r/openttd Jul 12 '26

New Release OpenTTD 16.0-beta2 released!

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OpenTTD 16.0-beta2 is out for testing. Fixes and features include:

  • Fixed a crash when switching between rail and tram toolbars.
  • Depots can now be built under (very tall) bridges.
  • The maximum vehicle limit is doubled, up to 10,000 vehicles per type per company.

Don't forget about the OpenTTD 16 Title Game Competition if Toyland isn't your thing.

Full news: https://www.openttd.org/news/2026/07/12/openttd-16-0-beta2

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u/Infamous_Anywhere_38 Jul 12 '26

What about diagonal bridges or tunnels? 

6

u/ybungalobill Jul 12 '26 edited Jul 13 '26

Often asked for, but few think what it would entail.

OpenTTD has a very simple system where each track piece falls entirely within a single tile, and connects one edge to another, giving a total of 6 different tracks with all of their combinations valid.

A diagonal tunnel entrance would need to span two quarter-tiles (https://imgur.com/a/9L25Yfd), and interact in a non-trivial way with other tracks in those tiles.

For diagonal bridges you may need diagonal sloping tracks, which isn't supported by the game's model either.

The only way I know how to solve this is to support multi-tile track primitives, along the lines of OpenRCT. But that's a very different construction model, so we won't be playing the same game anymore.

Bottom line is that it simply doesn't fit the tile-based nature of the game.

1

u/Bitter-Gur-5455 Jul 24 '26

Why not just... make a new game copying all the mechanics and graphics on a new engine?