Cstrike
2010-11-29 15:21:04
A new system is in the works, which is great.
Our current updated status is this:
[BANANA]Fully working — Works with potential quirks — Broken, not completed or fails a lot
[LEFT]
16 of 18 done, not bad :)
Possibly 17/18 when the menu thing is fixed.
The current way of detecting randoms are music, which is a pretty good way.
Problem is we have
1) Beekeeper has no music, so it will occasionally think it's in the random
2) Certer solver works (newest rev.), but the music changes. I got 'start', 'autumn voyage', 'unknown land', 'dream' out of it. Probably more.
3) What about the ones with no NPCs? Pillory for example and abyss as another can only be detected by object finding.
Solutions I have:
1) For music we can't find, we can just do an NPC check, shouldn't take that long right?
2) With multiple music, again check and see for valid NPCs. Since I'm pretty sure Niles/Giles/Miles only appear in the random, it should be pretty safe…
3) Would searching for objects be bad? For example in abyss, Result := FindObj (8995); [not that that's a function which exists]
Setting up for a bigger problem
I propose that we do a switch over with our functions. I tried it, but I was afraid to keep it since Random finding is such a key, so I reverted what I did. The upgrades I applied were going to be something like this:
Better to upgrade sooner than later to a system we will inevitable need, agree or disagree?
Naike said he's going to be upgrading the random finders when or if he gets a free moment.
After I get a pillory account and do a blind commit of the prison (which will not be usable by the general population and will *not* be called by R_FindRandoms or any random solver, but allow developers to invoke it if they get in the random), that can be tested and then all the randoms will be technically solved or solvable, then the rest is tune-ups.
Our current updated status is this:
[BANANA]Fully working — Works with potential quirks — Broken, not completed or fails a lot
[LEFT]
- ABYSS = Works, but needs to be improved with lever clicking
- BEEKEEPER = Works most or all of the time, very few errors.
- CAPNARRAV (arnav) = Looks like it works but seems a bit unstable. Needs more testing
- CERTER = Works, but needs a touch up
- DRILLDEMON = Works for me, Needs more testing
- EVILBOB = Confirmed works by myself and community, needs deposit box thing though
- EXAM = AFAIK works
- FREAKYFORESTER = It works for me but people complain about it messing up?
- FROG = Patched and works
- GRAVEDIGGER = Community says it works, needs touchup for deposit box and possibly more testing
- MAZE = It theroetically works, but everyone complains about getting stuck in it.
- MIME = Works
- MOLLY = Works
- PILLORY = FUBAR'd
- PINBALL = Works
- PRISON = In development
- QUIZ = Not sure, I recall it solving it once…
- SANDWICHLADY = Works but sometimes messes up apparently
16 of 18 done, not bad :)
Possibly 17/18 when the menu thing is fixed.
The current way of detecting randoms are music, which is a pretty good way.
Problem is we have
1) Beekeeper has no music, so it will occasionally think it's in the random
2) Certer solver works (newest rev.), but the music changes. I got 'start', 'autumn voyage', 'unknown land', 'dream' out of it. Probably more.
3) What about the ones with no NPCs? Pillory for example and abyss as another can only be detected by object finding.
Solutions I have:
1) For music we can't find, we can just do an NPC check, shouldn't take that long right?
2) With multiple music, again check and see for valid NPCs. Since I'm pretty sure Niles/Giles/Miles only appear in the random, it should be pretty safe…
3) Would searching for objects be bad? For example in abyss, Result := FindObj (8995); [not that that's a function which exists]
Setting up for a bigger problem
I propose that we do a switch over with our functions. I tried it, but I was afraid to keep it since Random finding is such a key, so I reverted what I did. The upgrades I applied were going to be something like this:
function R_FindRandoms: Boolean;
begin
Result := R_FindRandomsEx ([]);
end;
function R_FindRandomsEx(ItemsToDepositIfNeedBe: TIntegerArray) : Boolean;
begin
Result := R_SolveNonTalkingRandomsEx ([]);
// Other stuff here
end;
function R_SolveNonTalkingRandoms: Boolean;
begin
Result := SolveNonTalkingRandomsEx ([]);
end;
function R_SolveNonTalkingRandomsEx(ItemsToDepositIfNeedBe: TIntegerArray): Boolean;
begin
// Put SolveTalkingRandoms stuff here
end;Better to upgrade sooner than later to a system we will inevitable need, agree or disagree?
Naike said he's going to be upgrading the random finders when or if he gets a free moment.
After I get a pillory account and do a blind commit of the prison (which will not be usable by the general population and will *not* be called by R_FindRandoms or any random solver, but allow developers to invoke it if they get in the random), that can be tested and then all the randoms will be technically solved or solvable, then the rest is tune-ups.