15.01.2009, 13:19
The problem lies in how the game maps road textures. It's done on a pixel basis. One pixel on map_t (the texture map) contains the information for one length of road/rail. Each pixel covers 200m in the game so road lengths are already in fixed units of length. And then, because of how pixels are aranged, the roads are forced into either vertical, horizontal or diagonal arrangements.