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 Post subject: Re: Pachi 11.x for Windows, 32/64-bit (14 june 2016)
Post #41 Posted: Sat Jun 18, 2016 6:11 am 
Lives with ko

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avysk wrote:
Babelardus wrote:
Did you try just from the command line? There's some problem with end-of-line characters when pachi is compiled Windows-native and run without "-d 0" option. What I saw is that it outputs the board and right next to it (not on the next line) the move; and GUIs are not able to grok it.


I always forget that I can actually enter moves at the commandline and 'play' a game. I also forgot the -d 0 option. So that's the one that could fix this issue. I'll try it, and see if Pachi compiled with MinGW is faster that the one compiled with Cygwin.

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 Post subject: Re: Pachi 11.x for Windows, 32/64-bit (14 june 2016)
Post #42 Posted: Mon Jan 08, 2018 1:28 pm 
Beginner

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Thread revival time!
Seems asmoda.net is no longer in business. Are the pachy binaries, specifically the dcnn version, available anywhere else?

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 Post subject: Re: Pachi 11.x for Windows, 32/64-bit (14 june 2016)
Post #43 Posted: Sat Jan 20, 2018 3:50 pm 
Dies in gote

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d7urban wrote:
Thread revival time!
Seems asmoda.net is no longer in business. Are the pachy binaries, specifically the dcnn version, available anywhere else?


Yes, i've been working on the mingw build and it's looking very good.
dcnn is working and most of the performance issues with 11.00 are gone.

There will be a Pachi 12.00 release pretty soon, should probably create a new thread instead of posting here actually.

Beta releases can be downloaded from there.
(I'm posting the betas in my repo right now, the official releases will be available in Pachi's repo once 12.00 comes out)

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