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Feedback/Suggestions/Problems / Re: Outpost 2 For Free on Steam?
« Last post by Sorcer on Today at 12:47:47 AM »
guess now it's a question of seeing if we can find out who holds the rights, and ask them if we can do it. of course if that's even of interest to people.
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Feedback/Suggestions/Problems / Re: Outpost 2 For Free on Steam?
« Last post by leeor_net on December 08, 2019, 02:58:31 PM »
Nobody's really sure. It could still be Vivendi Universal or it could be Activision. We do know that the trademarks have lapsed so there is clearly no interest in the IP, however it is still under copyright protection for at least another 50 years or so, so it would be impossible to publish on Steam without first acquiring the distribution rights to the game.
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Feedback/Suggestions/Problems / Re: Outpost 2 For Free on Steam?
« Last post by Sorcer on December 07, 2019, 05:24:21 PM »
Who has the rights? Lev? or is it whoever sierra was sold to?
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Yeah, it can probably be fixed. It's just a matter of when, based on the time and effort it would take. We have somewhat limited development resources. For reference, an interesting bug was posted a few months back, and we kind of dabbled a little bit to diagnose the cause, though it was about 2 months before we got back to it and started working on stuff for it. There might be a little less work in the way now, though it's hard to say.
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Wonderful! Glad i could help. Does this mean there is a chance this could be fixed or nah?
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Feedback/Suggestions/Problems / Re: Outpost 2 For Free on Steam?
« Last post by Sirbomber on December 06, 2019, 08:14:16 AM »
Not without permission from whoever owns the rights to the game now.
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Feedback/Suggestions/Problems / Re: Discord question
« Last post by Sorcer on December 06, 2019, 12:23:25 AM »
can always post a discord in here and a mod can sticky it and if anyone wants to join it they can with ease.
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Feedback/Suggestions/Problems / Outpost 2 For Free on Steam?
« Last post by Sorcer on December 06, 2019, 12:22:14 AM »
Would this be an option? I mean it has the potential to reach a wider audience, potentially have ability to match make easier, and if possible integration with STEAM Workshop, who knows new blood making campaign missions and such could be fun!
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Outpost 2 Divided Destiny / Re: Outpost 2 Post-Release Demo 1.0 no music included
« Last post by Ecke100 on December 04, 2019, 02:42:34 AM »
As I recall, the pre-release demo came with a single music track that played on the main menu but was silent in-game; the post-release demo had no music included at all.  To the best of my knowledge, the demos hosted here have not been edited and are only available for historical curiosity.  If you want to play the game, download the full version, which has been patched to run on modern systems.  The in-game music and movies are available for download at the bottom of that page.
I had a pc game magazine in the 90's with a cd that came with Outpost 2 Demo, included a music track when you play colony/tutorial maps with this song
.
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Outpost 2 Programming & Development / Re: OP2 Mission SDK Version 4.1.0 in development
« Last post by Hooman on December 02, 2019, 12:27:09 AM »
Yes, feedback would be very useful. In particular, the LevelTemplate project has updated instructions on how to use it. That should cover the software needed, with links, and the general workflow to get code compiling and testing new levels in game.

So far most recent improvements to the MissionSDK are pretty minor convenience changes. They have been starting to accumulate though, so they will eventually result in a new release. If anyone is doing any level development and they find rough corner cases, or things that are awkward or unpleasant to use, we'd love to hear about it so we could improve the experience. These can be really minor things, such as missing or poor documentation of a particular method, or awkward multiline code constructs for something you feel should be expressed as a single line, or functions with hard to remember parameters that are hard to read at the call site.

For an example of a recent change, to load a vehicle in a garage, it used to look something like:
Code: [Select]
truck.PutInGarage(0, garage.Location().x, garage.Location().y);

The first parameter, the 0, is not very self documenting as to what it means. It's actually the bay index. To improve readability we've introduced an enum for the bay index so the code can instead be written as:
Code: [Select]
truck.PutInGarage(Bay0, garage.Location().x, garage.Location().y);
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