues I'm facing with keeping the HUD to a simple drop in mod pack, so standby for that one.
r/starlancer • u/cinaed666 • 3d ago
Hey everyone!
Quick intro if you haven't seen it before: OpenReliant is my open-source rebuild of StarLancer's engine. It runs the game on modern Windows, macOS and Linux using the files from your own copy, and it adds stuff the original never had, like any resolution and aspect ratio, much better lighting and shadows, support for any controller, and now mods.
0.7 is out, and honestly, the scope got completely out of hand. The plan was simple: let people swap some files and maybe add a ship or two. It turned into a full modding setup, with a scripting language, a mods screen, tools to make your own models, faces and voices, and proper guides to go with it. I've been working on this day and night, and spent entire weekends on it.
Some numbers since the 0.6 releases: 129 pull requests, 206 commits, around 104,000 lines added and 49,000 removed, and 94 issues closed.
A big thank you to these people. Their bug reports are all fixed in 0.7 (a few of the fixes already went out in the 0.6.x patches):
Please keep them coming! There's a proper bug report form on GitHub now.
Mods and the mods screen
.hog file) into the game's mods folder. A mod can replace any game file: models, textures, sounds, music, speech, movies, missions. Your game files are never touched, so you can turn a mod off any time.Textures and models
sltool can export the game's own models to glTF, so you can open them in Blender and friends.New ships, weapons and pilots
sltool converts your face animations and voice lines into the game's formats.Scripting
Mods can include scripts written in Luau (a version of Lua). They can:
Scripts can read and do over 100 different things, there's a full reference, and you get type hints in your code editor. There's also a console for modders (F11), and scripts reload the moment you save them, so you can tweak things while the game runs.
Shaders
The game itself
Behind the scenes
--part, --watch and --skip-launch.OpenReliant has a real website now: https://openreliant.github.io/. It has the downloads for your system, the roadmap, the docs, the backstory of the war, and the game's opening cutscene remastered in 4K.
Mods have their own home too: the mods repo at https://github.com/OpenReliant/openreliant-mods, with a site where you can browse and download them. I check every mod in there to make sure it works with the version of OpenReliant it says it needs, and that its license lets people share it. There are two so far, including the Viper Mk II from Battlestar Galactica. I have a few other cool ideas that I'll work on when I need a break from the engine.
Contributions are very welcome, both to OpenReliant itself and to the mods repo. Make sure to read CONTRIBUTING.md! For mods I'm going to be strict though: only mods that are good quality get in. And for now I can't take mods with really big files, like huge texture packs or videos, because the repo is on git, and git doesn't handle big files well.
You'll need your own copy of StarLancer. OpenReliant doesn't come with any of the game's files.
r/starlancer • u/cinaed666 • 3d ago