FIFE community & development blog







FIFE: View Performance Branch – Almost Complete

We have some exciting news! Phoku has been working hard on the view_performance branch and has been able to improve FIFE’s performance when zoomed in on a map by almost 100% in some cases.  He has done this by removing all of the O(N) loops through the Instance list when rendering.  You will see most gains when you are not rendering a lot of instances which is why when you are zoomed out you will continue to see lower frame-rates.  Unfortunately that is another issue with the renderer which we are also working on.

We plan on merging his changes into trunk when it has been fully tested and before we release FIFE 0.3.0. We ask that everyone give the view_performance branch a try and report your experiences and any bugs you find at this post on the forms so we can accomplish this.  Your help is greatly appreciated!

FIFE: Code::Blocks build issues on Win32 resolved

Heya dear FIFE community!

Just a short note about the Code::Blocks build issues that showed up on Win32 when using an SVN snapshot of the Code::Blocks IDE. It seems that the problems were rather caused by Code::Blocks itself and were unrelated to FIFE.

If you still have problems building FIFE via Code::Blocks on Win32, follow these steps:

If you still got problems with building FIFE from SVN sources via Code::Blocks, add a comment to this trac ticket. Happy hacking!

FIFE: New FIFE Win32 DevKit available

The FIFE team is proud to announce the release an updated version of the Win32 DevKit!

New project management

Before we get to the DevKit I would like to say some personal words first. FIFE has been recently taken over by prock, who had contributed to FIFE in the past and who will now act as new project manager. Together with vtchill and cheesesucker they’re trying to get FIFE development back on track. All the best to you lads and I’m really glad that the project now seems in good hands again. There is a release planned but there is no agreed upon release date yet. We can hopefully see an updated stable FIFE package around the end of this year / in early 2010 if everything goes as planned. Stay tuned and all the best to the brave devs who decided to revive FIFE development :-)

What is the Win32 DevKit?

But back to the original point of this article: What is the Win32 DevKit? It’s the new name of the tool package that was formerly known as the Win32 compile SDK. The purpose hasn’t shifted with the name change; the Win32 DevKit still tries to make building FIFE on Windows systems as easy as possible by bundling some required tools together with precompiled 3rd party libraries that FIFE utilizes.

Besides the new name, we also introduced a new version scheme for the package. Future DevKits will follow the FIFE_Win32_DevKit_[month][year] pattern.

Download

You can grab the package in two flavours: an installer and a 7zip archive. While the 7zip version is slightly smaller in size, the installer leaves the choice support for which compiler (MinGW, MSVC 2005, MSVC 2008) to install to the user.

Grab the packages here:

Changes since the 2008.1-r1 compile SDK

  • Updated SDL to 1.2.14
  • Updated guichan to 0.8.2; applied key.hpp utf8 workaround, built against updated SDL lib
  • Updated mingw to 4.4.1-tdm-2 from http://tdragon.net/recentgcc
  • Updated Python to 2.6 and got rid of debug lib versions for MSVC that were not actually used. Read: Python 2.5 will NOT work with FIFE anymore, you’ll need to install a Python 2.6 client!
  • Updated SWIG to 1.3.40

Known issues

For some odd reason, Code::Blocks support broke at some point in the past. If you build FIFE with Code::Blocks right now, the build process itself won’t show any problems, but the resulting binary is borked somehow. This needs closer investigation but it’s unlikely that it’s related to the new DevKit. Therefore we can hopefully address the problem with a small fix to the Code::Blocks build template in SVN and don’t have to update the DevKit again to restore proper Code::Blocks support.

Further notes

You’ll need the new Win32 DevKit to build SVN trunk revision 3073 and newer. The old 2008.1-r1 compile SDK will not work with newer revisions anymore!

We furthermore recently changed the default location where the 3rd party dependency DLLs get copied to. They will now reside in FIFE/engine/swigwrappers/python instead of in every single FIFE client directory as it has been in the past. The reason why I changed the path is that Win32 searches for them in the FIFE/engine/swigwrappers/python directory first because that’s where the _fife.pyd binary lies. The old location of the DLLs could lead to DLL clashes as Win32 would search in PATH directories first before looking for them in the FIFE clients directories.

This lead to a problem for one user who tried to get the recent UH release working on his system. The new approach does come with drawbacks, especially as we plan to support C++ game creation with FIFE as well. A new place for the DLLs should be found in the long run but FIFE/engine/swigwrappers/python will do it for now.

The November 2009 DevKit has been a joint effort by FIFE developer Cheesesucker and former FIFE dev mvBarracuda. This said: the November 2009 DevKit will be the last release from my side. I’ve maintained the package for a couple of years and it’s time for me to move on and focus on PARPG. The project is in good hands now so I’m positive that somebody else will update the DevKit in the future when the necessity arises.

Quick and dirty copy and paste install guide from the README:

Installation / build process
===============================
1. Check out the latest engine sources from SVN or update your SVN checkout in case you have already checked out from SVN before:
Repository URL: http://fife.svn.cvsdude.com/engine/trunk

2. Get ActivePython 2.6 and install it to a location of your choice:

http://downloads.activestate.com/ActivePython/windows/2.6/ActivePython-2.6.4.8-win32-x86.msi

3. In case you’ve built FIFE with an older compile SDK in the past, run [FIFE]\build\win32\delete_sdk.bat to get rid of the old SDK files

4. Extraction process
4.1 Extract the content of the compile SDK to: [FIFE]\build\win32\
4.2 Check if there is an [FIFE]\build\win32\applications folder; if it’s in place, you know that you extracted the SDK into the correct location. One possible issue is that you’ve checked out the whole engine SVN repository instead of just trunk. In this case extract the compile SDK to: [FIFE]\trunk\build\win32 (if you want to compile trunk, otherwhise it needs to be extracted into the build\win32 directory of the branch that you want to compile)

5.1 Run [FIFE]\trunk\build\win32\update_project_files.bat.
5.2 Build files for each supported IDE can be found in the sub-directories of [FIFE]\build\win32\build_environments (code_blocks, scons, visual_studio_8, visual_studio_9).

6. The final dynamic library (_fife.pyd) is automatically moved to: [FIFE]\engine

7. Depending on the IDE you have utilized for building FIFE you either need to run [FIFE]\build\win32\update_dlls_mingw.bat (in case you built FIFE with code::blocks or scons), [FIFE]\build\win32\update_dlls_msvc2005.bat (Visual Studio 2005) or [FIFE]\build\win32\update_dlls_msvc2008.bat (Visual Studio 2008).

8. You can now start your custom FIFE build by launching the python scripts that reside in the subdirectories of [FIFE]\clients

Unknown Horizons News: Release 2009.2a, Mailinglist and Status update

Hi everyone,
it's time for a short status update on Unknown Horizons development.
Our release has been out for about 2 weeks now and we have had more downloads than ever before and have broken the 1000 downloads on one day mark for the first time ever!

News content:
  • 2009.2a
  • Mailinglist
  • Statusupdate
2009.2a
We have released a 2009.2a version of Unknown Horizons Linux packages which fixes a few bugs in the release. The repository packages have been updated as well. If you are still using the original 2009.2 release, be sure to upgrade.

Mailinglist
We have created an Unknown Horizons mailinglist at http://lists.unknown-horizons.org. The boards have been visited rarely and we think that a mailinglist is a better alternative as you get all the newest posts delivered to your email inbox. We will also be doing more development discussion on the mailinglist to allow people in different timezones and with difficult time schedules to participate on UH development easily. The mailinglists will also act as an archive for important design decisions.
Chances are fairly high that we will be closing down the boards rather soon and move all public discussion to the mailinglist. We currently only have one mailinglist uh-users. This might be split into uh-dev, uh-users and uh-announce at some time in the future, if the mailinglists become adopted widely.
The mailinglist will be a place for users to get help, share ideas and give us feedback on our work, so subscribe now at http://lists.unknown-horizons.org.  If you do not want to subscribe, you can read the archive here.
Note: For bug reporting please stick to http://trac.unknown-horizons.org

Statusupdate
New changes:
  • Buildings can now update their graphics when they advance in level
  • More work on the scenario files
  • Some new graphics and small gui improvements
  • Lots of small fixes
That was it for todays news.
So long,
Nihathrael

Unknown Horizons News: Unknown Horizons 2009.2 released

Unknown Horizons Release 2009.2

The Unknown Horizons development team is proud to present our new release 2009.2.
This is a fairly stable version, but is to be concidered a development release. Its purpose is to give interested players and developers a chance to test our current state of development.

What is new?
We have made many improvements to our previous release, 2009.1. Here is a list of the most important changes:

  • Entirely reworked consumation and productivity for more interesting gameplay
  • Basic scenario/campaign functionality via simple YAML files
  • Demo scenario in form of a short tutorial
  • Settlers can now level up
  • New resources
  • New buildings: farm and school (school is still looking for nice gfx)
  • Improved graphics and building preview
  • New sounds effects
  • Wild life
  • More stable then ever before ;-)
For the full list of changes see the changelog or for even more detail the overview of svn commits in the Trac Timeline.

Known Issues
  • Boatbuilder toggle inactive/active still buggy.
  • Some minor texts will change distance between each other incorrectly in the GUI.
  • Some messages will not fit on the graphic for the message
We are working on resolving these issues in a future release. For a full list of all known problems visit the Trac Milestone 2009.2.
If you happen to find a new bug (which is quite possible in this development release) please create a ticket at Trac or send us an email. Both including:
  • The full error message.
  • A detailed description of what you were doing when the bug occured to give us a chance to reproduce the problem.
The more detailed your ticket is, the easier we will find and fix the bug. Thanks in advance.

The Future
Plans for the next release:
  • Further improve the campaign functionality
  • Implement second increment completely
  • Improve random map feature
  • Balancing

Download Links
Visit our downloads page for the newest downlads.

Hopefully you enjoy this release. We would appreciate if you share any feedback or criticism you have by joining our IRC channel or by contributing to a discussion in our forums.

Have fun,
Team Unknown Horizons

 

FIFE: RSS feeds working again

This is just a short notice to inform you that we have finally fixed the issues with our RSS feeds. What are you waiting for? Subscribe! ;-)

As a side note, we have also fixed the prefix for FIFE articles.

Unknown Horizons News: What to expect from 2009.2

It's been a long time since our last release in July, and we'd like to briefly present the changes, to keep your tension up ;) :

We have overworked the consummation for settlers, in order to keep you busy supplying them with goods, and also getting a lot of tax money in return. If you're good at it and keep the taxes low, they'll get happy and reach the next increment, which enables new buildings (here's the crux why we haven't released yet -- we need graphics for those).
The market place will give you statistics about your income/expenses; remember: happy settlers pay more. A lot more.

There is a new system how farms work, it goes like this: you build a farm, and any field around it. The farmer will harvest them all, so you can be more flexible.

You'll be able to get an overview of your empire and check when the trader visits you again to get the tools you need for the new buildings in the new minimap. By the way: a signal fire, placed in the range of your branch office, tells the trader where you are.
The overview of production building has been redesigned too, to spare you from underlying stuff, and just tell you, how the building works out, and how productive it is.

For the coders, we redesigned our production code, to give every possible flexibility. Since we want you to think we are a professional team here, we even did a nice UML diagram about it.

Other minor changes:

  • Trees become transparent when building near them
  • Better support for logging and logfile
  • Polish translation
  • Preloading of game data, while you're in the main menu
  • Automated rotation for buildings on the shore
  • Support for player name and color
  • Changeable game speed
  • About 1337 bug fixes

 

If you can't wait till the release, check out our weekly snapshots for debian-based systems on the download page (let us know if you find any bugs there on our bug tracker.

Screenshots:

Production overview, minimap and tooltip: screenshot 1

Building preview (i guess we don't stick with the purple, but you get the idea ;) screenshot 2

Have fun
The Unknown Horizons development team

Unknown Horizons News: Presenting UH-Swarm

There were not many news recently on our Blog, however the Unknown Horizons Project definitely did not stop. As a prove I have prepared a Code Swarm visualizing the whole history of Unknown Horizons development untill now.

You can download the video via your Torrent client by clicking here.

Enjoy!

FIFE: FIFE is four years old!

This is a somewhat delayed birthday notice, though, as FIFE turned four years old on 11th of September, but better late than never =) We can also celebrate that we committed revision #3000 on the 24th of August.

Hooray!

New FIFE release and new version scheme

It has been some time since our last release, so there will be a lot of new features in this one. I will only cover the most important changes in this news update. A more complete list will be revealed when we release it sometime in October.

New version scheme

Up until now we have used the Year.Release format for our version names. Most of our developers, however, feel that we should switch to a more standard one. This means that our next release will use a x.y.z version scheme.

As we are changing version scheme, we need to find a version number to start on. Some suggestions are FIFE v0.3.0 (as in commit #3000) and FIFE v0.4.0 (four years old).

See our forum thread to vote and to get more information on our new version scheme.

Editor rewrite

Our old editor needed quite some work, so we have rewritten the editor so it has a more robust codebase and a new GUI.

Before

After

Pychan improvements

Phoku has done some work on pychan, and among the improvements are Unicode support and a new greedy layout engine.

Helios’ light branch

The Zero-Projekt developer Helios has implemented lighting to FIFE. It has not been merged to trunk yet, but we should be able to have it ready for our upcoming release.

Example of Helio's light branch

Other

Phoku has also begun work on improving our build system and optimizing the renderer. I have begun experimenting with a Windows installer for FIFE.

This is by no means a complete list. For a full list of changes, you may have a look at our Subversion log.

Project manager wanted

Those of you who have read our previous news articles may know that Barracuda retired as project manager and was replaced by LinuxDonald.  A few months ago LinuxDonald decided to retire as well, as he felt he didn’t know how to bring FIFE forwards and that his English skills was not good enough. He has not retired completely, however, and will still be our website administrator.

If you want to be our project manager, you should have a look at our Help wanted page and contact us. Until we get a new project manager I will try to take on a few of the PM tasks.

September developer meeting

Our next meeting will be on Sunday Sept. 20th at 4:30 GMT. The meeting will take place in our #fife IRC channel on Freenode. Anyone are welcome to participate in the meeting.

A list of topics can be found in our wiki. Feel free to add topics.

Unknown Horizons News: Intruducing packages.unknown-horizons.org

While everyone is coding away on trunk (there are lots of changes!) there was no new announcement for quite some time now. Time to change that!

As you might know, Unknown Horizons had one Repository to facilate install of releases and even regular snapshots on Debian and Debian based systems. However differences in the set of available packages made this practically unuseable on Ubuntu Jaunty so the decision was taken to split things a bit.

After no activity for some time I'm happy to announce the availablility of the Unknown Horizons Package Archive today. Currently it supports the last 2 Ubuntu releases as well as Debian stable, testing and unstable for x86 and arm CPUs (64bit support is basically available but I can't build packages here right now so no content in there yet).

I'm still using the same key for signing the archive, you can get it from packages.unknown-horizons.org/key. If you're serious about security you can find a statement including a copy of the key in key-statement.asc which is signed with my key (0xD49AE731), which has a bit of WoT integration

There's, of course, space for non-Debian systems there as well so maybe we can get snapshots for other systems there as well some time, it only needs someone to maintain it.

If you are interested in helping out or need support for any of this, contact us in IRC or use the Bugtracker or Forum.

With the availability of packages.unknown-horizons.org the old deb.unknown-horizons.org is considered deprecated and will be removed as soon as there's a release in packages which will happen the next time Unknown Horizons releases.