On 02/07/11 00:19, Marcin Kasperski wrote: Hi!
>> You can't. Scid enforces the laws of chess here and does not accept >> invalid moves. In your case this is actually a drawback, in most others >> it is definitely an advantage. > > Well, one need not exclude the other. Enforcing laws normally but having > some "force invalid move" option/button/whatever could be of noticeable > help. Leaving apart chess, it could also make it possible to use scid as > a pad for entering chess variant games. I see your point. I just wanted to tell, that currently scid enforces the laws and you're not able to enter invalid moves. >> I fear the only work around is the same as you'd use for C960 games: >> store the first part of your game till the invalid castling, then create >> a new game with the starting position of the castled king. If you don't >> reorder your base you could switch to the continuation Game / Load Next >> game (Ctrl-down). Not elegant, I agree. > > Yeah, I know this workaround, but here it is even worse than in chess960 > where the "invalid" castle lasts just one move. If wrong position lasts > for 5-10 oves, then I both need to reconstruct it in mind without any > help from scid, and loose the ability to replay it and show what was > going on. Right. If it lasts for several moves you're lost. >> I'd only have a work around here as well. You can copy the notation as >> far as you got it to the clipboard (system clipboard not the clipbase). >> File / Copy game to clipboard from PGN window or, if you use cvs version >> Ctrl-C, which adds to clipbase and the current game to the clipboard. >> Then you can put it into some editor buffer (I guess you've emacs >> opened all the time anyway), change the move in question there and use >> Tools / Import one PGN game to get it back into your base. Not elegant, >> but well, better than redoing everything. > > I am not sure whether it is really less work than reclicking a variation > ;-) Depends what your correction is. >> I fear this is not easily possible. >> (...) >> I fear the same as for a). >> >> Both might involve a bunch of technicalities in the backend. I'm not >> sure but I'd not expect this behaviour to be fixed to your use cases >> especially in the short term. > > Well, I just make a suggestion for some future consideration. I see that. But till now all requests for C960 were denied as it seems to be pretty difficult to tell Scid the extension of the castling rule, so I fear allowing for entirely invalid moves is even more complex. We'd need a volunteer here. > From what I saw, the problems I faced (entering and preserving invalid > games and reconstructing game from incomplete/partially wrong score) > are fairly popular, especially when paper scores and amateur level > competitions are considered. So a tool which would offer reasonable > help here could get some new "points" among people, khem, khem. > > Of course I can't expect any immediate actions, just wanted to let you > consider those scenarios. I see the scenario and even your suggestion pointed out above is almost immediate. But I think we're really hitting some wall here unless we can find someone willing to dive in these uncharted backwaters of Scids source. Do you have any free capacities? I think it can (has to) be done in the C++ backend, and I fear pretty deep down there. cu Alexander ------------------------------------------------------------------------------ The modern datacenter depends on network connectivity to access resources and provide services. The best practices for maximizing a physical server's connectivity to a physical network are well understood - see how these rules translate into the virtual world? http://p.sf.net/sfu/oracle-sfdevnlfb _______________________________________________ Scid-users mailing list Scid-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/scid-users