OpenBOR v3.0 Build 4080 for Windows/Linux/Wii

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DCurrent

Site Owner, OpenBOR Project Leader
Staff member
By request, this is an experimental build. If all works well, then it will remain the standard.

  • The internal random number generator now seeds from elapsed time on every engine update in addition to the incremental system that was already used. Random number generation is now just about as truly random as a digital machine can produce on its own.

    The catch: This affects everything in the engine that relies on random number generation, most notably AI behavior. Presumably superior random generation would always be desirable, but thorough testing needs to be done to ensure there are no side effects.
  • srand({seed}) from the two previous builds has been removed. It would be useless anyway since the seed is overwritten on every update.
  • rand() should now produce truly random numbers at all times.

 
From what i see its quite similar to what it was before, for example when using much older build my first "Random" character was sorceress in VS mode everytime you run the game and play, now its just different character but still it behaves quite similar and its most of the time lion-o instead of sorceress so its like numbers just switched but it still works similar.I'll do some tests with remaps, i also didnt notice yet characters disappearance when dying like in previous build.
 
That's odd, maybe it's because the increment system is still there too. I can try removing it outright and just using time.

DC
 
O Ilusionista said:
I still can't download it, it redirects me to this link http://www.chronocrash.com/forum/index.php?action=tpmod;dl
And seams that I can't use the upload either, it says that I have no access.

No one else has your problem I'm aware of. It's probably because you are a moderator - that gives you a different permission set. It's supposed to include everything normal users have + moderation abilities, but I'm guessing some were left out. Will see what I can do.

DC
 
yeah it cant be coincidence, i ran game 3 times in a row, lion-o was first enemy in 3 cases.
 
There is a bug with grabforward, enemy will disappear when you perform it on him.So thisis the bug with death i was talking about, its just my enemy had low health and when you do grabforward to him he disappears so it looked like problem with death but its this grabforward problem.
 
bWWd said:
There is a bug with grabforward, enemy will disappear when you perform it on him.

Mind testing that on slightly older version? Nothing I touched should have anything to do with that.

DC
 
I tested it all the time on older 4011 version, 79 and 80 have it.4055 have it, 4011 doesnt have this bug.
There is gap between 4011 and next one which is 4046 and 46 is affected by this bug.
This bug happens only when you have grabturn  1 so when i grab enemy and turn around by pressing back then he disappears completely.
IT looked like problem with grabforward but its problem with grabturn.
 
i edited post a bit and my conclusion is that its grabturn 1 problem in header, it allows you toi turn around when grabbing enemy, when you do that then enemy will disappear.4011 doesnt have this problem and nex version 4046 does have it.
 
OK, I'll have to come back to that one then. For now I'll worry about random. When I get home and get other stuff done I'll try removing the increment system completely and only use time for a seed.

DC
 
Great, i removed  grabturn from chars for now, i will bring it back when it will work again.
 
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