Author Topic: Dev Log #14: Taking from the Rich  (Read 31319 times)

RawCode

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Re: Dev Log #14: Taking from the Rich
« Reply #30 on: March 19, 2013, 12:52:51 pm »
static random where you cant reload to get other result is nice way to find fix this issue.

Eliasfrost

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Re: Dev Log #14: Taking from the Rich
« Reply #31 on: March 19, 2013, 01:16:55 pm »
static random where you cant reload to get other result is nice way to find fix this issue.

Static random?

ciox

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Re: Dev Log #14: Taking from the Rich
« Reply #32 on: March 20, 2013, 07:25:13 am »
static random where you cant reload to get other result is nice way to find fix this issue.
Yeah I can't believe I forgot about that, that is also a decent solution.
Right now you can also reload to get different items to spawn in lockers, with a huge potential difference in item quality between reloads.
It really would make a difference.

Styg

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Re: Dev Log #14: Taking from the Rich
« Reply #33 on: March 20, 2013, 07:56:00 am »
static random where you cant reload to get other result is nice way to find fix this issue.
Yeah I can't believe I forgot about that, that is also a decent solution.
Right now you can also reload to get different items to spawn in lockers, with a huge potential difference in item quality between reloads.
It really would make a difference.

The random items are generated first time you enter the area.

ciox

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Re: Dev Log #14: Taking from the Rich
« Reply #34 on: March 20, 2013, 12:22:37 pm »
static random where you cant reload to get other result is nice way to find fix this issue.
Yeah I can't believe I forgot about that, that is also a decent solution.
Right now you can also reload to get different items to spawn in lockers, with a huge potential difference in item quality between reloads.
It really would make a difference.

The random items are generated first time you enter the area.

Yeah, so if you have a save before the entrance to an area you can use it to walk in and see different items each time, individual areas can be pretty small. (not a bad thing)
What the other poster means by static random is you generate a seed for each new game, save it and use that one seed in the number generator of systems that shouldn't change their outcomes when you reload a save. Obviously you don't have to use the fixed seed for everything, you can exempt combat and other things easily.

Fenix

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Re: Dev Log #14: Taking from the Rich
« Reply #35 on: May 11, 2013, 04:40:30 pm »
Yes, since first version i saved game before first visiting Engineering and Shooting Floor, so it'd benice (for me) if game use seed, that generate item for all game, so i can not use this boring tactic.