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Releases: alexbatalov/fallout2-ce

April 2024 (version 1.3)

21 Apr 10:16
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Welcome to the April 2024 release of Fallout 2 Community Edition. There are important fixes to some long standing issues, which are hopefully resolved (without introducing new problems).

There are no extended release notes for this version, but you can check full changelog here. Thanks everyone.

January 2023 (version 1.2)

20 Jan 10:23
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Welcome to the January 2023 release of Fallout 2 Community Edition. There are many updates in this version, here are some key highlights:

  • Improved rendering - Significant boost to performance on large resolutions (and battery life on mobile devices). See #165 for tech notes.
  • iOS support - Yes, Fallout 2 can be finally run on iOS (albeit not hassle free, see readme for installation instructions). The controls are far from being perfect, but at least it runs smoothly both on iPhone and iPad (#167).
  • Worldmap Improvements - A couple of enhancements that makes worldmap more visually appealing.
  • Combat and AI - Some fixes to expected combat stuff and improvements to AI.

Sfall

Despite the integration of Sfall being a top priority, there is not much progress here.

@sonilyan implemented support for wide interface bar (#188). Together with side panels (fa058f2) you can enjoy familiar Sfall look in CE. One thing to note is that appropriate art should be unpacked and stored in your data directory. I'm sure many of you don't understand what that means, just hold your breath for next release.

Notable improvements:

  • Stretchable splash screen (8a4ce6c)
  • Game mode tracking (dc90beb)
  • Custom message lists support (fe9ba91)
  • Dialog options numbering (897ff2b)
  • Some scripting functions (tracked in #200)

Worldmap Improvements

One of the coolest update and my personal favorite for this release - fade in/out animation when using worldmap (cc1562b).

Notable improvements:

  • Added shadow to city labels (248d6df)
  • Fixed car disappearing after using town map (e02dcdf)
  • Fixed special encounter blinking icon (95cc863)
  • Fixed worldmap position calculation (3ec827d)
  • Fixed some visual artifacts (9976728, b5701fb)

Combat and AI

@drjfaust fixed several combat bugs with #204 which were unnoticed since Reference Edition. With ad38607 wandering NPCs will no longer ignore player and will join the fight on sight.

There is an improvement to "Whomever is attacking me" party member behaviour (3425926). The party members will no longer switch targets randomly (especially in big fights). Instead they will try to keep fire on their initial target as long as this target keeps attacking dude.

In addition to this, there are changes to how AI is using drugs (0e11569). It includes Sfall fixes and improvements and adds some randomization to the picking process. Instead of using first available drug (according to internal order of items in inventory), we group drugs into buckets (primary desires and everything else) and randomly pick from one of the buckets.

Mods

Some improvements and fixes have been made to run Nevada and Sonora. These mods (at least their original versions) do not require Sfall, but have unexpected scripting style, which resulted in several crashes. Please open up an issue if you've completed either Nevada or Sonora.

There is a separate list for tracking progress towards Olympus support (#200). Most of unimplemented functions are used in unnecessary global scripts like party controls, so it's likely playable.

Some examples of errors discovered and fixed:

  • Fixed testing pointers for nulls (ad9b858)
  • Fixed ini section parsing (a70912d)
  • Fixed color setters (01f264e)
  • Fixed selecting scripted windows (9c6daa4)
  • Fixed setting scripted button handlers (8ee0f47)
  • Fixed storing pointers in global variables (6c03e4e)

Android

@sonilyan identified one of the memory alignment issues (#187). This kind of bugs usually lead to crashes, but totally compiler/environment/processor dependent. This explains why the game crashed on some Android devices.

Eventually more undefined behaviours were found, the last one was fixed with 2714dc1. Thanks to @APAmk2 for promptly confirming this issue is finally resolved.

#206 added support for on-screen keyboard.

Other

There are over a hundred of other fixes and improvements which can be found here. Thanks everyone for your contributions to Fallout 2 Community Edition.

September 2022 (version 1.1)

23 Sep 06:58
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Welcome to the September 2022 release of Fallout 2 Community Edition.

Sfall

The main area of focus for the last couple of months was integrating Sfall features and fixes. It turned out to be much larger than I initially anticipated. A number of small to medium-sized modules have been integrated, notably:

In addition to these modules many isolated fixes were implemented (in random order) from huge modules like Bugfixes, Inventory, and Worldmap.

Quality of life improvements

One quality of life features has been implemented - mouse wheel support (019dbbb). It should work in every place where scrolling is expected (inventory lists, barter interface, etc.). I’m playing on MacBook Pro and it’s gorgeous trackpad can now be used to scroll both map and world map views in any direction.

Visual enhancements

@MrCool92 noticed 1px offset in the main interface bar buttons and fixed it with #131.

Useful Show loot weight mini-mod has been implemented natively (bee34bf). It’s a part of a larger inventory filter mod which I also plan to implement natively in the next release.

While working on it I’ve noticed that inventory scrollers are not centered (besides the right one in the looting interface). It has been fixed by adding/fixing a bunch of UI constants before-hand (c9fa9a4, ebba548, 16f0be1), and then tweaking some offsets (d31e367).

The last of the visual changes is a new default font on the world map (db13317).

Android

@edgarmiro improved onboarding experience by adding a progress dialog (#125), so no longer black screen while importing game data.

25fc67f added mouse events processing, so now it’s possible to use either fingers or mouse/keyboard. There are some ongoing mouse issues which need some time to investigate.

Other

There are numerous fixes related to x64 transition, I won't link them here, but this is the place where I want to thank everyone who played and reported appropriate issues.

v1.0.3

05 Aug 15:15
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This release adds a build for Android and fixes a couple of recently discovered bugs (#108, #110).

NOTE: From Android's perspective debug and release versions are considered different apps. This is intentional. Both debug and release versions require their own copy of game data. There is no way to share or export save games (yet).

v1.0.2

27 Jul 07:34
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This is a follow-up to v1.0.1 which addresses a critical issue - crash on Windows when loading save games (73b6a16). In addition it fixes a bug with missing random encounters (cbdb0ee).

v1.0.1

26 Jul 14:21
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It's been pretty busy two weeks since v1.0.0, with most time spent on Reference Edition. Most of the missing functions are finished, but not tested, as most of them are not used in the game.

A surprising PlayStation Vita port brought in more people into play testing which helped to identify several x64 migration issues and reversing drawbacks. I hope this port will make its way into the upstream.

Some efforts have been made to improve macOS compatibility. The app is now universal (#86) and should run natively on Intel-based Macs and Apple Silicon. #68 aimed for 10.15 Catalina support, but with std::filesystem removed (8a006d2, 8ef9b66, 8bd75e9) it became possible to build for 10.11 El Capitan (#91). This version was chosen because it's the oldest Mac I can test on. I guess it can be reduced even further if needed (modern Xcode can target up to 10.9 Mavericks). However I cannot guarantee we'll continue to support these macOS versions in the future.

Some time was spent on mobile platforms support research. Unfortunately I didn’t get what I hoped for on iOS - overall look-and-feel and performance is awful. I guess I’ve missed something. On Android things were different (#92), performance is good even on a mid-range device. At first I wanted to include it into this release, however I’ve underestimated lack of controls even for “unenjoyable” gameplay, particularly missing right mouse button. The other reason was a build system issues and a need to manage signing configs for both debug and release builds. Since every runner has its own debug keystore, all apk from different builds are incompatible with each other. The only way to update was to reinstall entire game, copy assets, etc. Eventually I’ve removed Android builds for now. We’ll get back to it once we are done with Sfall.

Bugfixes:

  • Fixed crash in "Kills" folder on x64 platforms (8ab7f84)
  • Fixed missing interpreter's + implementation concatenating strings and pointers (cee3af7)
  • Added missing interpreter's == implementation comparing pointers and integers (757330b)
  • Fixed interpreter's != implementation comparing pointers and integers (f3869e0)
  • Fixed opRemoveObjectFromInventory arguments order (365805a)
  • Fixed reversing drawbacks (a20e2a8, a60382e)

v1.0.0

12 Jul 18:58
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Initial release