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Author Topic: Official PyGG2 Development thread  (Read 142835 times)

Intel Guard

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Re: Official PyGG2 Development thread
« Reply #810 on: June 26, 2012, 12:23:48 pm »

4th time^^^^^
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I've been listening to a bit of Green Day recently (past 2 months actually). Really raises the level of "fuckethesystem" in me.  :z5:
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ajf

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Re: Official PyGG2 Development thread
« Reply #811 on: June 26, 2012, 01:05:38 pm »

4th time^^^^^
wat

there was ajf
then there was notajf
then there was ajf
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Saniblues

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Re: Official PyGG2 Development thread
« Reply #812 on: June 26, 2012, 01:26:38 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
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Quote from: mop
Quote from: MR MAGN3TIC
I don't like it.  :nah:
Oh, well, you might as well pack up and stop now, because he doesn't like it
I'm bored out of my skull, Lets play a different game!
Lets take a visit down below And cast the world in flames!

Intel Guard

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Re: Official PyGG2 Development thread
« Reply #813 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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I've been listening to a bit of Green Day recently (past 2 months actually). Really raises the level of "fuckethesystem" in me.  :z5:
"god is dead."♫♫♫

ajf

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Re: Official PyGG2 Development thread
« Reply #814 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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Re: Official PyGG2 Development thread
« Reply #815 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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Re: Official PyGG2 Development thread
« Reply #816 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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NAGN

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Re: Official PyGG2 Development thread
« Reply #817 on: June 26, 2012, 04:58:56 pm »

Clash of the titans
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[Royal Gay Penguin Nachos Ibarra Gordita Agave] LC

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Re: Official PyGG2 Development thread
« Reply #818 on: June 27, 2012, 09:06:13 am »

I thought this was supposed to be the "serious" subforum.
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morally [incest] is around the same level as what gay marriage is today
shoulda let LC barf on him

ajf

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Re: Official PyGG2 Development thread
« Reply #819 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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Saniblues

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Re: Official PyGG2 Development thread
« Reply #820 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
Quote from: MR MAGN3TIC
I don't like it.  :nah:
Oh, well, you might as well pack up and stop now, because he doesn't like it
I'm bored out of my skull, Lets play a different game!
Lets take a visit down below And cast the world in flames!

Meower

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Re: Official PyGG2 Development thread
« Reply #821 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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Re: Official PyGG2 Development thread
« Reply #822 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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Saniblues

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Re: Official PyGG2 Development thread
« Reply #823 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
Quote from: MR MAGN3TIC
I don't like it.  :nah:
Oh, well, you might as well pack up and stop now, because he doesn't like it
I'm bored out of my skull, Lets play a different game!
Lets take a visit down below And cast the world in flames!

Orpheon

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Re: Official PyGG2 Development thread
« Reply #824 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 »
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