Bots and Simulations > Simulation Emporium

Firecracker behavior

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Griz:
this is why it is important to limit the amount of change we make at any one time.
and then to not cast aside what went before ...
until we can be certain that we have actually made an improvement.
what I see going on here now is ...
change upon change upon change upon change ...
and never going back to fix what gets broken before making more.

I think we can all see this happening.

I'm only asking for a stable working platform ...
that I can actually use as an evo sim ...
and then I have no problem with anyone forging ahead to bigger
and better things .... wonderful .... more power to you all.

that's all.

PurpleYouko:
Yes I tend to agree with you there Griz.

You have to understand though that adding new stuff is downright fun while debugging old (and often not your own) code is extremely frustrating, annoying and downright boring.

That isn't intended as an excuse but is the unfortunate reality. I spent literally months debugging Carlo's original 2.11 to make it work properly. Every bug I fixed just unleashed a torrent of new ones.

It can be a bit soul destroying after a while.

I think the best thing to do for now is to keep the 2.37 version for debugging in order to get a nice stable platform. I will undertake that nasty little job when I get time.

Num can continue developing and debugging 2.4

Eventually we should be able to recombine the two versions but for now they probably need to be developed in parallel.

Numsgil:
I'll admit I have a poor habit of entirely commenting out old code I don't understand and writing my own.  Bad Numsgil, bad  :pokey:

I am constantly making the code alot more readable.  This alone has caused entire thousand line modules to be completely rewritten.  Bugs are bound to crop up.

As for a stable version, if you turn autosave on, and the sim crashes, you can just boot up your most recent autosave.  Longer simulations are quite possible, bugs do not mean the end of a week's worth of effort.

Oh, and veggy population controls are indeed working as well as they ever did.  But you have to understand how that is...

at the beginning of a cycle, all the vegs are counted up.
at the end of the cycle, if the total vegs coutned at the beginning is less than the pop limit, all vegs are allowed to repopulate.

Mmm, yes, you see the problem now?

So the pop limit you see in the options panel is actually half of the maximum population you should ever expect to see.

Griz:

--- Quote ---Mmm, yes, you see the problem now?
--- End quote ---
seems to me that cyclying between 790 and 490 ...
is a bit lager than the max 25 I had set. ;)
in any of the 2.4x series ...
the max cap has never held down the population. not ever.
this is my experience ... and I played with this alot in 2.36 and 2.37
to get a handle on how it worked there.

PurpleYouko:
Always worked perfectly for me but then I still run 2.36.7 mostly.

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