Author Topic: Updates for Outpost 2 1.3.8  (Read 761 times)

Offline Hooman

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Updates for Outpost 2 1.3.8
« on: May 01, 2018, 01:10:15 PM »
Alright, now that Outpost 2 1.3.7 has been released, I'm opening a new thread to collect updates for the next future release. Time now to turn attention towards Outpost 2 1.3.8 updates.


What I think should be a priority: Network connectivity issues have been a hurdle for a number of people for quite some time now. As such, I believe some long overdue updates to NetFix should be included. In particular:
  • increased feedback to let people know about server connectivity. Are there no games hosted, or is the server not running or responding?
  • Perhaps show some server stats, like the time of the last hosted game, how long the server has been up, and the total number of games hosted/started since then
  • Additional display for the local and external address and ports, the later of which can be reported by the game server
  • Additional logging and output to help diagnose connectivity issues, and pinpoint problem routers. Currently people seem to be guessing who has the problem router when connectivity fails, which I suspect is leading some people to needlessly configure their settings.
  • Perhaps collect some statistics about router issues, so we know how widespread it is
  • Internal detail: Simplifications for the NetFix code so it only ever uses 1 port

And as always, new content would be desirable. I'm personally fond of colony games.

Offline Vagabond

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Re: Updates for Outpost 2 1.3.8
« Reply #1 on: May 03, 2018, 04:09:51 AM »
Hooman,

Sounds good.

Perhaps we should add some sort of ping function? That would allow telling the user their computer is successfully communicating with the server even if no other matches are displayed?

-Brett

Offline Hooman

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Re: Updates for Outpost 2 1.3.8
« Reply #2 on: May 04, 2018, 04:49:38 AM »
Ping statistics could be useful, especially if we could correlate it with expected or maximum game speed.

Offline Nova86

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Re: Updates for Outpost 2 1.3.8
« Reply #3 on: June 20, 2018, 09:57:00 AM »
At the risk of asking one of the dumbest questions ever...I like how The Mission randomly assigns a different colony color (sometimes just seeing Red and Blue gets a little old).  Is there any way to control that and allow the player to choose their colony color in either current or future colony games?    [/end dumb question]

Love the 1.3.7 update; I'm glad there are still people taking care of this game all these years later.  Thanks!
Extinction is always an option...it's just not a very pleasant one.

Offline Hooman

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Re: Updates for Outpost 2 1.3.8
« Reply #4 on: June 21, 2018, 07:56:11 AM »
Hmm, there's currently no interface support for selecting colony colors. The level DLLs could select colony colors, and could randomize them if desired, though it's more typical to just leave them as default colors.

I suppose we could possibly modify the interface, though I'm somewhat biased against doing this. I don't see a great need or desire for this, so I'm inclined to spend development effort elsewhere. Would be curious if other people value being able to select colors though.

Failing that, maybe level designers will be inspired to experiment with colors after reading that.

Offline Vagabond

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Re: Updates for Outpost 2 1.3.8
« Reply #5 on: June 21, 2018, 11:43:56 PM »
I would like to see a .ini module that hooked a scrollable rich text box and single image to the multiplayer game room screen. These 2 items would switch as the scenarios are switched through and provide details about the scenario.

We are starting to bundle scenarios that have unexpected behavior with the game. Such as Fractured alliance where clicking the day/night and disaster check boxes actually change the number of enemy bases. Several scenarios also have written backstories that are only readable by coming back to the forum.

I thought one way to implement this would be to allow adding 2 resources to a scenario dll. One would be a .rtf file containing the text for the text box. The other would be an image of X pixel size that would typically be a picture of the scenario's map.

There would be some implementation details to the map since some are tall and some are wide, but maybe just set a max width and height and center in either direction if it is smaller. The image could be anything really, but probably standard being a map render. It might also be possible to leverage the existing code in Outpost 2 to show a picture of a saved game on the saved game screen. Although I think providing an image is probably easier to implement.

I'd be willing to handle the gruntwork of adding resources to existing dlls and help with the coding and testing of the required .ini file. Someone else would really need to step in and locate/define the actual hooks into Outpost 2.

Thoughts?

-Brett

Offline Hooman

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Re: Updates for Outpost 2 1.3.8
« Reply #6 on: June 22, 2018, 11:17:48 AM »
I kind of like that idea. I've thought previously the pre-game setup screens could use more details, or the ability for customization based on the level.

There's a lot to think about for such a modification though. We'd probably need input from a number of level designers to come up with a good plan for something like that.

This might also tie in with previous ideas about alternate map file formats, or the Python mission project.