REELism port to zan 2.0
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RE: REELism port to zan 2.0
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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PS: We might have accidentally called you a dork a few times.The Ranger - New class for HeXen.
ZDoom Wars - I drew some pictures.
Samsara - Some class-based mod I guess?
Metroid: Dreadnought - I am a dumb fanboy.
DemonSteele - ~come with me to anime world~
ZDoom Wars - I drew some pictures.
Samsara - Some class-based mod I guess?
Metroid: Dreadnought - I am a dumb fanboy.
DemonSteele - ~come with me to anime world~
RE: REELism port to zan 2.0
An awesome single player wad ported to Zandronum and works online?
*Ellis* Now we're cooking with gas.
*Ellis* Now we're cooking with gas.

https://youtu.be/qbgpcemxVPA?t=8s "Get the fuck up."
https://www.mediafire.com/?kb7sf1nizgwvqsr My custom music wad for Doom I & II - 166 MEG WARNING
<Dark-Slayer>CorpseGr1nder, get a job
<Konar6>blow*
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- -Jes-
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RE: REELism port to zan 2.0
Repetitive Reel Syndrome?TerminusEst13 wrote: -Snip-
RE: REELism port to zan 2.0
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.
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
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.
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RE: REELism port to zan 2.0
hwoops, I thought it wasn't. My bad.HexaDoken wrote:> hexaDORK
Dogs being unkillable by giant blue pinky thingamajob is original REELism behaviour.
The Ranger - New class for HeXen.
ZDoom Wars - I drew some pictures.
Samsara - Some class-based mod I guess?
Metroid: Dreadnought - I am a dumb fanboy.
DemonSteele - ~come with me to anime world~
ZDoom Wars - I drew some pictures.
Samsara - Some class-based mod I guess?
Metroid: Dreadnought - I am a dumb fanboy.
DemonSteele - ~come with me to anime world~
RE: REELism port to zan 2.0
kIjon 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.
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.
RE: REELism port to zan 2.0
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.
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
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.
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.
- CloudFlash
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RE: REELism port to zan 2.0
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
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.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.
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- Torr Samaho
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RE: REELism port to zan 2.0
I'm pretty sure that the lack of randomness is caused by this.