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From: Maksim G. <ma...@gm...> - 2015-12-24 04:04:27
|
Hello, Any chance we can get premove (for online blitz play) using drag and drop rather than the current clunky hold ctrl + click from square + click to square? On Tue, Dec 1, 2015 at 10:14 PM, < sci...@li...> wrote: > Send Scidvspc-users mailing list submissions to > sci...@li... > > To subscribe or unsubscribe via the World Wide Web, visit > https://lists.sourceforge.net/lists/listinfo/scidvspc-users > or, via email, send a message with subject or body 'help' to > sci...@li... > > You can reach the person managing the list at > sci...@li... > > When replying, please edit your Subject line so it is more specific > than "Re: Contents of Scidvspc-users digest..." > > > Today's Topics: > > 1. Add more space in Tree Mask to see long comments (ao.chess) > 2. Re: [Feature Request] Add more space in Tree Mask to see long > comments (Steve A) > > > ---------------------------------------------------------------------- > > Message: 1 > Date: Tue, 1 Dec 2015 16:57:19 +0200 > From: "ao.chess" <ao....@ya...> > Subject: [Scidvspc-users] Add more space in Tree Mask to see long > comments > To: sci...@li... > Message-ID: <565...@ya...> > Content-Type: text/plain; charset="us-ascii" > > An HTML attachment was scrubbed... > > ------------------------------ > > Message: 2 > Date: Wed, 2 Dec 2015 13:14:20 +1000 > From: Steve A <ste...@gm...> > Subject: Re: [Scidvspc-users] [Feature Request] Add more space in Tree > Mask to see long comments > To: scidvspc-users <sci...@li...> > Message-ID: > < > CAK...@ma...> > Content-Type: text/plain; charset="utf-8" > > I've made the tree window less verbose by default. > Among other things, It leaves more room for mask comments. > To restore the year/perf/etc stats, just toggle tree->options->ShortDisplay > > It's tough messing around with this widget, because of the field widths > getting > confused by translations, and the little bar-graphs inserted into the > middle of the lines. > > > On Wed, Dec 2, 2015 at 8:13 AM, Steve A <ste...@gm...> wrote: > > > That sounds fine Richard. I havent verified recently the status of > Chess12 > > as i keep upgrading OS, but i have a hunch it was broken on my last > > OS, and dare say replacing it with Skak wholesale is the way to go. > > The pdf looks great. :) > > Steven > > > > On Tue, Dec 1, 2015 at 5:56 PM, Richard F. Ashwell III > > <ras...@gm...> wrote: > > > Ok, so tonight I started with #1. Here is the way I see the > undertaking, > > > and where I am at. > > > > > > 1) I think the chess1.2 latex stuff is broken, because of other changes > > in > > > the babel > > > packages specifically as latex has changed over time. At the > moment I > > > can't get > > > any exports of that latex (game, Opening Report, Player Report, etc) > > to > > > compile using texlive 2015, > > > One I could still be doing something wrong, two I haven't tested on > > say > > > for example MikTex, > > > or some other distro, but at least for me only the skak version of > > the > > > game export works, the > > > other reports (Opening, Player, etc) don't have that as an option. > > > Please someone speak up > > > if you think the old latex stuff should be kept up (see below #2 as > to > > > why). > > > > > > 2) I am thinking even though the pattern, taken prior of export game to > > > either latex preamble (chess1.2, or skak). It will just get more > > > inconvenient, and ugly to add new menu items for the Opening, and > Player > > > Reports, so that there where two choices to print to latex, 1 for the > old > > > chess1.2, and one for skak. So basically I am suggesting, that unless > > the > > > chess1.2 gets upvoted for some reason, that I instead convert the other > > > reports to skak/xskak latex instead, and finally after all the other > > > reports, are replaced, I'll a) update the export skak version to xskak > > (IE > > > this actually makes the scid stuff easier, as xskak which is what is > more > > > commonly used now, has extended skak with features that make a lot of > > this > > > type of reporting in chess easier. > > > > > > 3) To this goal, I am starting with the Player Report, since the old > > > chess1.2 one doesn't build for me, if anyone has one built to a pdf, > > send it > > > just because I really, want to dot i's and cross t's so to speak to > make > > > sure that what I am contributing is better without losing anything. In > > the > > > meantime I used the visual (ala html) version of the player report as a > > > visual guide. I then took the raw chess1.2 export and rebuit it > > skak/xskak > > > style. Attached is an example pdf, of that rework which I have > finished. > > > > > > 4) The next step for the Player report, is if I can get kind of a > thumbs > > up, > > > on replacing the chess1.2 one, I'll rework the tcl into a patch that > > prints > > > to my new hotness instead. Otherwise if we want to keep both, I could > > > possibly use some guidance, on the best way to add the options to the > > menus > > > for the print to latex, (things like labeling etc. IE "Print to Latex > > > (Legacy chess1.2)" "Print to Latex (xskak)" etc. Again my vote is > > replace, > > > so it stays 1 item, Print to Latex :) > > > > > > 5) Assuming all goes well, from Player, to Opening, and then back to > Game > > > Export, etc. I would also like to swing back to the help > documentation, > > > with things like tips for mac/linux/windows, etc. In terms of getting > > the > > > reports rendered. > > > > > > Thoughts on Chess1.2? Is it time for it to go bye bye? To give you an > > idea > > > on how old this method is, for latex chess rendering, the documentation > > for > > > scid still says that you need to add the chess1.2 package including > > > downloads for it etc, but texlive, and MikTex have both had the package > > in > > > their archives since March of 1992. So all of that stuff about > > installing > > > that package is 23 years old :) But the problem is unless you have a > > really > > > old package, I don't think it works anymore, unless someone here > > surprises > > > me. > > > > > > Regards, Or as Steven might say Cheers, > > > Richard > > > > > > > > > > > > On 11/30/2015 01:38 PM, Steve A wrote: > > >>> > > >>> Some other areas that I thought I might attempt to tackle at some > point > > >>> but > > >>> in no particular order and other suggestions are assuredly welcome: > > >>> > > >>> 1) I think with modern day tex systems at least texlive 2015, the > latex > > >>> that > > >>> scidvspc produces, is woefully old, and broken, at least as far as my > > >>> tests. > > >>> This > > >>> might be a big undertaking though but I am pretty complete in my tex > > >>> skills, > > >>> so > > >>> it should be doable. > > >> > > >> That'd be great. We had a contributor who gave us the latex/Skak > > >> export feature, but havent heard from him for a couple of releases > > >> now. > > >> > > >>> 2) The under board game display with players, photo's and current > > >>> position > > >>> comment, info etc. could probably use a bit of layout organizing. > This > > >>> might > > >>> be > > >>> a way for me to learn more about tk both widgets, and positioning > etc. > > >>> For > > >>> this, even > > >>> before I play with the tcl stuff, I would probably draw a picture > first > > >>> of > > >>> what I think (opinion) > > >>> would be much easier to read, as it works now, it all jumbles up for > > me a > > >>> bit in that > > >>> panel, depending on the attributes of the game that are available, > etc. > > >> > > >> Hmmm. I have played with this a lot over the years. > > >> There are so many options/scenarios here to consider. > > >> One feature i have considered implementing recently is the display of > > >> %clk and %emt values in this window, or somewhere else, > > >> which i consider are the importnat ones from this web-site > > >> http://www.enpassant.dk/chess/palview/enhancedpgn.htm > > >> (In subversion i have just added the "smoves+" command to fics, which > > >> stores the move times (%emt) fields in pgn. (Note the pgn window > > >> should have the "Hise Square/Arrow Codes" optino disabled to see > > >> them). > > >> Perhaps they could go in here, between then NextMove and Length fields > > >> 49. ... Bf6 Next: 50.d4 Length: 51 > > >> 49. ... Bf6 Next: 50.d4 Clock: 1.45 Length: 51 > > >> 49. ... Bf6 Next: 50.d4 Movetime: 1.45 Length: > 51 > > >> but there is other info that goes in this line too. > > >> 52. ... Rb6 (Var) Next: 53.Rxb2 Material: 11-12:-1 > > >> Length: 51 > > >> See /*** Move , Material, Length line ****/ in src/tkscid.cpp > > >> I see "Material" is shown (but only when the material side-board is > > >> disabled) > > >> > > >>> 3) On the cpp side, the ingame engine seems to be able to use the > > gaviota > > >>> table bases, > > >>> I was thinking of adding the option to probe instead the more modern > > >>> smaller, faster, etc. > > >>> Syzygy tablebases. Perhaps as an option or maybe even a permanent > > >>> replacement. > > >> > > >> The in-built engine is hardly used at all, and is the only part of > > >> ScidvsPC that i know occasionally dumps core. But crashes are hard to > > >> hit. > > >> to test, add this line to the very end of move.tcl ::move::Forward > > >> and walk thorugh some long rook/knight vs knight end games > > >> > > >> set score [sc_pos analyze -time 50] > > >> > > >> Work needs to be done to tablebase support - for sure. > > >> OTTOMH, we have an option for Nalimov bases, > > >> but we don't automatically send this to the UCI engines, > > >> and it probably wouldnt be too hard to do for me, > > >> but others, less familiar with the code might find it hard. > > >> Simliarly, we probably need a Syzygy base firectory option, > > >> but i'd have to brush up on how engines use these options before i did > > >> any work on it, and is hindered byu the fact i have low bandwidth and > > >> don't install these bases myself. > > >> > > >> cheers, S. > > > > > > > > > -------------- next part -------------- > An HTML attachment was scrubbed... > -------------- next part -------------- > A non-text attachment was scrubbed... > Name: kings.png > Type: image/png > Size: 35987 bytes > Desc: not available > > ------------------------------ > > > ------------------------------------------------------------------------------ > Go from Idea to Many App Stores Faster with Intel(R) XDK > Give your users amazing mobile app experiences with Intel(R) XDK. > Use one codebase in this all-in-one HTML5 development environment. > Design, debug & build mobile apps & 2D/3D high-impact games for multiple > OSs. > http://pubads.g.doubleclick.net/gampad/clk?id=254741911&iu=/4140 > > ------------------------------ > > _______________________________________________ > Scidvspc-users mailing list > Sci...@li... > https://lists.sourceforge.net/lists/listinfo/scidvspc-users > > > End of Scidvspc-users Digest, Vol 47, Issue 1 > ********************************************* > |
From: Steve A <ste...@gm...> - 2015-12-20 19:39:11
|
Thanks for the bug report. The windows 64 version bit is not using our fast DB open code. The problem is to do with our upgraded cross compiler (Mingw). But the windows 32 bit was made with an older version, and is unaffected. We'll try to make a new windows 64 bit point release sometime. Steven On Wed, Dec 16, 2015 at 9:16 PM, eduardo sadier <edu...@gm...> wrote: > Sir: I use ScidvsPC as default program to open my database of 145.000 > direct mates problems. It´s fast and very useful (though I can´t edit > pgn, read-only limitation) > But the latest version 4.15 is extremely slow to open the database. It > surprises me this new characteristic, because all of previous versions > were extremely fast. > Any chance of return to previous speed in future updates? > Thanks for your work. > Best regards, eduardo sadier > > > ------------------------------------------------------------------------------ > _______________________________________________ > Scidvspc-users mailing list > Sci...@li... > https://lists.sourceforge.net/lists/listinfo/scidvspc-users > |
From: eduardo s. <edu...@gm...> - 2015-12-16 11:16:54
|
Sir: I use ScidvsPC as default program to open my database of 145.000 direct mates problems. It´s fast and very useful (though I can´t edit pgn, read-only limitation) But the latest version 4.15 is extremely slow to open the database. It surprises me this new characteristic, because all of previous versions were extremely fast. Any chance of return to previous speed in future updates? Thanks for your work. Best regards, eduardo sadier |
From: Yuval M. <yma...@gm...> - 2015-12-12 00:47:14
|
Hello all. I'm loving the new user interface cleanup in tree window which now allows longer comments for the tree masks. One other feature I think that could help people studying openings, is changing the training button. Currently, I store my repertoire in a tree mask and separate databases. I use the training button in my open repertoire databases to play against possible lines in my repertoire. I love that the computer randomly picks a move, but the problem is that if I don't respond with the correct move (the move that exists in the database) the computer stops and I have to reset the training button myself. Is there a way where we can automatically have the training feature popup a window that says "Incorrect move" or "This move is not in the database" and then bring it back to previous position, so people who study their openings with SCID can have an easier time? Thanks. |
From: Steve A <ste...@gm...> - 2015-12-11 07:17:40
|
I have included Richard's large/themed Merida1 pieces in subversion if anyone would like to try them out. I think it's useful to have at least one large/high-quality piece set. Richard also reports on his xubuntu 15.10 system that the default font (TeX Gyre Heros) does not space properly in the database switcher (the bottom line of text is cut off). But I installed the same font on mint17 and it works fine. If any other people have the same problem , could they please mail me, and say what operating system they run. cheers |
From: Richard F. A. I. <ras...@gm...> - 2015-12-05 07:33:57
|
Steven, Just a quick status update. I was going to do it one report at time, but they all are so interrelated, I basically had to do it all at once. So it took an extra day or so. But the coding is complete, and the initial testing has everything working. In addition I was able to re-enable the latex preview buttons as well as adding a latex preview option to the player report rather than just the opening report. Also added direct to pdf options when the tools are available, and pdf viewing again when the tools are installed. Note as a part two after this patch gets vetted and ratified, I will turn my attention to the windows world, and make sure those buttons work there as well, but for now, they are still as before both suppressed in windows, but I can make them work there as well, I'll just do it as a step 2. There is one outstanding thing that I wanted to cover before packing it up as a (large patch). Basically one of my goals was to normalize the latex across the board so no more chess12, and everything is upgraded to xskak for all the latex reports. This means there is only one latex preamble and it covers all reports, plus the export games report is enhanced, and the code is now a bit simpler taking advantage of xskak's move tracking etc. Though I do think after I get this all done across all platforms, that I will come back to the in game export analysis chart when there is computer analysis stats in a game. I think the chart idea is interesting, and I made sure it all works, but it can use some love to be more useful. But it is the preamble that I wanted to deal with for the moment. There is an options panel for editing the preamble and it stores the contents in user data. It was simple as part of this patch to change the default that gets created, and with death of the chess12 latex the new preamble can take advantage of the panel that is already created for the user to make edits if they wanted too. However, what do I do with people that already have scid installed. They basically have old preamble code in their options data. I don't want to destructively overwrite, in case they have one that works for them. So I have two choices I think: Simple 1) The new setup can create a separate options data bit for the new preamble. With the chess12 menu items gone, and the panel option turned over to the new preamble, this will effectively orphan a small bit of unused data in their options file. Harder maybe a couple of extra days on the patch 2) Along with option 1, I could add a bit of logic to the latex option panel to A) Tell the user the situation, and offer to remove the orphaned options from their data file. None of this would be noticed on fresh installs once the patch is in place of course, it is just dealing with folks who already have it installed, basically getting there data upgraded to the new system. I am open to other ideas, but I just want to cover this last bit, before this all gets packaged up. Richard |
From: Richard F. A. I. <ras...@gm...> - 2015-12-03 22:32:39
|
Steven, So I am in the middle of fixing some of the latex stuff, was going to do one report at time but as you are probably aware they are all interconnected. One of the things I ran across is the latexifytree routine in optables.tcl is all kinds of busted, mostly because it is expecting a lot of columns that aren't appearing anymore from sc_tree search. Before, I just plod along and fix all of this up too, is it related to the short display you've created for the mask view? Another very real possibility based on what I see in the code, is someone just wanted to remove all of the extra columns of the opening report, and didn't realize that this would break the latex portion. It might have been broken for a long time, because the latex report will generate. It is just the data in the "Moves from the report position" section of the report will have incorrect display and bad data in columns. Things like Frequency numbers bleeding over into the ECO column which it expects to be there but is suppressed on the data pull from sc_tree search now. So for example if you ran just a quick Opening report and looked at that section you will notice the ECO column isn't there. The latexify still expects it, and so all of the range gets are off. To solve unless you tell me its related to this other work you where doing, I'll just be modifying the latexifytree routine to not expect those columns either. Richard On 12/01/2015 09:14 PM, Steve A wrote: > I've made the tree window less verbose by default. > Among other things, It leaves more room for mask comments. > To restore the year/perf/etc stats, just toggle > tree->options->ShortDisplay > > It's tough messing around with this widget, because of the field > widths getting > confused by translations, and the little bar-graphs inserted into the > middle of the lines. > > > On Wed, Dec 2, 2015 at 8:13 AM, Steve A <ste...@gm... > <mailto:ste...@gm...>> wrote: > > That sounds fine Richard. I havent verified recently the status of > Chess12 > as i keep upgrading OS, but i have a hunch it was broken on my last > OS, and dare say replacing it with Skak wholesale is the way to go. > The pdf looks great. :) > Steven > > On Tue, Dec 1, 2015 at 5:56 PM, Richard F. Ashwell III > <ras...@gm... <mailto:ras...@gm...>> wrote: > > Ok, so tonight I started with #1. Here is the way I see the > undertaking, > > and where I am at. > > > > 1) I think the chess1.2 latex stuff is broken, because of other > changes in > > the babel > > packages specifically as latex has changed over time. At the > moment I > > can't get > > any exports of that latex (game, Opening Report, Player > Report, etc) to > > compile using texlive 2015, > > One I could still be doing something wrong, two I haven't > tested on say > > for example MikTex, > > or some other distro, but at least for me only the skak > version of the > > game export works, the > > other reports (Opening, Player, etc) don't have that as an > option. > > Please someone speak up > > if you think the old latex stuff should be kept up (see below > #2 as to > > why). > > > > 2) I am thinking even though the pattern, taken prior of export > game to > > either latex preamble (chess1.2, or skak). It will just get more > > inconvenient, and ugly to add new menu items for the Opening, > and Player > > Reports, so that there where two choices to print to latex, 1 > for the old > > chess1.2, and one for skak. So basically I am suggesting, that > unless the > > chess1.2 gets upvoted for some reason, that I instead convert > the other > > reports to skak/xskak latex instead, and finally after all the other > > reports, are replaced, I'll a) update the export skak version to > xskak (IE > > this actually makes the scid stuff easier, as xskak which is > what is more > > commonly used now, has extended skak with features that make a > lot of this > > type of reporting in chess easier. > > > > 3) To this goal, I am starting with the Player Report, since the old > > chess1.2 one doesn't build for me, if anyone has one built to a > pdf, send it > > just because I really, want to dot i's and cross t's so to speak > to make > > sure that what I am contributing is better without losing > anything. In the > > meantime I used the visual (ala html) version of the player > report as a > > visual guide. I then took the raw chess1.2 export and rebuit it > skak/xskak > > style. Attached is an example pdf, of that rework which I have > finished. > > > > 4) The next step for the Player report, is if I can get kind of > a thumbs up, > > on replacing the chess1.2 one, I'll rework the tcl into a patch > that prints > > to my new hotness instead. Otherwise if we want to keep both, I > could > > possibly use some guidance, on the best way to add the options > to the menus > > for the print to latex, (things like labeling etc. IE "Print to > Latex > > (Legacy chess1.2)" "Print to Latex (xskak)" etc. Again my vote > is replace, > > so it stays 1 item, Print to Latex :) > > > > 5) Assuming all goes well, from Player, to Opening, and then > back to Game > > Export, etc. I would also like to swing back to the help > documentation, > > with things like tips for mac/linux/windows, etc. In terms of > getting the > > reports rendered. > > > > Thoughts on Chess1.2? Is it time for it to go bye bye? To give > you an idea > > on how old this method is, for latex chess rendering, the > documentation for > > scid still says that you need to add the chess1.2 package including > > downloads for it etc, but texlive, and MikTex have both had the > package in > > their archives since March of 1992. So all of that stuff about > installing > > that package is 23 years old :) But the problem is unless you > have a really > > old package, I don't think it works anymore, unless someone here > surprises > > me. > > > > Regards, Or as Steven might say Cheers, > > Richard > > > > > > > > On 11/30/2015 01:38 PM, Steve A wrote: > >>> > >>> Some other areas that I thought I might attempt to tackle at > some point > >>> but > >>> in no particular order and other suggestions are assuredly > welcome: > >>> > >>> 1) I think with modern day tex systems at least texlive 2015, > the latex > >>> that > >>> scidvspc produces, is woefully old, and broken, at least as > far as my > >>> tests. > >>> This > >>> might be a big undertaking though but I am pretty complete in > my tex > >>> skills, > >>> so > >>> it should be doable. > >> > >> That'd be great. We had a contributor who gave us the latex/Skak > >> export feature, but havent heard from him for a couple of releases > >> now. > >> > >>> 2) The under board game display with players, photo's and current > >>> position > >>> comment, info etc. could probably use a bit of layout > organizing. This > >>> might > >>> be > >>> a way for me to learn more about tk both widgets, and > positioning etc. > >>> For > >>> this, even > >>> before I play with the tcl stuff, I would probably draw a > picture first > >>> of > >>> what I think (opinion) > >>> would be much easier to read, as it works now, it all jumbles > up for me a > >>> bit in that > >>> panel, depending on the attributes of the game that are > available, etc. > >> > >> Hmmm. I have played with this a lot over the years. > >> There are so many options/scenarios here to consider. > >> One feature i have considered implementing recently is the > display of > >> %clk and %emt values in this window, or somewhere else, > >> which i consider are the importnat ones from this web-site > >> http://www.enpassant.dk/chess/palview/enhancedpgn.htm > >> (In subversion i have just added the "smoves+" command to fics, > which > >> stores the move times (%emt) fields in pgn. (Note the pgn window > >> should have the "Hise Square/Arrow Codes" optino disabled to see > >> them). > >> Perhaps they could go in here, between then NextMove and Length > fields > >> 49. ... Bf6 Next: 50.d4 Length: 51 > >> 49. ... Bf6 Next: 50.d4 Clock: 1.45 Length: 51 > >> 49. ... Bf6 Next: 50.d4 Movetime: 1.45 Length: 51 > >> but there is other info that goes in this line too. > >> 52. ... Rb6 (Var) Next: 53.Rxb2 Material: 11-12:-1 > >> Length: 51 > >> See /*** Move , Material, Length line ****/ in src/tkscid.cpp > >> I see "Material" is shown (but only when the material side-board is > >> disabled) > >> > >>> 3) On the cpp side, the ingame engine seems to be able to use > the gaviota > >>> table bases, > >>> I was thinking of adding the option to probe instead the more > modern > >>> smaller, faster, etc. > >>> Syzygy tablebases. Perhaps as an option or maybe even a permanent > >>> replacement. > >> > >> The in-built engine is hardly used at all, and is the only part of > >> ScidvsPC that i know occasionally dumps core. But crashes are > hard to > >> hit. > >> to test, add this line to the very end of move.tcl ::move::Forward > >> and walk thorugh some long rook/knight vs knight end games > >> > >> set score [sc_pos analyze -time 50] > >> > >> Work needs to be done to tablebase support - for sure. > >> OTTOMH, we have an option for Nalimov bases, > >> but we don't automatically send this to the UCI engines, > >> and it probably wouldnt be too hard to do for me, > >> but others, less familiar with the code might find it hard. > >> Simliarly, we probably need a Syzygy base firectory option, > >> but i'd have to brush up on how engines use these options > before i did > >> any work on it, and is hindered byu the fact i have low > bandwidth and > >> don't install these bases myself. > >> > >> cheers, S. > > > > > > > > > ------------------------------------------------------------------------------ > Go from Idea to Many App Stores Faster with Intel(R) XDK > Give your users amazing mobile app experiences with Intel(R) XDK. > Use one codebase in this all-in-one HTML5 development environment. > Design, debug & build mobile apps & 2D/3D high-impact games for multiple OSs. > http://pubads.g.doubleclick.net/gampad/clk?id=254741911&iu=/4140 > > > _______________________________________________ > Scidvspc-users mailing list > Sci...@li... > https://lists.sourceforge.net/lists/listinfo/scidvspc-users |
From: Steve A <ste...@gm...> - 2015-12-02 03:14:29
|
I've made the tree window less verbose by default. Among other things, It leaves more room for mask comments. To restore the year/perf/etc stats, just toggle tree->options->ShortDisplay It's tough messing around with this widget, because of the field widths getting confused by translations, and the little bar-graphs inserted into the middle of the lines. On Wed, Dec 2, 2015 at 8:13 AM, Steve A <ste...@gm...> wrote: > That sounds fine Richard. I havent verified recently the status of Chess12 > as i keep upgrading OS, but i have a hunch it was broken on my last > OS, and dare say replacing it with Skak wholesale is the way to go. > The pdf looks great. :) > Steven > > On Tue, Dec 1, 2015 at 5:56 PM, Richard F. Ashwell III > <ras...@gm...> wrote: > > Ok, so tonight I started with #1. Here is the way I see the undertaking, > > and where I am at. > > > > 1) I think the chess1.2 latex stuff is broken, because of other changes > in > > the babel > > packages specifically as latex has changed over time. At the moment I > > can't get > > any exports of that latex (game, Opening Report, Player Report, etc) > to > > compile using texlive 2015, > > One I could still be doing something wrong, two I haven't tested on > say > > for example MikTex, > > or some other distro, but at least for me only the skak version of > the > > game export works, the > > other reports (Opening, Player, etc) don't have that as an option. > > Please someone speak up > > if you think the old latex stuff should be kept up (see below #2 as to > > why). > > > > 2) I am thinking even though the pattern, taken prior of export game to > > either latex preamble (chess1.2, or skak). It will just get more > > inconvenient, and ugly to add new menu items for the Opening, and Player > > Reports, so that there where two choices to print to latex, 1 for the old > > chess1.2, and one for skak. So basically I am suggesting, that unless > the > > chess1.2 gets upvoted for some reason, that I instead convert the other > > reports to skak/xskak latex instead, and finally after all the other > > reports, are replaced, I'll a) update the export skak version to xskak > (IE > > this actually makes the scid stuff easier, as xskak which is what is more > > commonly used now, has extended skak with features that make a lot of > this > > type of reporting in chess easier. > > > > 3) To this goal, I am starting with the Player Report, since the old > > chess1.2 one doesn't build for me, if anyone has one built to a pdf, > send it > > just because I really, want to dot i's and cross t's so to speak to make > > sure that what I am contributing is better without losing anything. In > the > > meantime I used the visual (ala html) version of the player report as a > > visual guide. I then took the raw chess1.2 export and rebuit it > skak/xskak > > style. Attached is an example pdf, of that rework which I have finished. > > > > 4) The next step for the Player report, is if I can get kind of a thumbs > up, > > on replacing the chess1.2 one, I'll rework the tcl into a patch that > prints > > to my new hotness instead. Otherwise if we want to keep both, I could > > possibly use some guidance, on the best way to add the options to the > menus > > for the print to latex, (things like labeling etc. IE "Print to Latex > > (Legacy chess1.2)" "Print to Latex (xskak)" etc. Again my vote is > replace, > > so it stays 1 item, Print to Latex :) > > > > 5) Assuming all goes well, from Player, to Opening, and then back to Game > > Export, etc. I would also like to swing back to the help documentation, > > with things like tips for mac/linux/windows, etc. In terms of getting > the > > reports rendered. > > > > Thoughts on Chess1.2? Is it time for it to go bye bye? To give you an > idea > > on how old this method is, for latex chess rendering, the documentation > for > > scid still says that you need to add the chess1.2 package including > > downloads for it etc, but texlive, and MikTex have both had the package > in > > their archives since March of 1992. So all of that stuff about > installing > > that package is 23 years old :) But the problem is unless you have a > really > > old package, I don't think it works anymore, unless someone here > surprises > > me. > > > > Regards, Or as Steven might say Cheers, > > Richard > > > > > > > > On 11/30/2015 01:38 PM, Steve A wrote: > >>> > >>> Some other areas that I thought I might attempt to tackle at some point > >>> but > >>> in no particular order and other suggestions are assuredly welcome: > >>> > >>> 1) I think with modern day tex systems at least texlive 2015, the latex > >>> that > >>> scidvspc produces, is woefully old, and broken, at least as far as my > >>> tests. > >>> This > >>> might be a big undertaking though but I am pretty complete in my tex > >>> skills, > >>> so > >>> it should be doable. > >> > >> That'd be great. We had a contributor who gave us the latex/Skak > >> export feature, but havent heard from him for a couple of releases > >> now. > >> > >>> 2) The under board game display with players, photo's and current > >>> position > >>> comment, info etc. could probably use a bit of layout organizing. This > >>> might > >>> be > >>> a way for me to learn more about tk both widgets, and positioning etc. > >>> For > >>> this, even > >>> before I play with the tcl stuff, I would probably draw a picture first > >>> of > >>> what I think (opinion) > >>> would be much easier to read, as it works now, it all jumbles up for > me a > >>> bit in that > >>> panel, depending on the attributes of the game that are available, etc. > >> > >> Hmmm. I have played with this a lot over the years. > >> There are so many options/scenarios here to consider. > >> One feature i have considered implementing recently is the display of > >> %clk and %emt values in this window, or somewhere else, > >> which i consider are the importnat ones from this web-site > >> http://www.enpassant.dk/chess/palview/enhancedpgn.htm > >> (In subversion i have just added the "smoves+" command to fics, which > >> stores the move times (%emt) fields in pgn. (Note the pgn window > >> should have the "Hise Square/Arrow Codes" optino disabled to see > >> them). > >> Perhaps they could go in here, between then NextMove and Length fields > >> 49. ... Bf6 Next: 50.d4 Length: 51 > >> 49. ... Bf6 Next: 50.d4 Clock: 1.45 Length: 51 > >> 49. ... Bf6 Next: 50.d4 Movetime: 1.45 Length: 51 > >> but there is other info that goes in this line too. > >> 52. ... Rb6 (Var) Next: 53.Rxb2 Material: 11-12:-1 > >> Length: 51 > >> See /*** Move , Material, Length line ****/ in src/tkscid.cpp > >> I see "Material" is shown (but only when the material side-board is > >> disabled) > >> > >>> 3) On the cpp side, the ingame engine seems to be able to use the > gaviota > >>> table bases, > >>> I was thinking of adding the option to probe instead the more modern > >>> smaller, faster, etc. > >>> Syzygy tablebases. Perhaps as an option or maybe even a permanent > >>> replacement. > >> > >> The in-built engine is hardly used at all, and is the only part of > >> ScidvsPC that i know occasionally dumps core. But crashes are hard to > >> hit. > >> to test, add this line to the very end of move.tcl ::move::Forward > >> and walk thorugh some long rook/knight vs knight end games > >> > >> set score [sc_pos analyze -time 50] > >> > >> Work needs to be done to tablebase support - for sure. > >> OTTOMH, we have an option for Nalimov bases, > >> but we don't automatically send this to the UCI engines, > >> and it probably wouldnt be too hard to do for me, > >> but others, less familiar with the code might find it hard. > >> Simliarly, we probably need a Syzygy base firectory option, > >> but i'd have to brush up on how engines use these options before i did > >> any work on it, and is hindered byu the fact i have low bandwidth and > >> don't install these bases myself. > >> > >> cheers, S. > > > > > |
From: ao.chess <ao....@ya...> - 2015-12-01 14:58:33
|
<html> <head> <meta http-equiv="content-type" content="text/html; charset=windows-1255"> </head> <body bgcolor="#FFFFFF" text="#000000"> <div style="" id="gt-input-tool"> <div><span class="ita-kd-inputtools-div"></span></div> </div> <div id="gt-src-c" class="g-unit"> <div id="gt-src-p"> </div> </div> <div id="gt-res-content" class="almost_half_cell"> <div dir="ltr" style="zoom:1"> <div id="tts_button"><object type="application/x-shockwave-flash" data="//ssl.gstatic.com/translate/sound_player2.swf" id="tts" height="18" width="18"></object></div> <span id="result_box" class="" lang="en"><span class="hps">I'm glad</span> <span class="hps">you have</span> <span class="hps">an interest in</span> <span class="hps">improving the</span> <span class="hps">visualization</span> <span class="hps">of the comments</span> <span class="hps">of the tree.</span> <span class="hps">Do not</span> <span class="hps">come to understand</span> <span class="hps">the</span> <span class="hps">improvement offered</span><span>.</span> <span class="hps">I</span> <span class="hps">could</span> <span class="hps">personally</span> <span class="hps">like</span> <span class="hps">being able to control</span> <span class="hps">the size and</span> <span class="hps">position</span> <span class="hps">of</span> <span class="hps">the windows</span> <span class="hps">of the comments.<br> <br> Thanks<br> </span></span></div> </div> <br /><br /> <hr style='border:none; color:#909090; background-color:#B0B0B0; height: 1px; width: 99%;' /> <table style='border-collapse:collapse;border:none;'> <tr> <td style='border:none;padding:0px 15px 0px 8px'> <a href="https://www.avast.com/antivirus"> <img border=0 src="http://static.avast.com/emails/avast-mail-stamp.png" alt="Avast logo" /> </a> </td> <td> <p style='color:#3d4d5a; font-family:"Calibri","Verdana","Arial","Helvetica"; font-size:12pt;'> This email has been checked for viruses by Avast antivirus software. <br><a href="https://www.avast.com/antivirus">www.avast.com</a> </p> </td> </tr> </table> <br /> </body> </html> |
From: Richard F. A. I. <ras...@gm...> - 2015-11-30 12:19:56
|
Steve, thanks for the direction and process info. This will help a lot. I am glad that you are a guiding eye on the TCL/TK stuff, as anything I hack together should be considered suspect for at least the next 3-4 months, as it is just too new of a language for me, specially in the area of already crafted libraries, etc. Any direction, you suggest I head in in terms of contributions, I would gladly follow, unless something pops up though, I'll probably just keep working on stuff that I get interested in, and send it out in patch form as you suggest as this is all just a learning experience for me, any sort of feedback even outright rejection, just lets me learn faster, so its all welcome. Some other areas that I thought I might attempt to tackle at some point but in no particular order and other suggestions are assuredly welcome: 1) I think with modern day tex systems at least texlive 2015, the latex that scidvspc produces, is woefully old, and broken, at least as far as my tests. This might be a big undertaking though but I am pretty complete in my tex skills, so it should be doable. 2) The under board game display with players, photo's and current position comment, info etc. could probably use a bit of layout organizing. This might be a way for me to learn more about tk both widgets, and positioning etc. For this, even before I play with the tcl stuff, I would probably draw a picture first of what I think (opinion) would be much easier to read, as it works now, it all jumbles up for me a bit in that panel, depending on the attributes of the game that are available, etc. 3) On the cpp side, the ingame engine seems to be able to use the gaviota table bases, I was thinking of adding the option to probe instead the more modern smaller, faster, etc. Syzygy tablebases. Perhaps as an option or maybe even a permanent replacement. Just some thoughts. Richard On 11/30/2015 03:33 AM, Steve A wrote: > I *am* keen to make more text for the mask as requested > and Richard's idea is a good one, but i would have to have a decent look. > The tk text widget is very powerful and word wrap can normally be done > using inbuilt features of the text widget. (tags, "-wrap", "-width") > > Also, I will probably add an option to make the tree > show less data, leaving more space for the end of line mask comments. > > Re contributing code - If you could send contributed code as a patch, > i can test it much more easily. > ScidvsPC uses subversion. Once subverison is downloaded , or "checked-out" > (see this page for instructions https://sourceforge.net/p/scidvspc/code/ > People can make their own changes, test them using "make install", > and then use "svn diff > patch" to make a patch for others to use. > > cheers, S.A. > > > On Mon, Nov 30, 2015 at 6:01 PM, Steve A <ste...@gm...> wrote: >> Thanks Richard :) >> I'll look at your email properly by the weekend. >> S.A >> >> On Mon, Nov 30, 2015 at 6:26 AM, Richard F. Ashwell III >> <ras...@gm...> wrote: >>> Ok as a learning exercise I wanted to see what it would take to modify >>> what Yuval is looking for here in terms of displaying the comment. >>> >>> My first assumption was that the comment they are talking about is the >>> position comment, since it is the one that displays as a single line at the >>> top >>> of the tree mask view. >>> >>> To facilitate a multi line display here I needed a word wrap function for >>> the comment, I created one in tcl/utils/strings.tcl library. >>> >>> proc ::utils::string::wrapParagraph {n text} { >>> regsub -all {\s+} [string trim $text] " " text >>> set RE "^(.{1,$n})(?:\\s+(.*))?$" >>> for {set result ""} {[regexp $RE $text -> line text]} {} { >>> append result $line "\n" >>> } >>> return [string trimright $result "\n"] >>> } >>> >>> Then In the tcl/windows/tree.tcl I added a line to wordwrap the comment text >>> to 75 >>> which is the width of the tree view table + the extra column for the mask >>> images >>> >>> Inside proc ::tree:displayLines in the section #Mask position comment at top >>> of move list >>> >>> set wrapPosComment [ ::utils::string::wrapParagraph 75 $posComment] >>> >>> Then I modified this line to display the wrapped text rather than the first >>> line >>> >>> changing this: >>> >>> # $w.f.tl insert end "$firstLine\n" [ list bluefg tagtooltip_poscomment ] >>> >>> to this: >>> >>> $w.f.tl insert end "$wrapPosComment\n" [ list bluefg tagtooltip_poscomment ] >>> >>> At the very least this met the request as far as I can tell in a usable way. >>> >>> Potential Improvements >>> After testing the experience with some larger comments, I am thinking the >>> comment might >>> better be displayed with at the very least a horizontal rule line separating >>> it from the table >>> , but my TCL is so new, haven't figured that out yet. >>> >>> It might also be some sort of option for people that don't want the table to >>> jump around >>> for really large comments, to instead move it to the bottom after the table. >>> (this would be pretty easy) >>> >>> This canvas is pretty well done overall, my other job programming experience >>> makes me think >>> that the fixed width of the tree view table might enjoy a responsive width >>> treatment, where in >>> shorter width breakpoints each line of the table could become multi line >>> folding down or hiding >>> entirely some columns like the AvElo, Perf, AvYear, Draw, ECO codes. And >>> then only going single line or unhiding those columns as the display width >>> of the canvas increases. Ditto with the wrapping of the pos comment, as the >>> generic wrapping I added could actually update the wrap point as well. >>> >>> Regards, >>> Richard >>> >>> >>> >>> On 11/28/2015 10:01 PM, Yuval Marcus wrote: >>> >>> I just got around to using tree masks as a way to create my opening >>> repertoire, and so far it's been great! >>> >>> However, one problem I have is the lack of space to view comments. I like to >>> put large amount of analysis in my moves and right now the current solution >>> is that I need to hover over the move and view the pop-up tooltip to read >>> the entire comment. Is there a way I can view the comment all in one window, >>> perhaps by wrapping the comment down (like a paragraph) in the tree window? >>> >>> Thanks. >>> >>> >>> ------------------------------------------------------------------------------ >>> >>> >>> >>> _______________________________________________ >>> Scidvspc-users mailing list >>> Sci...@li... >>> https://lists.sourceforge.net/lists/listinfo/scidvspc-users >>> >>> >>> >>> ------------------------------------------------------------------------------ >>> >>> _______________________________________________ >>> Scidvspc-users mailing list >>> Sci...@li... >>> https://lists.sourceforge.net/lists/listinfo/scidvspc-users >>> |
From: Steve A <ste...@gm...> - 2015-11-30 09:33:12
|
I *am* keen to make more text for the mask as requested and Richard's idea is a good one, but i would have to have a decent look. The tk text widget is very powerful and word wrap can normally be done using inbuilt features of the text widget. (tags, "-wrap", "-width") Also, I will probably add an option to make the tree show less data, leaving more space for the end of line mask comments. Re contributing code - If you could send contributed code as a patch, i can test it much more easily. ScidvsPC uses subversion. Once subverison is downloaded , or "checked-out" (see this page for instructions https://sourceforge.net/p/scidvspc/code/ People can make their own changes, test them using "make install", and then use "svn diff > patch" to make a patch for others to use. cheers, S.A. On Mon, Nov 30, 2015 at 6:01 PM, Steve A <ste...@gm...> wrote: > Thanks Richard :) > I'll look at your email properly by the weekend. > S.A > > On Mon, Nov 30, 2015 at 6:26 AM, Richard F. Ashwell III > <ras...@gm...> wrote: >> Ok as a learning exercise I wanted to see what it would take to modify >> what Yuval is looking for here in terms of displaying the comment. >> >> My first assumption was that the comment they are talking about is the >> position comment, since it is the one that displays as a single line at the >> top >> of the tree mask view. >> >> To facilitate a multi line display here I needed a word wrap function for >> the comment, I created one in tcl/utils/strings.tcl library. >> >> proc ::utils::string::wrapParagraph {n text} { >> regsub -all {\s+} [string trim $text] " " text >> set RE "^(.{1,$n})(?:\\s+(.*))?$" >> for {set result ""} {[regexp $RE $text -> line text]} {} { >> append result $line "\n" >> } >> return [string trimright $result "\n"] >> } >> >> Then In the tcl/windows/tree.tcl I added a line to wordwrap the comment text >> to 75 >> which is the width of the tree view table + the extra column for the mask >> images >> >> Inside proc ::tree:displayLines in the section #Mask position comment at top >> of move list >> >> set wrapPosComment [ ::utils::string::wrapParagraph 75 $posComment] >> >> Then I modified this line to display the wrapped text rather than the first >> line >> >> changing this: >> >> # $w.f.tl insert end "$firstLine\n" [ list bluefg tagtooltip_poscomment ] >> >> to this: >> >> $w.f.tl insert end "$wrapPosComment\n" [ list bluefg tagtooltip_poscomment ] >> >> At the very least this met the request as far as I can tell in a usable way. >> >> Potential Improvements >> After testing the experience with some larger comments, I am thinking the >> comment might >> better be displayed with at the very least a horizontal rule line separating >> it from the table >> , but my TCL is so new, haven't figured that out yet. >> >> It might also be some sort of option for people that don't want the table to >> jump around >> for really large comments, to instead move it to the bottom after the table. >> (this would be pretty easy) >> >> This canvas is pretty well done overall, my other job programming experience >> makes me think >> that the fixed width of the tree view table might enjoy a responsive width >> treatment, where in >> shorter width breakpoints each line of the table could become multi line >> folding down or hiding >> entirely some columns like the AvElo, Perf, AvYear, Draw, ECO codes. And >> then only going single line or unhiding those columns as the display width >> of the canvas increases. Ditto with the wrapping of the pos comment, as the >> generic wrapping I added could actually update the wrap point as well. >> >> Regards, >> Richard >> >> >> >> On 11/28/2015 10:01 PM, Yuval Marcus wrote: >> >> I just got around to using tree masks as a way to create my opening >> repertoire, and so far it's been great! >> >> However, one problem I have is the lack of space to view comments. I like to >> put large amount of analysis in my moves and right now the current solution >> is that I need to hover over the move and view the pop-up tooltip to read >> the entire comment. Is there a way I can view the comment all in one window, >> perhaps by wrapping the comment down (like a paragraph) in the tree window? >> >> Thanks. >> >> >> ------------------------------------------------------------------------------ >> >> >> >> _______________________________________________ >> Scidvspc-users mailing list >> Sci...@li... >> https://lists.sourceforge.net/lists/listinfo/scidvspc-users >> >> >> >> ------------------------------------------------------------------------------ >> >> _______________________________________________ >> Scidvspc-users mailing list >> Sci...@li... >> https://lists.sourceforge.net/lists/listinfo/scidvspc-users >> |
From: Richard F. A. I. <ras...@gm...> - 2015-11-29 20:26:40
|
Ok as a learning exercise I wanted to see what it would take to modify what Yuval is looking for here in terms of displaying the comment. My first assumption was that the comment they are talking about is the position comment, since it is the one that displays as a single line at the top of the tree mask view. To facilitate a multi line display here I needed a word wrap function for the comment, I created one in tcl/utils/strings.tcl library. proc ::utils::string::wrapParagraph {n text} { regsub -all {\s+} [string trim $text] " " text set RE "^(.{1,$n})(?:\\s+(.*))?$" for {set result ""} {[regexp $RE $text -> line text]} {} { append result $line "\n" } return [string trimright $result "\n"] } Then In the tcl/windows/tree.tcl I added a line to wordwrap the comment text to 75 which is the width of the tree view table + the extra column for the mask images Inside proc ::tree:displayLines in the section #Mask position comment at top of move list set wrapPosComment [ ::utils::string::wrapParagraph 75 $posComment] Then I modified this line to display the wrapped text rather than the first line changing this: # $w.f.tl insert end "$firstLine\n" [ list bluefg tagtooltip_poscomment ] to this: $w.f.tl insert end "$wrapPosComment\n" [ list bluefg tagtooltip_poscomment ] At the very least this met the request as far as I can tell in a usable way. *Potential Improvements * After testing the experience with some larger comments, I am thinking the comment might better be displayed with at the very least a horizontal rule line separating it from the table , but my TCL is so new, haven't figured that out yet. It might also be some sort of option for people that don't want the table to jump around for really large comments, to instead move it to the bottom after the table. (this would be pretty easy) This canvas is pretty well done overall, my other job programming experience makes me think that the fixed width of the tree view table might enjoy a responsive width treatment, where in shorter width breakpoints each line of the table could become multi line folding down or hiding entirely some columns like the AvElo, Perf, AvYear, Draw, ECO codes. And then only going single line or unhiding those columns as the display width of the canvas increases. Ditto with the wrapping of the pos comment, as the generic wrapping I added could actually update the wrap point as well. Regards, Richard On 11/28/2015 10:01 PM, Yuval Marcus wrote: > I just got around to using tree masks as a way to create my opening > repertoire, and so far it's been great! > > However, one problem I have is the lack of space to view comments. I > like to put large amount of analysis in my moves and right now the > current solution is that I need to hover over the move and view the > pop-up tooltip to read the entire comment. Is there a way I can view > the comment all in one window, perhaps by wrapping the comment down > (like a paragraph) in the tree window? > > Thanks. > > > ------------------------------------------------------------------------------ > > > _______________________________________________ > Scidvspc-users mailing list > Sci...@li... > https://lists.sourceforge.net/lists/listinfo/scidvspc-users |
From: Yuval M. <yma...@gm...> - 2015-11-29 04:01:40
|
I just got around to using tree masks as a way to create my opening repertoire, and so far it's been great! However, one problem I have is the lack of space to view comments. I like to put large amount of analysis in my moves and right now the current solution is that I need to hover over the move and view the pop-up tooltip to read the entire comment. Is there a way I can view the comment all in one window, perhaps by wrapping the comment down (like a paragraph) in the tree window? Thanks. |
From: Richard F. A. I. <ras...@gm...> - 2015-11-27 15:13:37
|
Thank you Steven. Here is what I have accomplished so far: Ok here is what I did: I started with this set in the public domain for the SVG source https://pixabay.com/en/chess-pieces-set-symbols-game-26774/ It isn't really Merida, but is a bit "thicker" which is the only way I can describe it which makes scaleing on the smaller side work well also. Next step I broke the above SVG into its separate pieces. I then used inkscape to give each of the transparent holes in each piece a fill in color, I was a little torn here and instead of white went with a personal preference of an off white FFF6D5 color, as I am so used to club sets where the white pieces are really a lighter shade of yellow. Plus then I think the set works better with a variety of board styles / colors. For the next step after the hint from Steven! I used the script below to generate the tcl for the set with scaling from 25 - 160, as I didn't realize the pivot described had already been fixed / extended. The 160 size was the top end for sizing up scidvspc on my monitor 2560x1600. This left me with a crystal clear display of pieces from the smallest board, all the way to my max scale. No jagged edges, or scaling artifacts. In my tests I was just replacing the Merdia1 set, with this replacement in bitmaps.tcl From here: The challenge with contributing the TCL if someone wants to include it in scidvspc as an alternate set, is just naming the set (there wasn't enough info in the site above for me to know what to call it, but visually to me it looks like it was based on a variation of Merida, so I guess a Merida 3? However it scales and visually look much better than the other two, at the small and large size ends. I don't want to knock the hard work that went into making the first two, but this set could also just replace 1 or 2 as well, and only a purist font passion person would know the difference. I could also somehow share the set to be included in a pieces directory, the problem here is I still don't understand what would go in there is it tcl, a png of the set, or a set of png's for all of the different scales of the set? I can pretty much manipulate this into anything, but what I don't want to do is have it be just a singular set png, and then fidelity gets lost when scaling the board in scid again. So my next step is getting advice on what to share and in what form, if you just want to see it work I can send a replacement bitmaps.tcl where I have swapped out Merida1 with this replacement. For me personally this makes scidvspc gorgeous on the big screen so to speak. And finally now that I have all (90%) of this scripted etc, if anyone wants some other SVG source of a chess set turned into something that they can use and scales well in scidvspc, just let me know, and I can process it for you. The 10% that I still would have to do manually is if your SVG source has any transparency holes in pieces etc, but it only takes me about 15 mins to correct that. Or you can just look through the script below and roll your own. Conversion Script: #!/bin/sh setname="Merida1" input="$HOME/newset" target="$HOME/newset" temp="$HOME/newset/temp" # svg source files are file name format ColorPiece.svg ie WhiteKnight.svg colors="Black White" pieces="Pawn Knight Bishop Rook Queen King" sizes="25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 105 110 115 120 125 130 135 140 145 150 155 160" # remove output file if still there from a prior run rm -f $target/$setname-inc-into-bitmaps.tcl for size in $sizes do for color in $colors do for piece in $pieces do scale=$(awk "BEGIN {printf \"%.2f\", ${size}/100}") rsvg --zoom=$scale $input/$color$piece.svg $temp/$color$piece-$size.png # rsvg does much better quality installed with - sudo apt-get install librsvg2-bin # however convert from imagemagik could also be used this worked for me but again the # aliasing both with -antialias and +antialias never worked well for me also tried # scaling with -density $size but still poor quality. # convert -size "$size"x"$size" $input/$color$piece.svg -transparent white $temp/$color$piece-$size.png done montage -geometry "$size"x"$size+0+0" -background transparent -tile 6x1 \ $temp/${color}Pawn-$size.png $temp/${color}Knight-$size.png $temp/${color}Bishop-$size.png \ $temp/${color}Rook-$size.png $temp/${color}Queen-$size.png $temp/${color}King-$size.png \ $temp/${color}-$size.png done montage -geometry "$(($size * 6))"x"$size+0+0" -background transparent -tile 2x1 \ $temp/White-$size.png $temp/Black-$size.png \ $target/set-$size.png base64 $target/set-$size.png > $temp/set-$size.64 sed -i "1s/^/set pieceImageData($setname,$size) {\n/" $temp/set-$size.64 echo "}" >> $temp/set-$size.64 cat $temp/set-$size.64 >> $target/$setname-inc-into-bitmaps.tcl done Richard On 11/27/2015 01:51 AM, Steve A wrote: >> I am interested in trying to contribute a higher fidelity piece set for >> larger size boards. Basically the TCL seems to contain as an example a >> Merdia1 set base64 encoded sizes 25 through 80 encoded gifs. >> >> As a first attempt I rewrote the old MkScidPieces bit like below, this >> takes as input svg data source and creates much cleaner version of the >> tcl to be included in the bitmap.tcl however two things, I would like >> to also add sizes from 85 to say for example 120, but somewhere in >> start.tcl or something like that is sort of a pivot point at size 80 >> where if the board size gets greater than 80 the code flips over to >> reusing the smaller sizes. > ScidvsPC 4.15 now does things differently. It will only upscale the > smaller pieces if there is no larger image. See "proc setPieceData" > >> The other questions, is I could probably extend the script below to >> automatically insert a newset into bitmaps.tcl rather than replacing one >> like I am now. Would others be interested in a script that basically >> finished from beginning to end. >> >> And finally, I saw some stuff that I haven't traced in the tcl, about a >> user piecedirectory, etc, it might be more appropriate for me to have >> the script target there, is there any documentation on directory, or >> format, that this would take. > I haven't gone through the script, but making use of svg like this souds good. > Please send me the larger pieces if the results are good. > > Placing the new files into $HOME/.scidvspc/pieces > is probably easiest. Remove this line > set boardStyles [lrange $boardStyles 0 11] > to remove the 12 pieces limit. > S.A. |
From: Steve A <ste...@gm...> - 2015-11-27 07:51:55
|
> I am interested in trying to contribute a higher fidelity piece set for > larger size boards. Basically the TCL seems to contain as an example a > Merdia1 set base64 encoded sizes 25 through 80 encoded gifs. > > As a first attempt I rewrote the old MkScidPieces bit like below, this > takes as input svg data source and creates much cleaner version of the > tcl to be included in the bitmap.tcl however two things, I would like > to also add sizes from 85 to say for example 120, but somewhere in > start.tcl or something like that is sort of a pivot point at size 80 > where if the board size gets greater than 80 the code flips over to > reusing the smaller sizes. ScidvsPC 4.15 now does things differently. It will only upscale the smaller pieces if there is no larger image. See "proc setPieceData" > The other questions, is I could probably extend the script below to > automatically insert a newset into bitmaps.tcl rather than replacing one > like I am now. Would others be interested in a script that basically > finished from beginning to end. > > And finally, I saw some stuff that I haven't traced in the tcl, about a > user piecedirectory, etc, it might be more appropriate for me to have > the script target there, is there any documentation on directory, or > format, that this would take. I haven't gone through the script, but making use of svg like this souds good. Please send me the larger pieces if the results are good. Placing the new files into $HOME/.scidvspc/pieces is probably easiest. Remove this line set boardStyles [lrange $boardStyles 0 11] to remove the 12 pieces limit. S.A. |
From: Steve A <ste...@gm...> - 2015-11-27 07:13:03
|
ScidvsPC has not found the language files as you have not done a "sudo make install", To run without installation is not tested , but making this change in proc initLanguageMenus" shoud work. change both $::scidShareDir to . S.A. On Fri, Nov 27, 2015 at 9:04 AM, jean kule <jn...@ya...> wrote: > Hello, > > I have installed the latest version for Linux by compiling it with > ./configure and make. > In options, language, only english is available. I don't understand because > in the directory /scid_vs_pc-4.15/tcl/lang/ I see 17 language files. > Modifying the hidden file "options.dat" in /.scidvspc/config/ by replacing > "E" (set language E) by another letter does nothing. > > ------------------------------------------------------------------------------ > Go from Idea to Many App Stores Faster with Intel(R) XDK > Give your users amazing mobile app experiences with Intel(R) XDK. > Use one codebase in this all-in-one HTML5 development environment. > Design, debug & build mobile apps & 2D/3D high-impact games for multiple > OSs. > http://pubads.g.doubleclick.net/gampad/clk?id=254741551&iu=/4140 > _______________________________________________ > Scidvspc-users mailing list > Sci...@li... > https://lists.sourceforge.net/lists/listinfo/scidvspc-users > |
From: jean k. <jn...@ya...> - 2015-11-26 23:08:26
|
Hello, I have installed the latest version for Linux by compiling it with ./configure and make.In options, language, only english is available. I don't understand because in the directory /scid_vs_pc-4.15/tcl/lang/ I see 17 language files.Modifying the hidden file "options.dat" in /.scidvspc/config/ by replacing "E" (set language E) by another letter does nothing. |
From: Richard F. A. I. <ras...@gm...> - 2015-11-26 17:19:51
|
First as I was composing this email. Drafts might have gone to the list I apologize if that happened. Thunder might have sent stuff I wasn't done with. I am interested in trying to contribute a higher fidelity piece set for larger size boards. Basically the TCL seems to contain as an example a Merdia1 set base64 encoded sizes 25 through 80 encoded gifs. As a first attempt I rewrote the old MkScidPieces bit like below, this takes as input svg data source and creates much cleaner version of the tcl to be included in the bitmap.tcl however two things, I would like to also add sizes from 85 to say for example 120, but somewhere in start.tcl or something like that is sort of a pivot point at size 80 where if the board size gets greater than 80 the code flips over to reusing the smaller sizes. As in not CAPPING at the largest size, but somehow going backwards, or to smaller sizes and then scaling them, which is why you get really fuzzy really quick at larger sizes. Can someone explain why the pivot point at 80, and if there is a problem just adding all of the board size piece sizes in, and where I might stop the pivot behavior. I'll dig in and find it, but I was thinking someone else might know. The other questions, is I could probably extend the script below to automatically insert a newset into bitmaps.tcl rather than replacing one like I am now. Would others be interested in a script that basically finished from beginning to end. And finally, I saw some stuff that I haven't traced in the tcl, about a user piecedirectory, etc, it might be more appropriate for me to have the script target there, is there any documentation on directory, or format, that this would take. R #!/bin/sh setname="Merida1" input="$HOME/newset" target="$HOME/newset" temp="$HOME/newset/temp" # svg source files are file name format ColorPiece.svg ie WhiteKnight.svg colors="Black White" pieces="Pawn Knight Bishop Rook Queen King" sizes="25 30 35 40 45 50 55 60 65 70 75 80" # remove output file if still there from a prior run rm -f $target/$setname-inc-into-bitmaps.tcl for size in $sizes do for color in $colors do for piece in $pieces do rsvg -w $size -h $size $input/$color$piece.svg $temp/$color$piece-$size.png # rsvg does much better quality installed with - sudo apt-get install librsvg2-bin # however convert from imagemagik could also be used this worked for me but again the # aliasing both with -antialias and +antialias never worked well for me also tried # scaling with -density $size but still poor quality. # convert -size "$size"x"$size" $input/$color$piece.svg -transparent white $temp/$color$piece-$size.png done montage -geometry "$size"x"$size+0+0" -background transparent -tile 6x1 \ $temp/${color}Pawn-$size.png $temp/${color}Knight-$size.png $temp/${color}Bishop-$size.png \ $temp/${color}Rook-$size.png $temp/${color}Queen-$size.png $temp/${color}King-$size.png \ $temp/${color}-$size.png done montage -geometry "$(($size * 6))"x"$size+0+0" -background transparent -tile 2x1 \ $temp/White-$size.png $temp/Black-$size.png \ $target/set-$size.gif base64 $target/set-$size.gif > $temp/set-$size.64 sed -i "1s/^/set pieceImageData($setname,$size) {\n/" $temp/set-$size.64 echo "}" >> $temp/set-$size.64 cat $temp/set-$size.64 >> $target/$setname-inc-into-bitmaps.tcl done |
From: Matthew S. <mat...@bi...> - 2015-11-24 01:42:47
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Hi Steve, Functionality is great as always with 4.15, except that I have been having trouble converting my large database from pgn format. It seems to generate the three files once I exit, but very slowly and perhaps not completely, Not sure if this was altered from 4.14? Thanks, Matthew |
From: Okechukwu I. <af...@ch...> - 2015-11-23 13:32:26
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I just want to give some positive feedback! So far, my favorite improvements are the return of the drop down box/menu for setting game flags, and setting/creating a new game after DB compaction (the old behavior was really annoying!). Grateful for other changes and bug-fixes, too! As a feature-request, can we make the game flag menu a "cutoff" one too, as it is not uncommon (for me, at least) to set multiple flags on a game, or set of games? I also want to point out that while TCL/TK 8.6+ handles the images for the extra piece-sets OK, without tkimg, when I removed tkimg, Scid vs PC "states" in the Startup window that it cannot do board screenshots. The ability returned after re-installing tkimg. Maybe that should be added to the documentation? Thanks for the work you put into this great project! |
From: Ville U. <vil...@gm...> - 2015-11-22 19:55:24
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Thanks, Steve, for the speedy response. That resolves the problem. For some reason, I didn't notice the icon, and in vanilla Scid, it was automatically set to the correct type. Ville On 22 November 2015 at 19:47, Steve A <ste...@gm...> wrote: > Hi Ville, > The database type is associated with the icon in the maintenance > window. Click on the icon to change it. > I have added a "tooltip" for this button. > cheers. > > > button $w.title.vicon -command {changeBaseType [sc_base current] > .maintWin} > + ::utils::tooltip::Set $w.title.vicon [tr TypeIcon] > > On Mon, Nov 23, 2015 at 12:07 AM, Ville Uski <vil...@gm...> wrote: > > Hello list > > > > I'm trying to use the correspondence chess features in Scid vs PC. The > > documentation says: > > > > 'To use these features, a database of the type "Correspondence chess" > has to > > be opened. If you do not have such a database, or Scid has not created > one > > for you, just create a new database and set its type to "Correspondence > > chess" via the Maintenance.' > > > > If I open the Maintenance window, I don't see any setting for database > type. > > If I try to retrieve my games from the Xfcc server, the program complains > > that "no database of type Correspondence is opened". In Scid this works > well > > (no such setting appears to be required, even though the documentation > > claims so), but I'd prefer Scid vs PC. Is this a known problem? > > > > I was trying to use scid-vs-pc-4.14 on Ubuntu 12.04, installed from the > > source. Otherwise the program works very well indeed. > > > > Many thanks > > Ville > > > > > > > > > ------------------------------------------------------------------------------ > > > > _______________________________________________ > > Scidvspc-users mailing list > > Sci...@li... > > https://lists.sourceforge.net/lists/listinfo/scidvspc-users > > > |
From: Steve A <ste...@gm...> - 2015-11-22 19:47:32
|
Hi Ville, The database type is associated with the icon in the maintenance window. Click on the icon to change it. I have added a "tooltip" for this button. cheers. button $w.title.vicon -command {changeBaseType [sc_base current] .maintWin} + ::utils::tooltip::Set $w.title.vicon [tr TypeIcon] On Mon, Nov 23, 2015 at 12:07 AM, Ville Uski <vil...@gm...> wrote: > Hello list > > I'm trying to use the correspondence chess features in Scid vs PC. The > documentation says: > > 'To use these features, a database of the type "Correspondence chess" has to > be opened. If you do not have such a database, or Scid has not created one > for you, just create a new database and set its type to "Correspondence > chess" via the Maintenance.' > > If I open the Maintenance window, I don't see any setting for database type. > If I try to retrieve my games from the Xfcc server, the program complains > that "no database of type Correspondence is opened". In Scid this works well > (no such setting appears to be required, even though the documentation > claims so), but I'd prefer Scid vs PC. Is this a known problem? > > I was trying to use scid-vs-pc-4.14 on Ubuntu 12.04, installed from the > source. Otherwise the program works very well indeed. > > Many thanks > Ville > > > > ------------------------------------------------------------------------------ > > _______________________________________________ > Scidvspc-users mailing list > Sci...@li... > https://lists.sourceforge.net/lists/listinfo/scidvspc-users > |
From: Ville U. <vil...@gm...> - 2015-11-22 14:07:08
|
Hello list I'm trying to use the correspondence chess features in Scid vs PC. The documentation says: 'To use these features, a database of the type "Correspondence chess" has to be opened. If you do not have such a database, or Scid has not created one for you, just create a new database and set its type to "Correspondence chess" via the Maintenance <http://scidvspc.sourceforge.net/doc/Maintenance.htm>.' If I open the Maintenance window, I don't see any setting for database type. If I try to retrieve my games from the Xfcc server, the program complains that "no database of type Correspondence is opened". In Scid this works well (no such setting appears to be required, even though the documentation claims so), but I'd prefer Scid vs PC. Is this a known problem? I was trying to use scid-vs-pc-4.14 on Ubuntu 12.04, installed from the source. Otherwise the program works very well indeed. Many thanks Ville |
From: Steve A <ste...@gm...> - 2015-11-21 12:50:42
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Ok - no bug reports yet :) The OS X, win64 and Source files are also up. Download links can be found here http://scidvspc.sourceforge.net/index.html#toc3 Changelog here http://scidvspc.sourceforge.net/index.html#toc7 The DB switcher font is now different/resizable. To alter it, change Options->Font->Small cheers, S.A. |
From: Steve A <ste...@gm...> - 2015-11-20 02:34:14
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Hi Guys, Does this (windows 32 bit) 4.15 release candidate look ok ? http://sourceforge.net/projects/scidvspc/files/windows/Scid%20vs%20PC-4.15.exe/download Hopefully we'll have tarballs, OS X, and win64 files up this weekend. Steve |