Author Topic: 2.42.2 Changes  (Read 9578 times)

Offline Numsgil

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2.42.2 Changes
« Reply #15 on: April 12, 2006, 11:16:22 AM »
If it really is changing from 0.05 to 0,05 it might be something weird with the Visual Basic run time libraries.  I know they're a little different on each platform I've used them on.

Offline EricL

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2.42.2 Changes
« Reply #16 on: April 12, 2006, 11:17:49 AM »
Oooh.  Yea.  Testlund, your running US Windows using a US keyboard and driver, right?
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Offline Testlund

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« Reply #17 on: April 12, 2006, 11:47:15 AM »
Umm... No, I'm running a Swedish version of Windows XP Professional and Swedish keyboard layout, as I am from Sweden. I know I can't TYPE 0,05. That doesn't work, but oddly that's how the value is displayed the first time I go in to look at it. The second time I go in to look at it it has changed to 0. Are you saying it is affected by how the op is handling values in different countries or something?
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Offline EricL

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« Reply #18 on: April 12, 2006, 11:55:50 AM »
Quote
Are you saying it is affected by how the op is handling values in different countries or something?
I think that may be the case for this specific bug.

You might try going into the control panel, opening the "Regional and Language Options" (or whatever that is called in Swedish) and customizing the number separator to be a period instead of a comma and then see if the same behaviour persists.

And just off-topic, I own a Hallberg-Rassy sailboat (made in Sweden).  The factory is on an island on the West coast in a small town called Ellos north of Gotenberg.  Cool place.

-E
« Last Edit: April 12, 2006, 11:58:09 AM by EricL »
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Offline Testlund

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2.42.2 Changes
« Reply #19 on: April 12, 2006, 12:24:26 PM »
Oh my god, you were right! Changing the comma to a period for numbers in the language settings helped! This has been bothering me since autumn!!!  
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Offline EricL

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2.42.2 Changes
« Reply #20 on: April 12, 2006, 12:29:11 PM »
Yea, VB6's support for authoring a single program which works well in different locales was pretty lame.  The potential for doing much better exists in the C++ code.

Don't stop finding those bugs though.  Most of the things you've brought to my (our) attention are real issues in the code.
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Offline Numsgil

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2.42.2 Changes
« Reply #21 on: April 12, 2006, 12:37:48 PM »
The C++ version shouldn't have any issues with the program running differently on different platforms.  Heck, you should be able to run it on a mac if anyone has a mac to compile the code on.

Offline Elite

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2.42.2 Changes
« Reply #22 on: April 12, 2006, 05:17:19 PM »
When I try to run a sim in 2.42.1 it crashes with a division by zero error

Offline Testlund

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« Reply #23 on: April 12, 2006, 05:33:18 PM »
I think you need the default.set file that Eric posted together with this release. It should be somewhere here. Hmm... Maybe it is together now with this version on the FTP.
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Offline EricL

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« Reply #24 on: April 13, 2006, 02:15:58 PM »
The big thing with 2.42.1 is to delete lastexit.set in the Settings directory.
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Offline Numsgil

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« Reply #25 on: April 13, 2006, 02:19:48 PM »
Do you think maybe you could modify the program to automatically check for the older version and discard it?

The settings files have a -2 in the beginning of them.  I'm using -3 to show that it's the C++ version settings file, maybe you could use -1.

Offline EricL

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« Reply #26 on: April 13, 2006, 02:39:47 PM »
Will do.
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Offline Elite

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« Reply #27 on: April 13, 2006, 04:01:34 PM »
Quote from: EricL
The big thing with 2.42.1 is to delete lastexit.set in the Settings directory.

It works  

Thanks

However, I notice that when using minimalbot

cond
start
-1 .shoot store
stop

cond
start
10 .up store
stop

cond
*.nrg 10000 >
start
33 .repro store
stop

There doesn't seem to be any colision detection at all  

When I place them manually against vegs, they do stuck against them (ie. colision detection works only for very low velocities), but they quickly die  

Also, a general bug in 2.4 seems to be that ties do not work (though I don't like ties anyway), and they seem to snap incredibly easily, exerting no force on bots at all  
« Last Edit: April 13, 2006, 04:06:19 PM by Elite »

Offline Numsgil

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2.42.2 Changes
« Reply #28 on: April 13, 2006, 05:48:36 PM »
You're probably running into issues with the physics engine.

Collision detection works fine, but collision response can be a little weak at times.  WHen bots collide, basically a spring is put between the two bots and well, sprung.

Ties also exert a spring like force.  It can be relatively weak if bots are really pushing.

The physics engine in the C++ version is better, and handles these sorts of things better.