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31
You're still alive?!

There's various debugging and reverse engineering efforts ongoing!

At the time we published TethysAPI originally, C++17 was the latest. We started to update it for C++20. C++26 Reflections will likely convince us to update it further, particularly for Python/Lua/C# language bindings.

Right now, we're mostly focused on debug tooling.
32
I saw the TethysAPI on GitHub recently (https://github.com/OutpostUniverse/TethysAPI) branded as a C++17 re-implementation of the APIs used to create custom missions for Outpost 2. It is currently on version 0.8.2.

How does it compare to using Outpost2DLL / HFL / OP2Helper for mission development? Does it contain all the features of these 3 libraries, or does it just reimplement Outpost2DLL?

And how feature complete is it compared to Outpost2DLL? Have most to all portions been ported or are there still missing chunks?

Are there plans to support C++20, or will it live on C++17 for technical reasons? (I was trying to use a C++ 20 feature recently in a mission and had trouble when enabling it using Outpost2DLL).

Thanks,
~Brett
33
Outpost 2 Add On Missions / Re: Colony Builder - Starship, Flipped!
« Last post by Vagabond on June 11, 2026, 05:53:29 PM »
Sirbomber,

My son was playing Plymouth Colony Builder II (As Eden) and the game crashed when he tried to view the mission objectives. I verified on my machine (see attached screenshot of mangled mission objectives). This can be reproduced by
  • saving the game
  • exiting Outpost 2
  • reloading Outpost 2
  • loading the game
  • checking mission objectives

This is likely caused by a OP2 saving a pointer that cannot resolve when the dll is loaded at a different base address than what was present when the mission was saved.

Could you check that you have a proper base address set and that ASLR (Address Space Layout Randomization) is turned off and the base load address is set to 0x11000000?

Details: https://forum.outpost2.net/index.php/topic,5781.msg82939.html#msg82939

I didn't check the other missions to see if they have the same problem.

Thanks,
Brett
34
Outpost 1 & Outpost General / Re: The Second Universe: indie clone of Outpost
« Last post by Leviathan on June 07, 2026, 04:53:32 AM »
New Terra is the name of one of the colonies that you build in Alien Legacy.
35
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.
36
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
37
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!
38
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)
39
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
40
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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