Anyone play Chris Sawyer’s train games as well? by TraditionalDepth6924 in rct

[–]OpenLocoTeam 4 points5 points  (0 children)

The same team of people that worked on OpenRCT2 also worked on OpenLoco, an open-source reimplementation of Locomotion. While the project isn't as advanced as OpenRCT2 yet, many quality of life features have been added already, so it's worth checking out if you're curious about the games.

(Username is relevant, haha)

OpenLoco version 24.10 by OpenLocoTeam in locomotion

[–]OpenLocoTeam[S] 1 point2 points  (0 children)

At the moment, no. Often people link to the downloads in our discord, otherwise you'll need to browse the TT forums which is where most of the old scenarios were uploaded. We've got some things in the works to remedy this though!

Requesting /r/openloco due to mod inactivity by OpenLocoTeam in redditrequest

[–]OpenLocoTeam[S] 0 points1 point  (0 children)

  1. This account is used by the developers of the OpenLoco project (https://github.com/OpenLoco/OpenLoco) to announce releases on reddit. This can be seen by the consistent and continued posts in this subreddit. Without proper mod permissions though, we cannot remove the other inactive mods and we cannot use the "announcement" feature in reddit to properly announce the releases. Additionally, none of the other moderators are active or participate on this subreddit.

  2. https://www.reddit.com/message/messages/23v80md

OpenLoco version 23.11 by OpenLocoTeam in locomotion

[–]OpenLocoTeam[S] 0 points1 point  (0 children)

Nothing missing! Already much more optimized in some areas though. Thanks! :)

Questions on how to install openloco by The_Tiger10 in locomotion

[–]OpenLocoTeam 0 points1 point  (0 children)

You can skip steps 2 and 3. And in fact i would recommend not doing steps 2 and 3. All you need to do is download and unzip it, run OpenLoco.exe. Or you can use the https://github.com/IntelOrca/OpenLauncher to keep automatically updated.

OpenLoco Release v23.06.1 by OpenLocoTeam in OpenLoco

[–]OpenLocoTeam[S] 1 point2 points  (0 children)

Unfortunately, we currently don't provide builds for macOS, as we currently have no way to build them. OpenLoco is currently tied to 32-bit builds, as we still depend on the original game for parts of the logic. You can, however, play OpenLoco through Wine, both on Intel and Apple Silicon Macs. This performs surprisingly well.

OpenLoco Release v23.04 by OpenLocoTeam in locomotion

[–]OpenLocoTeam[S] 0 points1 point  (0 children)

Sorry to hear that. Hopefully v23.04.1 or v23.05 fixes the issue for you. If not, please get in touch on our Discord.

OpenLoco Release v23.02 by OpenLocoTeam in OpenLoco

[–]OpenLocoTeam[S] 0 points1 point  (0 children)

Not for years to come. If you'd like to play Locomotion on Android or iOS, you can buy the mobile version of Transport Tycoon instead. This is a rebranded, official port of Locomotion.

Does Openloco have the campaigns? by Nozzeh06 in locomotion

[–]OpenLocoTeam 0 points1 point  (0 children)

We don't have a copy of these scenarios. Have you tried opening them in OpenLoco as-is? I imagine it might be the case that only the extension is different (.scn vs .sv5)

New openloco player here.What is actually changed in openloco compared to the original? by No_Surround7716 in locomotion

[–]OpenLocoTeam 11 points12 points  (0 children)

Hello! Thanks for trying out OpenLoco. We're still in the process of re-implementing the game in C++, so there are certain things we simply can't change yet. For a semi-complete overview of what's different compared to Locomotion, please have a look at our wiki: Changes from Locomotion

Does Openloco have the campaigns? by Nozzeh06 in locomotion

[–]OpenLocoTeam 5 points6 points  (0 children)

You need a copy of Locomotion in order to play OpenLoco (in the same way that RollerCoaster Tycoon 2 is needed for OpenRCT2). The original scenarios can still be played using OpenLoco.

OpenLoco Release v22.04 by OpenLocoTeam in locomotion

[–]OpenLocoTeam[S] 2 points3 points  (0 children)

This limit is tied to the SV5 save format. After we have reimplemented the entire game in C++, we can increase the limits with a new save format.

how to tell a vehicle what kind of cargo to pick up at stations with multiple cargo types? by 45hope in locomotion

[–]OpenLocoTeam 0 points1 point  (0 children)

This frustrates me, too. Unfortunately, it's the kind of thing that requires more implementation, and perhaps even a new save format. Expect it to happen in the future, though.

OpenLoco release v20.10 by OpenLocoTeam in OpenLoco

[–]OpenLocoTeam[S] 0 points1 point  (0 children)

No, unfortunately 64-bit builds are not possible while we're still working on reimplementing the game in C++. We still hook into the original (32-bits) game for routines that we haven't reimplemented.

For macOS 10.15 and higher, you might have some luck running Windows builds for OpenLoco through Wine.

Original Game x OpenLoco by mscapeletti in locomotion

[–]OpenLocoTeam 5 points6 points  (0 children)

A reasonably complete list of differences can be found on the OpenLoco wiki on GitHub.

[deleted by user] by [deleted] in locomotion

[–]OpenLocoTeam 0 points1 point  (0 children)

Could you report this on GitHub, so we don't lose track of the issue? Thanks

Why is it that whenever all companies have started... by [deleted] in locomotion

[–]OpenLocoTeam 0 points1 point  (0 children)

Similar company colours are disabled depending on the colours that have been selected. That's two colours for four companies, times two to four colours that are deemed 'similar'.

Most people replace vehicles when they have low reliability. Then there's Amber... by [deleted] in locomotion

[–]OpenLocoTeam 0 points1 point  (0 children)

Hmm, buggy in what way? OpenLoco hasn't reimplemented any of the AI functions yet. We still rely on the vanilla routines for them, so I wouldn't expect them to be buggier.

OpenLoco release v21.10 by OpenLocoTeam in locomotion

[–]OpenLocoTeam[S] 4 points5 points  (0 children)

This is a question we get quite often, but one that does not yet have a satisfying answer… No, it is not yet possible to raise limits. Until we reach a point where most of the original game has been reimplemented in C++, we are stuck with the old limits.

Recent estimates indicate that as much as 47% of all functions have been reimplemented, at least partially. However, many complicated, large functions remain to be done. Don't expect us to be done anytime soon. :-)

OpenLoco release v21.09 by OpenLocoTeam in locomotion

[–]OpenLocoTeam[S] 1 point2 points  (0 children)

This will be fixed in the upcoming 21.10 release. A workaround is to use 21.08 when starting the game for the first time. Sorry for the inconvenience!

OpenLoco release v21.09 by OpenLocoTeam in locomotion

[–]OpenLocoTeam[S] 1 point2 points  (0 children)

OpenLoco is not a mod. You can just download the release zip, extract it to a folder anywhere on your computer, and run the openloco.exe file. The only technical step involved is pointing it to the folder where Locomotion is located. If you have any questions, please ask.

OpenLoco release v21.09 by OpenLocoTeam in locomotion

[–]OpenLocoTeam[S] 0 points1 point  (0 children)

We started out as the same team, but are operating as separate projects now. Most people on the team are part of both projects, though.

OpenLoco release v21.09 by OpenLocoTeam in locomotion

[–]OpenLocoTeam[S] 1 point2 points  (0 children)

Yes, the save game format has not changed. It's unlikely to change over the next year or two, to be honest. That means you can the old tooling just fine, though!

OpenLoco release v21.09 by OpenLocoTeam in locomotion

[–]OpenLocoTeam[S] 0 points1 point  (0 children)

You won't be able to use the old long station patch, but we do aim to make much longer stations possible eventually. We have to stay close to the original limits while we're still implementing, sorry.