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If you make the repo public, and give credit where it's due, we'd probably be willing to share more information with you! :)
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Hey all - still here. Sorry for the quiet stretch.

@Arklon I spent years making mobile games, in big studios and small ones, including some back-office work. Then I moved into DevOps. These days I build AI platforms for gaming companies. It is basically those two jobs in one.

@BlackBox the thread title is misleading. I know Outpost can run on a Mac, and I am glad that works for people. That was never the point. For years I have wanted to take this game apart and turn the executable back into something like source. It stayed a fantasy. The new AI tools made it feel like I could finally try.

So that is the project. I wanted a machine I could feed Outpost2.exe, plus whatever we already know about it, and see how much readable code comes back out.

To train and test that machine I needed a fair test. There is no original Outpost 2 source, so I could not grade against the real game. I took other old C code from the same era (Quake 2, QuakeWorld, Enemy Nations, and a few Outpost mission SDK sources we already had), compiled it with the same kind of old Microsoft compiler, ran it through Ghidra, and compared the decompiled C to the source I started with. If a model can turn that Ghidra mess back into the original function, maybe it can help on Outpost later.

The compiler had to be the real old one: Visual C++ 4.2. I first tried Windows NT. That guest was too old. Telnet barely answered, I could not get a stable connection, and I could not copy files with robocopy. I looked for the newest Windows that still ran this compiler and was actually usable. That was Windows 2000.

I tried SSH into the guest. That SSH is from when the protocol was still young, and it was too buggy to trust. I did not want to write my own file-copy tool, so I did it the boring way: a shared folder (Samba), robocopy to move the work, and telnet to kick the compile. I wrapped the whole thing so I can talk to a compiler box and a decompiler box as one lab. Docker Compose runs those boxes plus a small workshop screen, and Metaflow lines up the jobs. I used to build toolchains in containers at work, so this part was a lot of fun. Opening those Win2k windows again, icons and sounds included, was unexpectedly emotional. A lot of teenage memories. I even put a VNC window on the virtual machine so I could sit inside it. Far too slow to play the game. Fast enough to compile, which is all I needed.

I ran a few models on a sample of those test functions: Ghidra by itself, Gemini, Qwen, and LLM4Decompile. I was not trying to publish a leaderboard. I just wanted to know if the idea pointed anywhere.

I had really hoped LLM4Decompile would be the one. I even thought about teaching it this compiler with a small extra training pass. That was a bust. The model is from 2024, so less surprising in hindsight. I have not given up on training something later. It is just too much time and effort right now. Gemini is much faster, so that is what I am using.

Right now I am doing a first pass with no extra training. Gemini gets the community notes, the Ghidra output, and I compile whatever it writes, just to see how far that gets on its own. I have started doing that on the real Outpost2.exe as well: take a function, write C++ that matches the names the community already has, and see if a modern compiler will accept it. That is not the game coming back. It is a baseline. Can an agent infer anything sane from what we already have, and does it even compile.

Later I still want a better model (I am looking at Qwen 3.5 9B, or a larger one if I can get a larger GPU), more training data, and a richer pack for each function: the Ghidra C, the assembly, the Olly notes, the call graph, the types, and which compiler built it. That comes after I know what this Gemini pass is actually worth.

Big thanks to Leviathan. He shared his knowledge base with me, and I am building the recompilation work on top of that.

I am not doing this alone. A bunch of agents do most of the work. I steer them.

The repo is still private.

Cheers
Jonathan
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Awesome, thanks that worked. And it is probably a better solution than what I had been trying.

~Brett
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I've never included the game executable as a secondary project, but in the project debugging properties, setting the command to the base OP2 executable with a command of /OPU has always worked reliably for me.
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So, we are trying to debug a mission DLL. I used to be able to attach the VS debugger using the setup described at https://wiki.outpost2.net/doku.php?id=op2_sdk:projectsettings under the section Referencing the Outpost 2 executable.

There is a really long thread that discusses how I got to writing the wiki article here: https://forum.outpost2.net/index.php/topic,5793.0.html

I'm trying to figure out if I am just forgetting a step from years ago, or if using the OPULauncher changes what needs to happen to get VS to register a breakpoint in the mission DLL source code. I'm wondering if someone has recently tried debugging a mission and could help? We are using VS 2022 Community Edition right now, but would be willing to update to VS2026 if helpful.

Thanks,
Brett
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OutpostHD / Re: OutpostHD v0.8.10 Released!
« Last post by kylepete on July 10, 2026, 07:42:08 AM »
100% AI generated, yes... not sure about the quality of the code, but crashes haven't happened for several hundred turns.
I'm sure there's LOTS of stuff to fix in there, still, but it did scratch that nostalgic itch!

The work you all have done manually is far more impressive, but it stoked my curiosity to see what I could do with an AI assistant.

Feel free to use as much or as little of it as you find helpful.  It's great to see a team of people like yourselves who care enough about fun old games like this one to put in the effort to make them playable again!
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OutpostHD / Re: OutpostHD v0.8.10 Released!
« Last post by Hooman on July 10, 2026, 07:02:41 AM »
I think Leeor had found your GitHub repo about a week after your last post and was poking around at the UI improvements. Definitely some things we need to improve there.

I assume you used some AI tools to do the work? I had taken a quick look and noticed the timestamps on the commits seemed a bit close together for manually coding changes of those sizes.
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OutpostHD / Re: OutpostHD v0.8.10 Released!
« Last post by kylepete on July 09, 2026, 10:46:10 PM »
Sorry, I'm very bad/new at/to all this... is it possible to see my github?
https://github.com/peterky/OPHD-Kyle

Full credit to all of you here, you've all obviously done FANTASTIC work!

I don't have any plans at this time to do anything else, aside from loving this classic old game.

/kp
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We are working on a multiplayer mission named Out of the Frying Pan which is about halfway done (https://github.com/Brett208/OP2MissionOutOfTheFryingPan). The last time I had worked on it was 7 years ago... yeesh. It is a co-op escape a lava flow by taking out an enemy base into run from the blight into a stronger AI base. The person I'm coding with was interested in picking it back up.

If we finish Out of the Frying Pan, The Pursued Campaign would likely be next. The next scenario, Mesa Missions is also about halfway complete. I have had some requests to keep on working on it a while back outside of the forums, which was cool that there was interest. Its core mechanic would be reversing the off site attack mechanic by having the player send out a scouting party and a separate raid that they send off map and return later in the scenario. (https://github.com/Brett208/OP2MissionMesaMissions)

My favorite multiplayer map we made was Yukon Trail (Actually I think I've only made two, so that isn't saying too much). Since it is under the resource race category, not sure if it ever gets played? We play it fairly often along with Fractured Alliance, Caught in the Crossfire I/II, Danger Zone, and Sirbomber's multiplayer campaign.

~Brett
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OutpostHD / Re: OutpostHD v0.8.10 Released!
« Last post by Hooman on June 24, 2026, 12:16:22 PM »
If you're trying to share in game screenshots, you can upload them in your post. We can't see the Google Drive links.
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