Recent Posts

Pages: [1] 2 3 ... 10
1
Hey bufke, come find us on Discord, exciting stuff we do indeed.
2
Outpost 2 Multiplayer / Re: SIGS Replacement Coming Soon - Outpost 2 Testers Wanted
« Last post by Galactic on October 19, 2026, 06:02:51 PM »
**SIGSWON is now open for public testing!**

Thanks to Leviathan and Vagabond for offering to help. Multiplayer matches have been played successfully, and I?m ready for more people to try hosting, joining, and using the lobby.

**Downloads and installation instructions:** [sigswon.net](https://sigswon.net/)

To get started:

1. Have Outpost 2 with the OPU community patch installed.
2. Close the game and run the SIGSWON installer, selecting your base Outpost 2 folder.
3. Launch through your existing OPU launcher and open the SIGS/online multiplayer lobby.
4. Choose **Create Member** to register, follow the account prompts, and sign in. Accept any available client update.

The client includes public/private chat, rooms, player profiles, preferred opponents, and a built-in UDP relay to help games connect across modern networks. Recent updates also added optional Autojoin for hosts and room arrival/departure announcements.

The XP VM can connect successfully too, so testing across older and newer Windows systems is welcome.

This is still a development release. I?d particularly appreciate testing with multiple players on different networks, returning to the lobby after a match, and installing client updates. A six-player session would be useful!

If you encounter a problem, please post your Windows and game versions, client version, what happened, and any error message or screenshot.
3
Great work bufke and welcome to OPU forum! Eden mission 1 matching tick for tick is impressive.

Welcome back neo_drol, you last posted on the forum in 2005! Very cool to hear you have been working on something too.

LLM tools are making this much more approachable. It looks like we all share the goal of a native, multi-platform Outpost 2. The paths forward are a full rebuild, and compare it against the original or reconstruct source code to match the original byte for byte.

Remaking Outpost 2 has long been a desire within the community. Hopefully with LLM assisted tools we can get there. I started a work on re-implementation but did not get very far with it. So yes I think there is interest in collaborating. I have messaged you on Discord.

bufke for multiplayer it would be great to see your game join a OP2 game. There's code in OP2NetworkTools that could help: OP2NetworkTools.
4
Is there any interest in collaborating on a Rust re-implementation?

https://gitlab.com/bufke/op2-rs

My approach is a re-implementation, not recomp. Eden mission 1 is beatable and is identical to the original game, exactly, tick for tick. The design is my direction, while a LLM writes most of the code. LLM assistance is welcome (See repo's contributing). The simulation is pure Rust. The UI is bevy, since it runs downstream of the sim, it's free to improve things with a higher frame-rate, smoother scrolling, zoom. The sim runs every tick and tracks all things, in theory you could play full headless game. Instead of Unicorn, I run the mission/map DLLs in an interpreter. It's acting like a CPU but mapping calls to the Rust code. Easy to run on arm architecture, with only the interpreter doing emulation. I'm supporting Linux and Windows, but Mac should be a simple port if someone could build and test it. It should be easy to add features too, if desired, I know I want multiplayer game saves.

Like the OPU unofficial update, I require the original game from GOG or CD. I'm not shipping art assets. I'm going to extract even unit data charts from the original game instead of shipping them.

I'm not advertising this widely because it's very unfinished. It stands on a lot of community work already done here (OPU patch, TethysAPI, op2ext) and of course the original game.

Would anyone want to add Mac support?
Does anyone have thoughts about original game multiplayer compatibility? I could see a re-implementation as making the game more accessible and also potentially unfair. Even the smoother UI could be a slight advantage.
5
Outpost 2 Programming & Development / Re: Using C++20 for mission development
« Last post by Arklon on October 17, 2026, 11:43:36 PM »
I did make a debug OP2Ext mod, which wraps OP2SDK calls to TethysAPI, so we can verify their behavior is 1:1 exact or not. We encountered a few bugs that way, actually, but we have yet to root cause them.
6
Outpost 2 Programming & Development / Re: Using C++20 for mission development
« Last post by Vagabond on October 17, 2026, 07:57:48 PM »
Arklon, I think we are explaining the same issue, albeit you are expressing it more correctly than I did.

I don't have a relevant error log since I just manually corrected calls that previously relied on /permissive being set. It made my code a bit more verbose but wasn't difficult to accomplish.

I haven't seen any negative effects with the c preprocessor updates, so agree that is probably fine when updating to C++20.

For Hoooman's comment, I increasingly find myself setting up workarounds for the lack of const correctness, which intersects with the permissive conversation. I think the purpose of TethysAPI is to provide the modern interface with const correctness. It might be better to leave Outpost2DLL's API alone outside of bringing it forward to current standards and allow TethysAPI to replace it long term (although I haven't tried out TethysAPI yet)?
7
Outpost 2 Programming & Development / Re: Using C++20 for mission development
« Last post by Hooman on October 17, 2026, 02:33:22 PM »
I am in favour of upgrading to C++20. I prefer code be as standards compliant as possible, and deal with any pain up front.

With that said, what Arklon brings up is quite valid. We can't change the API without it affecting the name mangling and the ability to link correctly. In those cases, enabling permissive flags may be a valid option. Another possibility is to have inline wrapper methods with a const correct API, which maybe does a const cast and calls the official version. That is assuming the official version actually treats the parameters as const, and just didn't declare them as such. Though I'm not really a fan of putting custom code into the Outpost2DLL project. I really wanted to keep that as a clean interface project that contains only the interface to the official API. Another perhaps even uglier solution might be to explicitly set the decorated name for the export, so the API can be const correct and still link to the old symbol. Though I think I might prefer an inline method with a const cast over an explicit mangled name override.

If C++20 is a problem and isn't easy to solve, then we should probably upgrade to the latest supported standard that does work, at least for the interim before C++20 can be made to work.
8
Outpost 2 Multiplayer / Re: SIGS Replacement Coming Soon - Outpost 2 Testers Wanted
« Last post by Vagabond on October 14, 2026, 10:03:54 PM »
Hi Galactic,

I'm willing to try it out.

Currently running Windows 11 version 10.0.26300 Build 26300. I think I might have a Windows 10 machine, but nothing older than that.

~Brett
9
Outpost 2 Multiplayer / Re: SIGS Replacement Coming Soon - Outpost 2 Testers Wanted
« Last post by Leviathan on October 14, 2026, 05:40:07 PM »
Great work! I'm around on Discord most days. Sunday maybe we can get a 6 player test going.

Can test on any Windows OS you want.
10
Outpost 2 Multiplayer / SIGS Replacement Coming Soon - Outpost 2 Testers Wanted
« Last post by Galactic on October 13, 2026, 03:45:34 PM »
Hi everyone,

I?ve been working on SIGSWON, a rebuild of the classic SIGS/WON multiplayer client, with a familiar interface inspired by it.

The initial focus is Outpost 2. Multiplayer games have already been successfully played during early testing, and the client includes rooms, public and private chat, player profiles, preferred opponents, and a built-in UDP relay.

We're getting closer to a wider test, and I?m looking for volunteers to help test:

- Hosting and joining multiplayer games.
- Connections across different networks.
- Lobby features and returning after a match.
- Client installation and updates.
- Windows compatibility, even Windows XP.

This is still a development build, so expect bugs. Clear reports about what happened and how to reproduce it will help get things ready.

Interested in testing? Reply here with your Windows version and whether you can help host or join games. I?ll share download links and setup instructions when the test build is ready.

Thanks for helping bring the classic multiplayer lobby experience back!
Pages: [1] 2 3 ... 10