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outpost_2:easter_eggs [2016/11/07 22:31] – vagabond | outpost_2:easter_eggs [2016/11/20 17:30] – vagabond | ||
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====== Outpost 2 Easter Eggs ====== | ====== Outpost 2 Easter Eggs ====== | ||
- | A couple of known Easter Eggs exist in Outpost 2. Easter Eggs are difficult to find anomalies purposefully placed in the game. Outpost 2 contains 3 known Easter Eggs: Dan's Dog, the Small Capacity Air Transport (SCAT), and Santa Claus. | + | Outpost 2 contains several Easter Eggs! In case you are new to Easter Eggs in games, |
===== Dan's Dog ===== | ===== Dan's Dog ===== | ||
- | {{outpost_2: | + | {{outpost_2: |
- | Stub | + | Dan's Dog was an inside joke by the Outpost 2 programming team that referred to programmer Dan White' |
- | **Proof of Dan' | + | **Dan' |
+ | - The impact leaves a scorch mark | ||
+ | - The impact occurs exactly at a multiple of 32768 game ticks (about 327 marks) | ||
+ | - the tile at the point of impact belongs to the third terrain type (for the built in maps, this is the sand tiles, however it need not be, and can be adjusted in the map file. See the map specification for details on the " | ||
+ | - the tile is not currently occupied by a unit | ||
+ | |||
+ | **Proof of Dan's Dog Scenario (created by Hooman):** {{outpost_2: | ||
+ | |||
+ | As an additional note, the routine that generates the dog belongs to the Unit class for the Meteor, and this processing function will only be called when (unitIndex XOR tick) MOD 8 != 0. Hence the time condition can only hold for meteors that have a unit index that is a multiple of 8. | ||
+ | |||
+ | <code cpp> | ||
+ | char MapName[] = " | ||
+ | char LevelDesc[] = " | ||
+ | char TechtreeName[] = " | ||
+ | SDescBlock DescBlock = { Colony, 2, 12, false }; // Important level details | ||
+ | |||
+ | |||
+ | int InitProc() | ||
+ | { | ||
+ | // Center view over about where Dan's Dog appears | ||
+ | Player[0].CenterViewOn(35, | ||
+ | | ||
+ | // Bump up the game time | ||
+ | *(int*)(0x56EB1C) = 32768 - 76; | ||
+ | |||
+ | return 1; // return 1 if OK; 0 on failure | ||
+ | } | ||
+ | |||
+ | void AIProc() | ||
+ | { | ||
+ | static int i = 0; | ||
+ | | ||
+ | if (i < 100) | ||
+ | { | ||
+ | Unit meteor; | ||
+ | TethysGame:: | ||
+ | int* meteorUnit = (int*)((*(int*)0x54F848) + meteor.unitID * 120); | ||
+ | int* meteorUnitFlags = (int*)((char*)meteorUnit + 0x44); | ||
+ | int* meteorUnitTimer = (int*)((char*)meteorUnit + 0x3C); | ||
+ | *meteorUnitFlags |= 0xC000; | ||
+ | *meteorUnitTimer = 5; | ||
+ | i += 5; | ||
+ | } | ||
+ | } | ||
+ | </ | ||
---- | ---- | ||
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{{outpost_2: | {{outpost_2: | ||
- | Stub | + | The small capacity air transport (SCAT) is supposed to be a flying evacuation transport in Outpost 2. The existence of the SCAT in game has not been proven. |
+ | |||
+ | Artwork of the SCAT is contained within Outpost 2. It can be found using the Outpost 2 Art Viewer. See the [[http:// | ||
---- | ---- | ||
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{{outpost_2: | {{outpost_2: | ||
- | Stub | + | An animated Santa Claus wearing a green suit is contained in the Outpost 2 artwork. Rumors are Santa Claus will appear walking across sections of tubing during gameplay under certain circumstances. The existence of Santa Claus within a scenario has not been substantiated to date. |
+ | |||
+ | **Quote from Dan Duncalf, the lead programmer of Outpost 2:** | ||
+ | |||
+ | > "... but I think Santa appears in similar circumstances to the dog, but when the date is 12/25 and involves a different terrain type and tick modulo. | ||
+ | |||
+ | Artwork of Santa Claus is contained within Outpost 2. It can be found using the Outpost 2 Art Viewer. See the [[http:// | ||
---- | ---- | ||
- //Go Back to [[outpost_2: | - //Go Back to [[outpost_2: | ||
- //Go Back to [[http:// | - //Go Back to [[http:// |