.github | ||
cmake | ||
data/language | ||
distribution | ||
dockerfiles | ||
resources | ||
scripts | ||
src/openloco | ||
.clang-format | ||
.gitignore | ||
.travis.yml | ||
appveyor.yml | ||
CHANGELOG.md | ||
CMakeLists.txt | ||
CMakeLists_mingw.txt | ||
CONTRIBUTORS.MD | ||
docker-compose.yml | ||
LICENSE | ||
loco.exe | ||
openloco.common.props | ||
openloco.sln | ||
README.md |
OpenLoco
An open source re-implementation of Chris Sawyer's Locomotion. A construction and management simulation video game that simulates running a transport company.
Contents
- 1 - Introduction
- 2 - Downloading the game (pre-built)
- 3 - Building the game
- 3.1 - Building prerequisites
- 3.2 - Compiling and running
- 4 - Licence
- 5 - More information
Build Status
Windows | Linux / Mac | Download | |
---|---|---|---|
master |
Chat
Feel free to join our Discord server to talk about developing the game, or for help getting it to run.
1 Introduction
OpenLoco is an open-source re-implementation of Chris Sawyer's Locomotion (CSL). CSL is the spiritual successor to Transport Tycoon and OpenLoco aims to improve the game similar to how OpenTTD improved Transport Tycoon and OpenRCT2 improved RollerCoaster Tycoon.
Chris Sawyer's Locomotion was written by Chris Sawyer in x86 assembly building on top of his RollerCoaster Tycoon 2 engine. Much of the code is 1:1 with RollerCoaster Tycoon 2. This means that only select areas of the game such as the update logic should be written. The engine code such as audio, drawing and the window system should be left alone as it would only repeat the work that has already been done for OpenRCT2. It is more beneficial to share as much code as possible between OpenRCT2 and OpenLoco.
2 Downloading the game (pre-built)
OpenLoco requires original files of Chris Sawyer's Locomotion to play. It can be bought at either Steam or GOG.com.
The latest release can be found on GitHub.
3 Building the game
3.1 Building prerequisites
OpenLoco requires original files of Chris Sawyer's Locomotion to play. It can be bought at either Steam or GOG.com.
Windows:
- 7 / 8 / 10
- Visual Studio 2017
- Desktop development with C++
- Windows 10 SDK (10.0.14393.0)
- SDL2
- SDL2_mixer
- yaml-cpp
Linux / macOS:
- cmake
- make or ninja
- 32-bit versions of the following:
- SDL2
- SDL2_mixer
- yaml-cpp
- Boost (macOS only, see wiki)
3.2 Compiling and running
Windows:
- Check out the repository. This can be done using GitHub Desktop or other tools.
- Install dependencies using vcpkg or use the nuget package.
- Open a new Developer Command Prompt for VS 2017, then navigate to the repository (e.g.
cd C:\GitHub\OpenLoco
). - Run
msbuild openloco.sln
- Run
mklink /D bin\data ..\data
orxcopy data bin\data /EIY
- Run the game,
bin\openloco
Linux / macOS:
The standard CMake build procedure is to install the required libraries, then:
mkdir build
cd build
CXXFLAGS="-m32" cmake ..
make
Running the game will need the data directory from the root of the source code next to the binary. Assuming you're in $SRC/build
,
ln -s ../data
OR
cp -r ../data ./data
4 Licence
OpenLoco is licensed under the MIT License.