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You can ask pretty much any question here much and it keeps the forum tidy.
Edit by spiff: Any idle avatar-postcount-spam chitchat will be removed, Just post your question and if we get a straight answer , then we will keep it


Q: Is it real?
A: Yes, it is. Note that it is talking a while due to the sheer enormity of the project, and the fact that it is being done by people, who live on other sides of the globe to one another, in their spare time. So it's not like people who are paid to work on it all day who can ask questions to the guy/girl in the cubicle next to them

Q: What is the name of it?
A: Currently it's Transport Empire ... there were many suggestions but rein started work with this name and currently it is TE
Q:Why do we need this?
A: See this topic
Q: Who's this game geared to?
A: You mean for whom the game is ?? for people who wants TT without limits and fully customizable
Q: What is the idea behind this game/project?
A: We wanted to created a very TTD like game without limit and fully customizable by user
Q: What the point of the game?
A: point ??? the same as TT only it will be better , coz we are creating it
Q: Why not just change Transport Tycoon or Transport Tycoon Deluxe?
A: We don't have the source code .... without it, it is impossible
Q: What is the biggest difference between this and TTD?
A: graphic 3d, no limits (or high limits), fully customizable, and more ...
Q: Is there a demo/test version
A: Not yet, it may be a while
Q: When do you think this game will be released... as in an alpha version say? Or is that still too far away?
A: Well... The engine isn't finished yet, the design document isn't... There are no final graphics at all... I really can't say when it will be done.. I can't even say when the engine will be finished. So. No, we can't tell you. (Hellfire)
Q: Will this game ever be published for money?
A: No it will be free

Q: Where can I give in my ideas?
A: See this link, it takes you to the "ideas" thread. Remember to be reasonable! http://www.tt-forums.net/viewtopic.php?t=2557
Q: What operating systems will it run on? will it run under Linux?
A: We don't know .... maybe ... if there will be someone that can 'translate' it to Linux
Q: Will be there a source code available?
A: Yes, there will be
Q: Will the game be 2D or 3D? And, if 3D, will it be set view? Sprites or models?
A: The current engine uses a 2D isometric view. Because it uses OpenGL to display graphics, zooming and rotating is possible. (Hellfire)
SveinT wrote: Uh, that answer isn't quite right...pretty far from it in fact. It uses a 3D isometric view with models instead of sprites..
Q: What will the graphics be like?rein wrote:it's 3d because everything has it's own x,y,z coordinate
but OTOH the projection is isometric wothout perspective - the problem is: IS the isometric view 3d or 2d
but because we don't use sprites (fully rotable env) but fully 3d models we can finally say: game is 3d (i think)
A: graphic will depend on people who help making graphics, and NOT ripping graphic from other games .. we need new graphics
Q: What will the interface be like?
A: we don't know yet ... probably TT like
Q: What will the basic track laying be like?
A: it's to earlier to speak about it ... but I think it will TT like (of cource enchanced laying)
Q: What will the pathfinding be like for trains?
A: yes ... rein was speaking with this with hajo ... hajo is experienced with Simutrans so we counting at his help
It is not neccessary asking question about game like laying track ... it is too early to speak about it ... game engine is still developing
I hope rein will not kill me


Q: Will the game be easy to add-on to (ie for us to make mappacks and so forth)?
A: The game is being designed to be as extensible as possible, so yes, that should be easy to do. (Until furthur notice this is correct

Q: What climates will there be?rein wrote:game's engine is going to be the most flexible as it's possible...
A: Temperate, Arctic, and sub-tropical of course.
Q:Future? Marshy? Asia? Savanna? Outback?
A: There will be total freedom in designing climates. Game however will contain only Temperate in the beginning and other climates as time passes.
Q: How many players can, will be possible for multiplayer?
A: Isn't known yet, but a maximum of 8 could be the limit !
Q: What will be the trains used? Will they be American, British, Australian or European?
A: Everything will be customizable so trains in game will depend on that we create.
Q: Is there a website for this game?
A: No there is not yet ... Owen promised so sometime in the near future
Q: When will the website at tt2.sourceforge.net be ready?
A: When Owen have spare time .... but maybe I (Shadow?) will take creating it
Q: Can I see any screenshots?
A: Not yet...
Q: Who is the leader of this new project?
A: The leader at the moment is Rein, he is creating the game engine.
Q: Who is programming it?
A: when rein is done with working with the engines he will give out the source code .... rest of the people will be able to create real game
Q: Where can I post my progress or see the progress of the programmers/designers of this project?rein wrote:game development is divided between two groups: coders and designers(you)
coders team do the core and everything else will be done by designers (ie. landscapes/climates, buildings,vehicles,names,parameters,additional graphics and all configurations). If You will want to add this or that, no problem. Just edit all those ini files, make some graphics and watch it working (or not) at your own.
A: There is no progress bar ... when rein wants to show us what he created you will know
Q: Who can I inform that I am going to help?
A: rein is working at the moment with engines .... if you are so advanced with creating 3d game engines send him a PM
Q: Why won't you guys let Evan help?(:))(no seriously, why won't you let me help?))
A: maybe later ... currently rein is creating engine .. if you are experienced with creating game engines, PM rein then
Q: When will the engine code get checked into CVS?
A: Quite soon, If not already.
( CVS, "Concurrent Versioning System"...
In a CVS, you can store and work on various files, compare different versions, and: work on a version with more than one person at once.)
Q: What format is it using for data? (eg. XML, INI, Encoded)
A: Current: Text file
Q: Will there be any cheats?
A: I don't know. Probably there will be "testing features"
Q: What languages will it be available in?
A: English at first, others by extension
Q: When the engine is released, what will be included? (Like basic graphics, few vehicles, map

A: I think that there will be examples of all items mentioned.
Q: What format will be used for graphics? (BMP, GIF, JPEG, GRF, TIF, etc.)
A: Current: BMP and TGA
(TGA: Targa. A graphics format)
Q: So, is TT2 going to be like microsofts trains simulator, or like TTD? I mean, that is it like Black et White zoom, or just one different angle?
A: Like TTD, but with 3d graphics. But the view stays the same. MSTS is fulle 3d and thus more 3d then TE will be[/b]
Q: In what programming languge do you write this ?
A: CVS (ATM, although I am unsure...)
Q: Will the game be developed with future computer specs in mind?
A: Yes, the game will be developed so that future computers can use their greater speed to the games advantage.
Q: When will the sourcecode be available to developers/programmers
A: Short Answer: When it's ready. Here's what Rein had to say on the matter:
Q: What is the max poly count for vehicles we have to aim at? And buildings?rein wrote:nope, please don't expect that 'released' engine code will be fully operational and ready to fill up only with graphic stuff and so...
I have to write some docs about the structure to avoid getting lost (which occurs to me often and often ) and delete past, unused parts of code
there are many things in the core that cannot be done by a single person without consulting with others. What I do mostly is 'organizing' the work for future developers and save them the labour
hmmm, I hope next week I'll be ready to share the code with others (no publishing before beta/alpha)
A: Keep them as low as possible. Proper texturing can add much more detail than you may think.
Q: Do I have to make my models with squares or triangles? Blender can make both but what is better? Of course there are less squares needed then triangles, although sometimes I have to use triangles in some cases.
A: As far as I know, we'll be using triangles. Converting quad models to tri models is rather easy, so don't worry about it much.