[HN Gopher] Convert SimCity 2000 cities into Minecraft worlds ___________________________________________________________________ Convert SimCity 2000 cities into Minecraft worlds Author : notpushkin Score : 535 points Date : 2022-11-30 11:57 UTC (11 hours ago) (HTM) web link (github.com) (TXT) w3m dump (github.com) | fnordpiglet wrote: | This is the best use of a computer that I've ever encountered. | poisonarena wrote: | neat idea but the project is like 10 years old, and last commit | was 3+ years ago and only works on java edition. would like to | see something like this, but for other city builders like Caesar | kuschku wrote: | > only works on java edition | | Yes, as the project says, Minecraft. Not the cut-down mobile | game with microtransactions that claims to be Minecraft. | sho_hn wrote: | 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? | kurisufag wrote: | > Are the client/server interoperable? | | not officially. some projects[0] try to bridge the | protocols, but I've never personally seen one that operated | without issues. | | [0] e.g. https://geysermc.org/ | MayeulC wrote: | I had no idea the wire protocol was understood so well. | Are there similar project to bridge, i.e. Minetest with | Mineclone2 and Minecraft (java)? | jrm4 wrote: | I'd say it's a not-inaccurate summation to say "Bedrock" is | the closed one (e.g. for consoles) and "Java" is the open | one. | zellyn wrote: | 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 into "Bedrock | Minecraft", which is not "cut-down", and is what runs on | mobile devices and gaming consoles (XBox, Switch, PS*). (It | also runs on Windows, but not on Macs.) | | At this point, the Bedrock and Java editions are more or | less equivalently complex, although there are still | differences in how many mobs spawn (generally fewer in | bedrock, presumably due to (legacy?) performance | constraints), as well as tons and tons of differences, | subtle and unsubtle, in where and how things spawn, how the | mobs behave, etc. Notably, there are significant | differences in how redstone works that render most Java | edition contraptions non-working in Bedrock. | | There are actually many, many more Bedrock players, because | lots of kids play on iPads and consoles, but most of the | notable YouTube personalities and servers people stream | from (Hermitcraft, etc.) are Java, and Java has an | incredibly diverse universe of mods and modded servers. | | Mojang (now a division of Microsoft) seems to value parity | between Java and Bedrock: new features seem equivalent in | both, and many point releases contain minor parity fixes. | But it's unlikely they would make complex dynamics like | redstone equivalent. | | IIUC, there seems to be a vague consensus that Bedrock is | probably the future, for several reasons: a) As you point | out, having two completely different codebases and teams is | crazy b) Bedrock runs (or can run - MacOS?) on everything | c) Bedrock is C++, and hence can perform better d) There | are more recurring revenue opportunities for Bedrock: | Mojang-provided servers ("Realms") are Bedrock, and there | are the "microtransactions" mentioned in a parent comment: | you can pay for skins and add-ons (essentially "mods" that | use a provided and sanctioned extension API rather than | modifying the binary/bytecode). Minecraft is unusual in | that you pay for it once but they keep updating and adding | content forever (so far), so recurring revenue is important | for Mojang. | | If you're getting into Minecraft, I highly recommend | Pixlriffs' Minecraft Guide for Java edition players, or | Prowl8413's Bedrock Guide for Bedrock players. They will | walk you through the early game, and then explain how the | various "farms" work ("farming" is when you figure out how | to build structures and systems that exploit the game | mechanics to produce large quantities of particular | resources). | | To answer a couple of your questions, the client/servers | are not interoperable, but there are proxies like GeyserMC | that translate. | | The C++ one has a server implementation (Bedrock Dedicated | Server - BDS) available in binary form, that you can run on | Linux or Windows. As far as I know, there are no third- | party bedrock servers that implement all (or even most) of | the dynamics of the vanilla game, since that would | essentially require re-implementing everything, but if | contributing to that process is your jam, I highly | recommend the Dragonfly folks: their Go server | implementation is quite clean, their discord is active and | helpful, and their various proxies and tools and libraries | are very useful. | omnibrain wrote: | > Mojang-provided servers ("Realms") are Bedrock | | You can also rent a JAVA realm. And if you outgrow the | realm (want to use mods), you can download the world and | run it with a "real" (modded) server. | | Modded servers are another rabbit hole... | sho_hn wrote: | Thank you for the high-effort comment! | | Has there ever been any community-led effort to create | and maintain a "Minecraft spec" (similar to the Tetris | spec) and make an open source reference implementation, | or is the game to complex for that? | | Kind of surprising Mojang didn't go into that direction | (e.g. to match Redstone behavior). | zellyn wrote: | IIUC, aside from non-deterministic timing of simultaneous | updates, the things that are different about redstone in | bedrock are mostly things that _could_ be considered | bugs. eg. block spitting (extending a sticky piston for | only one tick leaves a pushed block behind, rather than | pulling it back in, which makes flying machines more | compact in Java), and BUD power (interaction between | block updates and redstone state changes) | Cthulhu_ wrote: | Modders have done so; I believe the Minecraft map data | structure, at least for the Java version (because it can | be decompiled), is pretty well understood. The | client/server protocol as used nowadays (?) was actually | developed as an open source project at first, because the | open source server software ended up being better than | their own in-house one. | zellyn wrote: | There is Minetest, which has at least one configuration | that attempts to mimic vanilla Minecraft, but I'm not | certain how accurate it is. | | The stored data structures are well understood for both | versions. See for example https://www.amuletmc.com/ | (Editor, Python) or https://github.com/df- | mc/dragonfly/tree/master/server/world/... (Code, Go) | Pako wrote: | Servers are not interoperable by default. There is 3rd | party software that acts as a proxy letting Bedrock players | connect to Java servers but it'll just remove anything that | the more limited client doesn't support. | | They both use completely different network stacks, Bedrock | using RakNet over UDP, Java using Netty (?) over TCP, so | they have to be translated accordingly. | sho_hn wrote: | Thanks! | | So I gather Microsoft has renamed Bedrock Edition to just | "Minecraft" and then there's "Minecraft: Java Edition". | | What's the player base split between these? Do PC players | still generally prefer the Java Edition? | RedNifre wrote: | The invisible majority of players uses Bedrock. | | The majority of players that stream/post videos or | use/write mods use Java. | | If you want to play with friends (Macos, Linux etc.) you | need Java, because Bedrock is Windows and consoles only. | sho_hn wrote: | Interestingly, it looks like the Bedrock-based "Education | Edition" is on MacOS, but normal Bedrock is not. | zellyn wrote: | Yes. So clearly it's not a question of being able to run, | or of weird graphics quirks or something. It's a strange | omission. Given that Mojang is now owned by Microsoft, | it's slightly suspicious... | zellyn wrote: | There is https://github.com/minecraft-linux/mcpelauncher- | manifest, which can run the Android JARs on MacOS or | Linux (by shimming/implementing the Android APIs it | uses), but a few months back one of the updates | dramatically changed the rendering system, and the | lone(?) MacOs/Linux maintainer of mcpelauncher is still | catching up. See https://github.com/minecraft- | linux/mcpelauncher-manifest/iss... | | Until that breakage, I ran it quite successfully on MacOS | (although it _did_ have occasional crashes) | virusduck wrote: | You can use Geyser [0] to "bridge the gap" to Bedrock | clients. There are bugs here and there, but it works | pretty great to get everyone on the same server. | | [0] https://geysermc.org/ | aliqot wrote: | wait till you hear how long it's been since simcity got a | commit | PcChip wrote: | Don't let your dreams be dreams, start coding! | jrm4 wrote: | It's technically inaccurate but probably fundamentally fair to | say that "Bedrock" is the closed version and "Java" is the open | one. | PhasmaFelis wrote: | One 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 tougher. Very open | for the time. | | Anyway, the dev found that he enjoyed designing the map and its | interactions more than he did actually playing the game, so he | decided that his next game would be all about building a map. He | called it SimCity. | Apocryphon wrote: | This is the real metaverse we care about. | YesBox wrote: | Pretty cool! | | If people are still interested in playing city builder games, I | am in the middle of developing one right now. I cleared the CPU | hurdle of path finding via developing my own algorithm ( old demo | here: https://www.youtube.com/watch?v=7q0l87hwmkI ). Here I am | pathing around 300,000 units to their own unique destinations. | | Unfortunately I dont have a video update yet, but my game's | graphics are now isometric (like SimCity). | | I also take a little inspiration from The Sims in that the player | will see the interior of the buildings so they can watch their | citizens live their lives. | | Most frequent updates: https://www.reddit.com/r/Archapolis/ | ahansen wrote: | Amazing. I had a few questions about pathfinding inspiration | since I had just watched NoClips video on Rollarcoaster Tycoon, | but your linked video is already so in depth! | anthropodie wrote: | Thank you for sharing! | jrm4 wrote: | I hope we can all begin to learn some lessons from stuff like | this; I think this kind of thing is the only path to a remotely | interesting "metaverse" to the extent that such an idea is | valuable. | | And it's so weird. It's obvious that private companies buying | game properties is very often death and annoyance -- but it's | (sadly to me) equally obvious that straight-up "nothing but free | open source" is unlikely to get the engagement and interest. | (e.g. otherwise Minetest would have taken over Minecraft a while | ago) | | I have _no_ good answers here, but I hope people think about the | question? | joe__f wrote: | "Your antivirus program might think that MineCity 2000 is a | virus. It's not." | | Exactly what a virus would say... | forbiddenvoid wrote: | Time to spin up the ole SC2k again. I haven't played Minecraft in | VR yet, and this seems like a really good reason to try it out | now. | | I would definitely love to see more things like this that spin | old games/software into new experiences. | jl6 wrote: | How did they convert the 2D sprites to 3D blocks? Automatically | or laboriously? | jgosar wrote: | Hi, I did it manually, first some 2D drawings of where to put | the blocks to correspond to the original game's pixels as close | as possible, and then I built them using MCEdit, and finished | the details in the game itself | tclancy wrote: | You have to mine them one by one. | Cthulhu_ wrote: | Probably manual, given they have a specific list of supported | buildings. But they're pretty simple so I can imagine it'd take | an hour at most to build one them (in creative mode). | justin-mccarthy wrote: | Would love to see something like Magnasanti in Minecraft | | https://www.moma.org/interactives/exhibitions/2013/designand... | pipeline_peak wrote: | I thought it was interesting that not only does this guy choose | C# over Java but he chooses to write getter methods instead of | properties | | https://github.com/jgosar/mine-city-2000/blob/master/SimCity... | | Completely trivial, but as a long time C# developer, this was a | big pet peeve. | | For City name just do | | public string CityName{ get; private set; } | | Based on the fact that I see capital letters in String etc, this | is either old code or this guy dove head first from Java. | chris37879 wrote: | Or Unity, their flavor of C# discouraged properties for a long | time, it does support them now, though. | jawadch93 wrote: | beprogrammed wrote: | Things you didn't know you needed | roody15 wrote: | Well done. Cool project. | [deleted] | nomercy400 wrote: | How much time does it cost to create one building? Would be cool | to connect minecraft to a real running sc2k, adding/removing | buildings on-the-fly. | jgosar wrote: | The simplest ones can be done in a few hours. The latest one I | did was the Statue which only took about 3 hours. | | The most complex one so far is the big corporate tower with the | KSIM sign on top. That one took a few days. | pocketsand wrote: | porntipsguzzardo | aarpmcgee wrote: | Not sure why exactly, but this gives me strong nostalgic feelings | for Lego Island. | dreen wrote: | Hopefully Minecraft has a mod to let you fly around in a | helicopter and pick people up from the ground only to drop them | confused on top of a skyscraper. | mikepurvis wrote: | While Ride of the Valkyries blares in the background, | obviously. | remoquete wrote: | Showering them with water from a bucket. | Mezzie wrote: | And the mobs kissing. | DonHopkins wrote: | "himbos" | | https://www.avclub.com/simcopter-programmer-once- | deployed-ar... | | https://en.wikipedia.org/wiki/Himbo | | https://tcrf.net/SimCopter | | https://www.youtube.com/watch?v=ozL3LtSsYd8 | reilly3000 wrote: | If anyone here wants to try to recreate your Sim Copter glory | days, I would recommend FlansMod. It's an incredible mod family | that is pinned to the ancient Minecraft 1.7.10 I believe. It | has tons of vehicles and weapons from WW1 biplanes to mechs. | There are definitely helicopters and I think they have | passenger seats. | | The whole thing was pushing the bounds of the Minecraft engine | beyond reason when it was being actively developed, and has | largely been abandoned. Still, I was hosting a Flan's server to | play w/ my kids as recently as last winter. If you can live | with the bugs it's an incredibly fun mod, and a masterclass in | Java hackery. | cykros wrote: | In my experience there aren't many things minecraft doesn't | have a mod for -- though sometimes it is a matter of what | version of minecraft you want it for. mods at the very least | tend to trail the main release version by a few cycles. | rheide wrote: | I had this exact idea but for OpenTTD worlds. Well done. | raydiatian wrote: | Is this what "reticulating splines" means, then? Almost 30 years | later and I still don't understand but the phrase is eternally | trapped in my mind. | mccolin wrote: | I looked this up once to determine if it was real or just | hilarity. And the answer is great. From [Sims | Fandom](https://sims.fandom.com/wiki/Reticulating_splines) | site: | | > The words 'reticulate' and 'spline' both have dictionary | definitions, which has led several people to determine a | meaning for the phrase, such as "to make a network of curved | elements." However, Will Wright stated in an interview that the | term itself is meaningless, as SimCity 2000 does not reticulate | splines when generating terrain; the phrase was included in the | game because it "sounded cool." | PhasmaFelis wrote: | It's compelling because SimCity 2000's terrain is very much a | network of curved lines, so it sounds like a plausible part | of the process. | jgosar wrote: | It sounds cool indeed. That's why this project includes a | reticulateSplines method :) | | https://github.com/jgosar/mine- | city-2000/blob/master/MineCit... | JuanPosadas wrote: | I wish the demo videos included walking inside the skyscrapers. | MayeulC wrote: | That looks great! | | It's C# though, so I have no idea how to build this under Linux. | I also wish there was a Minetest backend. | | Similar: OSM to Minecraft[0][1] (there should be another code | drop soon-ish, I heard [2] they plan to move the dev effort to | GitHub by the end of the year). | | [0]: https://minecraft.ign.fr/ | | [1]: https://github.com/ignfab-minalac/minalac | | [2]: video, in French: | https://peertube.openstreetmap.fr/w/cLpfr5jWd9SipjJTDKDPmj?s... | tippysdemise wrote: | 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. | MayeulC wrote: | Thanks for the tip! I saw some .sln files and I assumed | project information was only stored in a Visual Studio- | specific format. | chris37879 wrote: | Looks like the GUI uses WinForms, which means you won't be able | to build it on linux, I would wager. You may, however, be able | to run an already built version of it through Wine. | nycdotnet wrote: | 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. | MayeulC wrote: | 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 :) | jgosar wrote: | I'm the author, and the GUI is indeed not the focus of | this project. It's just there so people can do the | conversion in a few clicks. | MayeulC wrote: | Well, I wasn't too interested in the GUI anyway :) | theandrewbailey wrote: | Wow. | | I played SimCity 2000 all the time when I was a kid. Still got | the CD and some save files, and built a retro PC that can run | it.[0] (I even have the same sound card that the family PC had, | so the MIDI is exactly the same.) | | Walking around my cities in Minecraft would be so surreal. | | [0] https://theandrewbailey.com/article/122/SimCity-2000 | Systemic33 wrote: | Very cool idea and execution. | | Slightly off-topic; if there ever was a excellent example of what | it means when a C# program is being written by a java developer, | this would certainly qualify. | | Was this ported from a java project? | davbryn wrote: | When did we get C# devs flexing on Java devs? Isn't like that | like a paint by numbers expert flexing on a paint by letters | kinda person? | the_gipsy wrote: | Oh this is so mean ;) | Cthulhu_ wrote: | It's typical how this particular project / codebase attracts so | many armchair code reviewers (in multiple threads); I've not | seen anything like that on HN for ages. Is C# / Java some kind | of trigger for it? | n4r9 wrote: | Could you give examples of what you mean? I've had a look | through and there are certainly stylistic things I'd do | differently, such as using "var" and LINQ more, and | capitalising method names. But it's easy enough to understand | despite that. | Systemic33 wrote: | Don't get me wrong, it's not "bad" code (from a brief glance) | but it's just clearly written as if it was Java code, and | probably not in a usual IDE like Visual Studio, Rider or | VSCode /w C# plugin (as that would typically scaffold a more | C#-esque style). | | Here's what I've noticed so far: | | - Uses camelCase instead of PascalCase | | - Uses setter and getter methods instead of C# properties. | | - Uses reverse DNS namespace com.mc2k.SimCityReader instead | of e.g. JGosar.MineCity2000.SimCityReader. | | - Lack of LINQ (It is such a big part of C#, that not using | it at all is strange).* | | - Lac of using generics e.g. List<string> instead of | string[].* | | - Excessive use of arrays (you'd typically use a simple | IEnumerable<T> or List<T>). | | - Lack of `var`.* | | - Casting integer literals to short, byte, etc -- these all | have equivalent literal notation.* | | - Lack of extension methods.* | | - Lack of maps (pattern matching).* | | There could be more, but those are what I noticed. | | EDIT: * Given that the original code was done with VS 2010 | and .NET Framework 4, its fair to say that a few of the | points above do not apply, but the code is nevertheless very | java-esque (just from the first two points). | throwaway_032 wrote: | I looked at the code from a Java developer point of view, | and besides the first 2 points, I don't see anything that | was Java-specific. | | If anything, the code style is reminding me more about | classic game code, where they use arrays instead of List | and are more concerned about data types and memory usage. | Maybe this person is coming from a background of game | programming and/or C(++)? | pdntspa wrote: | I'm saving this as it's an excellent guide for taking my | dated pre-LINQ C# skills and polishing them up as need be | pjc50 wrote: | https://github.com/jgosar/mine- | city-2000/blob/master/MineCit... contains "private | byte[][][][][][][] _blockDatas;" which made my eye twitch. | | But generally I think it's just older than the git history | indicates. The sln file mentions Visual Studio 2010! | Systemic33 wrote: | Ye this commit [0] imports a "local repository" with | Visual Studio 2010 .sln file. | | The original README mentions .NET Framework 4, so C# has | progressed a fair amount since. | | [0] https://github.com/jgosar/mine- | city-2000/commit/f1cbe98601c4... | jgosar wrote: | Hi, I'm the author of this project. I actually coded most | of it in 2014, i just did some refactoring and uploaded | it to GitHub in 2019 after I mentioned it in a job | interview and the guy asked if the code is uploaded | anywhere so he could look at it. | Systemic33 wrote: | Hi jgosar, and thanks for joining into the discussion :D | | I figure you noticed the drastic increase in repo | activity and stars. What's your own opinion on java-ness | of the code? Do you feel it is an accurate assessment? | | I hope you didn't take it personal, I've most certainly | done similar things when I learned C# after doing java | for the initial university courses. | jgosar wrote: | Yes, I mostly worked on Java and C# projects at the time, | so it's understandable:) | usrusr wrote: | Excessive use of arrays can be a sign of many things, but | not of being a java developer. Perhaps a sign of having | been a java developer at some point in time before 2004 but | not having touched the language ever since. | n4r9 wrote: | An array can be much more performant than a list in many | circumstances, but I agree it's a little strange to | completely avoid lists. | [deleted] | jgosar wrote: | We were working on a mix of Java and C# projects at work at the | time I started writing this, so that's probably why the code | looks like a mix between the two. | tedeh wrote: | This reminds me a lot of SimCopter (1996) where you could also | import your SC2k city and fly around and do missions. Mostly | about helping people in various forms of distress by picking them | up and flying to various destinations. Great flashback from 90's | gaming, I remember tossing people out at random when flying which | was always hilarious when you're a young kid. You could then pick | them up and fly them to the hospital to get fixed up. | | But I must say I think the original SimCopter looks slightly | better graphically than this Minecraft version. | | You can play SimCity 2000 online here, by the way: | | https://playclassic.games/games/city-building-dos-games-onli... | DonHopkins wrote: | Clint Basinger's Lazy Game Reviews always has excellent reviews | of Maxis games. | | LGR - SimCopter - PC Game Review | | https://www.youtube.com/watch?v=x4mh7Pc5MSI | | LGR - Streets of SimCity - PC Game Review | | https://www.youtube.com/watch?v=zi60A2-PcpM | | The SimCity 2000 Retail Demo Disk for DOS | | https://www.youtube.com/watch?v=G2b5HRRTH70 | | LGR - SimCity 2000 Network Edition - PC Game Review | | https://www.youtube.com/watch?v=W9e3WlJChro | | LGR - SimCity Educational Version Unboxing & Overview | | https://www.youtube.com/watch?v=edXRNtuAGTg | | SimCity 30 Years Later: A Retrospective | | https://www.youtube.com/watch?v=TrScy1icWjI | | The Sims 1: An LGR Retrospective Review | | https://www.youtube.com/watch?v=bsob06m9p_4 | lazyfanatic wrote: | Clint is great! | theandrewbailey wrote: | I can't help but think your username was inspired by LGR. | Put another coin in the 'HN usernames are on topic' jar. | nimajneb wrote: | I never had SimCopter, but I did have the vehicle based one. I | remember having fun playing in it in cities I made. Is it | called Streets of Sim City? | partiallypro wrote: | I remember being able to do this in SimCopter, but at least as | a kid I could never get it to import right. | jgosar wrote: | SimCopter was actually the inspiration behind this project, but | what annoyed me was that the buildings mostly looked nothing | like in SimCity 2000. | jtokoph wrote: | My biggest disappointment was the lack of Arcologies in | SimCopter. If I remember correctly, the land they were | originally on was just empty once imported. | jgosar wrote: | Unfortunately that's the case in MineCity 2000 as well | omnibrain wrote: | I'm quite sure, that at least the one with the glass dome | on top was in the game, because I remember trying to land | on top of the glass dome. | forbiddenvoid wrote: | I spent a lot of time in SimCopter as a teenager. It was always | fun to get to explore the cities I had spent so much time | curating in SC2k. | justusthane wrote: | SimCopter was awesome! I had forgotten all about it. I didn't | realize you could import SimCity cities! | Arrath wrote: | God I love SimCopter. played it so much as a kid but I never | got to the fanciest helicopters because every run hit a bug | where I couldn't enter the hanger anymore, I was too young to | know that patching a game was even a thing, if it ever got a | patch to fix that. | dontbenebby wrote: | Thanks for this, I usually hate to say sequels are bad (since | Simcity 2000 was itself a sequel and much better than the | original SimCity) but that series really went off the rails | around when Simcity 3000 came out. | | (It's a shame we didn't get a higher resolution version of | Simcopter and Streets of Simcity instead of a long string of | "The Sims" plus... well I quit gaming before they took GTA | online, but I got the impression the GTA community is more into | murdering sex workers for cash rather than equipping your car | with an airfoil _and_ a hopper so you can jump high in the air | then glide down into areas of the map your opponent cannot | reach.) | | Ps I've never seen that domain you can also play Simcity 2000 | at https://archive.org/details/SimCity2000 | jl6 wrote: | > Playclassic.games does not intend to violate any copyright or | violate any license of a game. | | I thought there was a chance this site might have arranged | licenses from the original publishers, funded by revenue from | the (many) ads, but no, it appears to be good old fashioned | piracy. | | Edit: I tried Settlers, which has one of those copy-protection | systems that involves entering information that can be found in | the printed manual. Either I got very lucky, or this game has | been cracked. Or, as the site euphemises it, "unblocked". | | Now, I'm sympathetic to the cause of video game preservation | and use of abandonware, but the second you put ads around it | and make money off it for yourself, you cross a line. | jagged-chisel wrote: | Plus, intent isn't relevant. If the copyright holder doesn't | pursue, you're fine. If they base their decision on "intent," | then fine. | | Infringement is infringement, intentional or not. | coldpie wrote: | Hard disagree. Severs aren't free to run. They're welcome to | recoup those costs and even make a profit from providing a | valuable service. Ethically they're doing nothing wrong by | letting people play a 30-year-old game for free, even if | they're in violation of our utterly insane copyright laws. | jl6 wrote: | I didn't see any statement on the site that the ads and | donations were ringfenced to cover server costs. | coldpie wrote: | Sure, I said they're welcome to make a profit. | Sargos wrote: | A website costs a few bucks a month to run and the files | should be distributed via BitTorrent anyway. This service | could be funded by any single individual. | coldpie wrote: | Sounds like you're volunteering! Have fun! | sillysaurusx wrote: | But where can we play simcopter? I need the ability to dangle | my passengers out of the helicopter in a threatening way. It's | been awhile. | coldacid wrote: | Someone actually went and created patches and installers to | work with modern Windows for both SimCopter and Streets of | SimCity. | | http://krimsky.net/patchers.html | ascagnel_ wrote: | SimCopter wasn't the only game that allowed you to import from | SC2k -- the city import is the only notable feature of the | otherwise-unremarkable Streets of SimCity[0]. | | [0] https://en.wikipedia.org/wiki/Streets_of_SimCity | somat wrote: | The music, the music was the other remarkable feature of | streets of sim city. | boole1854 wrote: | "I'm just a splatter, splatter, splatter on the windshield | of life." | | https://youtu.be/uqnU8wAyHdQ?t=3999 | ffmpegy wrote: | that game had so much potential, so many bugs... | [deleted] | missblit wrote: | Streets of Sim City was great. I'd use a bug to create | glitchy self-intersecting bridges I called "super springs" | which launched cars straight up. The AI certainly didn't know | what to make of that. | ambicapter wrote: | Streets of SimCity was great for making an outrageous racket | by using the increased gravity cheatcode. Every polygon | intersection would trigger the "suspension crashing" sound | effect. Fantastic fun. | hawski wrote: | I liked to play the SimCopter demo and thanks to it Wagner's | Ride of the Valkyries still remind me of the game. I suspected | (or maybe just hoped) that you could somehow import SimCity | 2000 cities (I had the original boxed release, the first game I | owned), but either it was not possible to do in the demo or I | just failed to find the way (I was barely a teenager without | the Internet access). | xattt wrote: | This is kind of like being a fan of early Simpsons, where | exposure to one thing leads you to find out more about the | thing they're drawing inspiration from. | | The association of Flight of the Valkyries and helicopters | came from Stanley Kubrick's Apocolypse Now. | lostgame wrote: | >> 'Stanley Kubrick's' 'Apocalypse Now' | | ...in what possible world; lol. I want to see that world. | | I think you mean Francis Ford Coppola. :P Or 'Full Metal | Jacket' - but your statement as it stands just makes me | giggle. | xattt wrote: | Oh god, I am grown man who did not know the difference | between these movies. | lostgame wrote: | 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 much easier time | identifying these two films and their directors than, | say; a 20-year-old? Is that what you're saying? Sorry; I | think it just went over my head. | tialaramex wrote: | They may well just mean that making these sorts of | mistakes feels worse when you're an adult. When children | don't know the difference between a goose and a duck, or | between N Sync and the Beatles, we don't think much of | it, whereas suddenly as an adult this seems like a big | deal. | | I used to get Al Pacino and Robert De Niro muddled up, | like badly enough that it made it difficult to follow | Heat (which features both actors in major roles)! No, | they don't look alike, I don't know why I couldn't keep | that straight. | | Whereas I had no problem distinguishing the real Queen | Amidala (Natalie Portman) in the Phantom Menace while | apparently that plot point caught out other people I | watched it with the first time - shrug. | DonHopkins wrote: | And of course there's The Simpsons association of | Apocalypse Now and Highway To Hell! | | https://www.youtube.com/watch?v=LBcZvviml_w | NexRebular wrote: | I remember it was possible to import your own maps in the | demo... by just copying your own city over the demo one. | hardlianotion wrote: | A noble quest ___________________________________________________________________ (page generated 2022-11-30 23:00 UTC)