Current Status [april 2012]

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

Moderator: Transport Empire Moderators

User avatar
Arathorn
Tycoon
Tycoon
Posts: 6939
Joined: 30 Nov 2002 17:10

Re: Current Status [apr 2009]

Post by Arathorn » 29 Mar 2009 13:54

Just popping by to say I'm still following this project. It's nice to see an update again.

maquinista
Tycoon
Tycoon
Posts: 1809
Joined: 10 Jul 2006 00:43
Location: Spain

Re: Current Status [apr 2009]

Post by maquinista » 31 Mar 2009 17:20

Also, some screenshots of the progress would be great!

I'm curious about the roads, for example.
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]

User avatar
uzurpator
Transport Empire Moderator
Transport Empire Moderator
Posts: 2134
Joined: 10 Jan 2003 12:21
Location: Wroclaw, Poland / Katowice, Poland

Re: Current Status [apr 2009]

Post by uzurpator » 08 Apr 2009 15:35

maquinista:

Screenshots of sounds are sort of difficult to make ;)
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.

User avatar
uzurpator
Transport Empire Moderator
Transport Empire Moderator
Posts: 2134
Joined: 10 Jan 2003 12:21
Location: Wroclaw, Poland / Katowice, Poland

Re: Current Status [apr 2009]

Post by uzurpator » 15 Apr 2009 14:16

I have basic foundations (what is below buildings :>) ready.
Attachments
found.jpg
found.jpg (45.28 KiB) Viewed 6929 times
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.

maquinista
Tycoon
Tycoon
Posts: 1809
Joined: 10 Jul 2006 00:43
Location: Spain

Re: Current Status [apr 2009]

Post by maquinista » 18 Apr 2009 00:01

uzurpator wrote:I have basic foundations (what is below buildings :>) ready.
Thanks!
It looks interesting. :D
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]

User avatar
uzurpator
Transport Empire Moderator
Transport Empire Moderator
Posts: 2134
Joined: 10 Jan 2003 12:21
Location: Wroclaw, Poland / Katowice, Poland

Re: Current Status [apr 2009]

Post by uzurpator » 20 Apr 2009 08:31

Foundations
Attachments
foundations.jpg
foundations.jpg (44.09 KiB) Viewed 6777 times
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.

User avatar
Purno
Tycoon
Tycoon
Posts: 16663
Joined: 30 Mar 2004 12:30
Location: Almere, The Netherlands

Re: Current Status [apr 2009]

Post by Purno » 20 Apr 2009 10:02

Looks quite promising! :D
Contributor to the The 2cc Set and Dutch Trainset. Inventor of the Metro concept. Retired Graphics Artist.
Image Image
Download TT | Latest TTDPatch | OpenTTD | OpenTTDCoop | BaNaNaS: OpenTTD content system | 2048² OTTD scenario of the Netherlands
GRF Codec | GRF Crawler | GRF Maker | Usefull graphics & tools sites | NML Documentation Wiki | NFO Documentation Wiki
All my graphics are licensed under GPL. "Always remember you're unique, just like everyone else."

User avatar
cmoiromain
Chief Executive
Chief Executive
Posts: 655
Joined: 15 Jan 2007 21:45
Location: FRANCE
Contact:

Re: Current Status [apr 2009]

Post by cmoiromain » 20 Apr 2009 14:39

Cool! that's beginning to look like a real game!
I am little, ugly, and nasty. How do you do?

User avatar
uzurpator
Transport Empire Moderator
Transport Empire Moderator
Posts: 2134
Joined: 10 Jan 2003 12:21
Location: Wroclaw, Poland / Katowice, Poland

Re: Current Status [may 2009]

Post by uzurpator » 08 May 2009 05:38

Current work is about making the game work in OpenGL, which proved to be quite a challenge.
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.

Jeremia
Engineer
Engineer
Posts: 2
Joined: 25 May 2009 17:21

Re: Current Status [may 2009]

Post by Jeremia » 25 May 2009 17:35

Hi Folks,

for a long time I've thought about a new Transport Tycoon project. I thought: why not do it 3D and add some ohter fancy features like huge production chains. So I thought about to start a project like that on my own. But I've never started. At last weekend I was surfing around to see if anybody had the same idea and well... I found this project. I read through the DD and think there is a lot of stuff which is the same that i thought about. So I think it would be really cool to join the project as a programmer, since I have no clue about graphic design and modelling.

Something about me:

I have programmed java, c, c++ for several years and have a Master Degree in Computational Visualistics. In my master thesis I've done something with Nvidia PhysX in virtual crime scenes. I really think it would be cool to use a physic engine like the PhysX in a transportation game. So maybe I can help in that direction.

I've allready tried to compile the source but I don't know if I've used the right repository. It also seems, that I have the wrong boost version. So If there is any chance to help in that great project, it would be nice if someone can tell me what exactly i need to get that source compile.

Please let me know if I can be part of the development team.

Best regards

Jeremia

p.s. Please excuse me for my poor english, since I'm not a natural speaker. Maybe the project will help to improve my writing.

User avatar
FHS
Director
Director
Posts: 577
Joined: 18 Apr 2009 17:17
Location: Basel, CH

Re: Current Status [may 2009]

Post by FHS » 25 May 2009 19:43

Is there a GUI already?

I may take a look at that.

User avatar
uzurpator
Transport Empire Moderator
Transport Empire Moderator
Posts: 2134
Joined: 10 Jan 2003 12:21
Location: Wroclaw, Poland / Katowice, Poland

Re: Current Status [may 2009]

Post by uzurpator » 26 May 2009 07:15

Jaremia:

The most current version of the source is in the svn somewhere in the forums. You need boost 1.36+, ogre 1.6.1, ois 1.0 and afair FMOD whichever is the freshest.

You may run into problems with compilation because the current source is a hairy mess (yes, again). And I am currently refactoring it. Revision 155 or thereabouts should compile and run fine on win32 tho.

If you have any questions - just ask :) (pm, email or on the forums).
As for physiX - this is of course a welcome addition. Could you prepare a short description how to use such engine, what are its principles etc? So we can mesh it with the current entity/game object approach.
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.

User avatar
An00biS
Engineer
Engineer
Posts: 97
Joined: 27 Aug 2007 18:46
Location: mapy.cz/?query=rajhrad
Contact:

Re: Current Status [may 2009]

Post by An00biS » 26 May 2009 19:23

Hello.
Jeremia wrote:... I don't know if I've used the right repository. It also seems...
You should find everything you need at http://www.transportempire.com.
If there is something that you can't find there, contact me and I'll add it.
Jeremia wrote:Please let me know if I can be part of the development team.
There's a test. You must read and understand the current code. If you can do that, you're in :P
Really, any help in coding will be appreciated. Just pick a subject you'd like to work on, tell us what it is and how you'd like to do it and start.
There's a design document on the webpage, but it's not binding, just informational - if you'd like to do things a different way, no problem.
FHS wrote:Is there a GUI already?
Nope. I'm going to work on it, but not until 3rd june, when my exams are over.
But maybe someone else will pick the task

~ An00biS
[Update Aug 2013] FlexRails track buiding demo coming soon!

User avatar
Zhall
Tycoon
Tycoon
Posts: 1244
Joined: 17 Jul 2007 01:36
Skype: moonray_zdo
Location: Teh matrix, duh.
Contact:

Re: Current Status [may 2009]

Post by Zhall » 30 May 2009 02:57

An00biS wrote: , when my exams are over.

~ An00biS
Arent exams great? :wink:

Perfect way to slow any hobby down, o well, cant make projects without knowledge i suppose, a bit of a paradox.

User avatar
Arathorn
Tycoon
Tycoon
Posts: 6939
Joined: 30 Nov 2002 17:10

Re: Current Status [may 2009]

Post by Arathorn » 30 May 2009 15:55

Well sometimes they can give a huge boost to projects other than you studies.

neroden
Engineer
Engineer
Posts: 13
Joined: 29 May 2005 10:30

Re: Current Status [may 2009]

Post by neroden » 30 May 2009 23:02

Just a friendly reminder -- one of the core problems we were hoping to solve in this game is full 3d construction of roads/bridges/tunnels, so that crisscrossing tunnels and bridges on different levels are handled correctly. None of the existing games except the Rollercoaster Tycoon series and Locomotion (which have 2d cell-based rendering for everything) gets this right.

If you're actually to the point of working on roads and buildings (and I'm very impressed by that), I suggest creating at least one cantilevered building which sticks out on top of a smaller building. If you can do this and have all the code for "occupied space" work properly (so it can't stick *into* another building), you're 99% of the way to true tunnels and bridges.

This is a fundamentally tricky point and it's *very very* hard to retrofit if you don't get it right up front. So you don't want to go too far into development without getting it working.

User avatar
Zhall
Tycoon
Tycoon
Posts: 1244
Joined: 17 Jul 2007 01:36
Skype: moonray_zdo
Location: Teh matrix, duh.
Contact:

Re: Current Status [may 2009]

Post by Zhall » 11 Jun 2009 06:47

yeah stacked tunnels would be great.

User avatar
Arathorn
Tycoon
Tycoon
Posts: 6939
Joined: 30 Nov 2002 17:10

Re: Current Status [may 2009]

Post by Arathorn » 28 Jun 2009 08:38

Heya uzurpator, any updates?

User avatar
Ne0Que
Engineer
Engineer
Posts: 43
Joined: 07 Jan 2008 22:25
Location: Borger, the Netherlands

Re: Current Status [may 2009]

Post by Ne0Que » 03 Sep 2009 14:36

This project looks pretty dead to me.. :cry:
Stop those stupid shooting games, make peaceful games!

User avatar
lonwolf89
Engineer
Engineer
Posts: 55
Joined: 09 Sep 2009 18:36
Skype: same as y!
Location: Bucharest
Contact:

Re: Current Status [may 2009]

Post by lonwolf89 » 09 Sep 2009 19:44

Hmm judging by the dates in this forum seems that either this project is dead or postponed.
I've been working with Ogre3d, Ageia (now NVidia) PhysX, FMOD, CEGUI (much better with some OIS blend), creating some simple models in 3dsmax and exporting as meshes, basic texturing, for more than 3 years.

I'd like to participate in this project but if theres only 1 or 2 people working on it 1-2 days a week (doubt it) i'd rather not. It's a big project and requires a lot of work.

PS. The forums could use some cleaning perhaps? the coding section at least is too messy to bother reading through it seriously. I've seen some posts made in 2007 and it's 2009, 2 years is a lot, and just some landscape and a few trees is a bit less for that period.

I'm also considering to start a new project and work on my own until i get a solid base for this game but after that i need a lot more to help. I also have ideas about sorting out 3D construction of railroads and roadways.

So, any1 here still being part of this or it's a ghost town around here? :)

Post Reply

Return to “General Transport Empire Discussion”

Who is online

Users browsing this forum: No registered users and 1 guest