3 ms·
Speaking of overflows, the original Quake stored kills as a signed 16 bit integer, and there's no minimum time delay between typing 'kill' in the console (thoug
by reitzensteinm 14y ago
Speaking of overflows, the original Quake stored kills as a signed 16 bit integer, and there's no minimum time delay between typing 'kill' in the console (though, IIRC, the network code syncs at 10 hz, which may be the effective ceiling).
At an overnight LAN party in my youth, I bound every key to kill and sat there for an hour hammering the keyboard; the overflow worked as expected and my kills turned positive, much to my delight.
But I recommend either taking my word for it, or reading the source!
- Nursie 14y agoYou could have automated! Not that it often seemed to work very well, but you could bind aliases into simple loops (IIRC, this has been a number of years!) which may have made things faster for you. I made loops that would make the letters in my name capital and lower case repeatedly (not knowing how to do this 'properly'). The result was an animated name, and usually a hung server :)