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Author Topic: Official PyGG2 Development thread  (Read 162412 times)

Dusty

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Re: Official PyGG2 Development thread
« Reply #615 on: March 30, 2012, 12:26:33 pm »

Is it made of wibbly wobbly, timey wimey... stuff?

Orpheon

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Re: Official PyGG2 Development thread
« Reply #616 on: March 30, 2012, 02:29:42 pm »

Uhh...yeah?

Anyways, the current progress is at the point where we have a working engine, a working networking, and some mostly working graphics (works, but depth still isn't solved).
In other words, you can now join a server and jump around, shooting. Since there aren't any teams nor map modes yet, you can't do much, but still. The framework is there.

I'm not going to give a percentage, sorry.
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notajf

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Re: Official PyGG2 Development thread
« Reply #617 on: March 30, 2012, 05:57:21 pm »

Uhh...yeah?

Anyways, the current progress is at the point where we have a working engine, a working networking, and some mostly working graphics (works, but depth still isn't solved).
In other words, you can now join a server and jump around, shooting. Since there aren't any teams nor map modes yet, you can't do much, but still. The framework is there.

I'm not going to give a percentage, sorry.
Well, I will

Parts of it are 100% complete, the other bits are 0% complete

:hehe:
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nightcracker

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Re: Official PyGG2 Development thread
« Reply #618 on: March 31, 2012, 03:56:28 am »

Uhh...yeah?

Anyways, the current progress is at the point where we have a working engine, a working networking, and some mostly working graphics (works, but depth still isn't solved).
In other words, you can now join a server and jump around, shooting. Since there aren't any teams nor map modes yet, you can't do much, but still. The framework is there.

I'm not going to give a percentage, sorry.
Well, I will

Parts of it are 100% complete, the other bits are 0% complete

:hehe:

Programming is an iterative process; everything is 100% done until redone.
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MedO

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Re: Official PyGG2 Development thread
« Reply #619 on: March 31, 2012, 04:48:49 am »

Software projects are never finished, just abandoned.
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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.

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

notajf

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Re: Official PyGG2 Development thread
« Reply #620 on: March 31, 2012, 05:07:12 am »

Software projects are never finished, just abandoned.
This is correct.

https://ajf.me/stuff/ihavewaytoomanyprojects.gif
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Orpheon

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Re: Official PyGG2 Development thread
« Reply #621 on: March 31, 2012, 05:12:15 am »

I was assuming 100% = as good as current GMK gg2.

But whatever.
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notajf

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Re: Official PyGG2 Development thread
« Reply #622 on: March 31, 2012, 05:15:33 am »

I was assuming 100% = as good as current GMK gg2.

But whatever.
Well it's partially 100% :smiley16:
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Phantom Brave

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Re: Official PyGG2 Development thread
« Reply #623 on: March 31, 2012, 06:42:21 am »

>Zelda Hacking folder
I am so curious right now.
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http://steamcommunity.com/id/wareya/
ladies and gentlemen i would like to announce that the fact of the matter is up that the fact of the matter is a fact and it matters

notajf

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Re: Official PyGG2 Development thread
« Reply #624 on: March 31, 2012, 07:15:06 am »

>Zelda Hacking folder
I am so curious right now.
It's nothing interesting :cry:
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NAGN

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Re: Official PyGG2 Development thread
« Reply #625 on: March 31, 2012, 12:37:24 pm »

well if people really want to know about the current progress, you can check out our git repository

https://github.com/nightcracker/PyGG2/commits/master

I don't actually know how to compile our libraries as part of the exe yet, so you'll have to sort of take our word for it when we say "we're working on it"
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Orpheon

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Re: Official PyGG2 Development thread
« Reply #626 on: March 31, 2012, 04:17:33 pm »

https://github.com/nightcracker/PyGG2/commit/3a7110fcb65eaa1acf905297403beeda9314110e

Could someone take a look?
I can't really see a solution to this problem, on the other hand I'm not thinking straight atm either. So whatever.


EDIT: Actually, I'm seeing the problem:
The client takes server update, fast-forwards it like it should, and then sits on that. Problem is when the next update comes, the client takes this fast-forwarded state as a base, corrects it and forwards again.
That means that stuff that isn't corrected gets completely overcompensated.

The only solution I see would be to rewind all events back, let the server correct, and then fast-forward again. But that's a shit to do, and will probably also be buggy as hell.

Wat do.
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NAGN

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Re: Official PyGG2 Development thread
« Reply #627 on: March 31, 2012, 04:31:41 pm »

http://web.cs.wpi.edu/~claypool/courses/4513-B03/papers/games/bernier.pdf

I'm going to re read this since I vaguely remember something about repeated events and how the client handles it
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Nukleus

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Re: Official PyGG2 Development thread
« Reply #628 on: April 02, 2012, 07:35:38 am »

Software projects are never finished, just abandoned.
This is correct.

https://ajf.me/stuff/ihavewaytoomanyprojects.gif
OF ALL THOSE BROWSERS WHY IS THAT ONE OPEN
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notajf

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Re: Official PyGG2 Development thread
« Reply #629 on: April 02, 2012, 07:39:43 am »

Software projects are never finished, just abandoned.
This is correct.

https://ajf.me/stuff/ihavewaytoomanyprojects.gif
OF ALL THOSE BROWSERS WHY IS THAT ONE OPEN
IE9 is actually a pretty good browser
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