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Projects / Re: OP2 Game Flow Redesign (PhaseShift v0.5.0 released!)
« Last post by Vagabond on October 15, 2019, 09:22:56 PM »

quick update on op2ext. We are removing 2 functions from the public API:

Code: [Select]
OP2EXT_API bool IsConsoleModuleLoaded(const char* moduleName)
OP2EXT_API bool IsIniModuleLoaded(const char* moduleName)

Instead of using these functions, you would just call:

Code: [Select]
OP2EXT_API bool IsModuleLoaded(const char* moduleName)

We believe the 2 functions being removed were a mistake to add to the API in the first place. A user should not care if the module is loaded via console or Ini file inclusion. Since the update to the API is still pretty fresh, we thought it was best to correct instead of deprecating in this case.

Hopefully this doesn't cause you any development concerns. If so, please let us know.

Outpost 2 Mapper / Re: Anything better than OP2Mapper?
« Last post by Hooman on October 14, 2019, 03:44:17 PM »
The most recent commit on master of NAS2D which is compatible with op2-landlord is:

GitHub Pull-Request for Submodule reference:
Add NAS2D submodule #1

@leeor_net, you've been invited back to the OutpostUniverse organization.

I noticed you have a version of the repository on your personal account, which appears to be older. The Pull-Request defaulted to the original repository.

Edit: Oh, and side note. With some very minor modifications, the project builds on Linux. The one main problem is the call to freopen_s. It seems this method is a C11 extension, and many C++17 libraries still only reference C99. Switching out the call to use freopen (the non-secure version) allows the code to compile on Linux. I suspect that would result in a compiler warning on Windows though, due to the use of the non-secure version.
Feedback/Suggestions/Problems / Re: Discord question
« Last post by lightbrand on October 14, 2019, 01:46:52 PM »
If I get at least 5 people involved we can get a decent discord server going.
Graphics Update / Re: Support Structures
« Last post by Hooman on October 13, 2019, 07:33:16 PM »
Ahahaha. I totally had to look that up. That's good.

"Hmm, I left my keys in there. Get a rock."
Feedback/Suggestions/Problems / Re: Discord question
« Last post by Hooman on October 13, 2019, 06:52:21 PM »
I wouldn't mind a Discord channel. I've rather liked it the times I've used it for pair programming sessions.

I guess I don't really use real-time chat all that much. This topic hasn't been a part of my awareness.
Outpost 2 Programming & Development / Re: op2ext major rewrite
« Last post by Hooman on October 13, 2019, 06:38:03 PM »
Those are all worth opening GitHub Issues to track. I see you've already added one for the Garage save/load bug. We may actually get to that soon. Most of the other important work seems to be winding down.
Outpost 2 Mapper / Re: Anything better than OP2Mapper?
« Last post by leeor_net on October 13, 2019, 05:17:48 PM »
Not exactly. I did a prototype editor using code based on a tile editor I built for another game I made. It was more of a proof of concept than anything else.

I would like to more fully flesh it out. You can grab a copy of the repository here:

Seems I unlinked myself by removing myself from the OutpostUniverse group on GitHub during one of my episodes. I should probably fix that at some point.

Anyway, I'm not sure which version of NAS2D it builds against (dependency hell, yeesh).

Ultimately I'd like to rebuild the editor using C# instead of C++ with a native GUI interface. We should be able to get the C++ modules to interop with C++ to work for loading maps without having to rewrite tons of code.
Outpost 2 Mapper / Anything better than OP2Mapper?
« Last post by Sirbomber on October 13, 2019, 11:25:45 AM »
I may be wrong but I thought I'd heard there was a replacement for OP2Mapper.  Is this true and if so, is it available for download yet?
Feedback/Suggestions/Problems / Re: Discord question
« Last post by lightbrand on October 12, 2019, 10:32:30 PM »

Discord is better for bringing new blood to the game ( and bringing outpost 2 emojis to life.) but it gives people a greater chance to meet the forums from google than a discord server would.
Introductions / Re: Hello
« Last post by Vagabond on October 12, 2019, 09:41:16 AM »
Welcome to the forum!

Also, if you are playing PlymouthColdWar, there is a link in the forum to a newer compilation that will not crash when you are attacking the enemy base. I'd recommend grabbing it if you haven't already. Which reminds me, we should get version 1.0.2 released soon.

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