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Author Topic: Official PyGG2 Development thread  (Read 37246 times)
Intel Guard
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pull over that ass 2 fat


« Reply #840 on: June 26, 2012, 01:39:59 pm »

4th time^^^^^
wat

there was ajf
then there was notajf
then there was ajf
›implying you didnt have alts

how long till you quit this time?
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Also some random girl from my school yelled out her pickup truck window, asking if I wanted to be her boyfriend when I was at my house Drolling
ajf
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« Reply #841 on: June 26, 2012, 04:25:22 pm »

4th time^^^^^
wat

there was ajf
then there was notajf
then there was ajf
If you combine all your alt accounts this is the eight time by my count
wat
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RedO
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« Reply #842 on: June 26, 2012, 04:48:39 pm »

this is my favorite thread
nerdfights starring our lovable pygg2 development staff and wonderful welcome wagons, all in one thread
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Orpheon
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« Reply #843 on: June 26, 2012, 04:57:58 pm »

Ugh...at least the old state interpolation works again. Something is still buggy though, and by assuming that the bug density of the old state interpolation is standard I still have my work cut out for me.
Understanding Python lambda sure helps...

this is my favorite thread
nerdfights starring our lovable pygg2 development staff and wonderful welcome wagons, all in one thread
You should look at the Skype log, everything from number-induced madness to bloody power struggles.
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Yeah so now I have an idea


« Reply #844 on: June 26, 2012, 04:58:56 pm »

Clash of the titans
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[im
ajf
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« Reply #845 on: June 27, 2012, 06:55:13 am »

Don't forget when we openly mocked a group member and almost stopped him getting a job...
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I'm not stretching the screen more than Brooklyn


« Reply #846 on: June 27, 2012, 09:06:13 am »

I thought this was supposed to be the "serious" subforum.
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ajf
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« Reply #847 on: June 27, 2012, 09:48:58 am »

I thought this was supposed to be the "serious" subforum.
It is.

I added HP and teams yesterday. And weapon damage.
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♫Sani Sani Disco♫
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« Reply #848 on: June 27, 2012, 10:09:26 am »

I thought this was supposed to be the "serious" subforum.
Not on my watch
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Quote from: mop
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Went fat once, never went back


« Reply #849 on: June 27, 2012, 12:46:41 pm »

closed development best development because you can put up with everyone's shit after you're done doing your part
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Orpheon
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« Reply #850 on: June 27, 2012, 01:05:07 pm »

This thread somewhat doesn't really have any serious purpose for dev-to-dev discussion, because that takes place on skype. So before beta testing and announcing, there isn't a ton of stuff to do here.
Also, this is the only place where we're allowed to procrastinate about PyGG2, let us procrastinate.  =/

Current situation:
I am still being perplexed with smoothing down network extrapolation, AJF just finished teams (or so he says) and is working on implementing damage, wareya is working on getting the character movement and collision physics to work properly (btw, how's that going?) and NAGN is doing stuff pretty much everywhere. Nightcracker hasn't been sighted in a PyGG2 place for more than a few months, and Nukleus and Tiktalik, who both said they might work on PyGG2 but they couldn't because pygrafix doesn't work on their systems, could now because we use pySFML but both seem to have disappeared. As for Flaw/Port, he's even worse than nightcracker.

PyGG2 currently has a working engine and a working networking, a almost working graphical interface, very little menus, no map modes and no sound. What's also lacking are those networking extras to make stuff smoother (that don't exist in GML-GG2 either, btw), a working lobby client (IPs currently have to be hard-coded), cloaking, medigun, an NnB system (although sentries are already more or less finished). The FPS currently is slightly above 2000 for me without hundreds of bullets, and several hundred with, and for NAGN, which has the shittiest laptop of us all, a solid 60.


EDIT: @AJF: That is going a bit far though.
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« Reply #851 on: June 27, 2012, 01:39:20 pm »

So are you guys going to do it by the game's current scale or 50% smaller

Because it'd be nice if the rotating weapon sprites didn't have that bitmixing effect because that's what happens.
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Quote from: mop
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« Reply #852 on: June 27, 2012, 01:55:47 pm »

So are you guys going to do it by the game's current scale or 50% smaller

Because it'd be nice if the rotating weapon sprites didn't have that bitmixing effect because that's what happens.
We were doing it with the current sprites and the current scaling. But changing that scaling means adding one function call everywhere, so it's doable and also doable later.
« Last Edit: June 27, 2012, 01:56:09 pm by Orpheon » Logged

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Another one --


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« Reply #853 on: June 27, 2012, 04:59:30 pm »

if you want your networking bugs to go away then use a buffering method that makes sense and doesn't try to do black magic

I can't work on the collision because the game stutters enough to make it so I can't test for minor obscure bugs
« Last Edit: June 27, 2012, 05:10:35 pm by Chartreuse » Logged

ajf
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« Reply #854 on: June 27, 2012, 05:41:00 pm »

pygg2 is retarded, the way it does a lot of things

- packet construction is as fucked up as it is in GG2
- lots and lots and lots of needless, unmaintainable code duplication
- etc
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