UberStrike Server Emulation. Reimagined.
Back in 2017, three students of Applied Computer Sciences had the idea to bring back their favorite first-person shooter called UberStrike, which was shut down by Cmune on June 13, 2016.
First, the idea was to just emulate the web service responses using Windows' built-in Internet Information Services (IIS), and resulted in the first iteration of Project Dropshot.
When the time came to implement everything realtime related (ingame chat and actual gameplay), these three students were overwhelmed at first by the Photon implementation, when @FICTURE7 stepped in and had their own go with UberStrok (forked by @ashley-dv). Unfortunately, Project Dropshot was never finished, and UberStrok was never fully completed.
Then came Februrary 2022 when the same three students, since then grouped as Team FESTIVAL, took on this project once more, with the goal of implementing every feature that made UberStrike as popular as it was as truthfully as possible, sprinkled with some quality-of-life fixes and improvements. This is Project Paradise – now featuring fully implemented web services for the latest Steam build (and partial support for v4.3.10.1) as well as completed realtime server implementations.
ℹ️ The wiki is currently being rebuilt. Some information may be outdated. Please proceed with caution, and if something is unclear, feel free to ask on the Paradise Discord server.
Installing the Paradise client requires a working build of UberStrike. Don't have UberStrike installed yet? See Downloading UberStrike first.
Client binaries are available for the following platforms:
ZIP installation requires a one-time manual patch of the game. Using the installer does not require manual patching.
Server binaries are available for the following platforms:
- Windows (x64): .exe or .zip
- Windows (ARM64): .exe or .zip
- macOS (Intel): .zip
- macOS (Apple Silicon): .zip
- Linux (x64): .zip
- Linux (ARM64): .zip
For server setup instructions, please see Server Setup.
Find instructions for building each of Paradise's components below:
- Client, Bootstrap and Discord Rich Presence
- Web Services
- Realtime Servers (Comm/Game)
- Docker images
- Web UI (coming soon)
Paradise versions before 2.2.0 relied on Photon, a proprietary, paid (or free, but severely limited) realtime server solution developed by Exit Games GmbH. The NekoNexus fork implements shims to replace Photon entirely and translates the game's realtime events to a customized protocol using LiteNetLib. With permission of @NekoSuneVR, Paradise now also implements this solution, enabling developers, server owners and of course players to not worry about any kind of limitation Photon brings with their licensing model. Using this solution, Paradise can now be run completely independent of any platform without relying on Windows to run the realtime servers.
Developers
Contributors
Used libraries
Please see Acknowledgements.txt for information about the libraries used in Paradise.
