Code center > Bugs and fixes
2.46
Griz:
that's right ... I'm weak!
having given up on 2.37.4 ...
I couldn't help but wonder if 2.46 might actually work.
so ...
weakened by HOPE ...
instead of paying attention to reality ...
I tried it out.
2.46 bugs
veggies do not repopulate.
number of veggies displayed at bottom of screen = whatever number is in the
"Veggies per repopulation event" box in Population Control.
I have Max Veggies set to 50 ...
Repop Threshold at 20 ...
Veggies per repopulation event = 10
Repop cooldown =1
the animals eat all the veggies ... and there is no repopulation ...
Total Vegs indicated at bottom of screen ... never changes from 10.
btw ... where has the 'bouancy' control gone?
gravity is way too high ... even after unchecking "Earth" gravity ...
and changing Y-axis gravity to 0.5.
also ... swimming factor defaults to zero.
also ... velocity is WAY too fast ...
bots are blurs on the screen.
I like the new physics but ...
need some control over the forces.
also ...
how might we modify some of the older bots to work in 2.4x?
how about some new basic bots to start with?
I'm adding new species as I go ...
so far ... they got nuts or just sit there.
shvarz:
Moving is supposed to cost energy, if it does not - it's a bug.
Even turning is supposed to cost energy in the new version (not in the old one).
There should be drain of energy even if bot is doing nothing, this is regulated in the "costs" options, where bots are charged for simply having certain commands in their DNA. If they are not losing energy - it's a bug.
Numsgil:
OOo, some fun info to read after my trip ;)
If no nrg is leaving the system, have you checked the costs tab?
I know, call me crazy :rolleyes: Simple law. If something isn't working, look for the easiest solution first ;) I bet 10 to 1 the costs page is all set to 0.
Now that I think of it, I can't remember if turning costs in the new version or not. That field might do nothing... I'll have to check on it. All the others work and do what they should. Tell me if a field doesn't make sense to you.
Maxvel has been upped. I'm moving towards limiting velocity as little as possible. Surely we can agree this is preferable...
Old bots should atually work exactly the same in 2.4.6 as they do in 2.37.X This didn't used to be the case (in 2.4.0 through 2.4.5), but it now is or should be.
If you feel I am mistaken, post the offending bot and settings and I'll play around with it to see if you're right or if you have a weird GUI value set somewhere. (This seems to be the case more than it's not.)
The 'bang' in the physics page is how much of the robots effort is actually translated into movement. No propulsion system in RL is perfectly efficient, so you can program some inefficiency into robots' movements.
Numsgil:
--- Quote ---I haven't figured out how, or if, the friction controls work.
the settings don't seem to be loaded back in on a load settings ...
but the gravity, ie .. the Y-axis stuff does.
I just haven't had time to really play much ...
happy to have a sim run ong enough to start checking out the various
settings and see what, if any, effect they have.
--- End quote ---
Now we're talking different sub pages. Costs and physics have different sections that handle different aras of the simulation.
I've had many people say that the physics page doesn't save settings. But I was fairly certain I coded and tested that. I'll play with it a bit and see if I can figure out why it's not.
--- Quote ---it's pretty insane.
my thought was of a user controllable slider setting ...
not to limit the velocity settings ...
but to insert a variable time delay somewhere in the cycle ...
so that when the number of bots is limited they wouldn't be just rocketing around
in a blur. might be interesting to slow way down to observe some bot interactions
that you want to explore.
--- End quote ---
I had the same idea, but implementing it in VB is a bit tricky... The C++ version should have this. I know how to do it in C++. A side note for all who don't know: (you may know this already, Griz, I dunno) the number of cycles/sec doesn't effect how the bots percieve time. They experience 1 cycle the same if it takes 1/100th of a second or 5 minutes.
Probably is pretty obvious, but that's the backwards way most video games ahndle time, so I thought I'd point it out.
--- Quote ---if I were to play with such a thing ...
where would be the best place to insert it?
I would want it to affect all bots the same ...
just increase the time between cycles.
--- End quote ---
There's a function called "main" I believe. In their is the main "game loop" I believe. Insert it somewhere in there.
Numsgil:
Longer evolution sims you generally leave unsupervised for a couple hours and even days, and bot debugging is generally done 1 cycle at a time, so at worst the fact that fewer robots really mean huge simulation speeds has been mildly annoying.
And mildly annoying things are among the last to be fixed. ;)
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