May 13, 2024, 11:21:18 pm

The Gang Garrison 2 Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

NOTICE: Wondering where all the forums have gone?

Join the community Discord server!

Pages: 1 ... 4 5 [6] 7 8 ... 77

Author Topic: Official PyGG2 Development thread  (Read 142657 times)

Flaw

  • Junior Member
  • **
  • Karma: 0
  • Offline Offline
  • Posts: 109
Re: Porting GG2 to another Language - New Thread
« Reply #75 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".
Logged

Liam

  • New Member
  • *
  • Karma: 0
  • Offline Offline
  • Posts: 16
Re: Porting GG2 to another Language - New Thread
« Reply #76 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?
Logged

Flaw

  • Junior Member
  • **
  • Karma: 0
  • Offline Offline
  • Posts: 109
Re: Porting GG2 to another Language - New Thread
« Reply #77 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.
Logged

Psychopath

  • Developer In Training
  • ******
  • Karma: 167
  • Offline Offline
  • Posts: 6682
  • Stop telling me to do things
Re: Porting GG2 to another Language - New Thread
« Reply #78 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.
Logged
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: :o

Liam

  • New Member
  • *
  • Karma: 0
  • Offline Offline
  • Posts: 16
Re: Porting GG2 to another Language - New Thread
« Reply #79 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"?  :smiley16:

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? :)
Logged

Liam

  • New Member
  • *
  • Karma: 0
  • Offline Offline
  • Posts: 16
Re: Porting GG2 to another Language - New Thread
« Reply #80 on: August 30, 2011, 11:18:11 am »

How is GG2 licensed? Do we have the blessing of the devs to go ahead?
Logged

Lorgan

  • Retired Randomizer Mod Developer
  • Resident Miku
  • *****
  • Karma: 28
  • Offline Offline
  • Posts: 3625
    • My own website
Re: Porting GG2 to another Language - New Thread
« Reply #81 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++
Logged
Unfortunately, turning a section into a communist oppressive regime is not against the forum rules, so there is really nothing we can do.
Quote from: steam
21:08 - Hullusorsa: lorgan, when will you buy us the keys?
21:09 - Lorgan: i'm waiting for greece to collapse so the value of the euro drops
21:09 - Lorgan: not even joking

Psychopath

  • Developer In Training
  • ******
  • Karma: 167
  • Offline Offline
  • Posts: 6682
  • Stop telling me to do things
Re: Porting GG2 to another Language - New Thread
« Reply #82 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.
Logged
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: :o

Flaw

  • Junior Member
  • **
  • Karma: 0
  • Offline Offline
  • Posts: 109
Re: Porting GG2 to another Language - New Thread
« Reply #83 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.
Logged

Dusty

  • 2012 Haxxy Award Winner
  • *
  • Karma: -78
  • Offline Offline
  • Posts: 10312
  • Dust in a box under a table
Re: Porting GG2 to another Language - New Thread
« Reply #84 on: August 30, 2011, 11:34:14 am »

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

Flaw

  • Junior Member
  • **
  • Karma: 0
  • Offline Offline
  • Posts: 109
Re: Porting GG2 to another Language - New Thread
« Reply #85 on: August 30, 2011, 11:34:32 am »

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

Reaction: :z8:
« Last Edit: August 30, 2011, 11:36:10 am by Flaw »
Logged

notajf

  • Guest
Re: Porting GG2 to another Language - New Thread
« Reply #86 on: August 30, 2011, 11:44:28 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.
Obviously *not*. There is not real point in keeping it compatible, it will just introduce headaches for us.
Logged

notajf

  • Guest
Re: Porting GG2 to another Language - New Thread
« Reply #87 on: August 30, 2011, 11:44:59 am »

Also, my first big pull request! Yay!

https://github.com/Orpheon/PyGG2/pull/1
Logged

Orpheon

  • Moderator
  • *****
  • Karma: 15
  • Offline Offline
  • Posts: 6409
  • Developer
Re: Porting GG2 to another Language - New Thread
« Reply #88 on: August 30, 2011, 12:50:28 pm »

Also, my first big pull request! Yay!

https://github.com/Orpheon/PyGG2/pull/1
My first pull request at all  :smiley16:.


I don't really think this would be compatible with the original gg2. Would it?
The thing that decides that is the networking. Since we haven't even discussed yet whether we want to stick with TCP or try UDP, it's a bit premature to answer that question, imo.


How is GG2 licensed? Do we have the blessing of the devs to go ahead?
Yes, we definately do have the blessing of the devs. There's a big thread in the Beta tester forums about this, and I quoted large parts of it in the OP.
Look at MedOs post there somewhere.


Also Psycho, question:

Why is SCOPE_IN and out synced? Can't you simply do the same thing as for cloaking?
« Last Edit: August 30, 2011, 12:51:10 pm by Orpheon »
Logged

Mr.L

  • Guest
Re: Porting GG2 to another Language - New Thread
« Reply #89 on: August 30, 2011, 03:22:18 pm »

which python be you using
Logged
Pages: 1 ... 4 5 [6] 7 8 ... 77
 

Page created in 0.041 seconds with 46 queries.