thinking cap - Printable Version +- The Lurker Lounge Forums (https://www.lurkerlounge.com/forums) +-- Forum: Lurker Games (https://www.lurkerlounge.com/forums/forum-6.html) +--- Forum: Diablo (https://www.lurkerlounge.com/forums/forum-15.html) +--- Thread: thinking cap (/thread-11887.html) |
thinking cap - Jarulf - 04-07-2003 Vandiablo,Apr 7 2003, 08:56 AM Wrote:combining their posts, not themYes, that is as far as I know a correct description on how it works. As for what can occupy the shrine "location" in memory, well, anyobject on a dungeon level. That would be chests, sarcophagus, decapitated bodies, bodies on poles, barrels, book shelves, skeleton tomes and so on. That is, anything you find in the dungeon that is not a monster or an item or part of the dungeon itself :) All those that can have items droped or some effect attached to them will have a seed correctly saved, others will not. No real idea on the ratio about the ones with a seed and those not though. thinking cap - --Pete - 04-07-2003 Hi, Whenever you enter a new level, the current level is stored away in a compressed form somewhere else and the new level is initialized . . . (emphasis mine) That was my error. I was under the mistaken impression that the initialization of the level occurred when the game was started and the results of that initialization where stored away. Having it re-occur each time a level is *entered* explains why visiting other levels eventually "randomizes" the effects. Thanks, --Pete Aside to Van. Null and zero are indeed different. In principle null means (none, empty, etc.) However, a memory location must contain some bit pattern. So, for instance, when a pointer is allocated as pointing to "null", it does not mean that it points nowhere (a literal implementation of the mathematical "null"). The pointer points to whatever location happens to be the address of the bit patter that resides in it's allocated storage. Now, this may be a valid location, it may be a "hole" in memory, it might be some ROM, or it might be something used by a memory mapped I/O device. When a copy or move operation is performed, the contents of registers assigned to pointers that are pointing to "null" are copied. Whatever random information was in those locations before the copy/move will be in the image locations after. "Nulls" are moved just like everything else. So, in a real sense, "null" in computers is more like "unknown" than like "nothing". BTW, my commiseration to your wife, sounds like she's got two "children" to raise ;) --Pete thinking cap - Vandiablo - 04-15-2003 Ah, I was thinking that when something was not initialized, it was the pointed-to memory itself that was not cleared, and not that the pointer itself pointed awry. I thought the pointer was pointing to a valid shrine-seed spot, but that the memory at that spot was never reset. But, alas, why nullify a zero-bit willy-nilly, when it will void nothing? just hand me that empty ZIP disk, Zilcho, I must flush my buffers and be refreshed. thinking cap - Zenda - 04-16-2003 Hello Vandiablo, "I thought the pointer was pointing to a valid shrine-seed spot, but that the memory at that spot was never reset." That is still the case, as far as I see. The actual bit pattern in non initialized memory can be random (untouched) or NULL, depending on the compiler and operating system. NULL is when it is filled with binary zeroes. Random values may produce unexpected results, and nowadays initializing to NULL is common. Btw, some compilers initialize numerical values to mathematical zeroes, but only those. A pointer is defined by the address of the memory location it points to. Both the address and the memory location hold "values" that can be NULL. If the address is NULL, it will produce a crash at run time. If the pointed value is NULL, the result will depend on the calculations done with it. In our case it limits the randomness until, like you said, the value is overwritten and no longer NULL. thinking cap - Dixen Andomiel - 04-17-2003 Someone please correct me if I am wrong, but I would think that if you have a TC (or any other item) that is below 10 durability remaining (9/21 for example) that it will always go *up* in Durability because the item is skipped for the loss because the game will not destroy it... correct? I have only recently thought about this because when my warrior had 3 of 4 items that were under 10 durability and the shrine raised them all and hit my helm which was at something like 40... perhaps testing is in order. What would happen if all 4 items worn were under 10 durability, would all get raised or would 3 get raised and one remain as it were? This could be one way to always ensure a piece of equipment were always raised... but I would think it would be rather dangerous to handle a really nice piece of equipment in such a manner... thinking cap - Yogi_Baar - 04-17-2003 I think this sort of thing happened to me once. I relied on the "hidden shrine will never destroy a piece of equipment" note and touched a hidden at TC durability 7/31. Well, TC's durability got lowered, but it got lowered to 1/21. It was a couple of months ago though, so don't blame me if my memory is playing tricks on me. I'm definitely gonna try it with all items that are below 10 current durability to verify this. It would also be fun to try it on all items with max durability below 10 and see if one gets to 1/1 or something. thinking cap - Cytrex - 04-17-2003 Actually the same thing goes for maximum dur. So any item that has 11 max dur or less will be lowered to 1/1. thinking cap - LemmingofGlory - 04-18-2003 So any item that has 11 max dur or less will be lowered to 1/1. Just to note, < 11/11 dur includes 1/1. So, 1/1 dur won't force Hiddens to raise it. [o: *LEMMING* :o] thinking cap - Vandiablo - 04-18-2003 Quote: Someone please correct me if I am wrong, but I would think that if you have a TC (or any other item) that is below 10 durability remaining (9/21 for example) that it will always go *up* in Durability because the item is skipped for the loss because the game will not destroy it... correct? NO. If an item is "selected" for reduction, the other three slots will go up even if the "reduction" goes from 1/1 to 1/1. This is actually a good thing if you're building up dur for all slots, because you're +30 rather than the usual +20 total. THERE IS NO WAY TO GUARANTEE (short of cheating) THAT A SLOT WILL INCREASE. (You could deliberately take advantage of the shrine-seed bug, and maybe that would be "legit" but it would most definitely be very very high on the "cheese-o-meter".) Of course, you CAN guarantee that a slot will decrease. Just clear the other slots. B) -V |