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Author Topic: Official PyGG2 Development thread  (Read 162074 times)

notajf

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Re: Official PyGG2 Development thread
« Reply #660 on: April 15, 2012, 04:18:23 pm »

Alright. Let me know when it's playable. Once this is made, will GM GG2 be gone?
We aren't doing much work at all on GM GG2 dev at the moment. The focus is shifting towards PyGG2. PyGG2 will replace GM GG2.
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Saniblues

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Re: Official PyGG2 Development thread
« Reply #661 on: April 15, 2012, 04:29:51 pm »

Can someone compile this into an exe for me

So instead of telling people to jump through hoops just to see how this is going

I can just send them an exe
Logged
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!

notajf

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Re: Official PyGG2 Development thread
« Reply #662 on: April 15, 2012, 04:36:54 pm »

Can someone compile this into an exe for me

So instead of telling people to jump through hoops just to see how this is going

I can just send them an exe
32-bit or 64-bit
broken GUI menu and command line or command line and command line
stable or unstable
sentryspam or not
fixed fps or not
troll code included or not
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Saniblues

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Re: Official PyGG2 Development thread
« Reply #663 on: April 15, 2012, 04:43:25 pm »

Can someone compile this into an exe for me

So instead of telling people to jump through hoops just to see how this is going

I can just send them an exe
32-bit or 64-bit
broken GUI menu and command line or command line and command line
stable or unstable
sentryspam or not
fixed fps or not
troll code included or not
32 bit
broken gui
either one
sentryspam if you dont get it fixed
fixed fps
troll code included
Logged
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!

NAGN

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Re: Official PyGG2 Development thread
« Reply #664 on: April 15, 2012, 04:43:49 pm »

I don't know how to compile, but I can assure you that right now what we have, graphically, is completely unimpressive, and that most of the impressive under-the-hood stuff can't be shown through a video
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notajf

  • Guest
Re: Official PyGG2 Development thread
« Reply #665 on: April 15, 2012, 04:44:08 pm »

Can someone compile this into an exe for me

So instead of telling people to jump through hoops just to see how this is going

I can just send them an exe
32-bit or 64-bit
broken GUI menu and command line or command line and command line
stable or unstable
sentryspam or not
fixed fps or not
troll code included or not
32 bit
broken gui
either one
sentryspam if you dont get it fixed
fixed fps
troll code included
ok

reply to this or something so I force myself to work on it tommorow
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NAGN

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Re: Official PyGG2 Development thread
« Reply #666 on: April 15, 2012, 04:45:57 pm »

I don't think that pygrafix is configured to handle py2exe, and to get nightcracker to do that is a stretch
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Commando

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Re: Official PyGG2 Development thread
« Reply #667 on: April 15, 2012, 04:47:21 pm »

Can someone compile this into an exe for me

So instead of telling people to jump through hoops just to see how this is going

I can just send them an exe
troll code included or not

Troll code?
Logged

notajf

  • Guest
Re: Official PyGG2 Development thread
« Reply #668 on: April 15, 2012, 04:49:32 pm »

Can someone compile this into an exe for me

So instead of telling people to jump through hoops just to see how this is going

I can just send them an exe
troll code included or not

Troll code?
There are some jokes included in PyGG2.
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Commando

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Re: Official PyGG2 Development thread
« Reply #669 on: April 15, 2012, 04:55:41 pm »

Can someone compile this into an exe for me

So instead of telling people to jump through hoops just to see how this is going

I can just send them an exe
troll code included or not

Troll code?
There are some jokes included in PyGG2.

 :z6:

If possible, please send me the same exe file that Sani requested. I'd like to see it even though it's not much right now, as NAGN said.
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notajf

  • Guest
Re: Official PyGG2 Development thread
« Reply #670 on: April 15, 2012, 05:02:12 pm »

Can someone compile this into an exe for me

So instead of telling people to jump through hoops just to see how this is going

I can just send them an exe
troll code included or not

Troll code?
There are some jokes included in PyGG2.

 :z6:

If possible, please send me the same exe file that Sani requested. I'd like to see it even though it's not much right now, as NAGN said.
Sani wants it so people like you can test it.
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NAGN

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Re: Official PyGG2 Development thread
« Reply #671 on: April 15, 2012, 06:20:20 pm »

Status update: currently working on sentries

https://github.com/nagn/PyGG2/commit/0beab4bf55c6e82c234a4ced6d2c5322d6b4b8f0

one thing to note to be careful about is referencing the character object. Python automatically garbage collects if, and only if, said object has no instances pointing to it. In this original case, we've accidently passed the Character object through from the Weapon to the Sentry object, which would've caused conflicts


(click to show/hide)
« Last Edit: April 15, 2012, 06:23:06 pm by NAGN »
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Orpheon

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Re: Official PyGG2 Development thread
« Reply #672 on: April 16, 2012, 03:25:37 am »

Status update: currently working on sentries

https://github.com/nagn/PyGG2/commit/0beab4bf55c6e82c234a4ced6d2c5322d6b4b8f0

one thing to note to be careful about is referencing the character object. Python automatically garbage collects if, and only if, said object has no instances pointing to it. In this original case, we've accidently passed the Character object through from the Weapon to the Sentry object, which would've caused conflicts


(click to show/hide)
Wait, didn't I do that? I passed the real owner to the init code, but put self.owner_id = owner.id if I remember correctly. No? Dammit.

Also, yeah, the only person that knows how to compile this is nightcracker (this is another thing we should add, you know where), and he's missing right now.
NAGN's right saying that there really isn't much to see. The impressive stuff is the hardware accelerated drawing, the interpolation, the networking, separated server/client and the modularity of the code. About the only thing you can see as a user of them is that suddenly running around filling the map with bullets runs at 2000 FPS (and the server at ~1 million fps if you don't limit it).

Actually, if people really want, I'll make a vid, ok?


Quote from: AJF
broken GUI
Wait, you can host a server and connect to it via GUI? That's new.


I don't think that pygrafix is configured to handle py2exe, and to get nightcracker to do that is a stretch
Tbh, pygame has a legacy of problems with py2exe, and will definately won't work. Cython is probably a better idea in our case, but again, NC is the only one that knows how.
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notajf

  • Guest
Re: Official PyGG2 Development thread
« Reply #673 on: April 16, 2012, 10:26:59 am »

Quote from: AJF
broken GUI
Wait, you can host a server and connect to it via GUI? That's new.
You can't. You can run the test client though, and I could easily add a bash script for running the test server


I don't think that pygrafix is configured to handle py2exe, and to get nightcracker to do that is a stretch
Tbh, pygame has a legacy of problems with py2exe, and will definately won't work. Cython is probably a better idea in our case, but again, NC is the only one that knows how.
Eh. We don't need py2exe. Package the python runtime with it and include a script. like:

"pygg2/bin/python/python.exe pygg2/make.py menuclient" or something like that. You get the idea.
« Last Edit: February 18, 2024, 05:08:08 am by MedO »
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Orpheon

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Re: Official PyGG2 Development thread
« Reply #674 on: April 16, 2012, 10:28:46 am »

I don't think that pygrafix is configured to handle py2exe, and to get nightcracker to do that is a stretch
Tbh, pygame has a legacy of problems with py2exe, and will definately won't work. Cython is probably a better idea in our case, but again, NC is the only one that knows how.
Eh. We don't need py2exe. Package the python runtime with it and include a script. like:

"pygg2/bin/python/python.exe pygg2/make.py menuclient" or something like that. You get the idea.
This requires everyone to have all the dependencies, no?
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