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OutpostHD / Re: OutpostHD Technology Editor
« Last post by leeor_net on December 09, 2021, 03:35:45 PM »
Updated a few times with some requested changes and some mistakes fixed. See GitHub release page for info/downloads:

https://github.com/OutpostUniverse/OphdTechEditor/releases
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Outpost 1 & Outpost General / Re: Returning to Outpost 1.5
« Last post by leeor_net on December 07, 2021, 10:01:07 PM »
Yeah, we had to take it down after Activision started showing some interest in the property with the release of OP2 on GoG. We opted to play it safe.

That stated, to get it to run you'll need DOSBox and a copy of Win3.1 or Win3.11. These are easily found online though for the sake of preserving this site I won't provide direct links. Google search will yield good results.

You can get the DOSBox config that I used for the emulation package on the OP1 page here: https://outpost2.net/outpost1.html

There are a number of places you can find the ISO for the game. Again, google will yield good results.

Once you have all of those, you can run DOSBox, install Windows and a 256 SuperVGA driver (S3 drivers seem to work well for this with minimal need for troubleshooting), mount the ISO as your optical drive and run the installer. You can use a front-end like D-Fend to help you with all of this as well.

Hope this helps!
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Outpost 1 & Outpost General / Re: Returning to Outpost 1.5
« Last post by MultiSteveB on November 30, 2021, 06:28:36 PM »
Would like to point out again this downloadable package Leviathan and I put together. Already has DOSBox, Windows and Outpost preconfigured: http://forum.outpost2.net/index.php/topic,5788.0.html

Anyway, beyond that, nice writeup!

Unfortunately, that link seems to be broken now.  :-/
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Outpost 1 & Outpost General / Re: Returning to Outpost 1.5
« Last post by MultiSteveB on November 30, 2021, 06:27:44 PM »
Hello, Outpost-ians.  I wanted to try and get Outpost (the first one... 1.5?) to run on my Win10 PC.  I have been missing the game for a while now.  Has there been any success in getting a DOSBox configuration and ISO file for the CD version to work?

I'm not a complete newb when it comes to command line work, though I might be a little rusty or unfamiliar with anything too esoteric.  :D
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OutpostHD / Re: OutpostHD Planet Animation Tool
« Last post by leeor_net on November 20, 2021, 08:47:18 PM »
Thank you!

I've been wanting to update them for awhile and especially wanted a slower rotation to fit better with the moody atmosphere. The original ones I did only had 64 frames because I was assembling them by hand in PhotoShop and I avoided doing more because of that.

Figured it was time for an upgrade and why not go ahead and build a tool to help me do that?
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OutpostHD / Re: OutpostHD Planet Animation Tool
« Last post by Vagabond on November 16, 2021, 05:17:01 PM »
The new planet animations look great in game. I like the slower rotation rate from previous iterations.
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OutpostHD / OutpostHD Planet Animation Tool
« Last post by leeor_net on November 14, 2021, 02:57:34 PM »
Hey all,

With OPHD v0.9.0 being worked on, I wanted to start updating some of the planet visuals and make it a lot easier on myself to assemble the animation for planets. So I put together a little tool to make that happen:



Basically takes the output from a Blender scene and stitches all of the frames of animation together into a single texture atlas that the game can use.

I'm sure there are blender scripts that can do this or I could have probably written my own via python... but I like C# and I've been wanting to sharpen my GUI skills anyway so here it is.

Head over to Wiki for usage instructions and to get the .blend source file.

https://wiki.outpost2.net/doku.php?id=opu_projects:active_projects:outposthd:planetstitch
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Forum Games / Re: The Bumpy Thread
« Last post by Chandler on November 11, 2021, 05:59:08 AM »
Bump?
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OutpostHD / OutpostHD Technology Editor
« Last post by leeor_net on November 07, 2021, 03:42:16 PM »
With OutpostHD v0.9.0 implementing research, I started working on a technology definition that the game could load based on the Diagrams.net research tree I've been playing with for the last few months. It didn't take long before the number of technologies, the amount of information and the linking between them started to become overwhelming so I put together a simple GUI program to allow me to develop the tech tree visually. Plus by having a tool write out the XML file it ensured I didn't make mistakes while hand editing it.

So I present, OphdTechEdit, the technology editor for OutpostHD!



Aside from the Effects part of the technologies, it's pretty straight forward.

The Effects part of it requires some internal knowledge of OPHD and how it works. Later versions I want to have it be a bit more guided but... that'll come as the building sets and effects in OPHD itself are better developed and set in stone.

So, have fun!

This is a Windows only project atm. It should run on Linux under Wine if you can get .Net framework 4.7.2 installed but I haven't tested this.
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Hall of Fame / Re: Outpost 2 and Hard Science
« Last post by leeor_net on November 05, 2021, 07:01:17 PM »
It implies it but that's not what they actually intended. I only know this because Balfour explains it in the 'official strategy' guide. Maybe that's what I'm remembering versus the game?

I vaguely remember something about it in the original manual too for the CD version of the game (pre 1.5 patch).
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