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Off-Topic Discussion => Gaming Discussion => Topic started by: rscaper1070 on November 30, 2011, 05:23:40 pm

Title: Starshatter Source Code Released
Post by: rscaper1070 on November 30, 2011, 05:23:40 pm
There's probably more than a few Starshatter fans out there that should be pleased to know that the code has been released. Unfortunately it's missing it's parser and the guy that has it has to dig his old dell out of the garage to find it. Once it's complete I'm hoping that a similar project to FSO grows up around it. Starshatter is a pretty cool game with a lot of potential. It would be nice if the two communities could join forces ala MCO.

http://www.starshattermods.com (http://www.starshattermods.com)

Here's a couple youtube vids for anybody that doesn't know about the game.

http://www.youtube.com/watch?v=Tj__5wJ1Ro0 (http://www.youtube.com/watch?v=Tj__5wJ1Ro0)

http://www.youtube.com/watch?v=eJuurm7Olv0 (http://www.youtube.com/watch?v=eJuurm7Olv0)
Title: Re: Starshatter Source Code Released
Post by: LHN91 on November 30, 2011, 05:27:51 pm
I had never even heard of this game before, but other than the absolutely atrocious sound effects, the game looks really interesting. Might have to bookmark and see how this plays out.
Title: Re: Starshatter Source Code Released
Post by: jr2 on November 30, 2011, 05:38:17 pm
Sounds like it was recorded with some sort of bass (maybe treble too, lots of static) enhancement turned up or something...


EDIT: Try this one: http://www.youtube.com/watch?v=eJuurm7Olv0  FX @ ~0:50 A little better IMHO, however, looks like the FX is actually a little crappy in addition to whatever was wrong with the first two vids posted above.
Title: Re: Starshatter Source Code Released
Post by: rscaper1070 on November 30, 2011, 06:25:50 pm
Well those vids are from way back in 08, I'll try to put together a hd vid and throw it up. Regardless, a lot of the game could use some help. Luckily it's pretty easy to mod. I've replaced the horrible vanilla starfield with the one from the mediavps and it looks a thousand times better.
Title: Re: Starshatter Source Code Released
Post by: rscaper1070 on December 01, 2011, 03:43:02 am
Ok, so here's a little video in hd. I'm not to far into the campaign so I don't have the rank to command any cap ships yet. Once you see how I end the mission you'll see that a promotion is not forthcoming. I also cut a lot of the travel time out.

http://youtu.be/55oPNUBgLcg (http://youtu.be/55oPNUBgLcg)
Title: Re: Starshatter Source Code Released
Post by: Klaustrophobia on December 01, 2011, 05:52:38 am
gah!  the lens flare.  IT BURNS!!!!
Title: Re: Starshatter Source Code Released
Post by: rscaper1070 on December 01, 2011, 02:17:46 pm
Oh yeah, I forgot to mention that this is a full on free game. You can download it from the site I linked to in the OP or find a torrent. :nod:
Title: Re: Starshatter Source Code Released
Post by: Thaeris on December 01, 2011, 10:14:41 pm
OH. DAMN. YES.

I've wanted to see this one open up someday. It's certainly got some parts that show their age, but this is truly an awesome sim. I've been meaning to play it more seriously at some point, but no real time for that has been fourthcoming. Again, woot.

:D
Title: Re: Starshatter Source Code Released
Post by: GT-Keravnos on December 04, 2011, 04:22:50 am
@everyone at HLP. Please, let's get Starshatter open in here. That game is one of the best space games ever made. It's not like Freespace open didn't start out the same way, did it and look at it now. We have mechcommander 2 open in here and that wasn't a space game to begin with. Starshatter is a space "simulator"  just as Freespace 2 open is, althought its focus is on carrier warfare. Thanks to the OP for this, these are indeed the best news of the day.
Title: Re: Starshatter Source Code Released
Post by: Zacam on December 04, 2011, 04:51:12 am
Kind of put's me in a cross of Eve/Freelancer with hints at I-War. Which given it came out in '97, the hint's to I-War are understandable but that it gave an Eve/FreeLancer vibe well before either of them were released is pretty interesting to note.

If there is a group of people interested (or already) developing for this, and they just need a "Forum" or someplace to call home, I'm perfectly happy with the idea of that place being here.
If people are trying to scout for anything more than that, well, again I have no problem with them having a place here to talk about it.

But it largely (by the first link in the OP) looks like they have everything pretty well sorted out.
Title: Re: Starshatter Source Code Released
Post by: The E on December 04, 2011, 05:16:24 am
Yeah, I've been keeping an eye on the whole thing, and it seems they're not quite ready to start yet. There's a few pieces of the source code still missing, and the community there doesn't seem to be that large.
Title: Re: Starshatter Source Code Released
Post by: Thaeris on December 04, 2011, 11:52:26 am
I must say, for such a small group, the communiy is surprisingly mellow. Not bland like the X-Plane chaps or having the mix of secrecy and/or hostility from the FreeFalcon community. If and when they can get the parser for the code in order, they'll be set to upgrade the engine.
Title: Re: Starshatter Source Code Released
Post by: Herra Tohtori on December 04, 2011, 03:34:03 pm
I've replaced the horrible vanilla starfield with the one from the mediavps and it looks a thousand times better.

My influence spreads as I have foreseen.
Title: Re: Starshatter Source Code Released
Post by: rscaper1070 on December 04, 2011, 04:10:30 pm
I've replaced the horrible vanilla starfield with the one from the mediavps and it looks a thousand times better.

My influence spreads as I have foreseen.

Excellent! Now I know who to credit it to over there.  :)
Title: Re: Starshatter Source Code Released
Post by: Unknown Target on December 04, 2011, 05:58:42 pm
That's pretty cool. I actually contacted the developer a few years back, wondering if he'd be willing to license the engine. He wanted a ridiculous (IMO) amount for it, in the tens of thousands of dollars. Cool to see it out though. :)
Title: Re: Starshatter Source Code Released
Post by: Vidmaster on December 05, 2011, 01:36:37 pm
It plays really really bad and suffers from horrible design.

Idea was good, implementation not really.
Title: Re: Starshatter Source Code Released
Post by: rscaper1070 on December 05, 2011, 03:41:48 pm
It plays really really bad and suffers from horrible design IMHO.

Idea was good, implementation not really IMHO.

Fixed.
Title: Re: Starshatter Source Code Released
Post by: rscaper1070 on December 07, 2011, 05:30:43 pm
The Source Code is now complete with parser.   :)
Title: Re: Starshatter Source Code Released
Post by: Talon 1024 on December 23, 2011, 12:36:29 am
So which Starshatter game is open source now? The original Starshatter? Starshatter: The Gathering Storm? Or are they both the exact same game? :confused:
Title: Re: Starshatter Source Code Released
Post by: rscaper1070 on December 23, 2011, 02:21:11 am
Starshatter:TGS is the upgraded game and that's the one that's open sourced.
Title: Re: Starshatter Source Code Released
Post by: Colonol Dekker on December 23, 2011, 02:44:53 am
I can't find.it :/
Title: Re: Starshatter Source Code Released
Post by: rscaper1070 on December 23, 2011, 10:34:11 am
You need to be registered at http://www.starshattermods.com (http://www.starshattermods.com) to see the downloads. Then go to Downloads/Starshatter:The Gathering Storm/Official Files/SS:TGS Open Source Full Game.

Maybe this link will work:
http://www.starshattermods.com/infusions/pro_download_panel/download.php?did=218 (http://www.starshattermods.com/infusions/pro_download_panel/download.php?did=218)
Title: Re: Starshatter Source Code Released
Post by: Thaeris on December 23, 2011, 01:33:40 pm
I'm not sure if this has been rectified or not, but Boyd hasn't uploaded the full game, despite the description on the download. I believe the music directory has been appended to the download, but the campaign voice files (another 200-about megabytes) hasn't been included. If this proves bothersome, you'll need to make a suggestion over on their end.
Title: Re: Starshatter Source Code Released
Post by: LordMelvin on December 24, 2011, 06:24:28 am
You need to be registered at http://www.starshattermods.com (http://www.starshattermods.com) to see the downloads. Then go to Downloads/Starshatter:The Gathering Storm/Official Files/SS:TGS Open Source Full Game.

Maybe this link will work:
http://www.starshattermods.com/infusions/pro_download_panel/download.php?did=218 (http://www.starshattermods.com/infusions/pro_download_panel/download.php?did=218)

Quote
You are here because an error occured.

ACCESS DENIED!
Title: Re: Starshatter Source Code Released
Post by: rscaper1070 on December 24, 2011, 07:54:30 am
Is there a question there?
Title: Re: Starshatter Source Code Released
Post by: jr2 on December 24, 2011, 09:14:21 am
You have to register, then log in, then the download will work (as long as you are a registered user that is logged in).
Title: Re: Starshatter Source Code Released
Post by: Tyrian on December 27, 2011, 11:26:36 am
I poked and searched around the Starshatter site for a bit, looking for an FAQ on how to get it set up, but I couldn't find anything.  Is there a setup guide somewhere so I know what to grab?
Title: Re: Starshatter Source Code Released
Post by: rscaper1070 on December 27, 2011, 02:03:30 pm
I poked and searched around the Starshatter site for a bit, looking for an FAQ on how to get it set up, but I couldn't find anything.  Is there a setup guide somewhere so I know what to grab?

I put together a little guide HERE (http://www.starshattermods.com/forum/viewthread.php?thread_id=971&pid=12524#post_12524). Let me know if you have any questions.
Title: Re: Starshatter Source Code Released
Post by: Alan Bolte on December 27, 2011, 11:50:28 pm
I put together a little guide HERE (http://www.starshattermods.com/forum/viewthread.php?thread_id=971&pid=12524#post_12524). Let me know if you have any questions.
Thank you! Very cool to get to go back and play the finished product all these years after playing the demo.
Title: Re: Starshatter Source Code Released
Post by: BengalTiger on December 28, 2011, 09:33:42 am
@everyone at HLP. Please, let's get Starshatter open in here. That game is one of the best space games ever made. It's not like Freespace open didn't start out the same way, did it and look at it now. We have mechcommander 2 open in here and that wasn't a space game to begin with. Starshatter is a space "simulator"  just as Freespace 2 open is, althought its focus is on carrier warfare. Thanks to the OP for this, these are indeed the best news of the day.

Go for it I say.
There will be lots more people here to mod FreeSpace, and some of us will mod Starshatter too.

There will also probably be a bunch of ships from SS in FS and from FS in SS, which will add resources to both games.
Title: Re: Starshatter Source Code Released
Post by: The E on December 28, 2011, 09:45:43 am
As lead developer for Starshatter Open, I approve of this.
Title: Re: Starshatter Source Code Released
Post by: Thaeris on December 28, 2011, 10:57:54 am
I certainly have no objections, though I do wonder what relations this may rattle (potentially) with the Starshatter Mods community...
Title: Re: Starshatter Source Code Released
Post by: Alan Bolte on December 30, 2011, 11:05:28 am
Holy crap this thing is buggy. Random crashes and lockups, keys will suddenly stop accepting input, campaign will stop progressing, cursor can't reach buttons on the bottom of the screen (forgot to disable desktop composition), autopilot alerts me of nearby enemies at 30km or less, I can't seem to hit anything on the ground, email messages can't be stopped, it's just a mess.

BTW rscraper: I didn't need to dl the music or voice packages because they were included in the core files.
Title: Re: Starshatter Source Code Released
Post by: Thaeris on December 30, 2011, 12:15:29 pm
Dear God, Alan...

I know I had some awkward bugs at first, but I've never had the issues you're having...

With the buttons at the bottom, usually hitting the windows key and then going back to the game makes it stable enough to select those. Otherwise, hitting enter usually does the job of hitting the accept button.

I've never had the lock-ups, though I had some strange crashes make their way in during Operation Shining Fortress when playing as the... fifth fleet, I believe?

Next, the vox.dat file is NOT provided on the Starshatter Mods website. This adds much of the audio for the game, and is about 200MB is size. If you want this resource, you'll probably need to pester the chaps over on their side of the fence, unless we get something moving on our side.
Title: Re: Starshatter Source Code Released
Post by: rscaper1070 on December 30, 2011, 01:28:20 pm
Yeah, I haven't experienced anything like what your experiencing. I have heard that switching from keyboard and mouse inputs with the tilde key is buggy but I fly with a stick so I don't know anything about that. You shouldn't moan about this stuff in the wilderness though. Make a bug report thread in the SCP boards over at starshattermods or open an issue at Starshatter-Open (http://code.google.com/p/starshatter-open/).

I've uploaded a copy of my Starshatter files. For this you will need the Music and Voice files from the other site. My game has been pretty stable. But then again, when I tested the one for download at SSmods, that was stable too. Let me know if this is better and I can have this one put up instead.

Starshatter: TGS 5.0.5 (http://www.megaupload.com/?d=YZSQMA5B)

Edit: I didn't realize vox.dat wasn't made available, yeah that should be fixed. The com chatter is a big part of the game.

Edit2: Be sure and set the compatibility to Windows XP SP2. I just played through a large part of the first campaign using the files provided at SSmods and it's as stable as what I've been experiencing with my copy. Which is pretty stable and I have the video to prove it.

Twenty Minute Battle - No Crashes, No Bugs (http://www.youtube.com/watch?v=I7yizQ-U-Ik) (twenty minutes before I edited it to get it on youtube)
Title: Re: Starshatter Source Code Released
Post by: Alan Bolte on December 30, 2011, 06:18:55 pm
Keep in mind that, with the exception of the well-known windows 7 interface bug, the problems I've mentioned have each happened maybe once in perhaps 8-10 hours of play, and either haven't been repeatable or I haven't yet seen enough context to make a useful bug report.
Title: Re: Starshatter Source Code Released
Post by: rscaper1070 on December 30, 2011, 08:13:01 pm
Vox.dat is now available on the Install Guide (http://www.starshattermods.com/forum/viewthread.php?thread_id=971&pid=12524#post_12524).
Title: Re: Starshatter Source Code Released
Post by: karajorma on December 31, 2011, 01:24:23 am
As lead developer for Starshatter Open, I approve of this.

Speaking as an admin, I have no objection to this as long as the Starshatter community wouldn't mind it.

Speaking as an SCP programmer, the question has to be what can Starshatter do that FS2_Open can't do?
Title: Re: Starshatter Source Code Released
Post by: Thaeris on December 31, 2011, 02:20:35 am
The easiest means of determining that is actually trying the software, in all respect, Kara.

I'd say that Starshatter lacks as in-depth a mission building environement as FreeSpace, but then again, that's because it's principally intended to be more of a dynamic combat simulation rather than a mission-based game. To counter the previous statement, the dynamic aspect of the program could be a lot better. Like FS, I believe it only runs on a single core at this time, so until the day comes about that multi-thread coding is implemented, it will suffer the same limits as FS in that regard.

Starshatter, with a good deal of work I'd assume, could effectively be transformed into a full Newtonian-flight combat sim. Right now, it's semi-newtonian at best, albeit better than FS. It posseses atmospheric flight functions for fighters, ship docking/landings, and native support for capitol ship command and control, as well as mission planning functions. Many people seem to think it is in fact an RTS; in that regard, note that Falcon 4.0 can be used as an RTS... Gameplay-wise, it's a very fascinating engine to consider working with.

Possibly of more immediate interest, Starshatter stores campaigns, mods, and missions in a compressed .dat format, and has a purpose-built mod building utility (starmod). Looking into this code may be of interest, as has been noted in other conversations, the uncompressed .mv file format has been of want for upgrade for a while now. Starshatter's .dat format might not be the best alternative, but it is at least now open source and can thus be reverse-engineered (if that proves to be a useful study).
Title: Re: Starshatter Source Code Released
Post by: The E on December 31, 2011, 09:43:10 am
For me, the interesting things about Starshatter was the way in which it is utterly different from FSO on the inside. Starshatter is fully object-oriented, DirectX-based, which was something I wanted to take a look at.

As for other bits, I am primarily interested in the way Starshatter handles player-controlled capital ships and carriers, as well as the integration of space and atmospheric combat. And yeah, as Thaeris said, Starshatter is a good game by itself, but could be made even better when combined with a few aspects of FS2's mission-based approach. There are scripting facilities there, but compared to FRED they're pretty rudimentary.
Title: Re: Starshatter Source Code Released
Post by: LordMelvin on December 31, 2011, 11:23:11 am
Speaking as an SCP programmer, the question has to be what can Starshatter do that FS2_Open can't do?

It can be windows-only and beat my wine setup with a stick, apparently. FS2O doesn't tend to do that, being native and *nix_64 compatible and all.

(I just had a rather difficult couple of hours playing config games.)
Title: Re: Starshatter Source Code Released
Post by: The E on December 31, 2011, 11:30:11 am
Well, Starshatter open was built using the latest DirectX SDK and the Visual C 2010 runtime. Those kinda need to be there in one form or another.
Title: Re: Starshatter Source Code Released
Post by: Thaeris on December 31, 2011, 11:44:55 am
Also of note is the fact that Starshatter features both a large space-based combat environment (which FS has solely) and room-based environments. More specifically, it has multiple spaces which can be active simultaneously. Thus, combat can be happening in multiple different regions at the same time while the player is engaging in his or her own mission.

Atmospheric missions are not all too impressive as far as flight sims go, and they are fairly rudimentary (which in itself doesn't make them bad). As of this time, planets really only have one "room" assigned to them so far as I can tell. Entry to system sectors, orbits, and planets are once more all room-based. Thus, one does not simply fly to a planet - they will hit a key to break orbit and then wind up in the planet's atmosphere (in a fashion similar to our beloved Derek Smart's approach); leaving the planet is as simple as hitting the burners and climbing to high enough of an altitude to enter orbit. Thus, unlike FS, I do not need to wait while a new portion of the mission is loaded - I'm already there.

There are a multitude of things which still must be determined about the engine. For the vanilla game, I believe the program is using realistic units and... semi-realistic physics to do the job, which is not bad. However, the visual scale is very similar to what was seen in BtRL, where though the units are normal, the physical scale of the objects in the engine are not. The best way to illustrate this is to look at a pair of fighters in formation. Your wingman is said to be 2km from you, yet he seemingly cannot be more than a few hundred meters! The problem is that the engine also displays the size of the ships in the reference lab; understanding where and how the engine processes units and displays sizes is among one of the first tasks which must be completed in the process of potentially enhancing the game's physics, etc. That, along with visual updates (which are already progressing, mostly thanks to rscaper) will assumedly be among the first updates to the software.
Title: Re: Starshatter Source Code Released
Post by: Alan Bolte on December 31, 2011, 05:46:57 pm
IIRC, all ships are simply scaled up by a factor of 4.
Title: Re: Starshatter Source Code Released
Post by: karajorma on December 31, 2011, 08:06:47 pm
The easiest means of determining that is actually trying the software, in all respect, Kara.

Unfortunately that would involve finding the free time to play it. I'm sure I'll eventually get around to it.
Title: Re: Starshatter Source Code Released
Post by: BengalTiger on January 08, 2012, 12:48:26 pm
Is there any instruction manual available for this game?

The tutorial missions are not as detailed as in FS, and I still can't figure out how to change to the next waypoint other than flying to the current one...
Title: Re: Starshatter Source Code Released
Post by: m!m on January 08, 2012, 01:50:40 pm
A manual would be cool but your mentioned problem can be solved by pressing Alt-N (default) to skip the current Nav-point or you can just delete the current point in the NAV view (by pressing N, then selecting the Nav point, right click on it and then click on delete).

EDIT: I found a this on starshattermods: http://www.starshattermods.com/downloads.php?cat_id=9&download_id=169 (http://www.starshattermods.com/downloads.php?cat_id=9&download_id=169). Looks like a manual.
Title: Re: Starshatter Source Code Released
Post by: lostllama on January 08, 2012, 02:49:48 pm
There's a quick reference card for download on replacementdocs. It looks like it's for the first Starshatter game but the key settings are probably the same or very similar. http://www.replacementdocs.com/download.php?view.1500 (http://www.replacementdocs.com/download.php?view.1500)
Title: Re: Starshatter Source Code Released
Post by: BengalTiger on January 09, 2012, 04:58:53 pm
OK, thanks
Title: Re: Starshatter Source Code Released
Post by: Thaeris on January 15, 2012, 01:13:15 pm
There's a manual included with the game; you probably ought to look through the "Manuals" directory for starters...

Next, yes, the training missions are not as effective as FS's training missions. The best way to learn is probably by just toying around with the game. However, if you need to skip a nav point, keep this in mind: In the campaign, you are always the flight leader. Your wingman is thus linked to your nav coordinates. To skip a nav point, just delete it in the navigation window.

You should also be advised that due to the inefficiencies of the AI, any mission you take or then edit for your own purposes will need to be properly coordinated with respect to waypoints and operations at those waypoints. Fro instance, your wingman is generally pretty good at taking orders to go after a fighter, but needs to be on an assualt objective/waypoint to target an enemy ship with missiles in most instances.
Title: Re: Starshatter Source Code Released
Post by: MR_T3D on January 16, 2012, 12:59:03 am
Oh.
My.
Gawd.

I was actually thinking about where I put my install disc for this game, I was thinking about playing around with it some more, A few years ago I made a couple of basic ships for it, my "best" being a sort of MiG-21 crossed with an X-wing.

Never got the UV mapping function of the modelling software though, and I had a habit of making the ship backwards 1/2 the time.
Title: Re: Starshatter Source Code Released
Post by: rscaper1070 on February 07, 2012, 02:57:47 pm
So I got the Kvasir into Starshatter. I was originally going to post this in Esarai's Fleetpack thread but then thought twice about the derail potential. I guess until there's a more appropriate venue this thread will just have to do.

There's still a bunch I have to do. Shields are a problem, you can have shields on a fighter but they don't behave correctly. There's probably going to have to be some code side help to get them working like FS shields. Also, there's a way to get the cockpit glass transparent, I just haven't applied it yet.

Here's a short test vid. That's the AI flying and I edited it down some.

http://youtu.be/hT2QuEoDtek (http://youtu.be/hT2QuEoDtek)

(http://img138.imageshack.us/img138/6351/kvasir.jpg) (http://imageshack.us/photo/my-images/138/kvasir.jpg/)
Title: Re: Starshatter Source Code Released
Post by: rscaper1070 on February 17, 2012, 03:07:29 am
Here's another combat test. This time a Deimos and Karuna duke it out while a bunch of Kvasir and Kentauroi dogfight. I've kept the damage and hitpoints the same but I've had to play around with the ranges due to the speed difference. I'm still figuring out the effects but it's still a pretty good start.

Once again this is the AI playing...

http://youtu.be/lEb8sr0yvRI (http://youtu.be/lEb8sr0yvRI)

(http://img827.imageshack.us/img827/420/starshatterwih.jpg) (http://imageshack.us/photo/my-images/827/starshatterwih.jpg/)
Title: Re: Starshatter Source Code Released
Post by: Colonol Dekker on February 17, 2012, 07:13:22 am
Good times!

EDIT-

Will this work with the demo?
Only thing i could find.
Title: Re: Starshatter Source Code Released
Post by: General Battuta on February 17, 2012, 09:25:10 am
Whoa, rscaper, that's really cool.
Title: Re: Starshatter Source Code Released
Post by: Thaeris on February 17, 2012, 11:44:43 am
Good times!

EDIT-

Will this work with the demo?
Only thing i could find.

Dekker, have you bothered to read anything? All the information you need to gather with respect to getting this game is effectively linked in this thread.
Title: Re: Starshatter Source Code Released
Post by: Colonol Dekker on February 17, 2012, 01:06:15 pm
I did, but the link to the full game wasn't working last I heard :3
Title: Re: Starshatter Source Code Released
Post by: Thaeris on February 17, 2012, 01:43:32 pm
Hmmm... There are ways around that. RScaper put up a guide to circumvent those issues, unless I'm mistaken. You ought to try downloading it again, Dekker. :)

...Look for the 5.0.5 "full download." It's not actually the full download (you can thank that Boyd chap for his obstinance on that regard), but RS has provided the rest to you.
Title: Re: Starshatter Source Code Released
Post by: rscaper1070 on February 17, 2012, 02:53:41 pm
Whoa, rscaper, that's really cool.

Thanks, unfortunately the engine is going to need some work to do WiH proper justice. Right now the only class of ship that can launch and recover space craft are carriers. Classifying ships with fighter bays carriers is a work around but I'd rather it be fixed code side. And then there's the weapon and explosion effects code that could use some work. All of which is well out of my skill set.

I did, but the link to the full game wasn't working last I heard :3

It's working, you just need to register to download. Use this Install Guide (http://www.starshattermods.com/forum/viewthread.php?thread_id=971)
Title: Re: Starshatter Source Code Released
Post by: stele on May 01, 2012, 11:37:22 am
Starshatter mods site appears to be down.

Did this stuff ever get mirrored anywhere else?  I was just talking to a friend about how I'd always wanted a dynamic campaign and he said hey that Starshatter game is open source.  This topic was the 2nd google hit not from the starshattermods.com.

EDIT: My friend found a repository at SpaceSimCentral (http://www.spacesimcentral.com/downloads/ft2.php?dir=/Starshatter_TGS) which seems to have all the necessary files.  Just leave that there in case anyone else is searching.  :cool:
Title: Re: Starshatter Source Code Released
Post by: Jeff Vader on May 01, 2012, 11:50:19 am
Erm. Not having followed anything Starshatter-related, I'm just guessing here. But if they did the same thing that Volition did with FreeSpace 2, and released the source code, then you really should not find the game assets from any legal site. The game engine runs the game and does all sorts of cool things, but assets (textures, effects, sounds, whatnot) are a different matter and at least in FreeSpace 2's case, those were never released, and still remain under the ownership of the IP holder.

So no, you can't find any "game files" here. And for future reference, please don't post links to (possibly) copyrighted material. Unless some credible source says that the entire Starshatter game was released for free, I'm going to assume that the assets are not freely available and will remove the link to that sound file from your post.

Thank you.
Title: Re: Starshatter Source Code Released
Post by: The E on May 01, 2012, 11:53:19 am
The deal is slightly different in this case. The actual game was abandoned and released by its original developer, and a patched version had been up for download at starshattermods.com.
Title: Re: Starshatter Source Code Released
Post by: Jeff Vader on May 01, 2012, 11:54:03 am
Kk. Continue.
Title: Re: Starshatter Source Code Released
Post by: braddw25 on May 01, 2012, 05:54:00 pm
Does anyone here know anything about what has happend to starshattermods.com??? I am a moderator at that sight, yet have been unable to sign on for 3-4 days, and have heard nothing from Wdboyd, the owner of the sight. I'm starting to get a bit worried. Hope all is well with him.
Title: Re: Starshatter Source Code Released
Post by: The E on May 02, 2012, 06:31:43 am
The site seems to be down, and down hard. As in, all I get when going there is a bunch of error messages from what I assume is the php parser installed on the server.
Title: Re: Starshatter Source Code Released
Post by: braddw25 on May 02, 2012, 09:33:42 am
Could that indicate that possibly William's computer may have crashed?? I have emailed him a couple times and have not gotten a response. Although I am not completely sure I'm using the correct email. I seem to remember that he recently changed to a new addy. As I said, it's unusual for somethign like this to occur and for me to not hear from him about it. The site has gone down before, but he always emailed me in the past to let me know what was up, and it's never been down for this long before. Not at all certain what is going on, but I hope everything is okay with him.
Title: Re: Starshatter Source Code Released
Post by: The E on May 02, 2012, 09:37:02 am
It seems something on the server has become misconfigured. What this means, I have no idea; it does mean however that whatever is going on isn't a simple crash.
Title: Re: Starshatter Source Code Released
Post by: RecklessPrudence on May 03, 2012, 09:58:19 pm
I've been looking at trying to get this game for a while, it's good that it's available somewhere again, since you haven't been able to buy it from MatrixGames for ages.

Since StarshatterMods.com is down, I got the game from SpaceSimCentral, like someone suggested earlier in the thread. I haven't booted it up yet though, as the only guide I could find for installing it (https://drfrog.wordpress.com/2012/02/06/starshatter/) really seemed to recommend getting the "Starshatter Reborn Effects Mod," which apparently does a bunch of bbugfixing, as well as adding new shinies. Unfortunately, the guide links to StarshatterMods.com for downloading said mod.

A bit of googling later, and I can't find any alternate sites for downloading it - anyone know of any, or have any ideas?
Title: Re: Starshatter Source Code Released
Post by: jr2 on May 05, 2012, 11:30:22 pm
Someone who has it, go upload all the StarShatter stuff to gameupdates.org (http://gameupdates.org).  Then you'll have a decent mirror.
Title: Re: Starshatter Source Code Released
Post by: Thaeris on May 05, 2012, 11:58:32 pm
Well... if we have intentions of possibly moving a Starshatter project to HLP, could we not upload the files to FS Mods, or use some other hosting function we have here? Starshatter is not terribly large, and I believe it's less than 700 megabytes when compressed...

...Furthermore, we could put all of the base files of the program into one complete package for the latest release, because, God forbid, that was such an unreasonable request on Starshatter Mods...

:doubt:

The real shame with SS Mods going down is losing some of the important mods, like the carrier fix. I can't tell you how many AI fighters will knock themselves off without that installed. It will occaisionally kill you, too (by not having the fix installed). I do have the toolkit, rscapers fantastic port of the FS starfield to SS, and the carrier fix still on hand, and I think we could rummage all the bits and pieces of the program together if need be. The only thing I'm leary of is... back in the day, I picked up an "illicit" copy of SS because it certainly wasn't up for purchase. A lot of the visual pieces of the game were broken, and I still use the voice files (vox.dat) from that copy (and that's the only thing from that copy, actually), as last time I checked, Boyd had not included that package with the stand-alone install posted on the old site. Otherwise, I actually still have a copy of the latest working copy of SS zipped on my desktop as well. There's a bit of residual junk to clean out that wasn't properly removed when it was uploaded to SS Mods, but that's an easy fix.

I certainly am not going to be uploading anything for the next few days, however. Finals are coming up too damn fast!
Title: Re: Starshatter Source Code Released
Post by: Alan Bolte on May 06, 2012, 02:55:36 am
I still have on my hard drive:
SCP_505.zip
SSTGS.zip
SS_Reborn.zip
vox.7z

I'll put them on the tracker jr2 posted, but if you want me to upload them elsewhere, PM me.

EDIT: here's the torrent: http://gameupdates.org/details.php?id=5035
Title: Re: Starshatter Source Code Released
Post by: Alex Heartnet on May 07, 2012, 11:04:22 am
Could any of you provide a little bit of explanation of what the mods included in the torrent are meant to do?  I got as far as being able to activate them in the mod config tab in the options screen, but there isn't any real indication of what content.dat, starshatterupdate.dat, and mods/Vox.dat are meant to do.  (SS Reborn at least comes with a readme file.)
Title: Re: Starshatter Source Code Released
Post by: Thaeris on May 07, 2012, 12:33:47 pm
SS is hardly poor in its documentation, but wondering what things do is not bad, either. Unlike SS mods, I don't think that means treating you like an imbicile when you ask questions, that, even though a bit of common sense would make the answers clear, you ask because you just don't know, and no one told you before:

- The vox file is an important .dat file left out of the package when it was uploaded on SS Mods. "vox" means what it sounds - voices! This is all or most of the pilot chatter and what have you in the game, as well as any additional voice content for later in the game.

- If you did not know, .dat is like FS's .vp, but better in some ways, maybe worse in others. Supposedly, directories are packed in an orderly fashion in the file, but if you open the files with Starshatter's .dat editor, you'll oft see no real structure in the heirarchy like you'll see in a .vp. It is there, though. However, the .dat file is compressed, unlike the .vp, and thus takes up less volume on your drive. It's more "bang for your space," at least.

- Starshatter Update is probably a program that will see no more use, or will only see more use when the source code is revised sufficiently for use by devs.

- The content.dat just seems to be a bit of additional information added to the principal data set.

All the above files are handled automatically, you do not need to worry about mounting them like you do mods. And, if you're looking for the manual, did you look under the "Manuals" directory? :D

However, looking back through some of the old files brings some good questions of my own to light - back in the day, Starshatter had a demo, of course. I think some of the .dat files may be redundant, actually. And, you will note that some files are mounted seperately from the principal .dat's. Looking into better organizing the distributable data will need to be something done to SS in the future.
Title: Re: Starshatter Source Code Released
Post by: The E on May 07, 2012, 12:44:30 pm
http://www.hard-light.net/forums/index.php?topic=80780.new#new
Title: Re: Starshatter Source Code Released
Post by: braddw25 on May 20, 2012, 12:17:59 pm
For those interested in/concerned about Starshattermods, I just heard from Wdboyd. Apparently he was attempting to update the site, and somehow the database got lost and was not backed up so the database for the site is gone for good and can't be restored. William does have all the files in the download section and I asked him if he would allow then to be hosted at annother site should such a place become available. I have yet to hear from him on that one, but I anticipate a response soon.\

As for starshattermods, it looks as though it's run has come to an end. William had been disappointed with the level of participation for quite some time, and has decided this is the time to bring it to an end, so no further attempt will be made to revive the site. A sad day to be sure, but anyone who enjoys the game Starshatter owes a great debt of gratitude to wdboyd for maintaining starshattermods and keeping the game alive for so long. While I am quite sad to see SSMods come to an end, I look forward to what may come from the source coding that is now in its infancy, and I am still willing to help out in any way possible to further that effort.
Title: Re: Starshatter Source Code Released
Post by: G0atmaster on May 20, 2012, 05:25:36 pm
Dang... I just became interested.  What a shame...
Title: Re: Starshatter Source Code Released
Post by: jr2 on May 20, 2012, 11:34:49 pm
... I look forward to what may come from the source coding that is now in its infancy, and I am still willing to help out in any way possible to further that effort.

http://www.hard-light.net/forums/index.php?topic=80780.new#new