This guide covers installing, configuring, and playing OpenReliant.
- Installation: Requirements, installing from retail StarLancer discs or disc images, and running the game.
- Controllers and input: Setting up gamepads, flight sticks, and HOTAS hardware, default bindings, and settings.
- Configuration and options: Command-line options, graphics and sound settings, difficulty levels, starlancer.ini, and the check for newer releases.
- What mods can do: Every modding feature on one page, with where it's explained and an example mod that shows it.
- Modding: Mods that replace or add to the game's files: a first mod, where mods go, the manifest, load order, file formats, textures, the interface, faces and voices, new ships, guns, missiles and pilots, models from OBJ and glTF files, missions, tools, sharing a mod, and what the log says.
- Scripting: Scripts in mods, step by step: changing the game's records, hooking the game's functions and events, objects and their parts, orders, the radio and a mission's objectives, object scripts, drawing on the display and the menus, a page of options on the mods screen, game modes, campaigns and the game's own campaign, and shaders.
- Scripting reference: Everything scripts can use: the engine handlers, the packages, objects, and the hooks with the fields each handler sees.
- Writing missions: A guide for beginners: a first mission, built, played and stepped through with the debugger, and one of the game's missions changed through a mod; then ships and markers, flight groups and wings, the script, triggers, squads, formations and curves, objectives, ending a mission, checking a mission, and editors.
- Mission source reference: Everything mission source holds: the declarations and their fields, the script's functions, the game's commands and conditions, and the names of the game's values.
- Debugging mission scripts:
openreliant debug, which stops a mission's script at breakpoints, steps through it, and shows where it stopped and what it holds.
For technical information on file formats, reverse engineering, and engine architecture, see the developer documentation.