Author Topic: 2.43 Changes  (Read 10800 times)

Offline EricL

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2.43 Changes
« on: November 14, 2006, 01:45:14 PM »
This topic is just a place for me to keep track of the changes I make from one version to another, in this case from 2.42.9 to 2.43.   It is not the complete list of stuff in the next drop (yet) just the stuff I have completed to date. I will edit this post as I complete changes and start a new topic for each new release.

If there is a link to an interim release attached to this topic, it is a stable buddy drop which you are encouraged to try.  Such 'between release' exes will have letters following the release version e.g. 2.42.9a.

If you have feature requests or bug reports for this version, please report those as separate topics in the Bug Reports forum and be sure to include the specifc version, a complete description of the behaviour and how it differs from what you expect and if possible, an attached sim file.

1) The memory location on which stores, inc's and dec's opeate is now abs(n) mod MaxMem.    The inverse is true with detokinization.  The result is that vastly more numbers (all of them) will tokinize and detokinize to valid memory locations.  This dramatically increases the probabiltiy that mutations will result in DNA that actually does something though since the sysvar space is still rather sparse (there are only about 200 sysvars out of 1000 memory locations) there will still be a lot of operations on bot memory that does not impact anything.
2) Changed the var l in UpdateShots to a Single instead of a Long to avoid a possible underflow bug.
3) RobArrayMax is now 10,000.  Sims will now only cull bots if the total robot population exceeds 10,000.
4) Fixed a typo in SimpleCol which prevented some bots from reproducing when they were below a shape and their X location > Y location.
5) Added underflow protection to the velocity values in NetForces.  Very very small velocities can overflow the vector routines which multiply velocities together.
6) Enhanced repel3() so that fixed bots or bots with very very low velocities that overlap are moved apart.
7) NEW SYSVARS.  Added two new sysvars:

.focuseye read/write (mem location 511).  Indicates which of the bot's 9 eyes should be used to populate the refvars.  A value of 0 indicates .eye5 should be used.  A value of -1 indicates .eye4, and value of +1 indicates .eye6 and so on for values from -4 to +4 inclusive.  If a value outside this range is stored to the location, it is MODed in such a way that the value refers to one of the 9 eyes.  A value of -5 corrosponds to .eye9 for example, a value of 5 to .eye1 and so on.  The refvars are updated using the specifried eye during the same cycle .focuseye is modified.  Values stored into .focuseye persist across cycles, can be read by bot DNA and the specified eye will be used for refvars until a new value is stored into .focuseye.

.eyef read only (mem location 510).  This sysvar acts just like the eye1-eye9 sysvars except that it's value is based on the view from whatever eye is specified as the focus eye using the .focuseye sysvar.  If .focuseye is 0, the value of this sysvar will be identical to .eye5.

8) Pressing the eye button on the bot consule dialog now displays the value of .eyef and .focuseye in addition to the other 9 .eye values.
9) The eye dislay grid thingy for the bot with the focus now shows which eye is the focus eye by turnign the arc portion of the eye view thingy red instead of Cyan.
10) Ties to corpses now allowed.  Tie body sharing and tie body feeding enabled via .tieloc of -6.
11) Gauss() can retrun values which overflow Integers when the BP value passed to it is near 32000.  Added protection to the routine to check that retrun values are -32000 < x < 32000.

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12) NEW SYSVARS!!!!!!!!  The direction each eye points can now be modified by storing values into the sysvars .eye1dir -> .eye9dir (mem locations 521-529).  The value stored is treated as an offset from the eye's default direction.  Values persit across cycles and are read/write.  

Thus, storing 0 values in these locations results in the eyes pointing in their traditional directions.  For example, the following gene results in .eye5's direction slowly rotating about the bot every 1256 cycles:

cond
start
*.robage .eye5dir store
stop

To calculate absolute eye directions, one needs to know the default offset from .aim for each eye.  The field of view for each eye is pi/18 radians or approx. 35 turning units.  Thus, the default offsets for each eye from .aim are as follows:

.eye1 = (4 * pi/18) = 140
.eye2 = (3 * pi/18) = 105
.eye3 = (2 * pi/18) = 70
.eye4 = (1 * pi/18) = 35
.eye5 = 0
.eye6 = -35
.eye7 = -70
.eye8 = -105
.eye9 = -140

Note that the turning units are rounded.

The following gene points all eyes straight ahead, all overlapping .eye5

cond
start
-140 .eye1dir store
-105 .eye2dir store
-70 .eye3dir store
-35 .eye4dir store
35 .eye6dir store
70 .eye7dir store
105 .eye8dir store
140 .eye9dir store
stop

13) Fixed a huge energy leak bug in tie nrg sharing.  Basically, a bot could still share a ton of nrg even it it's own nrg was negative.  This could result in expolosive, cancerous growth of rapidly reproducing tied bots where near death bots could give their tied partners huge amounts of nrg they did not have.
14) Addressed another energy loophole in corpse nrg shot decay mode.  Bascially, a corpse with negative or zero or a small abount of body would still give off a decay shot containing the default nrg.  Bots could reproduce quickly, have their offspring absorb the shot from their death and thereby give their offspring more nrg than they had.
15) Values stored in .vshoot were not effecting the range of virus shots as they should.  Now a positive value stored in vshoot adds half the amount in cycles to the range (I.e. lifetime) of virus shots.

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16) Whoops.  The new CompareRobots routine for the new vision stuff had a bug that screwed up refvars and tie firing.  Basically, .lastopp wasn't getting set.  Now it is.

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17) Large values of angular momentum which wrapped 2 * pi could overflow SetAimFunc().  Added overflow protection.
18) Prety serious tweaks to ha3A11ed tie physics.  Briefly, when a tie hardens, it's length gets set to whetever is is at the time it hardens.  The angle of the tie relative to the bot that created the tie gets fixed at that end but the angle at the other end, the end connected to the victim bot, continues to be free to rotate.  This makes sense to me in that a bot should be able to control his end of the tie, but not the other end.  People may hate this, but it really helsp tie physics I think.  Bots should still be able to fix the angle of a tie they did not create by explicitly using .fixang.  I also added some slop in the tietorque and tiehooke routines so that small angle deviations and small tie length deviations from the fixed values don't result in forces being translated to the tied bots.  This helps get rid of funny harmonics in tightly tied clusters of bots.  There are still cases where lightweight bots can vibrate or get whipped around, but I think things are much much better than they were.  Also added some limits on the effect of torque values on .aim.
19) Removed .nrg < 0 check in releasebod() so that -6 shots work against corpses.

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20) In experimneting with ties above, I made hardened ties weak and breakable.  Now they are stong again.
21) Made the minimum bot mass 1 instead of 0.25.  This helps tremendously with tie problems when very low mass bots have multiple hardened ties.
22) NEW SYSVARS.   The last of the big new vision features.  Added the new read/write sysvars .eye1width - .eye9width (531-539).  Storing values into these locations changes the width of the repsective eye.  A value of 0 indicates the default width of pi/18 (approx 35 bot rotation units).  Storing positive values increases the eye width over and above the default width by .eyeNwidth /1256.  Storing negative vaules narrows the eye width.  Note that a value of 1221 (1256 - 35) is equivalent to a value of -35 and represents a 360 degree field of view.  Both postive and negative values are MODed such that an eyewidth value of 1222 is equivalent to a value of -34 which represents the smallest possible eyewidth of 1/1256 * 2 * pi.

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23) Changed what happens when a lot of torque is applied to to a bot via a fixed tie.  Now if the angular momentum exceeds 2 * pi, the fixed angle will slip and get reset to whatever the tie's current angle is.
24) Closed a nrg/body loophole in tie sharing that allowed tied bots to create nrg/body from nothing.  Now, you can't give or take body or nrg if your body or nrg are below 0.
25) There were two .trefbody sysvar locations.  Now only mem location 437 is used.
26) The impulse and resistance vectors were only getting zeroed in UpdatePostion for non-fixed bots.  This could result in the build up of impulse or resistance forces for fixed bots in contact with shapes, say in a sim with Y-axis gravity.  If they became unfixed, they coudl suddenly get levitated.  Cool bug.
27) Leagues were broken by the copying of tmpopts into simopts near the end of StartNew_Click() for the options form.  A bunch of league stuff gets put into SimOpts in SetupLeagueRound and it was getting overwritten.  Now SetupLEague round changes both simopts and tmpopts since it gets called both from the open optiosn dialog and between each league round.
28) Made saving league files work by using FileCopy and Kill instead of Name in Save_League_File().

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29) Disabled Make Walls menu item and commented out a whoel bunch of checks for .wall since old style walls are obsolete.
30) Added EyeNDir and EyeNWidth to the eye button output in bot console.
31) Added Poison, VTimer and Unique Bot ID to the bot properties dialog.
32) The .view flag is now ignored in BasicProximity which means that .eye values are populated for all bots whether their DNA contains .eye sysvars or not.  We do this because even if a bot does not reference their eyes directly, they can evolve indirect addressing and not populating these sysvars would make such bots blind.
33) Had a bug in the new vision Compare routine when the eye or the bot spanned 0 degrees.
34)  HUGE.  NEW SYSVAR.   Shapes can now be made visable to bots via a checkbox on the Shapes dialog.  If shapes are visable, a bot's eye sysvars will register values when they look at a shape.  A new sysvar .reftype (mem location 685) indicates the type of object that is in the bot's focus eye.  If the object is a bot, the value of .reftype will be 0.  If it is a shape, it will be 1.  Refvars such as positon and velocity are updated for shapes though many that are bot specific are zeroed out.   There is a ton of new code to make this work.  Phew!
35) Removed some const definitions in DoObstacleCollisions() under the therory that VB may no deallocate consts declared within functions in some cases.  Could be the root of a hard to find memory leak bug.
36) Fixed a couple of league bugs.  There was no code to properly handle checking and unchecking the 'rerun league' checkbox and tmpopts overwriting simopts was screwing up some league setup code in StartSimul.
37) Added the Dsiable DNA, DisableVoluntary Movement and Disable Vision options on the species tab.


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38) All relevant shapes settings are now saved in sim files.  This includes shapes being visable, see through, shot absorbing, colorful, opaque, drift horz, drift vert and drift speed.
39) The F1 Contest Conditions checkbox on the leagues dialog now sets BadWasteLevel to -1.
40) Address another single->Long conversion bug in the energy cost for shots.  When a bot's nrg was 50 or less, it could shoot various types of shots including -2 shots where no .shootval is specified for free.
41) Fixed an overflow with shape visability where the shapes poisition was being asigned to the position refvars.  Now shape positions >32000 are truncated to 32000 in refvars.
42) The Cost Multiplier (CostX) is now displayed on the Costs dialog and can be changed whether dynamic costs are being used or not.

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43) Addressed an overflow bug similar to 41 above for shapes with positions < -2^15.
44) Minor fix to the way the Cost Multiplier was being displayed on the Costs dialog.
45) Adding a whole pile of hard coded settings for F1 Contest Conditions in the Leagues dialog.
46) Assign simopts to tmpopts at the end of running the league so that the species list is correct.

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47) Fixed crashing issue where an attempt to display the DNA for a deceased bot would crash.  Now the bot existing is checked before DeTokinize is called.
48) Fixed crashing issue with log(n) aging costs.  Added a check for log(0).
49) Now clicking on the screen when a bot is selected does not move the bot.  The bot can be moved by dragging it around.
50) Corpse's eyes are now zeroed to prevent confusion when looking at their vision raidus thingy.
51) F1 League mode now sets Shot energy to proportional 100%.
52) Mutations are now disabled for bots in F1 mode.
53) Addressed a subscript out of range issue with virus shots when running in league mode.  When a league round is started, stored shot references were not getting zeroed out.  This would casue an overflow if the bot attempted to fire the virus shot as it woudl refer to a position in the shot array which probalby no longer esists.
54) Collision ELasticity in leagues is now 0.
55) Addressed a guages bug with the slime guage.  Had an incorrect test.
56) First entry in the species list is forced to be a veg when running F1 leagues.

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57) Made a few main menu changes so things are more logicly layed out.
58) League mode eyeFudge had a few êèid related to the DNA modification.  The DNA array was not being redimmed using preserve.  Also, the starting number of veggies coudl screw it uyp so it is now set to 10 in league mode.
59) A check in ExecuteDNA was preventing the code from MODing indirect references to mem array locations which fell outside 1 - 1000.  Now all indirect references will result in valid references into the mem array.  DNA is not changed, but the usuable value space is now much larger.
60) Cost mulipliter wasn't getting loaded into tmpopts so the field would display whatever was the user had set last time, not the current value.  Now it is loaded in DispSettings.

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61) Addressed overflows in storePoison and storeVenom which could occur when the venom or poison cost was very small.

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62) The way DB handles different screen aspect ratios was pissing me off.  Now, when the field is unlocked, the field is displayed on the screen at the native 4X3 aspect ratios used by DB.  When unlocked, the screen should now display accuratly what the bot perceives w.r.t bot position, eyesight, etc.  This should only really be noticable by people using monitors with resolutions which depart wildly from a 4X3 aspect ratio.
63) Changed the eyegrid for the bot with the focus so that it now displays how far away a bot is when a bot is visiable in an eye.  There is some innacuracy here in that the code delibertly gives the bot more eye value resolution for bots it sees whcih are closer than for those farther away but it should give the human a good idea of the bot's eye values and which bot it is seeing when eye widths are large.
64) Addressed a bug with leagues when re-runnign the league table was requested and there were only 1 or 0 bots in the league.
65) Now set .virusshot and .vtimer to 0 for bots when sim is started.  Not doing so can result in an arrray bounds error when runnign leagues.
66) Wasn't setting CantReproduce correctly when bots are loaded for a new simulation.
67) If the DNA file for a bot listed in a league file is not found, then the path is prompted for and once the user specifies a path, that bot file is copied to the appropriate league directory.
68) Fixed a little divide by zero crash when the gene activation dialog is opened on a bot with no genes such as a zero bot.
69) Negative values stored into .repro or .mrepro now don't do anything.  Postive values are mod 100.

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70) Deleted shapes were still blocking bot vision.
71) Waste threshold set to 10000 for F1 leagues.
72) Added crash protection for when the program creates a first time league file and no .bak file yet exists.
72) Don't decay nrg shots menu item not propertly initialized.

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73) Leagues no longer call StartSimul() recursivly.  Rearchitected how contest rounds are kicked off using a flag to avoid blowing VB's stack when a contest goes into lots of rounds.
74) Implemented Max rounds feature.  If 0, the contest will go until a contestant wins by a statistically significant number of rounds.  If non-zero and 10 or more, the defender will be declared the winner if this number of rounds is met and no combatant has acheived a statistically significant number of victories.
75) Did away with the poll frequency setting in leagues.  It was uncessary.  The code is now hard coded to check every 10 cycles to see if one contestant has managed to wipe out the other.

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76) Shots are now saved in sim files.  Oh my.  All shots are saved and restored but when a stored shot such as an unfired virus shot is restored, it is fired immediatly.  This is partly because such things as .virusshot and .Vtimer are not currently saved with bots in sim files and partly for backward compatability ease with saved sims from before shots were saved.  Could be added later, but this seems to be a big step for now.
77) Addressed a tight loop hang in PointMutation() which could occur when a point mutaiton is attempted on a bot of age 0 and DNALen 1.  More than a single point mutation  per cycle can no longer occur for bots age 0.
78) Most of the Robot's menu is now disabled unless a bot has the focus so as to avoid uninitialization crashes.
79) Stores were not being exectued inside else conditions.  Now they are.
80) The CostX cost was not being initialized in the case when the options dialog was opened but the Costs dialog was not.  This coudl result in an old value of CostX being put back into SimOpts.

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81) Genetic memory locations 971-975 now are transferred to offspring instantly at birth.  Locations 976-990 occur over the forst 15 cycles of life as long as the birth tie remains in place.  In the case of sexual reproduction, the locations are choosen from one of the parents randomly.
82) Addressed incorrect calculations in the 'Average" graphs.  Totals are now devided by bots of that species rather than the total number of bots.
83) Addressed a conflict between non-league restart mode and the way league mode does restarts. If the last of both combatant species in a contest died in the same cycle and that cycle was the one in which the leage code checked the species populations (happens every 10 cycles) then both the league mode code and the restart code would increment the number of contests and restart. When a contest was in extra rounds, this double increment would push it past the variable "maxrounds" and screw up subsquent tests for league population checks. Bascially, the contest would run forever.  I changed restart mode to use the same non-recursive restart flag that league mode now does and cleaned up some other checks and interactions between restart mode and league mode, making them essentially independent. Now one can choose to auto-restart a sim when the population of hetertrofs hits 0 independent of league mode (you don;t need it in league mode) and use league mode without the restart code getting in the way and screwing it up.
84) If video mode is disabled, the bots are now not painted in the first cycle when a simulation is started, such as when running leagues.

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85) Implemented the option to include autotrophs in the population targets for dynamic cowsts and zeroing costs.

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86) Corpses weren't decaying.  Now they do.
87) Passing a non-fully qualified argument (.virusshot) in a call to VShoot was the ultimate cause of an exception vilolation crash that bypassed VB's exception handling.  Now the fully qualifed argument  (rob(n).virusshot) is passed.
88) Fixed a bug where nrg shots taken by bots with large body values could push the nrg received to 32000!
89) Changes the unique bot ID mechanism to use a monotonicly increasing counter.
90) Addressed potential crashing bug in KillRobot where .virusshot was not getting zeroed.
91) Fixed an issue where manual setting of CostX would sometimes not work becuase DispSettings was overriding it when the Options dialog repainted.
92) Addressed an nrg leak issue when using everlasting nrg shots.  The shot's nrg was not being calculated correctly when shot decay was off.
93) -2 shot nrg is now stored in .nrg for the shot.
94) Addressed an issue with total sim nrg calculation.  Corpses were not being counted.

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95) Fixed a crashing overflow bug where the Int varible 'min' was overflowing when sec /60 exceeded 2^15.
96) Disabled DNA organisms can now die.  Before, ManageDeath() was not being called for them.
97) Slime and shell are now saved in sim files.
98) Sims keep running when the options dialog is open.  If sunset or sunrise occurs while the dialog is open, then the wrong values can get put back into the SimOpts structure, messing upo the sun state or the cycles to go.  Same with the number of cycles to go until sunset/sunrise.  Now these are loaded from simopts into tmpopts just before the tmpopts struct is put back into simopts so that the current values are used.
99) Wired up the rotational cost.  You could set it before, but it didn;t do anything.  Now bots are charged the cost for each radian then turn.  For example, if the cost is set to 3, a 360 degree turn costs 3 * Pi * 2.

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100) Addressed a crashing overflow with using proportional shot energies greater than 100%.
101) Minor enhancements to the robot properties dialog.  Velocity and radius added.
102) Implemented the memory view option on the robot properties dialog.
103) Had a bug which made sim sizes huge.  The DNA array was being saved for all shots.  Now it is only saved for virus shots.

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104) Pops off an empty boolean stack now return true.  This may impact evolved bots or bots that rely upon the results of boolean operators which attempt to pop values off an empty stack.
105) THe stack length for both the integer and boolean stacks are now 100.  They were only 20.
106) Tweaks to the auto-cost algorithm.  The slope of the popuatlion curve over the previous 100 cycles is now used when calculating whether to make a change to the cost multiplier.  Should help address CostX oscilations.

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107) Fixed an overflow crash due to an unprotected Single->Long assignment in Takevenom() where a venom shot could result in a huge shell value.  Added input protection logic for sim files with outrageous values of shell and slime.
108) Addressed divide by zero crash with mutations dialog where the mutation probability text field Probs(1) would attempt to show  1/Psome.  Now it shows"inf" when PSome is zero.

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109) Added checkbox on robot properties dialog which allows memory to be displayed at the beginning of a cycle.  Useful for examing what bots are doing with sysvars such as .up which the bot may set but which the program zeros each cycle

2.43 Official Release
« Last Edit: January 29, 2007, 04:05:59 PM by EricL »
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Offline Numsgil

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2.43 Changes
« Reply #1 on: November 14, 2006, 03:24:13 PM »
#1 is pretty big.  My only caveat is that storing to 0 should be a free action (which it looks like it is).  This is firmly established and important for single gene bots.  I was also thinking of maybe reserving negative values for some new features at some point (I'm not sure what these features might be), so if you decide that negative values are legit too, it should be done with a certain amount of sobreity.

Last, if you're wrapping values you're going to want to do a little bit of tricky math.  You want the 2000th memory location to point to 1000 instead of 0.
« Last Edit: November 14, 2006, 03:25:26 PM by Numsgil »

Offline EricL

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« Reply #2 on: November 14, 2006, 04:07:26 PM »
Code: [Select]
Private Sub DNAstore()
   Dim b As Long
   b = PopIntStack          ' Pop the stack and get the mem location to store to
   If b <> 0 Then           ' Stores to 0 are allowed, but do nothing and cost nothing
     b = Abs(b) Mod MaxMem  ' Make sure the location hits the bot's memory to increase the chance of mutations hitting sysvars.
     If b = 0 Then b = 1000 ' Special case that multiples of 1000 should store to location 1000
     rob(currbot).mem(b) = PopIntStack Mod 32000
     rob(currbot).nrg = rob(currbot).nrg - (SimOpts.Costs(COSTSTORE) * SimOpts.Costs(COSTMULTIPLIER))
   End If
End Sub

Quote from: Numsgil
#1 is pretty big.  My only caveat is that storing to 0 should be a free action (which it looks like it is).  This is firmly established and important for single gene bots.

I feel compelled to point out that stores to location 0 only pop a single item off the integer stack, unlike all other other stores which pop two.  I hate the asymmetry, but this is the way the code was before and I don't want to break bots that rely on this...
« Last Edit: November 14, 2006, 05:22:58 PM by EricL »
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Offline Numsgil

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2.43 Changes
« Reply #3 on: November 14, 2006, 11:10:19 PM »
I wouldn't be against 0 stores pulling two values from the stack.  You're right, it isn't symetrical.

Offline EricL

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2.43 Changes
« Reply #4 on: November 16, 2006, 11:30:51 AM »
Bump.  2.42.9a available.
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Offline EricL

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2.43 Changes
« Reply #5 on: November 19, 2006, 09:35:18 PM »
Bump.  2.42.9b available.

Take a look at the new vision capabilities described above.
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Offline EricL

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« Reply #6 on: November 20, 2006, 01:17:10 AM »
Bump again.  Major bug in 2.42.9b fixed in 2.42.9c.  Much better now.  Try it, you'll like it!  I even think the new vision routine is faster!
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Offline Jez

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2.43 Changes
« Reply #7 on: November 20, 2006, 10:40:19 AM »
Quote from: EricL
Bump.  2.42.9a available.
Take a look at the new vision capabilities described above.

Thanks Eric! Will try as soon as I get enough time to spend experimenting with the new vision capabilities.  
« Last Edit: November 20, 2006, 10:41:03 AM by Jez »
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Offline Testlund

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2.43 Changes
« Reply #8 on: November 20, 2006, 03:14:30 PM »
Any chance the crashing I keep getting has been addressed in the latest buddy drops?    I've been worried maybe you can't reproduce my problem, which means I whould have to go back to an earlier more stable version, which is missing some other fixes and features.  
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Offline EricL

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« Reply #9 on: November 20, 2006, 06:07:09 PM »
Quote from: Testlund
Any chance the crashing I keep getting has been addressed in the latest buddy drops?    I've been worried maybe you can't reproduce my problem, which means I whould have to go back to an earlier more stable version, which is missing some other fixes and features.  
It's possible it has, I did address a few things profrolacticly, but that's no gurarentee.  There's certainly no huge harm in runnign the lates buddys...

I  haven't beeen able to reproduce the crash it in the IDE though I have tried.  The sim you posted doesn't seem to crash for me.  If you have a sim that crashes predictably, say an autosaved sim from right before the crash, that will help much.  If not, I'll try again to run your sim overnight and see if I can reproduce it.
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Offline EricL

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« Reply #10 on: November 21, 2006, 05:04:46 PM »
Bump.  2.42.9d release.

Wow, I think I made some huge improvements in ties.  Check it out!  Also fixed acrashing bug (could be yours Testlund) and body feeding shots should work against corpses now.
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Offline Henk

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2.43 Changes
« Reply #11 on: November 22, 2006, 03:48:47 AM »
Quote from: EricL
(...)

Wow, I think I made some huge improvements in ties.  Check it out (...)

Yeah they're not so springy anymore, check out the stable non springy organism in this sim  :
« Last Edit: November 22, 2006, 05:36:57 AM by Henk »
cond
*.DBbugs 0 =
start
.rejoice inc
stop

Offline EricL

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2.43 Changes
« Reply #12 on: November 22, 2006, 04:28:15 PM »
Bump.  2.42.9e released.

Check it out, the last of the big new eye capabilities!!!!!!!
Many beers....

Offline Jez

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« Reply #13 on: November 22, 2006, 05:40:08 PM »
And so the brain overfloweth, (mine at least!)

I hope all these new sysvars and changes have been added to the Wiki sysvars because I can see me hogging that page for a while when I start trying to write a bot again...
If you try and take a cat apart to see how it works, the first thing you have in your hands is a non-working cat.
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Offline EricL

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« Reply #14 on: November 22, 2006, 07:40:33 PM »
Not yet.  If someone feels ambitious, feel free.  Otherwise I'll do it this weekend, maybe, if I'm in town...
Many beers....