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Author Topic: Official PyGG2 Development thread  (Read 142821 times)

nightcracker

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Re: Porting GG2 to Python - PyGG2
« Reply #315 on: November 24, 2011, 01:28:49 pm »

Well currently we are doing the networking framework and then we can start adding real content.
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Orpheon

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Re: Porting GG2 to Python - PyGG2
« Reply #316 on: November 24, 2011, 01:55:03 pm »

I am partially alive. I'll occasionally be checking this thread to see if game structure has reached a ready point, and then start working on gameplay mechanics (rounds, autoguns, ammo, etc) and some generic stuff (health HUD, player list, etc).
A health hud would be a welcome addition at this point.
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Saniblues

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Re: Porting GG2 to Python - PyGG2
« Reply #317 on: November 24, 2011, 02:34:24 pm »

Use b43 as a model for the base development. That had no health huds btw

^^me wanting b43 to make a comeback
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Vindicator

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Re: Porting GG2 to Python - PyGG2
« Reply #318 on: November 26, 2011, 11:54:53 pm »

white text on black background... what have you done...
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Orpheon

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Re: Porting GG2 to Python - PyGG2
« Reply #319 on: November 27, 2011, 03:03:24 am »

white text on black background... what have you done...
Found out how incredibly beautiful dark schemes are.

Also, NightCracker will be afk for some time, he's gone somewhere without internet for a while.
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nightcracker

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Re: Porting GG2 to Python - PyGG2
« Reply #320 on: November 30, 2011, 05:30:44 am »

All right, a little test:

Download

Unzip and run 2d.exe. This should open a window with 1000 quotes rendered over each other, and a console window that displays your FPS. Please test this and tell me whether it works and what FPS you get. It should look like this:



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notajf

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Re: Porting GG2 to Python - PyGG2
« Reply #321 on: November 30, 2011, 05:43:17 am »

All right, a little test:

Download

Unzip and run 2d.exe. This should open a window with 1000 quotes rendered over each other, and a console window that displays your FPS. Please test this and tell me whether it works and what FPS you get. It should look like this:




59/60 FPS

also STOP USING IMMEDIATE MODE  :z3:
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Lorgan

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Re: Porting GG2 to Python - PyGG2
« Reply #322 on: November 30, 2011, 05:49:07 am »

Yup, 60 fps for me too
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Flaw

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Re: Porting GG2 to Python - PyGG2
« Reply #323 on: November 30, 2011, 05:51:46 am »

« Last Edit: November 30, 2011, 05:52:05 am by Flaw »
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Ignis

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Re: Porting GG2 to Python - PyGG2
« Reply #324 on: December 03, 2011, 11:04:07 am »

60-70

And what was the purpose of this may I ask?
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NAGN

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Re: Porting GG2 to Python - PyGG2
« Reply #325 on: December 03, 2011, 11:08:39 am »

I think he's testing a new rendering engine or something
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notajf

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Re: Porting GG2 to Python - PyGG2
« Reply #326 on: December 03, 2011, 07:06:20 pm »

Yeah, OpenGL instead of Pygame.
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Vindicator

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Re: Porting GG2 to Python - PyGG2
« Reply #327 on: December 07, 2011, 06:09:33 pm »

Code: [Select]
mask_extension/bitmask.c: In function 'bitcount':
mask_extension/bitmask.c:74:7: warning: right shift count >= width of type

wat
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nightcracker

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Re: Porting GG2 to Python - PyGG2
« Reply #328 on: December 08, 2011, 02:20:15 am »

It's a warning, you can ignore it. (It's from a library that we use but we didn't write, and I get the same warning too)
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Vindicator

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Re: Porting GG2 to Python - PyGG2
« Reply #329 on: December 08, 2011, 05:33:20 pm »

It's a warning, you can ignore it. (It's from a library that we use but we didn't write, and I get the same warning too)

Hm. Okay. Well, I can get it to compile and run, but it freezes immediately, and ideas? Also, MAX_PACKET_SIZE doesn't have a value in constants.py, I assumed it would just be a number so I just stuck in 1024.
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