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 <stevena...@gmail.com
<mailto:stevena...@gmail.com>> 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
<rashw...@gmail.com <mailto:rashw...@gmail.com>> 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.
>
>
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