The 'sploder is now encased in dmnd to make longer observation easier. Life-1 vibr starts to cycle again at the same time as the life-10000.
@doughnut I made a blue vibr bunker and I'm still trying to make a bomb (no dest, etc.) that can get thhrough it XD @jacob1 yeah, I tested neg life too XD XD
damn I was waiting for the 10000 when boom! everything melted in exot :C and matera the idea of sheilding would be a tad op dont ya think +1 for the good save!
Mur: zaccybot2: .life is an int in the code (32 bits), the save format is compressed and only saves 16 bits of it though. It used to sort of 'overflow' before, but I changed it to automatically cap to 65535 (so Mur is right). zaccybot2: not sure what you mean; anyway, basic tests show that it refuses to save life less than 0, and I just checked the code and yes it does :P. Probably .life should have been unsigned from the start but i'm not going to change it because that could cause weird issues
Hi Matra_theMad, How you doing?
I've had value change probs with other things. Have to adjust this. I guess. :-s
the Particle class stores it as an int, but something I can'g get around my head, is that on saving, it truncates it to 16bit, but it truncates it to the maximum value for an unsigned 16 bit number, however, it is not unsigned, we can use negative life values. And a signed 17 bit value is ridiculous. If I could be bothered I'd test if saving it made all life values positive. But I can't. So we'll keep wondering..
Vibranium with 500k and 100k of life are actually with 65535 of life when the save is loaded. I guess that the life of elements is stored as a 16bit number in the save file (up to 65535), but is a 32bit number in memory (so you can manually set life values up to 4 billion and something)