Earlier quoted context omitted.
Oh god, I am grown man who did not know the difference between these movies.
lol, it’s okay; we all make mistakes. :) I only found it so funny because obviously, those are two of the most significant and important films / directors of all time; and the concept of ‘Stanley Kubrick’s Apocalypse Now’ is just both utterly fascinating and totally humorous. Not sure what your age has anything to do with your comment or mine; though? Except that I guess that obviously as a grown man you’d have a muc…
Convert SimCity 2000 cities into Minecraft worlds
131–140 of 154 posts
Re: Convert SimCity 2000 cities into Minecraft worlds
#132To this day, whenever I'm stuck in traffic, I say out loud: "Sim Copter 1 reporting heavy traffic".
My addiction still hasn't cooled, as the main game I play these days, when I play anything, is Cities: Skylines.
Re: Convert SimCity 2000 cities into Minecraft worlds
#133One of my favorite games on the Commodore 64 was Raid on Bungeling Bay, in which you fly a helicopter around a 360-scrolling island map, knocking out enemy war factories. The map was surprisingly detailed and interactive for an early action game, with supply ships moving around helping to build defenses; you could destroy the six factories in any order, but each time you zapped one, the rest would tech up and get tou…
https://en.wikipedia.org/wiki/Micropolis_Corporation
"Dollhouse" also went through a lot of names before settling on its more marketable and obvious-in-retrospect name "The Sims".
After convincing EA to relicense the free original source code of SimCity under GPL3, I renamed the open source version "Micropolis" so as to avoid using the trademark "SimCity" (which would have contractually require getting EA's QA department to test and approve every change, which was not an easy task the first time (they'd never QA'ed a Linux game before, so I had to handhold them through running it under VMWare), a difficult task which I didn't want to repeat).
OLPC/EA SimCity Contract:
https://donhopkins.com/home/olpc-ea-contract.pdf
>General Software Requirements: OLPC agrees that the OLPC SimCity will not be approved by EA for distribution under Section 2.2 of this Agreement, until the OLPC SimCity meets the following general software requirements:
>1. EA’s QA team is unable to crash the game in sixteen (16) man-hours of play-time.
>2. EA’s QA team is unable to find images/language that is deemed inappropriate to achieve an “E” rating by the ESRB standard.
>3. No use of any EA Trademarks that would reflect negatively upon the established reputation of EA.
>4. Add copyright/license information to each source file to reflect the proper licensing.
It was based on the original Mac version of SimCity that I first ported to NeWS/HyperLook then to X11/TCL/Tk and made to support multiplayer (which I had to disable for the OLPC version, due to X11's broken security model):
http://www.art.net/~hopkins/Don/hyperlook/SimCity.README
http://www.art.net/~hopkins/Don/hyperlook/HyperLook-SimCity....
http://www.art.net/~hopkins/Don/simcity/simcity-announcement...
http://www.art.net/~hopkins/Don/simcity/SimCity-For-X11.gif
http://www.art.net/~hopkins/Don/simcity/SimCity-Indigo.gif
http://www.art.net/~hopkins/Don/simcity/SimCity-NCD.gif
http://www.art.net/~hopkins/Don/simcity/SimCity-Sun.gif
Open Sourcing SimCity, by Chaim Gingold. Excerpt from page 289–293 of “Play Design”, a dissertation submitted in partial satisfaction of the requirements for the degree of Doctor in Philosophy in Computer Science by Chaim Gingold:
https://donhopkins.medium.com/open-sourcing-simcity-58470a27...
>[71] The Unix and then open sourced versions have undergone multiple iterations. The OLPC version is based on the original open sourced version, which is written in C for X11 with TCL/Tk. Hopkins introduced some optimizations and, I believe, some bugs in this version (the tile animation system). Hopkins would go on to rewrite Micropolis in C++, cleaning up and organizing the code. Java and JavaScript translations now exist, too.
>There were a couple of notable stipulations. First, that EA’s quality assurance (QA) test and approve any release titled “SimCity.” For this reason, Hopkins renamed the project “Micropolis,” an earlier working title for SimCity. Second, as a post-9/11 consideration, EA requested that the airplane crash disaster be removed from the game. Regard for publicity, both negative and positive, must have driven these stipulations as well as the decision to move forward with the project.
>SimCity began life as Wright’s private toy, and went on to be continually recast as commercial software (Maxis), serious simulation (Sun), and educational plaything (OLPC). It’s polymorphic quality allowed it to be perceived and used by diverse agents, who turned it towards satisfying their own particular agendas and contexts. This interpretive versatility, which can productively be understood through Sutton-Smith’s notion of play’s ambiguity, is crucial to SimCity’s evocativeness, and ultimately led to its availability as free open source software.
Open Source Micropolis, based on the original SimCity Classic from Maxis, by Will Wright:
https://github.com/SimHacker/micropolis
Micropolis: Constructionist Educational Open Source SimCity:
https://donhopkins.medium.com/har-2009-lightning-talk-transc...
Re: Convert SimCity 2000 cities into Minecraft worlds
#134Re: Convert SimCity 2000 cities into Minecraft worlds
#135Earlier quoted context omitted.
The GUI code looks very simple at first glance - just four buttons and file picker and background worker. Chances are this would be straight-forward to port to a .NET command-line tool that would be cross-platform assuming there's nothing Windows-specific in the domain logic.
Thinking about it, wouldn't mono support this fairly well? I don't have much experience with mono nor C#, but going from a sibling comment and my package manager, I would be tempted to install mono-msbuild-sdkresolver and run `mono build`. Of course, I believe a command-line tool is a better fit, especially if one wants to automate this. The real value of this project probably lies in the buildings the author made :)
Re: Convert SimCity 2000 cities into Minecraft worlds
#136Earlier quoted context omitted.
Usually, building C# projects on Linux is as simple as getting the .NET SDK using your favorite package manager and running `$ dotnet build` at the root of the project. Just FYI.
Thanks for the tip! I saw some .sln files and I assumed project information was only stored in a Visual Studio-specific format.
https://learn.microsoft.com/en-us/dotnet/core/tools/dotnet-s...
Re: Convert SimCity 2000 cities into Minecraft worlds
#137Earlier quoted context omitted.
I'm not playing Minecraft, but this has fascinated me from afar. AIUI, Microsoft has two teams on two different continents essentially developing two very similar but subtly incompatible versions of the same game. Funky. Do they share any code or formats? Are the client/server interoperable? Does the C++ one even have a server implementation?
I recently got into Minecraft due to kid reaching Minecraft age. I keep meaning to write an intro for technical parents, because it's very confusing at first. The original was written in Java, and people decompiled and reverse engineered it almost completely, so there are tons of mods that reach in and change things deeply. They then created MCPE (pocket edition) which was a "cut-down mobile edition". That evolved in…
I doubt it.
First of all, usually the workflow is that the Mojang team implements new features in Minecraft Java, and then the remaining Microsoft teams follow along on the Bedrock versions.
Secondly, and most relevant one, throwing away the Java edition means throwing away a large subset of the userbase that will never bother playing the Bedrock edition, and in games from business point of view, the number of eyes per screen counts very much.
Re: Convert SimCity 2000 cities into Minecraft worlds
#138"Your antivirus program might think that MineCity 2000 is a virus. It's not." Exactly what a virus would say...
MineCity: Exactly what a virus would say...
Re: Convert SimCity 2000 cities into Minecraft worlds
#139Earlier quoted context omitted.
lol, it’s okay; we all make mistakes. :) I only found it so funny because obviously, those are two of the most significant and important films / directors of all time; and the concept of ‘Stanley Kubrick’s Apocalypse Now’ is just both utterly fascinating and totally humorous. Not sure what your age has anything to do with your comment or mine; though? Except that I guess that obviously as a grown man you’d have a muc…
My embarrassment comes from speaking with a cocky degree of self-confidence on a topic with only loose familiarity, in spite of life experience.
Re: Convert SimCity 2000 cities into Minecraft worlds
#140By God I loved SimCity 2000 as a kid. Did anyone else build a "hydro mountain" in every city (basically a pyramid covered in water, to which you could keep adding hydro power plants as the city grew, was all the electricity you ever needed), or was it just me? To this day, whenever I'm stuck in traffic, I say out loud: "Sim Copter 1 reporting heavy traffic". My addiction still hasn't cooled, as the main game I play t…