FIFE - anniversary IRC party

Brother None

This ghoul has seen it all
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Tomorrow will mark the two-year anniversary of the 2D game engine project FIFE. mvBarracuda forwards this invitation:<blockquote>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. While the focus shifted to become a more general and flexible 2D engine, while 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 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</blockquote>Link: FIFE website.
Link: FIFE IRC channel.
 
Thanks for posting Brother None :-)

Birthdays are always nice but I should try to find a new project nick name for my FIFE activities. The current one has a tendecency to become the victim of typos :-(
 
Hip hip, hooray!

Been there since the start of it, since it was known as IanOut still; first engine release that displayed tremendous potentional.

Not very often you sit down and think - "Damn, this could really be something. If the community bands together and really works on this, we could have hundreds of community-designed campaigns for Fallout 1/2!"

More cheers! :clap:

visit our IRC channel at Tuesday, 2007/09/11.

Bad that the date falls on the same day as something else that happened four years prior to the contemplation of IanOut/FIFE.
 
Hah, let's not forgot your comment at the FIFE thread:
http://www.nma-fallout.com/forum/viewtopic.php?t=15743&postdays=0&postorder=asc&start=61

But seriously: FIFE does not use a single line of ianout code. FIFE tries to do all the things right that ianout done wrong:
* multi platform support
* good code documentation
* proper engine design planning before implementation starts
* honesty in public relations (I'm guilty in this field as I was doing the PR for ianout later and was not willing to see that SztupY doesn't seem to take his progress comments and planned release dates too serious himself)

So please: ianout != FIFE :-) Thanks
 
DarkLegacy said:
visit our IRC channel at Tuesday, 2007/09/11.

Bad that the date falls on the same day as something else that happened four years prior to the contemplation of IanOut/FIFE.

Conspiracy theory No. 54562258: The FIFE team has something to do with the 'event' at that time and now they are celebrate a secret party for this. :o

Or maybe not... :>
 
How about making the Fallout remake for FIFE work only if you have the original game installed?
 
Ausir said:
How about making the Fallout remake for FIFE work only if you have the original game installed?
Feel free to do so :-) We don't ship any Fallout files with FIFE releases. We worry about IP issues, not about copyright. If you don't worry about the risk of getting sued, feel free to give it a go.

To us such a kind of conversion seems like a major waste of time; our focus has shifted long ago. If you want to play Fallout mods, simply use the Fallout engine. It looks like timeslip will be even able to fix some Fallout issues that seemed only fixable by creating a new engine for it in the past.

FIFE is meant to be a platform for Fallout-like RPGs. E.g. you could create a game based on the graphics of Fallout 2. If you don't ship the Fallout files with your game, you shouldn't need to worry about copyright issues. But if you decide to copy other Fallout elements or even try to recreate the whole game with FIFE you might run into IP issues. I'm no lawyer so feel free to ask your one if you plan something like that nevertheless.

Furthermore FIFE is now capable of being used for creating games that have nothing with Fallout in common. So our target audience are indie developers who would like to demo their game with our engine to show it to a publisher or even build the full version of it based on FIFE.
 
mvBarracuda said:
To us such a kind of conversion seems like a major waste of time; our focus has shifted long ago. If you want to play Fallout mods, simply use the Fallout engine. It looks like timeslip will be even able to fix some Fallout issues that seemed only fixable by creating a new engine for it in the past.
The real Fallout is very hard to mod.
 
Sorrow said:
The real Fallout is very hard to mod.
So how about trying to find out how YOU could improve that? There is the saying: you need to move yourself to move something. You can support the Fallout (modding) community by joining modding teams / writing new modding tools / founding an own Fallout related project. There are plenty of options. The only thing you will need is some time and the will to really do it. I didn't have any experience in this field before I decided to help out at ianout so you won't need any special skills either to start something.

DarkLegacy said:
Been there since the start of it, since it was known as IanOut still; first engine release that displayed tremendous potentional.
On a side note: I finally managed to convince myself that writing a little paragraph about the relationship between ianout and FIFE would be useful. Because now I can simply link to this text when questions about this arise:
http://wiki.fifengine.de/index.php?title=Frequently_answered_questions#Ianout_relationship
 
I think, with the actual possibilities, Fallout modding is more easy then ever before.
 
Fallout - there's a reason why people when they talk about Fallout modding don't mean Fallout modding - they mean Fallout 2 modding.

Fallout is less moddable - it doesn't have a map editor - Fallout 2 Official Editor can be used to edit some maps, but some of them (those that include dungeons, like Necropolis maps, Adytum and Vault 15) get corrupted.

Also it's impossible to edit random encounters and add new towns.

Not to mention that for example the damage function is broken and doesn't take ammo modifier into account.
Actually, it could use a total rewriting.

Frankly, I was pretty disappointed when I heard that FIFE doesn't support Fallouts any more - basically, any new game will need a long production and may be of questionable quality, while Fallout engine emulation would allow adding new features to already finished and loved material - I would like to make a no-HP on level up mod and maybe a completely new way of dealing with damage.

As for the IP concerns - wouldn't requiring Fallout files to be present solve them? IE modding guys made a converter that allows playing Baldur's Gate on BG2 engine that requires having Baldur's Gate required for example.
 
mvBarracuda said:
* honesty in public relations (I'm guilty in this field as I was doing the PR for ianout later and was not willing to see that SztupY doesn't seem to take his progress comments and planned release dates too serious himself)

So please: ianout != FIFE :-) Thanks

Yeah, I'm not really good in PR and deadlines :)

(and besides the "incomapitiblity" with me started the fife project ;) )
 
Sorrow said:
Frankly, I was pretty disappointed when I heard that FIFE doesn't support Fallouts any more - basically, any new game will need a long production and may be of questionable quality, while Fallout engine emulation would allow adding new features to already finished and loved material - I would like to make a no-HP on level up mod and maybe a completely new way of dealing with damage.

Mmh... IMO you can't say FIFE doesn't support Fallout anymore. You'll have the maploaders, the sound format etc... Barra already said that.

You have to write the scripts on your own - or write an converter. Once these things are within the community, you'll have a base from which you can go further - and make the minimods you mentioned.

No pain no gain - in this world you can't expect to get exactly what you want. But I'd say when FIFE is "finished", it is a _great_ chance for Fallout. (1, 2 + whatever) Even if the devs plan to focus FIFE on widespread use. Furthermore - FIFE runs on Linux, too. (= the feature I like most ^^) So every RPG made with FIFE will run there as well.
 
Sorrow said:
Fallout - there's a reason why people when they talk about Fallout modding don't mean Fallout modding - they mean Fallout 2 modding.

Well, yes. But I don't see a problem in this. Fallout 2 has also some functions, that are better then in Fallout (like the inventar and the "take all" button, etc. blah). So, if you want to create a new mod and start from scratch, then... Fallout 2 is the better choice. Of cause, if you specially want to create a mod for Fallout 1, then you have some more problems to solve...

Sorrow said:
Fallout is less moddable - it doesn't have a map editor - Fallout 2 Official Editor can be used to edit some maps, but some of them (those that include dungeons, like Necropolis maps, Adytum and Vault 15) get corrupted.

Yes, thats because it is the Fallout 2 Map Editor and not the Fallout 1 Map Editor.
 
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