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, <
scidvspc-users-requ...@lists.sourceforge.net> wrote:

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> Today's Topics:
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>    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.ch...@yahoo.com>
> Subject: [Scidvspc-users] Add more space in Tree Mask to see long
>         comments
> To: scidvspc-users@lists.sourceforge.net
> Message-ID: <565db54f.5040...@yahoo.com>
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> Message: 2
> Date: Wed, 2 Dec 2015 13:14:20 +1000
> From: Steve A <stevena...@gmail.com>
> Subject: Re: [Scidvspc-users] [Feature Request] Add more space in Tree
>         Mask to see long comments
> To: scidvspc-users <scidvspc-users@lists.sourceforge.net>
> Message-ID:
>         <
> cakdnzpgazbcdmydog-ez6bzabfwtru5sdcipycwsmo1r6om...@mail.gmail.com>
> 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 <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> 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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