Timo van der Laan Lv 1
Beta, last night (for me night) it was mentioned in chat that there are some differences, bugfixes.
Could it be that fixes in global wiggle make it so that there is less leftover for local wiggle to fix?
Beta, last night (for me night) it was mentioned in chat that there are some differences, bugfixes.
Could it be that fixes in global wiggle make it so that there is less leftover for local wiggle to fix?
Read my comment. I made DENOVO from flatline. I also was not walkable. "Distributed walking" is not the cause. It looks like wiggle after last fix in code is doing much more than b4.
We may have found what is causing this problem, but it is taking a while to pin down.
Hopefully this will finally be resolved soon, thanks again for reporting this and especially for your patience!
Well, I thought I might have some insight into this, but I don't. I did fix a bug in my RepeatSettle script for Lua V2, but that doesn't fix the underlying problem in local wiggle.
A bump. Is there solution on horizon? We have one good technique less to use.
If it is related to "wiggle fix" maybe release wiggle slider that will use different wiggle standards.
As far i remember some chat fragment wiggle is fixing few things in bbone/sidechain, maybe it is possible to enable/disable that "things" in wiggle?
lvl 1 - lazy/fastest wiggle, even not explode on clash
lvl 2 - better/fast wiggle, jumping out o clash
lvl 3 - old wiggle, we love it
lvl 4 - current wiggle, better but worse…
lvl 5 - wiggle on wiggle accuracy 7 - make rock from any protein
The problem is that many of the scripts that you guys have developed are workarounds for some bugs or limitations in the Foldit software. When we fix the bugs or give you more features, some of these scripts and techniques are no longer necessary, or wont work as well.
The most obvious case of this is the wiggle slider (also known as minimization tolerance). Adjusting the minimization tolerance is a very basic ability within Rosetta. It lets you tell wiggle how deep it should dig while wiggling.
However, in Foldit, we always had it set at some particular value. Because of this, players came up with interesting ways to force wiggle to keep working when it normally would have stopped.
So what happened when we released the wiggle slider, is that people would wiggle in the early game, and get the protein 'cemented'. Then when late game came around, these scripts which were designed to exploit wiggle into working harder no longer gained points, because it had already been working hard.
When we change the software, our goal is usually to make things more efficient, so that people can come up with higher quality solutions faster. However, when the software changes, the techniques need to change with it.
trashing all LWS scripts
I appreciate the explanation of why LWS scripts don't work any more. I had heard speculation from players but it's nice to hear it "officially."
I am not saying that's exactly what happened here. Certainly there still can be bugs which are causing issues.
My only point is that we cant expect all scripts and techniques to keep working as we improve the client.
A similar thing might happen if we were to introduce loop hashing (a tool similar to rebuild). A lot of rebuild scripts might just not be worth running anymore, because their job would be done better by a new tool.
New rebuild tool? all ears