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n2n1

n2n1

 

 

9 hours ago, meganoth said:

 

Ok. I have never played around with rwgmixer. I can't assess how much randomness would be in the old biome generation and how probable it was that you saw the same biome map.

 

1) Who knows, the generator might just select between 10 or 20 fixed versions of a biome map internally. Very unlikely since someone should have noticed this in A16 already.

2) Since all the rest of RWG is procedurally generated I would assume biome generation also uses the (user-provided) seed that is used for the rest of world generation. Are you sure that the other poster used a different name for WorldGenSeed AND GameName than you? Are you sure your biome does not depend on the WorldGenSeed or GameName?

3) A possibility is that your mod itself shrinked the possible biomes that can be generated by the biome generator.

4) Another possibility is that the old unused code that generates the biomes in your mod is buggy and removes all the randomness it would get from the random number generator.

 

I'm not saying you are wrong. This could be the basis of a proof, but at the moment this is just another weak indication there could be something wrong, with too much uncertainty what it really means. I'm sure you know more about this than I do and might be able to dismiss one or more of the possibilities I listed. But to dismiss all of them you would need access to the internal biome generator code and have analyzed it.

 

In summary, to prove it you have to give a lot more details and in this case only TFP internally could find out if this is a problem of its RNG in general or just some bug in old code that isn't used anymore. And how likely is it that they will try to follow any argument that leads to analyzing unused code that is probably on the way out of the code base? If you are really sure then you could make a bug report, but I suspect it likely will be ignored because of using old code.

 

If this were a murder investigation we would be at the point where we have a missing person that doesn't answer any calls. And we have a few suspects, one of them so old he will be dead before you can convict him. But neither do we have a dead body nor any proof of foul play at all. We need the dead body, not more people who tell us they didn't see him since yesterday. 😉

 

I checked again. Yes, i must admit that the example with RWG was really bad.

There were differences. They're small - but they're definitely not the same! I didn't notice them because of the tilt of the map.

In addition - i myself deliberately made it so that the differences were not very strong in order not to disrupt the desired balance.... and forgot :D

I'm sorry i misled you about this.

 

I now experimented on this. I'm not sure right now, but it looks like the whole generation is based on the seed alone.

Which, however, does not prevent this from getting non-repeating results (when changing the seed, of course).

 

Regarding the embedded stamps - stamps are now used to create relief.

It seems that stamps are not used for the distribution of biomes - but, i agree , this is exactly what it looks like.... it's all the same..... there are minor differences on the border.

(why statements were made for A19 that biomes are now random - is unclear... this is only purely formal)

 

After turning off the deterrent function, i began to get a variety worlds generated by procedural generation (based on the seed) in a way that - a real random would envy!!! :)

 

I was wrong - old RWG algorithms based on "seed" (pseudo-random) - work better than random now in the game !

n2n1

n2n1

 

 

9 hours ago, meganoth said:

 

Ok. I have never played around with rwgmixer. I can't assess how much randomness would be in the old biome generation and how probable it was that you saw the same biome map.

 

1) Who knows, the generator might just select between 10 or 20 fixed versions of a biome map internally. Very unlikely since someone should have noticed this in A16 already.

2) Since all the rest of RWG is procedurally generated I would assume biome generation also uses the (user-provided) seed that is used for the rest of world generation. Are you sure that the other poster used a different name for WorldGenSeed AND GameName than you? Are you sure your biome does not depend on the WorldGenSeed or GameName?

3) A possibility is that your mod itself shrinked the possible biomes that can be generated by the biome generator.

4) Another possibility is that the old unused code that generates the biomes in your mod is buggy and removes all the randomness it would get from the random number generator.

 

I'm not saying you are wrong. This could be the basis of a proof, but at the moment this is just another weak indication there could be something wrong, with too much uncertainty what it really means. I'm sure you know more about this than I do and might be able to dismiss one or more of the possibilities I listed. But to dismiss all of them you would need access to the internal biome generator code and have analyzed it.

 

In summary, to prove it you have to give a lot more details and in this case only TFP internally could find out if this is a problem of its RNG in general or just some bug in old code that isn't used anymore. And how likely is it that they will try to follow any argument that leads to analyzing unused code that is probably on the way out of the code base? If you are really sure then you could make a bug report, but I suspect it likely will be ignored because of using old code.

 

If this were a murder investigation we would be at the point where we have a missing person that doesn't answer any calls. And we have a few suspects, one of them so old he will be dead before you can convict him. But neither do we have a dead body nor any proof of foul play at all. We need the dead body, not more people who tell us they didn't see him since yesterday. 😉

 

I checked again. Yes, i must admit that the example with RWG was really bad.

There were differences. They're small - but they're definitely not the same! I didn't notice them because of the tilt of the map.

In addition - i myself deliberately made it so that the differences were not very strong in order not to disrupt the desired balance.... and forgot :D

I'm sorry i misled you about this.

 

I now experimented on this. I'm not sure right now, but it looks like the whole generation is based on the seed alone.

Which, however, does not prevent this from getting non-repeating results (when changing the seed, of course).

 

Regarding the embedded stamps - stamps are now used to create relief.

It seems that stamps are not used for the distribution of biomes - but, i agree , this is exactly what it looks like.... it's all the same.....

(why statements were made for A19 that biomes are now random - is unclear... this is only purely formal)

 

After turning off the deterrent function, i began to get a variety worlds generated by procedural generation (based on the seed) in a way that - a real random would envy!!! :)

 

I was wrong - old RWG algorithms based on "seed" (pseudo-random) - work better than random now in the game !

n2n1

n2n1

 

 

9 hours ago, meganoth said:

 

Ok. I have never played around with rwgmixer. I can't assess how much randomness would be in the old biome generation and how probable it was that you saw the same biome map.

 

1) Who knows, the generator might just select between 10 or 20 fixed versions of a biome map internally. Very unlikely since someone should have noticed this in A16 already.

2) Since all the rest of RWG is procedurally generated I would assume biome generation also uses the (user-provided) seed that is used for the rest of world generation. Are you sure that the other poster used a different name for WorldGenSeed AND GameName than you? Are you sure your biome does not depend on the WorldGenSeed or GameName?

3) A possibility is that your mod itself shrinked the possible biomes that can be generated by the biome generator.

4) Another possibility is that the old unused code that generates the biomes in your mod is buggy and removes all the randomness it would get from the random number generator.

 

I'm not saying you are wrong. This could be the basis of a proof, but at the moment this is just another weak indication there could be something wrong, with too much uncertainty what it really means. I'm sure you know more about this than I do and might be able to dismiss one or more of the possibilities I listed. But to dismiss all of them you would need access to the internal biome generator code and have analyzed it.

 

In summary, to prove it you have to give a lot more details and in this case only TFP internally could find out if this is a problem of its RNG in general or just some bug in old code that isn't used anymore. And how likely is it that they will try to follow any argument that leads to analyzing unused code that is probably on the way out of the code base? If you are really sure then you could make a bug report, but I suspect it likely will be ignored because of using old code.

 

If this were a murder investigation we would be at the point where we have a missing person that doesn't answer any calls. And we have a few suspects, one of them so old he will be dead before you can convict him. But neither do we have a dead body nor any proof of foul play at all. We need the dead body, not more people who tell us they didn't see him since yesterday. 😉

 

I checked again. Yes, i must admit that the example with RWG was really bad.

There were differences. They're small - but they're definitely not the same! I didn't notice them because of the tilt of the map.

In addition - i myself deliberately made it so that the differences were not very strong in order not to disrupt the desired balance.... and forgot :D

I'm sorry i misled you about this.

 

I now experimented on this. I'm not sure right now, but it looks like the whole generation is based on the seed alone.

Which, however, does not prevent this from getting non-repeating results (when changing the seed, of course).

 

Regarding the embedded stamps - stamps are now used to create relief.

 

After turning off the deterrent function, i began to get a variety worlds generated by procedural generation (based on the seed) in a way that - a real random would envy!!! :)

 

I was wrong - old RWG algorithms based on "seed" (pseudo-random) - work better than random now in the game !

n2n1

n2n1

 

 

7 hours ago, meganoth said:

 

Ok. I have never played around with rwgmixer. I can't assess how much randomness would be in the old biome generation and how probable it was that you saw the same biome map.

 

1) Who knows, the generator might just select between 10 or 20 fixed versions of a biome map internally. Very unlikely since someone should have noticed this in A16 already.

2) Since all the rest of RWG is procedurally generated I would assume biome generation also uses the (user-provided) seed that is used for the rest of world generation. Are you sure that the other poster used a different name for WorldGenSeed AND GameName than you? Are you sure your biome does not depend on the WorldGenSeed or GameName?

3) A possibility is that your mod itself shrinked the possible biomes that can be generated by the biome generator.

4) Another possibility is that the old unused code that generates the biomes in your mod is buggy and removes all the randomness it would get from the random number generator.

 

I'm not saying you are wrong. This could be the basis of a proof, but at the moment this is just another weak indication there could be something wrong, with too much uncertainty what it really means. I'm sure you know more about this than I do and might be able to dismiss one or more of the possibilities I listed. But to dismiss all of them you would need access to the internal biome generator code and have analyzed it.

 

In summary, to prove it you have to give a lot more details and in this case only TFP internally could find out if this is a problem of its RNG in general or just some bug in old code that isn't used anymore. And how likely is it that they will try to follow any argument that leads to analyzing unused code that is probably on the way out of the code base? If you are really sure then you could make a bug report, but I suspect it likely will be ignored because of using old code.

 

If this were a murder investigation we would be at the point where we have a missing person that doesn't answer any calls. And we have a few suspects, one of them so old he will be dead before you can convict him. But neither do we have a dead body nor any proof of foul play at all. We need the dead body, not more people who tell us they didn't see him since yesterday. 😉

 

I checked again. Yes, i must admit that the example with RWG was really bad.

There were differences. They're small - but they're definitely not the same! I didn't notice them because of the tilt of the map.

In addition - i myself deliberately made it so that the differences were not very strong in order not to disrupt the desired balance.... and forgot :D

I'm sorry i misled you about this.

 

I now experimented on this. I'm not sure right now, but it looks like the whole generation is based on the seed alone.

Which, however, does not prevent this from getting non-repeating results (when changing the seed, of course).

 

Regarding the embedded stamps - it is not used to generate the biome layout now. But stamps are now used to create relief.

 

After turning off the deterrent function, i began to get a variety worlds generated by procedural generation (based on the seed) in a way that - a real random would envy!!! :)

 

I was wrong - old RWG algorithms based on "seed" (pseudo-random) - work better than random now in the game !

n2n1

n2n1

 

 

7 hours ago, meganoth said:

 

Ok. I have never played around with rwgmixer. I can't assess how much randomness would be in the old biome generation and how probable it was that you saw the same biome map.

 

1) Who knows, the generator might just select between 10 or 20 fixed versions of a biome map internally. Very unlikely since someone should have noticed this in A16 already.

2) Since all the rest of RWG is procedurally generated I would assume biome generation also uses the (user-provided) seed that is used for the rest of world generation. Are you sure that the other poster used a different name for WorldGenSeed AND GameName than you? Are you sure your biome does not depend on the WorldGenSeed or GameName?

3) A possibility is that your mod itself shrinked the possible biomes that can be generated by the biome generator.

4) Another possibility is that the old unused code that generates the biomes in your mod is buggy and removes all the randomness it would get from the random number generator.

 

I'm not saying you are wrong. This could be the basis of a proof, but at the moment this is just another weak indication there could be something wrong, with too much uncertainty what it really means. I'm sure you know more about this than I do and might be able to dismiss one or more of the possibilities I listed. But to dismiss all of them you would need access to the internal biome generator code and have analyzed it.

 

In summary, to prove it you have to give a lot more details and in this case only TFP internally could find out if this is a problem of its RNG in general or just some bug in old code that isn't used anymore. And how likely is it that they will try to follow any argument that leads to analyzing unused code that is probably on the way out of the code base? If you are really sure then you could make a bug report, but I suspect it likely will be ignored because of using old code.

 

If this were a murder investigation we would be at the point where we have a missing person that doesn't answer any calls. And we have a few suspects, one of them so old he will be dead before you can convict him. But neither do we have a dead body nor any proof of foul play at all. We need the dead body, not more people who tell us they didn't see him since yesterday. 😉

 

I checked again. Yes, i must admit that the example with RWG was really bad.

There were differences. They're small - but they're definitely not the same! I didn't notice them because of the tilt of the map.

In addition - i myself deliberately made it so that the differences were not very strong in order not to disrupt the desired balance.... and forgot :D

I'm sorry i misled you about this.

 

I now experimented on this. I'm not sure right now, but it looks like the whole generation is based on the seed alone.

Which, however, does not prevent this from getting non-repeating results.

 

Regarding the embedded stamps (lyout biome) - this is not the case. But stamps are now used to create relief.

 

After turning off the deterrent function, i began to get a variety worlds generated by procedural generation (based on the seed) in a way that - a real random would envy!!! :)

 

I was wrong - old RWG algorithms based on "seed" (pseudo-random) - work better than random now in the game !

n2n1

n2n1

wrong topc... del

 

 

n2n1

n2n1

I checked again - Yes, i must admit that the example with RWG was really bad.

There were differences. They're small - but they're definitely not the same. I didn't notice them because of the tilt of the map.

In addition - i myself deliberately made it so that the differences were not very strong in order not to disrupt the desired balance.... and forgot :D

I'm sorry i misled you about this.

 

I now experimented on this. I'm not sure right now, but it looks like the whole generation is based on the seed alone.

Which, however, does not prevent this from getting non-repeating results.

Regarding the embedded stamps (lyout biome) - this is not the case.

After turning off the deterrent function, i began to get a variety of chaotic worlds generated by procedural generation based on the seed in a way that - a real random would envy :)

 

 

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