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

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Topics - Jim

Pages: [1]
Hi, I've been trying for hours to build the latest version of fife, and so far no success. When I use mingw in combination with the April 2012 devkit, I get the same "fifechan.hpp no such file or directory" error as the guy in this thread, and if I use the November 2012 prerelease devkit I get an error I can't find anywhere on this forum:

Code: [Select]
scons: Entering directory `C:\FIFE'
scons: Reading SConscript files ...
Checking for tinyxml (using pkg-config)...(cached) no
Checking for tinyxml (using tinyxml-config)... (cached) no
Checking for C++ library tinyxml... (cached) no
Warning: System version of tinyxml not found, using local version as fallback
Building RELEASE binaries...
scons: done reading SConscript files.
scons: Building targets ...
swig -o build\engine\release\swigwrappers\python\ -outdir "engin
e\python\fife" -Ibuild\engine\release\core -Iengine\core -python -c++ -w511 engi
g++ -o build\engine\release\swigwrappers\python\py_fifechan_wrap.o -c -O2 -Wall
ild\win32\includes\libogg -Ibuild\win32\includes\openal -Ibuild\win32\includes\s
dl_image -Ibuild\win32\includes\zlib -Ibuild\win32\includes\boost_1_47_0 -Ibuild
\win32\includes\libvorbis -Ibuild\win32\includes\libpng -Ibuild\win32\includes\s
dl_ttf -Ibuild\win32\includes\sdl -Ibuild\win32\includes\python27 -Ibuild\win32\
includes\unittest++\src -Ibuild\win32\includes\libfifechan -Iengine\core build\e
build\engine\release\swigwrappers\python\ In function 'PyObject
* _wrap_Widget_isSetVisible(PyObject*, PyObject*)':
build\engine\release\swigwrappers\python\ error: 'const
 class fcn::Widget' has no member named 'isSetVisible'
scons: *** [build\engine\release\swigwrappers\python\py_fifechan_wrap.o] Error 1

scons: building terminated because of errors.
15 File(s) copied

I tried adding all the includes and applications in the Environment PATH, but didn't do anything (most likely because I'm an idiot). Problem, like with most people seems to be fifechan in both cases, but I haven't a clue what to begin doing about it. Can anybody help me out?

I also tried building with vs9 and the april 2012 devkit but that didn't achieve much either.

Game creators corner / An expanded fiferpg demo
« on: August 17, 2013, 10:54:45 am »
The brilliant fiferpg pre-alpha comes with a demo that (by design) doesn't show off all its features from the get-go, so if you happen to be like me and prefer to have a demo to hold your hand while you're figuring out what you can do, this might be nice. Basically all it does is give examples of most (or at least some) of the stuff that's in fiferpg at the moment and makes it accessible through the pychan UI. So you can pick stuff up, read a description of said stuff, drop it, have a chat, check your character stats, watch a description of those stats, and more incredibly exciting things. In case you're interested you can download it here. I mostly just made it as an exercise for myself as I was (and am) getting to terms with python and fife, so there's probably a lot of easier ways to do many of these things.

In case you want to use it, you need the latest fiferpg release (0.1c) and these three commits updated: (1 2 3). If anyone expresses interest in it, I'll try and update when the next release comes along.

Introduce yourself / Belated introduction
« on: July 04, 2013, 08:11:39 pm »
Figured it might be a bit rude to ask all the questions I'm asking without introducing myself. I'm from Holland, did some Fallout 2 modding before and then decided I felt like doing something game-related that wasn't either modding or dicking around with Multimedia Fusion like I did years ago. I remembered FIFE from back in the IanOut days on the No Mutants Allowed forum, when it was still in its baby shoes and was surprised at how it's grown. Anyway, I'm extremely impressed with the work you've all done, especially in terms of accessibility. So, keep up the great work and all that!

Game creators corner / Jim's problems
« on: July 01, 2013, 10:56:33 am »
Hi, as a complete beginner I thought I'd start out with a simple little task: incorporating the actions of the fiferpg demo into a context menu. I managed to make almost everything work by just following the way they did it in the rio de hola demo and making some adjustments here and there, but now I'm stuck at the very end: when I try to map the widgets to the corresponding events, it just ends up as the character executing the "Look" action every right click and the "instancemenu" widget not doing anything anymore. It works fine when I map something other than the fiferpg actions, but when I have:

            'moveButton' : self.onMoveButtonPress(player, entity, actions),
            'readButton' : self.onReadButtonPress(player, entity, actions),
            'inspectButton' : self.onInspectButtonPress(player, entity, actions),

corresponding to, e.g.:

    def onMoveButtonPress(self, player, entity, actions):
        fifeagent.approach_and_execute(player, entity,

The problem occurs. Does anybody have a clue what I'm doing wrong? I put the updated fiferpg demo in a rar file here by the way.

Game creators corner / Performance Worries
« on: June 17, 2013, 09:08:22 am »
I've been playing around with the Engine a bit, and I have to say I like it very much. The only thing that's keeping me from experimenting further is the performance issue which has already been raised many times. All the demos, including the 1st python tutorial, which is just a blank screen, eat up my CPU like there's no tomorrow.

So I was wondering, are you guys close to fixing this? I saw mentioned elsewhere (I think it was in the old PARPG readme) that you were hard at work on the performance problems, but that was already a long time ago. Or is it already fixed and am I just doing something wrong?

Pages: [1]