Welcome To Darwinbots > Newbie

Hello, I'am new and I've got a virus question.

<< < (6/7) > >>

Peter:

--- Quote ---Nums;

Tried Peters bot in 2.37.6 - 2.37.7b and 2.37.7g but the bot crashed them all.

Triangulus in 3.27.6 and 2.37.g manages to form triangle but fails to in 2.43 (and 2.42.7 the earliest 2.42 .exe I have)

fixang still reads 32000 in 3.27.6 though so that is probably not be the problem.
--- End quote ---

I know that you're speaking to nums but when I tried it has'nt crashed.
Edit: to be sure, I've copyd the code here into a textfile and simulated it in 2.43 and 2.37.6, my advice is put an 'end'   at the end, 2.43 doesn't care but 2.37.6 does. Wow they're moving without they are supposed to move.


--- Quote ---Peter, what do you mean "I was just guesing that a permanent tie supposed to be permanent. So it is'nt."?

A permanent tie is formed after a set number of turns, after that you shouldn't be able to change its position using .fixang, however you can still use .tieang
(tieang ----- Ties harden after a while. Whatever angle and length that they have at that point becomes permanent. .tiang lets me temporarily bend the angle by the value that I store. It springs back though.) -from ingame dna help
--- End quote ---

Check one of my earlier posts, I am not using tieang to harden the ties, but it hardens. There is nowhere is the code tieang, you can check at the complete code and you will see.

I gues you're quoting from the wiki (I've seen that somewhere) I wil be quoting this, the full story behind the little sentence quote. tieang is setting the angle of the one that did'nt shot the tie, for the one that shot the tie it springs back.
Upgrade version's from EricL.

--- Quote ---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.
--- End quote ---

Maybe I have something more to add, in the code I am using in a multibot.
This is the code, if you didn't now.

--- Quote ---cond
*.numties 1 =
*.multi 1 = and
'0 *43 = and
start
1 .tienum store
628 .fixang store
50 .sharenrg store
'1 43 store
stop
--- End quote ---

Here fixang is executed every cycle, the 'head' part is staying on his place. The 'body' part can constantly move due to using this code. I am not sure if this code is 'overruling' the other or it is a mistake in the program.

la (or 'le' I have never been good at french) code.

--- Quote ---*.eye4 *.eye6 sub .aimsx store
--- End quote ---

Numsgil:
I was never very much of a MB person either, so take this with a grain of salt.  I believe fixang is supposed to work with hard ties (and hard ties only).  I think there's another command that sets a "temporary" angle that the ties then try to fix.

Peter, if your bot still seems weird in 2.37 then it's probably your bot.  2.37 was probably the most stable, MB friendly version we have.  I guess you should just keep playing with things until you get the angles you want, and then we can work backwards and see what sort of values do what.

Jez:
According to PY's ingame help file;

fixang   -----   This one lets me permanently change the angle between the tie and myself. Zero should make me face you while 628 (half a circle) should make me face directly  away from you.

tieang   -----   Ties harden after a while. Whatever angle and length that they have at that point becomes permanent. .tiang lets me temporarily bend the angle by the value that I store. It springs back though.

Peter:
Well, strangely the tie is temperarely hardening for 1 cycle with that gene I use(without tieang). If the gene activates every cycle it stays hardened. If the gene is activated one cycle the tie is one cycle hardened. It isn't really a problem, but I just found it a little strange that the hardened tie can become a normal tie anytime, maybe I will use tieang in my code, see what will happen. But almost desame is happening 3.37.6 so that probably alright and it will be supposed to act like that.

Is it true that in the beginning that the movement of multibots is being multiplied(or anything else strange). I've had strange things in my multibot I have put a timer into it (first 50 cycles do nothing) and it was just acting perfect.

If I have understuud, the whole tie-system is being trown overboard in 2.5 and a new version is becoming created.  If I may ask, how far is version 2.5 already, and when is it possible coming out. Maybe I can help with some things. I have'nt really got much programming experience, in fact all the the programming languege I've got is a few weeks(if it were weeks) playing with the gamemaker-languege. I will in one of the coming days take a look at the code, if I understand it, maybe I can help with some things. I will PM you if I feel I can do something.

Jez:
That sounds strange!

As I understood it ties should harden after a certain amount of time, once a tie is hard, beyond deleting it and remaking, it should stay hard. Thanks for testing that in previous versions of DB btw.

MB's should gain a cost advantage by being MB's, movement cost for example should be reduced. (Something I read earlier in wiki I think).

In version 2.5 (I presume you are talking about the C++ portal) Numsgill (AFAIK) is intending to make quite a few changes, a lot of which are regarding the introduction of proper physics with regards to ties etc. /me looks around for Num's to confirm this!

The whole C++ thing though is a big job and doesn't, as yet, have a timeline. If you feel like helping out in the meantime though perhaps you would like to take a look at the VB code and see if you can spot any of the current bugs that are 'bugging' us!
(Again, Num's can guide you in the right direction here, I do have the VB code somewhere but only used it to help spot some of the bugs when EricL was fixing stuff).

Any help, even if it is just spotting bugs in the first place, is always apprecitated, DB is a group project after all. We can thank Carlo (the original programmer) for that!

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version