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 Post subject: Re: Sabaki SGF editor
Post #141 Posted: Tue Aug 22, 2017 7:44 am 
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yishn wrote:
I don't know what you mean by "program tab" and "tool bar", but I assume you mean the Windows task bar? It seems like Windows isn't redrawing the title bar for some reason. I notice you're using the 'classic' Windows theme, maybe it's related to that? In any case, this is most likely an Electron bug.


Sorry for mixing up the terms, but yes, that is what I meant. That said, thanks for looking into it.

One suggestion for a future feature: I would find it useful if there was a way to label nodes in the move tree so that the labels were visible as part of the tree. As a specific example (simple one), one could label a node "End Review" if one were reviewing a game and had to take a break for a while. That way, when returning you could just look at the game tree and click on the node with that label rather than trying to remember that you reviewed the game up to move number X. For more complex SGF's, it also might allow the game tree to serve as a type of table of contents. Just a thought.

Thanks again for all the work you have done putting this together!

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 Post subject: Re: Sabaki SGF editor
Post #142 Posted: Tue Aug 29, 2017 4:32 am 
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Thank you for Sabaki!

After building in Linux I have two folders with runnable Sabaki:

* /dist/linux-ia32-unpacked
* /dist/linux-unpacked

what is the difference?

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 Post subject: Re: Sabaki SGF editor
Post #143 Posted: Tue Aug 29, 2017 7:08 am 
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Drew wrote:
Thank you for Sabaki!

After building in Linux I have two folders with runnable Sabaki:

* /dist/linux-ia32-unpacked
* /dist/linux-unpacked

what is the difference?


The first one contains the 32-bit version, the second one the 64-bit version.


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 Post subject: Re: Sabaki SGF editor
Post #144 Posted: Thu Aug 31, 2017 2:34 am 
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After launching the windows.exe I also have a problem with the window title not updating when a new sgf file is loaded.
I have to trigger a repaint by alt tab or something like that.
Minor minor thing.

More annoying to me is the SGF tree being too low down the window. I have a lot of space which isn't used 25% or somthing like that?

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 Post subject: Re: Sabaki SGF editor
Post #145 Posted: Fri Sep 01, 2017 7:02 am 
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Javaness2 wrote:
After launching the windows.exe I also have a problem with the window title not updating when a new sgf file is loaded.
I have to trigger a repaint by alt tab or something like that.
Minor minor thing.


Out of curiosity, what Windows version are you using? And do you have the 'classic' theme applied by chance?

Javaness2 wrote:
More annoying to me is the SGF tree being too low down the window. I have a lot of space which isn't used 25% or somthing like that?


I'm not sure I understand what you're saying. The game tree is on the right-hand side of the board, right? Maybe you can upload a screenshot with unused space indicated?

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 Post subject: Re: Sabaki SGF editor
Post #146 Posted: Wed Dec 27, 2017 9:46 am 
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First off, I love the look of Sabaki. Just lovely!
Second, I've successfully attached LeelaZero for play, but getting Pachi to work baffles me. Pachi's GTP flag is -g, but it requires a gtp_port number. How do I find out which one Sabaki uses? Leela used "--gtp" and it just worked.

Any help would be welcome!

[EDIT: omitting the -g flag entirely generates a "connection error" in the gtp console of Sabaki]

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 Post subject: Re: Sabaki SGF editor
Post #147 Posted: Sun Dec 31, 2017 5:23 am 
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d7urban wrote:
First off, I love the look of Sabaki. Just lovely!
Second, I've successfully attached LeelaZero for play, but getting Pachi to work baffles me. Pachi's GTP flag is -g, but it requires a gtp_port number. How do I find out which one Sabaki uses? Leela used "--gtp" and it just worked.

Any help would be welcome!

[EDIT: omitting the -g flag entirely generates a "connection error" in the gtp console of Sabaki]


Thank you! That's weird, Pachi works fine here without any command line arguments. Can you post your engine settings? A screenshot would suffice.

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 Post subject: Re: Sabaki SGF editor
Post #148 Posted: Tue Nov 06, 2018 9:23 pm 
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I recently updated my Sabaki to the new version 0.41 and the update deleted my "engines" folder with all the engines I had set up to use with Sabaki. Now I have to set up my engines all over again :(

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 Post subject: Re: Sabaki SGF editor
Post #149 Posted: Wed Nov 07, 2018 10:18 am 
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tchan001 wrote:
I recently updated my Sabaki to the new version 0.41 and the update deleted my "engines" folder with all the engines I had set up to use with Sabaki. Now I have to set up my engines all over again :(
Export engines would be a nice feature indeed!

When I switched to 0.40, I lost the ability to use LeelaSabaki (https://github.com/SabakiHQ/LeelaSabaki). So I switched back to 0.35 in order to have variation tree.

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