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 Post subject: gGo (IGS) Development Thread
Post #1 Posted: Wed Apr 28, 2010 10:37 am 
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This thread will be used for anouncements, links to alpha releases, bug reports and feature requests for the gGo IGS/Pandanet client.

EDIT: Discussion moved to this thread


Last edited by ahamay on Sun Nov 07, 2010 4:10 am, edited 1 time in total.
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 Post subject: Re: gGo (IGS) Development Thread
Post #2 Posted: Wed Apr 28, 2010 10:41 am 
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Current development snapshot of gGo has been published here (the URL will change in the future).

Note that this is an unstable version, so USE AT YOUR OWN RISK!

The link just points to a plain runnable jar-file without any installers, signatures etc. - they will come back with the official release. You can probably run it just by double clicking, otherwise try "java -jar gGo-1.1-SNAPSHOT.jar". If you're a mac user, you may instead want to start it with this script, which moves the menu to the top of the screen like in any other mac application.

What's new?
  • Automatch (Control -> Find Opponent)
  • Fullscreen (a bit premature, but should work for now)
  • No more theme selection (most were ugly anyways) - instead just one that should look okay

Please try it out and tell me what you think! (Here or by mail to bsteuber@gmail.com)

Cheers, Benjamin


Last edited by ahamay on Fri Jun 11, 2010 2:12 am, edited 1 time in total.

This post by ahamay was liked by: apetresc
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 Post subject: Re: gGo (IGS) Development Thread
Post #3 Posted: Wed Apr 28, 2010 5:13 pm 
Honinbo
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- Nice that someone is going to update gGo again!
- Very nice to see the same beautiful slate & shell stones. :)
- Nice that the "current move" marker is now back, thick and anti-aliased
(the one in gIGo is thin, flimsy, and pixely-jagged)

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 Post subject: Re: gGo (IGS) Development Thread
Post #4 Posted: Wed Apr 28, 2010 11:02 pm 
Honinbo
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Hi Benjamin,

I try to use the gIGo Playermanager and got an error:

Preferences > Advanced > Player database: [x] Use gIGo Playermanager

Got this error window:

Application error

A critical error occured!
The following message has been copied to your clipboard.
Please consider sending a bug report to bsteuber@gmail.com

Traceback (innermost last):
File "/Users/ben/pandanet/gGo/playerdb/src/main/jython/JPlayerDB.py", line 0, in main
ImportError: no module named string

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 Post subject: Re: gGo (IGS) Development Thread
Post #5 Posted: Thu Apr 29, 2010 10:50 am 
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The other improvement after Ed mentioned his playermanager issue I thought of is to use the server side 'friend' listings. That way no matter which client you use, you get your friend listing.

It works on Panda Egg pretty well.

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 Post subject: Re: gGo (IGS) Development Thread
Post #6 Posted: Thu Apr 29, 2010 4:53 pm 
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Hi Benjamin,

I miss F10 for the Toolbar and F12 for Fullscreen in gIGo. :)

Here is a partial comparison of the View menus (for online games):
Code:
gIGo                                 gGo
---------------------------------------------------------------------------
Show coordinates  Alt-C              Show coordinates              Ctrl+F6
Sidebar           F9                 Show sidebar                  F9
Swap sidebar      Ctrl-F9            (None)
Toolbar           F10                Show toolbar                 (no hotkey)
Statusbar         F11                Show statusbar               (no hotkey)
Fullscreen        F12                (None)
(None)                               Show slider                   Ctrl+F8
(None)                               Show horizontal comment       Shift+F10

Perhaps this is a good time to put some thought into
the design and arrangements of the hotkeys. :)

I like gIGo's F10 (Toolbar) and F12 (Fullscreen) very much
because I can quickly get the maximum board view.

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 Post subject: Re: gGo (IGS) Development Thread
Post #7 Posted: Wed May 05, 2010 2:50 pm 
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To be perfectly honest, I actually would like a new theme in gGo. Although far better than KGS serves us, it does look a bit dated. The stones looks a bit blurry and a way too "flat", imho.

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 Post subject: Re: gGo (IGS) Development Thread
Post #8 Posted: Sun May 09, 2010 7:28 pm 
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Hi,

Let me first say I'm so thrilled to hear someone is thinking about developing ggo again. glGo is barely even functional on new installations of linux (due to being linked with an old version of some libraries I had to make symlinks just to get it running - poorly - on Ubuntu 10.04 for instance). If you can revive ggo I think there would be a lot of people who would be interested.

Is the board graphic in glGo public available, or did that become 'closed source' with the rest of glGo? If you look at both images at 100% zoom, the ggo board shows some clear pixelization and other unpleasant artifacts when stretched for fullscreen play at high resolution. I don't know if this is because the board image is different or just how it's used, but it definitely doesn't look as nice. (Sorry for the big files getting included inline here, I'm not quite sure how to get around that)

Also, it appears that ggo doesn't remember window sizes, which is a bit irksome. Another small side note: is there a minimum background thickness which prevents the board from filling out the window entirely?

Thanks so much for helping revive this project.

- Az


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 Post subject: Re: gGo (IGS) Development Thread
Post #9 Posted: Sun May 09, 2010 11:14 pm 
Honinbo
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azazil wrote:
the gGo board shows some clear pixelization and other unpleasant artifacts
Hi Az,
Actually, I see the opposite: all the shell & slate stones and board for both your screenshots
look very nice, and gGo's current-move circle and star points are anti-aliased (nice!),
but gIGo's current-move circle and star points are pixelated and jaggedly.

Which pixelization and unpleasant artifacts are you seeing in gGo?
Could you crop a small section of the screen (200x200 or less) to show/highlight
the differences between gGo's and gIGo's graphics?

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 Post subject: Re: gGo (IGS) Development Thread
Post #10 Posted: Mon May 10, 2010 11:13 am 
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I agree that that the antialiasing in gGo is substantially nicer than in glGo. I was thinking of the pixelation of the board itself. This is 200% of life size for a fullscreen board at 1920x1600. It seems like a fussy thing, but when you spend as much of your time staring at the board... errr... working on your thesis ;) as I do, the pixelation gets old after a while.

Arguably the larger lettering on the glGo board is nice too, though that might be a bit more subjective.

- Az


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 Post subject: Re: gGo (IGS) Development Thread
Post #11 Posted: Mon May 10, 2010 6:25 pm 
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I'm supposed to email you with this message when I try to log onto IGS.

import error: no module named string

Is it possibly named String ?

EDIT: Ah, I saw EdLee's post above - I still have that setting in my preferences from an older version. It's working fine after changing that.

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 Post subject: Re: gGo (IGS) Development Thread
Post #12 Posted: Thu May 13, 2010 11:41 pm 
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New bug report:

I remember this from the old gGo also, I think it was one of the reasons I switched to glGo early in it's development.

You can't see the number of captures, nor your/opponents' rank, if the name is too large. Maximizing the window only expands the amount of wasted space on either side of the board, as the amount of space given to the sidebar is apparently fixed at a certain number of pixels regardless of window or font size.

EDIT: although oddly enough, my window layout looks very different from the one in the screenshot above. Is there a configuration option that I can't find?

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 Post subject: Re: gGo (IGS) Development Thread
Post #13 Posted: Fri May 14, 2010 8:30 am 
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Have you tried dragging the border of the text window to resize it? I think that the default behavior when resizing windows is incorrect, but it sounds like need to move the slider between the comments and the board.

- Az

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 Post subject: Re: gGo (IGS) Development Thread
Post #14 Posted: Fri May 14, 2010 8:43 am 
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It doesn't have a resize handle - what am I supposed to grab? That's what my bug report (really "feature request") is asking for. :)

EDIT: this is with the 2.0-alpha snapshot linked to above; should I be grabbing a new copy from Git/Hg/CVS/SVN/whatever instead?

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 Post subject: Re: gGo (IGS) Development Thread
Post #15 Posted: Fri May 14, 2010 8:47 am 
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New bug report:

When viewing a UGF file (...yes, I'm still working on UGF support for Quarry... slowly...) turning off "Numerate Moves" only turns them off for the current position in the tree. When you go to the next move, the numbers are back, but the option is still unchecked.

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 Post subject: Re: gGo (IGS) Development Thread
Post #16 Posted: Sun May 16, 2010 3:40 pm 
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New bug report:

In the event of resignation (at least) the result is not recorded properly in the SGF record for a game played online.

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 Post subject: Re: gGo (IGS) Development Thread
Post #17 Posted: Mon May 17, 2010 1:05 am 
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ethanb wrote:
You can't see the number of captures, nor your/opponents' rank, if the name is too large.
my window layout looks very different from the one in the screenshot above.
ethanb, if a player's name is too long, his rank is "pushed off" (see screenshot),
but how do you get the bug with "the number of captures"?
Could you post a screenshot with the "captures" bug and your window layout?
ethanb wrote:
Is there a configuration option that I can't find?
Did you try View -> Show horizontal comment ?


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 Post subject: Re: gGo (IGS) Development Thread
Post #18 Posted: Mon May 17, 2010 10:57 am 
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I can't read the number of captures, can't resize the comment portion of the window, and can't choose "Show horizontal comment." That option appears to be always disabled - I've tried with a few different SGF files.

Attachment:
ggo_screenshot.jpg
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This is a maximized window on a 1600x1200 desktop.

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 Post subject: Re: gGo (IGS) Development Thread
Post #19 Posted: Mon May 17, 2010 2:53 pm 
Honinbo
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ethanb, thanks for the screenshot (for Benjamin, really :)).
Yea, they did not check the Names, Ranks, and Captures under all different GUI's.
And Az's and your screenshots also show another bug:
Beneath Black's Captures, the bottom of the "box" is broken/missing --
maybe that's the position for the komi and handi stones?
ethanb wrote:
Is there a configuration option that I can't find?
Try Preferences > [ ] Integrated textarea
When "[x] Integrated textarea" is enabled, "Show horizontal comment" is dimmed for me (see screensots).
Also, you can try smaller fonts to see if it helps display the ranks and captures.
But these are definitely bugs -- bad UI designs from the start.


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 Post subject: Re: gGo (IGS) Development Thread
Post #20 Posted: Sun May 23, 2010 6:29 am 
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Even though I can resize the comment section now, the name/captures spaces are still a fixed number of pixels. Also the font size settings are completely ignored.

But oh well - like I said, this bug has been in there a LONG time. I think I stopped using gGo in 2004 because of it. Maybe 2003. Basically as soon as the first version of glGo that didn't crash as soon as it opened was released. :)

Thanks for the help!

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