REELism port to zan 2.0

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TerminusEst13
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RE: REELism port to zan 2.0

#21

Post by TerminusEst13 » Mon Feb 17, 2014 11:46 pm

Few dudes from /vr/ and I decided to give this a shot, it was pretty fun. Since you've boosted performance, we'll have to give it another go, pretty eager to see what it'll be like now.
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Espio
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RE: REELism port to zan 2.0

#22

Post by Espio » Tue Feb 18, 2014 5:54 am

An awesome single player wad ported to Zandronum and works online?

*Ellis* Now we're cooking with gas.
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-Jes-
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RE: REELism port to zan 2.0

#23

Post by -Jes- » Tue Feb 18, 2014 10:02 am

TerminusEst13 wrote: -Snip-
Repetitive Reel Syndrome?

HexaDoken
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RE: REELism port to zan 2.0

#24

Post by HexaDoken » Tue Feb 18, 2014 12:13 pm

Ahahahahaha so much fun I like the fact that nobody noticed that the timer is borked
Also, random trivia: nobody has yet finished the internet machine with a non-negative score. NOBODY

> hexaDORK
i hate every single one of you
Seriously though, what Jes calls Repetitive Reel Syndrome seems to be a Zandronum RNG thing. I have really no idea what to do about it other than submitting a report on tracker(I really should).

> hexaDORK
Dogs being unkillable by giant blue pinky thingamajob is original REELism behaviour.

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RE: REELism port to zan 2.0

#25

Post by Ijon Tichy » Tue Feb 18, 2014 5:25 pm

Do what I did for hangman; read a certain CVar, run random() that many times (delaying as necessary), then save the random number between 0 and 0x7FFFFFFF in that same CVar.

TerminusEst13
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RE: REELism port to zan 2.0

#26

Post by TerminusEst13 » Wed Feb 19, 2014 2:30 am

HexaDoken wrote:> hexaDORK
Dogs being unkillable by giant blue pinky thingamajob is original REELism behaviour.
hwoops, I thought it wasn't. My bad.
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RE: REELism port to zan 2.0

#27

Post by HexaDoken » Wed Feb 19, 2014 3:54 pm

Ijon Tichy wrote: Do what I did for hangman; read a certain CVar, run random() that many times (delaying as necessary), then save the random number between 0 and 0x7FFFFFFF in that same CVar.
k

It still feels a little bit wonky - for example the first round almost invariably has 4, 15 or 2. But at least it's not 100% same.

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RE: REELism port to zan 2.0

#28

Post by Cruduxy » Wed Feb 19, 2014 5:38 pm

Want a simpler solution? warning : not actual code just psuedo
X = 0 // This is the first value of X only used on first iteration

-----
Y = Random()
While (Y==x) Y = Random()
Do the stuff reelism chooses rounds with using Y
x= Y
go back to ------ for next round

Edit : you can have multiple variables like x -use or between them- to ensure a round doesn't come back for longer.

This has nothing to do with the first random generated its nearly always luck.. you can skip the first generated number if it'll help.
Last edited by Cruduxy on Wed Feb 19, 2014 5:42 pm, edited 1 time in total.
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RE: REELism port to zan 2.0

#29

Post by HexaDoken » Thu Feb 20, 2014 3:16 am

It won't help.

The only thing it will ensure is that the next round will always have different reels from the previous round(so there won't be occassions where people like Term get the Jerk 4 rounds in a row lol). It will not help the fact that after you reset the map the sequence of the reels becomes exactly same as it was on the previous map.

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CloudFlash
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RE: REELism port to zan 2.0

#30

Post by CloudFlash » Thu Feb 20, 2014 6:32 am

So maybe make it use player 1's coordinates during the counting? That way, it would be fairly random, + there is very, very, VERY tiny chance that this exact player will stand in this exact spot during the whole wave.
Last edited by CloudFlash on Thu Feb 20, 2014 6:32 am, edited 1 time in total.
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RE: REELism port to zan 2.0

#31

Post by Cruduxy » Thu Feb 20, 2014 9:03 am

HexaDoken wrote: It won't help.

The only thing it will ensure is that the next round will always have different reels from the previous round(so there won't be occassions where people like Term get the Jerk 4 rounds in a row lol). It will not help the fact that after you reset the map the sequence of the reels becomes exactly same as it was on the previous map.
Seems more like the engine uses the same seed for the previous map instead of making a fresh one. Am not sure you might want to ask it on tracker.
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Torr Samaho
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RE: REELism port to zan 2.0

#32

Post by Torr Samaho » Fri Feb 21, 2014 6:57 am

I'm pretty sure that the lack of randomness is caused by this.

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