Author Topic: LOL Read this  (Read 3591 times)

Offline Botsareus

  • Society makes it all backwards - there is a good reason for that
  • Bot God
  • *****
  • Posts: 4483
    • View Profile
LOL Read this
« on: April 11, 2005, 06:54:04 PM »
PY has hes 'Insert New value' fixed on hes computer; and has no idea that it does not work on the virsion of 2.36.2 from the server.

Offline Numsgil

  • Administrator
  • Bot God
  • *****
  • Posts: 7742
    • View Profile
LOL Read this
« Reply #1 on: April 11, 2005, 07:07:52 PM »
Bots, PY just sent me his code today, I haven't had a chance to look at it, give the programming team a break.

And the fixes aren't for the things I think you think they're for.

Here's the email he sent me:

Quote
Hi jay

Just thought I would send you my updated source from 2.36.2

I fixed a bunch of bugs that were reported last week and also made a few further
mods to ties and robot shapes. here is a brief list of stuff included.

Physics Bordercols:--> Removed bouncing off sides as it was causing phantom shots
when robots got stuck on the wrong side of the edge. Replaced it with code to
make robots stop at the edge. I don't like the bounces anyway. That is why we have
the *.edge function that I added about a year back.

Shots module Sort-shots and Update-shots: --> fixed shots wrapping around while
not torroidal

Console form - Cycle: --> Fixed veggie feeding rate.

Form1 code: --> Loads of stuff in here but mainly to do with the graphic drawing
routines. Click the smiley icon now and bots become triangles. You can change the
number of sides with a single variable "sides" in the "drawrobper" routine. Plan
to make this value part of the individual robot files so that it can be defined
from DNA files and mutated.
Changed thickness of ties to see how they look. Much skinnier now and I think I
prefer them this way. They used to be even smaller prior to V 2.12.

Ties: --> increased maximum ties to 4 (also thinking of max tie numbers being
related to rob shape so that this is defined in DNA and is mutatable).

Options: --> Modified all places where the mutarray is accessed. The loops only
run to 13 in many places. This needs to be 14 or the new control in the mutations
panel never gets set to the correct (or default) value when a robot file is
loaded.

That is all I can remember for now so I am just sending the entire source code.
Just check the "modified" dates on the files to see what has been changed. Most
stuff was done on the 8th.

I'll be looking at and uploading it later tonight.

Offline Botsareus

  • Society makes it all backwards - there is a good reason for that
  • Bot God
  • *****
  • Posts: 4483
    • View Profile
LOL Read this
« Reply #2 on: April 11, 2005, 07:17:34 PM »
:D YES, NUM ITS ABOUT MUTARRAY ITS IN THERE. UPLOAD IT UPLOAD IT.  ;)

Offline PurpleYouko

  • Bot God
  • *****
  • Posts: 2556
    • View Profile
LOL Read this
« Reply #3 on: April 11, 2005, 08:11:56 PM »
The Mutarray issue is what causes the new setting to revert to zero when the mutations panel is opened. It doesn't effect the way the actual mutations work.
There are 10 kinds of people in the world
Those who understand binary.
and those who don't

:D PY :D

Offline Botsareus

  • Society makes it all backwards - there is a good reason for that
  • Bot God
  • *****
  • Posts: 4483
    • View Profile
LOL Read this
« Reply #4 on: April 12, 2005, 11:23:18 AM »
ok, I have fixed all the stinky for loops with that mutarray on my mashine, works like butter now. Thx Num for Posting the email ; Thx PY for Writing the email;


Eh, time to download 2.36.3 and see if Num got it right....