botzilla-discuss Mailing List for botZilla (Page 2)
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From: Kretz, W. L. @ L. <william.l.kretz@L-3com.com> - 2006-02-08 03:32:13
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Steve, =20 I downloaded the 1.0.0 version which doesn't come with the zilla.exe. I = don't have the software to compile it, so I am trying to download = version 0.1.2 to try out some of my new code. =20 Each time I try to download the 0.1.2 version, or any version for that = matter, it downloads between 1 and 5 MB randomly and says it is = complete. I know the files are at least 15 MB. I've tried from two = different computers at my house, though they are connected through the = same wireless network. Any recommendations? =20 Bill |
From: Stephen J B. <sj...@li...> - 2006-02-06 20:44:51
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It looks like the new source file 'Collectables.cxx' has not been added into the project file. If you get it to work, please email me the new Project file and I'll add it into the distribution. Brent Weatherall wrote: > Steve, > > Since you are having trouble with tsome of the e-mail, I am sending > you this one again. I already sent you this problem yesterday, but I > just want to be sure you get it. I fixed the line you suggested, and now > I am having linker issues. I checked the project setings between the old > and new and I can't see anyting really different. I am a little stumped. > Here is the error message: > > " > > ------ Build started: Project: zilla, Configuration: Debug Win32 ------ > > Linking... > > LINK : warning LNK4098: defaultlib 'LIBCMTD' conflicts with use of other > libs; use /NODEFAULTLIB:library > > gfx.obj : error LNK2019: unresolved external symbol "void __cdecl > drawCollectables(void)" (?drawCollectables@@YAXXZ) referenced in > function "void __cdecl drawEverything(void)" (?drawEverything@@YAXXZ) > > main.obj : error LNK2019: unresolved external symbol "void __cdecl > updateCollectables(void)" (?updateCollectables@@YAXXZ) referenced in > function _main > > main.obj : error LNK2019: unresolved external symbol "void __cdecl > initCollectables(void)" (?initCollectables@@YAXXZ) referenced in > function _main > > Zilla.obj : error LNK2019: unresolved external symbol "class Collectable > * __cdecl getCollectable(int)" (?getCollectable@@YAPAVCollectable@@H@Z) > referenced in function "private: void __thiscall > Zilla::updateMotion(void)" (?updateMotion@Zilla@@AAEXXZ) > > Debug/zilla_d.exe : fatal error LNK1120: 4 unresolved externals > > Build log was saved at "file://c:\Documents and > Settings\Lmw\Desktop\Botzilla\zilla-1.0.0\Debug\BuildLog.htm" > > zilla - 5 error(s), 1 warning(s) > > > > ---------------------- Done ---------------------- > > Build: 0 succeeded, 1 failed, 0 skipped > > " > > Thanks. > > Brent -- ----------------------------------------------------------------------- The second law of Frisbee throwing states: "Never precede any maneuver by a comment more predictive than "Watch this!"...it turns out that this also applies to writing Fragment Shaders. ----------------------------------------------------------------------- Steve Baker (817)619-2657 (Vox/Vox-Mail) L3Com/Link Simulation & Training (817)619-2466 (Fax) Work: sj...@li... http://www.link.com Home: sjb...@ai... http://www.sjbaker.org |
From: Kretz, W. L. @ L. <william.l.kretz@L-3com.com> - 2006-02-06 14:09:17
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Thanks Steve!=20 Bill |
From: Stephen J B. <sj...@li...> - 2006-02-06 14:05:47
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It looks like my ISP (airmail.net) somehow ended up on a SpamCop list and my emails from home were all being bounced by the SourceForge list server...and for the same reason, also by L3's mail server. So not only could I not reply to people's questions directly on the list - but I couldn't email their L3 addresses either! 1) I'm working on extending the distance that robots can see - but there is a performance issue with making the range too long. The new MAP_SIZE will be 61). I'll commit that change tonight. 2) The 'finite()' function in Zilla.cxx appears not to exist in at least some version of MSVC. If this causes you to fail to compile the city simulator, please replace that function with 'true'. I think there is a better fix - but that'll get you going for now. Sorry for these last-minute changes. I had much less time to prepare this year than I did last year. Hopefully my email will be OK tonight. ----------------------------------------------------------------------- The second law of Frisbee throwing states: "Never precede any maneuver by a comment more predictive than "Watch this!"...it turns out that this also applies to writing Fragment Shaders. ----------------------------------------------------------------------- Steve Baker (817)619-2657 (Vox/Vox-Mail) L3Com/Link Simulation & Training (817)619-2466 (Fax) Work: sj...@li... http://www.link.com Home: sjb...@ai... http://www.sjbaker.org |
From: steve <sjb...@ai...> - 2006-02-04 18:27:30
|
meo...@ju... wrote: > Rule #1 don't use standard i/o. > > Complex Robot, line 2 include <stdio.h> ...ha ha. That's fixed in this years release. Sorry! > I have created my own directory along with my copy of complex....now I > just have to code (how do I do that again?). Also got it running with > complex versus complex. Pretty cool. I noticed that the windows > version is 1.3, is it also going to be updated to 1.3? Just curious. I think the last version that people downloaded (and hence the last version built for Windows) last year was 0.1.2 - but I took care of a few last minute eye-candy things just a day or so before the contest (which was run on a Linux box) - so the actual version we ran on the day was 0.1.3. It looks like we never got around to doing a Windows build of 0.1.3. I don't have a Windows machine (either at home or at work) - so the Windows builds have to be done by the kindness of strangers. This year we will be shipping 1.0.0 for testing (or perhaps 1.0.1 or 1.0.999 if I find too many bugs!)...but I like to slip in extra eye candy at the last minute so you guys get to see new and cooler stuff on the day of the competition. However, I'm meticulously careful not to change the underlying rules of the game at the last moment. |
From: <meo...@ju...> - 2006-02-04 03:49:30
|
Rule #1 don't use standard i/o. Complex Robot, line 2 include <stdio.h> ...ha ha. I have created my own directory along with my copy of complex....now I j= ust have to code (how do I do that again?). Also got it running with co= mplex versus complex. Pretty cool. I noticed that the windows version = is 1.3, is it also going to be updated to 1.3? Just curious. = cjs ________________________________________________________________________= Try Juno Platinum for Free! Then, only $9.95/month! Unlimited Internet Access with 1GB of Email Storage. Visit http://www.juno.com/value to sign up today! |
From: steve <sjb...@ai...> - 2006-02-02 23:27:45
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Tilton, Richard W. @ Link wrote: > Steve, > > Thanks for doing this again. Last year I was traveling too much to be > able to participate. > > I downloaded zilla-0.1.3.tar.gz and did not see last years robots. > There is your complex_robot, a joystick_robot, and two sample robots. Oh - really? Ah - I see. OK those are in the CVS archive on SourceForge - but not in the 'release' bundle. You can do a CVS checkout from SourceForge to get them - or.... > Is this the right version? Well, I plan to make a new release bundle tomorrow evening (maybe tonight if everything works out right). The new bundle with have all of the robots that were in last year's contest - plus a new city simulator that has a handful of new features. However, if you are new at BotZilla - I suggest you get started with last year's code because it's going to take you a while to get the hang of it all. |
From: Tilton, R. W. @ L. <richard.tilton@L-3com.com> - 2006-02-02 18:52:10
|
Steve, Thanks for doing this again. Last year I was traveling too much to be able to participate. I downloaded zilla-0.1.3.tar.gz and did not see last years robots. There is your complex_robot, a joystick_robot, and two sample robots.=20 Is this the right version? Thanks, Richard -----Original Message----- If you havn't already done so, I suggest you grab last years version from the BotZilla web site (http://botzilla.sf.net), read the rules, play with some of the robots from last year (who's source code is provided for you to practice against). |
From: steve <sjb...@ai...> - 2006-02-02 04:14:37
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Those people who were subscribed to the old Botzilla mailing list from last year have just been moved over onto the new list. You can post messages to this address: Bot...@li... The old list at lodestone-offtopic.sf.net is now dead. If you'd prefer to be unsubscribed from the new list, either let me know - or go to: http://lists.sourceforge.net/lists/listinfo/botzilla-discuss ...where you can unsubscribe yourself. |
From: steve <sjb...@ai...> - 2006-02-02 03:55:45
|
I see a bunch of new subscriptions to the Botzilla-discuss list, so WELCOME one and all! This year's Engineering Week Botzilla contest will be a lot like last year's - except that I'm changing some details of the rules of the contest in an effort to make things a little more exciting. The new revision of the control software isn't *quite* ready, but a lot of it will be similar to last year and the final version will be out in time for you guys to work on it over the weekend. If you havn't already done so, I suggest you grab last years version from the BotZilla web site (http://botzilla.sf.net), read the rules, play with some of the robots from last year (who's source code is provided for you to practice against). Use this mailing list to ask questions, report problems and generally talk strategies. The innovations that are going in for this year are: 1) The ability for Bots to move slowly backwards. 2) Powerups that you can collect just by walking into them. 3) (By popular request) Speech balloons to allow you to 'trash talk' the opposition (but PLEASE keep it clean - there may be kids watching - and your boss will certainly be there!) 4) The ability to find out the status of other bots that are in visual range (eg health and power rating). These will (I believe) subtly alter the balance of play towards a more dynamic style. Sitting in the corner and waiting for something to happen should become a losing strategy if your opponent is out there grabbing the powerup tokens. Mindlessly charging into the enemy will be less attractive if you can see he has more power than you and since you can now reverse, you can safely back away from a confrontation you think you may lose. I'll post more details on Friday evening with the new software release. |
From: Steve B. <sjb...@ai...> - 2005-03-08 05:13:03
|
I've added collectables to the botZilla code in CVS. There are four collectables - all show up as spinning tokens with a letter in the middle: 'E' Energy : Recharges your energy banks to 100% 'H' Health : Restores 30% of your health. 'S' Speedup : Allows your 'bot to move at twice the usual speed. 'T' TimeStop: Causes time to stop for 3 seconds - all of the other 'bots will be frozen in place whilst yours is free to move, shoot, etc. Right now, only Energy and Health tokens are actually functional and lots of other stuff doesn't work yet. Once your 'bot has collected a token, it keeps it until it sets it's action to 'USE_COLLECTABLE'. For the joystick bot, the fourth joystick button 'activates' the collectable. If you collect a second collectable without activating the one you've got, you simply lose the oldest one. There are always two collectables somewhere on the map - when you pick one up, another one appears somewhere at random - at least four blocks from any other robot. This gives you an incentive NOT to hide in the corner because you have only 25% of the normal chance of seeing a collectable. Right now, collectables don't appear on the 'bots map and there is no way to know you have one! :-) ---------------------------- Steve Baker ------------------------- HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://www.sjbaker.org Projects : http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net http://prettypoly.sf.net -----BEGIN GEEK CODE BLOCK----- GCS d-- s:+ a+ C++++$ UL+++$ P--- L++++$ E--- W+++ N o+ K? w--- !O M- V-- PS++ PE- Y-- PGP-- t+ 5 X R+++ tv b++ DI++ D G+ e++ h--(-) r+++ y++++ -----END GEEK CODE BLOCK----- |
From: Steve B. <sjb...@ai...> - 2005-03-01 00:00:08
|
Testing, testing, testing! |