FIFE Update:

Roshambo

Antediluvian as Feck
mvBarracuda reports:

New features since the last update:
<blockquote>
- Added a basic audio framework using SDL_sound & OpenAL
- Started working on object loading
- Settingsmanager to easily adjust setting with config file
- Cycle trough map elevations using the "e"-key
- Render not existing tiles black
- Started working on an OpenGL version of the renderer
- TrueTypeFont text output using SDL_tff library
</blockquote>

More info to be found here!
 
Adz said:
Is there a linux version for us to play with? :P
There is :)

But you'll need to download it from our subversion repository and compile it on your own. It does even compile on mac now so we're already supporting 3 platforms :)

How to checkout our subversion repository:
http://www.fifengine.de/fifewiki/index.php?title=Subversion_repository

Software needed for compiling:
- Boost c++ library
- Python
- Scons for building
- SDL
- SDL_sound
- SDL_ttf
- OpenAL
- gcc compiler

Hopefully I didn't forget anything :)
 
Linux, Win, Mac.

But as we're using SDL it can be hopefully ported to more platforms quite easy. Thats the advantage of crossplatform libraries. Our editor tools will use the qt GUI lib so you can only use them under Linux, Win, Mac. The engine itself won't use qt so it should be pretty portable :)

A new screenshot from the windows version; our graphics coder _virus_ integrated ingame adjustable alphablending for roof tiles:

prototype1_006.jpg
 
This seems to be coming along at a fantastic rate! What about the non-graphical part of the engine? Dialogues, quests, combat mechanics, etc.? What stage of development are they on?
 
DirtyDreamDesigner said:
This seems to be coming along at a fantastic rate! What about the non-graphical part of the engine? Dialogues, quests, combat mechanics, etc.? What stage of development are they on?
We've focused on the graphical part because we decided to create a Fallout map viewer as prototype of the later engine as we needed a starting point and the mapviewer seemed to be a good one.

No dialogues, quests or combat yet; these things aren't that high on our priority list as we've just started FIFE 3 weeks ago. But I'm happy to provide you a little list of things we try to integrate in the next time:
- critter loading for maps
- animation displaying for critters and animated objects
- A quake-like ingame console so you can trigger scripts and adjust settings inside the game and you don't have to leave it and restart
- An alternative sound library as sdl_sound creates a lot of problems under linux and windows
- A simple qt-based map editor; this will be the starting point for a whole editor suite with dialog editor, script editor, etc.
- .dat support by writing an own cross platforms .dat reader; this is important as Mac users can compile FIFE but can't test it as there is no .dat reader for Mac (emulation of windows .dat tools crashes)
- Setting up an alter ego that can walk on the map using the object coordinates
- A basic scripting framework so we can test different scripting languages and see which one works best for us
- An own gfx format to convert the .frm files; this format will be support some cool features, but ATM its kind of a secret so you'll need to wait till we integrate it
- An own map format for FIFE that allow to create maps with new features like multiple elevations without switching

After these things are realized we'll think about combat, dialogues and quests. Still a long way to go but our devs are more than hard working and I'm amazed how fast we progress ATM :)
 
http://www.trolltech.com/products/qt/index.html

qt is a GUI / rad development library so you can develop GUI elements that work crossplatform (Linux, Win, Mac) quite fast. Creating a GUI with a pure c++ is quite frustrating so there are some nice libraries that ease the creation with WYSIWYG tools. Borland c++ builder offers such tools but the problem is that they're not crossplatform. We wanted to create a crossplatform map editor (suite) so we decided to go for qt as its free for open source projects.

So the editor will just work for Linux, Win, Mac while we'll try to get the engine running on as many platforms as possible. In theory it should work for all platforms that have a SDL port and Python support.
 
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