Ferdy wrote:For MBB and SB just right-click the Board pane (right-click on the word "Board") then uncheck the button bar and status bar.
For Player Names I don't know how to hide it, because even if the game info is disabled (right-click Board pane) the player names of loaded pgn are still there. But there is a hack, goto Options->Windows->Auto resize board. Uncheck this auto resize board, after which drag-adjust the bottom edge of the guy until the game info pane is totally hidden.
Thnx, I didn't see the "Board" pane in my current configuration, but that worked. The hack was also a success for the player names, although the material imbalance still shows partially to the right of the board (when there is one).
Ferdy wrote:For MBB and SB just right-click the Board pane (right-click on the word "Board") then uncheck the button bar and status bar.
For Player Names I don't know how to hide it, because even if the game info is disabled (right-click Board pane) the player names of loaded pgn are still there. But there is a hack, goto Options->Windows->Auto resize board. Uncheck this auto resize board, after which drag-adjust the bottom edge of the guy until the game info pane is totally hidden.
Thnx, I didn't see the "Board" pane in my current configuration, but that worked. The hack was also a success for the player names, although the material imbalance still shows partially to the right of the board (when there is one).
I don't know what happened to your Board pane name not showing in the main board, but I have.
Regarding material imbalance, you can hide it by Options->game information->Toggle material. Press this toggle until the material imbalance is hidden. You can also press this to hide/unhide materials that were exchanged.
Ferdy wrote:I don't know what happened to your Board pane name not showing in the main board, but I have.
Regarding material imbalance, you can hide it by Options->game information->Toggle material. Press this toggle until the material imbalance is hidden. You can also press this to hide/unhide materials that were exchanged.
Oh, that's just me NOT pressing F11. That way, the OS X menu bar is fixed to the top of the screen, and hides just that portion of the program. I like it btter this way, but I forgot about the top panes, simply because I don't usually see them
And I had not realized you had to press on "Toggle material" several times, I had tried it, but just the once. Now everything looks great, who needs HCE to have a nice looking chess GUI for Mac, with plenty of functionality to boot?:
I should probably just mention this resolved bug. Some people have reported they can't compact databases on windows. It's due to having a chess engine open.
On windows, opening a base, and then an engine, means the engine will prevent removal of the old si4 file during compaction. (It's due to file descriptor inheritance of the forked engine)
I have written some checks to enforce this (in subversion) but since 4.15 is not coming out soon - for the moment the work around is to close all engines first.
Thanks for your efforts.
Your version of the Scid family of GUIs is the only one I can use, because it allows plenty of games (16M) plenty of players (1M), half a million event names and site names.
I have to clobber all the round names since only 262143 are allowed, I change every round tag to say [Round "?"].
I forget if it is CCRL or CEGT or both, but there are over a million round names in all the files formatted something like this:
[Round "12.1.611"].
So I just run this program as a filter against the files:
When analyzing games longer than 250 moves there seems to be a problem. The engine output is suppressed. The engine states bar that can be turned on and appears at the bottom still works but the main engine window has no output after whites 250th move. i.e. blacks 250 move will have no output. I test this with the latest version of Stockfish.
I rebooted and restarted the program to make sure there wasn't some other issue. I didn't try other engines however. At the time this first occurred I was analyzing the random games published by Steven Edwards published on the Programming forum on May 13.
If anyone else can replicate this it would be helpful.
Regards,
Zen
Only 2 defining forces have ever offered to die for you.....Jesus Christ and the American Soldier. One died for your soul, the other for your freedom.
Zenmastur wrote:When analyzing games longer than 250 moves there seems to be a problem. The engine output is suppressed. The engine states bar that can be turned on and appears at the bottom still works but the main engine window has no output after whites 250th move. i.e. blacks 250 move will have no output. I test this with the latest version of Stockfish.
I rebooted and restarted the program to make sure there wasn't some other issue. I didn't try other engines however. At the time this first occurred I was analyzing the random games published by Steven Edwards published on the Programming forum on May 13.
If anyone else can replicate this it would be helpful.
Zenmastur wrote:When analyzing games longer than 250 moves there seems to be a problem. The engine output is suppressed.
Yah, there is a 500 ply hard limit in tkscid. SCID simply uses FEN to send to the engines, but we are doing things (properly) sending the whole movelist.
Fix is easy, but we are chewing up more memory. I don't think it's signifcant though. Only one structure of 500 or 1000 x 10 chars = 5k to 10k
What is a good limit ? I could only find computer games longer than 250 moves.
--- tcl/tools/analysis.tcl (revision 2269)
+++ tcl/tools/analysis.tcl (working copy)
@@ -3602,7 +3602,7 @@
### seems erroneous... what about vars/backtracking ??
# if {$movelist == $old_movelist} { return }
- if {$movelist == "0000"} {
+ if {1} {
# null move in this line, so just go by fen
set movelist ""
set nonStdStart 1
Haha - we can just malloc the required size. No limit required of course. I'll make a tkscid.cpp commit shortly. Dog knows how that hard limit ever got in.
Last edited by stevenaaus on Mon May 18, 2015 11:48 am, edited 1 time in total.