DRL > Discussion
The Journey to 100%
MaiZure:
--- Quote from: Tormuse on October 17, 2017, 18:38 ---Still, you provided interesting information about DS's berserk counter; I seem to remember, a while back, when ArchAo666 was invented, someone wondering if it was possible to run the DS's berserk timer out through regular gameplay of that challenge. For the record, I'm gonna say no to that, because in my current ArchAo666 game that I'm playing, I'm less than 50 levels from the end and my turn counter is just over 400000, so not even 1 million, let alone 10 million. :)
--- End quote ---
Hold down the wait button (.) for exactly one minute and see how much time passes. Then extrapolate how long you'd have to weigh down your keyboard with a battery or something like that. I'm actually curious. My guess is that the game samples the input at some fixed rate (24,30,60) times per second.
BBHood217:
Maybe we can finally see the Apostle's real colors without the red filter.
Tavana:
Oh, one more thing I found while Code Diving (TM): It appears that there's a medal missing from the wiki, so if you're looking for 100% completion you'll have a hard time getting it. It's incredibly hard to get unintentionally, so I'll just tell you the name of it and put the conditions to earn it in a spoiler. If you read the name it should be fairly obvious how to get it, though. Happy hunting!
Medal: Gutts' Sorrow
Spoiler (click to show/hide)Awarded for dying with the Dragonslayer
ZicherCZ:
--- Quote from: MaiZure on October 17, 2017, 20:28 ---Hold down the wait button (.) for exactly one minute and see how much time passes. Then extrapolate how long you'd have to weigh down your keyboard with a battery or something like that. I'm actually curious.
--- End quote ---
Why so complicated? Set your RunWait command duration to 10M turns. Get the Dragonslayer. Clear a level, so nothing can disturb you. Use the RunWait command. Grab a coffee or two before the game processes 10M turns.
--- Quote from: MaiZure on October 17, 2017, 20:28 ---My guess is that the game samples the input at some fixed rate (24,30,60) times per second.
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IMHO, I don't think so. From my experience, the game does not redraw the screen during long RunWaits, until there is actually something to redraw (e.g. a monster enters your line of sight). This makes long runwaiting quite tedious if you grabbed a Tracking map earlier, and the game animates all the monster movements.
EDIT: So I decided to actually test this. I set up the MaxWait parameter to 10 000 000, cleared Phobos base and level 2, and positioned myself to see water (fluids are animated while you're just idling around, but the animation freezes during runwaiting - with that I had an easy visual check that the game was still processing). Then I pressed the RunWait command.
After exactly 10 minutes, the water animation was still frozen, so the game was still processing. I interrupted the runwait and checked the "@" screen. The result is attached - 21 418 426 "turns" have passed. Now, the "turns" in the "@" screen mean 0.1s of ingame-time ticks, a wait command always takes 1.0s of ingame time (= 10 "turns"), and when I started, I was at 3086 "turns".
So in 10 minutes, slightly over 2M of "wait" actions were processed, and 10M turns would pass in ~47 minutes.
My computer is a five years old laptop - more up-to-date machines could probably handle the processing quite a bit faster.
Tormuse:
--- Quote from: Tavana on October 17, 2017, 22:12 ---Medal: Gutts' Sorrow
Spoiler (click to show/hide)Awarded for dying with the Dragonslayer
--- End quote ---
Is that really in there? I just searched the forums and the only reference to it is when TheLaptop said that it was going into the next version! :o
--- Quote from: ZicherCZ on October 17, 2017, 22:57 ---Why so complicated? Set your RunWait command duration to 10M turns. Get the Dragonslayer. Clear a level, so nothing can disturb you. Use the RunWait command. Grab a coffee or two before the game processes 10M turns.
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That's a good idea! I might just do that on the second last level of my current game! :D
--- Quote from: BBHood217 on October 17, 2017, 20:40 ---Maybe we can finally see the Apostle's real colors without the red filter.
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I'll post a screenshot. ;)
EDIT:
--- Quote from: ZicherCZ on October 17, 2017, 22:57 ---EDIT: So I decided to actually test this. I set up the MaxWait parameter to 10 000 000, cleared Phobos base and level 2, and positioned myself to see water (fluids are animated while you're just idling around, but the animation freezes during runwaiting - with that I had an easy visual check that the game was still processing). Then I pressed the RunWait command.
After exactly 10 minutes, the water animation was still frozen, so the game was still processing. I interrupted the runwait and checked the "@" screen. The result is attached - 21 418 426 "turns" have passed. Now, the "turns" in the "@" screen mean 0.1s of ingame-time ticks, a wait command always takes 1.0s of ingame time (= 10 "turns"), and when I started, I was at 3086 "turns".
So in 10 minutes, slightly over 2M of "wait" actions were processed, and 10M turns would pass in ~47 minutes.
My computer is a five years old laptop - more up-to-date machines could probably handle the processing quite a bit faster.
--- End quote ---
I did the same, only I timed it for exactly one minute and got a result of about 3.2 million turns (or 320000 in-game seconds) I guess my new computer is slightly faster than yours. :) I should be able to run DS out in about half an hour, I think.
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