Seeded runs?
Posted: Monday, 12th May 2014, 00:07
Is there a file I can fiddle with or a mod that's been created that lets me and a friend run the same dungeon?
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.
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?
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?
Command line options:
-seed <num> init the rng to a given sequence (a hex number > 0)
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.
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)
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.