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 1 
 on: July 26, 2010, 01:41:09 PM 
Started by Domtron_Vox - Last post by Beliar
About 3:
I checked it and its in the demos because they can assume that they are in a specific folder structure, we don't want to assume that one has the fife directory two steps up from run.py.

 2 
 on: July 26, 2010, 01:18:05 PM 
Started by Domtron_Vox - Last post by Domtron_Vox
1. yes.
2. yes.
3. It was installed into python 2.5 originally but at some point all the demos switched to 2.6 so I had to install that and rebuild fife and it needed a little tweaking but it now finds all the imported modules. I was just wondering whether that block of code should be in the run.py of PARPG.
4. Thank you that fixed that error right up.

 3 
 on: July 26, 2010, 10:34:41 AM 
Started by Domtron_Vox - Last post by Beliar
Hi,

1. Do you have the latest fife svn version? Thats needed for PARPG to run correctly.
2. Did you follow these instructions: http://wiki.parpg.net/Download#SVN
3. If you did follow the instructions fife should be installed into python and PARPG should find it.
4. About that error: Did you have an old version of PARPG and updated that? Then you probably have an outdated settings.xml file in that directory that seems to still use the old format. This file is created at the first start of PARPG, and you need to delete it to recreate it. Note the file to delete is settings.xml not settings-dist.xml.

 4 
 on: July 26, 2010, 07:13:39 AM 
Started by Domtron_Vox - Last post by Domtron_Vox
Hi all

I found PARPG before techdemo 1 was finished and I had gotten FIFE and PARPG, built FIFE and was able to run PARPG. But for some reason the next time I updated FIFE I couldn't get it to work(I'm stuck with windows vista *black* which caused numeruse errors in it's self). I figured if I couldn't get it to work on my own I probably couldn't help much.

Well recently I had some dental work and was stuck at home for 5 days so I decided to get Eclipse IDE running. As I was looking for plugins I found a c/c++ plugin and thought to myself "if I could get that working I might be able to get FIFE to compile". Well that idea failed but in the process I found that sCons would build FIFE on windows quite well.

Once FIFE was built I tried running PARPG and the FIFE demos and found out I needed python 2.6. once I downloaded that all the demos but Reo worked and PARPG still didn't work. It told me fife.extensions.fife_settings didn't exists. after fiddling with it and comparing one of the demos with PARPG I found that adding this block of code fix the problem:

<code>
fife_path = os.path.join('..','..','engine','python')
if os.path.isdir(fife_path) and fife_path not in sys.path:
   sys.path.insert(0,fife_path)
</code>

I eventually figured out that it was not looking in FIFE/engine/python/fife like I thought but in the 26python/lib/sitepakege/fife and that was missing half the files that were in FIFE/engine/... so I copyed and pasted and it fix that error. I was curious why that block of code was left out and thought you might want to know it fixes a potential build error. Any way to continue(I'm all most done:P), I currently have this error in both PARPG and Reo:

<code>
Traceback (most recent call last):
  File "C:\FIFE\PARPG\game\run.py", line 23, in <module>
    from scripts.parpg import PARPGApplication
  File "C:\FIFE\PARPG\game\scripts\parpg.py", line 19, in <module>
    from scripts import gamemodel
  File "C:\FIFE\PARPG\game\scripts\gamemodel.py", line 22, in <module>
    from objects import createObject
  File "C:\FIFE\PARPG\game\scripts\objects\__init__.py", line 20, in <module>
    import actors
  File "C:\FIFE\PARPG\game\scripts\objects\actors.py", line 31, in <module>
    settings_gui_xml="")
  File "C:\Python26\lib\site-packages\fife\extensions\fife_settings.py", line 145, in __init__
    self.loadSettings()
  File "C:\Python26\lib\site-packages\fife\extensions\fife_settings.py", line 202, in loadSettings
    self._xmlserializer = SimpleXMLSerializer(os.path.join(self._appdata, self._settings_file))
  File "C:\Python26\lib\site-packages\fife\extensions\serializers\simplexml.py", line 53, in __init__
    self.load(self._file)
  File "C:\Python26\lib\site-packages\fife\extensions\serializers\simplexml.py", line 76, in load
    self._validateTree()
  File "C:\Python26\lib\site-packages\fife\extensions\serializers\simplexml.py", line 214, in _validateTree
    raise InvalidFormat("Invalid tag in " + self._file + ". Expected Module, got: " + c.tag)
InvalidFormat: Invalid tag in .\settings.xml. Expected Module, got: FullScreen
</code>

If any one knows how to fix that please tell otherwise I'll just keep hacking away at it.

I'm quite new to programming in general I've been doing it for 3 years and can't seem to get a full project done on my own. I'm hoping to be a help to the PARPG team.

Sorry for the long rambling story It's 2:00 AM and I can't get to sleep Tongue .

 5 
 on: July 25, 2010, 10:56:08 AM 
Started by Q_x - Last post by Q_x
Agreed with linking graphics with writing, looks like the quest design should be a little bit more interdisciplinary kind of work. Eg. writers can/should demand some concept art or portrait during writing (based on writer's description, I guess).

 6 
 on: July 25, 2010, 09:48:38 AM 
Started by Q_x - Last post by Gaspard
that is wonderfullioso !

I've got to go over trac though - the previous time I tried to make sense of it I misunderstood it completely.

In the Wiki I believe there should be some parallels between the writing dept and graphics dept, too. Every time I was looking for the tech demo characters etc I had to look for them for several minutes.. can't really say why I didn't add a shortcut anywhere...

 7 
 on: July 24, 2010, 07:45:26 PM 
Started by Q_x - Last post by Q_x
Bart's post on OGA stunningly made me realize the huge mess grown around the management in Graphics Department.
I was literally unable to locate any up-to-date todo list. What lists was there? Not updated, obsolete, doubling each other. I'm unable to find all the lists, I'm unable to update most of it. Mess and badness.

My proposition of the new order is like this:

1. The wiki gathers, (when needed - separate for the 3D and the 2D artists):
the tools and preparation information, all valuable technical information
the style guide
introductory workflow information, so that the new person, when stepping in, will find all he/she needs, with explanations
the collection of links to forums and trac queries
our media gallery
some plans for the future
temporary things, when filled or outdated, should be quickly marked as PERSONAL (pages to be left alone), OUTDATED or COMPLETE

2. The forums
place for temporary discussion
most important reminders and general information pinned at the top as long as they are actual

3. The trac
to be our only, single and full todo list. I can write trac ticket filling guide for writers if needed.

Some of the lists may exists in wiki and forums, but they should be marked clearly as a temporary/single purpose/personal list, should point right trac tickets and should include link to a general workflow article (something like "This is a temporary todo list for the purpose. For the general todo list or instructions, please refer to wiki:XYZ page).

Trac is easy tool to handle, definitely easier than wiki Wink And it does TODO-like information management really easy.

If you have any pros/contras, any thoughts - please share ASAP. I will be absent for a week, I wanted to start the cleaning at 1.08. I only browsed through trac and filled/cleand/closed/left note wherever it was possible. It looks like many things are waiting to be moved to SVN  Smiley

 8 
 on: July 24, 2010, 04:18:18 PM 
Started by Q_x - Last post by Q_x
I think I was still asleep when making it. Thanks for pointing that. There is a new version in the SVN now - smaller and more isometric Cheesy

 9 
 on: July 24, 2010, 02:09:59 PM 
Started by Q_x - Last post by Gaspard
hm, but shouldn't the perspective be slightly different in this one ?

 10 
 on: July 24, 2010, 11:25:41 AM 
Started by Q_x - Last post by Q_x
Here you have!

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