"hax" The Ammo Counter?

AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
<div class="IPBDescription">Not stopping at 254 anymore.</div> For all I know, this might be fixed already in 1.1, but I haven't seen any info on it.
If you don't know what I mean at first sight of topic name, imagine this. You have a HMG. You load it up. At 3 loadings(1 and a half spare clip) you're at 225. Unless you have shot at something first and reloaded, but that doesn't count... now, if you keep on loading up, you won't see the ammo counter increase.
This is caused by some weird, unnecessary limit in HL, and Im positive it can be broken, since for example <a href='http://www.svencoop.com/' target='_blank'>the guys over at SvenCoop</a> have broken it.
Listed under General Changes in the changelist:
-Hud properly outputs health, armor, and ammo values. (No 250 limit)



There isn't any downside to this as far as I can see... care to correct me?

Comments

  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    I think it's a bug that Charlie and the rest of the team knows about, the ammo will top off @ 350, but will only show 250...
  • FireStormFireStorm Join Date: 2002-11-06 Member: 7390Members
    Let's explain this so-called "bug".
    The server sends a BYTE containing the number of ammo you have. And a byte goes from 0 to 255. So you can't see more than 255 on your HUD.
    Another thing: the function that displays the ammo displays a maximum of 3 digits.

    Both of these points can be easily fixed. A couple of lines of code would fix that. So that's not a problem, and "breaking" this "bug" is really easy. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • ZelZel Join Date: 2003-01-27 Member: 12861Members
    edited April 2003
    if sending two bytes is too much work on dialup i would prefer to keep this bug. but it is probably no big deal to send an extra byte.
  • airyKairyK Join Date: 2002-12-19 Member: 11126Members
    i havent seen many dial up users in ns....infact i think more people play online w/broadband then ever before...i remember when everyone had dial up and the lucky few had the nice low pings.....ah the days....of dial up....pfft. glad those are over!
  • Rabid_LlamaRabid_Llama Join Date: 2002-11-02 Member: 4340Members
    <!--QuoteBegin--Zel+Apr 11 2003, 07:07 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zel @ Apr 11 2003, 07:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> if sending two bytes is too much work on dialup i would prefer to keep this bug. but it is probably no big deal to send an extra byte. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    A 56k modem can send about 6 THOUSAND bytes per second, so I don't think sending an extra byte to fix this bug would cause any problems <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
    (Yes, I know it's not really 6 thousand, I'm assuming there's some overhead and a bad connection)
  • FireStormFireStorm Join Date: 2002-11-06 Member: 7390Members
    edited April 2003
    No, an extra byte isn't too much.

    It's just like that because no HL weapon has over 250 bullets, so two bytes weren't needed in HL.
  • KotauKotau Join Date: 2002-11-04 Member: 6903Members
    Its the same reason that the y2k bug was such a big deal

    COBOL coders saving a punch card or two
  • FireStormFireStorm Join Date: 2002-11-06 Member: 7390Members
    COBOL?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->??

    ROFL
  • TalesinTalesin Our own little well of hate Join Date: 2002-11-08 Member: 7710NS1 Playtester, Forum Moderators
    Actually, the 56K (limited by FCC regs to 52K at most, usually capped by ISPs to 48K) modems only download at that nice 'high' speed. Upload usually is handled at 33.6K (on a clean connection), which is normally sufficient for the home user... using it to send e-mail, request webpages, handle a textstream communication.

    Even bearing that in mind, adding another byte wouldn't be a huge bandwidth hit by any means.

    Thing is, the LMG maximum 'spare' ammo count was dropped to 250, fitting neatly into that single byte. The only gun this would have an effect upon at the moment is the HMG, which remains at 300 IIRC (or 400 if I don't). Very minor benefit for a possibly involved change to the netcode, considering how fast most HMGers blaze through that 'invisible' 50 rounds, down into the sub-250-spare range.
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