Afficher la version complète : Sortie de FIFE 2008.0 !
HawK-EyE
24/04/2007, 06h03
Et oui, pour ceux qui ne connaissent pas FIFE (Flexible Isometric Fallout-like Engine) c'est un moteur de jeu qui permettrai à terme la création de jeux de rôles de type Fallout (ou autres) et qui est actuellement développé par... des fans de Fallout bien sûr :D
Plus d'informations ici : http://www.fifengine.de/ (site web officiel en anglais)
Un screenshot de leur map démo qui prouve que ce n'est pas uniquement fait pour Fallout
http://wiki.fifengine.de/images/thumb/f/f0/2007.1.005.jpg/300px-2007.1.005.jpg (http://wiki.fifengine.de/images/f/f0/2007.1.005.jpg)
La version Windows (binaires) est disponible ici :
http://downloads.sourceforge.net/fife/FIFE_2008.0_r2109_win32.exe (http://downloads.sourceforge.net/fife/FIFE_2007.1_win32.exe)
La version linux (sources) c'est par là :
http://downloads.sourceforge.net/fife/FIFE_2008.0_r2109_src.tar.bz2 (http://downloads.sourceforge.net/fife/FIFE_2007.1_src.tar.bz2)
Le trailer :
<object width="425" height="355"><param name="movie" value="http://www.youtube.com/v/rZrlr2H5kFw&rel=1"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/rZrlr2H5kFw&rel=1" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"></embed></object>
canarinou
24/04/2007, 19h58
mmmm.... et, crois tu qu'avec cette version ont peut créer un quéte basique dans un fallout fife ?
HawK-EyE
24/04/2007, 21h34
A vrai dire j'ai pas vraiment eu le temps de le tester encore mais ca reste encore une grosse beta surtout graphique, au passage le screens ne viennent pas de la team FIFE mais de "Reiner's Tilesets"
Pour en savoir plus :
http://reinerstileset.4players.de/ (http://reinerstileset.4players.de/)
diablo62z
29/04/2007, 10h48
vous connaissez RPG maker XP ? j'ai deja mon jeu !
canarinou
30/04/2007, 10h03
oui; je connais mais je vois pas vraiment comment le rapproché d'un style fallout...
diablo62z
30/04/2007, 11h58
j'avoue que pour les combats sa serait difficile mais les maps et tout le bataclan suffit juste de trouver les ressources !
quelque script et hop pour les combats !
Narg la gachette
30/04/2007, 13h30
Pour les scripts faut demander à berth de nukacola
Edit ne pas cliquer sur le lien suivant
diablo62z
30/04/2007, 14h24
Sinon ya toujours sa (http://s9.bitefight.fr/c.php?uid=40795)
Narg la gachette
30/04/2007, 16h21
tu le fait même ici mais tu es terrible diablo ne pas cliquer sur le lien précédent
oups...trop tard....zé clické!!!!!!mais ze conné déza!!!!!!et sa vaux pas fallout 3 nucléar ou fractal!!!!!!!!!
diablo62z
01/05/2007, 08h57
c'est juste pour me faire un peu d'or...
HawK-EyE
01/05/2007, 16h30
Petit profiteur ^^ , sinon il faudrait retourner au sujet de base, quelqu'un a réussi à faire tourner FIFE ??
canarinou
01/05/2007, 19h36
oui mais sa marche pas... j'ai rien compris au truc...
Narg la gachette
01/05/2007, 20h47
Je l'ai installé ca à l'air de marcher mais il y avait trop d'anglais ca ma décourager
diablo62z
02/05/2007, 19h27
a lalala les jeunes...
le C++ connaissez ?
meme question...comment sa marche se machin la?on le fait tourner comment???
Narg la gachette
02/05/2007, 22h41
Je connais le turbopascal
HawK-EyE
03/05/2007, 01h13
Apparement ce mod http://zero-projekt.net/ utilise le FIFE pour faire un Fallout-Like, c'est en allemand mais les screenshots ont l'air sympa !
http://zero-projekt.net/index.php?option=com_wrapper&Itemid=36
diablo62z
03/05/2007, 16h34
moi et l'allemand...
Fife est un portage de Fallout 1 et 2 en haute résolution ? Ou un editeur de jeu "3D-Isométric" à tendance Fallouteux ? Ou les deux ? Quelqu'un à testé déjà testé la bêta ? (trop de questions tue la question ^^)
HawK-EyE
13/05/2007, 14h20
Non c'est un éditeur de jeu 3D iso tendance Fallout et pour la bêta c'est plutot orienté développeurs, il n'y a pas grand chose encore.
Mais bon ca fait toujours plaisir de savoir que des gens se motivent pour faire de la 3D Iso !
* Edit the FIFE.bat to launch FIFE via: guimap_test.exe content/scripts/demos/load_fo2_maps.lua
===> quelqu'un peut me préciser ce qu'il faut que je fasse, bon j'ai vaguement compris qu'il fallait que je dise à fife.bat qu'il fallait executer load_fo2_maps.lua mais il me dit aussi que je dois le modif (fife.bat) via Guimap_test.exe... je capte pas trop.. une idée ? Et euh si possible une traduc véritable : )
mvBarracuda
16/05/2007, 03h13
* Edit the FIFE.bat to launch FIFE via: guimap_test.exe content/scripts/demos/load_fo2_maps.lua
===> quelqu'un peut me préciser ce qu'il faut que je fasse, bon j'ai vaguement compris qu'il fallait que je dise à fife.bat qu'il fallait executer load_fo2_maps.lua mais il me dit aussi que je dois le modif (fife.bat) via Guimap_test.exe... je capte pas trop.. une idée ? Et euh si possible une traduc véritable : )
I'm posting in English here so I hope that's allowed and I understood your post correctly; I just had French for three years in school and I couldn't order a pizza in French anymore today :-/
As far as I understood your post you have problems to get FIFE working with Fallout content. Basically it's quite easy, open fife.bat with a text editor.
I should look like this:
REM Scripted Fallout 2 example interface and map:
REM fife_engine.exe
REM Fallout 2 maps:
REM fife_engine.exe content/scripts/demos/load_fo2_maps.lua
REM Fallout 1 maps:
REM fife_engine.exe content/scripts/demos/load_fo1_maps.lua
REM Fallout 1 direct map loading:
REM fife_engine.exe -map maps/HALLDED.MAP
REM Custom maps for developers:
fife_engine.exe content/scripts/demos/load_custom_maps_developers.lua
REM Custom maps for players:
REM fife_engine.exe content/scripts/demos/load_custom_maps_players.lua
REM dialogue demo (not working with the shipped files that come with the release)
REM fife_engine.exe content/scripts/demos/gui_dialog.lua
REM Fallout 2 multiple viewport demo
REM fife_engine.exe content/scripts/demos/map_control.lua
REM ATEdit
REM fife_engine.exe content/scripts/edit_prototype.lua
REM Chewie's GUI animation timer
REM fife_engine.exe content/scripts/demos/guianimation_timer.lua
The entries with a "REM" in front of them are commented out, that means they will NOT be executed. So to enable support for Fallout content, copy the master.dat and critter.dat into the FIFE directory and edit the FIFE.bat after that.
Search for the entry with no "REM" in front of it and add a REM, e.g.
Old:
fife_engine.exe content/scripts/demos/load_custom_maps_developers.lua
New:
REM fife_engine.exe content/scripts/demos/load_custom_maps_developers.lua
After that remove the REM for the Fallout 2 entry.
Old:
REM fife_engine.exe content/scripts/demos/load_fo2_maps.lua
New:
fife_engine.exe content/scripts/demos/load_fo2_maps.lua
After that save the modified FIFE.bat.
Caution: these entries are extracted from my local FIFE copy, we've renamed the FIFE executable from "guimap_test.exe" to "fife_engine.exe", but that doesn't really matter, you just need to add / remove the REM's in the right places and it will work.
Just in case the guy who asked isn't fluent in English: could somebody translate my post to French please? Thanks :-)
HawK-EyE
16/05/2007, 12h56
--- Traduction du post précédent ---
Je poste en anglais en espérant que c'est autorisé et que j'ai compris ton post correctement; J'ai fait 3 ans de français à l'école mais je ne saurais même plus commander une pizza aujourd'hui :-/
Apparement tu as quelques problèmes pour faire fonctionner FIFE avec les fichiers Fallout. En fait c'est assez simple, ouvre le fichier fife.bat avec un éditeur de texte.
Ca devrait ressembler à ca :
(voir post précédent)
Les lignes avec "REM" devant sont considérés comme des commentaires, cela veut dire qu'elles NE seront PAS exécutées.
Cherche la ligne sans "REM" et rajoute en un.
Ancien :
fife_engine.exe content/scripts/demos/load_custom_maps_developers.lua
Nouveau :
REM fife_engine.exe content/scripts/demos/load_custom_maps_developers.lua
Ensuite, enlève les "REM" devant les lignes concernant Fallout
Ancien :
REM fife_engine.exe content/scripts/demos/load_fo2_maps.lua
Nouveau :
fife_engine.exe content/scripts/demos/load_fo2_maps.lua
Ensuite, sauvegarde le fichier fife.bat
Attention, ces lignes sont extraites de ma copie personnelle du jeu, nous avons renommé l'exécutable de FIFE "guimap_test.exe" en "fife_engine.exe", mais cela n'as pas vraiment d'importance, tu doit seulement ajouter/enlever les REM aux bon endroits pour que cela fonctionne.
--- Fin de traduction ---
For mvBarracuda :
Thank you very much for your post, it may help a lot !
Don't worry, your english talking is welcome here and we might create a new board in english soon.
If you got any other news about FIFE, feel free to post anytime you want, we are always glad to see new work on this engine, and we all got great hopes around this project. :smile:
Thank mvBarracuda ! :grin: Et merci pour la traduction Hawk-EyE !
mvBarracuda
19/05/2007, 19h02
Update time :-)
The last weeks were quite busy for the majority of the team members so there was we've published no news update since the release of the 2007.1 milestone about 4 weeks ago. Now we've found some time over the weekend to summarize all the events that happened in the last weeks to give you can overview about the current status of the project.
The full article can be found at the developer blog (http://blog.fifengine.de) and covers a bunch of topics including some remarks about the feedback concerning the recent release, news about the upcoming universal binaries for Macintosh systems, an update about the SVN and wiki restructuring process and the reintroduced MSVC 2005 and new KDevelop support for FIFE. Have a nice read (http://mirror1.cvsdude.com/trac/fife/engine/wiki/2007/05/19/09.47) :-)
HawK-EyE
22/05/2007, 23h23
Im sorry but i can't connect to your website ann blog at the moment maybe you are updating ? :D I hope you will get it back soon...
BTW thx for the news !
mvBarracuda
24/05/2007, 19h02
Im sorry but i can't connect to your website ann blog at the moment maybe you are updating ? :D I hope you will get it back soon...
BTW thx for the news !
We had some issues with the host of our Subversion repository. Our blog and the whole project management system (called "trac") is also hosted there. The server seemed to be down for several hours but today everything seems to work fine.
If we encounter these issues in the future, I'll get in contact with our host. But this is the first downtime I can remember since over a year so we still hope that the issues are sorted out and that it'll run stable in the next weeks.
Ca a l'air sympas comme principe et vue le jeu de "Zero Projekt", on voit qu'il y a de bonen ressource !!! je vais voir pour le tester un de ces jours !!!
HawK-EyE
24/05/2007, 21h22
website and blog are back, great news ! and fast ! nice job mvBarracuda :salute:
mvBarracuda
25/05/2007, 23h00
http://wiki.fifengine.de/images/f/f1/FIFEbanner5.png (http://wiki.fifengine.de/index.php?title=Map_GFX_contest)
About FIFE
FIFE is an open source 2D engine that aims to become a whole framework for the creation of cross platform (Linux, Mac, Win32) roleplaying games. Although we are having trouble getting the development started on the editor, we aim to include modding tools in future FIFE releases. The project is in development for almost 21 months now (ohh, we're getting old :-/) and we did release several public milestones of the engine over this time.
The latest release, entitled FIFE 2007.1, shipped about one month ago and features our first larger custom map for FIFE. The engine supports some of the assets of the Interplay RPG classics Fallout 1 (http://en.wikipedia.org/wiki/Fallout_%28computer_game%29) & Fallout 2 (http://en.wikipedia.org/wiki/Fallout_2). The Fallout assets served as test content for the engine but we've moved away from our Fallout roots over the last year and FIFE is slowly becoming a general purpose 2D RPG engine, suitable for the creation of all kind of roleplaying games.
Here is an impression of our demo map that shipped with the 2007.1 release:
http://wiki.fifengine.de/images/thumb/f/f0/2007.1.005.jpg/300px-2007.1.005.jpg (http://wiki.fifengine.de/images/f/f0/2007.1.005.jpg)
About the contest
The demo map shown above was created with free graphics from Reiner's tilesets site (http://reinerstileset.4players.de/englisch.htm). We're trying to build a community around FIFE and we're also of course trying to get them involved in the project. A first step into this direction is our upcoming graphics contest, called: Send them in!.
The contest will start at the first of June, 2007 and the end of it is scheduled for the first of August, 2007. There are basically four different categories in which you can take part: floor tiles, roof tiles, static & animated objects and animated characters. You can take part in more than one category but there are certain requirements for each category; if you want to win the prize of the contest, you'll need to fulfill them.
So what is the prize? FIFE programmer Phoku offers to code an (useful) ~10 man hours feature into FIFE for the winner. This is probably a good way if you're considering to use FIFE for an own project but one important feature is still currently missing in your opinion. Although there will be no monetary compensation as the whole team works in their free time on the project, we're hoping for a bunch of interested participants nevertheless.
We're aiming to use the contributions of all participants of the contest for a new demo map that will hopefully already ship with the upcoming 2007.2 release.
More information
You want to know more about FIFE and the Send them in! contest? Our project site (http://www.fifengine.de) and the development wiki (http://wiki.fifengine.de) are good starting points for you. Our wiki features a separate rather detailed article (http://wiki.fifengine.de/index.php?title=Map_GFX_contest) that is dedicated the contest. All details about the rules of the contest, license-specific issues and the different contest categories can be found there.
If you still got questions about this upcoming event, feel free to visit the team at their project irc channel (http://wiki.fifengine.de/index.php?title=IRC) or ask your questions directly at the talk page of the corresponding article (http://wiki.fifengine.de/index.php?title=Talk:Map_GFX_contest#Contest-related_questions). You'll need to register at the wiki to get write access. We were not keen to enforce wiki registration, but the spam attacks of unregistered bots are really getting on our nerves and waste our time that could be invested far more useful.
We want to thank every interested graphics artist who takes part to support an work in progress open source project :-)
canarinou
25/05/2007, 23h24
thank you. it's very good but, and a french release for FIFE ? (my english is...)
mvBarracuda
27/05/2007, 16h08
thank you. it's very good but, and a french release for FIFE ? (my english is...)
Ahh well, at the moment there is not much to translate to any language. But we're planning to use some kind of internationalization tool so modders have an easy way to translate their mods to different languages.
We plan to use "gettext" for this task:
http://fr.wikipedia.org/wiki/Gettext
If somebody is willing to translate the current English README to French, we could bundle this one with our releases for the French users. Now we just need somebody who could translate it :-)
HawK-EyE
27/05/2007, 16h23
Yeah "Gettext" is very good, and i am ready to translate the Readme file. I will come in your IRC chanel soon see u there !
canarinou
27/05/2007, 20h07
ok ! good, thanks ^^
HawK-EyE
28/05/2007, 23h08
News translated and updated on portal !
See you soon mvBarracuda !
Fin de la traduction :
Informations supplémentaires :
Vous souhaitez en savoir plus sur le concours Send them in! Le site du projet (http://www.fifengine.de/) et le wiki de développment (http://wiki.fifengine.de/) sont des bons points de départs pour vous. Notre wiki dispose d'un article détaillé (http://wiki.fifengine.de/index.php?title=Map_GFX_contest) à propos du concours. Tous les détails des règles du concours, les problèmes spécifiques de licence et les différentes catégories du concours s'y trouvent.
Si vous avez toujours des questions à propos de ce prochain évenemment, n'hésitez pas à venir voir l'équipe sur le salon IRC (http://wiki.fifengine.de/index.php?title=IRC) et poser directement vos questions ou sur la page de discussion de l'article du concours (http://wiki.fifengine.de/index.php?title=Talk:Map_GFX_contest#Contest-related_questions). Vous devez vous enregistrer sur le wiki pour avoir les droits d'écriture. Nous ne sommes pas fanas de l'enregistrement sur le wiki mais les attaques de bots non enregistrés ansi que le spam nous tape sur les nerfs et nous fait perdre du temps qui pourrait être utilisé dans des choses bien plus utiles.
Nous tenons à remercier tous les artistes ou graphistes intéréssés et qui soutiennent le travail sur un projet open source. :-)
mvBarracuda
04/06/2007, 01h57
New FIFE win32 test binaries of the upcoming FIFE 2007.2 release are finally available :-)
Download them here:
http://members.fifengine.de/bin/FIFE_r1222_win32.exe
mvBarracuda
30/06/2007, 01h24
Update time :-) Progress was rather slow in the last weeks but there's a bunch of interestings things to report about nevertheless.
So here we go:
http://mirror1.cvsdude.com/trac/fife/engine/wiki/2007/06/25/12.05
Juste au passage : tenter de faire un fallout sous rpg maker, c'est du suicide :)
Par pour le système de combats etc, je pense même pouvoir le faire en y travaillant un peu, mais pour le système de dialogues ! Un véritable enfer de conditions en action script... Laissez tomber ^^ Je jetterai un oeil à FIFE pour voir de quoi il retourne en tout cas !
canarinou
04/07/2007, 17h08
heu... je te trouve un peu mal polie là... sa peut être vexant ce que tu dit quand même surtout que ce n'est pas non plus des amateur les gars... il savent ce qu'il font ! tu tes renseigné sur leur projet ?
On s'est mal compris :) Le problème de l'action script, c'est que pour avoir autant de possibilités de dialogues que dans Fallout, il va falloir 20 pages de script par personnage, avec du code vraiment galère et des conditions à n'en plus finir ^^ Je me permets de le dire parce que j'ai dû réaliser un jeu pourtant très simpliste cette année (Mes études sont dans le game design) et si on a pu se rendre compte d'une chose, c'est que sous rpg maker, certes il y a les possibilités, mais cela reste ULTRA fastidieux de chercher à intégrer assez de possibilités de dialogue pour avoir ne serait-ce qu'une mini arborescence digne d'un RPG ^^
canarinou
04/07/2007, 17h51
wouai... j'avoue que je ne mis connais pas... mais dans ce cas, je pense qu'il est possible de dévelloper un outil capable de gérer ces arbre de dialogue non ? comment il ont fait pour fallout 1 et 2 a l'époque ? alors maintenant en 2007...
L'outil RPG Maker est super rigide, donc à moins de faire de coder en ruby (la source d'RPG maker) cela me parait impossible... Enfin à mon avis il y a des moteurs qui ont beaucoup plus de potentiel à ce niveau là, je regarderai FIFE pour voir ce que ça donne, mais même du C++ ou autre ça donne déjà beaucoup plus de possibilités d'interface pour coder ce genre de trucs :)
Hi-LoGik
04/07/2007, 19h24
Dans l'optique d'un jeu comme les 2 premiers Fallout...
Si tu veux que les arbos de dialogues soient "simples" à gérer il faut indexer les répliques et il faut les externaliser du code, les mettre dans une base ou une table.
Les données n'ont pas à être en dur dans le code... c'est une hérésie.
Il faut idéalement réaliser un éditeur pour saisir et visualiser les dialogues, une gui simple mais fonctionnelle qui permette de créer à partir de l' ID d'un PNJ donné des associations et des enchainements avec les ID des répliques... cet outil enrichira progressivement un fichier de dialoques (index) décrivant les arbo mais sans les textes des répliques... car elles sont stocké dans un fichier à part pour faciliter la localisation en d'autres langues.
Ensuite coté code, en partant d'un PNJ donné accèdé en mode dialogue... pour chaque réplique de niveau 0 de ce PNJ, le moteur de jeu va générer des objets de type DIAL_PNJ nommés selon l'ID du PNJ, le niveau dans l'arbo et leur indice dans le niveau... et puis il va leur attribuer des méthodes pour conditionner leur visiblité et déterminer leur comportement... plus quelques attribus comme leur visibilité et la liste des objets DIAL_PNJ supplémentaires dont ils sont parents dans l'arbo de dialogues.
Et ainsi de suite.
Ainsi le moteur de jeu affiche les réplique de niveau 0 pour un PNJ donné en fonction du traitement de la méthode conditionnelle lié à la visibilité de la réplique et lorsque l'on clique sur la réplique le moteur génère de nouveaux objets de type DIAL_PNJ et ça continu jusqu'a la dernière réplique d'une arbo qui va renvoyer soit au départ soit faire sortir du dialoque.
mvBarracuda
09/07/2007, 00h48
Time for yet another update here :-)
The progress of the last two weeks is quite encouraging. We've decided to give the extend approach for scripting a try in a separate branch but it looks like that this branch will replace our current trunk version quite fast. The work on it isn't finished yet but it seems that the performance drawback of the extend approach should be bearable; some initial tests (although with work in progress code and just on tested a Linux system) did show almost no performance drawbacks at all.
For anyone who's interested to know more about it and is not afraid of playing around with some work in progress code, check out our extend branch in SVN:
branches/active/extend (http://mirror1.cvsdude.com/trac/fife/engine/browser/branches/active/extend)
One major advantage of the extend approach in combination with <a href="http://www.swig.org/">SWIG</a> is that you'll be able to get FIFE running with bindings for your favourite scripting language quite easily. We do currently play around with Python support and that works quite well. Additionally we'll maintain support for Lua bindings as Lua was our language of choice before we decided to try something different than embedding the scripting language into FIFE. It shouldn't be too hard to create Ruby or OCaml bindings for FIFE either and if we find somebody who maintains these bindings, they'll find their way into our Subversion repository so you won't even need to invest time to generate the bindings yourself (although SWIG makes it rather easy in most cases).
Here is a nice screenshot from one of our recent test sessions. It shows the FIFE console that now can execute Python code e.g. for ingame manipulations or debugging your FIFE-based game:
http://wiki.fifengine.de/images/3/3e/Ext_branch_teaser_1.jpg
Besides the work on the extend branch we're currently trying to fill our wiki with use cases for some possible FIFE-based games. That's because we intend to tackle the design of our scripting API after the work on the extend branch has finished. There is already a pretty small API in place but as it was written as proof of concept and for doing initial scripting tests it is neither consistent nor feature-complete. So we're trying to collect some real game examples first, analyze them concerning their requirements for a scripting API and plan to come up with a consistent design for our API after that.
If you consider to use FIFE for an own game in the future feel free to lend us a hand by contributing to the use cases. And don't be afraid: there are already a bunch of examples listed there that should make it easy for you to get started. If you would like to contribute but don't understand the concept of the use cases or got other related questions feel free to ask them here or at the talk page of our use case wiki article:
Use cases for the FIFE scripting API (http://wiki.fifengine.de/index.php?title=Use_Cases)
And last but not least we're still searching for interested programmers who would like to collect some experience working on a rather large scale group project :-) And we're usually kind guys and don't bite so if you want to find out more about us before you sign a lifetime contract with us feel free to visit our irc channel :-)
#fife @ quakenet (http://wiki.fifengine.de/index.php?title=IRC)
mvBarracuda
12/07/2007, 21h28
Yet another FIFE update coming to you :-)
The work on the extend branch is coming along quite well lately and our current lead programmer Jasoka decided to summarize the current status from the developer's point of view. He does comment on the new Python support of the engine and raises some points how the modularization of FIFE should work.
For everyone who's interested in reading Jasoka's full text, feel free to check it out at our developer blog:
http://mirror1.cvsdude.com/trac/fife/engine/wiki/2007/07/11/18.44
canarinou
13/07/2007, 06h21
kesidit ???
HawK-EyE
14/07/2007, 17h40
Aparement tu as maintenant la possibilté d'exécuter des scripts en Python via FiFE, et Jasoka a écrit un long texte pour résumer ce qui a été fait et ce qu'il reste encore a faire, ainsi que des propositions par rapport aux différents languages de scripts que FIFE pourrait interpréter..
Si tu veux d'autres infos j'essaierai de traduire plus de choses.
canarinou
15/07/2007, 19h07
nan, c'est bien sa permet de suivre sans pour autant rentré dans trop de détail... merci !
mvBarracuda
22/07/2007, 23h15
It looks like picking a winner for the send them in contest will be actually quite easy. At the moment there is not a single participant listed there: http://wiki.fifengine.de/index.php?title=Map_GFX_contest_contributions
The contest will end at 2007/08/01 and if nobody sends in a package that complies to our rules (http://wiki.fifengine.de/index.php?title=Map_GFX_contest#Requirements_for_t he_graphics) the jury will consider contributions that don't meet the requirements too. E.g. Wulax did already send in some rather nice looking buildings that can be found within our SVN repository now.
So if you intend to take part in the contest, don't miss the deadline :-)
canarinou
23/07/2007, 14h39
juste pour dire, j'ai fait un test anglais pour l'école d'ingé... MDR! j'ai eu 1/6... ^^ i am a boss... lol donc, il me reste plus que a prendre des cour et réapprendre les base...
mvBarracuda
29/07/2007, 23h38
Update time :-)
We're currently reworking our XML map format as we found a number of inconsistencies that we failed to foresee when we initially designed the first version of our map format :-/
Fortunately (or unfortunately, that really depends on the perspective) there are just two FIFE-based games in development at the moment so we decided to address these issues as soon as possible to reduce the number of affected projects that will need to slightly adjust their map markup to work with the latest FIFE code.
Updated FIFE map format (draft) (http://wiki.fifengine.de/index.php?title=Map_Format_v.2)
The good news is that the reworking of the map format is a first step and part of our strategy to finally tackle the monster that FIFE developers call the "map editor". So there is actually hope that people who start to explore the world of FIFE with our next planned release 2007.2 won't need to worry about these changes at all (if we manage to finish a first version of our map editor tool until then).
Jasoka and jwt did invest a large amount of time to refactor important parts of the engine, kick out singletons and remove bi-directional dependencies between the different engine modules thus leading to a far cleaner engine structure. The whole refactoring process is still ongoing and everyone who's interested in what we're currently working on should check out our metamodel branch in SVN and take a look at the SVN changelog of the last weeks :-)
Metamodel branch @ SVN (http://mirror1.cvsdude.com/trac/fife/engine/browser/branches/active/metamodel/)
SVN changelog (http://mirror1.cvsdude.com/trac/fife/engine/timeline)
mvBarracuda
24/08/2007, 13h14
Welcome to yet another FIFE news update :-)
It was pretty quiet lately, not because we would have been lazy but because I was busy with my exams and had no time to write about our most recent efforts. Nevertheless there was of course a bunch of work going on behind the scenes and I'm happy to have finally found the time to summarize it for you. There are several topics to talk about:
* The send them in! contest is over and we finally have a winner.
* The work on the new metamodel branch is coming along quite well.
* The FIFE team agreed to work on a new techdemo in cooperation with the Zero-Projekt team (http://www.zero-projekt.net/) that shows up the features of FIFE.
* The FIFE project turns two rather soon :-) Time for a birthday party.
* fifengine.de (http://www.fifengine.de) has been slightly updated with the help of the new developer Nick.
You can read about all these topics in detail at our most recent FIFE developer blog update (http://mirror1.cvsdude.com/trac/fife/engine/wiki/2007/08/22/16.32). Have fun :-)
mvBarracuda
10/09/2007, 01h00
We can't really believe it either but our calendar says that it has been almost two years now since we started to work on this very project. At the 11th of September 2005 a group of naive but enthusiastic individuals agreed to found a development project to create an improved Fallout-like engine for roleplaying games. Although the focus shifted to become a more general and flexible 2D engine, altough new members joined and old ones left the team, we're still around and the recent progress gives us the hope that there'll be a bunch of birthday parties to celebrate in the next couple of years :-) To celebrate at least our first two years we invite every developer (active, inactive, ex or even simply interested to get involved) and of course every guest to visit our IRC channel (http://wiki.fifengine.de/index.php?title=IRC) at Tuesday, 2007/09/11.
If you always wanted to get to know these crazy FIFE people here is your chance. As the majority of the FIFE developers are set in Europe you will probably need to wait for the evening hours (GMT) to get in touch with project members though. You could even try to obtain an answer to the question when 2007.2 will be released. Though it's likely that we'll answer: ''When it's done''. Not because we're cruel but because we don't know it either :-) Anyway: we hope to see all of you at Tuesday.
Let's get this party started :-)
HawK-EyE
10/09/2007, 19h23
Translation done and updated as well, thank you mvBarracuda !
mvBarracuda
10/09/2007, 22h32
Merci :-)
The news coverage is really appreciated. Thank you for your support.
mvBarracuda
17/09/2007, 23h01
Finally a first screenshot of the upcoming techdemo that is a cooperation of the Zero-Projekt team (http://www.zero-projekt.net/zero-content/include/language.php?l=1) and the FIFE staff. Looks like they make fun of poor little Barracuda :-(
http://wiki.fifengine.de/images/5/52/2007.2.005.jpg
mvBarracuda
02/10/2007, 18h55
To bring up the most important fact at the beginning: the FIFE team will finally release the 2007.2 milestone to the public at Wednesday, the 10th of October, 2007. Over five months have passed since the 2007.1 milestone had been released at the end of April and a lot has changed since then. Now that the most important changes are in place and work we feel that it's time for another release to give the community a sign into which direction the project is heading.
Let's summarize the most important changes for the 2007.2 release and have a (small) look into the future of FIFE as well.
After having utilized Lua5 for the scripting side of FIFE for over 18 months we agreed that it would be worth taking a look at SWIG (http://www.swig.org/) again. SWIG was promising as it offered a way to use our engine with a number of scripting languages; furthermore we could get rid of the semi-manual lunar.h bindings approach this way as well. We ran into some hurdles while trying to integrate SWIG into FIFE but in the end it worked out quite well. Now we had the ability to wrap up the engine into python instead of the old way of embedding the Lua library into FIFE.
The so-called metamodel branch was an undertaking to seriously redesign major parts of the engine. We decided to go for an MVC (model - view - controller) architecture pattern for FIFE and refactored the engine modules accordingly. Another aim was to remove unneeded bi-directional module dependencies to have a clean module hierarchy:
http://wiki.fifengine.de/index.php?title=Engine_Core
The Zero-Projekt (http://www.zero-projekt.net/) team agreed to work with the FIFE developers on an example game for future releases together. This way we can give game creators a starting point and show what can be done with the engine. Furthermore working with the Zero team directly together brings up a number of advantages for FIFE:
* We won't need to worry about producing content for the example game.
* We're in contact with game creators so we get feedback what works well and what aspects should be improved.
* We can test and adjust the FIFE API while we work on the example game. This wouldn't be possible without building an actual game on top of the engine.
A first snapshot of the example game will come bundled with the 2007.2 release. Don't expect too much: it is a work in progress project and especially the first versions will naturally lack a lot of polish!
After the release of the 2007.2 milestone we plan to finally start working on the editor tools for FIFE again. We tried to do so several times before but everytime something went wrong: editor programmers disappeared and later we did find several engine issues that prevented building an useful editor tool on top of the engine.
Now that the engine is in pretty good shape after the metamodel refactoring, we feel that working on the editor tools will bring up better results this time. Jwt, who also wrote the new python-based maploaders for the 2007.2 release, does currently investigate how we could create python-based mapsavers. This is meant to be the first step for the editor tools.
Anxs & prock are currently redesigning the FIFE audio module in a separate branch. If everything works out as planned we might be able to ship the new improved audio module already with the 2007.3 release. If you want to read some detailed information about the audio module redesign, head over to the wiki:
http://wiki.fifengine.de/index.php?title=Audio_Design_Documentation
Now that we're heading to the finish line we can need every helping hand to test the upcoming release. Furthermore help with packaging would be appreciated as well. Therefore we invite every interested community member to join our project IRC channel to lend us a hand. We hope to see some of you there. If you're too busy, it would be great if you could be around at the release day to celebrate the new milestone with us at least :-)
http://wiki.fifengine.de/index.php?title=IRC
And finally after all the text, some new eye-candy as well. This is a screenshot of the product we're working on together with the Zero-Projekt team. This content won't ship with the upcoming 2007.2 release and is work in progress.
http://wiki.fifengine.de/images/thumb/2/24/2007.2.006.jpg/300px-2007.2.006.jpg (http://wiki.fifengine.de/images/2/24/2007.2.006.jpg)
canarinou
03/10/2007, 19h30
it's biotifull... and sa claque... je suis vraiment nul en anglais désolé...
It's beautiful... it rocks... and I suck big time in english...
De rien :D
mvBarracuda
11/10/2007, 15h39
We've made it! The 2007.2 release is on the server and we're all happy that it shipped in time.
Download
* Source package (Linux, Macintosh): http://downloads.sourceforge.net/fife/FIFE_2007.2_src.tar.bz2
* Win32 binaries: http://downloads.sourceforge.net/fife/FIFE_2007.2_win32.exe
Screenshot
http://wiki.fifengine.de/images/thumb/b/b4/2007.2.007.jpg/300px-2007.2.007.jpg (http://wiki.fifengine.de/images/b/b4/2007.2.007.jpg)
Important changes since the 2007.1 release
* Removed the rather difficult to maintain lunar.h bindings in favour of SWIG (http://www.swig.org).
* Replaced the Lua scripting support with Python. Now the main loop runs in the scripting language. For the 2007.1 release the main loop still ran in the engine side and the Lua library was embedded into the engine. By utilizing SWIG game creators can add Lua support back to the engine again if they have the need for it.
* Metamodel refactoring. This resulted in a better engine structure and a decreased number of dependencies between the engine modules. Furthermore bi-directional dependencies were removed completely.
* Improved engine modularity. Our aim is that you can cherry-pick specific engine modules of FIFE and just use the ones you really need for your game.
* Pathfinding integration. Exchangable backends so you can already replace the currently rather simple linear pather with a more sophisticated system.
* New 3d geometry system. Camera supports now tilt, rotation and zoom. Geometries are affected by camera adjustments, but in addition to that, layers can contain separate scale and rotation.
* New event channel module. Scripts have full access to mouse, keyboard & widget input.
* New MVC architecture pattern. The whole engine has been refactored to follow a model - view - controller pattern. This leads to a cleaner engine module hierarchy compared to the engine design that was used before.
* Improved action-based animation system.
* A techdemo to give game creators a starting point. This is a common undertaking of the Zero-Projekt team (http://www.zero-projekt.net) and FIFE.
Read the full release news update:
http://mirror1.cvsdude.com/trac/fife/engine/wiki/2007/10/10/16.23
canarinou
11/10/2007, 19h57
j'ai pas tout lu mais en tous cas sa commence vraiment a prendre forme... c'est vraiment bien, vivement que l'équipe de trad du forum traduise les new's là... vous ne pouriez pas faire un résumé en français a mettre en news ? (hawk ???)
mvBarracuda
05/11/2007, 23h32
The FIFE project is trying to fill various positions on the team with fresh blood. Feel free to take a look at the the detailed help wanted thread we posted at gamedev.net recently:
http://www.gamedev.net/community/forums/topic.asp?topic_id=471055
HawK-EyE
07/11/2007, 17h49
On s'en occupe au plus vite et on balance la news dès que c'est prêt. L'article est assez complet, c'est très interessant mais un peu long à traduire.
mvBarracuda
19/11/2007, 15h00
No fancy new screenshots this time but we updated our compile SDK for Windows systems. You'll need the new SDK to build the latest SVN revisions of FIFE on Win32. Grab the new SDK here:
FIFE Win32 compile SDK sfx 7zip version (http://downloads.sourceforge.net/fife/FIFE_2007.2-r4_Win32_SDK.exe)
FIFE Win32 compile SDK zip version (http://downloads.sourceforge.net/fife/FIFE_2007.2-r4_Win32_SDK.zip)
mvBarracuda
07/01/2008, 21h53
It's update time!
It was pretty quiet in the last weeks. One reason were the number of university tasks but another factor was my personal lazyness and lethargy caused by the holiday period. Now FIFE is back with yet another news update :-)
Here is a nifty new screenshot of the currently work in progress editor tool:
http://wiki.fifengine.de/images/thumb/c/c5/2008.0.001.jpg/300px-2008.0.001.jpg (http://wiki.fifengine.de/images/c/c5/2008.0.001.jpg)
Furthermore our latest blog post covers the latest issues we encountered but also progress reports from the audio module, editor development and pather front.
You can check out the whole news update at the FIFE developer blog:
Time for heroes - yet another FIFE blog update (http://mirror1.cvsdude.com/trac/fife/engine/wiki/2008/01/07/13.51)
Last but not least: we're of course still trying to recruit new developers for the project :-) Don't be shy and visit us at our developer IRC channel (http://wiki.fifengine.de/index.php?title=IRC).
mvBarracuda
29/01/2008, 00h34
It's update time again :-) three weeks have passed since our last official blog update and we're glad that we can report to have made several steps forward in this time.
To just summarize the most important points:
- We decided to revive the island_demo concept from the 2007.1 release and ship a island_demo like game with future FIFE releases
- View code changes to improve performance and resolve z-order issues
- Floating text renderer support for map instances
- VFS improvements for editor tool
- Vastly improved pychan extension
- FIFE documentation server with fresh doxygen, epydoc documentation generated on a daily basis; live IRC logs for developers
- Tweaked FIFE forums design
- Fresh blood on the team: two new programmers, one additional project manager
- New precompiled Win32 SVN snapshot available
Feel free to give the whole detailed blog update a read here:
http://mirror1.cvsdude.com/trac/fife/engine/wiki/2008/01/28/17.22
In case you're just interested in fancy screenshots we got something for you as well. Here is a list of all new screenshots that are shown in the update:
Floating text support:
http://wiki.fifengine.de/images/thumb/3/38/2008.0.003.jpg/300px-2008.0.003.jpg (http://wiki.fifengine.de/images/3/38/2008.0.003.jpg)
Continuum graphics pack: 45° rotation:
http://wiki.fifengine.de/images/thumb/5/56/2008.0.004.jpg/300px-2008.0.004.jpg (http://wiki.fifengine.de/images/5/56/2008.0.004.jpg)
Continuum graphics pack: 135° rotation:
http://wiki.fifengine.de/images/thumb/f/fa/2008.0.005.jpg/300px-2008.0.005.jpg (http://wiki.fifengine.de/images/f/fa/2008.0.005.jpg)
Continuum graphics pack: 225° rotation:
http://wiki.fifengine.de/images/thumb/d/d2/2008.0.006.jpg/300px-2008.0.006.jpg (http://wiki.fifengine.de/images/d/d2/2008.0.006.jpg)
Continuum graphics pack: 315° rotation:
http://wiki.fifengine.de/images/thumb/c/ce/2008.0.007.jpg/300px-2008.0.007.jpg (http://wiki.fifengine.de/images/c/ce/2008.0.007.jpg)
Continuum graphics pack: playing around with rotation, tilt and zoom parameters:
http://wiki.fifengine.de/images/thumb/2/26/2008.0.008.jpg/300px-2008.0.008.jpg (http://wiki.fifengine.de/images/2/26/2008.0.008.jpg)
Last but not least: here is the download link for the mentioned new SVN snapshot for Win32:
http://downloads.sourceforge.net/fife/FIFE_r2057_win32.exe
mvBarracuda
04/02/2008, 00h43
We've done it again! We proudly present the FIFE 2008.0 release :-)
Download:
* Source package (FreeBSD, Linux, Macintosh) (http://downloads.sourceforge.net/fife/FIFE_2008.0_r2109_src.tar.bz2)
* Win32 binaries (http://downloads.sourceforge.net/fife/FIFE_2008.0_r2109_win32.exe)
Screenshot of the new editor tool:
http://wiki.fifengine.de/images/thumb/5/5f/2008.0.009.jpg/300px-2008.0.009.jpg (http://wiki.fifengine.de/images/5/5f/2008.0.009.jpg)
Youtube promotion trailer:
FIFE 2008.0 promo video (http://www.youtube.com/watch?v=rZrlr2H5kFw)
Theme of this release:
For the 2008.0 release we decided to pick up the island_demo concept again. Right: again. We already used this concept for the 2007.1 release but we put it on ice as we worked together with the Zero-Projekt developers on a different example game for the 2007.2 release. The cooperation didn't work out as planned for either side and so both teams stick to their own projects again now.
After the cooperation has ended we considered all possible options and finally decided to flesh out the old island_demo concept and base our future example game upon it. Although we were able to finish the initial planning work for the new island_demo game some days ago, there is almost none of the new planned content in place yet. On the other side the engine itself and the editor tool that ships with it now made _huge_ steps forward since the last release about 4 months ago. Therefore we decided to release the current status as stable release although it offers not many new aspects on the content side and the content that is in place is very likely to change with the 2008.1 release.
The milestone itself seems to be a very important step into the right direction. You can build your own maps now with the help of the editor tool. Furthermore a basic application structure is in place that should give you an idea how can create your own FIFE-based game. We'll surely adjust the structure of the island_demo client over the next months but this release is stable enough to start working on your game now.
This release is surely not the beginning of the end of the road for us, but it's the end of beginning for the FIFE development team. Enjoy it as we do :-)
Important changes since the 2007.2 release:
* New audio module with support for some more advanced audio features.
* Optimized view code to improve the performance and resolve map instance z-order issues.
* Switched back to island_demo concept; this will be the example game that ships with future FIFE releases as well.
* Ability to save maps
* Routing pathfinding (previous release only had linear pather)
* Pluggable rendering system with several new plugins included.
* New editor tool, which can be used to layout maps
* XML-format improvements: stack position, z-position, camera definitions, animation x/y offsets
* Vastly improved pychan extension; XML based GUI definitions
* Quadtree adjustments
* Ability to define own settings formats and interpret them from scripts
* Ability to attach cameras to instances (so that they are tracked while they move)
* Separate x/y scaling for cellgrids, allows more flexible geometry definitions (e.g. rectangle)
* Basic mouse map instance picking.
* Improved engine-script exception reporting
* Mouse cursors can be changed from scripts
Few non-code related changes:
* Rough task list for the whole island demo (https://mirror1.cvsdude.com/trac/fife/engine/report/3) has now been created
* Vastly improved documentation with nightly updates for engine core (http://fifedocs.boxbox.org/doxygen/) & scripts (http://fifedocs.boxbox.org/epydoc/)
* Lots of new content gathered and created for island demo e.g. agent definitions, clouds graphics, music...
Read the full release announcement at the FIFE developer blog (http://mirror1.cvsdude.com/trac/fife/engine/wiki/2008/02/03/14.08).
HawK-EyE
04/02/2008, 06h01
news translated and updated as well, thx for the infos MvBarracuda
mvBarracuda
10/02/2008, 23h12
Thanks for translating our news update HawK-EyE :-) that was really appreciated.
And here are some news from the FIFE team: we released a new version of our compile SDK for win32 systems today.
The new SDK addresses an issue with MSVC2005 debug builds that was just recently discovered. Furthermore libSDL and SWIG have been upgraded to the latest versions.
Read the full announcement at the FIFE development blog:
New compile SDK for win32 release announcement (http://mirror1.cvsdude.com/trac/fife/engine/wiki/2008/02/10/21.29)
Download URL:
* FIFE 2008.0 win32 compile SDK (selfextracting 7zip version) (http://downloads.sourceforge.net/fife/FIFE_2008.0_win32_SDK.exe)
* FIFE 2008.0 win32 compile SDK (zip version) (http://downloads.sourceforge.net/fife/FIFE_2008.0_win32_SDK.zip)
mvBarracuda
21/02/2008, 00h57
It's time for yet another FIFE update :-)
This time we got something special for you: a new series entitled "FIFE community spotlight". The idea behind these new community spotlight articles is to have a closer look at the projects which are utilizing FIFE for their games. The first community spotlight covers the computer roleplaying game project "Zero" that is currently in development.
You can read about it at the FIFE blog:
FIFE community spotlight #1: Zero - a postnuclear cRPG (http://mirror1.cvsdude.com/trac/fife/engine/wiki/2008/02/21/00.59)
Here is some eye candy from Zero to convince you to actually read the whole community spotlight article:
http://zero-projekt.net/bilder/press/thumbs/1680x_zero_2008_0-5.jpg (http://zero-projekt.net/bilder/press/1680x_zero_2008_0-5.jpg)
http://zero-projekt.net/bilder/press/thumbs/1680x_zero_2008_0-6.jpg (http://zero-projekt.net/bilder/press/1680x_zero_2008_0-6.jpg)
http://zero-projekt.net/bilder/press/thumbs/1680x_zero_2008_0-7.jpg (http://zero-projekt.net/bilder/press/1680x_zero_2008_0-7.jpg)
http://zero-projekt.net/bilder/press/thumbs/1680x_zero_2008_0-8.jpg (http://zero-projekt.net/bilder/press/1680x_zero_2008_0-8.jpg)
http://zero-projekt.net/bilder/press/thumbs/1680x_zero_2008_0-9.jpg (http://zero-projekt.net/bilder/press/1680x_zero_2008_0-9.jpg)
http://zero-projekt.net/bilder/press/thumbs/1680x_zero_2008_0-10.jpg (http://zero-projekt.net/bilder/press/1680x_zero_2008_0-10.jpg)
http://zero-projekt.net/bilder/press/thumbs/1680x_zero_2008_0-11.jpg (http://zero-projekt.net/bilder/press/1680x_zero_2008_0-11.jpg)
http://zero-projekt.net/bilder/press/thumbs/1680x_zero_2008_0-12.jpg (http://zero-projekt.net/bilder/press/1680x_zero_2008_0-12.jpg)
Last but not least and slightly related to the community spotlight series: we did recently declutter our wiki starting page. Check out the new and hopefully improved version here:
FIFE wiki (http://wiki.fifengine.de/index.php?title=Main_Page)
All kind of feedback concerning the community spotlight and the new wiki starting page is appreciated by the team :-)
mvBarracuda
06/03/2008, 21h24
Just a short update :-) a first SVN snapshot of the upcoming 2008.1 release is availabe for win32 systems.
Download URL:
http://downloads.sourceforge.net/fife/FIFE_pre-2008.1_r2282_win32.exe
Important changes since the 2008.0 release:
- Instance outlining
- Real stepless zoom for OpenGL render backend
- Curing singletonitis by getting rid of audio manager & vfs singleton via refactoring
- New music by the new composer torrent71
Unpack to HDD and read the README.txt that resides in the root directory.
Screenshots of new features that ship with this release:
Improved editor tool:
http://wiki.fifengine.de/images/thumb/3/38/2008.1.001.jpg/300px-2008.1.001.jpg (http://wiki.fifengine.de/images/3/38/2008.1.001.jpg)
Instance highlighting:
http://wiki.fifengine.de/images/thumb/a/a2/2008.1.002.jpg/300px-2008.1.002.jpg (http://wiki.fifengine.de/images/a/a2/2008.1.002.jpg)
Zoomed in:
http://wiki.fifengine.de/images/thumb/d/d8/2008.1.004.jpg/300px-2008.1.004.jpg (http://wiki.fifengine.de/images/d/d8/2008.1.004.jpg)
Zoomed out:
http://wiki.fifengine.de/images/thumb/1/1a/2008.1.005.jpg/300px-2008.1.005.jpg (http://wiki.fifengine.de/images/1/1a/2008.1.005.jpg)
mvBarracuda
12/03/2008, 21h24
Welcome to yet another FIFE news update.
A lot of topics to cover and just few time on my hands so I'll just list everything and you decide if it's worth reading :-)
* New project manager on the team and first blog update by him
* New composer on the team and first music tracks available
* Experimental networking branch (woohoo! multiplayer FIFE)
* Experimental MSVC2008 build system support
* Physfs branch
* New context menu
* A new name for FIFE?
* First Zero-Projekt video released
In case one of these topics sounds worth checking out, head over to our developer blog:
* Blog update: the smell of spring (http://mirror1.cvsdude.com/trac/fife/engine/wiki/2008/03/08/09.00)
* Blog update: Panic (http://mirror1.cvsdude.com/trac/fife/engine/wiki/2008/03/12/21.06)
mvBarracuda
02/04/2008, 16h37
Howdy and welcome to yet another FIFE news update :-)
This time we cover our ongoing efforts to release the next FIFE milestone under a less restrictive license compared to the current GPL licensing. This topic seems to be especially interesting for independent developers who consider to use FIFE for a game project but are afraid of the current licensing policy.
You can read the whole news update at the developer blog:
License mumbo jumbo at the FIFE blog (http://mirror1.cvsdude.com/trac/fife/engine/wiki/2008/04/02/16.21)
mvBarracuda
01/05/2008, 08h38
Hello and welcome to yet another FIFE update :-)
Unfortunately this one contains somewhat bad news as the majority of our key developers have been quite busy lately. Now I'm facing some serious university issues so I'll need to take a temporaty break from the project as well.
We appreciate all kind of help by new interested developers. We know that there are more tempting tasks than applying for a development team that is currently going through a drying time. But we wanted to be always up front about the status of the project so that's we think it's our duty to inform the community about lack of progress and issues as well.
You can read the whole update at the FIFE developer blog:
Temporary drying time for the FIFE project (http://mirror1.cvsdude.com/trac/fife/engine/wiki/2008/05/01/09.02)
mvBarracuda
29/05/2008, 18h00
There are two important things to talk about so we decided to post a little developer blog update to keep the community up to date about the current status of the project.
FIFE is still progressing rather slow because of the lack of active developers who can invest time into the project. If you think you could help, please don't don't hesitate to grab the latest code from SVN to have a look into it and get in contact with us after that.
We recently released an upgraded compile SDK for win32 systems. You can read about all of this in detail at the FIFE developer blog:
http://mirror1.cvsdude.com/trac/fife/engine/wiki/2008/05/29/18.38
Enjoy the good weather outside and remember that you don't need a weathermen to know which way the wind blows.
Shinosha
29/05/2008, 18h25
Sooooo Hawk-Eye, what about a little FIFE news on the website to conduce people to help mvBarracuda ?
HawK-EyE
30/05/2008, 11h43
Tout à fait d'accord mon cher shinosha, maintenant que tu sais comment on fait tu devrais pouvoir t'en sortir non ?
Petite aide :
La plupart des développeurs étaient assez occupés déjà il y a quelques mois (aaah les études..) et cela ne va pas aller en s'arrangeant avec la récente embauche de jwt (comment quoi, monter des projet open-source ça aide à être reconnu?) Et aujourd'hui ils ont malheureusement encore moins de temps à consacrer à FIFE.
Le projet FIFE en est à une phase cruciale de développement et ses membres sont à la recherche de nouveaux développeurs pour les aider.
Si vous souhatez en savoir plus, si vous êtes intéréssés, le mieux c'est encore de les contacter directement sur leur chan irc #FIFE sur irc.quakenet.org
La dernière release de FIFE :
http://downloads.sourceforge.net/fife/FIFE_pre-2008.1_r2282_win32.exe
Pour les images et les détails, voir plus haut.
mvBarracuda
18/06/2008, 03h16
Welcome to yet another FIFE update!
This one covers a whole bunch of aspects. Finally the end of the license switch process from GPL to LGPL is in sight. Furthermore we're currently replacing our unittests, consider to upgrade to the latest guichan release and plan to release a new win32 compile SDK soon. FIFE recently gained some new developers and the datasets branch will hopefully get merged into trunk rather soon. You got curious?
Check out the full news update at the FIFE developer blog:
http://mirror1.cvsdude.com/trac/fife/engine/wiki/2008/06/18/03.41
Still not really convinced? Maybe these work in progress screenshot of maps of the upcoming release help:
http://wiki.fifengine.de/images/thumb/c/c8/2008.1.011.jpg/300px-2008.1.011.jpg (http://wiki.fifengine.de/images/c/c8/2008.1.011.jpg)
http://wiki.fifengine.de/images/thumb/3/3e/2008.1.010.jpg/300px-2008.1.010.jpg (http://wiki.fifengine.de/images/3/3e/2008.1.010.jpg)
http://wiki.fifengine.de/images/thumb/2/2e/2008.1.009.jpg/300px-2008.1.009.jpg (http://wiki.fifengine.de/images/2/2e/2008.1.009.jpg)
mvBarracuda
13/07/2008, 23h08
We've done it again! We proudly present the FIFE 2008.1 release :-)
Download:
Source package (FreeBSD, Linux, Macintosh) (http://downloads.sourceforge.net/fife/FIFE_2008.1_r2512_src.tar.bz2)
Win32 binaries (http://downloads.sourceforge.net/fife/FIFE_2008.1_r2512_win32.exe)
For the 2008.1 release we decided to stick to the tropical island concept and called our example game "Rio de hola".
Caution: this release is still lacking a lot of polish, especially the "Rio de hola" game that ships with it. It lacks almost any form of gameplay but there is a reason why we decided to ship the release in its current form nevertheless. We planned to release future FIFE milestones under the LGPL to offer a less "restrictive" license to possible FIFE users (we know that the term "restrictive" is just our personal point of view).
We had to clear up the legal situation first and fortunately the software freedom law center (http://www.softwarefreedom.org/) helped us with the transition. The agreement of all developers who contributed code that was still used in FIFE was needed and because over three dozens of people contributed code to the project, this took us a lot of time. We were not able to reach all of them so we decided to either remove or rewrite the code of the contributors who didn't reply to our license switch proposal mails (from scratch).
We were able to replace the last parts of the problematic code today so now FIFE is officially LGPL'ed software. We're glad that we were able to make this step after it took us so long and we think that the new license alone is worth a release. Therefore we're proud to finally present the first FIFE release that is published under LGPL 2.1 or newer (your choice).
Engine and the editor tool made _huge_ steps forward since the last release about 5 months ago. Therefore we decided to release the current status as stable release although it offers not many new aspects on the content side and the content that is in place is very likely to change with the 2008.2 release.
The milestone itself seems to be a very important step into the right direction. You can build your own maps now with the help of the editor tool. Furthermore a basic application structure is in place that should give you an idea how can create your own FIFE-based game; this release is stable enough to start working on your game now :-)
Most important changes since the 2008.0 release:
* License switch from GPL 2.0 to LGPL 2.1 or newer.
* Improved map format & resource loading (datasets branch).
* Vastly improved editor tool; batch object loading.
* New (work in progress) Rio de hola demo: new maps, graphics, sounds (still unfinished!).
* Eye candy: stepless zoom (OpenGL mode only), instance coloring & outlining.
Screenshots & videos:
Just two somewhat representative release screenshots.
Rio de hola:
http://wiki.fifengine.de/images/thumb/b/b1/2008.1.013.jpg/300px-2008.1.013.jpg (http://wiki.fifengine.de/images/b/b1/2008.1.013.jpg)
Editor tool:
http://wiki.fifengine.de/images/thumb/f/f8/2008.1.014.jpg/300px-2008.1.014.jpg (http://wiki.fifengine.de/images/f/f8/2008.1.014.jpg)
No videos from our side this time. You might see a video presentation of the new FIFE release soon nevertheless as the FreeGamer blog (http://freegamer.blogspot.com/) considers to cover the release with a short video soon. No final decision made yet but if it they actually create a video of this FIFE release, we'll let you know here :-)
Read the full release announcement at the FIFE developer blog (http://mirror1.cvsdude.com/trac/fife/engine/wiki/2008/07/13/19.46).
mvBarracuda
20/07/2008, 15h36
It's time for a little FIFE update again :-) We're currently considering to change the name of the project or to choose at least a new meaning for the FIFE acronym to express that we've moved away from our initial Fallout roots. The engine is simply neither limited to Fallout-like games in particular nor to RPGs in general anymore.
We would like to hear what the community thinks about it. You got two weeks to bring up proposals for new names or new meanings for the FIFE acronym at our forums:
http://forums.fifengine.de/index.php?topic=93.0
After that we'll open a poll and all registered forums' users can vote for two choices from the list of all proposals. The poll will stay open for four weeks; after that the developers will try to agree on one name from the top 3 of the poll.
You can read about our plans in details at the developer blog:
http://mirror1.cvsdude.com/trac/fife/engine/wiki/2008/07/19/21.53
A little screenshot from work in progress FIFE-based game OpenAnno (http://www.openanno.org/devblog):
http://wiki.fifengine.de/images/thumb/e/ef/2008.1.015.jpg/200px-2008.1.015.jpg (http://wiki.fifengine.de/images/e/ef/2008.1.015.jpg)
I plan to cover OpenAnno in the second episode of the FIFE community spotlight series soon. Stay tuned :-)
Last but not least: Urban Breznik, a friend of our team member Lamoot, was so kind to provide us with a draft for a new FIFE logo. We're interested in all kind of feedback concerning the draft. If the community thinks it suits the project we'll introduce it as new official FIFE logo after we decided on a new name (text can be adjusted; the cube itself would stay regardless of a possible name change). Discussion concerning the logo takes place at the forums:
http://forums.fifengine.de/index.php?topic=86.msg873#msg873
http://wiki.fifengine.de/images/thumb/5/58/Fife_new_logo.jpg/400px-Fife_new_logo.jpg (http://wiki.fifengine.de/images/5/58/Fife_new_logo.jpg)
That's it from our side for today :-) see you at the next update.
mvBarracuda
31/07/2008, 21h01
Welcome to yet another FIFE update! This time we're proud to bring the second issue of the community spotlight series to you.
In this episode we cover the progress (or the lack of it) of the current FIFE-based projects in general but also the development of the OpenAnno project in detail. OpenAnno is a free and open source realtime economy simulation with strategy elements loosely oriented towards Sunflower's Anno series.
You can read the full community spotlight article at the FIFE developer blog (http://mirror1.cvsdude.com/trac/fife/engine/wiki/2008/07/31/20.13).
Here is a little visual teaser for those who would like to get a first impression of OpenAnno before deciding if it's worth to dive into the mass of text. More screenshots can be found in the full article that is linked above.
http://wiki.fifengine.de/images/thumb/7/77/OpenAnno_spotlight2.png/300px-OpenAnno_spotlight2.png (http://wiki.fifengine.de/images/7/77/OpenAnno_spotlight2.png)
mvBarracuda
06/08/2008, 17h17
Hello and welcome to yet another FIFE update :-)
This time we'll cover the ongoing name change process of the project. We asked the community to send in proposals for a new name and new meanings for the FIFE acronym to underline that we've moved away from our Fallout roots. Now that the proposals have been sent in, we've opened a poll and every user who's registered at the forums got over three weeks to vote for two of the choices.
Furthermore our artist Lamoot started working on two new tutorials that should help FIFE users to create nice-looking isometric graphics. The birthday of the FIFE project is nearing as well; just one month left until FIFE turns three! Last but not least we ask the community to lend us a hand to track down a bug that affects a rather huge number of Linux users. In case you running Linux and ATI hardware don't hesitate to get in contact with us!
You can read about the details at the FIFE developer blog (http://mirror1.cvsdude.com/trac/fife/engine/wiki/2008/08/06/17.17).
mvBarracuda
10/09/2008, 21h56
Hello and welcome to yet another FIFE update!
This time we got a whole pack of news for you today:
- Linux OpenGL bug that was worrying us for over a year finally fixed by OpenAnno developer!
- Rewrite of the rendering pipeline planned to improve performance and add the possibility of more advanced graphical features.
- FIFE becomes the Flexible Isometric Free Engine.
- 3 years of FIFE IRC birthday party at 2008/09/11.
- Departure of a founding developer. Who will it be?
You can read about it at the FIFE developer blog (http://mirror1.cvsdude.com/trac/fife/engine/wiki/2008/09/10/18.40).
mvBarracuda
08/10/2008, 13h32
Hello and welcome to yet another FIFE news update!
This time we got quite some important news to announce: the FIFE-based real-time economy simulation and strategy game OpenAnno released its first public milestone recently. The primary purpose of this release is to show the framework in action and to attract some new interested developers for the OpenAnno project this way. Although there is rudimentary gameplay available, don't expect something too sophisticated our you'll end up disappointed. Their release comes in three flavours: precompiled binaries for 32 & 64bit Linux distros and a win32 installer:
* OpenAnno 2008.1 release download site (http://www.openanno.org/wiki/index.php/Release_2008.1)
For the ones who want to get a first impression before downloading the release, there are screenshots and an official release trailer for your viewing pleasure :-)
Screenshot:
http://wiki.fifengine.de/images/thumb/9/94/Oa_rev1489_ingame1.jpg/300px-Oa_rev1489_ingame1.jpg (http://wiki.fifengine.de/images/9/94/Oa_rev1489_ingame1.jpg)
Release trailer:
* Low quality youtube version (http://de.youtube.com/watch?v=l9jQtsZx4Po).
* High quality MKV version (http://openanno.org/upload/openanno-2008.1-demo.mkv) (H.264 + Ogg Vorbis >> Matroska container).
Read the full blog posting at the FIFE developer blog (http://mirror1.cvsdude.com/trac/fife/engine/wiki/2008/10/08/13.24) :-)
canarinou
08/10/2008, 17h31
Hawk ou quelqun d'autre pourrais t'il traduire et résumé ou sa en est au final ? merci
HawK-EyE
08/10/2008, 20h58
Hawk ou quelqun d'autre pourrais t'il traduire et résumé ou sa en est au final ? merci
C'est marrant on dirait du age of empire le screen, désolé j'ai pas trop le temps en ce moment.
Ben apparement ils ont sorti OpenAnno => vidéo youtube (http://de.youtube.com/watch?v=l9jQtsZx4Po) c'est à base de FiFe et ça montre bien que les moteurs en vue isométrique existent encore.
Tu peux le télécharger là :
http://www.openanno.org/wiki/index.php/Release_2008.1 (http://www.openanno.org/wiki/index.php/Release_2008.1)
mais aucune idée de comment ça marche.
Voilà, ce fut un plaisir :D
canarinou
09/10/2008, 13h42
ok, thank you
mvBarracuda
22/01/2009, 15h46
Hello and welcome to yet another FIFE news update :-)
When I decided to step back from my position as project manager of FIFE so I could focus on my studies and private life back in September last year, I was hoping to find a new developer who would overtake my tasks and act as new project manager of FIFE. Unfortunately there were no long waiting queues of volunteers who would have liked to jump into this effort right away. On the other side I didn't invest much time and effort into finding a replacement for me as I was preparing for my final Latin exams back then. So now that that I got some spare free time on my hands, I'll tell you how you can contribute to the future of the FIFE project.
LinuxDonald, the former project manager of the FIFE-based OpenAnno project, recently got in contact with me and volunteered for taking over the project management duties of FIFE. I was quite happy that he's interested in this position as that's a good chance to resume the development of the project, that is currently on halt. The idea to create a cross platform open source isometric 2d game engine is one that I still believe in; it's just that I lack the time and motivation to continue supporting this project by being responsible for a vast number of tasks. Therefore I would like to help handing over the project to an active development team as much as possible.
You want to know, what the fuzz is about all about? Read the full news at the FIFE developer blog (http://mirror1.cvsdude.com/trac/fife/engine/wiki/2009/01/22/16.17).
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