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Re: OpenCity Revival, by me.

PostPosted: 29 Oct 2016, 20:34
by ChristopherH
Just so you all know, I haven't forgotten about this, real life has just been getting in the way.

Re: OpenCity Revival, by me.

PostPosted: 12 Feb 2017, 01:10
by DGMurdockIII
hope this gets updated i love this game but if not you might want to look in to helping this open source city building game citybound http://cityboundsim.com/

Re: OpenCity Revival, by me.

PostPosted: 15 Feb 2017, 10:19
by oln
Citybound is a really interesting project that deserves it's own thread really.

Re: OpenCity Revival, by me.

PostPosted: 26 Mar 2017, 19:42
by Julius

Re: OpenCity Revival, by me.

PostPosted: 07 Apr 2017, 18:40
by farrer
Julius {l Wrote}:http://opengameart.org/content/voxel-town-pack-lite

Looks very nice also.


The models are indeed great, but released only as (what I believe is) Unity format makes them almost useless for non-Unity games (which is the usual place for FLOSS games). Unless there is some converter from this format to .obj or any engine neutral one (which I'm unaware of).

(edit: misspelled)

Edit2: After request the author uploaded it (and also all other his works on OGA) in .FBX with textures :D

Re: OpenCity Revival, by me.

PostPosted: 02 Jul 2017, 12:17
by ChristopherH
I sent an email across to the Energy Tycoon developer yesterday who told me I am free to use the art assets from that game in this as long as I credit Peter Schiessl who is the author of the work.

Re: OpenCity Revival, by me.

PostPosted: 02 Jul 2017, 12:36
by Julius
ChristopherH {l Wrote}:I sent an email across to the Energy Tycoon developer yesterday who told me I am free to use the art assets from that game in this as long as I credit Peter Schiessl who is the author of the work.


Please confirm that he is indeed fine with a proper license that is in effect what he means, i.e Creative Commons Attribution (CC-by). Otherwise you end up with a very unclear situation regarding the copyright status of those assets.

Re: OpenCity Revival, by me.

PostPosted: 05 Jul 2017, 20:59
by ChristopherH
Ok I will speak to his brother when he is back from his holiday.

Re: OpenCity Revival, by me.

PostPosted: 11 Jul 2017, 20:35
by DGMurdockIII
i hope you do get somewhere with this you shold join #opencity on freenode irc server talk to the creator of opencity he would love to hear your doing this

Re: OpenCity Revival, by me.

PostPosted: 12 Jul 2017, 10:33
by GunChleoc
Here is another city builder called LinCity NG, which got stalled when they got hit by a shutdown of their repository host (twice!)

https://github.com/lincity-ng/lincity-ng

There are a few commits this year, so it's not completely dead yet.

Re: OpenCity Revival, by me.

PostPosted: 21 Sep 2017, 23:09
by ChristopherH
Hello everyone, I have been given permission to license this under a creative commons license, what is the most appropriate CC license to use that is compatible with the GPL?

Re: OpenCity Revival, by me.

PostPosted: 22 Sep 2017, 12:46
by Julius
Code and assets are generally considered sufficiently separate that you don't need to worry too much about compatibility. But if you want to be on the safe side (IANAL):
CC-by and CC0 are compatible and the most recent CC-by-SA as well, see:
https://www.fsf.org/blogs/licensing/cre ... -version-3

Edit: cleaned thread of unnecessary trolling and responses to that.

Re: OpenCity Revival, by me.

PostPosted: 24 Sep 2017, 20:20
by ChristopherH
Thank you for your response Julius.

I appreciate everyone's help and of course Michael who made Energy Tycoon, I will get started on this.

Re: OpenCity Revival, by me.

PostPosted: 15 Nov 2017, 22:34
by DGMurdockIII
do you hang out in opencity irc channel on freenode? I ask becouse it would be nice to be about to be about to talk to u in real time if get updates and how we can help can you link you fork if you have it on gitbub so we can download the code or see what you have done

Re: OpenCity Revival, by me.

PostPosted: 27 Nov 2017, 09:22
by BobSep
Nice revival Chris, looks pretty darn good imo.

Re: OpenCity Revival, by me.

PostPosted: 09 Jun 2020, 17:03
by farrer
Forked the original repository (https://github.com/chrishancox/opencity2) and updated the code to use SDL2 (and also removed all autogenerated files and binaries that were there) here: https://github.com/farrer/opencity2 .

Posted on this topic, as I'm not sure if the pull-request will be merged because the original repository seems inactive.

Re: OpenCity Revival, by me.

PostPosted: 10 Jun 2020, 00:45
by charlie
How does it run?

Re: OpenCity Revival, by me.

PostPosted: 10 Jun 2020, 11:34
by farrer
charlie {l Wrote}:How does it run?


I believe the original github repository is almost the same that was in the sourceforge's SVN repository, but I couldn't compile either of them (that's why I forked the original github's and upgraded it to SDL2). In other words, there's a map generator, you can build things on the map, but the simulation is on (very?) early development stage... As far as I remember the latest - long ago - released version (0.0.6), the conversion to SDL2 is working without regressions.

As a side note, there's some good ideas there. Maybe a mixture of it with micropolis' code for simulation would achieve a playable game on relatively few time.

Re: OpenCity Revival, by me.

PostPosted: 21 Jun 2020, 11:38
by ChristopherH
Farrer, I merged your patch. Sorry I don't have time for this any more - life gets in the way. It's nearly the same as the original source but with the new power plants basically. I didn't know how to upgrade it to SDL2 which is what caused me to give up (as well as having a full time job, wife, dog, etc)