Author Topic: Bugs in NEW 2.4!  (Read 22521 times)

Offline Numsgil

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Bugs in NEW 2.4!
« Reply #30 on: October 06, 2005, 11:09:43 AM »
Hmm, I don't know.  The One is like a blob of incredibly tangled string, doused in urine.

I don't want to even touch it, let alone figure it out.

A thorough bug testing in 2.4 needs to be done.  Things like checking poison, venom, etc, etc.  This means both in code, and in the program.

Offline Welwordion

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Bugs in NEW 2.4!
« Reply #31 on: October 06, 2005, 02:23:19 PM »
hm is .sharenrg damaged? my sharefeeders do not feed

Offline Numsgil

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Bugs in NEW 2.4!
« Reply #32 on: October 06, 2005, 02:35:29 PM »
It shouldn't be (not working), but it isn't impossible (that it's not working).

I wonder if ties still harden...

I'll check it out.
« Last Edit: October 06, 2005, 04:11:58 PM by Numsgil »

Offline Endy

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Bugs in NEW 2.4!
« Reply #33 on: October 06, 2005, 05:34:25 PM »
Quote
Hmm, I don't know. The One is like a blob of incredibly tangled string, doused in urine.

I don't want to even touch it, let alone figure it out.

A thorough bug testing in 2.4 needs to be done. Things like checking poison, venom, etc, etc. This means both in code, and in the program.

Know how you feel about The One. :)

I can go through and check for bugs in the program.

Offline Numsgil

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Bugs in NEW 2.4!
« Reply #34 on: October 06, 2005, 05:55:21 PM »
That would be very helpful.  I know viruses aren't working, along with delgene.  But I'm not sure how shot and tie feeding are working anymore.  Especially since I added that code where bots can fire a powerful shot and have it decimate another bot, then keep travelling...

Offline Endy

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Bugs in NEW 2.4!
« Reply #35 on: October 07, 2005, 04:33:45 AM »
Quote
Especially since I added that code where bots can fire a powerful shot and have it decimate another bot, then keep travelling...

That one is easy :)  Already seen that working out pretty well. I'm going to have to keep my bots further away from the food though, they keep accidentally shooting their opposite number.

Offline Ulciscor

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Bugs in NEW 2.4!
« Reply #36 on: October 07, 2005, 08:52:25 AM »
"Emperor" has been been spelt wrong, in case anyone hasn't noticed.
:D Ulciscor :D

I used to be indecisive, but now I'm not so sure.

Offline PurpleYouko

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Bugs in NEW 2.4!
« Reply #37 on: October 07, 2005, 08:54:33 AM »
:P

OK I've changed it now.

Fussy sod  <_<
There are 10 kinds of people in the world
Those who understand binary.
and those who don't

:D PY :D

Offline Light

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Bugs in NEW 2.4!
« Reply #38 on: October 07, 2005, 11:49:18 AM »
A few bugs

1. when robots are hit by a -1/-6 shot they are not always shooting back nrg shots

2. the squigly line inside the bots doesn't seem to change size with the bots

3. the gene activation panel is broken, so you cant tell what genes are activating

4. angle is broken the program doesn't seem to interpret it in the dna
« Last Edit: October 07, 2005, 12:10:04 PM by Light »

Offline Numsgil

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Bugs in NEW 2.4!
« Reply #39 on: October 07, 2005, 01:10:04 PM »
Quote
A few bugs

1. when robots are hit by a -1/-6 shot they are not always shooting back nrg shots

2. the squigly line inside the bots doesn't seem to change size with the bots

3. the gene activation panel is broken, so you cant tell what genes are activating

4. angle is broken the program doesn't seem to interpret it in the dna
1.  Hmm...  I'll look into it.  Is the original -6/-1 shot disappearing?

2.  Yeah, this is a tricky one I haven't been able to unravel.

3.  Yeah, I was going to replace it with better bot debugging controls soon, so I was too lazy to fix it.

4.  like *.aim?  or the DNA command?

Offline Light

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Bugs in NEW 2.4!
« Reply #40 on: October 07, 2005, 01:48:32 PM »
1 im not really sure what is going on sometimes it does seem to be working but most often its not

4 the function angle
so  
Code: [Select]
*.refxpos *.refypos angle .setaim storeis interpreted as
Code: [Select]
*.refxpos *.refypos 0 .setaim storeit just doesn't seem to recognise angle anymore
« Last Edit: October 07, 2005, 01:49:36 PM by Light »

Offline Numsgil

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Bugs in NEW 2.4!
« Reply #41 on: October 07, 2005, 02:09:51 PM »
The command angle...  Let me look up the code and see what's happening...

Offline Botsareus

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Bugs in NEW 2.4!
« Reply #42 on: October 07, 2005, 05:41:15 PM »
This is not really a bug but: I cant find mutation rates for mutation rates. And were does it explain how to use the 95% things.

A real bug was indeed found, First Bots burth ties stratch like crazy , on a 800x600 if you actualy get a ruler it will be two inches.

Offline Botsareus

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Bugs in NEW 2.4!
« Reply #43 on: October 07, 2005, 05:53:52 PM »
Before The Program Ran out of memory , I had collisions that worked this way: A robot goes half way through the veg before the collision is registered; And I had Robots that were not getting any energy. Poor me with my 256 dumbass.

Yep that evil vb has ran out of memory bug happend.
« Last Edit: October 07, 2005, 05:54:08 PM by Botsareus »

Offline Numsgil

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Bugs in NEW 2.4!
« Reply #44 on: October 07, 2005, 06:16:37 PM »
Collisions work like this:

Imagine the bots are giant mashmallows.  You can squeeze two marshmallows into the same space, but if you let go they'll unsqueeze and push apart.  That's what the bots are doing.  It's like each bot is a damped spring.  Their collisions are quite "soft".

Mutation of Mutation rates are called Delta Mutations.  (Delta after the greek letter that looks like a triangle, and is used in physics as notation for "change in".)

The 95% things require some basic understanding of statistics.  Lots of data falls onto a bell shaped cuve.  95% of that data generally falls between 2 standard deviations from the mean (average).

Thus for length, if you had a mean of 5 and a standard deviation of 1, 95% of generated length values will be between 3 and 7, with more values clumping towards the 5 and less towards the 3 and 7.

A std dev of 0 produces all identical values around the mean.

Are you sure it's not that you need to buy a computer with mroe RAM?  How much RAM are you running, anyway?  When the env grid is added, it will take another 20 megs atleast.  This is nothing on new computers, but if you're running a 486 with 40 megs of RAM...

I think I forgot to change ties to snap when they get too long.
« Last Edit: October 07, 2005, 06:16:50 PM by Numsgil »