Author Topic: Bugs in buggy version  (Read 19945 times)

Offline Old Henk

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Bugs in buggy version
« on: March 11, 2005, 01:31:15 PM »
Hi,

Thanks to Num I got a buggy DB 3.36. Now, as it is buggy, I like to tell about bugs I noticed. I hope the programming team can do something with them.
  • When selecting a bot, the selection circle is really big (at least 10 ten times to big)
  • 'Flying ties'. sometimes bots have ties to, well, nothing.
  • I made a bot, and somehow it wasn't capable of rotating, while the DNA mentions .aimdx very clearly.
Henk
« Last Edit: March 11, 2005, 01:31:32 PM by Henk »

Offline Numsgil

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Bugs in buggy version
« Reply #1 on: March 11, 2005, 01:36:31 PM »
The selective circle was me playing with an idea.  Everything within that circle is theoretically visible to the bot (obviously things behind it aren't, but it shows the range).

The tie bug has been driving me nuts!  I didn't even touch ties.  Why aren't they dying right?  Arg!

Post the trouble bot and I'll see what the problem is.

Offline Old Henk

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Bugs in buggy version
« Reply #2 on: March 12, 2005, 06:53:31 AM »
I would really apreciate it if you'd make the big selection circle optional.

The bot's called WOLF, and I've attached it.

Offline Old Henk

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Bugs in buggy version
« Reply #3 on: March 12, 2005, 07:03:20 AM »
Found something weird...

There's an alga_minimalis floating around, it's brown, and the dialog boz show it has 12 overall mutations:

Deleted value 50 at pos 6
Deleted value 300 at pos 7
Deleted value 1 at pos 8
Deleted value 15 at pos 9
Deleted value 5 at pos 10
Deleted value 1 at pos 11


Yet the DNA is the same as a non-mutated Alga_Minimalis...

cond
  *.nrg
  6000
  >
start
  50
  .repro
  store
  15
  .aimdx
  store
stop

end
« Last Edit: March 12, 2005, 07:03:36 AM by Henk »

Offline Endy

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Bugs in buggy version
« Reply #4 on: March 12, 2005, 11:18:53 PM »
Bots use anti-grav walls as elevators! :)

I found a pretty cool "bug" while playing around with walls in H-grav mode. I had just placed a couple down and the things started rising. The first two eventually stoped when they went over the barrier so I decided to make a straight line of them. These also rose but when they went over the line they had the others following behind forcing them to keep moving. A cool effect, seeing the bots being lifted up by wall/platform.

The limitless shell had a bizare effect due to the increased mass. Some of the bots would fall slower because their speed limit was more restrictive(more massive). Evolution picked up on this fairly quickly and set about giving bots as much shell as possible to both help on defense and allow bots to catch up with their food.

Endy B)

Offline Numsgil

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« Reply #5 on: March 13, 2005, 12:19:16 AM »
Oh man, that's a little crazy...

Maybe there should be a universal speed limit instead of dependant on gravity?

Walls have never been working well.  I have an idea of using the Egrid to place down 'cement' blocks.  That should help solve a number of problems.
« Last Edit: March 13, 2005, 12:20:04 AM by Numsgil »

Offline PurpleYouko

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« Reply #6 on: March 13, 2005, 01:59:04 PM »
Using the e-grid to make solid walls was always it's intention.

That way we can design coral reefs and stuff with little niches that robots can colonize.

 :D  PY  :D
There are 10 kinds of people in the world
Those who understand binary.
and those who don't

:D PY :D

Offline Numsgil

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« Reply #7 on: March 13, 2005, 02:42:08 PM »
Oops, I worded that like it was my idea, didn't I?  Here I've committed one of my own pet peeves!

I should have said 'using the EGrid to create walls has been an idea for a while.  I had an idea...'

Offline PurpleYouko

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« Reply #8 on: March 13, 2005, 02:43:09 PM »
No worries

 :D  PY  :D
There are 10 kinds of people in the world
Those who understand binary.
and those who don't

:D PY :D

Offline PurpleYouko

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« Reply #9 on: March 13, 2005, 07:18:41 PM »
Quote
--------------------

LISTEN - DJ HenkX site
Don't you just love angry smilies?

:tantrum: 
 :cuss:
 :rant:

Yup sure do. That is why I have added them to the list of available emoticons.

 :D  PY  :D
There are 10 kinds of people in the world
Those who understand binary.
and those who don't

:D PY :D

Offline Old Henk

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« Reply #10 on: March 14, 2005, 09:49:08 AM »
Cool! I got them from www.deephousepage.com I believe, but they aren't specific deephousepage-smileys

Offline Numsgil

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« Reply #11 on: March 14, 2005, 11:02:47 AM »
Looks like PY's short gene Devincio series aren't surviving anymore.  Arg, so many changes, so many bugs.

Offline Numsgil

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« Reply #12 on: March 14, 2005, 11:07:55 AM »
Figured it out.  They keep making slime as long as they can.  That was fine before but now, with no limits on slime...

You might want to add some conditions to your Devincio series PY.

Offline PurpleYouko

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« Reply #13 on: March 14, 2005, 11:50:48 AM »
Looks like a whole bunch of robots are going to need a complete overhaul.

V3.0 is causing me a lot of geif here!  :angry:

All the older robots that used slime relied on the fact that it was capped at 100 and they wouldn't be charged energy if they tried to go over that amount.

At least that should be a relatively easy fix for my poor litle devincios.

I think dropping slime altogether might be in order. It drains way too much energy in a short bot anyway.

 :rolleyes:  PY  :rolleyes:
There are 10 kinds of people in the world
Those who understand binary.
and those who don't

:D PY :D

Offline PurpleYouko

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« Reply #14 on: March 14, 2005, 11:52:50 AM »
Anyone tried out HDV4 or early DOM in V3.0 yet. I think they will both have the same problem.

Not to mention Devincio Eversor

 :(  PY  :(
There are 10 kinds of people in the world
Those who understand binary.
and those who don't

:D PY :D