Darwinbots Forum
Code center => Bugs and fixes => Topic started by: Botsareus on July 22, 2014, 10:09:26 AM
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After realizing how annoying Testlund's last suggestion was, I have decided to take some UI stuff back out. So settings in 2.47.04 will not work from 2.47.03. If you are using 2.47.02 or earlier you will be able to transition fine.
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Wait! What's that? About the chloroplasts? Please read my last response in that thread! I didn't understand how it worked at first, unless others thinks there is something that needs to change with it.
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Ok, so I am going to give Testlunds idea another shot. Basically this is what is going on:
It is more annoying to have "Display shot impacts" and "Display Resource Guadges" save.
But it less annoying to have "Display vision grid" and "Display movement vectors" save.
Found that out by trial and error.
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I prefer to always have it set like in the picture.
So my idea was simply to add the rest of the things that doesn't save when you quit DB so one doesn't have to keep checking through the settings if everything I want is where I want it.
Don't take this as criticism. I simply suggested that it would be nice if every settings you make gets saved, that's all.
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My point was that there will be great confusion if something like "Display Resource Guadges" was deselected by the user and the user forgot about it. (Like me) So when the user goes back to a simulation he thinks his robots are not getting any chloroplasts. Then the user gets angry thinking the code is messed up for whatever reason. That's all.
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I am planning to reorganize that menu and add a separator, the stuff above the sep. will get saved, the rest will not.
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I am planning to reorganize that menu and add a separator...
STOP! I'm starting to regret that I even mensioned this... Let's stop and think for a moment here...
I think you've done a great job adding fixes that used to annoy me, like some things you set are not saved, so you have to keep going through the GUI to check if those boxes still have that check mark, if those slider positions are at the same spot where you set it.
So what I mean is there are still a few things that don't get saved, for example what I mensioned above. So I was thinking if you might be willing to add those last ones too to be saved when you quit DB. You just through those ones too into the save rutine or however it works.
In my opinion if someone set things that they later gets annoyed about they can suit themselves IMO, but you should always have control over how you set up your simulation. You click it and set it and it stays put until you change your mind about it.
Does this seem far fetched to you. You're the programmer! It's up to you if you want to listen to suggestions. That's all what I'm saying.
Everything else is perfect! This program is shining bright! :D OK, I've expressed my opinion and will leave it at that and let others decide. Over and out.
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Yes, I was actually considering doing that last year "make all user settings savable" etc.
Then I ran into a situation I discuss above, quote: My point was that there will be great confusion if something like "Display Resource Guadges" was deselected by the user and the user forgot about it. (Like me)
Just difference of opinion there, that's all :P
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If I find settings that are worth saving, I shore as hell will. :D
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you should always have control over how you set up your simulation
On a final note on this subject, what you are talking about has nothing to do with a simulation. It is a pure UI element.
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If I may add another point of view...in my humble opinon of course.
It's far more annoying to see a bunch of blinking arrows and vision lines/rectangles around the bot than resource gaudges, because with resource gaudges you can always pretend it's the bots intestines doing it's metabolism, pretty much what you would see if you look at a unicellar life form in a microscope devouring something.
Also I guess people would be more interested in monitoring resource gaudges to see that the bot is functioning as intended, and you would immediately see if a bots DNA has suddenly changed it's metabolism. So that's why I always have those on.
In my humble opinion! My humble opinion! :D
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On a final note on this subject, what you are talking about has nothing to do with a simulation. It is a pure UI element.
Yes! Minor things. Some final touches when all important work has been done. :)
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You know, after thinking about it, you are right. If you have memory problems you should not run db in the first place and find a better hubby.
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[Bump]
Guess all important work is still not done, just found a real ugly bug running sea snake. I wonder if it is a result of the new "kill MB" logic where a robot is killed if not MB for a given amount of time.
Other then than that, sea snake is evolving nicely. It ended up forming a 3 cell caterpillar that uses wiggly swim motion, caterpillar motion, and normal .up commands to move extremely fast when searching for a new food source. It also tends to reorganize itself really quickly if it finds a cancerous body part.
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Perhaps we could see it's DNA? I'm interested in something like a three-bot caterpillar.
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I will post in beastly when finished evolving it. My survival evo methods have revision history. If it evolves into something really weird I'll post the final result and stage8 separately. Stage8 is as far as I got before it crashed on me.
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My time line is 15th at the latest. Trying to get IM to work in the mean time.
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All right. I look forward to the three-bot Caterpillar! :D
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At least show us some pictures of them, though.
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I think I am done with it now :D
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I just tried it. I'm not much of a guy to change the settings just for a specific bot to survive, but it seems to work pretty well. They exhibit both Seasnake and Catapiller behavior.
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I'm not much of a guy to change the settings just for a specific bot to survive
Me too. :/
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I agree. I prefer to be a just god over my sims instead of favoring some bots over others, contrary to what our own god does with people. Yeah, chew on that philosophy! ;)