FIFE - open source RPG engine with Fallout support

Discussion in 'Fallout General Modding' started by mvBarracuda, Sep 15, 2005.

  1. Kahgan

    Kahgan Sonny, I Watched the Vault Bein' Built!

    Nov 25, 2003
    yeah I would never *play* the game at a resolution above the original resolution, but it's an EXCELLENT ability for making big screenshots of whole towns and for mapping.
    I have another question also; When (if) you make a new map format, would it also be possible to make the maps endless? So that you can scroll and scroll and scroll as long as you want in the mapper, but still have blockers that stop the player from scrolling away from the map while playing. I often have, or at least had before troubles when making a map that I'm just a few hexes to long north/south/west or east. Of course there is the move map tool, but I find it a bit ..well.. uncomfortable...
     
  2. mvBarracuda

    mvBarracuda Vault Dweller

    754
    Apr 11, 2004
    Sorry but I didn't fully get your question :(

    So do you want endless maps, but doesn't that mean endless boredom? I can't really get it why someone wants endless maps.

    But we'll try to create a map format with flexible map dimensions, so you can create small 15x15 tiles maps and huge 500x500 maps. We hope that this will be possible and we haven't agreed on a maximum number of tiles but I think having more than 16000 tiles would be the technical maximum if we want to save the object coordinate as 2 bytes in the map file.

    But do you really want that huge maps? Fallout is limited to 100x100 and even there some maps seem to be quite large; maybe we set the maximum about 2000 tiles for each direction so the whole area would be 400 times larger than Fallout maps but even that would be huge and you have to think about loading times.
     
  3. mvBarracuda

    mvBarracuda Vault Dweller

    754
    Apr 11, 2004
  4. Dude101

    Dude101 Vault Fossil
    Modder

    Aug 3, 2005
    I came in my pants when I that image loaded in.
     
  5. mvBarracuda

    mvBarracuda Vault Dweller

    754
    Apr 11, 2004
  6. Kahgan

    Kahgan Sonny, I Watched the Vault Bein' Built!

    Nov 25, 2003
    hmm yeah, it's a bit hard to explain, I'll try again :p
    if the fallout maps are 100x100, say you make it possible to have 200x200, the final maps don't have to be bigger, because I can place out scroll blockers. what's the point then you can say, well, when I come to think of it, it's not really very much point in it, other than that I didn't have to worry so much about where I start making the map, in fear of having lots of space to the north and to litle to the south...Though this would be mostly just usefull for first-time-mappers, because we(or at least I) learn to think about where I start....
    I dunno, but at least give me the several floors ability :P :wink:
     
  7. mvBarracuda

    mvBarracuda Vault Dweller

    754
    Apr 11, 2004
    New compile SDK available + .dat support added

    The new compile SDK is online: zlib and lua 5.02 added:
    http://members.fifengine.de/bin/FIFE_CSDK_rev6.7z

    I've compiled the latest SVN version and uploaded it :) Now with .dat support:
    http://members.fifengine.de/bin/FIFE_rev111_win32.7z

    Install guide:
    * Download: http://members.fifengine.de/bin/FIFE_rev111_win32.7z
    * Create a new directory: "C:\FIFE"
    * Copy the master.dat & the critter.dat files from your Fallout 2 CD to "C:\FIFE"
    * Extract the downloaded 7z archieve to "C:\FIFE"
    * Enter the windows command line environment and move to "C:\FIFE"
    * Launch FIFE by using this command:
    Code:
    testproj.exe maps/newr1.map scripts/simple_demo.lua
    * You can customize FIFE by editing the created "settings" file
    * Important: the ingame console just works with software rendering ATM; OpenGL still crashes but we work on a fix
     
  8. Mangler

    Mangler First time out of the vault

    82
    Aug 6, 2004
    Impresive rate of improvements, so by X-mas there will be a playable core to the engine? (objects, interaction with the world, a script-state engine perhaps)
     
  9. mvBarracuda

    mvBarracuda Vault Dweller

    754
    Apr 11, 2004
    The latest SVN version does already use lua scripting. ATM we work on the console as the current one creates quite some problems; but we feel that an ingame console is quite important for testing. So we'll maybe write our own based on a GUI lib like guichan: http://guichan.sourceforge.net/

    There will be no complete version till christmas but maybe a playable tech demo that gives you at least a tiny bit of interaction.

    What's already works:
    https://mirror1.cvsdude.com/trac/fife/engine/query?status=closed&milestone=prototype_01

    Our roadmap till the first release:
    https://mirror1.cvsdude.com/trac/fi...&status=reopened&milestone=Feature_discussion
     
  10. mvBarracuda

    mvBarracuda Vault Dweller

    754
    Apr 11, 2004
    We'll soon start working on loading critters and the work on the editor has started now :) We found someone with quite some experience in the Fallout community but we'll make an official announcement @ the next news update (prolly in 3-7 days).

    In the meantime our coder chris just added full support for Fallout 1 maps. Enjoy :)

    EDIT: And new windows test builds are available for testing:
    http://www.fifengine.de/fifewiki/index.php?title=Windows_install_guide



     
  11. Kahgan

    Kahgan Sonny, I Watched the Vault Bein' Built!

    Nov 25, 2003
    mmh snacks, I love the blue-ish color of the fallout1 caves :D
     
  12. mvBarracuda

    mvBarracuda Vault Dweller

    754
    Apr 11, 2004
    I was really surprised that they look that blue but the reason why you don't see it in Fallout 1 is that they apply a special color conversion on all underground maps similar to cities @ night. Just the tiles / object coordinates you walk on are lighter but if you come close to the walls you see the beautiful blue look.

    Nevertheless FIFE seems to render the Fallout GFX in a better quality so it will look better than the original 2 Fallout RGP's. This seems to be the case esp. for the first Fallout part which night lighting code was awful.
     
  13. Kahgan

    Kahgan Sonny, I Watched the Vault Bein' Built!

    Nov 25, 2003
    Something just came to my mind, what about the world map? Will it work like it did in the original Fo or like it did in Fo2?
     
  14. mvBarracuda

    mvBarracuda Vault Dweller

    754
    Apr 11, 2004
    ATM the worldmap got no priority at all as there are several important aspects to solve. For a list of things we want to work on in the next weeks before we might release a techdemo, take a look at this:
    https://mirror1.cvsdude.com/trac/fi...signed&status=reopened&milestone=prototype_01

    After that we might think about the world map but I'm sure that the system will be different. There are just a bunch of design flaws in Fallout (filenames and problems on case sensitive systems with the .lst files and the palette brightness * 4 code just to name a few). So we'll try to create an own system that is easier and more flexible as this is one of the great chances of a completely new engine :)
     
  15. Wild_qwerty

    Wild_qwerty Sonny, I Watched the Vault Bein' Built!

    Feb 2, 2004
    If you need any info on how critter FRMs work just PM me. This project looks really good guys :)
     
  16. mvBarracuda

    mvBarracuda Vault Dweller

    754
    Apr 11, 2004
    Hmm as the news update will take some time as university is time consuming ATM I'll announce it now:

    Welcome to Anchorite from TeamX :-) He's now the official editor coder of FIFE and will support us with a lot of the background information from TeamX which will become quite handy for the development.

    We already got permission to bring the TeamX content in our wiki: http://www.fifengine.de/fifewiki/index.php?title=Category:Original_documentation

    It should become something similar to dudeObj modding guide but with the emphasis on development aspect instead of modding.
     
  17. Bloodlust

    Bloodlust Look, Ma! Two Heads!

    303
    Mar 19, 2005
    Great work guys.I have to say that i am surprised at how fast the current update rate is.Do you guys reckon that you can have a version that fully supports modmaking(aka,able to host complete mods) by Augast/September next year???
     
  18. mvBarracuda

    mvBarracuda Vault Dweller

    754
    Apr 11, 2004
    We can't promise anything, simply because we missed a bunch of release dates with ianout (althought we're completely new team now).

    ATM we're quite busy with the ingame gui code; unfortunately this is really tricky. We're not satisfied with our gui library and modify it therefore; but this is a huge amount of work :( Other coders are working on .acm support, the editor and a massive change of the renderer architecture. It slowed down a bit the last 2 weeks as we got quite some stuff do in real-life.

    As soon as I got more time on my hands I'll update the homepage with news and new screens. It seems that a test version till christmas isn't realistic anymore but you can always test my windows dev builds of FIFE:
    http://www.fifengine.de/fifewiki/index.php?title=Windows_install_guide
     
  19. Mondo

    Mondo First time out of the vault

    16
    Aug 7, 2005
    FIFE sounds and looks good!
     
  20. mvBarracuda

    mvBarracuda Vault Dweller

    754
    Apr 11, 2004
    After some weeks of silence, FIFE comes back with a bang :-)

    * New team members
    * New corpse soundpack coming soon
    * New critters patches for Fallout 1 & 2 UK and German
    * New screenshots
    * New XML based maploader so you don't need to own Fallout to play around with FIFE
    * New windows test build available
    * etc. :-)

    Read the full news here: http://www.fifengine.de/