Recent Posts

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Huh, thanks! All I can find on my older hard drives is a .pdf on what outpost missing in action was going to be. I have not searched for hours yet. I tons of old backup but i can't find much on-line and the main website is down. I will let you know if i can find the old file some were.
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Outpost 1 & Outpost General / Re: I can't find answers to these topics online.
« Last post by leeor_net on March 28, 2021, 02:24:18 PM »
I can't answer much of the other answers but I can at least answer about OP:MIA

That file is long gone. There are no archived options. I was the original developer and it never went past a basic tile map demo with some basic UI elements. Circa 2007 I suffered a hard drive crash that took out all of the source code for all of my projects up to that time. I hadn't used any sort of source control and had no backups. Whoops.

I learned a lot since then.

Anyway, OPMIA never got more than a basic terrain demo. OutpostHD is the current incarnation of that project and is far further developed. You should check it out: https://forum.outpost2.net/index.php/board,106.0.html
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Outpost 1 & Outpost General / Re: Some questions
« Last post by SpaceBase22 on March 27, 2021, 02:31:37 PM »
1. Newer labs and newer university help. It depends on how many scientist you have and what your education level is. A university lose it's boost on education after 100 turns or that's the way the game is supposed help. Also if you place under ground chaps near labs it will boost there level because it creates a resurch park.


2. Not sure!

3. Life support was designed to be resources that were need to keep people alive until you land on your planet I'm not sure what is does in actual game I assume on difficult level things change.   

4. I'm not sure if building newer storage tanks help I always build about 8 tanks and that seams to be enough to win until you can get nano technology.

5. All trucks do work. I amuse after 200 turn they brake down. Although they are hidden in the back ground so you won't see anything going on. I think you can put 10 trucks per mine. I always find it easy to not deal with trucking. I just start about 3 mine sites with 8 storage tanks and two smelters. Also make a dirt path to the mines bye bulldogging the ground later on you can build roads and monorails amusing you have the right version of outpost.     
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Outpost 1 & Outpost General / I can't find answers to these topics online.
« Last post by SpaceBase22 on March 27, 2021, 02:11:52 PM »
Question1:
I would like to get a link to Outpost Missing In Action:
The file name should be omia_setup.exe

Question2:
In outpost 1.5 1996 version or 1997 version. Could you ever add on to the building? It looks like once you build the factory there is another tile that was supposed to be an add on feature but maybe was never implemented in to the game. Has any one figured out what the empty tiles do in the game?   

Question3:
Was there ever a demo / playable version of outpost X? All I could find online is the demo videos and slide show of what outpost X was going to be before it got canceled?

Question4:
Is are there any actual 3d building or 3d objects that one could extract for 3d printing? On the cd it seams like some of the videos were designed in 3d auto cad program but they were converted to buildings and .bmp files to save space when the game was originally released.   


Thanks!

     
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OutpostHD / Re: [Bug][FIXED] Loading game fails on turn 1
« Last post by leeor_net on March 23, 2021, 11:37:11 PM »
This issue has been corrected in v0.8.2: https://forum.outpost2.net/index.php/topic,6382.0.html
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OutpostHD / OutpostHD v0.8.2 Released!
« Last post by leeor_net on March 23, 2021, 11:36:03 PM »
OutpostHD v0.8.2 is now officially ready for release!

Introduces communications range overlays, additional GUI quality of life improvements and a number of bug fixes that correct some subtle behavior issues.



What's New
  • Tile highlight overlays for communication ranges
  • Tile highlight overlays for truck routes
  • Robot Inspector Window -- allows for changing robot orders and issuing robot self destruct

What's Changed
  • FileIO Window now has a 'delete' button so save games can be deleted from within the game
  • Change order of food counting and population update so that landing cargo/colonist landers at the same time doesn't result in an immediate game over
  • Planet attribute and definitions moved out of the code and into external XML definition in the data files
  • Air shaft now behaves as a four-directional tube
  • Recycling Center now shows more information in the Structure Inspector window
  • Lots of internal code changes that will help with adding new features in the future

Bugs Fixed
  • Fixed some computations in the population simulation that caused subtle behavior issues
  • Fixed typos in some string literals
  • Robots and structures can now be placed at the edges of the diamond map view
  • Tile Inspector window can now be opened when right-clicking a tile on the edge
  • Fix savegame issue where game breaks when loading a savegame saved on turn 0 before the seed lander is placed

Gimme Gimme! Where do I get it?

Full release including assets available now on Github: https://github.com/OutpostUniverse/OPHD/releases/tag/v0.8.2



Many thanks and much appreciate to those who have helped by posting suggestions and assisting with code development! Couldn't have done this without your efforts!

I'd like to highlight the efforts of the following users who helped me with a lot of the code changes and improvements for this release:

  • Hooman
  • Vagabond
  • belgianguy (github)
  • rmtoth (github)

Your help is very much appreciated!
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Projects / Re: OP2 Mission Editor
« Last post by Hooman on March 23, 2021, 01:08:58 AM »
Oh wow, I'm just seeing this now. I haven't been checking the forums as much recently. I spend much more time over on GitHub these days. Probably doesn't help that I haven't been getting notifications of forum activity.

I don't remember saying anything specific about pitch padding. (I would probably use the term "alignment" for the start address adjustment, and "padding" for size adjustments).

I would recommend to pad to a 4 byte boundary when writing. It might be good to accept any amount of padding when reading.
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News / Re: Outpost 2 1.4.0 community-supported update released
« Last post by Hooman on March 23, 2021, 01:00:30 AM »
Oh hey, neat.

Yeah, I haven't been checking the forums recently. Plus, I haven't been getting notifications of new messages, so I don't know when to check.

I kind of like the space station in the older one a bit better. The top of the station in the older image looks smoother. The new one seems to have some aliasing causing banded lines.
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News / Re: Outpost 2 1.4.0 community-supported update released
« Last post by Highlander on March 17, 2021, 03:40:08 PM »
I agree with Sirbomber - I also like the old version better. Maybe something to do with New Terra ?
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News / Re: Outpost 2 1.4.0 community-supported update released
« Last post by Sirbomber on March 16, 2021, 12:49:59 PM »
Things have been quiet lately but that's not too unusual.  There's generally more activity on Discord but even that's been pretty quiet lately.  Personally, I hadn't said anything because I actually prefer the current image over this new one...
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