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Author Topic: Official PyGG2 Development thread  (Read 161074 times)

Flaw

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Re: Porting GG2 to another Language - New Thread
« Reply #75 on: August 30, 2011, 11:10:41 am »

The initial origin of the damage is the player.
This is why you don't call people "what."

People are "who."

A person is a object, a something. A "it".
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Liam

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Re: Porting GG2 to another Language - New Thread
« Reply #76 on: August 30, 2011, 11:10:49 am »

By the way,

for this project, I'd like it if GG2's event system was more asynchronous. We have the wonderful Twisted asynchronous networking here, why not asynchronous in-game events? Should we even keep the current step system? Although it would be quicker to copy the current design, a better, non-framerate-limited design might be a better idea.

Is this port going to try and be compatible with the original GG2? As in, will I be able to host or join a game of original GG2 client players with the new port?
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Flaw

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Re: Porting GG2 to another Language - New Thread
« Reply #77 on: August 30, 2011, 11:13:02 am »

By the way,

for this project, I'd like it if GG2's event system was more asynchronous. We have the wonderful Twisted asynchronous networking here, why not asynchronous in-game events? Should we even keep the current step system? Although it would be quicker to copy the current design, a better, non-framerate-limited design might be a better idea.

Is this port going to try and be compatible with the original GG2? As in, will I be able to host or join a game of original GG2 client players with the new port?

Obviously.
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Psychopath

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Re: Porting GG2 to another Language - New Thread
« Reply #78 on: August 30, 2011, 11:13:06 am »

The initial origin of the damage is the player.
This is why you don't call people "what."

People are "who."

A person is a object, a something. A "it".
While that may be true, it is a common understanding that "it" refers to an inanimate object and "who" identifies as an animal. By referring to an animal as "it" degrades it to a vegetable state or lower, it is seen as an insult.
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Liam

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Re: Porting GG2 to another Language - New Thread
« Reply #79 on: August 30, 2011, 11:13:38 am »

The initial origin of the damage is the player.
This is why you don't call people "what."

People are "who."

Don't you mean "whom"?  :smiley16:

The initial origin of the damage is the player.
This is why you don't call people "what."

People are "who."

A person is a object, a something. A "it".

Are you saying that robots are human after all? :)
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Liam

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Re: Porting GG2 to another Language - New Thread
« Reply #80 on: August 30, 2011, 11:18:11 am »

How is GG2 licensed? Do we have the blessing of the devs to go ahead?
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Lorgan

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Re: Porting GG2 to another Language - New Thread
« Reply #81 on: August 30, 2011, 11:26:15 am »

>open source

also i would love to help but i don't know shit about python and only the very very basic stuff of c++
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Psychopath

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Re: Porting GG2 to another Language - New Thread
« Reply #82 on: August 30, 2011, 11:26:29 am »

It's under the GPL, which can be found contained within the .zip that you can download off the front page.
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Flaw

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Re: Porting GG2 to another Language - New Thread
« Reply #83 on: August 30, 2011, 11:32:47 am »

Also, I think I'll pause my GGDS project, wait until this has reached sufficient progress, then do a fork and base GGDS of this.
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Dusty

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Re: Porting GG2 to another Language - New Thread
« Reply #84 on: August 30, 2011, 11:34:14 am »

I don't really think this would be compatible with the original gg2. Would it?

Flaw

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Re: Porting GG2 to another Language - New Thread
« Reply #85 on: August 30, 2011, 11:34:32 am »

I don't really think this would be compatible with the original gg2. Would it?

Reaction: :z8:
« Last Edit: August 30, 2011, 11:36:10 am by Flaw »
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notajf

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Re: Porting GG2 to another Language - New Thread
« Reply #86 on: August 30, 2011, 11:44:28 am »

By the way,

for this project, I'd like it if GG2's event system was more asynchronous. We have the wonderful Twisted asynchronous networking here, why not asynchronous in-game events? Should we even keep the current step system? Although it would be quicker to copy the current design, a better, non-framerate-limited design might be a better idea.

Is this port going to try and be compatible with the original GG2? As in, will I be able to host or join a game of original GG2 client players with the new port?

Obviously.
Obviously *not*. There is not real point in keeping it compatible, it will just introduce headaches for us.
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notajf

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Re: Porting GG2 to another Language - New Thread
« Reply #87 on: August 30, 2011, 11:44:59 am »

Also, my first big pull request! Yay!

https://github.com/Orpheon/PyGG2/pull/1
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Orpheon

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Re: Porting GG2 to another Language - New Thread
« Reply #88 on: August 30, 2011, 12:50:28 pm »

Also, my first big pull request! Yay!

https://github.com/Orpheon/PyGG2/pull/1
My first pull request at all  :smiley16:.


I don't really think this would be compatible with the original gg2. Would it?
The thing that decides that is the networking. Since we haven't even discussed yet whether we want to stick with TCP or try UDP, it's a bit premature to answer that question, imo.


How is GG2 licensed? Do we have the blessing of the devs to go ahead?
Yes, we definately do have the blessing of the devs. There's a big thread in the Beta tester forums about this, and I quoted large parts of it in the OP.
Look at MedOs post there somewhere.


Also Psycho, question:

Why is SCOPE_IN and out synced? Can't you simply do the same thing as for cloaking?
« Last Edit: August 30, 2011, 12:51:10 pm by Orpheon »
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Mr.L

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Re: Porting GG2 to another Language - New Thread
« Reply #89 on: August 30, 2011, 03:22:18 pm »

which python be you using
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