update 11.2
Fallout 2 Remake 3D » Devlog
-more dirt hit effect
-geckos run away animation added
-now each weapon have own clip magazine
Files
win64.7z 198 MB
Feb 08, 2023
linux64.7z 212 MB
Feb 08, 2023
mac64.zip
Feb 07, 2023
Get Fallout 2 Remake 3D
Download NowName your own price
Fallout 2 Remake 3D
Fallout 2 Remake 3D FPS Boomer Shooter RPG
Status | In development |
Author | Jonasz O. |
Genre | Role Playing, Survival |
Tags | 3D, Action-Adventure, Action RPG, construct-3, fallout, First-Person, Indie, Post-apocalyptic, Retro |
More posts
- update 2994 days ago
- update 28Aug 22, 2024
- update 27.1Aug 06, 2024
- update 27May 30, 2024
- update 26.1 PL version of intro and narration videoMay 15, 2024
- update 26 PERKSMay 14, 2024
- update 25.2May 05, 2024
- update 25.0.1 BROWSER VERSIONApr 02, 2024
- update 25Apr 01, 2024
- Support me with this project!Mar 31, 2024
Comments
Log in with itch.io to leave a comment.
New bugs:
- after leaving Klamath and getting stopped by any Random Encounter, items in hand slots become invisible (it is still possible to pick them up and put into inventory or a different hand slot - they are still there, and become visible while they are picked up by the mouse cursor or when placed back in the Inventory, although the ammo counters on them disappear, but the ammo is still saved inside them). Any items placed in hand slots after that become invisible while in the hand slots too.
- when you enter the locked building in Klamath, that is between the Golden Gecko and the Bathhouse and has a "Wanted" poster on it, you see some bookshelves right infront of the entrance. They have 2 items: x150 .223 FMJ ammo in the 1st slot, and x10 of some invisible item in the 2nd slot. That invisible item can't be picked up, and if you'll try to popen your Inventory using the "I" hotkey, that x10 will appear in the same place near the Inventory window (although the container's contents window won't appear since you're not interacting with any container) no matter how far you will go away from that bookshelf, until you'll interact with any other container.
x10 will appear again and won't go away until you'll interact with any other container again if you'll interact with that bookshelf again (the bug is repeatable). x10 can be removed from that bookshelf if any other item is placed in the 2nd slot of that bookshelf (to replace the x10 invisible item) and the bug won't happen again if you'll do so.
- also I once had NPC glitches: the tribal woman with the sledgehammer from the small shack with a sewer hatch dispapeared, but instead I was randomly attacked by some guy in leather jacket with an SMG while I was stanmding near the fire pit behind the house with 3 women with 10mm pistols in leather jackets and the bottle of Gamma Gulp Beer. No idea where that guy came from (it wasn't the guy from the Golden Gecko backalley, because I've killed him and both the Minigun an SMG guards from Golden gecko before that, and it wasn't neither the SMG guy from the brahmin pen (because he was still there and I've killed him later) not the guy that is always standing on the exit grid outside the "Gecko forest" (I've also killed him later).
- once I somehow managed to walk through some wall of one of the small rooms in the Bathhouse and got out of the building, but I can't tell exactly which wall of which room it was.
Ok i check that today
first and second problem has been fixed.
about wall building i think i got this, i try solve this.
today i will upload fixed version
SMG guy is on edge of level so prabably he attacked You.
I am not sure if it was that guy. Could be, but for me it rather looked as if he walked through some wall from some of teh buildings (or, maybe, got duped and teleported from somewhere,. much like the sledgehammer tribal woman from the shack with sewer hatch that disappeared in the same raid?) And why that guy is outside the town area all the time?
Btw, tried to play as a melee fighter and it is very annoying that all critters are running away when low on HP. Hard to kill most of them without using firearms or being lucky with critical hits / stuns to finish them off before they get low enough HP to start running away. I don't remember enemies in teh original game running away so often (if at all), uless they were blinded (crippled after a targeted eye shot). I only remember party members running away if ordered to do so on certain health threshold. Maybe keep it only for small / ranged / intelligent critters, like rats, silver geckos dogs (if/when you'll add them), kids and peasants (maybe female raiders too?) but primitive creatures like ants and scorpions, fierce ones like golden geckos and mad ones like raiders won't run away? Or make it so the last critter in a squad / pack would try to run away (like stray dog packs would flee if you attack the pack leader and make it scared and running away), but until there are many enemies in the group (like a bunch of raiders or geckos) they'll stay confident enough to keep attacking from behind until you are outnumbered by their bretheren?
Win build?
also, download win64.7z