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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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I quickly gave this another try and encountered a little different outcome so I thought i would update the post.

After following the instructions above i ran the command:

scons install-shared

After I got a build error I combed through the output and noticed these:
Code: [Select]
ld warning: in /Users/jesse/Programming/fife/0.3.3dev/mac-ext/BoostSystem.framework/BoostSystem, file is not of required architecture
ld warning: in /Users/jesse/Programming/fife/0.3.3dev/mac-ext/BoostFilesystem.framework/BoostFilesystem, file is not of required architecture
ld warning: in /Users/jesse/Programming/fife/0.3.3dev/mac-ext/BoostRegex.framework/BoostRegex, file is not of required architecture
ld warning: in /Users/jesse/Programming/fife/0.3.3dev/mac-ext/GuichanSdl.framework/GuichanSdl, file is not of required architecture
ld warning: in /Users/jesse/Programming/fife/0.3.3dev/mac-ext/Guichan.framework/Guichan, file is not of required architecture
ld warning: in /Users/jesse/Programming/fife/0.3.3dev/mac-ext/Png.framework/Png, file is not of required architecture
ld warning: in /Users/jesse/Programming/fife/0.3.3dev/mac-ext/GuichanOpengl.framework/GuichanOpengl, file is not of required architecture

and my build error was:
Code: [Select]
ld: symbol(s) not found
collect2: ld returned 1 exit status
scons: *** [build/engine/release/Fife] Error 1

I am currently running OS X 10.5.8 (32-bit arch) and from the linker warnings and dsrogers first post it seems the frameworks are built using OS X 10.6 and do not seem compatible with 10.5.8.

It would be helpful as another data point if someone with 10.6 could try to build using these instructions to see if it works for them.

Help and troubleshooting / Re: importing fife in eclipse pydev
« on: September 22, 2011, 12:15:17 pm »
This is a bit confusing because you said you get errors stating that it cannot find some of the required dlls but the config.log does not show this being the case.

can you post the actual errors you see in the console?

Also try doing the following on the command line in the <fife> directory:
rm -rf .sconsign.dblite .sconf_temp
scons ext -c && scons -c
scons ext && sudo scons install-python

The following lines will remove all of the scons caches and clean the fife scons build and then restart the build process. After doing this if you still get errors please post the config.log and the console error output again.

Help and troubleshooting / Re: importing fife in eclipse pydev
« on: September 22, 2011, 07:47:56 am »
can you post the config.log file that is generated from the scons build command. It should be located in <fife_src>/build directory. This file may be able to help us determine what is really missing.

You can also join us on our IRC channel (#fife on if you want to try and get some real time help with the problem.

Game creators corner / Re: FIFE for a commercial project. Concerns.
« on: September 13, 2011, 09:04:07 am »
Hello and welcome to the FIFE community Sinathor!

You certainly have an ambitious project and we are glad you found FIFE and are considering using it.

Your first concern is a valid one. FIFE does not have support for seamless worlds currently but if your team defines your own map format you should be able to load the map in sectors and determine when new sectors need to be loaded. You will probably need a very compact and fast to load map format to be able to load seamlessly without glitches and of course the game design will need to be such that the player cannot be moving too quickly in and out of sections to cause thrashing in the seamless loading scheme. With the upcoming release of FIFE graphics atlases should be fully supported which should significantly help load times which will help in a seamless world design. Also something to keep in mind is that our editor was not really designed to deal with seamless worlds so this will be another area that will require some work from your group. However with the upcoming FIFE release the editor can save a map with a user defined map format so this is a start in the right direction.

I believe FIFE should be able to handle multiple building levels with no problem. These may be a little tricky from an asset creation perspective and getting them into the FIFE engine properly (using fife's layer support), but once this is settled I think it will work pretty well. Maybe one of the other game developers with chime in if they have experience with this.

Also a couple of other things to keep in mind:

While fife is coded in c++ the client side currently is geared more towards development in python. This is not to say that a game creator couldn't use c++ its just that some of the extensions to fife are built in python. The fife development team is working to make it easier for c++ games to be created, but since all of our current game creators are using python that is where a lot of the effort goes at times.

Since fife is an open source engine this comes with both pluses and minuses. On the plus side you are free to take the source and modify it anyway you like (under the LGPL license you would have to contribute any changes you make to fife back to the community). As with most open source projects the speed at which new features, bug fixes, and releases are distributed are slower when compared with a dedicated team being paid for their development time. Most of the fife developers either have full time jobs or are students so the time committed to fife can fluctuate depending on real life circumstances.

We are excited to hear you guys are evaluating fife for such a project. For other engines to consider I would look at Unity. It has great tools, is cross-platform, good scripting support, and has a dedicated team behind it. It is a bit different in terms of game client development than fife, but it is definitely an engine to consider.

We hope you guys keep us informed of your progress (even if you choose another engine). We always like to hear and keep up to date with promising projects.

Good luck to you and your team!

Introduce yourself / Re: Hi from New Zealand
« on: September 02, 2011, 07:57:08 am »
Hello and welcome to the FIFE community!

Feel free to browse the forums and wiki pages available. Also if you have questions or comments you can join our IRC channel #fife on freenode.

Help and troubleshooting / Re: Build FIFE -> Missing files
« on: August 28, 2011, 08:58:14 am »
ah now that i am re-reading the errors i think barra is correct. It looks like the win32 dev kit has not been installed (or fully installed) into the <fife>/build/win32 directory.

General discussion / Re: Before starting
« on: August 27, 2011, 03:06:28 pm »
FIFE works fine on a 64-bit windows install. You just have to make sure to download a 32-bit version of python which runs just fine on 64-bit windows OS. Then launch your python program of choice using the 32-bit python install.

FIFE itself should compile and install just fine on a 64-bit windows install.

General discussion / Re: Before starting
« on: August 27, 2011, 02:38:43 pm »
Unfortunately this is difficult to answer. All game engines/frameworks depend on the end user having programming knowledge. This is really what makes them flexible.

Probably rpg maker and gamemaker as the 2 that will require the least amount of programming as these are really game makers and not game engines.

I think what you want to do is certainly possible in any of the game engines be it unity, udk, or fife but it is going to require programming. Fife allows you to program in python which is a fairly widely used language and somewhat simpler for beginners a lot of times so that could be an advantage. If you are worried about the programming tasks (and there will be a good bit) maybe think about recruiting a couple of other programmers to help out with the project.

Good luck and welcome to the FIFE forums.

Help and troubleshooting / Re: Build FIFE -> Missing files
« on: August 27, 2011, 02:29:25 pm »
unfortunately the code blocks support is most likely out of date at this point. To our knowledge no one was using it and maintaining it was cumbersome. However there are alternatives, include: visual studio and SCons/mingw

Visual studio is great and I would suggest using it when on windows. It is free (the express edition) and has a great debugger and is easy to setup and use. SCons/mingw should just "work" without having to download anything extra so you could quickly see the demos in action. There are wiki pages detailing both of these as well.

Visual studio wiki page:

Scons/mingw wiki page:

Please feel free to post any other questions. Good Luck, and welcome to the community!

Introduce yourself / Re: Distortion Games
« on: August 09, 2011, 03:13:46 pm »
Welcome to the fife community.

Be sure to keep us updated with your projects and feel free to post here or hang out in our IRC channel if you have questions or comments. Looking forward to seeing what you guys are doing.

General discussion / Re: C++ project
« on: July 29, 2011, 08:44:26 am »
Glad you got the setup/build working, i will try to make a note about the VS2008 SP1 requirement and add that to the wiki instructions.

The original purpose of the C++ tutorials was actually to serve 2 purposes:

1) Help people use the current engine implementation by providing a simple demo
2) Help steer engine development to be more friendly to C++ game creators by stumbling over missing features

To date there has not been a game created in C++ using fife even though the whole engine is written in C++. What this means to potential C++ game creators is that there will probably be some bumps in the road. For instance we do not have a single header file that includes all the engine headers so you will need to include individual files where you need them for the time being. This is not a huge road block but it is one of those little things that we should be able to alleviate in the near future.

On the python side we did not really have to worry about this because when you build fife for python it generates a single fife library that can be imported once to get all functionality.

If you checkout the C++ tutorial from the Trunk of the google code repository and open build/msvc2008/fife_tutorials.sln you can look at the project properties for tutorial_1 to see what needs to be linked against to get it to run.

Post back with any other questions and I would suggest trying to get the C++ tutorial code to run properly with the fife engine. We are also on IRC which I see you have logged into and tried to talk unfortunately we have missed each other there so far. We will be on most of the day today.

General discussion / Re: C++ project
« on: July 28, 2011, 08:41:32 pm »
Hey there Alastriona and welcome!

I am the maintainer of the google code project you linked to. The tutorials at the google code site have been tested and work with the latest release of the fife engine (0.3.2r2 release)

Can you post the exact files it says are missing?

The basic setup for using these tutorials is to first download and install the fife engine. When you download the fife engine code you will need to run the <fife>/build/win32/update_project_files.bat script and that should generate the fife.proj and then when you open the fife_engine.sln it will include that project.

If you want another site to reference building fife look here:

The instructions for building fife for c++ are the exact same exact that you need to change the build configuration from Debug_python to Debug_static (or Release_python to Release_static) before executing the build.

Feel free to post back here or catch us on IRC and ask questions there.

Help and troubleshooting / Re: Build failure in Ubuntu 10.04 x64
« on: July 10, 2011, 05:10:56 pm »
O is a swig command, make sure you have the swig package installed as well as the python-dev package. we have seen this error before and this was the cause. also make sure you have a 32-bit version of python installed, fife does not work with 64-bit version.

Framework development / Re: libRocket Implementation Patch
« on: June 30, 2011, 07:09:58 am »
This sounds like a great start. Thanks for the patch Technomage.

As for the rendering interface to FIFE I am thinking we may need to expand the gui manager interface a bit to allow libRocket to pass FIFE batches of geometry data for rendering. There is a decent tutorial on setting this up on the libRocket page so we should be able to handle it.

thanks again.

Framework development / Re: Gui(Chan) Refactoring
« on: June 19, 2011, 09:12:53 am »
Yep this has been something prock and I have been talking about for a while now. Its good to see someone else working on it and producing similar results, probably means we are both on the right track.

We would definitely like to collaborate on the changes, especially when it comes to designing what the interface will look like to games being written with fife.

If you see us on IRC feel free to bring it up so we can chat about it. We are on a good bit of the time so you may catch us there even with the time changes.

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