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Thread: [REL] Random Number Generator MOD.

  1. #41
    Administrator fathersquid's Avatar
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    Well, post the parameters that you would consider to make a good test - who knows some crazy... I mean dedicated person may be sitting there with some time on their hands and be able to give it a whirl....

  2. #42
    Citizen Faxfane's Avatar
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    Well, I've a low level toon (20ish) and ran some tests in the Pythian Caves. 10 runs for each test: menu restart, game restart, mod menu restart, mod game restart (mod meaning modded game.dll and engine.dll). One thing of note was the lack of relic drops in from the modded dll's compared to the 1.17 fanpatch during the menu restart runs, though that could have been random randomness.

    Attached is the breakdown for each test run. Pythian was chosen due to level range, quantity of chests, and large number of possible drops. All MI (monster infrequent) drops are Sentinels. Active mods (aside from x-max) were done through Defiler: no broken, no white, no gold drops.

    Guess I did have enough time on my hands...like, about 6 hours.
    Attached Files Attached Files
    What don't kill me will eventually.

  3. #43
    Olympian God ASYLUM101's Avatar
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    That's not a significant amount of runs really, how did that take you 6 hours? lol

    Also, it's kinda necessary to include what items are found I think.
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  4. #44
    Citizen Faxfane's Avatar
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    Well, x-max through the Pythian Caves means several hundred gorgons each run, and my toon isn't quite to the level of insta-kill mega destruction yet, so killing that many critters for item drops takes a bit of time.

    Normal game.dll engine.dll Pythian Caves, level 20, fanpatch 1.17 / mods: no broken, no white, no gold drops, x-max
    Menu restart total: 2 blue, 3 MI, 94 green, 19 relic, 1 recipe
    Game restart total: 3 blue, 5 MI, 101 green, 12 relic, 2 recipe

    Modded game.dll engine.dll Pythian Caves, level 22, fanpatch 1.17 / mods: no broken, no white, no gold drops, x-max
    Menu restart total: 3 blue, 3 MI, 123 green, 1 relic, 2 recipe
    Game restart total: 1 blue, 3 MI, 103, 9 relic
    Last edited by Faxfane; 05-19-2010 at 01:51 AM.
    What don't kill me will eventually.

  5. #45
    Delayomancer Munderbunny's Avatar
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    Quote Originally Posted by fathersquid View Post
    Well, post the parameters that you would consider to make a good test - who knows some crazy... I mean dedicated person may be sitting there with some time on their hands and be able to give it a whirl....
    Yeah, absolutely:

    Now, the parameters must be the regular game, not a custom game, and with no mods at all (especially mods that affect drops).

    First test needs to be the droppleganger. Using a modified main-campaign map helps a lot. I put a health fountain right next to the hydra chest and a custom ring that reflects 100,000% damage or something. Then you just need to check for dropplegangers. Log each run with a screenshot. Put the uniques in the log (I used just excel). Keep doing the runs until you get the same unique drop, then compare the screenshots of the unique drops.

    Second test needs to check the variety of what's dropping. You can use the hydra chest results, though there's a big spread on uniques, so it would take far more data. You want to check the linked tables and see what can drop from them. I would probably use something a little easier, like barmanu or the cyclops. Check the unique club table, then--as with the hydra--respawn there over and over again and log the unique club drops and check it against the table it's spawning from.

    And, a lot of runs will be required. Well over ten. I would say 200 at least. This is why it's important to initially take the time to setup the test properly with the respawn fountains on top of your drop target.
    Last edited by Munderbunny; 05-19-2010 at 06:19 AM.

  6. #46
    Priest rottenbanana's Avatar
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    Help a dumbass, i don't understand a thing about this Park-Miller stuff, what exactly is this supposed to fix? Reading that thread about mystery seeds etc made me feel like i had been teleported to another world.

    I guess it's working in some way, i'm finding stuff i've never seen before. Then again, if it's supposed to fix dupes, i just found Chillwind and Thorny Bracers both twice from two similar Satyr mobs right after each other.

  7. #47
    Administrator fathersquid's Avatar
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    Park-Miller is a method of generating random numbers...

    http://en.wikipedia.org/wiki/Park%E2...mber_generator

    For backgrounds on the thread and what it is supposed to fix, check here...

    http://www.titanquest.net/tq-forum/t...-mystery-seeds

    @munder

    If you have a mini-map / custom ring that you mentioned lying around I'd be willing to try and do the test... Or if anyone else knows how to make such a map (Asylum - I'm looking at you...). I'd also need to know if the fanpatch / Allskins would affect such a test because game has those mods installed. Just as an aside - couldn't you just place a chest like the hydra's chest on a map and open it without the killing? Or does the killing trigger what's in the chest?

  8. #48
    Olympian God ASYLUM101's Avatar
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    What are you looking at? I'm no mapper!
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  9. #49
    Administrator fathersquid's Avatar
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    Well, that may be true - but I thought you might have enough map modding knowledge to do that drop of the respawn fountain into the right place for an easy test run....
    Sorry if I'm giving you too much credit

  10. #50
    Delayomancer Munderbunny's Avatar
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    You'll need to extract the main-campaign map. There's a thread in the tutorials section that explains how to do it. Then you just need to add the health fountain (again, there's a tutorial that explains how to add health fountains--I believe that's actually an IronLore tutorial). As far as the custom item, that's just a basic item record.

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