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 Post subject: Percentage completed?
PostPosted: Sun Nov 23, 2003 2:08 am 
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Transport Coordinator
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Could you guys give an estimation of the percentage completed, for people like me who hardly understand technical details. That would be great
-Thanx

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 Post subject:
PostPosted: Sun Nov 23, 2003 9:50 pm 
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No, because that would be a Bad Thing. :)


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 Post subject:
PostPosted: Tue Nov 25, 2003 4:24 pm 
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I would really like to answer this question, but as many times: it's impossible. A game like TTS is never finished, especially not once we release the source. For the moment we have only the very basic concepts and ideas ready, of which a lot are still left unimplemented. Probably you have no idea how much time it costs before you can actually start creating the game itself. Actualy, we don't even know it ourselfs. So making a statement about the percentage completed would be really pointless... The only thing I can say: be patient... :)


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 Post subject:
PostPosted: Thu Dec 04, 2003 10:37 pm 
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Could you give us a slight idea of how long we gotta be patient?

IE are we talking days, weeks, months, half years, years or decades?

Also for the wery erly betas ?

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 Post subject:
PostPosted: Thu Dec 04, 2003 10:46 pm 
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5 googol nanoseconds.

(that's 50000000000000000000000000000000000000000000000
00000000000000000000000000000000000000000000000 seconds)

but seriously, they're thinking about releasing a tech demo soon, I believe

[Edit from TBOT: I cut ur number in half, my browser began to scroll :roll:]

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 Post subject:
PostPosted: Thu Dec 04, 2003 11:05 pm 
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As I've stated before, our plans were to release a demo around christmas. So that gives us 20 days to create something impressive around the base we have now (A very basic GUI, almost no game engine and a start on the config file parser).
Note though that (as said on our website) we don't have deadlines, so don't complain if we don't release anything around christmas.

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 Post subject:
PostPosted: Thu Dec 04, 2003 11:11 pm 
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You'll have something done by Christmas...
*Carefully doesn't specify which Christmas*

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 Post subject:
PostPosted: Sat Dec 06, 2003 10:08 am 
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TBOT wrote:
As I've stated before, our plans were to release a demo around christmas. So that gives us 20 days to create something impressive around the base we have now (A very basic GUI, almost no game engine and a start on the config file parser).
Note though that (as said on our website) we don't have deadlines, so don't complain if we don't release anything around christmas.


Well, this is a bit offtopic, but C++ Builder has a TIniFile class which makes it really easy to read/write inifiles. No work needed on your side :)

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 Post subject:
PostPosted: Sat Dec 06, 2003 2:00 pm 
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Darkvater wrote:
TBOT wrote:
As I've stated before, our plans were to release a demo around christmas. So that gives us 20 days to create something impressive around the base we have now (A very basic GUI, almost no game engine and a start on the config file parser).
Note though that (as said on our website) we don't have deadlines, so don't complain if we don't release anything around christmas.


Well, this is a bit offtopic, but C++ Builder has a TIniFile class which makes it really easy to read/write inifiles. No work needed on your side :)


You say two evil things: C++ Builder and ini

C++ Builder: We want to keep things portable, if this class only exists in C++ Builder it means that there will only be Dos/Windows binaries.

Ini: You ever wonder why Windows got rid of most ini configuration files and put everything in the registry ? Ini is not particulary what you say a extendible 'language' for configuration. The amounth of configuration we're talking about just asks for a custom built config parser.

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 Post subject:
PostPosted: Sat Dec 06, 2003 3:11 pm 
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Bah, the Windows registry is no better than INI files when it comes to being "extendible". I personally have always wondered what's so hot about the Windows registry.

I'd personally go with an INI, XML, or a custom config file - the Windows registry isn't portable!

TBOT is right about C++ Builder: It's a good idea to avoid compiler-specific libraries, especially if you're going to make it open-source - other people might want to compile it with other compilers ;).

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 Post subject:
PostPosted: Sat Dec 06, 2003 10:01 pm 
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if your program has got 1 file (EXE only) then it can use Registry ... the same for soemthing that have to be accesible from many tools/programs overy whole PC

INI/XML/other files when your tool is bigger, with many files/databases and don't have to be accesible with other tools

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 Post subject:
PostPosted: Sat Dec 06, 2003 11:30 pm 
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SHADOW-XIII wrote:
if your program has got 1 file (EXE only) then it can use Registry ... the same for soemthing that have to be accesible from many tools/programs overy whole PC

INI/XML/other files when your tool is bigger, with many files/databases and don't have to be accesible with other tools

Though we don't WANT to use the registry, since it's not portable :)

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 Post subject:
PostPosted: Sun Dec 07, 2003 1:36 am 
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I agree, for project like that there is no point in using registry

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 Post subject:
PostPosted: Mon Dec 29, 2003 1:45 pm 
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Zetor2003 wrote:
Could you give us a slight idea of how long we gotta be patient?

IE are we talking days, weeks, months, half years, years or decades?

Also for the wery erley betas ?


I ask again as you changed to C++

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 Post subject:
PostPosted: Mon Dec 29, 2003 3:46 pm 
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Zetor2003 wrote:
Zetor2003 wrote:
Could you give us a slight idea of how long we gotta be patient?

IE are we talking days, weeks, months, half years, years or decades?

Also for the wery erley betas ?


I ask again as you changed to C++


May I state that this post makes absolutely no sense, the change to C++ was done quite a while before you posted (you posted 4 dec, the change was announced 16 oct).

But still, our recent replanning will slow us down even more, so any approximations will be extremely unaccurate, so I won't give any :wink:.

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 Post subject:
PostPosted: Mon Dec 29, 2003 4:00 pm 
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Prof. Frink wrote:
You'll have something done by Christmas...
*Carefully doesn't specify which Christmas*


now is by x-mas, where can I download it?

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 Post subject:
PostPosted: Mon Dec 29, 2003 7:10 pm 
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TBOT wrote:
Note though that (as said on our website) we don't have deadlines, so don't complain if we don't release anything around christmas.

<-- says it all...

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 Post subject:
PostPosted: Fri Jan 09, 2004 12:39 pm 
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Well, you got to have a at least slight idea, like wil it be in a year or in 5 years or... Will it posibilly be before 2005? And the full game relese, will it be before 2010? And so... Wery unacurate but gives an slight idea...

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 Post subject:
PostPosted: Fri Jan 09, 2004 1:21 pm 
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Zetor2003 wrote:
Well, you got to have a at least slight idea, like wil it be in a year or in 5 years or... Will it posibilly be before 2005? And the full game relese, will it be before 2010? And so... Wery unacurate but gives an slight idea...


You don't quite grasp the concept here, do you?

I could say we'll finish before 2010, why not, but I have no clue if we will ever make that promise true (who says we're still developing TTU by then..).
I also cannot look into the future, I don't even know how busy I will be with my study in a month (let alone on year basis). The only real vacations I have as a student in the netherlands are with christmas and in the summer, of which I also don't have the slightest estimates on how much I will do on TTU.
Another factor is that we don't exactly know how much TTU will require before a reasonable release.

Adding this up makes an equation with multiple unknowns, making it really impossible to say anything usefull about it.

Just don't expect TTU too soon, that's all I can say...

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 Post subject:
PostPosted: Fri Jan 09, 2004 7:40 pm 
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Sigh...

"How long will it approximately take?"

"We are unsure. We can't tell..."

Zetor: "Can you tell use how long we are going to have to wait for the game?"

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