Oh God, that really WAS Chris's blood! D:Nash wrote:"Well, maybe the ghost was murdered in the dining room, so that's why it appears there a lot".
Also, I'd like to see this mansion for myself. :B
Oh God, that really WAS Chris's blood! D:Nash wrote:"Well, maybe the ghost was murdered in the dining room, so that's why it appears there a lot".
Aha, I figured it was something like that. Well, good to know ZDoom is much more random than vanilla Doom. I never understood why id didn't just code it to be random like everything else and store the seed like you're doing. Maybe they wanted to save a few bytes in the demo format?randi wrote:Doom didn't seed the RNG. In fact, it didn't have a "real" RNG at all. All it had was a table of numbers that it stepped through one after another whenever it needed to pick a "random" number, and it always started picking numbers from the first entry, so randomness in Doom was very deterministic and consistent from run to run.
Which is probably the case. I remember having some map that picked something random in an open script, but it always picked the same thing, which obviously wasn't very random, so I had to add some randomness to it.HotWax wrote:Of course, given that there wasn't any scripting in Doom, they probably didn't consider true randomness all that important
Can't say for certain until I've made sufficient runs, but it does seem better. I ran 10 test runs of Chibi Rebellion and did notice a slight pattern, but if I played in earnest I'm not sure it would appear/be relevant. When my scripts were called within a minute of each other, they sometimes stick to certain numbers, next minute stick to a new number, and so on. Compared to the old behavior though, these results are a vast improvement.randi wrote:How does that work for you?
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