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OpenLoco: Modern, open source version of the classic transport simulation game

openloco.io

31–38 of 38 posts

Re: OpenLoco: Modern, open source version of the classic transport simulation game

#31

This is cool, I've played Locomotion a lot and OpenTTD never did it for me. I find myself sticking to these old games even though there seems to be attempts to release new games in these genres, maybe its the limited nature of computing power at time of release that makes these games the right amount of complexity, as there was only so much a game could offer.

I really like some of the modern games, though, they often bring both great UI/UX as well as nice graphics to the table! Mashinky: https://store.steampowered.com/app/598960/Mashinky/ (a pretty nice indie game) Transport Fever: https://store.steampowered.com/app/446800/Transport_Fever/ (runs well, affordable, lots of content) Transport Fever 2: https://store.steampowered.com/app/1066780/Transport_Fever_2... (hands dow…

I'm not a big fan of all this 3D stuff; for a lot of games of this kind I much prefer 2D.

I feel the UI of the original Transport Tycoon aged fairly well, although I agree it's not perfect. On a related note: I played Settlers 2 for the first time in >20 years a few months back, and I was amazed how well the UI worked for a 1996 game.

Re: OpenLoco: Modern, open source version of the classic transport simulation game

#32

I wonder why this reimplementation doesn't go for 64-bit, and instead require 32-bit libraries dependencies.

Looks like it makes heavy use of the original binary.

https://github.com/OpenLoco/OpenLoco/blob/master/src/Interop...

Re: OpenLoco: Modern, open source version of the classic transport simulation game

#33
post #25
post #17

It's curious that despite trains and rail networks being a perennial nerdy favorite, the simulation game selection feels somewhat limited. For example is there any that simulate real-world signaling systems, such as ETCS or it's national peers? Or are the different systems truly so generic that you can just substitute them with generic signaling mechanisms? Recently I've been playing Factorio and the trains are fun c…

Don’t know about ETCS but I find the options to work with signals in OpenTTD quite satisfying. https://wiki.openttd.org/en/Manual/Signals

And things get _even_ better with a additional patchpack like the one from JGR (https://github.com/JGRennison/OpenTTD-patches/releases)

Re: OpenLoco: Modern, open source version of the classic transport simulation game

#34
post #15
post #7

Earlier quoted context omitted.

OpenTTD. Been playing off and on since 2004 and still improving! It's a fantastic playground to try coding a bot, drawing graphics, scenario design, or just building the transport network of your dreams (or nightmares). OpenRCT2 is a close second.

The thing I don't get about OpenTTD: the passengers don't seem to care where you're taking them? In what way is it fun to build networks to solve the problem of "take passengers wherever, they don't care"? I have enjoyed Simutrans, where passengers have desired destinations and use your service if you can take them there. They can change between different transports too. This often creates choke points. For me, that…

you might enjoy "mini metro", it's the distilled essence of taking people where they want to go

Re: OpenLoco: Modern, open source version of the classic transport simulation game

#35
post #27
post #19

In the 90s, I played a computer game whose name I haven't been able to remember. You built railroad tracks and trains would pass through your town(?). I'm pretty sure it was played from a top-down view and the terrain was gray, but honestly the main thing I remember is how, on holidays like Halloween, all the assets automatically changed to suit. I don't suppose this is familiar to anyone :)

Possibly A-Train? The assets would change for special occasions in that.

Thank you, this definitely looks familiar! The gray terrain I'm remembering could've easily been snow. I'll check it out to confirm :)

Re: OpenLoco: Modern, open source version of the classic transport simulation game

#36
post #19

In the 90s, I played a computer game whose name I haven't been able to remember. You built railroad tracks and trains would pass through your town(?). I'm pretty sure it was played from a top-down view and the terrain was gray, but honestly the main thing I remember is how, on holidays like Halloween, all the assets automatically changed to suit. I don't suppose this is familiar to anyone :)

Sounds like Transport Tycoon.

Most of the screenshots I'm seeing are grassy, but I did see one with snow. Maybe that was the gray terrain I'm remembering? Guess I'll have to try it to find out :) Thank you!

Re: OpenLoco: Modern, open source version of the classic transport simulation game

#37

I wonder why this reimplementation doesn't go for 64-bit, and instead require 32-bit libraries dependencies.

I can answer this - The reason is pretty simple actually, and the other reply is correct: Right now, the way it works is that the original game executable is modified to run the code from OpenLoco - Replacing Main(). OpenLoco runs anything that's been reimplemented, but anything that isn't calls back to the original binary, which means to avoid unneccessary complexity, it should all be the same - 32 bits.

OpenRCT2, from mostly the same developers, (Disclosure, I am associated with them), did the same thing until the game was fully reimplemented, and then it very quickly gained 64 bit support.

Re: OpenLoco: Modern, open source version of the classic transport simulation game

#38
post #28

Is anyone crazy enough to merge OpenLoco and OpenRCT2 into single experience?

I mean, I'm sure someone is, but it would be a lot of work... And if I'm being honest, OpenRCT2 would probably be the better starting point.
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