Fallout 2 Community Edition

Émulateur v1.3

Fallout 2 Community Edition est une réimplémentation complète du moteur original de Fallout 2 (Interplay, 1998), permettant de jouer à l’opus sur des systèmes modernes. Développé par Alexander Batalov, ce projet remplace le binaire natif tout en conservant l’intégralité du gameplay, avec des corrections de bugs et des améliorations de qualité de vie. Il fonctionne principalement comme un drop-in replacement pour le fichier exécutable original, nécessitant les fichiers du jeu d’origine (version PC).

Sur macOS, il est compatible avec les machines récentes (à partir d’El Capitan) et les architectures Apple Silicon (via Rosetta 2 si nécessaire). L’installation repose sur une structure de dossiers similaire à celle de Windows, avec une extraction préalable des assets du jeu (via GOG ou version originale pour macOS). L’émulateur s’appuie sur SDL2 pour l’interface graphique et les entrées, garantissant une compatibilité native. Les mods populaires (comme Nevada ou Sonora) sont partiellement pris en charge, mais les solutions plus complexes (comme Fallout 2 Restoration Project) ne le sont pas encore.

Dernière mise à jour :

Plateformes

Interpréteurs

Architecture

Mac OS X - macOS Mac OS X - macOS Intel x86 Intel x86 Apple Silicon Apple Silicon 64 bits 64 bits SDL Library SDL Library

Téléchargement et liens

Historique des versions

v1.3.0
  • Amélioration majeure de la stabilité : Correction de plusieurs problèmes récurrents (bugs connus depuis des versions précédentes) sans introduire de nouveaux dysfonctionnements, notamment dans les mécaniques de jeu et la gestion des interactions.

  • Optimisations techniques : Rééquilibrage des performances et réduction des plantages liés à des comportements inattendus (ex. : gestion des inventaires, dialogues ou combats).

(Aucune mention spécifique à macOS, Apple Silicon ou builds .dmg dans ce changelog.)

Changelog complet
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](https://github.com/alexbatalov/fallout2-ce/compare/v1.2.0...v1.3.0). Thanks everyone.
v1.2.0
  • Améliorations graphiques et performances : Optimisation significative du rendu pour les grandes résolutions (gain de fluidité et d’autonomie sur mobile), avec une attention particulière aux artefacts visuels corrigés (ex. : ombres sur les labels des villes, calcul de position de la carte du monde).

  • Corrections majeures dans la combat et l’IA :

    • Les PNJ errants ne négligent plus le joueur et rejoignent les combats.
    • Les membres de la partie ciblent désormais de manière cohérente leurs ennemis (plus de changements aléatoires de cible).
    • Gestion randomisée des drogues par l’IA (classées en "besoins primaires" et autres, au lieu d’un ordre fixe).
  • Stabilité des mods :

    • Corrections de crashes liés aux mods Nevada et Sonora (versions originales), ainsi que des progrès vers la compatibilité avec Olympus (fonctionnalités globales partiellement implémentées).
    • Fix de bugs critiques (pointeurs nuls, parsing des fichiers INI, gestion des couleurs, etc.).
  • Support étendu (hors macOS) :

    • Prise en charge officielle d’iOS (iPhone/iPad) avec des contrôles basiques, et améliorations pour Android (clavier virtuel, corrections de mémoire).
    • Note : L’intégration de Sfall reste prioritaire mais limitée (interface large activable manuellement, avec artworks à unpacker pour un rendu fidèle).

Pas de mention spécifique à macOS dans ce changelog.

Changelog complet
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 (fa058f24b4b7a86dc8e7001b24a52daa9ffbe9fd) 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 (8a4ce6c658046059ed7d59f2d7580e31d396e67f) - Game mode tracking (dc90beb69628ce227a2e061ac74ede985d122070) - Custom message lists support (fe9ba9171ef1f5461d5ed45cb19abd86bbcad2b4) - Dialog options numbering (897ff2bbd22dcc85c2f1327aa68d7061bed14489) - 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 (cc1562b056573bea48a97ffcb8d7e05a6c826ee3). Notable improvements: - Added shadow to city labels (248d6dfb9298b7f50ecb3489850d2547174d7e02) - Fixed car disappearing after using town map (e02dcdf69d6f15c17540bdf7df6bb3c9a1813c8f) - Fixed special encounter blinking icon (95cc863fde9163546e14fd2c0989066c12b30a64) - Fixed worldmap position calculation (3ec827d5c1f0f04eddc56b64b8678f1e308d0966) - Fixed some visual artifacts (9976728e0454b7e1c06e632a50782cea59316742, b5701fb9b9f9b3c77aa213dd52591b9b295f341f) ## Combat and AI @drjfaust fixed several combat bugs with #204 which were unnoticed since Reference Edition. With ad3860790c42c859c6a8ac94e86319d1436f9629 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 (34259269a4d1f4c6b4c5a357f902ce21a094496a). 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 (0e11569397c6236034b071438b8f715a362069eb). 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 (ad9b8586e9f701ea59c426420ebccadb88ecc8c9) - Fixed ini section parsing (a70912d3115a0b81480667b35f17efd70d5b5177) - Fixed color setters (01f264e0c2e4445a2c3c3bf84a1d1c028708b32e) - Fixed selecting scripted windows (9c6daa4abe18e290be1259e5914d9a28f5b594b9) - Fixed setting scripted button handlers (8ee0f478adf15efbc59574580684cae323b8b3c7) - Fixed storing pointers in global variables (6c03e4e29327e6ad1e5ac0779cdd5619793ed1ae) ## 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 2714dc1ea14b3786e28be3a631bae0dd43fe3b8f. 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](https://github.com/alexbatalov/fallout2-ce/compare/v.1.1.0...v1.2.0). Thanks everyone for your contributions to Fallout 2 Community Edition.
v1.1.0
  • Intégration majeure de fonctionnalités Sfall : Ajout de modules clés comme les coups critiques, les livres interactifs, les ascenseurs, le mod de dégâts (burst damage), les explosions améliorées et les attaques non-armées, ainsi que des corrections dispersées issues des modules Bugfixes, Inventory et Worldmap.

  • Améliorations de l’ergonomie : Prise en charge native de la roulette de souris pour le défilement (inventaire, interface de troc, cartes, etc.), testée et validée sur MacBook Pro.

  • Corrections visuelles : Suppression d’un offset de 1 pixel sur les boutons de l’interface principale ; alignement centré des scrollers d’inventaire ; intégration native du mini-mod Show loot weight (poids des objets) et ajustement des polices sur la carte du monde.


Note : Aucune mention spécifique à macOS ou Apple Silicon dans ce changelog.

Changelog complet
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: - Critical hits (63bcb2d00920b54e695a6afe600b5ca6f6601ed3) - Books (63bcb2d00920b54e695a6afe600b5ca6f6601ed3) - Elevators (f5060c301b5853424abe110905454bc051751cd8) - Burst mod (3ccb087d20c8635eddbf07c836175a93d6de0523) - Explosions (5170948588990f4a8de5fafcda678f12702ca6c8) - Unarmed (87289a34c02ec9fa4afa1ccdcdae97409da52b58) - Damage mod (d86a887cf9da043bab09d1c3f836c23451f01411) 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 (019dbbb56e031dd218c38777c6ecbc5a892ffa83). 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](https://github.com/rotators/fallout-mods) mini-mod has been implemented natively (bee34bfdf47e0f343d52bb643c34b733a6d97cd1). 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 (c9fa9a4765a89fd5021f38da2dede6b5c2d9cabd, ebba5482068f11cbf5b1f83b3fa227c3d885bc23, 16f0be1a4553826fb6cb35d1a1bbefee485e375f), and then tweaking some offsets (d31e3678701498c325e082e2e60b06389606909a). The last of the visual changes is a new default font on the world map (db1331761300dda083631c74bc2a2bb96ea6731e). ## Android @edgarmiro improved onboarding experience by adding a progress dialog (#125), so no longer black screen while importing game data. 25fc67fec10bb0dbdc911a9a7fef9de169041537 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.

Captures d'écran

Screenshot de Fallout 2 Community Edition