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I would still be using Outpost2DLL, but I have experience with that one, and I don't exactly have experience with TethysAPI.

I kind of had the sense for a long while that TethysAPI was still a work in progress. I'm not really sure how complete or usable it is. I'm guessing it's probably been usable since the code was released publicly. I'm not aware of any maps using it. Maybe someone can correct me on that.

Long term though, having a solution that doesn't require a compiler to build levels is kind of a must if we want the general population to be able to make new levels. It would be even better if the general population wasn't required to use a programming language, even a scripting one, for new levels.
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Outpost 2 Add On Missions / Re: Colony Builder - Starship, Flipped!
« Last post by Sirbomber on June 16, 2026, 11:48:50 PM »
Not that I'm aware of.  The code for the missions is so niche I didn't feel it necessary to upload to Github but I can send it to you if you'd like to take a crack at fixing the saving issue yourself.
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Yeah, I haven't posted in a really long time and don't really drop in on Discord. I am still poking about and we still play about a half dozen times a year.

The area a couple of partially programmed missions that I may finish up at some point. Since they are partially done I'll probably stick with the older Outpost2DLL. Are you recommending new maps be developed using TethysAPI at this point?

~Brett
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Outpost 2 Add On Missions / Re: Colony Builder - Starship, Flipped!
« Last post by Vagabond on June 16, 2026, 05:43:25 PM »
Ok cool.

Is there a rough timeline for 1.4.2 to release?

-Brett
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Outpost 2 Add On Missions / Re: Colony Builder - Starship, Flipped!
« Last post by Sirbomber on June 16, 2026, 01:08:32 PM »
The base address stuff is already set.  I've been doing this long enough that I have picked up some things, you know!  The way the mission is loaded (stub DLL that patches some things and then calls the original mission DLL) must be causing issues.  I don't really know what to do about that, but a quick test shows saving and loading should work correctly in 1.4.2, so I'm not particularly inclined to investigate any further.
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OutpostHD / Re: Research Tree
« Last post by Hooman on June 15, 2026, 12:05:21 AM »
Research isn't yet implemented.

People don't check the forums as much anymore. The Discord channel is more more active. You can also follow the development on GitHub. The recently closed PRs should give some indication as to what's been worked on recently. Efforts tends to bounce a bit between OPHD and the NAS2D library that it uses, which is in a different repository.

There is still a fair bit of development, though the recent stuff has perhaps been more behind the scenes code improvements that an end user wouldn't notice. We probably should prioritize user visible stuff more. Though given the nature of the project, stuff that's interesting to work on tends to get prioritized.

If there's an area you want to see worked on, you could potentially help increase the interest of that area by poking around with it and asking questions on GitHub or Discord that will draw attention to those areas. Areas with active interest, and good quality technical questions, tend to receive more development focus.
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Outpost 2 Programming & Development / Re: Mine Yield Formula
« Last post by Hooman on June 14, 2026, 10:28:57 PM »
I haven't been getting notifications for forum activity. Plus, things have gotten a bit quiet, so I don't always check very frequently. I spend more time over on the Discord channel. Or maybe just the updates on the GitHub organization.

Not too sure what you mean by multiply by 10.
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Huh, I wasn't aware there was a C++20 issue with Outpost2DLL. Though it's been awhile since I've used it, and I don't think it's been updated in a long while.

I'm not so familiar with TethysAPI, so I can't really speak to that project.
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Outpost 2 Add On Missions / Re: Colony Builder - Starship, Flipped!
« Last post by Arklon on June 14, 2026, 07:54:29 PM »
This is likely caused by a OP2 saving a pointer that cannot resolve when the dll is loaded at a different base address than what was present when the mission was saved.

Could you check that you have a proper base address set and that ASLR (Address Space Layout Randomization) is turned off and the base load address is set to 0x11000000?

Details: https://forum.outpost2.net/index.php/topic,5781.msg82939.html#msg82939

I didn't check the other missions to see if they have the same problem.

Thanks,
Brett
We are aware of situations like this, notably victory condition text strings stored in save files. We were trying to fix that case in the next update, OP2 1.4.2...
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You're still alive?!

There's various debugging and reverse engineering efforts ongoing!

At the time we published TethysAPI originally, C++17 was the latest. We started to update it for C++20. C++26 Reflections will likely convince us to update it further, particularly for Python/Lua/C# language bindings.

Right now, we're mostly focused on debug tooling.
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