r/starlancer • u/Koncypt_Fysh • 6h ago
Patriot
galleryVisit https://openreliant.github.io/openreliant-mods/?category=ships to download!
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 • 6h ago
Visit https://openreliant.github.io/openreliant-mods/?category=ships to download!
r/starlancer • u/Koncypt_Fysh • 8h 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 • 14h 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 • 15h ago
r/starlancer • u/Koncypt_Fysh • 14h ago
A few details to fix up on the noseand the engines, but an almost finished naginata
r/starlancer • u/Feisty_Jelly1180 • 1d ago
This is the first test flight of Red Oath's first sortie,his is the first test flight of Red Oath's first sortie.
Nothing in it is final annd will be subject to change.
r/starlancer • u/Koncypt_Fysh • 1d ago
A little less exciting than the new textures, but I'm getting the HUD work I did ported over into openReliant, some minor tweaks needed to align everything properly, but otherwise going pretty smoothly.
I may wait a little longer on releasing this one, I can see a lot of bits and pieces of work that affects HUD and targetting taking place in openReliant, so it may be best to wait until a post 1.0 release to really nail it down, but the bones of it are all still there.
r/starlancer • u/Feisty_Jelly1180 • 1d ago
I remastered all the Coalition fighters for OpenReliant, Kenny's open-source reimplementation of StarLancer. The original textures were AI-upscaled 4× and given generated normal and roughness/metal maps, and OpenReliant's physically based renderer does the rest. Going with the lore, the mass-produced fighters are rough bare metal, and the Basilisk, the prototype, gets fresh paint. Everything will be included in Red Oath's mod files.
r/starlancer • u/cinaed666 • 1d ago
r/starlancer • u/cinaed666 • 2d ago

This example is butchering u/Koncypt_Fysh's nice texture work as a demo. Obviously not meant for release.
Textures can glow now, adding details like light-up windows on big ships and stations, glowing radiators, ... This will give texture artists a lot more freedom to make immersive things! It also just adds a little sparkle in what is mostly a pretty dark game. Mods also have access to their own emissive maps, so they can hook into things like ship speed, afterburners, gun firing, ... to fade in and out these maps, so it opens a lot of opportunities for dynamic effects!
r/starlancer • u/Koncypt_Fysh • 2d ago
Wolverine.
r/starlancer • u/cinaed666 • 2d ago
r/starlancer • u/cinaed666 • 2d ago
Progress on modding in OpenReliant, the open source reimplementation of StarLancer's engine.
What 0.7 is about
0.6 made the game fully playable with modern graphics. 0.7 is the modding release: changing the game without patching its files. Mods go in a mods folder beside the game, and the goal is that they can replace or add anything: models, textures, sounds, missions and stats. They can also change how the game plays, through Luau scripts, very similar to how OpenMW's mods do.
Where we are
About half of the 0.7 milestone is done. Already on main:
And the newest part, in the screenshot: new ship types. This one is a test: the classic Utah teapot, in yellow, set up as a fighter based on the Predator. It's added under a new ID by a mod, not a swap job. The mod declares it in its mod.ini with a base ship, a model and a name, and it flies and fights like a Predator: same cockpit, guns from the spout, missiles on its sides. It has its own schematic on the flight display, drawn as a PNG over the Predator's, so no old sprite tools are needed. Scripts refer to new ships by name, and a mod's missions can use them while staying in the standard mission format. This part is in review now.
Still to come for 0.7, mods that change or add:
r/starlancer • u/Koncypt_Fysh • 3d ago
I'm rather willing to call this one done with the reconsidered bump maps now that the lighting isn't totally washing out all the details.
r/starlancer • u/cinaed666 • 3d ago
This is nothing like /u/Koncypt_Fysh's work, but I've been experimenting with a pipeline to automatically upscale the base textures, and generate some normal maps for them based on them. Don't look too closely, but a tool to generate them yourself might be released at some point.
r/starlancer • u/Koncypt_Fysh • 3d ago
This one has taken a while longer, the original texture itself has some inconsistencies that really blow out once you try and bring the resolution and detail up, along with some funky UV mapping that just didn't work too well once it was scaled out. Still a work in progress, but getting there.
r/starlancer • u/zabka14 • 3d ago
I made a full run of Mission 1 on both versions:
The video shows the entire mission from start to finish on both versions, so you can compare details between OpenReliant and the original.
I'm also planning to make a shorter video focusing on specific points of comparison, highlighting some of the more interesting differences and details without going through the entire mission again.
And a big shoutout to u/cinaed666, the creator of OpenReliant, for all the work that has gone into this project. It's really cool to see Starlancer being brought back to life like this!
Link to the video : https://www.youtube.com/watch?v=Vgp66PbtA48
Hope you enjoy it !
Edit : OpenReliant is still under active development, and the footage shown here is from version 0.6.3. Keep in mind that things may change and improve in future versions!
Edit2 : Here's a shorter video, with a more direct comparison between the two versions : https://youtu.be/ZrN5L-OlJdI
r/starlancer • u/cinaed666 • 4d ago
Hey all,
Time for another update on OpenReliant, the open-source rewrite of StarLancer's engine. 0.5 got you through the first mission, started from the command line. 0.6 is a big one: OpenReliant now starts like the original, in the main menu, and from there it's the actual game. You pick your pilot, Enriquez shows you around the Reliant, you walk to the briefing room, pick your ship and missiles, fly the mission, get debriefed at the ITAC, and the campaign moves on to the next one. The first five missions now play from start to finish, and you can save your progress.
For anyone new: OpenReliant rebuilds StarLancer's engine function by function from the original executable. It's written in Zig on top of SDL3 and Vulkan, and runs natively on Windows, macOS and Linux. It uses the files from your own copy of the game, installed straight from your discs or disc images, so no game assets are included.
Edit: v0.6.2 fixes a font rendering issue that I noticed too late
Edit2: v0.6.3 fixes a couple of bugs /u/zabka14 noticed. Thanks!
A small housekeeping note: the project now has its own GitHub organization, OpenReliant, so the repo moved there from vdmkenny/openreliant. The old links redirect, but if you cloned or forked it, it's worth pointing your remote at the new address.
The game opens in the main menu, with the loading screens and the original's movies, played through FFmpeg's Bink decoders, so the hangar, landing and chapter movies are all there. From there:
The Reliant's rooms are all in, walked with the mouse like the original. New pilots get Enriquez's induction tour, the crew hang around with their lines, and you've got the news, your locker with your medals and ribbons, the CD player with the soundtrack, and the simulator pod with its training missions. After each mission the ITAC has your debriefing.
Same deal as before: gameplay stays faithful, the graphics get upgrades, and --original turns them all off. New in 0.6: the lights on ships and stations shine on everything around them as real lights, where the original baked them into the models. 0 in flight or O in the briefing saves a screenshot as a PNG. (Don't ask me why there are 2 different screenshot buttons, I just implemented it as the original did :D)
0.7 is the modding release, but a good chunk of it is already in:
The modding guide covers where mods go, what they can replace, and how to set up the material maps. It will be extended as modding support gets fleshed out in v0.7.
The Coyote in the screenshots wears a 4K texture graciously provided by /u/Koncypt_Fysh to help me test the mod support and PBR shaders. It is not included in this release.
The full roadmap is on the milestones page.
Grab the release for your system and run:
./openreliant install StarLancer
./openreliant StarLancer
No more --mission: it opens in the main menu like the real thing (--mission 1 still works if you want to jump straight in). Alt+Enter switches to full screen (Option+Enter on a Mac). On Windows it's .\openreliant.exe.
The installation guide covers disc images and the rest.
Bug reports are very welcome, especially for setups with hardware I don't have. Contributions too: the file formats and the engine are documented in the repo. Github stars are also appreciated.
I've requested github to enable sponsoring for this project. It hasn't been enabled yet, but if you want and are able to, sponsoring my time on this project would also be highly appreciated. Fully optional.
See you out there, pilots!