Talk:Frag count rollover


This page cannot be accurate. There is no integer size that would loop at exactly 1000. IIRC, the fragcount is a signed 16-bit integer, so it would more likely loop at 32767 back to -32768. -Wagi 14:22, 13 October 2008 (UTC)

Frag Count Rollover Explanation[edit]

I'm aware that 1000 isn't a valid integer max (1024 would but not in this case). I was only using it for pure example...pure unrestricted example.

But if you'd rather prefer the actual values, feel free to edit.

Brunoxi 14:33, 13 October 2008 (UTC)

Well, no one's ever going to accumulate over 32000 frags in a real game. If I am not mistaken this bug refers to the behavior of the counter, not the total amount of frags being kept track of by the engine internally. When frags reach 110 it isn't possible to know how many frags the player currently has without previous knowledge. The status bar counter starts at 0 and goes up to 99, at 100 it displays 00 frags, so from 100 to 109 you see 00 to 09, at 110, you see 10, just like when you had only 10 frags. This cycles after every 100 frags (200 also shows 00, 210 also 10). The tally screen shows the same behavior. In a 4 player game you could have 110 frags against each opponent and it would show 10, 10, 10, and a total of "30" (330 frags, where the 300 aren't shown either).
Additionally, negative frags always stay at -9 on the status bar if less than that, although on the tally screen they work like positive values except for the additional negative sign (they can be read unambiguously down to -109). Who is like God? 22:10, 13 October 2008 (UTC)


Precisely, God.

Why don't you log in and change my edit then? 00:17, 14 October 2008 (UTC)