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Messages - Peksa

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61
Bugs and fixes / Crash to desktop
« on: April 25, 2008, 01:43:09 PM »
This is a bit mysterious. Whenever I'm running a sim with .sexrepro I get random CTDs. They don't produce error.sim to post, but instead a windows error report pops up. The pictures I've attached are screencaptures from the error report. They have the same dll file on them, ntdll.dll. I've also attached a sim that reproduces these errors quite often (the zip-file). I'm using almost exactly same settings in my other sim with no problems. The only main difference is the species that uses .sexrepro instead of .repro.

Also, I've got dual core, so I'm running two different sims at once, if that matters. The other one runs fine though (no sexrepro there).

62
Darwinbots Program Source Code / Perf changes in 2.43.1f
« on: April 25, 2008, 01:22:13 PM »
This is a bit late, but I do love the improvements. At the moment I'm running a sim with 4500 bots and 1500 veggies at 1,3 cycles per sec!

63
DNA - General / What does Amplification mean?
« on: April 21, 2008, 05:47:54 PM »
I think amplification mutations would be great for the same reason they're in the nature, to allow vital genes to be duplicated and then mutated. With gene duplication bot's could evolve more conditional behaviour. For example there could be multiple genes that control shooting, some overriding others.

64
Bugs and fixes / Fertilized seems to be broken RESOLVED 2.43.1j
« on: April 21, 2008, 01:19:25 PM »
Thanks!

I believe the bot's should be able to have multiple births. They have always the choise not to use .sexrepro, even if they're fertilized. Also, there is no limit on .repro either.

65
Bugs and fixes / Fertilized seems to be broken RESOLVED 2.43.1j
« on: April 21, 2008, 06:29:32 AM »
I'm trying to get an evosim going with sexrepro but .fertilized doesn't seem to work. At first I thought it had something to do with a bot being hit with multiple -8 shots at once but that doesn't seem to be the case. The bots in the sim are designed to reproduce pretty much conditionlessly.

Edit: wrong version in the topic

66
Newbie / Hello! (and newbie questions)
« on: April 21, 2008, 06:08:52 AM »
Quote from: Endy
314 rnd *.aim .setaim store

I think that would be
314 rnd *.aim add .setaim store

67
Suggestions / disable different shot types
« on: April 06, 2008, 08:34:42 PM »
One option would be to modify scripts to be (optionally) species spesific.

68
I noticed that there are some VOIDs in mutated DNA in my bots and they seem to be connected to insertion mutations inserting more than one bp per mutation.

69
Simulation Emporium / How does pond mode work?
« on: February 11, 2008, 03:19:24 PM »
Erm... Sorry about that, I never found the tooltip.   The tooltip is fine, it's the user that's the problem :/

So light intensity overrides nrg/cycle if pond mode is activated?

70
Simulation Emporium / How does pond mode work?
« on: February 10, 2008, 03:10:07 PM »
Yes, the basics are pretty obvious, but I was hoping for a bit more accurate information. How is the energy given per cycle calculated in pond mode?

Energy scaling factor is a bit confusing. It should probably say somewhere, that it isn't an actual setting.

71
Bugs and fixes / Bug in pond mode settings
« on: February 10, 2008, 03:03:49 PM »
Actually, sediment level seems to reset too and to pretty random values... And you can cause an overload error by typing extremely high values in both fields.

72
Bugs and fixes / Bug in pond mode settings
« on: February 10, 2008, 01:54:00 PM »
Energy scaling factor seems to automatically reset to 40, at least after re-entering the settings. I'm using 2.43.1c, but I think I've seen this happen in older versions too.

73
Simulation Emporium / How does pond mode work?
« on: February 10, 2008, 01:51:14 PM »
There isn't any wiki-entry on it and ingame help is rather lacking, so it'd be nice to have short explanation on it.

Basicly, what do sediment level, energy scaling factor and light intensity do?

74
Bugs and fixes / Weird DNA thing OPEN
« on: February 07, 2008, 12:10:02 PM »
It may have been present before, but I just noticed this:
Code: [Select]
start
'You have some extra energy...
*.nrg 2000 >
'...and not so much poison!
dupbool
*.poison 300 < and
25 .mkpoison store
dropbool
'...and not quite enough body!
*.body 800 < and
  100 .strbody store
Works like it is supposed to work, but...

Code: [Select]
start
'You have some extra energy...
*.nrg 2000 >
'...and not so much poison!
dupbool
*.poison 300 < and
25 .mkpoison store
dropbool
'...and not quite enough body!
*.body 800 < and
  100 .strbody store
...doesn't take notice of the second condition, and just produces poison until nrg is 2000 The empty spaces are made with tab (the button next to Q).

75
Suggestions / .sexrepro reimplemented in 2.43.1
« on: February 06, 2008, 09:39:53 AM »
Quote from: EricL
I don't plan to reset .sexrepro unless sexual reproduction actually occurs (so that males can detect females in heat) so bots need only evolve the DNA to set this sysvar once in a while or have it set via altzheimers or info shots or similar.
I love the idea of old asexual bots getting fertilized becouse they're getting a little lightheaded and accidentally store negative value in .sexrepro.

 
Quote from: googlyeyesultra
Also, I think .shootval should be implemented for -8 shots. Negative=greater range, positive=greater % chance for your DNA to be used.
I have no objections for increasing the range, but I don't think the tradeoff should be probability of injecting your own dna. I could agree with that, if the probability of injecting your own dna wouldn't rise above 0,5 or the bots would have some countermeasures against it. Maybe increasing range could be made crazy expensive energy-wise, maybe the value of .shootval in the power of 3-4.

EDIT: Or maybe the time stored in the buffer could be larger for -8 shots with shorter range. That way bots could be fertilized much later if needed or from further range more immediately.

I'm not sure if I would like more if .sexrepro was tuned to way it's probably going to remain and work and wait or just to get right to it and experiment with a unfinished version

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