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Battlestar Galactica Community Game Diaspora Has Arrived

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."

121 comments

  1. flight model by Anonymous Coward · · Score: 4, Funny

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

    1. Re:flight model by Anonymous Coward · · Score: 4, Funny

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

    2. Re:flight model by jtownatpunk.net · · Score: 4, Insightful

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

    3. Re:flight model by Anonymous Coward · · Score: 4, Interesting

      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.

    4. Re:flight model by epyT-R · · Score: 1

      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..

    5. Re:flight model by Anonymous Coward · · Score: 0

      "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).

    6. Re:flight model by Anonymous Coward · · Score: 0

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

    7. Re:flight model by Anonymous Coward · · Score: 1

      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.

    8. Re:flight model by Anonymous Coward · · Score: 0

      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.

    9. Re:flight model by epyT-R · · Score: 1

      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.

    10. Re:flight model by rexkbh2100 · · Score: 1

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

    11. Re:flight model by JosKarith · · Score: 3, Funny

      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...

      --
      'Don't worry' said the trees when they saw the axe coming, 'The handle is one of us.'
    12. Re:flight model by Anonymous Coward · · Score: 0

      link, or it didn't happen

    13. Re:flight model by quadrox · · Score: 2

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

    14. Re:flight model by Anonymous Coward · · Score: 0

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

    15. Re:flight model by Anonymous Coward · · Score: 0

      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.)

    16. Re:flight model by Anonymous Coward · · Score: 0

      Well, there's Elite. And Mantis.

    17. Re:flight model by Anonymous Coward · · Score: 0

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

    18. Re:flight model by 1u3hr · · Score: 4, Interesting
      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.

    19. Re:flight model by crazyjj · · Score: 3, Informative

      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.

      --
      What political party do you join when you don't like Bible-thumpers *or* hippies?
    20. Re:flight model by dywolf · · Score: 1

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

      --
      The guy who said the election was rigged won the presidency with the second-most votes.
    21. Re:flight model by smooth+wombat · · Score: 1

      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.

      --
      We will bankrupt ourselves in the vain search for absolute security. -- Dwight D. Eisenhower
    22. Re:flight model by bungo · · Score: 2

      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.

      --
      "The best part? I became an ordained minister while not wearing pants." -- CleverNickName
    23. Re:flight model by Anonymous Coward · · Score: 0

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

    24. Re:flight model by lxs · · Score: 1

      I had mine revoked!

      I nearly DIED of SHAME!

    25. Re:flight model by Anonymous Coward · · Score: 0

      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.

    26. Re:flight model by Anonymous Coward · · Score: 0

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

      Has been filmed. In post-production now.

    27. Re:flight model by Boronx · · Score: 1

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

    28. Re:flight model by 1u3hr · · Score: 1

      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.

    29. Re:flight model by allcoolnameswheretak · · Score: 2

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

    30. Re:flight model by 1u3hr · · Score: 1

      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.

    31. Re:flight model by JeffAtl · · Score: 2

      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.

    32. Re:flight model by Anonymous Coward · · Score: 0

      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.

    33. Re:flight model by Anonymous Coward · · Score: 0

      Not sure you're aware of this, but in the show, a BS could take multiple hits from a nuke and survive; including her crew. They never directly addressed how that was possible, or why the people did not get lethal radiation doses, so on and so on, but in the BSG universe, nukes are apparently not the be-all weapons one would imagine them to be.

    34. Re:flight model by JeffAtl · · Score: 1

      Nukes were considered to be more damaging in the BSG universe than how you portrayed them. Both cylons and humans were very concerned any time nukes entered the picture (which was rare). There was a standoff where BSG was going to launch nukes against a cylon basestar and they backed down.

      Battlestars were somewhat tougher than cylonss basestars though. The basestars were quasi-organic while the battlestars were heavily armored.

      In the prequal movie (The Plan), the cyclon nukes that destroyed the colonies seemed to be smaller MIRV type warheads, so cylon warheads may tend to be less powerful than Colonial ones.

    35. Re:flight model by Bert64 · · Score: 1

      Haha i loved the panther, you could just fly it around like a tank letting the shields absorb the hits while you picked off the enemies with your turrets. Mind you, most of the enemies in frontier had very weak weapons, the strongest computer generated ship i ever came up against had the 20Mw laser but most were in the 1-5 range.

      --
      http://spamdecoy.net - free throwaway anonymous email - avoid spam!
    36. Re:flight model by Anonymous Coward · · Score: 0

      Sounds like I accurately portrayed them. You just provided additional detail, confirming my portayal.

    37. Re:flight model by JeffAtl · · Score: 1

      Cool - glad I could help.

    38. Re:flight model by Anonymous Coward · · Score: 0

      Wrong. It happens all the time. All air battles occur in some airspace on Earth in space. Are we not in space simply because we're on Earth?

    39. Re:flight model by slaker · · Score: 1

      The Vipers carried by the Galactica lacked fly-by-wire tech, presumably so that they would not be impacted by Cylon EW. It may have been that the Cylon Fighters had some EW-related function (sensor or telemetry platform, maybe?) and carried anti-fighter weapons primarily to deal with Vipers, which were fielded primarily to deal with Cylon birds and reduce the effectiveness of Cylon EW.

      What I'm saying is, they could've probably justified it.

      --
      -- I wanna decide who lives and who dies - Crow T. Robot, MST3K
    40. Re:flight model by slaker · · Score: 1

      I seem to recall mention of something about using water as part of anti-radiological shielding.

      You pretty much have to figure that anything that was meant for interstellar travel is going to have some pretty serious phlebotinum shielding to make high-energy particles a non-issue in the first place, so it's really just a matter of having armor sufficient to deal with the forces of some presumably multi-kiloton explosion.

      --
      -- I wanna decide who lives and who dies - Crow T. Robot, MST3K
    41. Re:flight model by Karajorma · · Score: 1

      Find an Amiga or Atari ST Emulator and look for Warhead. It's a game Glyn Williams made before moving on to make I-War. It's primitive by today's standards but the gameplay is a lot of fun.

    42. Re:flight model by Anonymous Coward · · Score: 0

      Wow, someone marked this as "Insightful". Time to crack open a physics book and step away from the BSG DVD collection my friend. ;')

    43. Re:flight model by Max+Littlemore · · Score: 1

      Well I spent a few hours last night playing the actual game and I was impressed with the flight dynamics. At one point my viper got stuck in "glide" mode and I was thankful that I didn't have to come in hot for a landing. I hade to come in slowly and use the full 360 degrees of vertical and horizontal axis thrusters to land safely on to the deck. It took a lot of care. Very newtonian. The only thing missing is gravity.

      I'm not sure if getting stuck in glide mode was a bug or the result of damage but it's nice to know that you can switch to a pure "float around and manually squirt thrusters" mode. It makes the possibilities in combat really interesting.

      FYI, in case you didn't get it from the above, glide mode is effectively turning off the computer assistance in the viper.

      WRT the range for engagement, it is all within hundreds of metres by the look of it, but then if that part was realistic it would kind of suck as a FPS.

      --
      I don't therefore I'm not.
    44. Re:flight model by Anonymous Coward · · Score: 0

      Terminus. Other than the jump-gates for 'rapid transit' it had a full newtonian physics model. Even had mac, pc, linux support on-disc.

      Sadly it didn't sell a whole lot and the company gave up on it.

      Was pretty awesome for 99-'01 era however.

    45. Re:flight model by kenp2002 · · Score: 1

      No real space battles would happen at long distances. It would be too easy for counter-measures to be deployed at those ranges. At 1000 miles firing two missiles at opposing ships the counter-measures (either opposing missiles, flack, etc) would have several minutes to intercept and make adjustments. At a million, they'd have hours of making minor ( 1 degree) adjustments to intercept. The exception to this rule would be if laser weapons are involved. With conventional ballistics, not really an option for long range engagement. There is a funny but oddly realistic lecture in Mass Effect about shooting a projectile in space that also explains why long range engagements are not a real option. We're not even getting into gravity, plotting an accurate shot over a milion miles would have to account for every object of significant mass between the origin and target. Impractical at best.

      --
      -=[ Who Is John Galt? ]=-
    46. Re:flight model by Anonymous Coward · · Score: 0

      There was a hack to turn back on the explorer mode where you could pick your own jump points. I had a ball exploring the galaxy!

  2. Is that the game... by c0l0 · · Score: 1

    ...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...)

    --
    :%s/Open Source/Free Software/g

    YTARY!
    1. Re:Is that the game... by Anonymous Coward · · Score: 3, Informative

      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.)

    2. Re:Is that the game... by Anonymous Coward · · Score: 0

      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.

    3. Re:Is that the game... by Anonymous Coward · · Score: 4, Informative

      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.

    4. Re:Is that the game... by Karajorma · · Score: 1

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

    5. Re:Is that the game... by ACS+Solver · · Score: 1

      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.

  3. Re:Not to be confused with the social network? by DarwinSurvivor · · Score: 2

    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.

  4. Homeworld anyone? by aneroid · · Score: 5, Interesting

    Homeworld 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.

    1. Re:Homeworld anyone? by Sigg3.net · · Score: 1

      I still play Homeworld in Wine. Works great!

    2. Re:Homeworld anyone? by BlueStrat · · Score: 1

      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

      --
      Progressivism (aka US 'Liberalism'): Ideas so good they need a police/surveillance-state to enforce.
    3. Re:Homeworld anyone? by Anonymous Coward · · Score: 0

      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.

    4. Re:Homeworld anyone? by Anonymous Coward · · Score: 0

      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.

    5. Re:Homeworld anyone? by Anonymous Coward · · Score: 1

      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.

    6. Re:Homeworld anyone? by Karajorma · · Score: 1

      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.

    7. Re:Homeworld anyone? by SiriusStarr · · Score: 1

      There is a BSG mod for Homeworld 2, though I haven't had the chance to try it yet: http://sourceforge.net/projects/hw2bsg/

      --
      Fear the penguin.
    8. Re:Homeworld anyone? by Anonymous Coward · · Score: 0
    9. Re:Homeworld anyone? by Anonymous Coward · · Score: 0

      You can compile it from source code if you want http://www.homeworldsdl.org/ .

    10. Re:Homeworld anyone? by Anonymous Coward · · Score: 0

      I miss Homeworld 2... Was a fun game.

  5. site down already by Tastecicles · · Score: 1

    anyone got an alternative link?

    --
    Operation Guillotine is in effect.
  6. Looks Like We're Being Slashdotted and Kotaku'd... by Swifti · · Score: 5, Informative

    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
    1st Mission Preview - http://www.youtube.com/watch?v=T7yGXHQQlps

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

  7. Re:Not to be confused with the social network? by mwvdlee · · Score: 2

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

    --
    Slashdot social media options: AIM, ICQ, Yahoo, Jabber and Mobile Text. Why no MySpace?
  8. Re:Looks Like We're Being Slashdotted and Kotaku'd by Tastecicles · · Score: 1

    thanky chappy!

    --
    Operation Guillotine is in effect.
  9. Re:Not to be confused with the social network? by LordNightwalker · · Score: 1

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

    --
    Install windows on my workstation? You crazy? Got any idea how much I paid for the damn thing?
  10. Re:Not to be confused with the social network? by LordNightwalker · · Score: 5, Insightful

    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) You know, you could probably have found that, had you used a search engine yourself before criticizing others for not using a search engine. ;)

    --
    Install windows on my workstation? You crazy? Got any idea how much I paid for the damn thing?
  11. Re:Looks Like We're Being Slashdotted and Kotaku'd by Vylen · · Score: 1

    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 and exits.

  12. Slashdotted by rebelwarlock · · Score: 2

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

  13. Diaspora* is the best social network by Anonymous Coward · · Score: 2, Funny

    It's even got Battlestar Galactica Community Games!

  14. epic was pretty epic by gl4ss · · Score: 1

    http://www.youtube.com/watch?v=2nycZ4BleiU

    (epic was a space arcade sim game)

    --
    world was created 5 seconds before this post as it is.
  15. Re:Looks Like We're Being Slashdotted and Kotaku'd by Anonymous Coward · · Score: 0

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

  16. Awesome! by Xelios · · Score: 5, Informative

    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.

    --
    Murphey's fighting Occam, and we're in the stands.
    1. Re:Awesome! by Adambomb · · Score: 1

      ack, replying to undo cocked up moderation

      --
      Ice Cream has no bones.
    2. Re:Awesome! by lbbros · · Score: 1

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

      --
      A CC-licensed illustrated horror novel
    3. Re:Awesome! by Vreejack · · Score: 1

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

      --
      "Will future ages believe that such stupid bigotry ever existed!" -- Ivanhoe
  17. Re:Looks Like We're Being Slashdotted and Kotaku'd by Karajorma · · Score: 2

    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.

  18. Re:Looks Like We're Being Slashdotted and Kotaku'd by Anonymous Coward · · Score: 1

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

  19. What is it with stuff called Diaspora lately? by mcvos · · Score: 1

    There's not just the failed social network, there's also the successful indie RPG Diaspora. 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?

  20. Re:Looks Like We're Being Slashdotted and Kotaku'd by gajop · · Score: 1

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

  21. Re:Looks Like We're Being Slashdotted and Kotaku'd by Vylen · · Score: 1

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

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

  22. Re:Looks Like We're Being Slashdotted and Kotaku'd by Swifti · · Score: 1

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

  23. Re:Not to be confused with the social network? by Anonymous Coward · · Score: 0

    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.

  24. Re:Looks Like We're Being Slashdotted and Kotaku'd by MojoMagic · · Score: 2

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

  25. Re:Not to be confused with the social network? by Anonymous Coward · · Score: 0

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

  26. Re:Not to be confused with the social network? by Anonymous Coward · · Score: 0

    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.

  27. Gamer Diaspora by finity · · Score: 2

    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.

  28. Re:Not to be confused with the social network? by 0100010001010011 · · Score: 2

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

  29. Re:Looks Like We're Being Slashdotted and Kotaku'd by Anonymous Coward · · Score: 0

    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...

  30. Re:Looks Like We're Being Slashdotted and Kotaku'd by Intrepid+imaginaut · · Score: 1

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

  31. Re:Not to be confused with the social network? by Anonymous Coward · · Score: 1

    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...

  32. Re:Looks Like We're Being Slashdotted and Kotaku'd by Anonymous Coward · · Score: 0

    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.

  33. Re:Not to be confused with the social network? by Anonymous Coward · · Score: 1

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

  34. Named from the score by PhrostyMcByte · · Score: 1

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

    1. Re:Named from the score by Karajorma · · Score: 1

      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.

  35. Next. by Anonymous Coward · · Score: 1

    Now where's my Firefly game?

    1. Re:Next. by Karajorma · · Score: 1

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

    2. Re:Next. by Anonymous Coward · · Score: 0

      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...

  36. Slashdot effect or crappy game? by MacGyver2210 · · Score: 1

    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.

    --
    If the only way you can accept an assertion is by faith, then you are conceding that it can't be taken on its own merits
    1. Re:Slashdot effect or crappy game? by Anonymous Coward · · Score: 0

      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.

    2. Re:Slashdot effect or crappy game? by Anonymous Coward · · Score: 0

      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.

    3. Re:Slashdot effect or crappy game? by zlives · · Score: 1

      kudos

  37. Re:Not to be confused with the social network? by MacGyver2210 · · Score: 1

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

    --
    If the only way you can accept an assertion is by faith, then you are conceding that it can't be taken on its own merits
  38. Re:Not to be confused with the social network? by Anonymous Coward · · Score: 0

    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.

  39. Re:Not to be confused with the social network? by LordNightwalker · · Score: 1

    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. :)

    --
    Install windows on my workstation? You crazy? Got any idea how much I paid for the damn thing?
  40. Re:flight model of fantasy movie by zlives · · Score: 1

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

  41. Range of Engagement and Entertainment by internic · · Score: 1

    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.

    --
    "You call it a new way of thinking; I call it regression to ignorance!" -- Operation Ivy
  42. Thanks for commenting! by Anonymous Coward · · Score: 0

    Good to know people's remarks are heard.

  43. Alright by GameboyRMH · · Score: 1

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

    --
    "When information is power, privacy is freedom" - Jah-Wren Ryel
  44. Two more... by wikthemighty · · Score: 1

    Evochron Mercenary

    Space Combat (by Laminar Research, makers of X-Plane)

    --
    "There are people who do not love their fellow human being, and I _hate_ people like that!" - Tom Lehrer
  45. Re:Not to be confused with the social network? by Anonymous Coward · · Score: 0

    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.

  46. Re:Looks Like We're Being Slashdotted and Kotaku'd by ACS+Solver · · Score: 1

    Guys, please make sure next time that your default controls are at least functional :)

    5 minutes after launching the game, I'm in the tutorial mission. After learning to target the other ships, I'm told to bank my Viper to align with the drone - only banking is not assigned to anything in a keyboard/mouse setup and I need to fix that myself. Or maybe this is one of those games that are supposed to be played with another input device.

  47. Re:Looks Like We're Being Slashdotted and Kotaku'd by gajop · · Score: 1

    Can't recall exactly, it's probably something like my slashdot username, so "gajop" or something. But seeing as that was in my freshmen/sophomore year (some 4-5 years ago), it's probably best to forget that code I produced :).

  48. Re:Looks Like We're Being Slashdotted and Kotaku'd by Max+Littlemore · · Score: 1

    I played all the way through the tutorial and found the default controls functional with a mouse and keyboard (dammit, where did I hide that joystick???? All that bashing the mouse around sucks). The part where you have to align with the drone was the most annoying because the keypresses need to be really short.

    Banking by default is assigned to numpad 7 and 9. Works for me.

    --
    I don't therefore I'm not.