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Author Topic: Official PyGG2 Development thread  (Read 143004 times)

notajf

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Re: Porting GG2 to Python - PyGG2
« Reply #255 on: November 11, 2011, 11:39:38 am »

Floaty as in jumping? Our gravity and acceleration numbers aren't correct yet, so it is different from GG2 yes (and might feel floaty).

And you are correct. On my webserver I just use one location, /downloads/pygg2.zip which I constantly overwrite with the newest version, which happens not to be a stress test.
...

that's gonna cause caching problems mate. might want to consider having several versions.
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Orpheon

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Re: Porting GG2 to Python - PyGG2
« Reply #256 on: November 11, 2011, 12:01:22 pm »

Floaty as in jumping? Our gravity and acceleration numbers aren't correct yet, so it is different from GG2 yes (and might feel floaty).

And you are correct. On my webserver I just use one location, /downloads/pygg2.zip which I constantly overwrite with the newest version, which happens not to be a stress test.
...

that's gonna cause caching problems mate. might want to consider having several versions.
Git.
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Orpheon

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Re: Porting GG2 to Python - PyGG2
« Reply #257 on: November 11, 2011, 12:58:09 pm »

Life as a programmer can be hard, but you always find new applications for code. Computers, being more and more flexible, have finally decided to enter the world of art, making even the most determined programmer rip his hair out.

This is a port-folio of all the visual mistreatments nightcracker's computer did to a map:
(click to show/hide)
(click to show/hide)
(click to show/hide)
(click to show/hide)
(click to show/hide)
(click to show/hide)

And finally, having tried and tested everything, the computer posted it's masterpiece:
(click to show/hide)

Aren't they beautiful?
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notajf

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Re: Porting GG2 to Python - PyGG2
« Reply #258 on: November 11, 2011, 01:21:38 pm »

--snip--

What on earth were you trying to do?!
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Orpheon

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Re: Porting GG2 to Python - PyGG2
« Reply #259 on: November 11, 2011, 01:45:09 pm »

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notajf

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Re: Porting GG2 to Python - PyGG2
« Reply #260 on: November 11, 2011, 01:59:27 pm »

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nightcracker

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Re: Porting GG2 to Python - PyGG2
« Reply #261 on: November 11, 2011, 02:05:11 pm »

No, bitmask rotation.
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notajf

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Re: Porting GG2 to Python - PyGG2
« Reply #262 on: November 11, 2011, 02:16:48 pm »

No, bitmask rotation.
...oh

like for collisions?
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nightcracker

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Re: Porting GG2 to Python - PyGG2
« Reply #263 on: November 11, 2011, 03:45:24 pm »

Yes, for collisions.
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nightcracker

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Re: Porting GG2 to Python - PyGG2
« Reply #264 on: November 11, 2011, 04:41:40 pm »

And it's time for another:

PyGG2 - the stress-test version

There were small FPS improvements, and we are happy to announce that we only rely pygame for rendering now, which makes deploying servers a lot more portable (dedicated servers anyone?).

Please post your results!
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BillyBobJoe

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Re: Porting GG2 to Python - PyGG2
« Reply #265 on: November 11, 2011, 07:12:44 pm »

About to post my result then I saw new version :ninja: 'd
26fps shooting 81 idle ya my computer really sucks
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Dusty

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Re: Porting GG2 to Python - PyGG2
« Reply #266 on: November 11, 2011, 08:16:52 pm »

400 idle, 175 shooting

Ignis

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Re: Porting GG2 to Python - PyGG2
« Reply #267 on: November 11, 2011, 08:34:58 pm »

Lowest I could get it to go was ~260 FPS, while shooting and gunspinnig

Average nonmoving was ~700
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replays suck, use demos
demos are only good for setting traps, use soldier if you want to be aggressive and still have explosions
:whack:

AcidLead

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Re: Porting GG2 to Python - PyGG2
« Reply #268 on: November 11, 2011, 10:29:45 pm »

Hey people this shit is EXCITING

now here is a thread I can really get behind
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fire at cyberdisc
eighty-five percent hit chance
doh, she missed the shot

I_am_awesome

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Re: Porting GG2 to Python - PyGG2
« Reply #269 on: November 12, 2011, 06:45:24 am »

There were small FPS improvements

Idle: switches between 1666 and 2000
shooting: ~580

that's an FPS drop of at least 500 compared to the last version :drool:
(well while shooting it improved...which is more important i would say.)
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