Outpost Renegades News Archive
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22/07/2005
At this moment i am working on mission 4. It has an extensive victory-condition list, which took some time to get it right, in combination with mission failures. Now i can continue with AI programming, wich should not be much more difficult than missions 1 & 2.
As soon as mission 4 goes into a beta-testing phase, i will resume mission 3 coding again. All because that mission has a lot more difficult AI to be coded.
Some more things have changed over time, wich means i have to create a new setup/installer for Renegades as well.
25/07/2005
Mission 4 went into beta-test yesterday. It still needs a lot of editing, and some more AI to make it work, but i need people testing what i'm doing, and for that it is just right now. Going from the input i got so far, i have started to add more AI routines.
The mission briefing has also been updated and has some more info about how to play the mission and how to complete your goals.
31/07/2005
With some help of Leviathan and ZigZagJoe we've managed to clear out some of the bugs with the AI. Next to that i found a major problem when using the Renegades setup with OPU-version 1.3.3 of Outpost (downloaded from the OPU website). It is now clear the problem lies in a little file called op2ext.dll and i been working hard to correct the problem. For now, the Renegades missions play correctly when using the setup found on the beta downloadsite, but -when installed- users will not be able to run most of the standard maps anymore. We're working on a solution for this, since this is of course unacceptable in the public release. I also want to add that the problem only exists with 1.3.3 and not with 1.3.2. So for now it is recommended all beta-testers download OPU-version 1.3.2 (http://beta.eddy-b.com/opu4op2dl.exe) for testing Renegades
14/08/2005
Updates to mission 4 are nearing completion. It still needs a lot of testing to get it just right. Today i've started working again on mission 3. I also updated missions 1 & 2 to include new code that i've written.
A nasty bug was removed from the mission-file loading code, causing outpost2 to crash. Missionfiles will be updated soon also, to include more detailed information about the finished missions. This will render old saved games useless.
Mapping for mission 5 will begin soon. Coding however, will be started after mission 3 has been completed and gone into beta-phase. New beta-testers will be attracted for mission 3.
22/08/2005
Mission 3 now has a well working AI system. I had it run for 1000 timemarks without any problems found. The only thing left is to hook in the player settings into the AI code, so the player has to interact with the AI. After that's done, mission 4 will be reviewed by me, and then mission 1 and 2 need also to be revisited.
Finally, the Renegades setup will be completely redone, with some help of op2Hacker, so it will work with the current OPU version of Outpost2 (1.3.3) and will stay working with future versions, eg: it'll be forward-compatible.
27/08/2005
I've been working for 3 days straight to get the main renegades website up. It's much better looking then the beta site (thank god) and will be the place for downloads when Outpost : Renegades is first released. For now, it will contain some news & information about the Renegades Project.
While searching for the website resources, i found a font that closely reseambles the Outpost-font. It'll be put on the website for download along with the other font (from 'renegades' & 'divided destiny')
I've also seen a badly needed update on the novella and i might add, it's looking great so far! I'll soon need to update the credits i think.
Finally, i've been trying to contact Shuffles, who did the first 2 briefing-images. Uptil today i have not heard from him yet, so i might need to look for someone else to do those graphics. More on this in the forum.
14/09/2005
I've put ALL mission updates on hold for now, because i'm working on the Events_project now. Mission 3 was suffering from major crashes, caused by the exported OP2 trigger-system.. This new project will eliminate this problem (or so i hope)
17/09/2005
I've updated missions 1 & 2 to use the Event-system instead of the Trigger-system. Testing shows that the events hold out very well, not slowing down the game. I'm not completely done creating the standard events that will replace all triggers, but when i am, i will introduce a couple more events that will extend functionality and hopefully improve AI coding.
After that, this project will be publicly released when the bugs have been worked out. At first it will be a static LIB only release. Those of you who want access to full source will get that shortly after.
