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FIFE 0.4.0 has been released on 15th of January, 2017!

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Messages - mvBarracuda

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That looks absolutely stunning :-) Keep up the great work and please keep us updated as well.

I'm a sucker for Arcanum and starving to play a new Steampunk game.

I finally found the time today to start looking into the task of upgrading the win32 devkit to use fifechan instead of guichan.

The good news is:
* I was able to build fifechan, fifechan_sdl (linked against SDL 1.2.15) and fifechan_opengl with mingw just fine
* I updated SDL (for mingw) to 1.2.15, SWIGwin to 2.0.8 and scons-local to 2.2.0
* Initial testing showed nothing wrong, the FIFE demos worked just fine

The bad news is:
* I don't have much free time on my hand right now as I'm just getting started in my first job
* I neither have MSVC2005 nor MSVC2008 installed right now and don't have the time and motivation to set these things at this point
* I don't want to make empty promises, so I'm leaving updating the SDK for msvc2005 & msvc2008 to whoever hopefully finds the time and motivation to do so

What still needs to be done:
* The mingw-portion of the SDK has been updated and works just fine
* We'll still need to update the SDK for msvc2005 & msvc2008:
** SDL 1.2.15: libs to link against, DLLs
** fifechan, fifechan_opengl, fifechan_sdl (link against SDL 1.2.15)

An updated Win32 SDK can be found here that contains the above mentioned changes (updated scons, swig, SDL & fifechan_* for mingw):

The patch inside the archive just changes one line in the to use swig 2.0.8 instead of 2.0.1, which shipped with the April 2012 devkit. I'm sorry that I don't have the time on my hands to help out more at this point but I hope that's at least a starting point and that somebody else can finish where I left off.

Game creators corner / Re: Some questions concerning the source code.
« on: October 31, 2012, 07:40:24 am »
I'm pretty sure he seems MinGW, not Mingl.

Game creators corner / Re: Variable height terrain
« on: September 18, 2012, 02:45:40 pm »
Looking sweet :-) Keep up the good work!

Help and troubleshooting / Re: Map transformations
« on: July 18, 2012, 01:46:13 pm »
Check out the tool that comes with FIFE (FIFE/tools/

It's hard to explain but far easier to grok when playing around with this application.

From the AUTHORS file located in our SVN repo:
chris >>

For a list of all devs, including contact information, see:

EDIT: AFAIR chris mentioned that the ianout sourcecode has been quite a mess and he mentioned that a rewrite from scratch would be a better idea, reimplementing ianout features in a clean way.

If you don't mind the question: what are you planning to do with the ianout code? Ianout was never a fully working Fallout emulator for Linux, it was far from being feature complete.

General discussion / Re: Problem Building FIFE
« on: June 29, 2012, 11:46:20 am »
AFAIR swig 1.3.28 is too old to work correctly with FIFE.

Please update SWIG to the latest version of the 2.0.x branch and FIFE should build fine.

General discussion / Re: I can't run demo files ?
« on: June 07, 2012, 04:36:53 am »
Which version of FIFE have you installed? 0.3.3r3?

Which Python version are you running? You can find out by starting the Windows console and using the "Python" command. It should mention the actual version number now. Mine says: Python 2.7.2 (default, Jun 12 2011, 15:08:59) [MSC v.1500 32 bit (Intel)] on win32

Make sure you use Python 2.7 32bit (sic!) with FIFE. FIFE does NOT support 64bit versions of Python on Windows systems right now. Even if you have a CPU with 64bit support AND even if you run a 64bit version of Windows, STILL use the 32bit version of Python 2.7 or FIFE won't run.

Game creators corner / Re: Variable height terrain
« on: March 21, 2012, 01:20:46 pm »
AFAIR this kind of different height is mostly a visual illusion in quite a lot of 2.5d engines.

General discussion / Re: Python and C++
« on: March 09, 2012, 01:28:03 am »
It does matter :-)

All modern Python gaming related libraries that I know have outsourced time critical code (mostly rendering related) to a C or C++ library that they interface with.

Fallout had a bunch of low level optimizations. These were necessary to get the game working at the desired framerate. I remember reading a document about light implementation in Fallout and AFAIR it used some nifty algorithm that used the hex grid as starting point and used it for lighting purposes.

Introduce yourself / Re: Thank you
« on: March 05, 2012, 02:02:53 pm »
There are no porting efforts towards an Android version of FIFE AFAICT. Prock, vtchill and/or helios should be able to comment on the details. I'm afraid that some of the utilized libraries would be pretty hard to port to Android.

Help and troubleshooting / Re: Build FIFE -> Missing files
« on: August 28, 2011, 05:46:01 am »
Missing indicates that the win32 devkit hasn't been (fully) extracted into the right folder. Please reextract it again into the build\win32 folder; extraction can take quite some time, especially on older systems. Extraction was succesful if there are the application, binaries, includes & static_libs directory inside the build\win32 folder.

Help and troubleshooting / Re: CodeBlocks in Linux
« on: April 17, 2011, 03:33:48 pm »
I think Code::Blocks for Linux support was removed quite some time ago (1-2 years?) because we had no maintainer for that platform/IDE.

This said: it shouldn't be too hard to readd support for it. But we would need somebody who knows the platform and would send in a patch with a working code::blocks project for Linux.

General discussion / Re: Public FIFEGuard logs
« on: February 12, 2011, 03:59:13 pm »
UH-Guard seems back, but public FIFEGuard logs would be great as backup nevertheless.

General discussion / Public FIFEGuard logs
« on: February 11, 2011, 03:53:50 pm »
Heya FIFE devs :-)

As UH-Guard is currently down, it would be nice to have alternative IRC logs. I noticed that FIFEGuard is on the channel, but I couldn't figure out:
a) if it logs the channel
b) if it does so, if there are public channel logs and where they are

If FIFEGuard logs aren't public right now, could we make them public so the channel is logged again?

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