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Author Topic: Official PyGG2 Development thread  (Read 149542 times)

Inconceivable!

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Re: Official PyGG2 Development thread
« Reply #1140 on: July 16, 2014, 11:53:10 pm »

Ah, got it.
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MedO

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Re: Official PyGG2 Development thread
« Reply #1141 on: July 23, 2014, 01:41:03 pm »

I think you can't communicate the newbie VIM experience via anything but VIM itself.

"Ok, let's just type something in."
BEEP!
(five lines of text disappear from the file)
"Augh, I just wanted to..."
BEEP! BEEP! BEEP!
"Ok, I got it, I have to..."
(Vim suddenly goes into splitscreen)
BEEP!
"AUGH!"
« Last Edit: July 23, 2014, 01:42:18 pm by MedO »
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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.

Inconceivable!

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Re: Official PyGG2 Development thread
« Reply #1142 on: July 24, 2014, 09:49:57 pm »

I think you can't communicate the newbie VIM experience via anything but VIM itself.

"Ok, let's just type something in."
BEEP!
(five lines of text disappear from the file)
"Augh, I just wanted to..."
BEEP! BEEP! BEEP!
"Ok, I got it, I have to..."
(Vim suddenly goes into splitscreen)
BEEP!
"AUGH!"
xD
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NAGN

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Re: Official PyGG2 Development thread
« Reply #1143 on: July 26, 2014, 05:31:26 pm »

I think you can't communicate the newbie VIM experience via anything but VIM itself.

"Ok, let's just type something in."
BEEP!
(five lines of text disappear from the file)
"Augh, I just wanted to..."
BEEP! BEEP! BEEP!
"Ok, I got it, I have to..."
(Vim suddenly goes into splitscreen)
BEEP!
"AUGH!"
https://www.gnu.org/fun/jokes/ed-msg.html
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Inconceivable!

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Re: Official PyGG2 Development thread
« Reply #1144 on: July 27, 2014, 01:09:45 pm »

I think you can't communicate the newbie VIM experience via anything but VIM itself.

"Ok, let's just type something in."
BEEP!
(five lines of text disappear from the file)
"Augh, I just wanted to..."
BEEP! BEEP! BEEP!
"Ok, I got it, I have to..."
(Vim suddenly goes into splitscreen)
BEEP!
"AUGH!"
https://www.gnu.org/fun/jokes/ed-msg.html
hehe
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Inconceivable!

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Re: Official PyGG2 Development thread
« Reply #1145 on: July 29, 2014, 07:23:50 pm »

This is a much larger project than I am capable of understanding at the moment. I'm waaaay over my head. I may return to it in the future, but for now, I'll work on smaller things to work up to this.
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Orpheon

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Re: Official PyGG2 Development thread
« Reply #1146 on: September 09, 2014, 03:37:26 pm »

So I played around with the source again, fixed a few bugs, and successfully managed to freeze (ie. link and put into an exe) pygg2.

Download
Doubleclick both batch files and enjoy. Press number row to change classes, some are not available yet and soldier crashes.
This is obviously not playable yet, nor do I really need bugtesting. I'm mostly posting this to show that yes, it can be done, there is hope.
« Last Edit: September 09, 2014, 03:37:42 pm by Orpheon »
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Derpduck

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Re: Official PyGG2 Development thread
« Reply #1147 on: September 09, 2014, 03:43:21 pm »



Orpheon

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Re: Official PyGG2 Development thread
« Reply #1148 on: September 09, 2014, 03:44:35 pm »




You're lagging fps-wise pretty hard there.


Quoting because first post of page:
So I played around with the source again, fixed a few bugs, and successfully managed to freeze (ie. link and put into an exe) pygg2.

Download
Doubleclick both batch files and enjoy. Press number row to change classes, some are not available yet and soldier crashes.
This is obviously not playable yet, nor do I really need bugtesting. I'm mostly posting this to show that yes, it can be done, there is hope.
« Last Edit: September 09, 2014, 03:46:20 pm by Orpheon »
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Spazz

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Re: Official PyGG2 Development thread
« Reply #1149 on: September 09, 2014, 08:29:39 pm »

You're lagging fps-wise pretty hard there.
Derp did mention that the first gif was 33fps and the others were 10fps
Somehow his PC is worse at recording than mine is
« Last Edit: September 09, 2014, 08:29:56 pm by Spazz »
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<3 Bustatunez

MrRatermat

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Re: Official PyGG2 Development thread
« Reply #1150 on: September 13, 2014, 05:47:30 am »

Derp did mention that the first gif was 33fps and the others were 10fps
Somehow his PC is worse at recording than mine is
Well, I use Youtube to demonstrate things, but it sometimes requires more effort than is actually worth.
Whatever floats your boat, though.
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ajf

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Re: Official PyGG2 Development thread
« Reply #1151 on: September 20, 2014, 07:22:23 am »

PyGG2 shall rise again!

:cry:
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notarctic

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Re: Official PyGG2 Development thread
« Reply #1152 on: October 03, 2014, 02:27:03 am »

how much work is it to port gg2 to udp then concentrate the efforts on just the pygg2 server?
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[1:37:51 PM] Derpduck: arctic u need to quote ppl that make shit posts in case they edit them
[4:20:15 PM] Rubeus Hashgrid: i cant discover anything fuck you imageshack

ajf

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Re: Official PyGG2 Development thread
« Reply #1153 on: October 03, 2014, 04:07:46 pm »

how much work is it to port gg2 to udp then concentrate the efforts on just the pygg2 server?
too much
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did you know that spinning stars work like this???

I've seen things you people wouldn't believe. execute_strings on fire off the shoulder of Overmars. I watched object-beams glitter in the dark near the room_goto_fix. All those moments will be lost in time, like tears...in...rain. Time to die.

merasmus44

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Re: Official PyGG2 Development thread
« Reply #1154 on: March 03, 2023, 09:37:26 am »

I am going to try to rewrite this for python 3.8.
Because this thread has been inactive for a couple years

Link to proj
« Last Edit: March 04, 2023, 06:04:10 pm by merasmus44 »
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Terrible code? Yes
Does it work? most of the time...
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