teeemcee
2012-06-08 02:09:33 -0700 (Fri, 08 Jun 2012)
68
sliceedit: Draw a scroll bar (only if there's more than a screenful)
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U wip/sliceedit.bas
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teeemcee
2012-06-08 02:09:40 -0700 (Fri, 08 Jun 2012)
221
Fix ${C#} codes in textboxes some more: now works with multiple copies of the
same hero
Also, I improved the tests for hero name embedding to be self-testing. I don't
like looking at screenshots to determine correctness.
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U
james
2012-06-08 09:33:30 -0700 (Fri, 08 Jun 2012)
97
Clarification to a note in the help for attack chaining which only applies for
zero-delay chains
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U wip/ohrhelp/attack_chaining.txt
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http://rpg.hamsterrepublic.com/bugzilla/show_bug.cgi?id=959
Bug #: 959
Summary: Random number generator falls into a repeatable
pattern when loading from the same save
Classification: Unclassified
Product: OHRRPGCE
Version:
http://rpg.hamsterrepublic.com/bugzilla/show_bug.cgi?id=959
Bob the Hamster b...@hamsterrepublic.com changed:
What|Removed |Added
Summary|Random number generator
james
2012-06-08 12:33:13 -0700 (Fri, 08 Jun 2012)
269
Wrap all usages of RND
INT(RND * n) is wrapped as randint(n)
and other uses of RND are wrapped as rando()
(See the Amazing Rando! Can You Guess the Number He Is Thinking Of!?)
This is for debugging bug 959, but I think the randint() calls are
http://rpg.hamsterrepublic.com/bugzilla/show_bug.cgi?id=959
--- Comment #3 from Bob the Hamster b...@hamsterrepublic.com 2012-06-08
12:57:40 PDT ---
Okay, I see where this is happening. frame_dissolve() has to use a very large
number of RND calls, and the Mersenne Twister is too slow, so we have
http://rpg.hamsterrepublic.com/bugzilla/show_bug.cgi?id=959
--- Comment #2 from Bob the Hamster b...@hamsterrepublic.com 2012-06-08
11:09:50 PDT ---
Created attachment 202
-- http://rpg.hamsterrepublic.com/bugzilla/attachment.cgi?id=202
This is my test file for reproducing this bug
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james
2012-06-08 14:01:25 -0700 (Fri, 08 Jun 2012)
202
Use an incredibly simple and crude alternate random number generator just for
frame_dissolve()
This avoids messing up the state of the mersenne twister, and is good enough
for the dissolve animation.
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U wip/allmodex.bas
U
http://rpg.hamsterrepublic.com/bugzilla/show_bug.cgi?id=959
Bob the Hamster b...@hamsterrepublic.com changed:
What|Removed |Added
Status|NEW
On 9 June 2012 09:01, subvers...@hamsterrepublic.com wrote:
james
2012-06-08 14:01:25 -0700 (Fri, 08 Jun 2012)
202
Use an incredibly simple and crude alternate random number generator just for
frame_dissolve()
This avoids messing up the state of the mersenne twister, and is good
enough
On Sat, Jun 09, 2012 at 10:36:46AM +1200, Ralph Versteegen wrote:
On 9 June 2012 09:01, subvers...@hamsterrepublic.com wrote:
james
2012-06-08 14:01:25 -0700 (Fri, 08 Jun 2012)
202
Use an incredibly simple and crude alternate random number generator just
for frame_dissolve()
This
http://rpg.hamsterrepublic.com/bugzilla/show_bug.cgi?id=959
Ralph Versteegen teeem...@gmail.com changed:
What|Removed |Added
CC|
http://rpg.hamsterrepublic.com/bugzilla/show_bug.cgi?id=959
--- Comment #6 from Bob the Hamster b...@hamsterrepublic.com 2012-06-08
16:20:27 PDT ---
I wonder, would games that plotscript deterministic map generation using seed
random be susceptible to this same pitfall?
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teeemcee
2012-06-08 16:33:03 -0700 (Fri, 08 Jun 2012)
250
Clean up scatter dissolve animation code: just use an LCG PRNG. Why didn't I do
that in the first place?
Turns out that the 50% branch misprediction inside the inner loop
(when halfway through a fade) is about twice as expensive as the
teeemcee
2012-06-08 16:33:05 -0700 (Fri, 08 Jun 2012)
55
Fix random() script function (r5214 broke ranges 231)
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U wip/hsinterpreter.bas
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http://rpg.hamsterrepublic.com/bugzilla/show_bug.cgi?id=959
--- Comment #7 from Ralph Versteegen teeem...@gmail.com 2012-06-08 16:34:21
PDT ---
No, casting int - double - unsigned int preserves all bits.
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On 9 June 2012 11:33, subvers...@hamsterrepublic.com wrote:
teeemcee
2012-06-08 16:33:05 -0700 (Fri, 08 Jun 2012)
55
Fix random() script function (r5214 broke ranges 231)
*2^31
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U wip/hsinterpreter.bas
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