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Author Topic: Official PyGG2 Development thread  (Read 373425 times)

Port

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Re: Official PyGG2 Development thread
« Reply #750 on: June 15, 2012, 01:17:57 am »

Woo, something is happening.
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Phantom Brave

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Re: Official PyGG2 Development thread
« Reply #751 on: June 15, 2012, 09:50:36 am »

so where on earth did my word wrap code go
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Orpheon

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Re: Official PyGG2 Development thread
« Reply #752 on: June 15, 2012, 12:31:20 pm »

so where on earth did my word wrap code go
Nowhere. Where did you expect it to go? There already exists a GML implementation, and no Python console.
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Phantom Brave

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Re: Official PyGG2 Development thread
« Reply #753 on: June 15, 2012, 06:48:10 pm »

I can't find a link to it anymore ;_;
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Machidro

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Re: Official PyGG2 Development thread
« Reply #754 on: June 15, 2012, 09:55:35 pm »

Check your downloads folder, if you wrote the code and shared it through a file locker, you may still have it.

After that, check your recycling bin, maybe you threw it away.
« Last Edit: June 15, 2012, 09:55:58 pm by Gardicolo »
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Phantom Brave

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Re: Official PyGG2 Development thread
« Reply #755 on: June 15, 2012, 10:05:54 pm »

why would I used a file locker for code
why would I code python on windows
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Orpheon

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Re: Official PyGG2 Development thread
« Reply #756 on: June 16, 2012, 04:21:06 am »

Ubuntu has a Trash too.
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Orpheon

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Re: Official PyGG2 Development thread
« Reply #757 on: June 16, 2012, 08:09:55 am »

Quote
<Orpheon> I just found out an incredibly annoying networking bug
<maciej01> hmm derpy is on?
<maciej01> what bug?
<Orpheon> that was confusing me to no end
<Orpheon> pygg2 syncs states every so often
<Orpheon> game states
<Orpheon> to do that, it just fast-fires states and the client decides whether this state is advanced enough
<maciej01> oh
<Orpheon> so the client only takes the newest state
<Orpheon> now
<Orpheon> I synced the time
<Orpheon> which is a float
<Orpheon> as an int
<Orpheon> which means the client only accepted a new state every second
<Orpheon> urg
« Last Edit: June 16, 2012, 08:12:57 am by Orpheon »
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AcidLead

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Re: Official PyGG2 Development thread
« Reply #758 on: June 16, 2012, 09:15:39 am »

only seems comical from the perspective of one who isn't scrambling to fix it
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Dusty

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Re: Official PyGG2 Development thread
« Reply #759 on: June 16, 2012, 12:44:55 pm »

Quick question. what if the game goes on for so long that the int overflows? what happens then?

Phantom Brave

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Re: Official PyGG2 Development thread
« Reply #760 on: June 16, 2012, 01:09:17 pm »

it won't, ints are huge
also I'm totally reworking the collision code but it'll take a couple days so yeah don't hold your breath
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Dusty

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Re: Official PyGG2 Development thread
« Reply #761 on: June 16, 2012, 01:14:52 pm »

it won't, ints are huge
also I'm totally reworking the collision code but it'll take a couple days so yeah don't hold your breath
ints aren't that huge if the server is trying to send something every frame or so.

Phantom Brave

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Re: Official PyGG2 Development thread
« Reply #762 on: June 16, 2012, 01:15:30 pm »

They are if they only change every second
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Dusty

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Re: Official PyGG2 Development thread
« Reply #763 on: June 16, 2012, 01:18:58 pm »

Orpheon said the client only accepts a new state every second.
Does the server only send a state every second or does it send one every frame?

Phantom Brave

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Re: Official PyGG2 Development thread
« Reply #764 on: June 16, 2012, 01:28:46 pm »

It was a bug because of how he was syncing time as an int instead.
« Last Edit: June 16, 2012, 01:28:54 pm by Wareya »
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