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

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Messages - vtchill

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1
Game creators corner / Re: Economics (working title)
« on: January 03, 2014, 11:36:16 am »
Man this is really awesome! The screenshots look amazing well done Sejten!

Please keep us updated with the status and keep the eye candy coming!

nice job man

2
Introduce yourself / Re: Hello from Pensacola, FL.
« on: January 03, 2014, 11:34:22 am »
Hello and welcome to the FIFE community!

Please keep us updated with your progress and let us know what story you guys end up with. Good luck and post back if you have any questions!

3
Help and troubleshooting / Re: Batch wrappers generation
« on: August 23, 2013, 02:41:40 pm »
Hey srdan and welcome to the fife community.

The generation of the swig wrappers is built into the SCons build system. The SCons build script can optionally only build the swig wrappers if you tell it to.

So if you don't want to rebuild all of FIFE and just want to generate the SWIG wrappers you would do this:
command line: scons fife-swig

On windows there is also a file update_swig_wrappers.bat which does exactly this.

However this command only generates python bindings as that is all FIFE officially supports.

If you want to attempt generating bindings in another language you will need to look here:
https://github.com/fifengine/fifengine/blob/master/engine/SConscript#L253

Here is the code:
Code: [Select]
pythonext = env.PythonExtensions(target = [os.path.join('swigwrappers', 'python' ,'fife_wrap.cc'),
   os.path.join('swigwrappers', 'python' ,'fife_wrap.h'),
   os.path.join('python', 'fife', 'fife.py')],
   source = os.path.join('swigwrappers', 'python' ,'fife.i'),
   SWIGFLAGS=['-python','-c++','-w511', '-w473', '-w404'],
   SWIGPATH='core',
   SWIGOUTDIR=Dir('#/engine/python/fife').srcnode().path)

The important parts are the swig flags that are being passed and the files fife.i. You could try taking this code and changing -python to -java and maybe a couple other changes to see if you can get the correct swig call to generate java bindings.

4
All of those linker errors are fifechan related which probably means you are not linking correctly against the fifechan lib that you built.

When you build fifechan it should generate a lib and that is what you will need to link against in your linker options.

5
Help and troubleshooting / Re: need help with install error
« on: July 01, 2013, 08:02:38 am »
You will need to install a 32-bit version of python to use FIFE.

We recommend python 2.7 32-bit from ActiveState which you can download at the link below:
http://downloads.activestate.com/ActivePython/releases/2.7.2.5/ActivePython-2.7.2.5-win32-x86.msi

6
Help and troubleshooting / Re: can't compile FIFE on Mac OS X 10.8.4
« on: June 29, 2013, 04:38:15 pm »
Hey Raymond and welcome to FIFE!

I have not tried to compile FIFE on 10.8 but I will offer some general advice to see if it can push you along a little further.

If you look here https://github.com/fifengine/fifengine/blob/master/build/darwin-config.py#L30 you will see the configuration that is used when building on os x. This file describes which paths the build system uses when looking for include and library files. The lines defining include_dirs and lib_dirs are specifically the ones telling the build system where to look. Make sure that any libraries installed are in one of those directories and have proper permissions. If you install libs to another directory you can always either add a directory in that file or symlink it on your system to one of the directories list.

I believe prock (one of the other fife developers) has built fife on os x 10.8 so he may be able to provide more information.

Also come by our IRC channel during the week and you will probably find more people around to provide help.

Good luck and post back with any other questions/comments!

7
Help and troubleshooting / Re: need help with install error
« on: June 26, 2013, 07:49:19 pm »
What OS are you on and what version of python is installed and is it 32 or 64 bit?

8
Help and troubleshooting / Re: Trouble compiling on Linux
« on: April 09, 2013, 11:33:10 am »
well you can build fife on 64-bit linux but you will have to install or build a 32-bit version of python. I have seen some people do this in a sandbox of sorts to avoid conflicting python libs between 64-bit and 32-bit versions.

If you google python 32-bit on 64-bit linux several results will come up detailing different approaches.

9
Help and troubleshooting / Re: Trouble compiling on Linux
« on: March 31, 2013, 05:13:13 pm »
CalebW,

If you delete the tinyxml files you have to install tinyxml through your package manager. FIFE still needs tinyxml but I believe prock was suggesting to install tinyxml through the package manager and remove the ones that come with FIFE.

However looking at the errors you are seeing I do not really think system vs local version of tinyxml is your problem.

Can you please post the entire build output you see after you try to build fife. What I am specifically interested in is the compile/link commands that are used. My suspicion based on the errors is that the c++ run time libraries are not being properly linked.

10
Help and troubleshooting / Re: something strange going on in demos
« on: February 20, 2013, 11:27:50 am »
Hello quantumdice and welcome to the FIFE forums!

I am not aware of any win7 specific compatibility issues. In fact I run FIFE at home on a win7 machine. Can you perhaps post some screenshots of what you are seeing to give us a better visual. Also can you post your graphics card vendor/version. Which version of fife are you using (ex. latest released such as fife 0.3.3r2 or trunk)?

And I assume this issue you are seeing happens with any of the demos? Have you tried running and installing Unknown Horizons (a fife based game) to see if the problem occurs there as well?

again some screenshots of the problem may help us narrow down the issue.

11
Game creators corner / Re: Variable height terrain
« on: August 12, 2012, 03:24:23 pm »
Congrats Niektory!!!

Awesome little demo with multi height pathing. I second prock, this is definitely one of the coolest videos of fife i have seen.

I'm not sure if it was your intention but I could see the raising and lowering of terrain leading to some really interesting game designs. I hope to see this incorporated into the final game design for sure!

Keep up the awesome work and please keep us posted with all the awesome teasers!

12
General discussion / Re: Problem Building FIFE
« on: June 27, 2012, 06:46:52 pm »
Hello opticq and welcome to the fife forums.

I don't see any immediate problems from looking over the code. Can you possibly post all of the build output to maybe give us a better idea of what the problem could be? I will also ask the other guys if they have seen this or have any idea of what it could be. Hopefully we can help get this fixed soon.

13
Framework development / Re: Finalizing the C++ Coding Standards
« on: June 01, 2012, 10:08:57 am »
I agree with everything vdaras said and would add for member variables we specify lowerCamelCase.

I like UpperCamelCase for class names.

I'm not sure a stickler on typedefs so much simply because these can be a very limited scope such as a typedef inside the private section of a class. However I do agree with typedefs that are essentially global like uint32_t having the _t on the end.

14
Its an interesting idea for sure and FIFE can certainly handle the camera with fixed rotation angles. I haven't seen many true 2d or 2.5D done without the use of tiles although it certainly could be. That being said FIFE does use the idea of tiles and layers for map layout.

I think FIFE can handle a good bit of what you are looking for, but may be lacking in a few areas like a streaming world (like GTA) and some of the action sequences you may be after.

if you are familiar with magicka or torchlight those are both done in 3d with an isometric (or slightly isometric) perspective to give an idea of the differences.

I think you got a cool idea and would like to see something like this out there so keep us informed of your progress whether you end up using FIFE or something else.

15
Hello and welcome to the FIFE forums.

Out of curiosity have you seen any other 2/2.5D engines that can handle this sort of free movement? For full freedom of movement you may need an engine that has full 3d support. For 2D I imagine a free look camera would be difficult and require quite a bit of assets.

However if you are just looking to have height in your terrain like some sloping hills and valleys this would be possible however not natively supported in FIFE, at least not to my knowledge.

Most other fixed aspect games that appear to be 2d these days are really powered by a 3d engine and use full 3d models and just a fixed camera angle. This type of engine may be more of what you are looking for.

If you could post back with a little more information about what your plans are we may be able to provide a a better response for how well FIFE matches your criteria.

Thanks again for considering FIFE!

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