FAQ (Ask Your Questions HERE!) Thanks.

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FAQ (Ask Your Questions HERE!) Thanks.

Post by Raichase »

Okay, due to popular demand, there is a sort of FAQ happening. please ask your questions in this thread and hopefully they won't clutter up the forum needlessley. Hopefully after a while here we will have enough questions to make a FAQ.

Edit: Please read the whole thing before posting your question because the question will just get deleted if it's already in there :roll:

Edit: When replying to a question, or group of questions, please quote the question. Thanks ;)

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 :wink: So don't turn this into a discussion topic :!:

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..
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 :wink: )
Q: What will the graphics be like?
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 :? :wink:

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 :lol: )
rein wrote:game's engine is going to be the most flexible as it's possible...
Q: What climates will there be?
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
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 :D) at your own.
Q: Where can I post my progress or see the progress of the programmers/designers of this project?
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 :roll::)))
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:
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)
Q: What is the max poly count for vehicles we have to aim at? And buildings?
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.
Last edited by Raichase on 17 Nov 2003 22:18, edited 17 times in total.
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Post by Weebl »

If some of us are keen to help is there anything that can be started now whilst the engine is still in construction? If so, who should we speak to?
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Post by Arathorn »

You could start making 3D models of things with a program like Blender (http://www.blender3d.org)
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Post by Arathorn »

A question: what is the max poly count for vehicles we have to aim at?
And buildings?
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Post by Arathorn »

And yet another question (could someone answer them)?

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.
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Post by ken52787 »

A question: what is the max poly count for vehicles we have to aim at? And buildings?
A: Keep them as low as possible. Proper texturing can add much more detail than you may think.
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.
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Post by Arathorn »

I know it's easy, but I just want to make something final. :P
My great NS 1200 model has 112 triangles, without the wheels, but I'm gonna make them really low-poly.
However, with squares I can half the face-count.
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Post by Raichase »

The above Q's and A's have been added to the first post. Thanks to Ken52787 for the answers!
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Re: FAQ (Ask Your Questions HERE!) Thanks.

Post by Chris 'Awkward' McKenna »

In the FAQ post, Raichase wrote:Q: Can I see any screenshots?
A: http://www.ttdpatch.de.vu ('Transport Empire' section and Screens)
There isn't a Transport Empire (or Transport Master) section at that website!

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Post by Raichase »

Ah, yes, that became outdated. Thanks for pointing that out!
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Post by Oracle »

Maybe you should also say that the code is in CVS at the moment, even if no-one's really doing anything with it on there. :wink:
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Post by ChrisCF »

Will those looking to extend the game with new objects, etc. require any specialised tools (i.e. something more than a text editor or a basic graphics package) to do so?
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Post by Alltaken »

Ok Blender and 3d modeling was brought up earlier.


i am personally keen to create textured 3d models for the game, and can basicly do them at any detail level.

(not to sound cocky but i am pretty dman good at it :P)

Blender is now open source so all of the documentation on its file format etc... is available.

if native suport for .blend file formats was added then i could garentee many many users from the blender community helping out.

will that ever be an option, e.g. including blender suport??

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Post by Arathorn »

If it were up to me, yes, but I'm no coder.
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Post by Grunt »

Or, you can just find a converter from Blender format (I'm sure there's many out there) to the preferred format of the coders (and I'm not sure what that is - probably 3DS or DXF or similar)...
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Post by Andrex »

I wonder if 3D Studio files are valid for blender and/or TE.
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Post by Arathorn »

Not for Blender I believe, but you can convert them. In any case 'm not going to work in any program other then Blender.
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license?

Post by alphax »

does this idea,sourcecode,object,image,texture etc. can be taken by other developer, to produce another game like TT too,specially on idea that's submitted by member of this forum... can i use it to build my project,
maybe my project not opensource?
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Post by Lilman424 »

I don't understand what you said very well, but if you use this code, partly or in its entirity, then it must be open-source....I think...I know you can't sell it though..
Any intelligent fool can make things bigger, more complex, and more violent. It takes a touch of genius -- and a lot of courage -- to move in the opposite direction. - Albert Einstein
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Post by alphax »

ok i can't use this source code, now how about idea thats submited by member on forum -> Ideas - Even the smallest helps. Be reasonable...
can i take this ideas freely?
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