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Messages - Keyser59

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101
Off Topic / Meanderings : 7,000 posts
« on: February 25, 2004, 03:14:12 PM »
So why can't you plug smaller and smaller numbers to simulate 0? How does that not work?

102
Off Topic / Meanderings : 7,000 posts
« on: February 25, 2004, 02:12:19 PM »
Your logic defies basic reasoning. You have to understand that 1/oo is an infinitly small number. It does not equal 0, but it approaches 0. You can't say infinity equals anything because it is not a number.

This can be demonstrated by plugging in increasing numbers. You'll obviously see the trend that that the result gets smaller and smaller.

However, according to you 0 * oo approaches an undefined number. This is not true.

If you plug in ever increasing numbers, you get the same result each time, and the trend shows that this function approaches 0. No matter how infinitly high you make x, y will always be 0.

Granted, when you say 1/oo is 0, I assume you talk about limits, because it is impossible to pull real numbers out of any function with infinity.

103
Off Topic / Meanderings : 7,000 posts
« on: February 25, 2004, 12:56:05 PM »
Infinity divided by infinity is a undefined term the same way that 0/0 is undefined. If you have to find the limit of such an equation like f(x) = (3x^2 + 5x)/(9x^2) as x approaches infinity, it would merely be 1/3.

You can't use infinity without limits because infinity is not a tangible number, and can't be substituted in normal algebra. 2/0 does not equal infinity. 2/0 has no solution because no matter how large a number you multiply 0 by, you will never reach 2, or any positive number.

To understand that you must realize that 0*oo does equal 0. Unless you've discovered a new branch of mathematics there is no way you can change that.

104
Off Topic / Meanderings : 7,000 posts
« on: February 25, 2004, 06:14:19 AM »
Could you elaborate on that a little bit?

Infinity is not a tangible number. 0 is. Look at the graph of f(x) = 1/x. According to your reasoning (I believe) f(0) = oo/-oo. How does it make sense that for one x value the graph as two values? We all know that this is a function, so such a statement has to be false.

BTW you can't get close to infinity. We sometimes use high numbers to try to predict limits of different functions, but it is impossible to replace infinity with a high number.

105
Off Topic / Meanderings : 7,000 posts
« on: February 24, 2004, 08:40:23 PM »
civilian you are thinking it terms of limits, where on the graph of y=1/x, the greater x becomes (aka infinity), the closer y comes to 0.

You cannot merely take a limit and start plugging that value in. The limit as x approaches infinity of y=1/x is 0, but that in no way means that (1/infinity) is 0.

106
General / Glowing Skulks
« on: February 24, 2004, 01:44:05 PM »
I heard if you type "there is no cow level" as a skulk, you can get invincibility which is observed as a curious glowing.

One of NS's lesser known secrets.

107
General / Ever Have Your "off" Days?
« on: February 24, 2004, 01:39:10 PM »
On the worst of my worst off days, Holy_Devil might actually kill me.

 B)

108
General / The Phrase "bs"
« on: February 20, 2004, 12:42:13 PM »
I'm going to bind a key to say "nub down" every time I get a kill.

Hope you guys don't mind.

109
Off Topic / Ns 2.0, First Impressions
« on: February 15, 2004, 10:37:44 AM »
2.01 4 lyfe

110
Off Topic / Hi Lb!
« on: February 12, 2004, 12:38:12 PM »
Beware the ninja ( :ph34r: ) that lurks in this thread.

 :help:

111
Off Topic / Mozilla Firefox 0.9 Released
« on: February 11, 2004, 01:35:41 PM »
IE is like a virus... you can't uninstall it.

One measly ad banner isn't a good reason to poo-poo a browser. You aren't going to catch the plague from looking at an ad here and there.

Now if I could only configure mIRC to launch links in Opera my life would be complete.

112
Off Topic / Mozilla Firefox 0.9 Released
« on: February 10, 2004, 10:33:42 PM »
Define ugly.

There's one banner in the top right in a location where I would never look anyways.  o_O

ogogog Opera

113
General / Admin_ban *.*
« on: February 09, 2004, 01:19:36 PM »
Meh, how can you guys say you've seen true commrage on a server that prohibits base recycling?

On bast if you reach your breaking point, you recycle base, drop an armory at the bottom of drill shaft, and you tell your marines to get all the ammo they want.


 >:D

114
Off Topic / For Uranium
« on: February 02, 2004, 09:58:00 PM »
I don't especially like japanese culture either, but do I go around badmouthing it to people who do?

You have a long way to go if you can't survive without tolerating other cultures my friend.

115
General / The 'other' Farms
« on: January 31, 2004, 08:15:04 AM »
I said he wasted my time because the links were broken at first.

116
General / The 'other' Farms
« on: January 30, 2004, 02:32:16 PM »
Cheque? This isn't SPAIN you know.

117
General / The 'other' Farms
« on: January 30, 2004, 02:21:19 PM »
GJ, you wasted 15 seconds of my life and I want them back.

118
General / Uber Skulks
« on: January 27, 2004, 06:01:51 PM »
I've played 3.0 for awhile, and I can say that even though the hitboxes for a skulk correctly displays with the model, they are actually buggy. Most playtesters would agree that hitboxes on fast moving objects are screwed up.

For example I was playing on one of the co maps, and I had a shotgun and was fighting a skulk. I could have sworn I put 3 shotgun shells directly into the skulk, but they all end up in misses or sparks. Finally I miss the skulk by shooting behind him a few inches, and the blood shows I got a full hit and he dies.

There there is the hitbox bug where one player's hitboxes shrunk to the point where it becomes impossible to kill him when he moves around. This is apparent when you have 3-4 marines all circle-strafing around one skulk but yet nobody can finish him off. It becomes more apparent with fast moving aliens such as the lerk and skulk, but it is still noticable when a fade or an onos has the hitbox bug, but they are still killable.

I hope max or Flayra figures out what happened in the net code and fix it asap. I'm going back to CS and 2.01 until aiming becomes more dependent on skill and less dependent on luck.

119
General / Don't Comm Like This
« on: January 23, 2004, 05:57:22 AM »
Hell, just don't drop a turret factory in base in the first place.

It's a mighty waste of 50 res + whatever you electrify. Keeping the aliens off the nodes while pressuring the hive with highly upgraded marines is so much more effective then playing defensive and having marines with level 0 armor dieing all over the map.

Then after the aliens have promptly dealt with the marines, they should get fades to counter the elec RTs at about 4 minutes. Now you're stuck with no nodes, no upgrades, and it becomes a contest to see how long it takes for the aliens to lay waste to the marine base. Almost 3 out of 4 games are like that right now on LM, and it would be a bit more entertaining to see the marines win some.

If you have to defend base, drop 1 or 2 packs of mines.

120
General / Your Funniest Mistake When You Were A Newbie
« on: January 22, 2004, 02:16:55 PM »
I think everybody's first mistake in 1.0 was going gorge when the alien team already had one, and having the whole team calling you a noob while the admin slays you.

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