Recent Posts

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Ok, thanks for summary. I'll poke at using OP2MissionSDK for now and maybe look at TethysAPI in the future. I'll probably stick to code on the OP2Universe GitHub community page for mission development for now.

~Brett
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All of the recent work is built on top of years of the community's effort so of course credit goes to everyone who has worked on Outpost 2 reverse engineering and development over the years.

TitanAPI is indeed based on Outpost2DLL/HFL/OP2Helper/TethysAPI.
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I've done a lot of work on both and consider them both stable and very usable.
Not to start something but it seems dishonest to say "you" have been doing a lot of work when TitanAPI was obviously made by taking TethysAPI (without giving any credit to Arklon or even acknowledging that you used it as a base) and feeding it through an LLM.
Regardless of its origins, I like the attempt to add more robust error handling so the game doesn't crash at the drop of a hat, but a quick glance through it reveals some glaring inaccuracies and usability issues that make it ill-suited for non-trivial mission development.
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I would say the older OP2MissionSDK is the most stable option right now for mission development.

Everything else is pretty experimental, at least for developing missions anyway. For mods, TethysAPI is far more powerful than ForcedExports or HFL and is pretty stable for that use case - OPUPatch itself uses it. TethysAPI is able to be used alongside OP2MissionSDK in the same DLL, by design (to make it easier to gradually convert missions over from the old SDK).
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Great to see you around!

Ive been doing some work on Outpost 2 development over the last year.

We now additionally have TitanAPI and OP2Lua for mission development.

TitanAPI - Clean, modern C++23, type-safe with crash diagnostics mission library.

OP2LuaSDK - Missions in Lua without a compiler, the entire mission is scriptable from a text file.

I've done a lot of work on both and consider them both stable and very usable.

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I've used TethysAPI for a few missions, there's a lot more you can do with it than you can with Outpost2DLL, even with HFL.  There are a few bugs that still need to be worked out, though, but it's largely stable.
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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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