Code center > Bugs and fixes
Big cyan dots!
Griz:
I have noticed this as well ...
and often have cyan dots attached to a bot ...
as if tied, but with no tie visible ...
moving along with it as if it were a shadow
for as long as the bot lives.
trying to click on it to see what it is ...
results in the bot being selected instead.
so it's like a blue ghost ...
seems friendly ...
I think I'll call them 'Caspers'.
they seem to 'haunt' certain bots more than others ...
as I notice them with my CW 'circling' bots all the time.
attached is a sim which seems to generate a lot of them ...
there are at least 3 here ...
bottom center, another just to the left of that one ...
and another in the upper right.
checking out your new incoming energy thang ...
seems to work just fine.
I do have a question on energy input tho ...
will do it in another post.
EricL:
Okay, found this. When I added the new shot impact dots in 2.42.7, I missed the case where the creation of a virus shot fails because the gene being referenced is beyond the end of the DNA. In Testlund's sim, bot 37 (and presumably other bots which display similar persistant dots) is attempting, over and over, to create a virus shot using gene number 10661, which is of course, beyond it's 11 genes. The creation of the shot fails as expected, but in the process of almost creating and then failing the creation of the virus shot, an erronous virus shot impact dot is displayed at the point of shot origin, over and over each cycle, as the bot trys to create a new virus each cycle.
Any bot trying and failing to create a virus will exhibit a dot for that cycle.
Totally harmless. Fixed in 2.42.8.
--- Quote from: Testlund ---Also some of the bots eye dots are located inside the bots instead of sitting at the edge of the cell wall, where they should normally be.
--- End quote ---
This is an artifact of your monitor/ graphics adapter resolution/dimensions. The edge of the bots are displayed as perfect ciricles on the screen (because the underlying VB circle command is aware of your monitor resolution and adjusts accordingly and it is used to display the bot edge) but unless you are using monitor resolution dimensions with an aspect ratio of exactly 4:3 (e.g. 800X600) the bot's eye will be displayed on the true, actual, underlying edge which will not coincide with the displayed edge (the eye will trace an ellipse). If you watch the eye, it will touch the bot edge either at the top and bottom or on the sides, depending on whether you are using short and fat or tall and skinny monitor dimensions respectivly, then go inside the bot the rest of the time, tracing an elipse. Shot impacts will exhibit the same issue. Some shots will appear to go inside the edge and yet not impact. In reality, this is just an artifact of the way the edge is displayed on monitors with aspect ratios that do not exactly match the field dimensions - the shot did not actually go inside the bot, it just looks that way. The ellipse that the eye traces is the true bot edge and shot impacts only occur if they go inside that.
Don't worry, the underlying physics of everything is fine. It's just an artifact of the way bot edges are displayed using the VB6 circle command.
Some day I may implement custom field dimensions and this will get fixed as a side effect of that, but not today.
Elite:
Large numbers in .vshoot prevent the virus from firing. Is there an upper limit on .vshoot?
Also, sometimes virus shots aren't visible for some reason
EricL:
--- Quote from: Elite ---Large numbers in .vshoot prevent the virus from firing. Is there an upper limit on .vshoot?
--- End quote ---
I need to spend some hours on the virus code to better understand it. The code in this area is total spagettii and probably rife with problems. In fact, I think I just caught one with how costs are applied for firing a virus....
From a quick look, syntanticly, 32000 is the legal limit in vshoot of course. Semantically, the nrg of the resulting shot (which impacts the shot's range) is clipped at 32000/20 or 1600 so using values abouve 1600 in vshoot equates to 1600.
I could find nothing related to vhsoot that would prevent the virus from firing, but if the virus is longer than 10 base pairs, then the virus shot is stored for a number of cycles equal to twice the number of base pairs in the virus. This could be what you are seeing.
Note that this is just how the code appears to work today. It may not be how it is supposed to work.
--- Quote from: Elite ---Also, sometimes virus shots aren't visible for some reason
--- End quote ---
Don't know about this one. If you have a sim which demonstrates this, I'll take a look. As above, perhaps what you are seeing is the delay in actually firing the virus...
Elite:
On a related note, what kind of shot do the green blobs represent?
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