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OpenHW 1.0.7 - Fleet Command Launcher and Community Fixes

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@dovahkiinjeff dovahkiinjeff released this 13 Nov 06:15

OpenHW 1.0.7 - Fleet Command launcher and community fixes

Download the 1.0.7 patch | Cumulative source | Updater.exe | SHA-256 checksums

Install OpenHW and all patches through 1.0.6 first. Close OpenHW.exe, OpenHW-Daignostics.exe and Launcher.exe. Put OpenHW-Patch-1.0.7.exe in the existing OpenHW folder and run it; if prompted, select that same folder. The patch installs Launcher.exe beside OpenHW.exe automatically, including on installations without a launcher. It is not a replacement for the base installer.

Manual order: 1.0 -> 1.0.1 -> 1.0.2 -> 1.0.3 -> 1.0.4 -> 1.0.4.5 -> 1.0.5 -> 1.0.6 -> 1.0.7. Updater.exe installs the required chain. The updater refresh in this release is 1.0.1 (protocol 2); older updaters obtain it and restart before installing 1.0.7. If refreshing the updater is blocked, download the new Updater.exe beside OpenHW.exe and run it. The base installation and its runtime are required.

Saves, Homeworld.cfg, mods, load order and authored maps/clouds/lighting are preserved. Downloads, logs, runtimes and backups remain under Development. No separate Python install, Windows font install or AppData profile is needed. Allow about 400 MB of additional working space for the patch and backup, plus up to 150 MB for the launcher's private runtime on first use; base conversion space is separate.

Changes

  • Portable Fleet Command launcher: normal or diagnostics launch, a searchable settings catalogue, official updates, local shader-cache reset, mod activation/load order and owned localized voice-pack import. Includes the custom chrome, concept-art background and bundled fonts.
  • Menu redesign: compact Multiplayer navigation inside the left panel; Fleet Workshop actions in a matching right panel; centered Story setup with race selection, saves and Player Setup.
  • Live interceptor: Story/Player Setup use one selected-race 3D interceptor, live hull/stripe paint, orbit/zoom and a maximum-speed trail preview. The viewer now presents it horizontally using a menu-only transform. Preview colour palettes and texture limits do not alter gameplay materials or quality.
  • Individual ship appearance: COLORS beside PILOT controls six inheritable channels. Apply affects only that ship, Reset All restores inheritance, and Cancel/Escape discard pending edits. Fixes the modal input layer that previously swallowed all clicks. The nested colour picker stays above the panel/HUD. Overrides survive save/load in both game executables and remain a local visual customization.
  • Keyboard and language: Windows/automatic, US QWERTY, French AZERTY, German QWERTZ, Spanish, Italian and US Dvorak shortcut layouts; classic English/French/German/Spanish/Italian text/subtitles with fallback. Newly written OpenHW labels remain English. Localized voices require an owned matching Classic speech bank and lookup tables; no voice files are downloaded or bundled.
  • Build/Sensors input: wheel input is captured across the complete docked Build panel; command/formation/tactics menus opened in Sensors remain children of that view, addressing the black screen when closing them.
  • Starting Resource Fleet: choose mission defaults or top up fresh campaign arrivals to at least three collectors and two controllers. Larger carried fleets remain intact; loading an existing save does not inject ships.
  • Docking and nav lights: Kushan Support Frigate lights use native HOD joints; captured frigates use a holding point near the mothership's actual frigate hangar. Named docking-point searches are bounded. Existing berth reservations and collision avoidance remain active; no blanket docking-speed multiplier is applied.
  • Skirmish AI: the economy AI can request a carrier after establishing resource collection when research, caps and reserves allow it; existing queued carriers prevent duplicate requests.
  • Materials and texture lifetime: private palettes for edited ships, matching classic/RM paint masks and alpha, path-traced surface variants, full-palette fallback and a corrected 64-bit texture-unregister guard.
  • Both Windows x64 game builds and the complete cumulative 1.0 through 1.0.7 source are supplied. OpenHW.exe has diagnostic logging compiled out; OpenHW-Daignostics.exe has full logging under Development.

Graphics recommendation

AMD FSR upscaling and FSR frame generation remain recommended. DLSS has known visual issues; Intel upscaling is not recommended. NVIDIA and Intel frame generation are not implemented. This release does not change those support claims or promise an additional measured FPS gain.

Checks and remaining verification

The normal/diagnostics x64 builds and offline input, layout, palette, texture lifetime, keyboard, launcher/updater and save-extension checks passed. Packaging checks include an isolated patch install that creates Launcher.exe and frozen runtime self-checks; no automated gameplay or camera manipulation was performed. Busy hangar timing and multi-computer gameplay still need player feedback. The supplied white-model editor references are not a claim of a fixed editor texture issue.

When a future patch replaces Launcher.exe itself, close the launcher and use the standalone Updater.exe. The launcher can install other game updates directly; a replacement of its own running file is refused before game files change.

Illustrated feature tour

All sixteen supplied development images are included. Some show 1.0.6; captions identify pre-fix and editor-reference views.

Portable Fleet Command launcher

Deploy

The portable launcher starts normal OpenHW or the full diagnostics executable. The custom border, hangar artwork, bundled fonts and amber/cyan controls carry the game styling into the desktop launcher.

Deploy

Mod Loadout

Enable or disable installed mods and move them up or down in the load order. Later enabled entries take priority; newly discovered mods start disabled. Save the loadout and restart the game to apply changes.

Mod Loadout

Configuration

Browse or search display, graphics, classic effects, audio, keyboard/mouse, player/language, skirmish and gameplay settings. Save them before launching. Shift+F11 authoring documents remain in the in-game editors.

Configuration

Ship Systems

Check for official updates, back up and rebuild the local shader cache, or import a matching voice bank from an owned localized Classic installation. Downloads, runtime files and backups stay in the OpenHW folder.

Ship Systems

Menus and live fleet preview

Main menu

The fleet command menu groups Story, Training, Multiplayer, Settings, Archive and Modding on the navy overlay while leaving the background artwork visible.

Main menu

Story setup and live interceptor

Centered Story setup combines race selection, saves, Player Setup and a real 3D interceptor. Orbit and zoom the preview; simulate maximum speed to inspect its engine trails. This supplied screenshot predates the 1.0.7 axis correction: the released menu viewer presents the ship horizontally. Gameplay model orientation is unchanged.

Story setup and live interceptor

Multiplayer navigation

Compact skirmish, saved battle, LAN, online-services and replay actions sit inside the left overlay. Existing connection modes retain their individual availability; this menu redesign does not imply a new online backend or verified multi-computer synchronization.

Multiplayer navigation

Fleet Workshop

The right-hand panel opens Parade Formations, the Ship Editor and Mod Manager without covering the engineering artwork. Use the workshop to arrange fleets, fit subsystems and manage custom content.

Fleet Workshop

Authoring tools

Military Parade editor

Arrange campaign or multiplayer parade offsets, move/rotate entries, frame the fleet and save separate race/mode presets. This development reference has white model silhouettes; it illustrates the placement interface, not final textured-model appearance.

Military Parade editor

Ship Editor and subsystem authoring

Inspect the hull/joint tree, transforms, attachment points and material slots. Copy, paste and place subsystem/turret chains, import geometry and save or append a mod. Source HODs remain read-only. This supplied white-model reference demonstrates the editor layout; this release does not claim to fix those editor silhouettes.

![Ship Edito...

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OpenHW 1.0.6 - Older Hardware and Startup Fixes

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@dovahkiinjeff dovahkiinjeff released this 12 Nov 16:40

OpenHW 1.0.6 - texture loading, startup and refresh settings

Install OpenHW 1.0.5 first, then close both game executables and run OpenHW-Patch-1.0.6.exe in your existing OpenHW folder. This is a patch, not the base installer. Updater.exe downloads and installs the missing patches in order. Manual installation order remains 1.0 -> 1.0.1 -> 1.0.2 -> 1.0.3 -> 1.0.4 -> 1.0.4.5 -> 1.0.5 -> 1.0.6.

Saves, settings, mods and authored maps are preserved. Both the normal executable and the full diagnostics executable are included. All patch work and backups remain inside the installation's Development folder.

Repeated texture loading

Community GTX 1080 Ti logs exposed substantial texture preparation: the newer run decoded about 20 GiB of image data cumulatively, taking 14.1 seconds of CPU time across the run. This is cumulative work, not 20 GiB of resident RAM or VRAM.

The decoded DDS cache previously handed an image to one later consumer and then discarded it. It now retains a pristine bounded copy for subsequent requests. Each caller receives its own writable allocation, and exact encoded-content checks invalidate images changed by a live mod edit. The existing 128 MiB cache limit now includes both retained image bytes and encoded-content checks; no texture resolution, LOD distances, lighting or effects are reduced.

In an isolated developer-machine test of 32 requests for the same 1024x1024 DDS, actual decompressions fell from 16 to 1, and elapsed time fell from 185 ms to 28 ms. This measures repeated texture loading only. It is not a measured gameplay FPS increase on the 1080 Ti. Player testing on that hardware is still required, and this does not eliminate the GPU cost of path tracing, clouds or frame generation.

Startup shader compatibility

Fixes a graphics-startup failure reproduced on an RTX 5070 Ti: the driver rejected the optimized cloud-composition pipeline with E_OUTOFMEMORY even with memory available. Both ordinary and frame-generation cloud variants now retain flow control while keeping full compiler optimization. Separate cache identities prevent loading the incompatible variant again.

Both corrected D3D12 pipelines passed offscreen creation checks on the affected machine. Eight cloud-output cases matched the original shader exactly, across 32,768 tested color/opacity components. This fix is not restricted to GTX cards.

Refresh-rate persistence

The saved exclusive-fullscreen refresh request is now separate from the observed active refresh. Borderless/windowed startup and an exclusive-mode fallback no longer overwrite a saved request such as 360 Hz with the desktop's 60 Hz. Video options report the active timing, and diagnostics record requested versus applied timing.

Borderless and windowed modes use Windows' desktop refresh. Set the desired rate in Windows Advanced display settings for those modes. For exclusive fullscreen, choose the requested rate in OpenHW, apply, then restart. The monitor, connection and driver must offer that mode; this patch does not force an unsupported timing or repair an unrelated Windows/driver reset.

Validation and downloads

  • OpenHW-Patch-1.0.6.exe - patch for an installation updated through 1.0.5.
  • OpenHW-1.0.6-Source.zip - complete cumulative source, including these fixes, tests and packaging tools.
  • SHA256SUMS-1.0.6.txt - verification hashes.

Focused checks cover repeated texture reuse, writable-buffer isolation, changed source content, case/path normalization, memory limits, eviction, oversized images, invalid input, texture quality, texture lifetime, and refresh persistence across borderless/windowed/exclusive/fallback/Auto/error cases. Both x64 game configurations build successfully. The game was not driven automatically for verification.

The supplied community logs include different maps, settings changes and VSync/frame-generation pacing, so they are not a controlled before/after FPS benchmark. AMD FSR remains the recommended upscaler. DLSS and Intel upscaling retain known issues; NVIDIA and Intel frame generation remain unimplemented. On older GPUs, compare frame generation on and off rather than assuming it always improves performance.

OpenHW 1.0.5 — Performance Update

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@dovahkiinjeff dovahkiinjeff released this 04 Nov 01:41

OpenHW 1.0.5 — performance update

Install OpenHW 1.0, then patches 1.0.1 → 1.0.2 → 1.0.3 → 1.0.4 → 1.0.4.5 → 1.0.5, in order. Close both OpenHW executables before running OpenHW-Patch-1.0.5.exe in your existing OpenHW folder. Saves, settings and authored mission customizations are preserved.

The project owner reports a 200–300% increase in frame rate in their test. This is an owner-reported result, not a controlled measurement across other systems. The gain depends on scene, hardware, settings and frame-generation use.

Performance changes

  • Replaced repeated fleet-wide searches with indexed ship, LOD, owner, animation-pose and instance lookups. Large fleets no longer incur the same growing lookup cost on every query.
  • Removed large temporary allocations and unnecessary clearing during ship animation and hierarchy preparation.
  • Suppressed redundant rendering-state commands while preserving draw order, shadows, materials and effects.
  • Made converted dust-field density reads direct and retained their data in GPU memory, avoiding repeated packed-record decoding and upload-memory reads.
  • Frame generation now reuses its completed display-size scene for final presentation, avoiding a second full scene/cloud/effects composition pass. Native UI and brightness/gamma controls are preserved.
  • Includes the cloud-binding repair from the local test build: dust fields and screen clouds use their correct bindings, and the cloud compute pipeline exposes the new density buffer.
  • Replaces repeated god-ray integration in cloud shading and full-resolution composition with one reduced-resolution pass and depth-aware joint bilateral upsampling. This is an altered D3D12/HLSL port of three-good-godrays, integrated with OpenHW's existing renderer.

These changes retain the existing resolution, LOD thresholds, cloud sampling, material quality, simulation and authored mission settings.

God-ray quality

Graphics → Post Effects → God Ray Quality offers Low, Medium (default), High and Ultra independently of the God Rays switch. Existing profiles default to Medium. The pass retains mission-authored god-ray color and strength; it does not change cloud density, opacity or other lighting controls.

Low and Medium render at one-quarter output width and height with 24 and 40 integration samples. High and Ultra render at one-half width and height with 60 and 90 samples. Depth-aware upsampling helps keep shafts from bleeding across ship and asteroid silhouettes. This addition has passed offline validation; no additional whole-game FPS gain is claimed for it, and individual scene appearance still needs player feedback.

Mission 2 salvage contacts

Corrects the Khar-Selim salvage contacts to match the Remastered wreck. Loading an existing Mission 2 save restores the corrected contacts and updates already-clamped salvage corvette offsets, so a mission restart is not required. An offline check against the actual Remastered HOD verified all five salvage joints in both released native formats. In-game placement still needs player verification.

Engine and missile trail occlusion

Engine and missile trails now enforce scene depth testing, preventing inherited rendering state from drawing them through foreground ship hulls. Existing glow appearance, visible trail cores and tail transparency are preserved. Actual D3D12 offscreen checks passed with frame-generation guides enabled and disabled, matching the correct-depth baseline across six inherited-state cases. In-game appearance still needs player verification.

Validation and downloads

Focused offline tests passed for rendering parity, animation and instance lifetimes, density data, frame-generation scene reuse and actual D3D12 cloud bindings/pipeline creation. They complement player testing; they do not establish identical performance on every GPU or scene.

The god-ray D3D12 helper also passed repeated draws across all four quality levels, multiple in-flight frames and odd output sizes, with descriptor sentinels intact and no debug-layer errors. Settings checks cover defaults, quality cycling, save/load and cancel.

  • OpenHW-Patch-1.0.5.exe — update for an installation already patched through 1.0.4.5.
  • OpenHW-1.0.5-Source.zip — complete cumulative source through 1.0.5, including the engine, shaders, importers, editors, installer tools and tests.
  • SHA256SUMS-1.0.5.txt — download verification hashes.

The optional 1080p cutscenes remain a separate download. Extract that archive into the OpenHW folder with its Data/Movies/HD path. It is not required for this performance patch.

AMD FSR upscaling and AMD FSR frame generation remain recommended. This update does not fix DLSS or Intel upscaling; both retain known issues. NVIDIA and Intel frame generation are not implemented. Multiplayer remains in testing; participants should use the same version.

Historical original-source notes remain included and may be outdated. Use the current OpenHW guides when modding.

Portable automatic updater

Download Updater.exe (about 5.7 MB), place it beside OpenHW.exe after installing the base game, close the game, and run it. It identifies that folder’s version and downloads, verifies and installs the missing patches in dependency order. It uses the official GitHub feed for current and future stable releases and can update itself when a newer updater is published.

Saves, settings, mods and authored maps are protected. Downloads, backups, logs, private runtime and temporary files stay under Development. Interrupted downloads can resume; failed/interrupted file transactions are rolled back or recovered. The original Collection is requested only if missing mission skies cannot be repaired from its recorded location.

The updater checks that the game is closed and does not start it. No separate Python installation, service, scheduled task or administrator prompt is required in a writable OpenHW folder. Instructions and recovery · Updater source · Updater checksums. The manual patch downloads above remain available.

OpenHW 1.0.4.5

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@dovahkiinjeff dovahkiinjeff released this 03 Nov 03:40

OpenHW 1.0.4.5

Install OpenHW 1.0 and patches 1.0.1, 1.0.2, 1.0.3 and 1.0.4, in that order, before applying this patch. Close both OpenHW executables, run OpenHW-Patch-1.0.4.5.exe, and choose your existing OpenHW installation if prompted. Your saves and settings are kept.

Changes

  • Corrects the startup splash artwork lookup for the released folder layout.
  • Removes the black bars added over in-engine cinematic scenes and corrects a blue screen during a fully black cinematic fade.
  • Allows scripted cinematic environments to select their own backdrop instead of always forcing the mission backdrop. Timing and individual scene appearance still need player verification.
  • Moves initial graphics preparation into mission loading and addresses an excessively long initial Mission 1 fade after its introductory movie. These changes are intended to improve the transition when a movie ends or is skipped, including the reported first-load black background. Player confirmation across missions is still needed; some preparation can take place while the loading screen is visible.
  • The ship editor camera can zoom much closer for detailed placement and inspection.
  • EVE-style Command control is available for corvettes as well as previously supported larger ships, including its multiplayer control path. Fighter control remains unchanged.
  • Both the normal and diagnostics executables are included. The complete cumulative source is provided separately.

Optional 1080p classic cutscenes

Download OpenHW-Optional-1080p-Cutscenes.zip only if you want the optional videos. Extract it into the OpenHW installation folder, preserving Data/Movies/HD. The game prefers those videos and falls back to the original videos when they are unavailable. Remove the MP4 files from that folder to go back to the originals.

The 17 classic videos are resized to 1080p, with the baked-in letterboxing removed and a small crop at the sides. Their original 15 fps timing is preserved. This version does not use AI-generated detail or temporal cleanup.

Verification and known limitations

The patch payload and optional video archive were checked offline, and focused startup, loading, ship editor and ship-control tests passed. These checks do not replace a playthrough: first-load cinematic transitions, sky timing and the startup splash window need player verification. The reported Bentusi trade crash and diagnostic save-selection problem have not been conclusively diagnosed. Historical source notes may be outdated.

AMD FSR upscaling and AMD FSR frame generation remain the recommended options. DLSS and Intel upscaling have known issues; NVIDIA and Intel frame generation are not implemented. Multiplayer remains in testing; all players should use the same version.

Use SHA256SUMS-1.0.4.5.txt to verify downloads. The optional videos are a separate download and are not required to install or run the patch.

OpenHW 1.0.4

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@dovahkiinjeff dovahkiinjeff released this 29 Oct 19:07

OpenHW 1.0.4

Install the original OpenHW base game, followed in order by 1.0.1, 1.0.2, 1.0.3, and 1.0.4. Close both game executables before applying the patch in the same OpenHW folder.

  • In single-player, Super Salvagers now prevents collision and kamikaze-impact damage to your salvage corvettes. They retain their existing reduced damage from weapons and explosions. Collisions still affect the other object.
  • Added the Mission Resource Scaling slider: 0% uses vanilla fleet-strength scaling, 100% retains all authored starting resources, and intermediate values blend between them. The previous full-resource toggle migrates to 100%. It applies to newly generated missions; existing saves keep their stored resource population.
  • Ship detail selection uses each model's authored distance bands, and custom asteroids use fixed world-distance bands. Display resolution, field of view, frame-rate scaling and previous selection do not affect either choice. The texture quality setting remains independent of display resolution.
  • Addresses a report of the Ghost Ship appearing white at distance: its Remastered hull uses the same textured native mesh at every distance, with a neutral native texture fallback when a requested color scheme is unavailable.
  • Aligns the Kadeshi fuel pod's engine glow with the aft end of its Remastered hull.
  • Uses the Remastered Khar-Selim wreck’s salvage points for Mission 2 when its native model is loaded, with the original points retained as a fallback.
  • Hardens the Bentusi trade screen’s shared technology-image cache against stale or missing entries. A reported trade crash could not be conclusively traced without a crash log.

The patch has been built and checked offline, including its actual Remastered Ghost Ship package at each requested detail level. The reported in-game appearance still needs player verification. Changes in distance thresholds can alter when other ships switch detail levels.

OpenHW-1.0.4-Source.zip contains the complete cumulative source through 1.0.4, including the installer, shaders, importers, editors and tests. Historical original comments and older documents remain included as references and may be outdated. Use the current OpenHW guides for modding.

AMD FSR upscaling and AMD FSR frame generation remain recommended; DLSS and Intel upscaling have known issues, and NVIDIA/Intel frame generation is not implemented. Network participants should use the same version; multi-computer gameplay remains in testing.

A player reported difficulty selecting saves in the diagnostic build; after loading Mission 1 they could load the other saves. Both executables use the same save directory and save format, but the initial selection problem has not been reproduced or diagnosed.

OpenHW 1.0.3

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@dovahkiinjeff dovahkiinjeff released this 28 Oct 20:41

OpenHW 1.0.3

Install the original OpenHW base game, followed by 1.0.1, 1.0.2, and then 1.0.3. Close both game executables before running the patch and select the same OpenHW installation folder. This patch is not a full installer.

Gameplay and interface

  • Restores ordinary double-click docking and support actions. Shift+Ctrl+double-click adds the visible ships of the clicked type to your selection.
  • Corrects support-frigate latch positions using the Remastered model's docking markers, with the original positions as a fallback. Docking now starts the corvette fold animation on all approach routes and preserves the latest animation pose as visual detail levels appear.
  • Prevents a crash caused by requesting the build manager again while it was already open. The existing manager is reused and can focus the selected eligible factory.

Effects

  • Moves non-capital engine glow and trail origins closer to the hull, while keeping the trail joined to its glow and preserving a small gap.
  • Orients hull-impact effects outward and allows a sustained ion-beam hit to restart its authored effect after the previous burst ends.

Downloads and known issues

  • OpenHW-Patch-1.0.3.exe is the patch installer. OpenHW-1.0.3-Source.zip contains the complete cumulative working source from 1.0 through 1.0.3, including the installer, shaders, importers, editing tools and tests. The source is also available under this release's tag.
  • A reported stray Turanic mothership in Mission 16 remains under investigation. A reported unusually white research-ship engine panel has not yet been attributed to a confirmed cause.
  • AMD FSR upscaling and AMD FSR frame generation remain the recommended options. DLSS and Intel upscaling have known issues and are not recommended; NVIDIA and Intel frame generation are not implemented.
  • Historical original source comments and older documentation remain included as reference material and may be outdated. Consult the current OpenHW guides when modding.

The patch builds passed offline checks, including build-manager reuse, docking and native animation tests. Full multiplayer and every in-game scenario have not been certified by those checks. All network participants should use the same version.

OpenHW 1.0.2

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@dovahkiinjeff dovahkiinjeff released this 27 Oct 19:24

OpenHW 1.0.2 — skirmish, multiplayer menus and gameplay fixes

Download OpenHW-Patch-1.0.2.exe below (approximately 40 MB). This is a patch, not a full game installer.

Required installation order

  1. Install OpenHW using the original OpenHW-Setup.exe and your own installed Homeworld Remastered Collection.
  2. Apply OpenHW-Patch-1.0.1.exe.
  3. Close OpenHW.exe and OpenHW-Daignostics.exe, then apply OpenHW-Patch-1.0.2.exe to the same OpenHW installation.
  4. Wait for Patch complete, then start OpenHW.exe.

Install the original first, then 1.0.1, then 1.0.2. Put each patch beside OpenHW.exe or select the installed game folder when prompted. Keep the original Collection available in case missing sky/lighting resources need to be regenerated. Saves, options, mods and authored map/cloud/lighting settings are preserved. Backups and logs stay inside the game folder under Development/Patches/1.0.2/Backup and Development/Logs/patch-1.0.2.log.

Skirmish and multiplayer interface

  • Fixed the local AI-skirmish startup crash caused by missing or empty optional loading artwork. Loading now falls back safely to installed artwork.
  • Reworked multiplayer connection screens and their submenus, including skirmish setup, map selection, fleet colours, saved battles, lobbies and rule options.
  • Added clear Battle, Fleet Rules, Resources and Fleet Colours tabs, with separate Back and Start Battle controls.
  • Replaced the CPU-player triangles/black counter with minus, count and plus controls; aligned game-type buttons and added visible slider grips. Local skirmish defaults to at least one AI fleet.
  • Skirmish and multiplayer loading now use the detailed story-style loading panel, with current work, actual reported phase/item progress, timing and recent activity. Network loading also shows players' reported readiness.
  • Multiplayer maps use the corresponding Remastered sky/environment and lighting metadata. Each map has its own lighting/map-edit identity; campaign overrides and previously cached skies are not reused accidentally.

Ship controls and gameplay

  • Reconnected direct PILOT controls, EVE-style COMMAND navigation and eligible fighter cockpit controls in local skirmish and multiplayer.
  • Reconnected X/Claw formation control through the selected wing leader.
  • Network pilot input uses the existing ordered command stream, with separate ownership-checked player sessions. Steering, weapon toggles and wing control are shared; cameras and local input remain local. Sessions retire on death, capture, other orders or universe reset.
  • Added Gameplay → Restore Fog of War. ON restores the original Homeworld visibility ranges for ships, derelicts and minor objects instead of unlimited distant rendering. It applies immediately and saves locally; the default remains OFF. Existing Sensor Manager exploration logic is unchanged.
  • Corrected engine-trail origins so the ribbon and its history begin at the existing glow bulb, respecting authored offsets. The glow's appearance is retained.

Map editor

  • Added a Derelicts dropdown beneath the RTX dust-volume entry in Assets. Select a type and press P to place it.
  • Added an Objects tab for newly placed objects. Scene lists original map objects; Volumes remains for clouds.
  • Fixed the inspector wheel always changing position X. Position XYZ, rotation XYZ and instance scale now adjust their own displayed rows; read-only rows cannot move an object.
  • Added per-instance derelict visual scaling, including saved map-overlay transforms, without changing shared meshes or save-game layouts.
  • Retains 1.0.1's authored dust/cloud initialization, save-load restoration and missing sky/lighting-resource repair.

Source, validation and compatibility

  • OpenHW-1.0.2-Source.zip contains the updated engine, shaders, tests, editing/import tools and installer/patch source. The same source is committed under this release tag.
  • SHA256SUMS-1.0.2.txt contains download checksums.
  • Both normal and diagnostic executables built successfully. Ten offline regression checks and the production visibility-list test passed. Full multi-computer gameplay, latency and online services are not certified by these checks; please report issues.
  • Every participant in a network game must use this same rebuilt 1.0.2 patch. Native network weapon masks support up to 1,024 guns per piloted hull; higher-count modded hulls retain normal RTS control.
  • AMD FSR upscaling and AMD FSR frame generation remain recommended. DLSS and Intel upscaling have known issues and are not recommended; NVIDIA/Intel frame generation are not implemented.

The full base installer is unchanged. This release does not bundle replacement retail archives, HODs, music or voice data. Original source comments and historical documentation remain included as references; use the current guides when modding.

OpenHW 1.0.1

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@dovahkiinjeff dovahkiinjeff released this 26 Oct 17:52

OpenHW 1.0.1 — dust initialization, saved games and mission lighting

This is a standalone patch installer for an existing OpenHW installation, approximately 40 MB. Download OpenHW-Patch-1.0.1.exe below.

Fixes

  • Authored dust color, opacity and cloud styles initialize during ordinary mission rendering, including cinematic camera frames; pressing Shift+F11 is no longer needed to trigger initialization.
  • Loading a save invalidates the previous cloud initialization state, including a save from the same mission, so saved mission appearances are restored rather than reverting to oversized default clouds.
  • Missing physical mission sky textures and HDR lighting metadata are regenerated from the owner's original Collection. This restores the resources required by mission sun/key controls and god rays. Missing sky resources are now reported separately from a retail local-light import failure.

Apply the patch

  1. Close OpenHW.exe and OpenHW-Daignostics.exe.
  2. Run the patch beside OpenHW.exe, or select the installed OpenHW folder when prompted.
  3. Keep the original Homeworld Remastered Collection available. The patch uses the recorded source location and asks for the Collection folder if it moved.
  4. Let mission lighting conversion finish. It may take a few minutes; wait for Patch complete.
  5. Start OpenHW.exe.

Saves, options, mods and authored map/cloud/lighting settings are preserved. Original Collection archives are read-only inputs. Previous program files are backed up under Development/Patches/1.0.1/Backup. Patch logs are in Development/Logs/patch-1.0.1.log. All application-owned files remain in the game folder.

New users: install the OpenHW 1.0 base installer, then apply this patch before playing.

Downloads and source

  • OpenHW-Patch-1.0.1.exe — updates both normal and diagnostic game executables and repairs missing lighting resources.
  • OpenHW-1.0.1-Source.zip — complete updated engine and installer/patch source.
  • OpenHW-1.0.1-Documentation.zip — current offline documentation.
  • SHA256SUMS-1.0.1.txt — download checksums.

Both game variants and the patch launcher compiled successfully. Gameplay testing is performed by the project owner; this patch was not applied or run in-game automatically.

AMD FSR upscaling and AMD FSR frame generation remain the recommended options. DLSS and Intel upscaling are not recommended in this release; NVIDIA and Intel frame generation are not implemented.

OpenHW 1.0

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@dovahkiinjeff dovahkiinjeff released this 26 Oct 16:49

OpenHW 1.0

The best of both worlds: high-fidelity Homeworld Remastered assets with original Homeworld 1 gameplay. OpenHW combines RM and HW1 assets, modern rendering, a revised interface and extensive in-game authoring/modding tools.

Important

For 1.0, use AMD FSR upscaling and AMD FSR frame generation. Both fully work and are the recommended options. DLSS currently has issues and is not recommended. Intel upscaling is also not recommended. NVIDIA and Intel frame generation are not implemented for this release.

Warning

Disk space: allow approximately 120 GB free during conversion as a conservative planning estimate; the exact peak of this compact installer has not been measured. The download is about 473 MB and the main generated game archive is about 34 GB, plus loose resources and user data. Setup reads the original Collection archives directly, stages selected HW1 resources and removes intermediate conversion caches. The original Collection and source-build dependencies occupy separate space.

Modern rendering and environments

  • Direct3D 12 with optional ray/path tracing and a non-path-traced lighting path using authored mission sun/key, ambient and local lighting, shadows and emission.
  • AMD FSR reconstruction and frame generation are the recommended release combination. Native rendering is also available.
  • Imported Remastered ships, native HOD rigs/subsystems, materials, animations/presentation data and supported distance LODs, while retaining original HW1 gameplay.
  • Remastered backgrounds, creator-made replacement asteroids, upgraded Classic textures, filtered/mipmapped materials, glow maps and updated weapon/engine/missile presentation.
  • OpenMW-derived volumetric clouds for placed volumes, ropes and connected particle fields, working with PT off. Motion is optional and defaults off. Direct cloud color control, original dust visibility/color/opacity, and original rope color/opacity overrides are available.
  • Authored maps/clouds for all 16 missions and the 15 authored lighting overrides present in the working game, installed at the physical loader paths. No separate Mission 15 lighting override was fabricated.
  • Global Non-PT Glow Brightness: 29% by default, plus brightness/gamma, texture quality, effect budgets, PT settings, bloom/god rays/lens flare, motion blur, chromatic aberration and film grain.
  • Improved caching, resource reuse and parallel frame preparation; clearer startup/mission-loading status and display detection.

Gameplay, formations and ship control

  • Same-type formation selections get a real-time Formation Spread slider: tight, default at center, and double spread at the right. Mixed-type groups do not show it.
  • Shift-double-click adds visible ships of another type to a selection. Main-view movement no longer has the former short-range command clamp.
  • Select a build-capable carrier/mothership and press B for its Build menu. Launch Manager improves hold selection and excludes drone frigates from carrier-style holds.
  • Captured fleet identity and production rosters, mission-specific colors, and the Karos relay docking exception for player fighters/corvettes.
  • Fleet color/engine/nav-light customization, Capture / Build All, Super Salvagers, Disable Unit Caps, Unlimited RUs, Disable SP Resource Scaling, resource multiplier, ranks, unlimited strike-craft fuel, paused orders and mission-start launch controls.
  • FRAPS-style top-right FPS counter, scalable modern menus/Build/Launch/Research panels and subdued contextual artwork.
  • Ship control is implemented for fun and as a foundation for future game modes: EVE Online-style approach/orbit/keep-range command control, or direct piloting with throttle, steering and firing. Eligible fighters offer cockpit control.
  • Select the wingleader of an X or Claw formation to control that wing. This is distinct from the spacing slider.

In-game authoring and modding

  • Shift+F11: Assets, Scene, Volumes, Ropes, RM Dust and Fields; placement/transforms, precise numerical editing, independent sim/KAS pause, cloud presets and map save/load.
  • Shift+F12: mission sun/key direction/color/intensity, ambient control, custom lights, tuning/shadows and save/export. Map editor also links lighting and texture/material workspaces.
  • Ship Viewer / Editor / New Ship Project: hierarchy/rig preview, editable definitions, transforms, undo/redo and copy/paste, duplication and placement of subsystems—including turrets—on ships. Supported native changes can be saved into mods. The editor will continue improving in future releases.
  • SAVE MOD / APPEND TO MOD, dependency/binding validation, and Mod Manager activation and drag ordering. Restart after changing mods; test changed weapon counts in a fresh mission.
  • Military Parade Formation Editor for Kushan/Taiidan parade position, rotation and repeated-ship growth offsets. Multiplayer preset storage is authoring-only, not network integration.
  • Full source, shaders, importers, tests and installer-building tools. Original-source notes are retained, clearly distinguished from current 1.0 instructions. Old notes are not updated OpenHW modding instructions; use the documentation index to avoid confusion.

Watch the project

OpenHW project showcase

The video shows the earlier Homeworld RTX development; this release's instructions supersede its older installation advice.

Package contents

  • OpenHW-Setup.exe — the single-file installer; choose your own Remastered Collection.
  • OpenHW-1.0-Source.zip — the complete working source and installer factory, excluding generated dependency/build caches and retail game data.
  • SHA256SUMS-1.0.txt — download verification hashes.
  • OpenHW-1.0-Documentation.zip — current README, release notes, installation, editing, modding, limitations and build guides for offline reading.

Setup produces OpenHW.exe (diagnostic logging compiled out) and OpenHW-Daignostics.exe (full diagnostics, spelling intentional). Diagnostic/setup output is under Development in the game folder. The experimental extra-turret Kushan Assault Frigate modification is not a release gameplay override.

Verification

  • Both source-built game variants passed 68/68 compiled tests in the release build.
  • Release packaging tests and earlier offline installer self-checks passed. The final installer received a content/hash audit; installation and gameplay testing are performed by the project owner.
  • Installer audit checks the two executables' logging separation, first-boot display detection, global 29% non-PT glow default, content inventory, disabled developer mods and authored mission hashes.
  • All 16 maps and 15 available lighting overrides are verified against the effective working-build authoring and physical loader paths.
  • These are build/offline checks, not a claim that every GPU, mission interaction or mod combination is bug-free.

Installation

  1. Install your legally owned Homeworld Remastered Collection, including Homeworld 1 Classic and the required English archives.
  2. Place OpenHW-Setup.exe in the writable folder where you want OpenHW to live, such as D:\Games\OpenHW.
  3. Run it and select the Collection root, HomeworldRM or its Data directory. Setup also locates Classic data. The destination is the folder containing the installer.
  4. Wait for extraction, conversion, package construction and validation to complete. No manual music/voice copying is required. Original Collection files are read-only inputs.
  5. Launch OpenHW.exe. Resolution and refresh rate are detected at first boot, not fixed to the author's monitor.

All application-owned settings, saves, mods, exports and working files remain inside the installation folder. Development holds diagnostics and setup/cache data. Successful setup removes its temporary conversion copies; failed setup retains work for recovery. Windows/driver system caches remain controlled by those components. Setup does not auto-launch the game.

Disk space: allow approximately 120 GB free during conversion as a conservative planning estimate; the exact peak of this compact installer has not been measured. The download is about 473 MB and the main generated game archive is about 34 GB, plus loose resources and user data. Setup reads the original Collection archives directly, stages selected HW1 resources and removes intermediate conversion caches. The original Collection and source-build dependencies occupy separate space.

Documentation

Start with the current documentation index, user guide, editing guide, modding guide, and source build guide. Historical original-source notes remain included and may not describe current behavior.

Immediate future updates and player reports

Priorities are completing NVIDIA DLSS and Intel technologies, fixing bugs/visual glitches reported by players, improving the ship editor and continuing performance work. Cataclysm and multiplayer support are planned as more issues are resolved and performance improves; they are not supported 1.0 modes and have no announced release date.

Reports from people playing the mod are important. Tell the author what happened, the mission, exact steps, GPU/driver, resolution, PT state, upscaler and frame-generation settings; screenshots/video and relevant diagnostics help. Use GitHub Issues. Never attach retail archives, extracted game asset...

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