Open source Fallout engine coming to Mac
Posted 01 October 2005 - 06:31 AM
The FIFE project is a group of enthusiastic Fallout-fans and coders that want to create a open source emulator for the Fallout 2 engine; similar to projects like GemBR for infinity engine games or Exult for Ultima 7. At the moment we are 10 developers and the project just started about a month ago but it progresses quite well. The majority of our devs use Linux but we have Windows developers, too. Therefore our current prototype of the engine runs on both platforms.
You can check out current screenshots here: (although not really much to see @ this point of development)
We agreed on trying to bring FIFE to all major platforms and operating systems so we're now searching for an interested mac dev that helps us to "port" it to Mac. It shouldn't be that hard because all of our used libs are available for Mac:
- qt 4.0
But gaining a Mac dev as soon as possible makes lots of things easier as we can look for Mac and endian problems in this first phase of development and fix them now instead of having problems with them later.
We would be really happy to bring FIFE to Mac with your support
If you want to reach us
IRC channel: http://www.fifengine...per_IRC_channel
Subversion sourcecode repository: http://www.fifengine...sion_repository
Public mailing list: http://www.fifengine...e#Mailing_lists
Posted 01 October 2005 - 08:20 AM
I have a fair bit on my plate already, so I can't be a "dev" as such. I'm happy to be a contributing tester though. I'll download the code, try to build it, let you know what goes wrong, and maybe even supply patches if I can figure out how to solve any of the problems.
Posted 01 October 2005 - 09:15 AM
I'm going to the vet to get tutored.
Posted 01 October 2005 - 09:22 AM
Blackshawk, on October 1st 2005, 05:15 PM, said:
Posted 05 March 2007 - 05:44 PM
Phoku revealed the roadmap for the next FIFE releases today and we're planning a GFX contest entitled "Send them in!". You can read about all the details @ our developer blog:
Most important: we hope that we can deliver an universal Mac binary for PPC and Intel-based ones with the 2007.1 release :-)
Posted 06 March 2007 - 01:53 AM
Posted 06 March 2007 - 02:45 AM
You should prolly consider to subscribe to our mailing list. This way you'll always be up to date about our latest plans and efforts:
And one good news:
James Lacey, at the FIFE mailing list said:
I finished my first Mac build tonight. Hopefully in a couple of days
but at the very least this weekend, I will submit a patch and write up
my scribbled notes into documentation for the wiki.
Next up is working on a Universal Binary which will run on >= 10.2 PPC
and >= 10.4 x86. I will probably create a new target called
"universal" for this.
Btw, unless I am missing something, there isn't a "clean" target. Is
this on purpose? I would be happy to add one.
Posted 09 March 2007 - 05:36 PM
Our new mac programmer provided a patch on the mailing list today that can be already found in SVN now. With this patch applied, FIFE should build on Macintosh again. He also wrote a compile guide if anyone is interested in building FIFE from source:
He's currently working on creating universal binaries for Mac. So there seems to be no reason that the 2007.1 release should not feature Mac binaries, stay tuned.
Posted 09 April 2007 - 06:49 PM
So here is at least a new screenshot of the content that will be featured in the official 2007.1 demo map, stay tuned :-)
The graphics have been taken from Reiner's tilesets:
Posted 10 April 2007 - 04:51 PM
Posted 10 April 2007 - 05:28 PM
Posted 10 April 2007 - 06:24 PM
For some reason when I saw your scenery, I was reminded immediately of this story. How dangerous is the shrubbery in this game? Would it be something you could confidently get out of your ground car and take a leak behind? Or would you be safer calling in a napalm strike on it and just whizzing out in the open into the ashes?
the Battle Cat
Posted 10 April 2007 - 08:32 PM
Posted 11 April 2007 - 04:34 AM
The current plan is to just have some example gfx placed on the map, a few animations and three example NPCs that just move around the map. There won't be any real gameplay involved, it's just a rather boring and simple demo map :-)
Posted 11 April 2007 - 07:47 AM
"We do what we must, because we can."
"Gaming on a Mac is like women on the internet." — "Highly common and totally awesome?"
Posted 23 April 2007 - 12:02 PM
* Show the modders how the FIFE map format and specific concepts like the tilesets, archetypes and prototypes work.
* Set up a starting point for modders so they can get into the world of FIFE more easily.
* Create something that looks totally unFallouty to get away from the "FIFE-is-just-a-Fallout-emulator"-image. Welcome to the Isle of FIFE :-)
Here is a screenshot of our new demo map, using graphics from Reiner's Tilesets:
New features since the 2007.0 release:
* Stable custom XML map format for FIFE including our demo map to show the new features and syntax of it :-)
* FPS limiter (can be set in fife.config) to save important CPU time for future tasks (AI, pathfinding, etc.)
* Tile and object coordinates can be displayed (press "c")
* Color key overriding for Fallout transparency effects (see content/gfx/fallout_overrides.xml)
* Fixed DAT1 decoding code (bug was introduced with the DAT1 rewrite)
* Major map model classes have been exported to Lua and are now accessable via the console
* Map size dependant, configurable geometries
* Colorkeying for the SDL renderer
* Add custom VFS sources via vfs.addSource (see content/etc/vfs_sources.txt)
* Increased startup speed with FO2 DAT files
* Enhanced camera with support for multiple viewports (see content/scripts/demos/map_control.lua)
* Built against SDL_image 1.2.5 and guichan 0.61 now (Win32 binaries)
Get the win32 package here:
Get the src package for linux, mac and kind of other POSIX systems here:
2. Read README.txt
Could anyone here please test if he's able to get the engine compiling using the source package linked above and this guide?
Our Mac programmer is busy and therefore there are no Mac binaries yet :-/
Posted 25 April 2007 - 05:02 AM
iMac 2011, quad 3,4Ghz i7, 1TB Samsung EVO 840, 8GB RAM, 2GB Radeon 6970m. + 2016 Macbook m3 + iPad 2 64GB + iPhone 4S 64GB + Girlfriend + Daughter
Posted 25 April 2007 - 07:27 AM
1. The Zero project: an post apocalyptic RPG set in Germany.
The members of the zero team are currently working on a techdemo so although there isn't much progress visible on their public homepage, I can assure that they're working hard on it. The project wiki that they use for development is still updated on an everyday basis. Anyway, here is the address:
2. KoN - The Keys of Naand: an fantasy RPG that uses the Farland setting (http://www.farlandworld.com/) and some version of the d20 ruleset.
They're still in an earlier phase of the development process compared to the zero project. ATM they focus on the story and concept art and the project leader currently digs through the d20 docs to get some ideas how the ruleset can be brought into KoN by creating a Lua representation of it. Again, here is their homepage:
Of course we try to get more people interested in FIFE to increase the number of planned games. However the FIFE feature todo list is still quite long so we hope to see more FIFE based games in the future when the engine is more mature and more features are supported, considered stable and are therefore ready for modding.
Posted 03 May 2007 - 11:23 AM
We've got a new Mac developer involved who got time and the required knowledge to create the Mac binaries for FIFE. He has already successfully compiled the latest version of FIFE and currently plans to create an easy to install FIFE package for Macintosh. Therefore we're in the need of Mac testers who would give installing this package a shot and report back if everything works fine. We're in the need of:
* 2-3 testers who're running a PowerPC-based Mac
* 2-3 testers who're running an Intel x86-based Mac
If you're interested, please visit our irc channel to get in contact with one of the developers or reply here. There is no scheduled date when the test packages will be ready but it shouldn't take too long so we thought that it would be good to ask in advance if people are interested in helping out with testing.