Zandronum's SSG is pretty good

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Zandronum's SSG is pretty good

#1

Post by Samurai » Thu Jun 21, 2012 2:39 pm

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00:11  <Jarin_cz>	i am pretty sure i have more doom friends than you

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RE: Zandronum's SSG is pretty good

#2

Post by Ivan » Thu Jun 21, 2012 2:42 pm

What ? It's better than Zdaemon SSG... oh wai-
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RE: Zandronum's SSG is pretty good

#3

Post by Dark-Assassin » Thu Jun 21, 2012 2:53 pm

Looks like someone got on the bad side of zdoom's since forever broken RNG system, which is hardly random.
I believe I know how it's broken.
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RE: Zandronum's SSG is pretty good

#4

Post by Tribeam » Thu Jun 21, 2012 3:02 pm

I demand the SSG be put back as an instakill weapon, its completely unrealistic and this broken RNG system ruins my strategies of being a good player, this is an outrage, its not fair that armored players can still live after being shot, ect.

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RE: Zandronum's SSG is pretty good

#5

Post by Slyfox » Thu Jun 21, 2012 3:06 pm

Rofl swift
Actually, that shot not only took about 20 hp, it boosted me across the bridge! thanks buddy

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RE: Zandronum's SSG is pretty good

#6

Post by Synert » Thu Jun 21, 2012 3:20 pm

-=Dark-Assassin=- wrote: Looks like someone got on the bad side of zdoom's since forever broken RNG system, which is hardly random.
I believe I know how it's broken.
we were warned

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RE: Zandronum's SSG is pretty good

#7

Post by Qent » Thu Jun 21, 2012 3:46 pm

What were the DMFlags on that server?
-=Dark-Assassin=- wrote: Looks like someone got on the bad side of zdoom's since forever broken RNG system, which is hardly random.
I believe I know how it's broken.
How?
Last edited by Qent on Thu Jun 21, 2012 3:47 pm, edited 1 time in total.

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RE: Zandronum's SSG is pretty good

#8

Post by Dark-Assassin » Thu Jun 21, 2012 3:53 pm

Well, from what I gather from it, once it picks a number, it has a higher chance of picking a similar area of numbers than anywhere else. Thus not really being completely random.
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RE: Zandronum's SSG is pretty good

#9

Post by Torr Samaho » Thu Jun 21, 2012 8:36 pm

-=Dark-Assassin=- wrote: Looks like someone got on the bad side of zdoom's since forever broken RNG system, which is hardly random.
ZDoom's RNG is technically superior to the one of Vanilla Doom. The latter is just a single table with 256 precomputed entries, it's not even remotely playing in the same league as the Mersenne twister algorithm used by ZDoom. Many people don't appreciate ZDoom's better randomness though ;).

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RE: Zandronum's SSG is pretty good

#10

Post by Qent » Thu Jun 21, 2012 8:39 pm

I DO! :D But if ZDoom's RNG isn't working as advertised, then that's super serious.

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RE: Zandronum's SSG is pretty good

#11

Post by Torr Samaho » Thu Jun 21, 2012 9:04 pm

Is there any real evidence that ZDoom's RNG is not working as it it should?

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RE: Zandronum's SSG is pretty good

#12

Post by capodecima » Fri Jun 22, 2012 9:55 am

dude aim aim aim aim , you miss him , ZANDRANUM is great , it dont have fails or anything ;D
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RE: Zandronum's SSG is pretty good

#13

Post by werewindle » Fri Jun 22, 2012 6:32 pm

vanilla doom LUT sucks balls compared to any real PRNG when it comes to generating random numbers, but people still like it more than any attempted "real randomness", because it's usually set up badly. is there anything like the doomwiki damage histograms available for the zandronum SSG?

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RE: Zandronum's SSG is pretty good

#14

Post by Mobius » Sat Jun 23, 2012 3:54 am

This was done in the Skulltag.exe no doubt, and the second shot was a miss because you fired before attempting the swing of your ssg.

It should have killed him at the bridge if anything. Nothing new, welcome to Skulltag's inconsistency.
Last edited by Mobius on Sat Jun 23, 2012 3:54 am, edited 1 time in total.
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