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Author Topic: Official PyGG2 Development thread  (Read 37247 times)
notajf
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« Reply #75 on: August 30, 2011, 10:49:35 am »

By the way,

for this project, I'd like it if GG2's event system was more asynchronous. We have the wonderful Twisted asynchronous networking here, why not asynchronous in-game events? Should we even keep the current step system? Although it would be quicker to copy the current design, a better, non-framerate-limited design might be a better idea.
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Psychopath
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« Reply #76 on: August 30, 2011, 10:59:13 am »

don't forget the person dealing the damage

Quote from: Flaw
Arguments could be amount, source and type, for example
source; origin of the damage (what is dealing it)
What: a weapon

There is no guarantee that the weapon exists in memory when the damage is dealt.

Who: the person using the weapon

Because it is based upon the player ID and not their physical presence, this will always work unless they leave the server before the damage is dealt. In that case, default to a constant that represents an invalid player but won't register as an error.
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(8:01:46 PM) Psychopath: I'm just wondering what the next hot thing to fall on my lap will be
(8:01:57 PM) Lynn1: a girl maybe?
(8:02:01 PM) Psychopath: Shocked
Flaw
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« Reply #77 on: August 30, 2011, 11:00:15 am »

don't forget the person dealing the damage

Quote from: Flaw
Arguments could be amount, source and type, for example
source; origin of the damage (what is dealing it)
What: a weapon

There is no guarantee that the weapon exists in memory when the damage is dealt.

Who: the person using the weapon

Because it is based upon the player ID and not their physical presence, this will always work unless they leave the server before the damage is dealt. In that case, default to a constant that represents an invalid player but won't register as an error.

The initial origin of the damage is the player.
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Psychopath
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« Reply #78 on: August 30, 2011, 11:07:45 am »

The initial origin of the damage is the player.
This is why you don't call people "what."

People are "who."
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Quote from: IRC
(8:01:46 PM) Psychopath: I'm just wondering what the next hot thing to fall on my lap will be
(8:01:57 PM) Lynn1: a girl maybe?
(8:02:01 PM) Psychopath: Shocked
Flaw
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« Reply #79 on: August 30, 2011, 11:10:41 am »

The initial origin of the damage is the player.
This is why you don't call people "what."

People are "who."

A person is a object, a something. A "it".
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Liam
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« Reply #80 on: August 30, 2011, 11:10:49 am »

By the way,

for this project, I'd like it if GG2's event system was more asynchronous. We have the wonderful Twisted asynchronous networking here, why not asynchronous in-game events? Should we even keep the current step system? Although it would be quicker to copy the current design, a better, non-framerate-limited design might be a better idea.

Is this port going to try and be compatible with the original GG2? As in, will I be able to host or join a game of original GG2 client players with the new port?
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Flaw
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« Reply #81 on: August 30, 2011, 11:13:02 am »

By the way,

for this project, I'd like it if GG2's event system was more asynchronous. We have the wonderful Twisted asynchronous networking here, why not asynchronous in-game events? Should we even keep the current step system? Although it would be quicker to copy the current design, a better, non-framerate-limited design might be a better idea.

Is this port going to try and be compatible with the original GG2? As in, will I be able to host or join a game of original GG2 client players with the new port?

Obviously.
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Psychopath
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« Reply #82 on: August 30, 2011, 11:13:06 am »

The initial origin of the damage is the player.
This is why you don't call people "what."

People are "who."

A person is a object, a something. A "it".
While that may be true, it is a common understanding that "it" refers to an inanimate object and "who" identifies as an animal. By referring to an animal as "it" degrades it to a vegetable state or lower, it is seen as an insult.
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Quote from: IRC
(8:01:46 PM) Psychopath: I'm just wondering what the next hot thing to fall on my lap will be
(8:01:57 PM) Lynn1: a girl maybe?
(8:02:01 PM) Psychopath: Shocked
Liam
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« Reply #83 on: August 30, 2011, 11:13:38 am »

The initial origin of the damage is the player.
This is why you don't call people "what."

People are "who."

Don't you mean "whom"?  

The initial origin of the damage is the player.
This is why you don't call people "what."

People are "who."

A person is a object, a something. A "it".

Are you saying that robots are human after all? Smiley
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Liam
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« Reply #84 on: August 30, 2011, 11:18:11 am »

How is GG2 licensed? Do we have the blessing of the devs to go ahead?
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Lorgan
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check my new game in new projects k thx bye


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« Reply #85 on: August 30, 2011, 11:26:15 am »

>open source

also i would love to help but i don't know shit about python and only the very very basic stuff of c++
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Psychopath
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« Reply #86 on: August 30, 2011, 11:26:29 am »

It's under the GPL, which can be found contained within the .zip that you can download off the front page.
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Quote from: IRC
(8:01:46 PM) Psychopath: I'm just wondering what the next hot thing to fall on my lap will be
(8:01:57 PM) Lynn1: a girl maybe?
(8:02:01 PM) Psychopath: Shocked
Flaw
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« Reply #87 on: August 30, 2011, 11:32:47 am »

Also, I think I'll pause my GGDS project, wait until this has reached sufficient progress, then do a fork and base GGDS of this.
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Dusty
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Dust in a box under a table


« Reply #88 on: August 30, 2011, 11:34:14 am »

I don't really think this would be compatible with the original gg2. Would it?
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Flaw
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« Reply #89 on: August 30, 2011, 11:34:32 am »

I don't really think this would be compatible with the original gg2. Would it?

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« Last Edit: August 30, 2011, 11:36:10 am by Flaw » Logged
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