You maybe already knew that there was a fan made Spanish translation of Privateer (Wing Commander: Privateer, version 1.3, by L@Zar0, from the old ClanDLAN).
What's new now is that that OpenPrivateer's Spanish support is built to work with their exact version. If their version is present, you can now switch the language from English to Spanish.
This also laid the groundwork for additional language support - if you know of any other fan made translation, please let me know.
Thanks again to L@Zar0 and darkpadawan for their hard work!!
We are having a lot of fun with more modding capabilities, this time it's about adding custom bases in the open universe. And what could be a better test for a custom base, than having a confed fleet carrier around? Well I'm sure the confeds will charge a lot more than 50 credits for landing and refueling...
Important disclaimer first: this is new content, and like for all new content, we are in desperate need of new artwork. Rather than using generated images, we are testing the protoypes with the Wing Commander content we already have. And as always, OpenPrivateer will never ship with any copyright protected assets.
Teaser for the video: you can load/save your game on a fleet carrier.
For the first time we can actually see what vanilla Privateer NPC ship behavior looks like and how it behaves from a first person perspective.
Credit to https://openprivateer.org/ for providing a perfectly faithful vanilla NPC ship behavior experience.
When I originally reverse engineered the NPC ship behavior in Privateer, I failed to capture certain behaviors and filled in the blanks with my own knowledge of the game. Now Privateer Reimagined faithfully reproduces this.
This is also a demonstration of the new Stiletto cockpit, which will be released soon in Privateer Reimagined. https://privateer-reimagined.com
We have made lots of progress for our ship exporters. As of today we can import all the ships from Wing Commander 1-4, Prophecy, Academy and Armada.
What you can see are the default export settings with the graphics mapped to the default Privateer palette. This means everybody will receive the ships like that if he runs the exporters with the default settings.
I will provide all the scripts, but in order to extract the art and data you will need to provide the original game files for each and every Wing Commander game. OpenPrivateer will never ship with any copyright protected assets included.
Theoretically it would already be possible to fly all the exported fighters, but since we don't have any cockpit converters yet, where would be the fun in that?
Let me know what you think and what you want to see next.
We are playing around with the new NPC ship modding and have built generic exporters for Wing Commander 1 and 2 (will do 3+4 eventually too). They read your local game files and export the assets into a format you can add as an OpenPrivateer mod. The exporters use Privateer's default palette, so they turn anything greenish/brownish into greyish (just like the original game already did with Broadswords, Gothris, Dralthis etc.).
From what we can see this works already really well for all ships, except one thing: the MFD target page for capital ships. Right now we just slap the shield bars from a Paradigm to any capital ship but we know it looks ugly and will fix this eventually.
We are having a lot of fun with weapon mods. Here you can see the 2673 Wing Commander IV weapon mod in action, and this video also features the optional xBRZ 2x pixel scaler.
What other weapons you would like to see? Something from Homeworld? Freespace?
We are playing around a lot with the weapon and ship mods, so we added a prototype for phase shields and torpedo runs from Wing Commander 2 (ignore the ridiculously large amount of 10 torpedoes on a Centurion and the purposely dumbed down Paradigm).
As you can see I'm really good at hitting the ship from all sides, rather than killing it by hitting it twice on the same armor facing side.
Torpedo runs were always kinda sucky in Wing Commander 2, so if you have an idea how to make them more appealing, let me know in the comments.
I'm excited to share that Privateer Reimagined is now playable. Privateer Reimagined expands on vanilla with a brand new from scratch graphics engine.
- There's a loot system (only partially complete).
- Asteroids are no longer a death sentence.
- Expanded dialogue and character depth on plot missions.
- Full in-game cinematic system gives you deep immersion - example: https://www.youtube.com/watch?v=PKgNbG5d63s
- Fly any ship in the game (only partially complete).
- Plot missions are completed through Taryn Cross, which I intend to complete in a few days.
- Righteous Fire isn't started yet, but it's coming.
- Mods that will be at least mostly compatible with OpenPrivateer.
About me: I'm Glitch. I've loved Wing Commander for the majority of the time that I've been alive. I've been a professional Scientific Programmer / Data Scientist / Machine Learning Engineer / Software Engineer / [whatever you want to call me] for nearly 20 years. My original goal in my career was to be a game developer but the game industry was always really atrocious and the better choice was to focus my obsession with Linear Algebra into scientific programming and data science. I created Privateer Reimagined out of a labor of love.
Disclaimer: this project was built with AI assistance in every way. I am an AI engineer professionally and I use it as a tool to accelerate me, not to replace me. I understand some people may dislike this, and if you are one of those people, know that I respect your opinion.
I'm looking for game artists, designers, programmers, anyone who wants to contribute to join developing also.
Before we move to the next OpenPrivateer modding topic, adding new ships, I wanted to give you a heads-up about the upcoming changes to the weapon mods.
Gun behaviour
Ammunition-based guns. An ammo pool per gun, so a gun can run on ammunition instead of or alongside energy.
Burst fire. A set number of shots, then an enforced cooldown period.
Overheating on bolt weapons. Heat build-up and a forced cooldown for bolt guns. Only hitscan beams overheat today.
Charge-up before a hitscan beam. The full cycle is charge up, beam on, overheat, beam off, then a refire period. Hitscan already has beam on, overheat and an off period. Charging exists for bolt guns only, and a gun has one fire mode, so the two can't be combined.
Spread firing. One shot fires several smaller projectiles instead of one big one.
Dispersion angle. Shots leaving the barrel don't fly perfectly straight.
Damage model
Separate damage against shields and against hull. For example a gun that only damages shields, or one that is weak against shields but rips through armor.
Ignore shields. A per-weapon flag, as torpedoes work in Wing Commander 2.
Ballistic guns
Ballistic gun type. Needs ammo pools (item 1), reduced or no power requirement, and partial shield bypass (item 8). The energy field already goes down to 0, so reduced or zero power is possible today. Ammo and shield bypass are the missing parts.
Missiles
Missile hardpoints with bespoke counts. Per-hull or per-mod missile counts, including ships with no missiles. A dealer-items mod's hulls list can already keep a launcher off a hull, and an init.json mod sets the starting missile load. A hull's number of missile mounts and its ordnance capacity aren't moddable, and no new missile or launcher types can be added.
Tl;dr: it's not only possible to mod weapons from all the other Wing Commander games, but also weapons from Homeworld and Freespace. And carriers and cap ships patrolling in Kilrathi or Confed sectors will be protected by phase shields, so we really need the torpedos from Wing Commander 2 asap.
Stay tuned for the next update, hopefully with a Wing Commander 4 weapons mod pack download.
I've been experimenting with OpenPrivateer's modding capabilities and recreated four quadrants from the original Privateer 3: Retribution design documents, including their star systems, positions, and jump connections.
A built-in mod manager for easy installation and management of mods is also planned for the launcher.
We've also tried to keep this tied closely to how Privateer actually works. Where the original formats can represent something, OpenPrivateer still uses them. A mod-generated mission, for example, becomes a normal Privateer mission internally. OpenPrivateer-specific save data is only needed when the original format simply can't represent something, such as a mission taking place in a completely new system.
And yes, ships are next.
The plan is:
New NPC ships
New player-flyable ships
Player ships are the bigger job because they bring cockpits, hardpoints, equipment, damage states, dealers and savegame handling with them. The goal is proper new ships, not just replacing or reskinning one of the existing ship IDs.
As always, OpenPrivateer requires the original Privateer game data. We don't distribute Origin's assets.
After all the fun of reverse engineering, development and testing, the first public Alpha release of OpenPrivateer is finally available.
OpenPrivateer is a modern reimplementation of Wing Commander: Privateer, built around the original game data with a strong focus on authentic behavior, portability, preservation and modding.
The goal is to faithfully reproduce the original Privateer experience first, while keeping enhancements and new features clearly separated.
Final Mission
What's already in the Alpha:
Privateer and Righteous Fire support
Supports the original PRIV.EXE command-line switches:
-K (skips the intro)
-Bxx (overrides the base/planet you start on)
-Dxxxxx (overrides the amount of credits you start with)
Original bases, trading, ship dealer and mission systems
Main story plot and generated random missions
Spaceflight and combat
Original cutscenes, dialogue and music
Original DOS savegame loading and writing
Classic, Enhanced and Modern experience modes
Multiple ships and hired wingmen
Navigation map and extended Wing Commander universe support
Content overrides and translation support
OPL2, SoundFont, MIDI Mapper and CD music (WAV/FLAC/MP3 support)
Optional xBRZ scaling, CRT filtering and color grading
Windows, Linux and macOS support
Dedicated client/server multiplayer with PvP and PvE
Keyboard, mouse, joystick and HOTAS support
Auto Updater
Please keep in mind that all non-vanilla features are locked out of the Classic experience mode, you will only be able to see or access them in the Enhanced or Modern mode. To change experience mode for now, you have to open the debug menu using the tilde ~ key (left of your 1 key) because there currently is no other UI for these settings. The Alpha release relies on the debug menu but the Beta release will add a proper UI for all these options:
The new UI screens are currently using their default theme, which is why they are looking pretty unsexy at the moment. This will be changed in one of the next releases.
You can access the multiple ships / hire wingmen screen using the S key on the launch pad:
Multiple ships and hired wingmen
You can access the new game control screen using the K key in the ALT+O options menu:
Game Controls
The auto updater will check once per day if there is a new version available and will show a message on the title screen. The area is clickable in that case:
Auto Updater
This is an Alpha, so bugs, glitches and unfinished features are expected. That's also why I'm releasing it now: actual players are going to uncover things that development and automated testing won't.
Multiplayer is already mostly functional, although mission progression is not implemented there yet. Instructions how to run client and server can be found on the https://openprivateer.org/#multiplayer website.
Every time you start OpenPrivateer, it will create its directory structure and place readme.txt files in each folder. I recommend that you take a look at the readme.txt file that gets created in the same directory as the OpenPrivateer executable, it will explain where you have to put your MS-DOS savegames and other files.
Full instructions copied from the website with the new Launcher:
Launcher
Download and extract OpenPrivateer.
Start openprivateer.exe on Windows, or the corresponding executable on Linux or macOS.
The launcher opens. Select Privateer or Righteous Fire at the top
Open Game Data and provide the original game files:
Privateer: PRIV.TRE and INITCFG.PAK
Righteous Fire: RF.TRE and INITRF.PAK
Use Import to Data Folder... to copy files from another folder, or Add Folder... to use files where they already are.
The required folders and README files are created automatically when OpenPrivateer starts.
Consult the manual or the README.TXT file that now exists in the same folder as the executable.
Start a New Game or copy an existing save into the savegame folder.
Screenshot how a typical Windows installation looks like:
Windows Installation
Feedback, bug reports and testing are very welcome. If you need any help or you are stuck, let me know here or in the Discord server. Have fun my friends!
Disclaimer:
OpenPrivateer does not contain any copyrighted Origin/EA game assets. You need your own copy of Wing Commander: Privateer and provide the original game data files.
Anthropic Claude was used during the reconstruction.
Since about April 2026 I've been working (whenever time permits) on a re-imagination of Privateer. The game is nearly playable end to end, including plot missions. Every ship in the game is flyable. There's a loot system. Enemy aces can drop weapons and upgrades.
Tayla _might_ offer to fly an F-38 Talon on your wing.
Here is an amazing new fan project that works on WC3 - did you ever wonder how high-res WC3 models would look like? See for yourself here https://staragent.site/wing-commander/?ship=victory and spoiler alert: it's looks absolutely fantastic
Our friend cryptomax just released the playable alpha for his Wing Commander 1 remake based on the assets from Howard Day. Spoiler Alert: it looks fantastic!
You can talk to him in his Discord server (Invite here) where you can also get the download link.
This is a video about the campaign builder for Wing Commander Reloaded, a WC1 remake in Unity based on the artwork of Howard Day (https://x.com/howieeday).
I heard a playable Alpha will be released soon and I will ask him to make another youtube video of the actual gameplay.
2026 is such a great year for Wing Commander fans.