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Re: Forget patterns - This is how FSCS is unlocked (Vash Theory)
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MadDog_TM
SWG Chief Petty Officer
Posts: 77
Registered: 07-02-2003


MadDog_TM

Reply 31 of 38

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Ok just reading this thread..... I am a programer and if I would want to make the professions random this is what I would do below is C code that u learn in colege..... it's a random number generator that will work for 1 to 33.. the number of profession. Just to show that it is possible to do in code. It uses the Computer system time to set a random number generartor... this was compile and run a VMS system should work on UNIX too. Again this is not complete there would have to be more code to handle duplicates... and such.

/* random_test.c */
#include <stdio.h>
#include <types.h>
#include <time.h>
#include <stdlib.h>
main()
{
    int i = 0;
    int iMax=33;/* maximum number professions */
    int iMin=1; /* lowest number profession */
    time_t t1= 0;  /* unassigned long int*/

    /* get the system time for the seed for the random number generator */
     time(& t1);/* or ctime depends on system */
     printf("seed numbers is %ld\n",t1);
    /* seed the random number gernerator */
    srand((long) t1);
        
    /* get a random number between iMin and iMax */
    i = (int) (rand() % (iMax - iMin + 1)) + iMin ;     
    printf("random numbers is %d\n",i);
}

Good luck all

 

 

01-07-2004 09:19 AM  

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Re: Forget patterns - This is how FSCS is unlocked (Vash Theory)
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MadDog_TM
SWG Chief Petty Officer
Posts: 77
Registered: 07-02-2003


MadDog_TM

Reply 32 of 38

Viewed 57 times


Here is some code that will generate a random number between 1 and 33 ....simple code u learn in colege. It was compiled on VMS and should work on UNIX. again this is just a protion or code that could handle random numbers. But who knows what sony does to get these numbers.  This is only my guess and what I would do. this code gets random numbers between 1 and 33. Again this is public knowledge.

/* random_test.c */
#include <stdio.h>
#include <types.h>
#include <time.h>
#include <stdlib.h>
main()
{
    int i = 0;
    int iMax=33;/* maximum number professions */
    int iMin=1; /* lowest number profession */
    time_t t1= 0;  /* unassigned long int*/

    /* get the system time for the seed for the random number generator */
     time(& t1);/* or ctime depends on system */
     printf("seed numbers is %ld\n",t1);
    /* seed the random number gernerator */
    srand((long) t1);
        
    /* get a random number between iMin and iMax */
    i = (int) (rand() % (iMax - iMin + 1)) + iMin ;     
    printf("random numbers is %d\n",i);
}

Good luck

01-07-2004 09:27 AM  

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Re: Forget patterns - This is how FSCS is unlocked (Vash Theory)
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Zbyma
SWG Chief Petty Officer
Posts: 60
Registered: 07-13-2003


Zbyma
PA: Cult of Sarlacc
Server: Starsider

Reply 33 of 38

Viewed 45 times




WickedAsh wrote:

Don't mean to be a party pooper here but once again, there is no such thing as totally random in programming. You may have a vast and complex method of generating an end result, but that end result has a starting point and ending point.

For example if you were to choose numbers corresponding to creation of a toon, as has been verified by jedi deleting their main and then their jedi and having their fs unlock taken away, you could base this end result on any number of factors involved in creator creation. Things like Station name, Toon name, starting race, starting planet, starting city, starting profession etc etc. As I am sure you can see there is quite alot of things you could use as a begining point. Personally I think the professions are based on a combination of things, like starting planet/city, station name and toon name.


I agree with your point about there being no truly random number generation in programming. However, I think there is quite a leap between this point and the theory that the SWG developers are using some set of in game, character specific variables to generate the profession list required to unlock the fss. Unless their actual design was to create some pattern that players could figure out (which I don't think it was), then it would be a waste of time for the programmers to create a complex algorithm to figure all that stuff out. Every major programming language has built in or readily available libraries for generating a virtually random number between 0 and 1. You just make a call to that library, and multiply that number buy the number of professions you have and boom, you have a randomly selected profession. My guess is that is the system they use, with just a teeny bit of logic added to make sure the same profession is not selected twice.

Remember, the devs have stated that they wanted the fss to be hard to unlock, and saw it as a reward for people who have already played most other facets of SWG (like a bunch of different professions). So I don't think they would go out of their way to create any quick short cuts. You just have to master a bunch of professions and hope you get lucky. That's what I think at least.

 

<<< IMPERIAL ORDER TO DETAIN ENCRYPT CODE 92AacA5s-99 >>>

Drota Da'Pothir. Twi'lek male. Yellow skin with blue markings. An Alleged slicer and spice dealer. Confirmed ties to the Cult of the Sarlacc and Jabba the Hutt. Wanted for questioning regarding whereabouts of Sarlacc City. Subject is armed and dangerous. Last Seen: Bestine, Tatooine.
<<< END TRANSMISSION ENCRYPT CODE 92AacA5s-99 >>>
01-07-2004 10:12 AM  

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Re: Forget patterns - This is how FSCS is unlocked (Vash Theory)
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JimmyPopNL
SWG Commander
Posts: 391
Registered: 06-29-2003


JimmyPopNL

Reply 34 of 38

Viewed 45 times


Let me ask you this.  With all of the things that are screwed up with all of SWG, you are willing to put your faith in the math skills of these devs that they got a pattern free number generator right?



«««« Yisa Twioneroe »»»»
Teras Kasi Master & Master Doctor
FSCS Unlocked 01-25-2004
Jedi Apprentice

01-07-2004 10:19 AM  

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Re: Forget patterns - This is how FSCS is unlocked (Vash Theory)
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MadDog_TM
SWG Chief Petty Officer
Posts: 77
Registered: 07-02-2003


MadDog_TM

Reply 35 of 38

Viewed 45 times


If you use my algorithm (Psuedo random number generator code) above u can get a list of random profession at character creation time since it will be based on the system clock (the seed that is). Of course there will be overlap with other players, Depending on there seed. And there is no way that u can get a patern because its psuedo random.  All u can probably do is get some correllation, but no patern.

01-07-2004 10:39 AM  

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Re: Forget patterns - This is how FSCS is unlocked (Vash Theory)
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PootieT
SWG Lieutenant
Posts: 385
Registered: 07-15-2003


PootieT

Reply 36 of 38

Viewed 45 times


True, there is no 100% randomness in a computer but there are about a billion ways to create a semi random number without using the a random number generator.  But finding a pattern is pretty much impossible unless you know every step of how they did and which computer it is generated on and its current time stamp on the computers internal clock in memory.  I always used the internal clock, including date binary number as part of my random number generators cause it is the only thing that never repeats on your computer.  Place that in a formula that generates a decimal number then truncate it or convert it to an integer.  Basically, pattern proof.  These Sony guys no all those tricks, they are nothing new.  So although, i wish there was a pattern so I could figure it out, if it truly is a semi-random number generated by the game created at your character creation, I seriously doubt that there is a pattern unless you have all the factors i.e. computer it is created on and the like.  Any random 4 bits in a computer memory can be converted to a number to be used in a random number formula.  I don't want to discourage anyone, keep searching, it may be easier than we all think.  But if it truly is just computer generated randomness, then we all should just feel lucky when we find that last profession. 

Grandpa Jones Master Carbineer/ Master Squad Leader
Shadowfire Galaxy

01-07-2004 10:50 AM  

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Re: Forget patterns - This is how FSCS is unlocked (Vash Theory)
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PootieT
SWG Lieutenant
Posts: 385
Registered: 07-15-2003


PootieT

Reply 37 of 38

Viewed 45 times


agreed mad dog, you must have posted while i was writing my first response.  I believe you are 100% correct

Grandpa Jones Master Carbineer/ Master Squad Leader
Shadowfire Galaxy

01-07-2004 10:51 AM  

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Re: Forget patterns - This is how FSCS is unlocked (Vash Theory)
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Darksfallen
Jedi
Posts: 3919
Registered: 06-27-2003


Darksfallen
PA: S.O.L.D.
Server: Corbantis

Reply 38 of 38

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Here is my theory, might just be HUGE coincidence, I will master my guess in the next few days.

My birst month is November the 11th month. Ignore Politician the character was created before then. My third Holo was silent.

The 11th profession is Carbineer, which I am now grinding. Count down 11 spaces.

Musician, my last Holo, count down 10

Weaponsmith my second to last Holo - Count down 9

Bio-Engineer I'm guessing is my 2nd? - Count down 8

Doctor, I'm gussing my 1st holo?

Now from here, where to go? I could do Carbineer and see if that does it, or I can go down 7 from Doctor and Master Pistoleer. I will do both and let you know. The bolded are mastered professions, I only got 2 holos before silent.

My first mastered profession was Medic, then Doctor, then Bio-Engineer, Scout, Artisan, Weaponsmith(1st Holo), then Musician (second Holo), then Entertainer, then ID.

What do you think?

Miriam

1 Artisan
2 Brawler
3 Entertainer
4 Marksman
5 Medic
6 Scout
7 Architect
8 Armor Smith
9 Bio-Engineer (Second ?)
10 Bounty hunter
11 Carbineer
12 Chef
13 Combat medic
14 Commando
15 Creature handler
16 Dancer
17 Doctor (First ?)
18 Droid engineer
19 Fencer
20 Image designer
21 Merchant
22 Musician (Holo 4)
23 Pike Man
24 Pistoleer
25 Ranger
26 Rifleman
27 Smuggle
28 Squad leader
29 Swordsman
30 Tailor
31 Teras Kasi artist
32 Weaponsmith (Holo 3)

Miriam
Master Doctor
Master Shipwright (10/27, 10:54am)
134 Badges Hero Of Tatooine

Yasmin
Dark Jedi Knight
Reborn
01-07-2004 11:21 AM  

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