Current Status [april 2012]

Discuss a Transport Tycoon-like game being programmed by forum users.

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StopRightThere
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Re: Current Status [dec 2008]

Post by StopRightThere »

That's brilliant uzurpator! What's next? :D
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Hyronymus
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Re: Current Status [dec 2008]

Post by Hyronymus »

That's looking good, uzurpator. Looks like the SimCity terrain, that should be promising.
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Arathorn
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Re: Current Status [dec 2008]

Post by Arathorn »

It's looking a lot better already. Nice!
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Re: Current Status [dec 2008]

Post by uzurpator »

Another shot.

This time - a group of trees surrounding a lake.

Now to the system of instancing, which will allow to control the state of each tree, including its age, texture, etc.

Next: system to script some things via the config files syntax for I have presented.

Next: release alpha to play with the tree generation

Next: road and city building system
- build roads
- create sensible cities
- create scripts to add buildings

Next: release alpha to play with cities

Next: industry building system
- build industries
- create simple production vector
- creat scripts to add industries

Next: release alpha to play with industries

Next: strategic zoom
- add lod system and strategic zoom (awesome feature, play sup com to see what I mean)

Next: release alpha to play with strat zoom

Next: TBD
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Arathorn
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Re: Current Status [dec 2008]

Post by Arathorn »

That's a pretty nice todo list uzurpator. I can't wait to test the alphas.
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Re: Current Status [dec 2008]

Post by Japa »

Very nice.

will the camera angle be changeable?
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Re: Current Status [dec 2008]

Post by Zhall »

So, other than full 3d, what else new will this game be bringing to the table? (didnt feel like sifting through the DD)
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Re: Current Status [dec 2008]

Post by NukeBuster »

who knows what people will come up with, the current renderer allows A LOT of freedom. Maybe who knows some day you will be able to drive trains/trucks/planes first person. But before such feature could ever be added, there is some basic playability required.

Anyway if you would like to be on the edge of developments, the best place would be IRC. (The channel is in my signature)
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Re: Current Status [dec 2008]

Post by m3henry »

A word on the trees; it seems you have made them appear in a perfect grid, which is OK for man made forests, but not for natural ones. Consider allowing them to be in more random places on tiles?
The occasional look back at your past can teach you a great many things...
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Re: Current Status [dec 2008]

Post by Zhall »

Link for irrc not working?

Or.. do i need to install an irrc client, of course i do..

Which one do you guys use?
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Re: Current Status [dec 2008]

Post by NukeBuster »

What os are you running?

I use Kirc on Linux and Mirc on WinXP.
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Re: Current Status [dec 2008]

Post by Zephyris »

Nice progress guys! I am very glad to see some life here, and pretty screenshots to go with it!
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Re: Current Status [dec 2008]

Post by Zhall »

Isnt the title alittle old to be current status? (btw the new openttd beta is epic :D)
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Re: Current Status [dec 2008]

Post by SkeedR »

uzurpator wrote:... Next: strategic zoom
- add lod system and strategic zoom (awesome feature, play sup com to see what I mean)...
*HUG*

You awesome man you.
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Re: Current Status [dec 2008]

Post by riffraffselbow »

Sorry to be a bother, but between being a bit of a newbie at C++ (read: a few weeks of experience) and not having Visual Studio to make it easy for me: could somebody pretty please post a build of TRE for windows? I realize it's basically just an engine at this point, but I'd like to try it :D
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Re: Current Status [dec 2008]

Post by Ne0Que »

uzurpator,

According to this image:
Image

I have a question.

Is it possible to do this check before the triangle 'row' is written to the graphics device?
I mean this:

Image
At this time you write these triangles: C,A,B and C,D,B (the blue diagonal). Now check the heights between the diagonal points to decide if the 2 triangles that form the square should be flipped.

You can simply add a rule by checking the height differences between points. If the height difference between C and B is higher then the height difference between A and D then the triangle should be flipped to create much more smooth terrain (don't forget to flip the linked top triangle also to create the perfect square) :

Image
Dark: Old situation
Light: New situation

This will increase the quality of the terrain a lot!
You can make dikes / sunken railways now without jagged tiles ;)

Greetings!
Stop those stupid shooting games, make peaceful games!
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uzurpator
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Re: Current Status [dec 2008]

Post by uzurpator »

Ne0Que - it is possible to do, but would complicate already difficult code, so for now I will pass.
All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fit
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
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Ne0Que
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Re: Current Status [dec 2008]

Post by Ne0Que »

uzurpator wrote:Ne0Que - it is possible to do, but would complicate already difficult code, so for now I will pass.
Ok, i hope you will look at it when there is more time.
Stop those stupid shooting games, make peaceful games!
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Re: Current Status [dec 2008]

Post by Zhall »

2008 isnt exactly "current" :D
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Re: Current Status [apr 2009]

Post by uzurpator »

Current status (april)

NukeBuster is working on the linux port
An00Bis was working on the config/input manager
I am incorporating the road building, selection dialogs and sound system (based on FMOD lib)
All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fit
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
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