Author Topic: Bug in 2.4.1  (Read 18682 times)

Offline PurpleYouko

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Bug in 2.4.1
« Reply #60 on: October 20, 2005, 03:10:29 PM »
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Also, it might be importent to mension that one must spell the name of the robot text file EXACTLY the same as it is in the settings file.

Naturally. It IS a file after all.
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Offline Griz

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Bug in 2.4.1
« Reply #61 on: October 20, 2005, 04:18:56 PM »
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Tried out PurpleYouko's Default setting. Just starting up a sim whould give the error message that the Cornatus orbis is not a valid robot file. If I DELETE it from the species list and add it myself from the formula folder it works, though the simulation is still crazy. At the bottom it said 9 bots and 10 veggies, when it in fact was 0 veggies. The 9 bots were swimming around like crazy, that's all.

Also, it might be importent to mension that one must spell the name of the robot text file EXACTLY the same as it is in the settings file.
that's because the path in that setting file is:
"E:\DB Backup\DarwinBotsII\Robots\F1 contenders"
and your's is no doubt different.
so you need to edit the lines that call up the bots to
your own path.  lines # 8 and ... #48 I think ...
you'll see them ... just two lines above each robot name.
I find it easiest to simply make it "&#\Robots"  ...
then as long as your Robots folder is in DarwinBotsII ...
that should find them.

might I suggest that all those submitting setting files use this convention?

~griz~
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~griz~
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Offline PurpleYouko

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Bug in 2.4.1
« Reply #62 on: October 20, 2005, 04:50:53 PM »
That was why I suggested deleting them and adding new ones. The rest of the settings should be fine.  :D
There are 10 kinds of people in the world
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and those who don't

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Offline Testlund

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Bug in 2.4.1
« Reply #63 on: October 20, 2005, 04:52:10 PM »
yeah, that's the quickest way.  :)
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Offline Endy

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Bug in 2.4.1
« Reply #64 on: October 20, 2005, 05:07:20 PM »
Anybody tired corpses lately? I did the other night and they appeared to be violating the sim boundries(non-torroidal). Just kind of floating off into the distance.

Not sure if it's been fixed yet, just wanted to give you a heads up.

Offline Numsgil

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Bug in 2.4.1
« Reply #65 on: October 20, 2005, 05:59:09 PM »
Non-torroidal boundaries are not super enforced.  The edges are basically spongy, with bots being flung back off the edge at forces relative to how far inside the edge they are.

There might be something stopping corpses from having all the physics stuff calculated properly, I'll give it a look.

Offline Endy

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Bug in 2.4.1
« Reply #66 on: October 20, 2005, 06:16:41 PM »
You might want to enforce it. There's a bit of a problem if the bots can't be "flung" away. I think this was what was happening in the EcoSim. Had a dense semi-fixed MB, that wouldn't let the bots move freely.

Offline Numsgil

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Bug in 2.4.1
« Reply #67 on: October 20, 2005, 06:21:02 PM »
The thing is if I enforce it totally (you cannot go too far that way) then it messes with the basic physics engine. The way it is now bots can bounce off the edges slowly losing momentum after too many bounces.  Very realistic.

Usually if a bot seems to have "disappeared" beyond the edge and isn't comming back, what it's done is go may 40 twips into the edge to the point that the edge is forcing it one way and it is forcing itself another... and the two are balanced.

What I may do instead of enforcing it strongly is let the camera wander around a bit out of bounds.

Offline Numsgil

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Bug in 2.4.1
« Reply #68 on: October 20, 2005, 09:26:49 PM »
I've just spent a few hours fixing random GUI issues.  I don't think I got them all, but I got quite a few, and all the ones you guys were really :pokey:  about.

I'm posting it to the FTP as I type...

Offline Endy

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Bug in 2.4.1
« Reply #69 on: October 20, 2005, 09:57:37 PM »
Checked on the corpses and found that they were happily drifting off into the blue. Looked kind of like the old bug where the bots could occasionally escape the area. Same rules seem to apply with corpse waste shots winding up back in the main area.

You can walk the camera outwards by clicking on a bot then slowly zooming in on it every so often. When you zoom in too far just zoom out again and repeat.
« Last Edit: October 20, 2005, 09:58:08 PM by Endy »

Offline Numsgil

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Bug in 2.4.1
« Reply #70 on: October 20, 2005, 10:00:35 PM »
Oh, I forgot to check on that.

Mostly spent some time in the GUI