An open source re-implementation of Chris Sawyer's Locomotion. A construction and management simulation video game that simulates running a transport company.
- 1 - Introduction
- 2 - Downloading the game (pre-built)
- 3 - Contributing
- 4 - Compiling the game
- 5 - Licence
- 6 - More information
|Windows / Linux||Download|
Feel free to join our Discord server to talk about developing the game, or for help getting it to run.
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 originally 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. However, the engine has changed substantially enough that OpenLoco currently does not share its codebase with OpenRCT2.
Recent implementation efforts have focussed on re-implementing the UI, so that the data structures involved may be better understood. Once this is done, it is our hope the game logic will be easier to understand and implement.
2 Downloading the game (pre-built)
The latest releases can be downloaded from GitHub. Releases are currently provided for Windows and macOS (32-bit only). For Linux and BSD distributions, we currently do not provide any builds. Please refer to the next section to compile the game manually.
We warmly welcome any contributions to the project, e.g. for C++ code (game implementation, bug fixes, features) or localisation (new translations). Please have a look at our issues for newcomers.
For code contributions, please stick to our code style.
You can use
clang-format to apply these guidelines automatically.
4 Compiling the game
If you just want to play the game, you can just download the latest release from GitHub. Releases are currently provided for Windows and macOS (32-bit only).
4.1 Building prerequisites
The following libraries/dependencies are required:
- yaml-cpp (fetched during CMake generation)
- breakpad (only required on Windows)
- cmake 3.22+
- make or ninja
- 32-bit versions of the libraries mentioned above
4.2 Compiling and running
Note: The game can currently only be built for 32-bit architectures.
- Check out the repository. This can be done using GitHub Desktop or other tools.
- With VS 2022 use the "Open a local folder" option to start the project file generation. This may take some time as it downloads dependencies.
- After successful generation of the project files open "build/windows-msvc/openloco.sln".
- Select a config Debug or Release and run Build -> Build Solution.
- Run the game from "build/windows-msvc//OpenLoco.exe" or within VS.
Alternatively using CMake use the following commands.
cmake --preset windows-msvc
cmake --build --preset windows-msvc-release
Due to issues with yaml-cpp package we download it during CMake generation.
The standard CMake build procedure is to install the required libraries, then:
cmake --preset linux cmake --build --preset linux-release
Note that installing some packages can be problematic on desktop AMD64 distributions, you can use our docker images for compilation.
Running the game will need the data directory from the root of the source code next to the binary. Assuming you're in
ln -s ../data OR cp -r ../data ./data
For technical reasons OpenLoco can only be built as 32-bit x86 application, for which Apple dropped support in Mac OS 10.15. We can't provide MacOS builds at this time.
OpenLoco is licensed under the MIT License.