Dungeon Dilettante
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Joined: Monday, 12th May 2014, 00:06
If it doesn't fit anywhere else, it belongs here. Also, come here if you just need to get hammered.
Dungeon Dilettante
Posts: 2
Joined: Monday, 12th May 2014, 00:06
Dungeon Dilettante
Posts: 2
Joined: Monday, 12th May 2014, 00:06
duvessa wrote:Levels in Crawl are generated as-needed, not as soon as the game is begun (otherwise, how would Abyss and Pandemonium be infinite?) So I think unless you set the state of the RNG every time a level is generated, you won't be getting the same dungeon.
Tartarus Sorceror
Posts: 1888
Joined: Saturday, 9th July 2011, 20:57
Leadpainter wrote:duvessa wrote:Levels in Crawl are generated as-needed, not as soon as the game is begun (otherwise, how would Abyss and Pandemonium be infinite?) So I think unless you set the state of the RNG every time a level is generated, you won't be getting the same dungeon.
So is it possible?
Pandemonium Purger
Posts: 1298
Joined: Wednesday, 11th April 2012, 02:42
Location: Sydney, Australia
Leadpainter wrote:duvessa wrote:Levels in Crawl are generated as-needed, not as soon as the game is begun (otherwise, how would Abyss and Pandemonium be infinite?) So I think unless you set the state of the RNG every time a level is generated, you won't be getting the same dungeon.
So is it possible?
Dungeon Master
Posts: 1613
Joined: Thursday, 16th December 2010, 21:54
Command line options:
-seed <num> init the rng to a given sequence (a hex number > 0)
Pandemonium Purger
Posts: 1298
Joined: Wednesday, 11th April 2012, 02:42
Location: Sydney, Australia
MarvinPA wrote:Command line options:
-seed <num> init the rng to a given sequence (a hex number > 0)
The functionality has existed for a while (for debugging purposes mainly, and I don't think it actually worked properly until pretty recently). It's been used a bit for testing bots, but not for much other than that as far as I know.
Dungeon Master
Posts: 762
Joined: Thursday, 25th April 2013, 02:43
Patashu wrote:MarvinPA wrote:Command line options:
-seed <num> init the rng to a given sequence (a hex number > 0)
The functionality has existed for a while (for debugging purposes mainly, and I don't think it actually worked properly until pretty recently). It's been used a bit for testing bots, but not for much other than that as far as I know.
But is the RNG used for developing levels separate from the RNG used to produce in-game results separate from the RNG used for purely aesthetic/non-gameplay randomness? (Brogue does this, Crawl I suspect does not)
Dungeon Master
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Joined: Thursday, 16th December 2010, 21:54
Pandemonium Purger
Posts: 1298
Joined: Wednesday, 11th April 2012, 02:42
Location: Sydney, Australia
MarvinPA wrote:Right, I should have been clearer in that for bot testing the bots would always give the exact same input (and some recent bugfixes were what made it actually work for that purpose, IIRC). Like it says in the initial commit implementing it, seeding doesn't pre-generate levels and I have no clue how easy or hard that'd be to make work.
Lair Larrikin
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