Hi Steven,
A stream-of-consciousness update...
On 27 Oct 11, at 2:42pm, Steven wrote:
> I can't make Shredder Classic 4 crash.
Hmmm. Did you test with vanilla Scid, Scid vs PC or Scid vs Mac? In vanilla
Scid, with the depth hack, Shredder Classic 4 crashes after a few moves. It
never crash
Hi,
I sent a patch to restore the analyze command back in mid July. Your
changes match what I had attempted earlier and continues to work when I
update to your changes.
Thanks,
Larry
On Thu, 2011-10-27 at 23:50 +0200, Joost 't Hart wrote:
> On 10/27/11 03:29, Steven wrote:
>
> Hi,
>
> > Hi St
On 10/27/11 03:29, Steven wrote:
Hi,
> Hi Steve
>
> I got an error with "sc_pos analyze" in my testing.
>
> This command is still in analysis.tcl, but has been removed from tkscid.cpp.
> It's a known bug that hasn't been fixed.
> (You can probably reinsert sc_pos_analyze yourself).
Just pushed
I can't make Shredder Classic 4 crash.
And your continue is in the wrong place - though i'm not sure it should make
any diff. Using
"after 1500 autoplay"
means autoplay can get interupted altogether. It should be just
"autoplay"
I have:
if { $t == "depth" } {
incr i
set uciInfo(depth$n)
Hi Steven,
On 27 Oct 11, at 12:29pm, Steven wrote:
> This command is still in analysis.tcl, but has been removed from tkscid.cpp.
> It's a known bug that hasn't been fixed. (You can probably reinsert
> sc_pos_analyze yourself).
I haven't gotten that error yet. I will work on understanding wha
Hi Steve
I got an error with "sc_pos analyze" in my testing.
This command is still in analysis.tcl, but has been removed from tkscid.cpp.
It's a known bug that hasn't been fixed.
(You can probably reinsert sc_pos_analyze yourself).
> > but it may be possible to do without a rewrite. Just
> the
Hi Steven,
I was hoping for replies from you and Joost :)
On 27 Oct 11, at 4:14am, Steven wrote:
> To achieve your ends you just need a better control structure (more or less
> meaning a full rewrite i fear ;>)
>
> With something like
>
> while (not end of batch) {
> while (not end of game)
> > In normal operation the timer callback operation
> (search for autoplay) makes the next move on the board and
> restarts the timer. A kind of self propelling mechanism,
> which stops at the end of the game.
Actually, this "after $autoplayDelay autoplay" sucks badly, and makes the whole
thing
Hi Joost,
On 26 Oct 11, at 8:03pm, Joost 't Hart wrote:
> In normal operation the timer callback operation (search for autoplay) makes
> the next move on the board and restarts the timer. A kind of self propelling
> mechanism, which stops at the end of the game.
Ah. It would have taken me a l
On Wed, Oct 26, 2011 at 8:32 AM, Steve Steinitz
wrote:
Hi,
> Hi,
>
> OK, I now understand that engine.cpp is just for quick analysis when showing
> legal moves etc.
>
> Analysis.tcl has an interesting routine called addAnnotation but I'm not sure
> if its invoked by the game annotation feature
Hi,
OK, I now understand that engine.cpp is just for quick analysis when showing
legal moves etc.
Analysis.tcl has an interesting routine called addAnnotation but I'm not sure
if its invoked by the game annotation feature or just by the Add Variation
button. In any case I can't see any timeou
[sorry about previous message sent to the wrong thread]
--
All the data continuously generated in your IT infrastructure contains a
definitive record of customers, application performance, security
threats, fraudulent acti
Hi Hartmut,
Hartmut Riedel wrote:
> I did so for several books and I edited the Round-Tag. You can sort by
> rounds.
Thanks for the idea.
I'm still looking for a non-desctructive way to accomplish this (not that round
is so important). Maybe:
take note of each game's round,
Hello,
I'm trying to modify my copy of Scid to stop annotating each move when it
reaches a depth of 13. i.e. I want to give it a large "time between moves in
seconds", say 999, but let it go on to the next move when it reaches a depth of
13.
There are surprisingly few programs which allow tha
14 matches
Mail list logo