3 ms·
>If they knew what the next number to be pulled from the random number generator was, they could, for example, delay firing a weapon by a frame or two, to get m
by xamuel 12y ago
>If they knew what the next number to be pulled from the random number generator was, they could, for example, delay firing a weapon by a frame or two, to get more damage. Probably other more interesting things I can't think of immediately. If there was ever a bot vs bot Doom competition, this is something you'd definitely want to consider.
If you're interested in that kind of stuff, check out tasvideos.org, a community dedicated to beating old videogames as fast as possible using that type of knowledge. Since all videogame 'randomness' is really deterministic pseudo-randomness, the kind of RNG-knowing you described is ubiquitous
In fact, by coincidence, it looks like someone just recently published a DOOM (second episode) run: http://tasvideos.org/2825M.html http://tasvideos.org/2825M.html
- pslam 12y agoWow! Yes, I am interested in that kind of thing. Also a coincidence: me and my brother used to do cooperative 2-player speeed-runs of Doom/Doom2 as part of a thing called "H2HMud". We had a setup which consisted of a fast 486, and a really slow 386. It ran really slowly - about 1/4 normal rate when you woke up a room full of entities. The 486, however, rendered every frame, which meant the person on the fast machine could happily pick every off pixel-perfect, while the slower machine player would do "support" stuff (flip switches). I wondered what the "limit" would be if you could slow it down arbitrarily, and re-stitch, and I guess that's what it looks like in the video you posted. Thanks!
- anon4 12y agoMy favourite example: http://tasvideos.org/1145M.html http://tasvideos.org/1145M.html completing a game in under 10 seconds by manipulating the RNG to spawn the final quest completion item under the player's initial spawn point.