Karel said:
I can't really say I had problems compiling the source from cvs
I guess you mean SVN? We did never use CVS for FIFE.
Karel said:
but I just didn't find any simple guide to use the engine - I mean, yes, there is doxygen but... I was thinking of FIFE as a platform for testing maps for our team - but I didn't find a simple way to change a map through the interface or through issuing a simple command (like load_map "name") in console. Technically is FIFE OK, although the user experience suffers.
You're right with this one. There is a way by using the map selection lua script in combination guimap_test.exe but this is prolly a bit complicated if you're not used to this. I'll try to make sure that there is an easy way to load maps from console in the next release
Karel said:
No offence - rewriting the Fallout engine may be easier than finishing FIFE (because of ready game files, scripting engine with large community and actually a working game - but the source may help you in interpreting Fallout scripts - if the code is well written, you might just port the whole thing into FIFE).
If it's "easier" fully depends on the features you want to integrate. For fixing simple bugs you can bet that using the Fallout sourcecode is the easiest option.
Though there are cases were you could want to add more features, a modern scripting language, cross platform support (byte order problems can arise with RISC CPUs e.g.). In this case working on FIFE is the better long term solution because we think that our code offers the more flexible design compared to the original Fallout code base. This is just a guess though: commercial teams don't have the time to design a flexible engine. Deadlines force them to write engines that just work for the initial purpose and hack additional features into it later.
In the end I don't really think that Interplay will release the sourcecode. And helping FIFE to progress is prolly better than waiting for years that Herve gives away the code to the Fallout fans.