May 18, 2024, 05:36:18 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 ... 31 32 [33] 34 35 ... 77

Author Topic: Official PyGG2 Development thread  (Read 142836 times)

Orpheon

  • Moderator
  • *****
  • Karma: 15
  • Offline Offline
  • Posts: 6409
  • Developer
Re: Porting GG2 to Python - PyGG2
« Reply #480 on: January 27, 2012, 08:38:46 am »

Well, until Medo makes the lobby code sane we have to follow the lobby endianness for the server-side lobby code. In all the other cases we should decide for ourselves, and so I will:


Big-endian


Why? Because big-endian is the most often used for networking, and because it's an arbitrary choice anyway.
Ok. I'll go change everything to that.

Also, the server-lobby code is already done, and separate from the rest. But yeah.

EDIT: Did you add some struct code elsewhere than the Player input de/serialize function and the events?
« Last Edit: January 27, 2012, 08:40:28 am by Orpheon »
Logged

Orpheon

  • Moderator
  • *****
  • Karma: 15
  • Offline Offline
  • Posts: 6409
  • Developer
Re: Porting GG2 to Python - PyGG2
« Reply #481 on: January 27, 2012, 08:53:52 am »

Wait.
What the blazes is going on with event.py and event_serialize.py?

I can't find a commit where there was something else in event.py, so one of us probably duplicated it and renamed it or something.
Go figure.

Also, why did neither of us notice this before? It's been in the code since January 12.  :drool:
« Last Edit: January 27, 2012, 08:54:38 am by Orpheon »
Logged

MedO

  • Owns this place
  • *****
  • Karma: 151
  • Offline Offline
  • Posts: 1752
Re: Porting GG2 to Python - PyGG2
« Reply #482 on: January 27, 2012, 09:02:24 am »

You can blame git for some things, but not for "forgetting" content that is part of the project history. If you look at the content of a commit, that is how it was committed, period. You would get SHA1 mismatch errors all over the place if anything was corrupted. In fact, the SHA1 of any commit is a digest of the *entire* history of the project (all content and metadata) that led to this point.
Logged
Quote from: Alfred North Whitehead
It is the business of the future to be dangerous; and it is among the merits of science that it equips the future for its duties.

Quote from: John Carmack
[...] if you have a large enough codebase, any class of error that is syntactically legal probably exists there.

Orpheon

  • Moderator
  • *****
  • Karma: 15
  • Offline Offline
  • Posts: 6409
  • Developer
Re: Porting GG2 to Python - PyGG2
« Reply #483 on: January 27, 2012, 09:06:52 am »

You can blame git for some things, but not for "forgetting" content that is part of the project history. If you look at the content of a commit, that is how it was committed, period. You would get SHA1 mismatch errors all over the place if anything was corrupted. In fact, the SHA1 of any commit is a digest of the *entire* history of the project (all content and metadata) that led to this point.
NC and I both have access to git@nightcracker/PyGG2, and neither of us really look at what the other does in commits that exactly.
It's not like in gg2 now where every commit is carefully analysed, because until recently two people have been commiting (now Nukleus has started joining too), and usually we talked beforehand over stuff.

So no, this is not Git's fault. It's ours. What mostly surprises me is that neither of us saw it until after a month.
Logged

MedO

  • Owns this place
  • *****
  • Karma: 151
  • Offline Offline
  • Posts: 1752
Re: Porting GG2 to Python - PyGG2
« Reply #484 on: January 27, 2012, 09:10:28 am »

That's still organized development, you should not lose stuff one of you did unless you force-push your commits to the server repo or you merge with strategy=ours or something similarly silly.
Logged
Quote from: Alfred North Whitehead
It is the business of the future to be dangerous; and it is among the merits of science that it equips the future for its duties.

Quote from: John Carmack
[...] if you have a large enough codebase, any class of error that is syntactically legal probably exists there.

Rodoval

  • Seasoned Member
  • *****
  • Karma: 8
  • Offline Offline
  • Posts: 3937
  • It's been 8 years already, am I oldfag yet
Re: Porting GG2 to Python - PyGG2
« Reply #485 on: January 27, 2012, 04:52:27 pm »

any noticeable progress?


Oh wait nevermind I hadn't seen this last page
« Last Edit: January 27, 2012, 04:53:58 pm by Rodoval »
Logged

read this post about minors without looking at the last page first, and I thought you were encouraging rodo to hunt for young women.

Nukleus

  • Guest
Re: Porting GG2 to Python - PyGG2
« Reply #486 on: January 28, 2012, 02:29:56 am »

We can't offer a progress bar, but we can show what we've done.
- Scout, Soldier, Heavy, Engie, Spy, and as of today, Pyro
- Shooting, animations, rocketjumping
- 2dfortremix
- Orpheon and NC are working on networking
- I'm working on the small stuff.
Logged

billymaze

  • Veteran Member
  • ******
  • Karma: 9
  • Offline Offline
  • Posts: 6730
Re: Porting GG2 to Python - PyGG2
« Reply #487 on: January 28, 2012, 03:30:48 am »

I heard there is a mac version. Can I have the latest one? It's hard to navigate all these pages looking for one thing :/
Logged

Orpheon

  • Moderator
  • *****
  • Karma: 15
  • Offline Offline
  • Posts: 6409
  • Developer
Re: Porting GG2 to Python - PyGG2
« Reply #488 on: January 28, 2012, 04:46:25 am »

I heard there is a mac version. Can I have the latest one? It's hard to navigate all these pages looking for one thing :/
The mac/windows/linux version is the same: https://github.com/nightcracker/PyGG2

No binary since there isn't really much to test yet.
« Last Edit: January 28, 2012, 04:46:34 am by Orpheon »
Logged

nightcracker

  • NC
  • Full Member
  • ***
  • Karma: 0
  • Offline Offline
  • Posts: 516
  • PyGG2 dev
    • NC Labs
Re: Porting GG2 to Python - PyGG2
« Reply #489 on: January 28, 2012, 04:49:24 am »

I heard there is a mac version. Can I have the latest one? It's hard to navigate all these pages looking for one thing :/

Getting everything to compile on Mac has been a bitch so far, but it shouldn't be impossible. But for now you're going to have to hang on.
Logged

Nukleus

  • Guest
Re: Porting GG2 to Python - PyGG2
« Reply #490 on: January 28, 2012, 09:26:11 pm »

HOW TO RUN PyGG2 ON WINDOWS

1) INSTALLING PYTHON 2.7

Download Python 2.7

Install it to "C:\Python27".
Go to "controlpanel>System>Advanced>Environment Variables".

In the "System Variables" box, click on "Path", then click "Edit".
In the "Variable Value" box, add to the end: ";C:\Python27;C:\MinGW\bin".
Click OK, then OK again in the system menu.

2) INSTALLING PIL, PYGRAFIX AND MINGW

Download and install PIL

Download Pygrafix
Unzip, and move to "C:\Python27\Lib\site-packages"

Download and install MinGW

3) INSTALLING PYGG2 AND BITMAP EXTENSION

Download and unzip: PyGG2

Move the folder to My Documents and rename it to "PyGG2".

Go to command prompt (start>accessories>command prompt) and type "cd " (with a space after cd).
drag the PyGG2 folder into the command prompt window and press enter.

Type in "python make.py build" and press enter.

After it is finished, exit command prompt.

4) MAKING PyGG2.bat

Go to notepad (start>accessories>notepad).

Type the following, but change <USER> to your computer's username.

cd "C:\Documents and Settings\<USER>\My Documents\PyGG2"
python make.py testclient


Click file>save, and in the "File Name" box, type "PyGG2.bat", and set the "Save as Type" box to "All Files".
Save it wherever you like.


And you're done! Whenever you want to run PyGG2, you just have to open PyGG2.bat
If you want to update PyGG2, just repeat delete the PyGG2 folder in My documents and repeat step 3.
« Last Edit: February 01, 2012, 12:38:36 am by Nukleus »
Logged

Nukleus

  • Guest
Re: Porting GG2 to Python - PyGG2
« Reply #491 on: January 28, 2012, 09:31:20 pm »

That SHOULD work. Not 100% sure though
Logged

MEDIK

  • Full Member
  • ***
  • Karma: 0
  • Offline Offline
  • Posts: 272
  • winter is coming
Re: Porting GG2 to Python - PyGG2
« Reply #492 on: January 31, 2012, 08:47:22 pm »

n0p3 D:
Logged



See you in another life brother

NAGN

  • Developer
  • ******
  • Karma: 146
  • Offline Offline
  • Posts: 16150
  • Yeah so now I have an idea
Re: Porting GG2 to Python - PyGG2
« Reply #493 on: January 31, 2012, 08:51:55 pm »

can you specify what exactly is the issue?
Logged

Nukleus

  • Guest
Re: Porting GG2 to Python - PyGG2
« Reply #494 on: January 31, 2012, 10:28:19 pm »

I'm installing a completely clean install of windows 7 when I get home, so I'll be able to test if it's 100% working. But I can't find anything wrong with it at the moment, you'll have to post any errors you get
Logged
Pages: 1 ... 31 32 [33] 34 35 ... 77
 

Page created in 0.03 seconds with 33 queries.