Death Counters
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Aug 1 2008, 8:16 am
By: Kaias  

Aug 1 2008, 8:16 am Kaias Post #1



Would add/subbing 1000's, 10000's or 100000's of deaths in an action create any/anynoticable lag?

Thanks

Post has been edited 1 time(s), last time on Aug 1 2008, 11:57 am by Kaias.



None.

Aug 1 2008, 8:21 am KyleIs1337 Post #2



Why don't you test it on a map.



None.

Aug 1 2008, 9:26 am rockz Post #3

ᴄʜᴇᴇsᴇ ɪᴛ!

Buffer overflow comes from nonstandard units (unitID 3849). Any of the normal units are fine, and can't go higher than that huge number (see map limits). It can't go lower than 0 by subtraction either.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Aug 1 2008, 10:09 am NudeRaider Post #4

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Modifying dcs doesn't create lag.




Aug 1 2008, 10:58 am Clokr_ Post #5



Quote from Kaias
How high can a death counter be before reaching into buffer overflow?
And would add/subbing 1000's, 10000's or 100000's of deaths in an action create any/anynoticable lag?

Thanks

Do you mean using extended deaths? Or the max number a death counter can store? It is either 4294967295 or 2147483648 (depending on wheter it is a signed value or not).

Also subtracting/adding any value takes the same time.



?????

Aug 1 2008, 11:59 am Kaias Post #6



Quote from Clokr_
Quote from Kaias
How high can a death counter be before reaching into buffer overflow?
And would add/subbing 1000's, 10000's or 100000's of deaths in an action create any/anynoticable lag?

Thanks

Do you mean using extended deaths? Or the max number a death counter can store? It is either 4294967295 or 2147483648 (depending on wheter it is a signed value or not).

Also subtracting/adding any value takes the same time.
Thanks, consider it solved



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[02:27 am]
Symmetry -- https://staredit.net/topic/18903/ THE REVIEWS ARE HERE! "ok these are pretty good memes" - ssj9Kevin
[02:58 pm]
Ultraviolet -- Symmetry
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
fr fr
[2026-7-17. : 2:39 am]
Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
[2026-7-16. : 6:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
[2026-7-16. : 6:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[2026-7-16. : 6:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[2026-7-16. : 2:28 am]
Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
[2026-7-16. : 2:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[2026-7-15. : 8:51 pm]
NudeRaider -- Symmetry
Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
[2026-7-15. : 4:10 am]
Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
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