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Post by Delfestra Ruinvorn on Aug 9, 2008 1:13:40 GMT
Hey now, thats impolite.
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Post by maxekist on Aug 9, 2008 3:34:59 GMT
pretty rude, yeah
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Post by lala on Aug 9, 2008 12:20:18 GMT
Ah thats cool Funky, so what parts of the map entered is it using, or was that always wrong info that was being discussed by 3rd parties? I just find it interesting that I rarely rolled below 50 when I used to mess around with this.
Bhao, you can only do 1 roll btw not 10 everytime you enter. Cheers Lala
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Post by bhao on Aug 9, 2008 13:07:22 GMT
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Post by FunkySwerve on Aug 9, 2008 17:27:32 GMT
Ah thats cool Funky, so what parts of the map entered is it using, or was that always wrong info that was being discussed by 3rd parties? Doesn't use parts of the map, whatever that means. It's a rand gen reseeded whenever a player enters an area, plain and simple. With very frequent reseeding you will probably see some more obvious degradation, but the simple fact is that there are far more than 10 random numbers generated between each area entry by a player. Hell, just doing a party roll in a full party will get you to the 10 mark before any reseeding, which is, I suspect, why bhao picked that number. Funky
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Post by lala on Aug 10, 2008 14:15:19 GMT
Hiya Funky, this is what I mean: Jason Keeney - Programmer, Obsidian Entertainment - Random Number Generator Yes, there was a bug in NWN1 that reseeded the RNG with static data when an area was loaded... this would cause the same sequence of numbers to show up everytime you played the same area. This wont be a problem with NWN2... I promise.
Thats from one of the game programmers, actually at Obsidian in a forum discussion. So why my interest in if you were able to see what those variables were, whether it is just map, map/combination of certain char environments that change (such as gold-inventory), and how it then decides where to start in the sequence of generated numbers.
Cheers Lala
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Post by FunkySwerve on Aug 10, 2008 15:32:43 GMT
He's saying the exact same thing I'm telling you, that it reseeds when a player enters an area. HOW it reseeds, I don't know, as it was acaos that did the peeking. It isn't of supreme importance, however, since simply cutting back on the reseeding would fix things nicely.
Funky
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Post by lala on Aug 10, 2008 19:53:12 GMT
Ok, it is how it reseeds I am talking about. There were discussions that the variables are associated with certain object/points for the map involved. Seems my original point above still stands that if the variables/objects are unknown (which is basically I was hoping you could answer as Acaos has looked at parts of this) any testing would have to take into consideration doors/chests/etc, and potentially variables based on character such as gold/inventory. See original post that actually mentions this: Remember though you would have to enter map, roll, leave map, re-enter map, roll if your testing it a 1000 times. Thats without even messing around with the consideration of the seed potentially affected by changes in the map environment, no-one knows for sure if certain objects influence this (such as open/closed chest, open/closed door,etc). Cheers Lala Any testing to try to work out what is involved needs to not only consider going in and out of the map each time, but other things. Still it is pointless unless bored as there are so many unknowns, and from what I have seen you would need to re-enter the map for each individual roll. I am only going by the 1000s of rolls (and I am talking a serious amount of bored hours here) I have done by actually doing a single roll and re-enter, and then trying various carefully selected maps, and a few other things that I have already mentioned. Is there a pattern or not? Who cares? None of us really but I am not sure how any tests can accurately prove it one way or another. Cheers Lala
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Post by Acaos on Aug 10, 2008 20:23:38 GMT
The reseed is based on the current server timestamp. Nothing else.
Acaos
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Post by Rodon_ on Sept 19, 2008 12:13:21 GMT
Medium thread resurrection, but I didn't feel like creating a new thread for this question;
When two or more people roll the same number in a !partyroll, are their names still displayed in a random order in the partyroll list? So further, is a !d100 roll between those who got the same partyroll really necessary?
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Post by StrykerOfChaos on Sept 19, 2008 13:13:24 GMT
Medium thread resurrection, but I didn't feel like creating a new thread for this question; When two or more people roll the same number in a !partyroll, are their names still displayed in a random order in the partyroll list? So further, is a !d100 roll between those who got the same partyroll really necessary? Not sure it's provable. Either way, the two people who tie roll off, that's just how it works. Unless one of them offers to go after the other, a reroll is the norm.
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Post by dodrudon on Sept 19, 2008 14:43:06 GMT
I think it's by whoever joined party first.
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Post by drunkenboaster on Sept 19, 2008 17:37:57 GMT
I think I have seen examples of the unrandom random numbers, have on two occasions had a dragonblooded subby drop in each of the two set ur chests in thids. Not sure what the odds are in a pure random system of seeing the two same urs spawns side by side, but to have it happen on two different occasions should be nearly impossible.
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Post by borges on Sept 19, 2008 18:01:57 GMT
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Post by FunkySwerve on Sept 19, 2008 19:04:50 GMT
It's not all that unlikely. Given the amount of loot you see popped, you should expect to see it from time to time.
Funky
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