glycine will cause 675 to crash
Just mutating any residue to Glycine causes a crash for you every time?
What OS are you using?
Are you using the latest client?
That was the problem i was having. It didn't seem to matter what conditions. Any attempt, manually or by script would crash. Now i have reset the puzzle and I am not experiencing any problems. I'm on windows 7.
Thanks for the update, we'll try to reproduce this bug...
Also just had a client crash in 675.
All I did was open a script - Mutate Combo for Layers by brow42 (44581) and it hung for a moment then crashed.
Would love to know if anything in the log.txt, but TextEdit also hung when I tried to open it (I still have 3 other clients running, duh me).
Mac OS 10.7.5 running current client in Main.
And just opened a new client and tried again - same script did maybe 6 mutates then hung a moment then crashed
mutate glycine on first segment win7 devprev and crashed
marie_s, did you notice this problem when you played this puzzle in devprev?
not when I played because I didn't try mutate recipe or to mutate the first segment in glycine but there is the same bug now when I just tested it.
It is written mutate to glycine and crashed
675 crashes but never had problems with Dimer BETA
Every mutate script crashes 675 for me.
The command Replace_AAs is last thing I see scripts doing.
Manual mutation through selection interface or mutate action in original works fine on all segments, also the locked segment 1. Glycine or any other specific AA is not a problem.
win 7, main.
I have crashed three times; using three different scripts all of which do mutating.
i crashed my 675 too :(
1: library_main +24775468 bytes (no line)
2: library_main +6093837 bytes (no line)
3: library_main +6095980 bytes (no line)
4: library_main +5175917 bytes (no line)
5: library_main +6019901 bytes (no line)
6: library_main +3757540 bytes (no line)
7: library_main +3866275 bytes (no line)
8: library_main +3580548 bytes (no line)
9: library_main +3581953 bytes (no line)
10: library_main +4164364 bytes (no line)
11: library_main +3505279 bytes (no line)
12: library_main +3962034 bytes (no line)
13: library_main +1289772 bytes (no line)
14: library_main +3472264 bytes (no line)
15: library_main +3471869 bytes (no line)
16: library_main +24023 bytes (no line)
17: library_main +43 bytes (no line)
18: no symbol (no line)
19: no symbol (no line)
20: no symbol (no line)
21: BaseThreadInitThunk +18 bytes (no line)
22: RtlInitializeExceptionChain +99 bytes (no line)
23: RtlInitializeExceptionChain +54 bytes (no line)
Fix bug, re-issue puzzle, otherwise gives lua programmers unfair advantage to script recipes that can ignore the creation of the bug while still providing rank and score increases. Only fair way to continue this protein
We are working on fixing this bug, but I guess we could post this puzzle as another Hand-Folding puzzle where only GUI scripts are allowed...
I'm not going to start start a puzzle that crashes. But can't you add 2 weeks to the end date to allow for a patch? I'm not a big fan of puzzle reposts, personally.
I didn't even start mutating sidechains in whatever way. I just created a cut, assigned helix structure to some segments, turn off clashing importance and backbone constraints, and tweak > straighten out the helix. Twice crashed within seconds, but then it took at least 15 minutes to cause the third crash - this time straightening out a sheet.
I have the logs of the last 2 crashes. Nothing telling really, UNHANDLED EXCEPTION with a completely unusable stack trace. Comparing the logs is difficult now because it contains binary characters (nuls) in the lines below "core.conformation.SymmetryInfo: SYMMETRY_INFO " That may be a clue itself. There are several instances of such a "SYM FOLD TREE" with normal ascii names in them, until it starts printing nuls in the tree, after preceding the core.conformation.SymmetryInfo message with this:
core.pose.util: WARNING: conf2pdb_chain(): PDBInfo does not exist, returning empty map
Dude, what? I did not conscientiously change the priority field.
I get it. I started editing before beta_helix changed the priority.
I've crashed 675 at least 8 times now - almost a joke to see what script I can try to see if it will crash, and many do.
Manually manipulating the sidechain snap of segment 2 caused a near immediate crash where scripts has run for many hours.
We've found the issue and it will need a client update to fix. We will update or repost puzzle 675 with a workaround later today so there are no more crashes with it. We're sorry for the troubles with this puzzle.
Puzzle 675 has been reposted with a fix for this issue.
Closing this thread, please re-open if problem still occurs.