Code center > Confirmed & Outstanding bugs
Weird teleporter problem.
Botsareus:
edit: Let me refraze this:
As soon us the advanced mutations are enabled the teleporters completely stop working?
another edit:
Do I have to use a specific robot?
I want to get to this some time Wednesday.
--- Quote ---I think you fixed with version Darwin2.46.02BetaH that involved file names/access.
--- End quote ---
:Party6: :)
Testlund:
No, you go into the Global Settings tab and put checkmarks in all the boxes on the mutations tab, then you have to click start/change and then quit DB for those settings to take affect.
Next time you start DB you start new sims with A and B instances like before, but you will now run with the new mutation features.
I've doing tests where I started off with your template as I call it, then I've added stuff/settings a few at a time to figure out where the teleporter problems begins.
So far I seem to have narrowed it down to be the "Epigenetic Reset" and/or "Normalize default mutation rates..." to be what's messing up the teleporting.
We're getting closer! It's getting hot! :D
Botsareus:
Sounds like any robot will suffice to me. I will set one up with 'TheOne'
edit: I will also try it with
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If I can not get theone to fail. That is the smallest zero bot I have ever seen!
Testlund:
Yes, the kind of bot shouldn't matter in this case. For my bots and settings I have a weakness for 8 bit increments (actually I favor the number 32 and like to go from there). Just something I like to use which I don't think matters much. I use this for music projects too as a starting point. :P
I think this teleporter bug is the nastiest I've seen so far in DB. Very hard to track what the exact cause is. I'm just telling you what appears to me to be the most likely cause of the bug; some new data is being put into the bot files that the teleporter program don't understand. So something hits a red teleporter and the teleporter goes like "what the hell is this?"
Right now I'm running two instances with the two (what I think) culprits unchecked and it runs fine.
Botsareus:
I have decided to adapt Numsgils naming convention, any revision will now have the last two digits change instead of "betaA" "betaB" etc.
Any major improvement in functionality will have the second set of digits change such as "2.47" instead of "2.46" The next big one will be called 2.47
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