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Author Topic: Official PyGG2 Development thread  (Read 162073 times)

Nukleus

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Re: Official PyGG2 Development thread
« Reply #645 on: April 08, 2012, 08:30:25 am »

It would be pretty easy to make a packer (an application that will pack your modded gg2 into an exe) wouldn't it?
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notajf

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Re: Official PyGG2 Development thread
« Reply #646 on: April 08, 2012, 08:45:30 am »

It would be pretty easy to make a packer (an application that will pack your modded gg2 into an exe) wouldn't it?
Uh, we already have this?
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RedBluYellow

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Re: Official PyGG2 Development thread
« Reply #647 on: April 08, 2012, 11:45:40 am »

Glad to see this is still being worked on :D
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Footpöp

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Re: Official PyGG2 Development thread
« Reply #648 on: April 08, 2012, 08:40:29 pm »

It's still the only 64 bit browser iirc
>>>>>
http://ftp.mozilla.org/pub/mozilla.org/firefox/nightly/latest-mozilla-central/

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[ ] firefox-14.0a1.en-US.win64-x86_64.checksums 08-Apr-2012 05:48 3.5K
[ ] firefox-14.0a1.en-US.win64-x86_64.complete.mar 08-Apr-2012 05:48 22M
[ ] firefox-14.0a1.en-US.win64-x86_64.installer.exe 08-Apr-2012 05:48 18M
[ ] firefox-14.0a1.en-US.win64-x86_64.tests.zip 08-Apr-2012 05:48 54M
[TXT] firefox-14.0a1.en-US.win64-x86_64.txt 08-Apr-2012 05:48 70
[ ] firefox-14.0a1.en-US.win64-x86_64.zip
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Team /ABC/

notajf

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Re: Official PyGG2 Development thread
« Reply #649 on: April 09, 2012, 06:45:59 am »

It's still the only 64 bit browser iirc
>>>>>
http://ftp.mozilla.org/pub/mozilla.org/firefox/nightly/latest-mozilla-central/

Code: [Select]
[ ] firefox-14.0a1.en-US.win64-x86_64.checksums 08-Apr-2012 05:48 3.5K
[ ] firefox-14.0a1.en-US.win64-x86_64.complete.mar 08-Apr-2012 05:48 22M
[ ] firefox-14.0a1.en-US.win64-x86_64.installer.exe 08-Apr-2012 05:48 18M
[ ] firefox-14.0a1.en-US.win64-x86_64.tests.zip 08-Apr-2012 05:48 54M
[TXT] firefox-14.0a1.en-US.win64-x86_64.txt 08-Apr-2012 05:48 70
[ ] firefox-14.0a1.en-US.win64-x86_64.zip
Huh.
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nightcracker

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Re: Official PyGG2 Development thread
« Reply #650 on: April 09, 2012, 04:20:25 pm »

It's still the only 64 bit browser iirc
>>>>>
http://ftp.mozilla.org/pub/mozilla.org/firefox/nightly/latest-mozilla-central/

Code: [Select]
[ ] firefox-14.0a1.en-US.win64-x86_64.checksums 08-Apr-2012 05:48 3.5K
[ ] firefox-14.0a1.en-US.win64-x86_64.complete.mar 08-Apr-2012 05:48 22M
[ ] firefox-14.0a1.en-US.win64-x86_64.installer.exe 08-Apr-2012 05:48 18M
[ ] firefox-14.0a1.en-US.win64-x86_64.tests.zip 08-Apr-2012 05:48 54M
[TXT] firefox-14.0a1.en-US.win64-x86_64.txt 08-Apr-2012 05:48 70
[ ] firefox-14.0a1.en-US.win64-x86_64.zip

He's saying firefox nightly has 64 bit builds too.
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Feenix

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Re: Official PyGG2 Development thread
« Reply #651 on: April 15, 2012, 02:40:31 pm »

When I try step 3 I get this:

I might not have added the stuff to system variables box but the instructions on that weren't very clear. Please help  :cry:
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Orpheon

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Re: Official PyGG2 Development thread
« Reply #652 on: April 15, 2012, 02:46:46 pm »

When I try step 3 I get this:

I might not have added the stuff to system variables box but the instructions on that weren't very clear. Please help  :cry:
You apparently didn't install/configure python correctly. Did you use the standard Python installer?
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Commando

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Re: Official PyGG2 Development thread
« Reply #653 on: April 15, 2012, 02:56:51 pm »

How can there be 75 people in a Development Server without it lagging? Ping: 63
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Orpheon

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Re: Official PyGG2 Development thread
« Reply #654 on: April 15, 2012, 03:04:47 pm »

How can there be 75 people in a Development Server without it lagging? Ping: 63
Wait, ping worked? But that... I ... we didn't... no ping.... how the fuck...

PYGG2 IS DEVELOPING ON IT'S OWN!
 :panic:


But anyways, ping is not lag, and is independent of lag, and of player count. It's only a distance check.
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Feenix

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Re: Official PyGG2 Development thread
« Reply #655 on: April 15, 2012, 03:12:38 pm »

When I try step 3 I get this:

I might not have added the stuff to system variables box but the instructions on that weren't very clear. Please help  :cry:
You apparently didn't install/configure python correctly. Did you use the standard Python installer?
I used the standard installer but I don't think I did step 1 (with the system variables and stuff) correctly. Could you explain that a little more clearly, in stupid person terms?
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NAGN

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Re: Official PyGG2 Development thread
« Reply #656 on: April 15, 2012, 03:16:07 pm »

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Commando

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Re: Official PyGG2 Development thread
« Reply #657 on: April 15, 2012, 03:35:13 pm »

How can there be 75 people in a Development Server without it lagging? Ping: 63
Wait, ping worked? But that... I ... we didn't... no ping.... how the fuck...

PYGG2 IS DEVELOPING ON IT'S OWN!
 :panic:


But anyways, ping is not lag, and is independent of lag, and of player count. It's only a distance check.

Oh, okay.

I opened vanilla GG2 and went to the server lobby. There were 2 Development Servers at the bottom in gray. Both had ping of 63. If ping hasn't been added yet... That's just weird. Wish I took a screenshot, but I didn't think anything of it at the time except that there were 75 players in the server, something I had never seen before.

Also, is testing PyGG2 only for the developers and beta testers for those who have Python, or is it open to the public? I'm interested in helping with testing this.
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Orpheon

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Re: Official PyGG2 Development thread
« Reply #658 on: April 15, 2012, 03:42:17 pm »

How can there be 75 people in a Development Server without it lagging? Ping: 63
Wait, ping worked? But that... I ... we didn't... no ping.... how the fuck...

PYGG2 IS DEVELOPING ON IT'S OWN!
 :panic:


But anyways, ping is not lag, and is independent of lag, and of player count. It's only a distance check.

Oh, okay.

I opened vanilla GG2 and went to the server lobby. There were 2 Development Servers at the bottom in gray. Both had ping of 63. If ping hasn't been added yet... That's just weird. Wish I took a screenshot, but I didn't think anything of it at the time except that there were 75 players in the server, something I had never seen before.

Also, is testing PyGG2 only for the developers and beta testers for those who have Python, or is it open to the public? I'm interested in helping with testing this.
The player count doesn't really mean anything, we were and still are testing whether the servers can hold those numbers of players, or whether we made some ACK'ing error or something.
It isn't playable yet.
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Commando

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Re: Official PyGG2 Development thread
« Reply #659 on: April 15, 2012, 04:14:26 pm »

Alright. Let me know when it's playable. Once this is made, will GM GG2 be gone?
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