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 Post subject: Re: Sabaki SGF editor
Post #141 Posted: Thu Aug 31, 2017 2:34 am 
Gosei

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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 #142 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 #143 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 #144 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 #145 Posted: Tue Nov 06, 2018 9:23 pm 
Gosei
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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 #146 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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 Post subject: Re: Sabaki SGF editor
Post #147 Posted: Fri Feb 22, 2019 1:50 pm 
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Maybe this was mentioned earlier in the thread, but is there a way to move an incorrectly placed move without having to go back and cut the tree and replay the mistaken move?

Some SGF editors allow you to drag a stone to a new position to correct a recording mistake, but I can't find that feature in this app.


This post by DoubleSente was liked by 2 people: Bill Spight, BlindGroup
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 Post subject: Re: Sabaki SGF editor
Post #148 Posted: Sat Nov 16, 2019 9:01 pm 
Honinbo

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Well, I thought I would give Sabaki a try. I downloaded sabaki-v0.43.3-mac-x64.7z and double clicked it. All I got was an error message saying that no app was set up for it. I supposed that it is a compressed file. Now wut?

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 Post subject: Re: Sabaki SGF editor
Post #149 Posted: Sun Nov 17, 2019 1:53 am 
Honinbo

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Marcel Grünauer wrote:
You need to unpack the .7z file first; it's compressed like .zip or .tar.gz. I don't know why the author chose this uncommon compression format.

See https://apple.stackexchange.com/questio ... s-terminal


Thanks, Marcel. That's what I thought. {shrug}

Quote:
I haven't used it, but Unarchiver seems to be an app that can handle various compression formats, including this one:

https://www.howtogeek.com/226729/how-to ... s-on-os-x/


Great! Thanks again. :)

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 Post subject: Re: Sabaki SGF editor
Post #150 Posted: Sun Nov 17, 2019 4:12 am 
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Marcel Grünauer wrote:
You need to unpack the .7z file first; it's compressed like .zip or .tar.gz. I don't know why the author chose this uncommon compression format.

For 50000+ japanese pro games: games.tgz (.tgz = .tar.gz) 26834107 bytes; games.7z 16440421 bytes.
Clearly 7zip is a stronger compressor.

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