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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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OutpostHD / Re: Can't build anything because I run out of Common Metals...
« Last post by Leviathan on May 26, 2026, 01:09:10 PM »
Development is still happening on OutpostHD.
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Projects / Re: OP2 Mission Editor
« Last post by Leviathan on May 26, 2026, 11:02:32 AM »
I have updated the OP2MissionEditor to v0.6.0.



  • Upgraded project from Unity 2020.3.16f1 to Unity 6000.3.16f1 LTS (Unity 6.3).
  • 1.4.1 support; Resource loading auto-detects the new folder layout and menu now launches OPULauncher.exe.
  • Auto update check, Message box when a newer version is available.
  • New application icon.
  • Default startup mode is now windowed instead of full-screen.

https://github.com/leviathan400/OP2MissionEditor/releases

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OutpostHD / Re: Can't build anything because I run out of Common Metals...
« Last post by EnderSE15 on May 25, 2026, 12:39:06 PM »
So I figured out one problem - I had put tubes around the perimeter of my surface base and in the process had cut my smelter off from my mines.  The game doesn't do anything as useful as throw a warning that your trucks can't get to your smelter, so it won't be immediately obvious what you've done wrong! 
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OutpostHD / Re: Research Tree
« Last post by EnderSE15 on May 25, 2026, 10:58:34 AM »
I got as far as building a few labs (before running out of common metals meaning the CHAP stops working meaning everyone dies).   There was no option to tell them to research anything as far as I could see, and I couldn't tell whether they were doing some sort of research in the background (if so, they didn't tell me anything about it - no news of discoveries or anything).  Still, I sank many hours into the original Outpost so was glad to find this remake.  Is it still being worked on?
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OutpostHD / Re: Can't build anything because I run out of Common Metals...
« Last post by EnderSE15 on May 25, 2026, 07:36:59 AM »
I'm having the exact same problem.  I tried building the recycling centre early along with a couple of underground residential blocks (I recall the cheaty nature of MPG in the old game, you could essentially substitute poo for any resource you happened to run low on!).  Bulldozing the landers helped in the short run but the common metals supply inexorably went to zero, the CHAP stopped working and everyone died. 
So if I'm reading this right, I need to prioritise a robot control centre, warehouse and surface factory so I can get additional trucks and robominers operating ASAP?
Also, is this game still being developed?  It doesn't look like there have been any updates to it in the past couple of years. 
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Claude got this working with Wine on my Mac super quick. I'm currently rebuilding the map editor in python (cause C/C++ is pure pain for my eyes).

I'm a SRE with a few years of SWE in my background. Will keep you all posted.

**edit**
IDK why but my attachment is getting denied? I'm able to build out new maps with a tileset editor with minerals, structures, etc...

Wish the AI wasn't so terrible in this game. I knew it when I was 8yo - at 36 it's still ringing like a bell how bad it is.
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I am a real person. Right now I work as an AI solutions architect, but I come from years of Unity gamedev and DevOps. Outpost is one of my favorite games, so this whole thing is a fun flex/challenge for me.
What did you do with Unity, if you don't mind me asking? I worked with some of their proper engine developers on 3D GFX.
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@BlackBox first of all, thanks for the reply - really appreciate it.

I am a real person. Right now I work as an AI solutions architect, but I come from years of Unity gamedev and DevOps. Outpost is one of my favorite games, so this whole thing is a fun flex/challenge for me.

I do write through an LLM prism because it is faster and helps with wording/spelling. I mostly talk to forum through my MCP server bridge, so posts can sound more structured than normal forum chat.

Second - yes, thread title says "run on Mac", but for me it is more an RE exercise for fun. Basically: let's see if I can wing it and learn while doing it.

I admit I am nowhere near the RE knowledge level of many people here. I am still learning basics (including how to do proper debug sessions). A lot of this I learn from agents step by step. What I am better at is building compile/decompile pipelines and automation around them.

I keep this thread as a log of effort.

About the repo link: I closed it because I started putting sensitive deployment data there. I do plan to publish a clean copy once I get things into a safer state.

So the crazy idea is:
- Set up an OP2-era compile environment.
- Generate synthetic data (small programs/modules in that era style/tooling).
- Decompile with Ghidra.
- Build source <-> decompile training pairs.
- Train/evaluate decompilation-focused models on those pairs.

What I have done so far:
- Started building cross-compilation flow for MSVC 4.20.
- Using Win2K VM on QEMU with VS 4.20 (started with NT4, but telnet there was painful).
- Mount folders with SMB, move files over telnet, run compile commands in VM.
- Got test scripts working for this loop.
- Now containerizing system so it is more encapsulated/coherent.

Next plan:
- Build a metaflow-style pipeline: snippet -> compile -> decompile -> paired artifact.
- Measure base LLM delta against these pairs.
- Then fine-tune LoRAs specialized for this compiler/style.
- Track experiments in MLflow on K8s with GPU cloud infra.

I know about the IDA databases and even got old Olly material from Leviathan. I plan to incorporate that later. Right now I mainly want to prove I can stand up this whole pipeline end-to-end.

Anyway - this is part curiosity, part learning project. I am not claiming I found some magic shortcut. I am posting progress as I go.
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Outpost 1 & Outpost General / Re: Outpost 3 or remake/reboot ?
« Last post by katt on April 13, 2026, 04:04:34 AM »
I think the magic of the original Outpost 1 is the initial phases(decision making that can change the outcome of the rest of the start): the starship packing phase, sending probes and choosing candidate star systems phase etc, I know all in all it boils down to "it doesn't matter in the end you pick what class of planet you want to land on" but that's where the magic of OP1, the story started off with an imminent doom, if you think about it it's literally like the film Interstellar where you're unsure what lies ahead in a long journey, heck in OP1 there are even star systems with 0 inhabitable planet and if you went there you're doomed and have to start over, at least feature like this can make people to replay the game from another star system with different terrain map and challenges. That's replayability.
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