Stamp Bug

  • h4zardz1
    11th Jul 2014 Member 0 Permalink
    Vy/x above 25 is saved, but just for a while. not like others, which does save up to 65535. why?
    Edited once by h4zardz1. Last: 22nd Jul 2014
  • jacksonmj
    22nd Jul 2014 Developer 0 Permalink

    It's probably more like above 8 or less than -8. One byte is used to save velocity (so 256 possible values), and it's saved to a precision of 1/16 pixels per frame. This gives a range of 256/16 = 16, so -8 to +8. Any velocities outside this range will be capped when saving.

     

    I'm not sure there are many situations when saving a larger range would be useful, most particles shouldn't be travelling that fast.

     

    The reason why larger values may appear to be saved temporarily is because in some circumstances "saved" particle data isn't actually converted to the compressed save format (which caps velocity) before it's loaded back into the game. Instead, an uncompressed copy of the particle data is used, which doesn't cap any values. This is because for things like copying and pasting, pasting from the uncompressed copy of the particle data is faster than loading the data from the compressed save format.

    Edited 2 times by jacksonmj. Last: 22nd Jul 2014
  • h4zardz1
    22nd Jul 2014 Member 0 Permalink
    i'm built a Deut-Neut Meteor that explodes on anything that blocks is movement. (300 cap should be enough)
    Edited once by h4zardz1. Last: 22nd Jul 2014
  • jacksonmj
    22nd Jul 2014 Developer 0 Permalink

    Link to save?

     

    Raising the cap to +/-300 would require saving an extra two bytes per particle (plus there aren't many field descriptor bits left, which might be needed if a new element needs other properties to be saved in more detail - another extra byte per particle would be required if we run out of field descriptor bits and need to add more). At the moment I'm not convinced that ridiculously high speeds are useful enough to do that...

    Edited once by jacksonmj. Last: 22nd Jul 2014
  • h4zardz1
    23rd Jul 2014 Member 0 Permalink

    just made it.
  • h4zardz1
    22nd Sep 2014 Member 0 Permalink
    i'm reviving(necroing) this thread so more developer/moderator can see(and fix) this.
  • xetalim
    22nd Sep 2014 Member 2 Permalink

    This is not a bug, is it?
    Why did it have to be revived?

  • h4zardz1
    25th Sep 2014 Member 0 Permalink
    @xetalim (View Post)
    yup, it's something that are created to decrease memory taken. but please any dev, remove this.
  • CeeJayBee
    25th Sep 2014 Member 0 Permalink
    @h4zardz1 (View Post)
    So you want to remove something that decreases memory use?
  • xetalim
    25th Sep 2014 Member 0 Permalink

    "yup, it's something that are created to decrease memory taken. but please any dev, remove this."
    Something that is created to decrease the amount of memory used?
    How in a sane world is that a bug?