(user is banned)
Don't think! feeeeeal
Ya, I think it'd be interesting. How do frames actually work in HL though? I mean you can slow the game way down with host_framerate, here it seems like there's an astronomical number of frames in just one jump. I'm guessing this actually changes the number frames per unit real time. That would actually explain the physics change people swear by. So instead of things being updated at only 60 fps, they're updated at like 600 fps, thus things like speed can grow at increasing rates per second, like interest compounded quarterly vs infinitely. Over a long period of the time end result will be substantially higher.
What is the standard "frames" (like game updates) per second of HL anyway? I'm guessing this is somewhat dependent on your "fps" video graphically speaking, which would explain why different FPSes allow you to fire weapons much faster and jump higher, ect ect.
I'm sure a lot of frame precise bugs could be found, stuff like the edge glitch would be very practical.
Since it's a TAS you might even want to do some stuff like save abusing to get more ammo; if you kill someone and grab his ammo right away, then save, load the save he will being dieing again and drop his ammo again. I'm not sure if it can be used more than once but probably can be.
What is the standard "frames" (like game updates) per second of HL anyway? I'm guessing this is somewhat dependent on your "fps" video graphically speaking, which would explain why different FPSes allow you to fire weapons much faster and jump higher, ect ect.
I'm sure a lot of frame precise bugs could be found, stuff like the edge glitch would be very practical.
Since it's a TAS you might even want to do some stuff like save abusing to get more ammo; if you kill someone and grab his ammo right away, then save, load the save he will being dieing again and drop his ammo again. I'm not sure if it can be used more than once but probably can be.