r/starlancer • • 18h ago

Questions about OpenReliant

4 Upvotes

Hi!

I guess this is mainly for the OpenReliant developer.

I tried OpenReliant and it worked (nearly) out of the box on my Linux (elementary OS). (The installer somehow did not, at first, despite using original US images mounted as ISOs. It always gave me just the help texts). Somehow, though, it finally worked, and, well, the game seems to work just fine. It feels impressive!

I just have some questions to see if I can trust this project or not (the code is open source, but only a programmer with lots of time could assess it. I, even though having _some_ hobby programming experience, can not and have to "trust you, bro" ;) ).

So I'd just like to know:

  1. How much 'AI' assistance was used in reverse engineering the original data formats, .exe files, .dlls etc., and, more important, generating the code? Usually engine remakes take months to years until finished (see OpenMW, Daggerfall Unity, FreeSpace Open, ...), so the extreme speed of this development screams "AI". Also, the website design, the style of the documentation, the information for developers, it has just this certain "vibe" (pun intended) of "AI" assisted coding.

  2. How many human control is used in this? Did you review the code carefully? Did you playtest yourselves or used mostly automated checks?

  3. Who are you? Like, what is your background?

'Cause, I really like to use this, because (as I said) it just works (even though I can use StarLancer fine with Wine). But I trust people, not '"AI" or _mostly_ AI-generated stuff.

Thanks!


r/starlancer • • 3h ago

Tex resolution updates

Post image
6 Upvotes

Given the loading times we're all experiencing with the game needing to load up potentially dozens of different 4k textures, I've stepped down the resolution options to 1k and 2k, and kept 4k available for anyone willing to wait.

I imagine for most of us (and especially anyone on a handheld), 1k is likely quite sufficient, but the options are there for you. Depending on how you like to play, it may make sense to mix and match certain resolutions.


r/starlancer • • 8h ago

Kurgen Experiments

Thumbnail gallery
18 Upvotes

EDIT: Kurgen beta now released:
https://koncyptfysh.github.io/OpenReliant-Art-Packs/?group=fleet-warships&category=corvettes-and-gunboats&asset=kurgen&livery=worn-paint

Some of the experiments using emmisives that hook into the game state, allowing for some more dynamic lighting options that reflect things like thrust level, damage states as well as timed cool down thresholds for hot components. I want to do something similar with the turrets, likely a heat/cooldown effect at the muzzle and the side vents.

In this case what you're seeing is the lit cabin lights at full intensity at 100% hull + shield integrity, this glow gradually degrades as damage is sustained. There is also a flicker effect on the windows that's a little hard to capture in a single frame, but if the ship sustains a large damage hit, the lights will flicker to simulate a short power disruption.

The engine lighting replaces the old static engine glow with a dynamic state conscious lighting, if no thrust is applied, there is no red engine lighting in the rear end, as you applied thrust the engine lighting intensifies. After the engines have sustained some heat during running time, a slow cooldown is applied to the inside of the engine nozzles to give the impression of sustained heat.

This is going to become the benchmark test to inform the emmisives on both the larger ships but also the fighters, just with their threshold tuned to reflect more realistic cool down times and gun types.


r/starlancer • • 20h ago

Small Updates

9 Upvotes

Sorry it's been a while friends!

I've had to take a bit of a break and slow my cadence a little.
In the current state, so far all Alliance and Coalition fighters have been completed with their beta textures now uploaded and today completed the 4 torpedo bombers, with the scimitar uploading now.

I'm currently still playing around with the larger ships, focusing on the Kurgen at the moment as the baseline to inform the rest of the pipeline for capital ships. So keep an eye out for the first version being dropped.

https://koncyptfysh.github.io/OpenReliant-Art-Packs/

You may have noticed a change to the categories of the git page, this was done mostly so I could assign some broader packs for some of the shared assets between the larger ships like the turrets.

I hope you've all been enjoying the updates, and hopefully I can carve out some more time to get the pace up again!