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Sat, 08/04/2012 - 07:31
#2
Bugfix
The selection mechanism was not working. Load the recipe again. When running it should give version number 1.0.1.
Sun, 08/05/2012 - 02:17
#3
Nice!
Hi Timo, Really nice work! Very effective, and tons of possible permutations
Mon, 08/06/2012 - 07:44
#4
Version 1.02 out
Now possible to specify selections in a text box. Tip: watch the output box.
Thu, 08/09/2012 - 06:34
#5
Version 1.0.3 Fixed broken bridge problem
There was a major bug (not finding the cys) fixed now. And a minor, during the fuze bridges could be broken, now if that happens all gains from the fuze are discarded. Hopefully I did that last part right.
Fri, 08/10/2012 - 04:47
#6
Version 1.0.4
Fixed a bug. If all rebuilds failed because of a broken bridge the current situation was not restored.
Sat, 08/11/2012 - 22:52
#7
Version 1.1.0
Included the bridgekeeping fuze. Now if bridgesaving is on most good gains during the fuze are kept. Also made some output changes and fixed an annoying bug. Rearranged the code keeping the bridges save.
Sat, 08/11/2012 - 23:08
#8
Explanation of the sliders
Some people have asked me for an explanation of the different sliders. I can explain it better by describing the algorithm of the program and where each slider plays a part. How does the script work with standard options. MAIN LOOP Specials Slider 1: In More Options. Default is 15. Variable name in the program: nrrebuild Warning: if you change slider defaults by editing the script, CHECK that they still are within the bounds of the sliders or change that too.
Mon, 08/13/2012 - 10:37
#9
1.1.1 Bugfix Mutating a sphere after each rebuild
Thanx to Mottiger for reporting this one
Fri, 08/17/2012 - 13:05
#10
Version 1.1.2
Again thanks to mottiger for pointing this out.
Wed, 08/22/2012 - 11:04
#11
Version 1.1.3
Autodetects exploration puzzles (thanks Datacute)
Thu, 08/23/2012 - 12:21
#12
1.1.4 Repaired score function for exploration
Negative scores where not handled well. Again thanks DataCute for reporting and helping with the fix.
Fri, 09/14/2012 - 08:18
#13
Version 1.2.0
The starting Clash Importance is now a factor for ALL clash importance dependend parts. So if that is 0.5 then every CI will be halved. (And after the script the CI will be back at 0.5)
Fri, 09/21/2012 - 02:51
#14
you rock my socks. :) we are
you rock my socks. :) we are talking ignious footware here. I am amused that a script inside a game has gotten sophisticated enough to require bug reports and patches though.
Fri, 10/05/2012 - 20:56
#15
Version 1.2.1
The evaluation of the scores of slot 5 allways returned the first rebuild. Fixed.
Tue, 10/16/2012 - 22:27
#16
Added a last minute opportunity to set the CI back to 1
This has bitten me a few times, so now when CI < 0.99 there will be a pop up asking if you want to change it.
Thu, 10/18/2012 - 04:05
#17
Last minute feature addition has a bug (!)
In both lines 92 and 93 the phrase 'behavior.GetClashImportance' is missing the '()' resulting in an 'attempt to compare function with number' error.
Thu, 10/18/2012 - 09:35
#18
Fixed it
Should have known better then releasing without testing
Mon, 10/22/2012 - 18:06
#19
Script fail.
Timo, your script is failing on 644. I fixed it by checking the secondary structure ~= 'M' Here is the fixed code: function FindAminotype(at)
Thu, 10/25/2012 - 23:26
#20
1.2.4 Fixed missing a high score during rebuild phase
In rare situations this could happen. Tx Madde for reporting this. |
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This version of Rav3n_pl DRW has several new features and will run a lot faster.
First of all it is made totally V2 and uses option dialogs.
It has an optimised fuze and qStab, so will run a lot faster as the original.
The main optimalisation is that futile shakes are skipped.
Another main one is that unprommissing fuzes can be skipped.
Feature 1.
Can be used in design puzzles, has mutate options for that.
Feature 2.
It will continue with the next segments of the same length if there is a win unless the gain reaches a threshold (default number of segments/4). If the threshold is reached it will continue with the next length or main cycle.
Feature 3.
It will not try to rebuild the exact same segments for a second time unless the gain reaches a threshold (default number of segments)
Feature 4.
It will not try a fuze if the loss is too great depending on the size of the rebuild
Feature 5.
It will not try to rebuild frozen or locked parts
Feature 6.
You can specify where to work on, based on secondary structure and/or selected or non selected parts.
Feature 7.
If you want it can keep disulfide bridges intact (thanks Brow42)
Feature 8.
If the starting score is negative, default is that no wiggles will be done to avoid exploding the protein.
Feature 9.
If stopped, it will reset CI, best score and secondary structures.
Some of the smaller features:
You can skip cycles, handy after a crash. It breaks off rebuild tries if no chance of success. It works on puzzles even if the score is < -1000000 (but will be slower).
Fuze and qStab can be suppressed (default if score is negative from the start)
You can specify to disable bands when rebuilding and enable them afterwards.
And several minor bugfixes.
A final note:
I hope that more groups will follow and publish a good script from their pool.