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Got bots that behave differently in 2.37.6 and 2.42.4?

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EricL:
After fixing serious bugs such as crashes, my number one priority for continued work on the 2.4 code fork is closing the gap on issues with bots which work in 2.37.6 but which do not work in 2.42.4 or which behave radically different in that version.

To that end, I am soliciting examples of such behavioural differences.  If you have a gene or bot which works in 2.37.6 but does not work in 2.42.4 or which demonstrates significant differences in behaviour between the two versions, please reply with details to this topic.

Please be as specific as possible.  I'm happy to go get bots from the beastiary and run them in the two versions myself and read the DNA and reverse engineer what it should be doing and what it is actually doing, etc. but that takes time, time I could be using writing code or fixing bugs and I'm only one guy.   So, the extent to which you can help me out by pointing me to the specific differences or ideally to the actual DNA area or sysvars which behave differently, that would be much apprecated.  Uploaded sims which illustrate this are of course, much apprecaited.

Also, 2.42.4 fixed a bunch of things, so please use that version and not previous versions of 2.4 for your testing.

Known issues with 2.42.4:

.stifftie is not yet implemented.
.fixlen and .fixang work, but multibots which rely upon specific tie physics for crawling or using tie length for acceleration, etc. probably behave differently.  Please report such differences.
I have not personally tested .tielen1-4 and .tieang1.4 so they may or may not work in 2.42.4.  Specific help here requested.
Viruses have been reported to work in 2.42.4, but I have not tested them.
I am still investigating issues with retruned energy shot ranges and small bot evaporation.

Thanks for your help!

Elite:
Play the attached sim in 2.42.4

Animal minimalis just dies out

This sim illustrates some of the bizzare shot bugs

EricL:

--- Quote from: Elite ---Play the attached sim in 2.42.4

Animal minimalis just dies out

This sim illustrates some of the bizzare shot bugs
--- End quote ---
First, thanks for the sim.  I've taken a look and found several things.

The first is a bug.   MaxVelocity is not saved to or loaded from sim files.  The setting will be whatever it was from the previous sim run.  This is a real bug.  I had been doing some testing eariler with virgin installs where you install 2.11 and then lay 2.42.4 on top of it.  In such cases, MaxVelocity gets set to 0 adn since it's not in the saved sim file, stays 0.  With a 0 Max Velocity, the engine correctly prevents bots from moving and thus they die out fast.

Once I changed the Max Velocity slider to something reasonable, the bots started moving and feeding and promptly dying.  This is not a bug.  The waste threshold setting in the sim as posted is set to 100 and Animal minimalis has no gene to rid itself of waste.  As soon as waste crosses this threshold, random values start getting written into the bots memory and quickly they do something stupid which kills them.

I could not run the sim for very long even after I increased the waste threshold because (and this is another real bug) sim files seem to store absolute path names instead of relative path names.  The bots were feeding and killing off the veggies and as soon as they killed the veggies off to a certain level and the engine needed to load some more veggies, it looked for the veggie bot file in the path indicated by the sim which does not match my install.

I will fix the Max velocity issue and the sime file path issue in 2.42.5.

If there are "bizarre shot bugs" illustrated by this sim, I'm too dumb to see them.  I suspect that what people may think are problems with shots, etc. may in reality be do to death by altzheimers due to waste buildup.  Certainly one would expect bots with no waste elimination gene to die rather quickly in a sim where the waste threshold is set to 100.

Elite, I would be interested in knowing whether you still think there are issues in this sim with shots once you set the waste threshold to negative 1.

EricL:
As a postscript, it's not clear (to me at least) why altzheimers is as fatal as it is.  This is something I will look at I.e. to understand exactly how bots die from altzheimers.

Elite:
Ah yes, you are correct. I set my waste threshold lower and the bots survived quite nicely  

EDIT: Oops, I meant higher

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