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Battlestar Galactica Community Game Diaspora Has Arrived

Soulskill posted about 2 years ago | from the so-say-we-all dept.

Games 121

New submitter funtapaz writes "Diaspora: Shattered Armistice, the Battlestar Galactica game based on the FreeSpace 2 Open engine, has launched! This cross-platform (Windows, Linux, Mac) release includes the ability to fly the MK VII Viper, the Raptor (or the new MK VIIe strike variant), multiplayer, a mission editor, an original soundtrack, and full voice acting."

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121 comments

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flight model (4, Funny)

Anonymous Coward | about 2 years ago | (#41232357)

But does it have a realistic air combat physics model for space battles?

Re:flight model (4, Funny)

Anonymous Coward | about 2 years ago | (#41232367)

I hope not. Otherwise it wouldn't really be like "Battlestar Galactica".

Re:flight model (0)

Anonymous Coward | about 2 years ago | (#41234283)

Warrior: " We were taking a vote when the ground came up and hit us"

Re:flight model (2)

allcoolnameswheretak (1102727) | about 2 years ago | (#41237109)

Actually, Battlestar Galactica does have moderately realistic air combat physics for space battles.

Re:flight model (4, Insightful)

jtownatpunk.net (245670) | about 2 years ago | (#41232377)

Trick question! You can't have an air battle in space.

Re:flight model (4, Interesting)

Anonymous Coward | about 2 years ago | (#41232397)

Trick question! You can't have an air battle in space.

Of course you can, just watch how TIE fighters and X-Wings fly in space.
Now if you want full newtonian flight dynamics Babylon 5 all the way.

Re:flight model (0)

Anonymous Coward | about 2 years ago | (#41232551)

"a realistic air combat physics model" The Star Wars flight sims are neither realistic for space or air. And no you wont get a realistic 'air' combat model for space. For such to exist you need almost enough air between the planets so you could breath there.

Starwars flight simes are more like realsitc fluid immersion battles with ridiculous low cw value (and therefor still not realistic).

Re:flight model (1)

rexkbh2100 (2709583) | about 2 years ago | (#41232831)

Independence War. To date is the only realistic space physics I've found.

Re:flight model (0)

Anonymous Coward | about 2 years ago | (#41233027)

link, or it didn't happen

Re:flight model (2)

quadrox (1174915) | about 2 years ago | (#41233281)

And boring as shit to play. Space combat in independence war just isn't fun. At all.

Re:flight model (0)

Anonymous Coward | about 2 years ago | (#41233333)

Generally, things you're not good at are indeed not fun. Some people hate combat flight sims too, for the same reason.

Keep practicing! -Or give up and play something else. It's only a game after all

(That said, I wish someone could make gameplay closer to Starship Operators.)

Re:flight model (0)

Anonymous Coward | about 2 years ago | (#41235393)

If it's not fun enough to hold my interest, why on earth would I keep playing it?

Re:flight model (0)

Anonymous Coward | about 2 years ago | (#41233297)

What about:
  - Elite Frontier First Encounter (not the original Elite)
  - Vendetta Online

Re:flight model (0)

Anonymous Coward | about 2 years ago | (#41233759)

Well, there's Elite. And Mantis.

Re:flight model (1)

Boronx (228853) | about 2 years ago | (#41236315)

I'm pretty sure IWar had a top speed for your ship.

Re:flight model of fantasy movie (1)

zlives (2009072) | about 2 years ago | (#41235773)

you have to compensate for the friction/drag induced by Force particles creating flight dynamics similar to air flight!!

Re:flight model (0)

Anonymous Coward | about 2 years ago | (#41232581)

In the old BSG they did. Fortunately the new BSG got it right.

Re:flight model (1)

epyT-R (613989) | about 2 years ago | (#41232541)

if it uses the stock freespace model, then no. The fighters had afterburners, but they would slow right back down again after the burn. Also, the 'subspace' laws are a bit ambiguous.. some ships could jump anywhere, others needed to do it at the system 'jump node.'...but that was sometimes too. In one freespace2 mission, even the player had to jump from the node or he'd lose the mission. After completing most missions, the fighter would jump to return to the home ship regardless if the home ship was in-system or not.. Someone didn't think it through all the way..

Re:flight model (0)

Anonymous Coward | about 2 years ago | (#41232645)

FWIW, the reasoning behind the subspace jump rules were that intra-system jumps (think inside a stellar gravity well) could be done via ships' jump drives, no node required, whereas inter-system jumps (between two separate gravity wells) require both jump drives and jump nodes.

Re:flight model (1)

epyT-R (613989) | about 2 years ago | (#41232659)

that's what I thought as well, but there are exceptions such as the after-mission jump in missions where the capital ship/base was in another system. I just figured the player just wasn't supposed to get that into it.

Re:flight model (1)

dywolf (2673597) | about 2 years ago | (#41235111)

the phrase you're looking for is "dramatic license"

Re:flight model (1)

lxs (131946) | about 2 years ago | (#41235517)

I had mine revoked!

I nearly DIED of SHAME!

Re:flight model (1)

Anonymous Coward | about 2 years ago | (#41232633)

You probably don't actually want to have a realistic combat model. Take the example of Elite, Elite 2: Frontier and Elite: Frontier First Encoutnters. The original Elite had unrealistic (but very fun) combat and flight characteristics and was enormously successful and fun to play. The sequels had true Newtonian flight mechanics (more or less) but could be massively frustrating to get to grips with and were much less successful as a result.

Re:flight model (3, Funny)

JosKarith (757063) | about 2 years ago | (#41232857)

I loved Frontier. Admittedly my combat technique involved a Panther stuffed to the gills with shield generators and letting the enemies get behind me then just slamming on the brakes and watching them smash into my shields like bugs on a windscreen but hey, it was funny...

Re:flight model (4, Interesting)

1u3hr (530656) | about 2 years ago | (#41234357)

BSG (the show, no idea about this game) seemed to have fairly realistic space flight. The ships could spin and reverse; they didn't bank and dive. The Vipers were aerodynamic, but they also were used in atmosphere.

The landings on Galactica were a bit weird though. They came in fast and had to decelerate quickly, like fighters on an aircraft carrier deck, instead of just slowing down and drifting in slowly and safely. But arguably you don't want to waste time in combat.

They did the usual movie./TV sci-fi thing of having all the ships, including the big capital ships, engage at ranges of a few hundred metres, instead of a few million miles. And no real explanation of why they didn't just nuke each other with guided missiles instead of shooting more or less conventional guns at each other. It was basically WWII naval battles IN SPACE.

It'll be interesting to see how they do Ender's Game since that is supposedly to be filmed soon.

Re:flight model (3, Informative)

crazyjj (2598719) | about 2 years ago | (#41234559)

The landings on Galactica were a bit weird though. They came in fast and had to decelerate quickly, like fighters on an aircraft carrier deck, instead of just slowing down and drifting in slowly and safely. But arguably you don't want to waste time in combat.

They only came in "hot" during emergency landings (before jumps, dodging cylons, etc.). In the pilot, Apollo comes in for a normal non-emergency landing and he just slowed down until he stopped and planted down vertically right on the deck.

Re:flight model (1)

smooth wombat (796938) | about 2 years ago | (#41235175)

engage at ranges of a few hundred metres, instead of a few million miles.

If you engaged at millions of miles, you would have time to maneuver and/or jump out of the way of incoming missiles. If guided missiles, as you suggested, you would have defenses set up a great distance away from your ship which would intercept the missiles.

You will note that missiles from both sides did do a small amount of maneuvering on their way in. However, that seemed to be purely for positioning. Once locked on, the missiles came straight in (though why the bottom of ships, presumably with much less to no defenses, weren't targeted more is a question left to the producers.)

Engaging at close range is the only way to insure you are hitting your target. Granted, it puts you in harm's way as well, but that's why you have counter-batteries for defense.

Re:flight model (1)

1u3hr (530656) | about 2 years ago | (#41236981)

If you engaged at millions of miles, you would have time to maneuver and/or jump out of the way of incoming missiles. If guided missiles, as you suggested, you would have defenses set up a great distance away from your ship which would intercept the missiles.

A missile should be much faster and more manouevrable than a manned craft. If it can't get through the defences, what hope does a manned craft have?

Engaging at close range is the only way to insure you are hitting your target

Yes, if you're throwing rocks. Not if you have missiles with the capabilities we had in the 1960s.

We all know that the real reason was to make it more dramatic. They wanted an excuse for hot dog piloting and heroics. There really isn't any role for a "fighter" in a space battle given any halfway consistent technology. If you have had spaceships for thousands of years, you must have missiles with automatic guidance and targeting systems that are much faster, cheaper, and more accurate than humans. Also they can send the missiles at tens of Gs that would turn a pilot into jam.

Re:flight model (0)

Anonymous Coward | about 2 years ago | (#41237587)

Yes, if you're throwing rocks. Not if you have missiles with the capabilities we had in the 1960s.

Ummm. Missiles of the 1960s commonly failed, frequently dropping to the ground, turning off in random directions, or even attempting to re-acquire and lock onto friendly targets. Frankly, missiles going back older than the 70s generally sucked or were so expensive as to be non-fieldable. And frankly, most missiles didn't really get good until the 80s.

Even today, to achieve a 100% kill probability, multiple missiles are almost always required - depending on range. At extended distances, up to four missiles are required to obtain a 100% probability kill. And that's with very modern warheads and seekers.

In a nut shell, I don't think you know what you think you know.

Re:flight model (2)

bungo (50628) | about 2 years ago | (#41235227)

As I recall, they didn't just nuke everything as the nuke missiles were easy to identify and shoot apart.

Given the resources to make a nuke, unless you're guaranteed of a hit, then throwing pieces of metal at high speed is probably a better option.

In the Razor episodes, they show the surprise Cylon attack on the other battlestars, and the Cylons did use nukes, since the defenses were down and the hits were almost guaranteed.

Re:flight model (1)

1u3hr (530656) | about 2 years ago | (#41237257)

As I recall, they didn't just nuke everything as the nuke missiles were easy to identify and shoot apart.

Which didn't make any sense. We even saw a warhead on BSG, it fitted in a suitcase and destroyed a large ship, and damaged several others. (We can make smaller ones now, in the real world.) So you only need one to get through. Launch three and game over.

There is a reason we haven't had a big war since 1945. Nothing can stop a nuke, and if both sides have them, as WOPR deduced, both sides will be destroyed.

Re:flight model (2)

JeffAtl (1737988) | about 2 years ago | (#41237403)

The humans on BSG only had 5 nuclear warheads. BSG actually didn't have any weapons of any kind when the war started as it was being turned into a museum.

BSG was able to get to the lone surviving weapons depot but was only able to get a limited number of nukes.

Re:flight model (0)

Anonymous Coward | about 2 years ago | (#41235785)

If I recall, in the pilot movie or one of the first episodes, Galactica is hit by nukes. The damage is basically non-existent - no structural damage or anything else to speak of. The dialogue indicates some concern over how far radiation made it into the ship, but that was it. Apparently Galactica had some major league armor, at least based on that sequence in the one episode. I'm not how that was consistent with the ship seemingly being susceptible to gunfire in some later episodes.

Range of Engagement and Entertainment (1)

internic (453511) | about 2 years ago | (#41236085)

They did the usual movie./TV sci-fi thing of having all the ships, including the big capital ships, engage at ranges of a few hundred metres, instead of a few million miles. And no real explanation of why they didn't just nuke each other with guided missiles instead of shooting more or less conventional guns at each other.

Well, clearly the short answer to why they didn't nuke each other at long distance is that it wouldn't make very interesting television. As far as I recall, BSG didn't really discuss what factors determined the tactics of space battles. If you played the game Mass Effect, I was impressed by how much detail was in the codex about space battles and how the physics and practical considerations shaped the tactics.

In that case they have FTL travel and "kinetic barriers" (i.e. shields), but they state that most engagements would occur at thousands or millions of kilometers, since the main weapons are large rail runs that fire slugs of material at very high speeds (e.g. 0.1 c) as a kinetic weapon. Then it's just a question of the speed at which a ship can fire slugs versus the speed at which it can dodge its opponents' slugs. They do, however, outline certain tactical situations where ships may be forced to engage at close range (e.g. defending a planet). The ships have very effective laser-based missile defence systems, so guided missiles are only useful in a large barrage that can overwhelm the system. They also make the very astute point that dissipating heat (generated by engines, defence, and weapons systems) may actually be one of the biggest problems in a space battle and limit the length of engagements.

Of course, when you finally see space battles in that game (and the following ones) they appear more-or-less as in your typical space opera. My impression was that they threw out all the good sci-fi they'd written about earlier because it would make for uninteresting battles, although now that I think of it they may have fit them all into those tactical exceptions.

Re:flight model (0)

Anonymous Coward | about 2 years ago | (#41236139)

>Ender's Game since that is supposedly to be filmed soon

Has been filmed. In post-production now.

Is that the game... (1)

c0l0 (826165) | about 2 years ago | (#41232443)

...that was (meant to be?) called Beyond the Red Line, or a different approach to making the BSG universe into an awesome space combat game?

(Downloading the source tarball right now, let's see how we get this into an unofficial Debian package...)

Re:Is that the game... (3, Informative)

Anonymous Coward | about 2 years ago | (#41232463)

According to wikipedia the majority of the developers involved in Beyond the Red Line left that project in 2008 and started Diaspora. BtRL has since been in development alongside Diaspora by those that remained. So this is sorta but not really a fork from BtRL (spiritually perhaps, but I don't know if any of the codebase / graphic resources were carried over. Both are based on the Freespace 2 engine I believe.)

Re:Is that the game... (0)

Anonymous Coward | about 2 years ago | (#41232499)

There were some shared assets between the two projects (or rather, assets that the people involved made available to both projects). Sadly, BtRL has been really quiet, with their only public forum shut down and their website being utterly uninformative, so noone outside of those involved knows whether or not there's a release forthcoming.

The codebase, however, is entirely in the FreeSpace Source Code Projects' remit, Diaspora developers have provided patches for the functionality they need (and most of them are also members of the SCP), so that's a stellar example of an Open Source project working as intended.

Re:Is that the game... (1)

Karajorma (221797) | about 2 years ago | (#41232589)

Actually nothing except the code was shared. The assets all went to one team or the other.

Re:Is that the game... (4, Informative)

Anonymous Coward | about 2 years ago | (#41232505)

I'm the team lead for Diaspora and you're pretty much correct. We ended up with many of the assets that used to be part of BtRL. We agreed not to use the name or anything that wasn't 100% made by our team members in return.

The codebases are exactly the same at the time of the split. I have no idea what they've done with theirs but we kept using the same engine.

Re:Is that the game... (1)

ACS Solver (1068112) | about 2 years ago | (#41234489)

I played the first BtRL demo release when it came out, and I was very impressed. I am not a fan of that gameplay genre, but the demo did a great job at capturing the BSG atmosphere and having dialogue that really fit in with the series. The soundtrack was also good, mixing newly written bits with BSG sounds.

Looking forward to downloading this.

Not to be confused with the social network? (-1, Offtopic)

VortexCortex (1117377) | about 2 years ago | (#41232461)

Diaspora [diasporaproject.org] (the social network) made the mistake of not knowing how to actually write code (Kickstarter basically funded their learning), then they promised not to be sleazy like Facebook, but used an invite only system, claimed to be decentralised (though invite-only proves this wrong), and proceeded to keep their code closed source until recently, when it became acutely apparent that no one gave a damn. Protip: I still don't give a damn. PHP is horrible, a security nightmare, I will not run that crap on my personal machines to make it into a node.

Sadly, the game name, "Diaspora: Shattered Armistice", is a confusingly accurate description of the other project as well. I hope the game has better adoption rate than the stillborn social network.

Seriously, does anyone use search engines before naming their crap? I know I do, hell, I manually search the trademark databases during name selection to save money on attorney fees...

Re:Not to be confused with the social network? (2)

DarwinSurvivor (1752106) | about 2 years ago | (#41232487)

I believe it was always open source (and yes, many people DO run their instances). The recent announcement was that they would be accepting community-written code into the main trunk.

Re:Not to be confused with the social network? (0)

Anonymous Coward | about 2 years ago | (#41234459)

More than just accept community-written code (they've always done that to some degree), the project will now be completely managed by the community.

Re:Not to be confused with the social network? (2)

mwvdlee (775178) | about 2 years ago | (#41232515)

Diaspora, the social network, isn't bound to PHP by use of some wierdo PHP-only internal data-structures or anything is it?

Re:Not to be confused with the social network? (1)

Anonymous Coward | about 2 years ago | (#41233685)

It doesn't use PHP at all (and never has). It's all Ruby on Rails.

Re:Not to be confused with the social network? (1)

LordNightwalker (256873) | about 2 years ago | (#41232553)

Same argument could be made towards Diaspora, the social network: http://en.wikipedia.org/wiki/Diaspora [wikipedia.org]

Re:Not to be confused with the social network? (5, Insightful)

LordNightwalker (256873) | about 2 years ago | (#41232577)

And the rabbit hole goes deeper: you may now officially criticize a computer game for using the same name as a social network, that uses the same name as a *previous* computer game: http://en.wikipedia.org/wiki/Diaspora_(computer_game) [wikipedia.org] You know, you could probably have found that, had you used a search engine yourself before criticizing others for not using a search engine. ;)

Re:Not to be confused with the social network? (0)

Anonymous Coward | about 2 years ago | (#41232925)

It actually doesn't matter. His point was that it was taken, and that is true. The number of times it's used is irrelevant.

Re:Not to be confused with the social network? (0)

Anonymous Coward | about 2 years ago | (#41233033)

Yes, that's why he mentions the social network explicitly. You're absolutely correct, and the moon is made of blue cheese.

Re:Not to be confused with the social network? (1)

Anonymous Coward | about 2 years ago | (#41233409)

YES! Someone out there recognizes Diaspora, the 2d space MMORPG!!! I can't say how thrilled I was to find this comment. I remember that game quite fondly, even if it was relatively short lived. I was proudly a member of Iron Shield. Diaspora is defined as a "the movement, migration, or scattering of people away from an established or ancestral homeland". The MMORPG was all about scattering form the safe zone and going farther out into space to trade your goods. Guilds defined teams. There were wars, treaties, paid peace agreements...

Re:Not to be confused with the social network? (1)

MacGyver2210 (1053110) | about 2 years ago | (#41234171)

It's also, you know, just a word in the English language which has been used for hundreds of years...

Re:Not to be confused with the social network? (1)

LordNightwalker (256873) | about 2 years ago | (#41235291)

Yes, sorry, I realize my first reply may be a little confusing if you don't bother to follow the wikipedia link. But yup, that was exactly the point I was trying to make. :)

Re:Not to be confused with the social network? (0)

Anonymous Coward | about 2 years ago | (#41237451)

It was actually originally a Greek word which has been used for thousands of years, most famously for the exile of the Jews from Israel, but thank you for playing.

What is it with stuff called Diaspora lately? (1)

mcvos (645701) | about 2 years ago | (#41232663)

There's not just the failed social network, there's also the successful indie RPG Diaspora [www.vsca.ca] . And now there's also a BSG game.

It's a cool name, but somehow these things seem to happen in waves. A few years ago, everything seemed to be called "The Gathering Storm". Morphic resonance?

Re:Not to be confused with the social network? (0)

Anonymous Coward | about 2 years ago | (#41233037)

Way to judge and talk shit about an open source effort you clearly have no idea about, PHP? Where? At least take a look at their source first before acting so high and mighty.

Re:Not to be confused with the social network? (2)

0100010001010011 (652467) | about 2 years ago | (#41233225)

Diaspora was written in Ruby, so a swing and a miss.

Homeworld anyone? (5, Interesting)

aneroid (856995) | about 2 years ago | (#41232497)

Homeworld [wikipedia.org] was, for me, the first truly 'epic space battle' type game. Full 360 deg space-mapping, camera views, fighter-POVs.
It would have been a perfect fit to mod Homeworld into a BSG game for RTS.

I have played TIE Figther which would have also been great for the FPS perspective.

Looking forward to playing this.

Re:Homeworld anyone? (1)

Sigg3.net (886486) | about 2 years ago | (#41232897)

I still play Homeworld in Wine. Works great!

Re:Homeworld anyone? (1)

BlueStrat (756137) | about 2 years ago | (#41233309)

I still play Homeworld in Wine. Works great!

I'm running FreeBSD 8.1. I wonder if Diaspora will run under WINE or if it will compile & run under the Linux compatibility layer, or both/neither.

Anyone else try it under FBSD yet?

Strat

Re:Homeworld anyone? (0)

Anonymous Coward | about 2 years ago | (#41233367)

I don't have any FreeBSD experience, but you could try getting the Linux download (which is just game data + source code + build instructions) and see if you can get it working that way. Neither the game engine nor the launcher officially support FreeBSD, though, but it's worth a try.

Re:Homeworld anyone? (1)

Anonymous Coward | about 2 years ago | (#41234471)

One of the engine devs here.

The linux release is source only, so feel free to try and build it on FreeBSD (I know it was compiled for Solaris at one point though). I don't recall if the engine it runs on will compile for FreeBSD or not (honestly, I don't think anyone has tried). But if you have OpenGL 2.1 or higher, OpenAL, SDL it will probably work anyway.

Thanks for commenting! (0)

Anonymous Coward | about 2 years ago | (#41236431)

Good to know people's remarks are heard.

Re:Homeworld anyone? (1)

Karajorma (221797) | about 2 years ago | (#41234535)

If you do get it working, be sure to tell us. We have no objection to people running it on BSD and we'd quite happily link it on the official release thread.

Re:Homeworld anyone? (0)

Anonymous Coward | about 2 years ago | (#41233453)

I read somewhere that Homeword was supposed to be a Battlestar Galactica game, and the the storyline had to be rewritten when negotiations broke down.

This could be false - I can't seem to find the source.

site down already (1)

Tastecicles (1153671) | about 2 years ago | (#41232507)

anyone got an alternative link?

Looks Like We're Being Slashdotted and Kotaku'd... (5, Informative)

Swifti (801896) | about 2 years ago | (#41232513)

Hey guys. Programmer from the project here. Looks like our server is being hammered so here are some links to keep you company until our sites get back up.

Our Launch Trailer - http://www.youtube.com/watch?v=DWt2m1xtJbw [youtube.com]
1st Mission Preview - http://www.youtube.com/watch?v=T7yGXHQQlps [youtube.com]

Windows Torrent - http://diaspora.fs2downloads.com/Diaspora_R1_Windows.exe.torrent [fs2downloads.com]
Mac Torrent - http://diaspora.fs2downloads.com/Diaspora_R1_Mac.dmg.torrent [fs2downloads.com]
Linux Torrent - http://diaspora.fs2downloads.com/Diaspora_R1_Linux.tar.lzma.torrent [fs2downloads.com]

Re:Looks Like We're Being Slashdotted and Kotaku'd (1)

Tastecicles (1153671) | about 2 years ago | (#41232537)

thanky chappy!

Re:Looks Like We're Being Slashdotted and Kotaku'd (1)

Vylen (800165) | about 2 years ago | (#41232593)

Well, while the site is being hammered, I'll post this here...

Running here on a Mac, the application pops up an error window after the opening text sequence: http://puu.sh/12dax [puu.sh] and exits.

Re:Looks Like We're Being Slashdotted and Kotaku'd (2)

Karajorma (221797) | about 2 years ago | (#41232649)

What resolution are you running it in? I could see that error being generated if you run in less than 1024x768.

Otherwise I'll need more data.

Re:Looks Like We're Being Slashdotted and Kotaku'd (1)

Vylen (800165) | about 2 years ago | (#41232711)

Ah right, yep - I see. I wasn't quite launching it properly :)

That all said, it looks fantastic running at 2560x1440!

Re:Looks Like We're Being Slashdotted and Kotaku'd (0)

Anonymous Coward | about 2 years ago | (#41232623)

Are those Linux binaries? Can we get the source so we can compile it ourselves?

Re:Looks Like We're Being Slashdotted and Kotaku'd (1)

Anonymous Coward | about 2 years ago | (#41232655)

Definitely not binaries. The Linux download has to be built from source.

Re:Looks Like We're Being Slashdotted and Kotaku'd (1)

gajop (1285284) | about 2 years ago | (#41232685)

Ages ago I contributed a minor patch or two for that project, glad to hear you guys are still alive and kicking :D

Re:Looks Like We're Being Slashdotted and Kotaku'd (1)

Swifti (801896) | about 2 years ago | (#41232719)

What handle did you go by? I hope we made sure to put you in the credits. ;)

Re:Looks Like We're Being Slashdotted and Kotaku'd (2)

MojoMagic (669271) | about 2 years ago | (#41233023)

Oh wow! This looks so much better than I thought it would. Well done! ... Now, to grab that torrent.

Re:Looks Like We're Being Slashdotted and Kotaku'd (0)

Anonymous Coward | about 2 years ago | (#41233241)

I love Battlestar and Freespace2! I got into it as soon as I heard but a bug stopped me getting too far: Training mission, thrusters don't engage using default controls on OSX 10.6 . I re-mapped the controls (all arrow keys) to make sure they were being picked up by the game. They activated in the control option screen but never engaged the in-game thrusters.
Thanks for all the work, I knew there was a reason I kept my Sidewinder Force-Feedback2 :D - Now to find it...

Re:Looks Like We're Being Slashdotted and Kotaku'd (1)

Intrepid imaginaut (1970940) | about 2 years ago | (#41233337)

Epic, thanks! Will it run off a USB key by any chance?

Re:Looks Like We're Being Slashdotted and Kotaku'd (0)

Anonymous Coward | about 2 years ago | (#41233477)

In principle, yes. In practice, you have to run the launcher first to make a few entries in your registry, then you can play it off of a stick without issue.

Slashdotted (2)

rebelwarlock (1319465) | about 2 years ago | (#41232595)

Good job, guys - it's down. Now if only we could actually set fire to their servers.

Diaspora* is the best social network (2, Funny)

Anonymous Coward | about 2 years ago | (#41232601)

It's even got Battlestar Galactica Community Games!

Named from the score (1)

PhrostyMcByte (589271) | about 2 years ago | (#41233707)

I don't recall an episode with the name, but the score has an excellent track called "Diaspora Oratorio".

Re:Named from the score (1)

Karajorma (221797) | about 2 years ago | (#41234575)

We actually choose the name before we knew that track name though. It's a complete coincidence.

BSG is the story of a diaspora, and we ourselves had split from Beyond the Red Line so it seemed like the perfect name.

Awesome! (5, Informative)

Xelios (822510) | about 2 years ago | (#41232635)

Anyone who hasn't seen the wonderful things the Freespace 2 Open Source team has done over the years should really check it out. The game itself is $6 on GoG, and since Volition released the source code it's seen a complete overhaul for everything from AI to graphics. The classic campaigns are still there (and are well worth playing through), and there's been some really great fan campaigns released over the years too.

I'd highly recommend the Blue Planet campaign. Part 2 (War in Heaven) is especially noteworthy for really giving you the feeling of being on the losing side of a war, something you don't see very often in games. Part 1 has full voice acting, with voice acting for part 2 still in progress.

Re:Awesome! (1)

Adambomb (118938) | about 2 years ago | (#41232731)

ack, replying to undo cocked up moderation

Re:Awesome! (1)

lbbros (900904) | about 2 years ago | (#41233279)

I also recommend "Derelict", a very long and involving campaign that's IMO very much in the spirit of Freespace 2.

Re:Awesome! (1)

Vreejack (68778) | about 2 years ago | (#41233825)

GOG has been down for at least 24hours, with occasional uptime. Does not appear to be a publicity stunt this time.

Gamer Diaspora (2)

finity (535067) | about 2 years ago | (#41233061)

I saw this headline and was worried about the Cheeto and Mountain Dew famines that would occur if a community of displaced Battlestar Galactica Gamers was unleashed upon this land.

Next. (1)

Anonymous Coward | about 2 years ago | (#41234151)

Now where's my Firefly game?

Re:Next. (1)

Karajorma (221797) | about 2 years ago | (#41234609)

You have no idea how many of the Diaspora team would love to do one of those.

Re:Next. (0)

Anonymous Coward | about 2 years ago | (#41236245)

But who would be the "bad guys"? In the series we never say small Alliance snub fighters and the Reavers weren't capable of mounting organized campaigns. Seems like we'd need some Whedonesque backstory to see actual space battles with fighters, if there were any. Or even better a look forward to another possible rebellion against the Alliance...

Slashdot effect or crappy game? (1)

MacGyver2210 (1053110) | about 2 years ago | (#41234155)

The fact that the page has been annihilated doesn't bode well for the game. If you can't handle the curiosity load for a game release on the website, you probably can't handle the player load on the game itself.

Re:Slashdot effect or crappy game? (0)

Anonymous Coward | about 2 years ago | (#41234419)

Its not a web game, so the webserver not being able to stay up has nothing to do with the ability to handle load on the game itself.

Re:Slashdot effect or crappy game? (2)

funtapaz (1406785) | about 2 years ago | (#41235331)

It's not a browser-based game, and is still available via the following sources.

Torrents:
Windows
http://diaspora.fs2downloads.com/Diaspora_R1_Windows.exe.torrent [fs2downloads.com]
Mac
http://diaspora.fs2downloads.com/Diaspora_R1_Mac.dmg.torrent [fs2downloads.com]
Linux
http://diaspora.fs2downloads.com/Diaspora_R1_Linux.tar.lzma.torrent [fs2downloads.com]

Direct Download:
Linux
http://www.freespacemods.net/download.php?view.858 [freespacemods.net]
Mac
http://www.freespacemods.net/download.php?view.857 [freespacemods.net]
Windows
http://www.freespacemods.net/download.php?view.856 [freespacemods.net]
and
Linux
http://diaspora.fs2downloads.com/Diaspora_R1_Linux.tar.lzma [fs2downloads.com]
Mac
http://diaspora.fs2downloads.com/Diaspora_R1_Mac.dmg [fs2downloads.com]
Windows
http://diaspora.fs2downloads.com/Diaspora_R1_Windows.exe [fs2downloads.com]

Re:Slashdot effect or crappy game? (0)

Anonymous Coward | about 2 years ago | (#41235435)

As it turns out, it's not actually our server that has died, but rather the hosting company's routing equipment. And yes, Diaspora's release has gotten a LOT more attention than we hoped it would.

Re:Slashdot effect or crappy game? (1)

zlives (2009072) | about 2 years ago | (#41237259)

kudos

Alright (1)

GameboyRMH (1153867) | about 2 years ago | (#41236929)

The next motherfucker to name any kind of computer related thing "Diaspora" is going to be tied down and whipped with corded mice!

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