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TTS (TT Remake continued)
Posted: 09 Oct 2003 12:52
by TBOT
[ If you don't know what TTS is, check the 'TT Remake' thread, or go to our website at
http://tts.balloz.nl ]
I thought it would be good for our public relations to post something here

.
The progress of TTS has slowed down pretty much after the end of the vacation, we are a bit more busy with our studies and stuff. That doesn't take away the progress we made since our last post here.
- The object engine is (for as far we know) bugfree, and suits our needs very nicely.
- The GUI engine is finished, it's just entering window definitions now.
- There are trains which can follow tracks randomly at a fixed speed.
- At some moment there even was a start with bridges but the code accidentally got lost

.
- And there were quite a lot bugfixes in the entire project.
A few minutes ago I uploaded a demo movie, for which the link can be found on our site (
http://tts.balloz.nl).
We are still active our own forum, so if you have questions/suggestions/etc. please post them there.
I hope this will focus your attention once again, and we look forward to seeing you on our forums.

Posted: 09 Oct 2003 13:46
by spaceman-spiff
Nice movie, totaly TT style

Posted: 09 Oct 2003 14:41
by GoneWacko
W O W
That just looks splendid
Posted: 09 Oct 2003 17:00
by ChrisCF
When can we see some source code? I'm interested in seeing if this will build on some of our systems here.
Posted: 09 Oct 2003 17:37
by TBOT
We won't release any source code yet.
But you don't have to worry about building it on other platforms than windows. If you are interested check out on which platforms allegro (
http://sourceforge.net/projects/alleg/) will build, TTS should build on everything supported by allegro.
Posted: 09 Oct 2003 19:34
by antp
TBOT wrote:We won't release any source code yet.
Will it be done later ?
It may be interesting (when the game is finished or more advanced), if other people can improve it. See the amount of contributions to TTDPatch made be people other than Joseph.
Posted: 10 Oct 2003 00:24
by TBOT
It will be done later, but at this moment it would get just too messy. We try to hold ourselfs to our ideas of how to should become, and on how we think it should be coded (programming can be done in various ways, there's not just one correct answer to a problem).
Having other people work on the source right now would only delay our progress since we would have to figure out the code by others (which isn't very likely to meet our standards/ideas).
When the project enters a stage where it has some (or even all) definite game functionality, and when only finetuning and data entry is left, we will release the source. At that moment we also should have more documentation on how the coding should be done and how people should use the engine.
Until then you should stick with either binaries (none released yet) or movies/screenshots.
Posted: 10 Oct 2003 01:47
by ChrisCF
TBOT wrote:We won't release any source code yet.
Well, I for one would certainly rather that it came rather earlier than you have stated (which I have read as "when it's finished" - by which point most of the work is done, and nobody would probably want to contribute). As for getting other people up to speed, there is no replacement for actually implemented coding standards. Confuscious say code as you would have others code for you

(If your code is well-commented, and well-presented, others will follow that. If, OTOH, your own code is poorly laid-out and full of ugly hacks, the submissions probably will be too

I've been there).
[/quote]But you don't have to worry about building it on other platforms than windows.[/quote]
Roll binaries for Solaris (x86 and Sparc), Linux (x86, Sparc and PPC), OS X (PPC), IRIX (MIPS) and Windows (x86 and Alpha), only then will I consider eating my hat.
Two more things. As nice as the game might look with its authentic TT visual styling, isn't that likely to cause a few problems on the legal side?
Are we going to see sensible file formats, etc. (i.e. not the GRFs - maybe a bunch of PNGs with some XML data - it's already been demonstrated that the graphics can be extracted from GRFs)?
PS Why didn't you hold back a year or so? This would have made a brilliant final year project

Posted: 10 Oct 2003 10:52
by TBOT
ChrisCF wrote:Well, I for one would certainly rather that it came rather earlier than you have stated (which I have read as "when it's finished" - by which point most of the work is done, and nobody would probably want to contribute).
You shouldn't read it as when it's finished. I was talking about 'game' functionality, that is, there would be something playable, but only with for example 1 type of road vehicle, 1 train, 1 boat and 1 airplane able to carry cargo from one factory to another. What's left then is to implement all factory types and all vehicles.
ChrisCF wrote:
Roll binaries for Solaris (x86 and Sparc), Linux (x86, Sparc and PPC), OS X (PPC), IRIX (MIPS) and Windows (x86 and Alpha), only then will I consider eating my hat.
Since I noted you didn't look up the allegro docs, I did it for you. Below are the OS' on which Allegro builds. There is no note however about other processor architectures, and I don't want to make any promises about those (try compiling allegro, when you succeed I give you good hope TTS will too).
Supported platforms
For instructions on how to install Allegro, how to link your programs with it, and any additional information specific to each of the supported platforms, see one of the files included in the distribution package:
DOS/djgpp - see docs/build/djgpp.txt
DOS/Watcom - see docs/build/watcom.txt
Windows/MSVC - see docs/build/msvc.txt
Windows/MinGW32 - see docs/build/mingw32.txt
Windows/Cygwin - see docs/build/mingw32.txt
Windows/Borland - see docs/build/bcc32.txt
Linux (console) - see docs/build/linux.txt
Unix (X) - see docs/build/unix.txt
BeOS - see docs/build/beos.txt
QNX - see docs/build/qnx.txt
MacOS/MPW - see docs/build/macos.txt
Darwin/MacOS X - see docs/build/darwin.txt
Two more things. As nice as the game might look with its authentic TT visual styling, isn't that likely to cause a few problems on the legal side?
Are we going to see sensible file formats, etc. (i.e. not the GRFs - maybe a bunch of PNGs with some XML data - it's already been demonstrated that the graphics can be extracted from GRFs)?
We don't expect any trouble yet, read the 'Corporate Ownership of TT' topic.
As for now the game uses all original file formats. Either we stick with those (thus being able to keep the distributions more lightweight for people who already have TTD), or we will use the allegro .dat format.[/quote]
Posted: 13 Oct 2003 21:55
by TBOT
Upped two new screenies. Check 'm in our screenshots section.
Some more of the railroad building/selection routines will come soon.
Posted: 14 Oct 2003 07:47
by spaceman-spiff
The water looks the same as in normal TTD, so that's very good
Posted: 14 Oct 2003 08:15
by Prof. Frink
I assume it animates like the TTD-water
Posted: 14 Oct 2003 08:32
by SHADOW-XIII
spaceman-spiff wrote:The water looks the same as in normal TTD, so that's very good
they using TTD graphic
Posted: 14 Oct 2003 08:37
by Prof. Frink
Well considering that TTD-water looks wrong some of the time, it looks better than TTD-water
Posted: 14 Oct 2003 13:55
by TBOT
Prof. Frink wrote:I assume it animates like the TTD-water
It will. It doesn't at the moment, but it's just a piece of 'Chris Sawyer'-palette shifting (= It behaves almost like normal palette shifting, but it shifts 8 colors on 5 indexes, talk about complexity

)
Posted: 14 Oct 2003 14:16
by krtaylor
Are you going to include the Patch functionality?
Posted: 14 Oct 2003 14:24
by Arathorn
Yes they're going to add some patch features.
Posted: 16 Oct 2003 22:51
by Bart
TBOT wrote:
As for now the game uses all original file formats. Either we stick with those (thus being able to keep the distributions more lightweight for people who already have TTD), or we will use the allegro .dat format.
I really recommend implenting usage of other file formats as well, maybe even a mp3 decoder or such. But usage of png/gif in comb. with xml would be perfect. Besides, you'll just make several distributions...
Posted: 17 Oct 2003 12:22
by orudge
AllegroMP3 and alogg (look in the Libraries section at
http://www.allegro.cc) are libraries for decoding MP3 and Ogg Vorbis respectively using Allegro.
Re: TTS (TT Remake continued)
Posted: 06 Oct 2008 13:48
by russkie12
TBOT wrote:[ If you don't know what TTS is, check the 'TT Remake' thread, or go to our website at
http://tts.balloz.nl ]
I thought it would be good for our public relations to post something here

.
The progress of TTS has slowed down pretty much after the end of the vacation, we are a bit more busy with our studies and stuff. That doesn't take away the progress we made since our last post here.
- The object engine is (for as far we know) bugfree, and suits our needs very nicely.
- The GUI engine is finished, it's just entering window definitions now.
- There are trains which can follow tracks randomly at a fixed speed.
- At some moment there even was a start with bridges but the code accidentally got lost

.
- And there were quite a lot bugfixes in the entire project.
A few minutes ago I uploaded a demo movie, for which the link can be found on our site (
http://tts.balloz.nl).
We are still active our own forum, so if you have questions/suggestions/etc. please post them there.
I hope this will focus your attention once again, and we look forward to seeing you on our forums.

The site is crap. More specifically, the link to it. It leads to a random site with text on it.