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What are the changes that were made? Is there a subject that explains precisely what has been done? I undertook the same approach, but it takes time. (because I try to respect the wishes of developers) 1600 dbr containing errors is excessive. |
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then cross referenced the two together to see if the ones linked were accurate. most of the errors where small mistakes(misspellings, spaces in the path name, ect..) then went through all DB files to make sure everything was entered(mob equipment and stuff). most mob dbrs have item dbrs with similar names i just went through and made sure all of these where entered in to each of the mobs. did a similar thing with the Items except a lot of them where just a value of 0 in the item weight value or in the weight for prefix/affixes Edit: well i finished with the random number equation and i have to say it works great, but i don't think most people would be happy with it, so i guess its back to the drawing board. well anyway let me explain why i think most people will be unhappy with it. so i did ten gorgan runs to test it, two of witch i didn't even get a single yellow, the other 8 times where good drops with one excellent one, so with that the chance of getting nothing is there and people don't really seem to like losing stuff lol Last edited by luedtke6788; 05-19-2008 at 11:10 AM. |
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[Edit: I don't think linking to individual posts works on this forum in the face of custom settings for thread layout - I have 40 posts per page configured, and the page numbers in the links are based on that number] Regarding the randomization issues I have a strong suspicion that these are simply due to the use of a completely inadequate RNG in a clumsy way. Shortcomings should be primarily a too short period of the RNG (probably on the order of 2^32 - maybe much less - where it ought to be orders of magnitude higher) and the fact that the item-seeds for equipment and loot drops are themselves a random number generated from the self-same RNG where use of a different a RNG (or even something simplistic like a mere counter) would be superior as it would at least generate affixes independent of the actual loot. A good solution would probably consist in replacing the RNG and/or the generator for item-seeds, something that cannot be done with database tweaks, unfortunately. [Edit2: Well, if the drop behavior can be altered so fundamentally through modifications of the templates, my suspicions may be very wrong indeed ] Last edited by sbach2o; 05-19-2008 at 11:29 AM. |
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So if you reduce the amount of good items you will find it may be a minor inconvenience for those that are already well equipped but it will be pretty hard for those that have almost nothing. Therefore I think this is something that needs careful testing. |
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a broken path seems like an obvious bug but the zeroes - i'm not sure. -- however i'm personally ok with your change here :-))
__________________
spear Haruspex (67) | xmax -100 recharge Elementalist (62) | bow Avenger (62) | Slayer (57) | Paladin (56) | Diviner (50) | bow Brigand (33) | Conqueror (18) | Ritualist (14) | xmax hardcore Templar (13) |
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I just said most of them had a 0 in that value because artmanager automatically puts a zero in blank field's(well most of them anyway). Last edited by luedtke6788; 05-19-2008 at 01:38 PM. |
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That doesn't sound that bad to me. It's a risk I'd be willing to take. At least it would be random. In the current game say I went after the gorgons. If I got nothing that meant my seed was bad and I should probably restart for a better one. Here that means it might have just been bad luck. I could continue forward and still have a good chance of finding nice items. Or am I confused again? |
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