r/classicfallout • u/Cahb_UA • 1h ago
[WIP project] Co-op multiplayer for Fallout 2 — a dedicated-server restructuring of the fallout2-ce engine (early alpha)
Hello everyone;
For a while I’ve been building co-op multiplayer for Fallout 2 on top of the open-source fallout2-ce engine.
Core of the project is:
* separated simulation core from the presentation layer(s) -> dedicated server
* client / viewers that receive events from server / deliver 'intents' for dedicated server indicating an 'intent' of doing something - move/attack/speak etc;
A note on how it’s built, up front: the entire codebase is AI-generated — written by Claude under my direction.
But, I - myself - is a professional SW engineer, practicing / trying out to lift heavy unbearable projects with the help of additional tooling.
Wanted to disclose this upfront, as early as possible to be clear with you.
It’s early and rough. There are still desyncs, occasional crashes, and rough edges around disconnect and reconnect.
Working now
- Headless authoritative dedicated server; the standard client connects over the network as a player
- The full engine routed server-side, clients as pure presenters
- Multiple players in the same map, in real time
- Turn-based co-op combat with per-player turns
- Scripts, dialog, barter, and cutscene movies — dialog and barter driven by the initiator, pausing the world for all players and visible to everyone
- World-map travel, random encounters, and entering towns (played through the Temple of Trials and out to the Den so far)
- Per-player character creation (custom or premade), name-based accounts, save/load, and autosave
In progress / known-rough
- Occasional desyncs and disconnect/reconnect glitches (world objects don’t always reload cleanly; rejoining mid-combat can hang a client)
- Per-player progression: players currently share a single character sheet — splitting stats, XP, and skills per player is underway
- Death/respawn and host handoff
- Only the early game exercised and verified so far, though the routing is engine-wide
Roadmap
- A first-class modding platform: sandboxed Lua scripting on both server and client, isolated so a faulty mod cannot crash the engine — potentially replacing the original script interpreter entirely (evaluating LuaJIT)
- Player hideouts and deployable camps
- Co-op raid content
- Survival mechanics, crafting, factions, and vehicles
- Mod-defined network message channels, and transport encryption later
It’s a solo project and still early, but the core co-op loop works end to end and the whole engine already runs through the server. Built on fallout2-ce.
Slapped few screenshots just for the sake of it;
Repo (again, wip; not refactored / single commit to not bloat the history etc):
https://github.com/Cahb/fallout2-ce-coop


