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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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Help and troubleshooting / Re: windows 7 install problem
« on: April 01, 2012, 04:41:11 pm »
it crashes during the final install? is there any output from the crash?

you can do a search for _fife.pyd on your system to see if it was installed anywhere. If it is not found then the error no module named fife makes perfect sense :)

If it is found then we need to figure out why the version of python you are running when launching a demo can't seem to find it.

Framework development / Re: FIFE website redesign
« on: March 27, 2012, 11:07:42 pm »
sounds great to me as well.

the real missing piece i think is the assets to give the site a uniform look and feel as well as a comp detailing how each page should look.

For work at least I get a set of asset files (usually sprite sheets for images) as well as 1 or more .psd's detailing a site layout and basically do the layout in the chosen framework to look like the design.

Framework development / Re: FIFE website redesign
« on: March 26, 2012, 11:53:40 pm »
I haven't had too much experience with wordpress myself (besides setting up some super simple blogs) but I am learning web development stuff (using drupal right now) at work and could probably use the extra practice at home working on the fife site.

So I would be willing to help as well if there are parts you wanted help with.

Framework development / Re: Forking Guichan
« on: March 26, 2012, 11:51:24 pm »
I don't know the specifics of forking but would there be any license issues?

Also what license would we adopt and would this license change if we were to first put guichan into the fife code base and then later pull it out into its own project?

I think any discussion of guichan has to also involve pychan. Phoku always wanted to make pychan a completely independent lib of fife and I think it is a great idea. If we are truly removing the guichan dependency from fife (and at some point move it out of the fife code base completely) I think we should be moving pychan the same direction.

Framework development / Re: FIFE website redesign
« on: March 22, 2012, 05:36:18 pm »
looking good so far, i'm digging the new layout of the pages... and i like the white/black logo.

Help and troubleshooting / Re: Performance question
« on: March 11, 2012, 10:24:01 am »
Hello and welcome to the FIFE forums!

we may need a little more information about your computer setup before helping with any performance issues.

A couple of quick questions:
What graphics card do you have in your system?
Are you using OpenGL or SDL for in-game rendering when running UH?
What version of OpenGL does your graphics card support?
What graphics driver are you using on ubuntu?

As a reference point I have a 10 yr. old desktop with a very old graphics card that can run UH fairly well (a little choppy) but decent frame rates around 13-18 FPS. I will point some of the UH guys here to this post as well to see if they have any other suggestions. Also feel free to join at #fife on to ask questions live.

As to your second question about mobile devices I do not see FIFE supporting any in the near future because we would need to evaluate all the libraries we use to make sure they would be compatible with any mobile platform we would be using. We would also have to evaluate how easy it would be to port some of the graphics code from opengl to opengl es.

Framework development / Re: FIFE website redesign
« on: February 10, 2012, 01:55:19 pm »
I think as a first pass it looks pretty good.

However in my opinion the logo is too big. I would rather see the logo integrated into a border across the top. And I would put the logo into the left of the border to mimic how most webpages have the logo.

Introduce yourself / Re: Introduction
« on: December 30, 2011, 08:03:55 am »
Hello and welcome to the fife community! If you have any questions or comments please let us know here on the forums or at our IRC channel (#fife on freenode). We look forward to hearing about your progress.

Game creators corner / Re: Using FIFE as a shared library (w/o Python)
« on: December 30, 2011, 07:54:51 am »
Hello! Glad to hear you are using fife and kudos for wanting to learn c++.

As you have seen the fife documentation for c++ is lacking and that is mainly because all of our game creators are currently utilizing python. I wrote some quick tutorial code in c++ for interfacing to fife and it is located here:

The documentation on that site is a little scarce, and the build code currently only works with visual studio 2008, but the short description is on windows build fife as a static lib and link your code to it. On linux you should be able to build fife as a .so or .a (dynamic or shared) since linux exports all symbols by default but this has yet to really be tested.

The real benefit to the tutorials is to see how to use fife from c++ and the code is documented pretty well so feel free to look over the code and check it out from the repo, the direct link for the source:

Game creators corner / Re: My Project, questions about GUIs
« on: December 15, 2011, 10:20:23 am »
Hello and welcome, I believe I have seen you in the IRC channel as well. Glad you found fife and are considering using it for your project.

The short answer for looking into GUI creation with fife is to run the application <fife>/demos/pychan_demo. This demo gives a pretty good idea of what is possible with the built in GUI support. Also feel free to look at the code as well as the "gui" directory within the pychan_demo directory. These will give examples as to how GUIs are created. For now the xml file creation is by hand, but it should not be too bad for only a small set of GUI windows.

For a little background FIFE has built in support for a GUI lib called Guichan, and fife provides a python layer above this called Pychan. Pychan does the magic of interpreting the xml files into GUI objects. The pychan code documentation is here:

Also feel free to ask any questions GUI or other relating to FIFE in our IRC channel. Either the fife devs or other client developers should be able to help.

General discussion / Re: A question
« on: December 05, 2011, 08:57:32 am »
Hello and welcome to the FIFE community!

As for your questions I believe FIFE would provide a solid foundation for your type of game. It can certainly handle the 2d isometric RPG aspects. The MMO side including: networking, server/client, synchronization between clients, instancing, persistence, etc. will all have to be things you code yourself as FIFE does not provide direct support for these. Also a sandbox type of game requires a lot of user control and flexibility from your game so that will be something to keep in mind. FIFE itself is fairly modular so it should be able to handle a sandbox style. Performance could be an issue with really large levels with lots of data, but if you are smart about how you organize the data it should not be a problem.

Good luck and we hope you keep us informed of your progress.

General discussion / Re: Interpreter not initialized (version mismatch?)
« on: November 01, 2011, 10:23:37 am »
Make sure the python you are using is a 32-bit binary and not a 64-bit version.

Game creators corner / Re: A question about real-time map editing
« on: October 31, 2011, 07:52:51 am »
Hello and welcome to the FIFE community.

It sounds to me like you basically want the functionality that the FIFE map editor does, but in a little more interactive game form geared towards players. You can take a look at the editor code in the <fife>/tools/editor directory to get some hints.

I will provide a quick overview to hopefully help you along
First do not think of the map file (the actual .xml file on disk) as always needing to be edited and reloaded. Once the base map file is loaded by FIFE everything else such as modification to cells and adding/removing instances is done in memory. Since these are real-time edits they will be displayed on the currently loaded map which can then be saved to disk sometime in the future. There should not be a need to reload the map every time a change is made. Instead you could either save the map at known intervals or allow the user to specify when to save it. Once the map file is loaded by FIFE you should be able to access all the data that it contained through functions exposed by the FIFE engine which should give you the functionality you are looking for to do real-time editing of the currently loaded map.

Good luck and feel free to post back or visit us on our IRC channel #fife @ freenode

I'm not familiar enough with the guichan build system or autotools in general to know what command options are available for building.

The scons ext build target does nothing except call the following the build guichan: configure, make, make install --prefix=installpath
where installpath is full path to <fife>/ext/install

So i think it is definitely possible to build guichan on your own or if you have a guichan prebuilt package available on your linux distro you should be able to use that as well (although it may be a little older and have some minor unicode support issues)

This request is something we should add to FIFE's build system to make it more flexible when building guichan. Thanks for pointing this out and I hope we will find time to fix it in the near future.

Currently the scons "ext" build target does not pass user specified command line parameters to the guichan build process. I have not looked into too closely yet, so I am not sure how flexible the guichan build scripts are to receiving outside inputs.

If it is possible to pass configuration arguments to the guichan build scripts then it will be a matter of the scons build target passing the correct parameters to point to another location to look for lib and headers. As of now I do not think it will work without modifying the fife build system.

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