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New Terra is the name of one of the colonies that you build in Alien Legacy.
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Projects / Re: Art Viewer Source
« Last post by Leviathan on June 03, 2026, 10:20:37 AM »
I did some work to reverse engineer "op2art v3".

The result is a re-implementation here: OP2ArtReader



Has all the features of the previous software and more.
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OutpostHD / Re: OutpostHD v0.8.10 Released!
« Last post by Leviathan on June 02, 2026, 10:58:14 AM »
Great work Leeor and everyone involved with OutpostHD  :D
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OutpostHD / OutpostHD v0.8.10 Released!
« Last post by leeor_net on June 01, 2026, 05:55:22 PM »
I know, it's been a long time since the last release. There have been a lot of questions about progress over on Discord and with some encouragement I was convinced to just go ahead and push out a new release even though it's not showing the feature set I really wanted.

That stated, this build has a lot of under the hood changes but there's also significant changes on the user-facing side including re-balancing of structure/robot costs, operating costs, and the partial implementation of the research tree.

We also had a number of contributors that helped to fix a few bugs and improve usability in a number of areas! Their contributions are marked, thanks for the help everybody!



What's New
  • Technology catalog
  • Research Report panel in Reports Panel (WIP)
  • Added new announcement types for colony ship crashes with cargo and colonists (Alexander Hunt)
  • Add `<Ctrl> + <Shift> + <F12>` key combo for debug border drawing

What's Changed
  • Up/Down keybindings now move the camera in a more intuitive way for the user
  • Tubes can now be placed like roads -- they will automatically choose their direct based on what they're connected to
  • Moved structure definitions from hard-coded values in source to external definition file
  • Structures that are in a destroyed state can no longer be repaired
  • Mine Facility now transmits connection to Command Center
  • Larger font used throughout all views for improved visibility
  • Added difficulty-dependent "grace period" for crime and morale (Andrew Gorcester)
  • Added difficulty-dependent morale hit modifier for colony ship deorbit with colonists still aboard (Alexander Hunt)
  • Improved morale handling throughout code base (Alexander Hunt)
  • Improved morale change reasons reporting (Alexander Hunt)
  • Improved memory handling/management (should help with some odd crash behavior)
  • Adjustments to crime handling based on difficulty
  • Various UI visual improvements including larger fonts, control placement and dynamic sizing
  • ProductCatalog will throw an exception instead of silently failing
  • Less punishing ore haul falloff

Bugs Fixed
  • Robots that are set to self-destruct will no longer complete their tasks before terminating
  • Fixed logic mistake regarding mine digging that caused a mine shaft to be built one level lower than it should be
  • Fixed check for self-sustained structures
  • Fixed issue where the structure picker didn't change when using pageUp/Down keys (alynsarcana)
  • Fixed UI update issues in Factory Production Report (Alexander Hunt)
  • Fixed overlay toggle button behavior so their state doesn't carry over from a previous game when loading another game (Alex)
  • Fixed overlays being carried over when loading a different game (Alexander Hunt)
  • ToolTip UI elements now handle new lines properly (Alexander Hunt)
  • Fixed logic mistake in food theft calculation
  • Numerous spelling errors corrected (Brett)
  • Fix incorrect road decay state being set
  • Fix behavior of "Take Me There" buttons
  • Fix progress bars not showing progress
  • Fix underground structure conflicts with mine shafts (Alexander Hunt)
  • Fix TileInspector window showing details of underground tile that hasn't been excavated yet (Alexander Hunt)
  • Race condition in fade logic in NAS2D middleware fixed
  • Fixed crash when handling Red Light Districts
  • Fixed save game handling regarding Red Light Districts
  • Fixed incorrect structure names in description table
  • Fix crash when loading a game when the Mine Operations Window is open
  • Fixed crash in scroll bar UI element that could occur in specific circumstances
  • Fixed edge cases in tube connectedness checks
  • Fixed potential crash when bulldozing mine facilities or mine shafts
  • Fix offset error in drawLine
  • Fix "Take Me There" button visibility on message change

Gimme Gimme! Where do I get it?

Full release including assets available now on Github: https://github.com/OutpostUniverse/OPHD/releases/tag/v0.8.10



Many thanks and appreciation to those who have helped by posting suggestions and assisting with code development! Couldn't have done this without your efforts!
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Forum Games / Re: The Bumpy Thread
« Last post by Leviathan on May 28, 2026, 11:05:18 AM »
Its been a long time bumping 8)
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Outpost 2 Multiplayer / Re: game day?
« Last post by Leviathan on May 28, 2026, 11:04:27 AM »
Yep its still Sunday's as the day we try and play some Outpost 2. Join the Discord :D
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Outpost 2 Multiplayer / Re: COOP maps
« Last post by Leviathan on May 28, 2026, 11:03:32 AM »
Some videos of us playing co-op are here:

https://tinyurl.com/op2coopvids
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Outpost 2 Programming & Development / Re: Mine Yield Formula
« Last post by Leviathan on May 28, 2026, 11:01:19 AM »
Interesting, I've always wanted to know more about the internals of the game engine.
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Cool project. I don't know loads about reverse engineering but was always super happy for the work done by the community over the years to reverse engineer Outpost 2 so that we can patch the game and create new content for it. For running on MacOS indeed Wine is the best way.

Cool to hear your working on a project zerodown524! BlackBox also started work on a map editor in python.


For map editors there are currently three working projects:
OP2Mapper2 - The VB6 editor from 2005
OP2Mapper3 - A new VB.NET editor from 2026
OP2MissionEditor- Unity / C# map editor from 2019

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OutpostHD / Re: Can't build anything because I run out of Common Metals...
« Last post by Sirbomber on May 27, 2026, 09:12:08 AM »
The forums are mostly archival now, you can check the project's Github page or join our Discord to stay up to date.
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