03-17-2004, 07:36 AM
Jarulf,Mar 16 2004, 02:16 PM Wrote:Finally, and here I am a bit concerned, although I have to check how the game uses the seed in the TC pick function for objects, it will set the chests own seed to a 16 bit random value (based on global object seed). I don't know why this initialization is done, nor why it is done in the way it is. Seems very strange. If this seed is indeed used for picking items and quality, I can possibly see some problems. More to come later when I have checked a few things.OK, I have thought a bit about this, and although not having time to test it live, it might not be THAT big of a problem. It do limit the possible seeds of a chest some. It also explains why chests are much more non random than for example monsters when it comes to items using the -seed command. They will basically be identical if you spawn map areas (rooms really, a room should be a few screens in size) in the same order. It won't matter in what order you pop the chests, and spawning new units (firing missiles/spells) won't help either. So exiting the game and reentering would be the best to randomize chests the most while still getting the same map. I would guess this might be a left over from previous versions of the game where things, such as seed initialization and item generation worked differently.
Note that for for sparkling chests and all other random tests in the post I described are done using the global object seed, not the individual seed of each object. And the above problem is only for the object using that specific initfn.
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