Ratings & Comments
Is there a place where editors report their acivities, so that the other current and future editors knows what is being done?
I usually report my activities on relevant pages. There is no centralized place for this. If you want to, you could post what you're doing to your profile, since posting comments to profiles is now doable.
Is there a place where editors report their acivities, so that the other current and future editors knows what is being done?
I have strated moving Interactive Diagrams from comments into the article's page as main diagram. The first six of the list of playable Diagrams are already done. In this process I sometimes need to upload dedicated graphics for the page (for the static image in <noscript> tags). Not all pages seem to have a directory for that, probably because some did not have any graphics at all. In this case I create a directory for those in the /membergraphics/ directory, with a name starting with MS or ML (the latter for link files), plus the name of the variant (spaces squaeezed out).
I also made a few new alfaerie SVG pieces (thief, general, airplane, quickpawn), and added those to the alfaerieSVG page. I rendered those as 50x50 and 35x35 to put them on the respective alfaeriePNG pages, where I also added knightgeneral and camelrook renderings (which already existed as SVG, but not as PNG).
I see little reason for users to discuss privately with a specific editor. If there is an issue it would be better if all editors are aware of it, and can give their opinion. I read here just as often as I read my e-mail.
I added H. G. Muller as an editor and made a note about our inactive editors.
Dear H.G. Muller, can you be congratulated for joining the editorial circle? You have my congratulations.
May I ask if you want to continue to be rated as 'private' in an email contact? You are the only editor who has listed his email address as 'private' ( This member's email address is private).
It is certainly important for some users to be able to contact you directly. What do you mean?
https://pychess-pr-657.herokuapp.com/
Mansindam has been temporarily added to Pychess!
Here is the BadZone function's code:
function badzoneZone(x2, y2, piece, color, x1, y1, ex, ey) { if(touched) return 0; // not during ShowMoves() if(piece == 35 || piece == 65 || piece == 66) // Fire Demons and Heavenly Tetrarches { evic = (ex >= 0) ? board[ey][ex] & 511:-1; // intermediate square if(evic == 35 || evic == 65 || evic == 66) { // Problem area if((x1 == x2 && y1 == y2) || (ex == x2 && ey == y2)) return 0; // Allow direct capture or igui else return 1; // else reject } } return 0; } }
Eventually I hope to make it so that burning pieces cannot burn each other at all.
You can view a diagram with this function implemented here.
Well, I would like to see the BadZone code. But you can just post it as a comment as well.
I can make a revision with the BadZone code in it if you want.
Yes, (though this extends to burning pieces in general) and the BadZone code from the last version mostly worked (if you include "in addition to burning another piece"), but like I said earlier, the section testing the evic value (the intermedate square) caused parts of the Demon's area move to disappear when they were within one rank of each other, so I decided to just remove the restriction altogether so I didn't have to worry about it. I think I'll wait until the new function that combines BadZone, WeirdPromotion, etc. is finished.
The definition of the Knight move is not correct. On an undistorted board it would allow the Knight to also move like Wazir or Ferz. This could be fixed by also excluding moves that are reachable in a single step.
I missed that before, but you are correct. I can rewrite it like this:
The Knight can leap directly to any space that could be reached in two one-space moves except for those reachable by a Rook or Bishop. Since it's a one-space move from A4 to b4 or from H5 to g5, a Knight on A4 or H5 can leap further away than a Knight can normally leap.
@H. G. Muller, I actually found this variant to be quite interesting to play, especially since the only difference here is the two modified rows and two additional fields, which affect the playing process dramatically enough without much change from the initial chess properties.
I made an Alfaerie set for Chu Shogi that makes use of Jeremy Good's pieces. I reversed the colors, so that dark pieces are used for Black and white pieces are used for White.
It seems that the new move handler isn't updating the part of the diagram that shows which piece is selected.
Ah yes, it wasn't. I now fixed that too.
That was what I was thinking as well, and given that the rest of the code is fine, we are probably right. Unfortunately, simply getting rid of that clause won't really solve the issue. The Heavenly Tetrarch has a unique mechanic that causes it to jump over the first square it travels over, so the preset needs to take that into account. It might be possible to get rid of it with clever use of the cond statemenet though.
Edit: Turns out I was using the wrong variables to account for the distance of the first part of the move. The values of origin and dest were updated before the move was evaluated, so the distance would always be 1 and the move would thus get rejected. I fixed this by using ori and dst instead, which stay the same for all parts of the move.
So the problem is that the Tetrarch should not be able to capture another Tetrarch when it lands on a square next to it, but should be able to capture it when it was already standing next to it, without moving? In addition to capturing one other piece?
I see that your HT subroutine has a line where it refers to origin and dest instead of to #from and #to. That may be where your bug lies.
Thx, but about moving of previous version of Ox, it’s just historic note.
If you want to make historic notes about Horizons, the Horizon article would be the place to do it. Not the article about another Chess variant. People intersted in Horizons might never look here, people interested in Stone Garden Chess might not be interested in Horizons, let alone in its history.
Thanks, Greg!
How can I add evaluations for the maasai pawn pushes?
You can set the Forwardness Piece-Square-Table componenets. For the regular Pawn type, it is 7 midgame and 10 endgame. For user-defined pieces it's 0. So you can set PSTMidgameForwardness=7 and PSTEndgameForwardness=10 to make it consistent with the Pawn.
You can look at the PSTs in the piece properties. And you'll need to restart the program after making changes to an include file. They are parsed at startup.
Thx, but about moving of previous version of Ox, it’s just historic note.
I fixed most of the issues. Now the only problem that I can see is that the Heavenly Tetrarch's first burn is being rejected when it shouldn't be when the distance between the origin and destination of the first part of the move is at least 2. The problem is likely in the HT subroutine, since it controls the function definition for the second and third parts of the Tetrarch's move, but I could be wrong.
Here is the link for the preset's Edit form: Edit: Suzumu Shogi on the Chess Variants Game Courier
And here's the list of moves for which the error occured:
1. d 8k-8j 1... D 9f-9g 2. p 7l-7k 2... P 10e-10f 3. bg 6m-8k 3... BG 11d-9f 4. fd 7n-6k 4... FD 10c-11f 5. fd 6k-8i 5... FD 11f-9h; pass 6. fd 8i-5f; fd 5f-5e; fd 5e-4e 6... FD 9h-12k; FD 12k-12l; FD 12l-13l 7. fd 5f-7f; pass 7... FD 12k-10k; pass 8. fd 7f-7e; fd 7e-7f; fd 7f-8f 8... FD 10k-10l; FD 10l-10k; FD 10k-9k 9. bg 8k-15d; +bg-dest 9... BG 9f-2m; +BG-dest 10. dk 5n-5o 10... DK 12c-12b 11. cs 4o-14e; +cs-dest 11... CS 13b-3l; +CS-dest 12. +cs 14e-14d; +cs 14d-14e; +cs 14e-13d 12... +CS 3l-3m; +CS 3m-3l; +CS 3l-4m 13. +cs 14e-11b; +cs 11b-10a // <- ERROR: You may not move a +cs from 11b to 10a
This kind of thing is usually caused by a parsing error that is due to a simple syntax error. To find out what it could be, I added "list;" to the end of your Pre-Game code and clicked Run. At the end of the first listing, I got this:
907 remind "Enter third leg of move or press Pass;
gosub legalmoves2 KING 2;
continuemove;
elseif sub stalemated king:
endif;
;end;
So, it looks like your remind statement is missing a closing quotation mark. However, looking at your actual code, I don't see it missing.
I would recommend the general debugging technique of cutting or commenting out sections of code to determine which code is causing the problem. If you cut code, paste it back in before cutting more, so that you can later paste back in all that you cut out.
Sorry, but yellow X-es are captures!
OK, I fixed that now.
I flipped the Ox image in Horizons, because it looked too much like the Knight image in the way you had drawn it. I think piece images should be quite different even when looked at in low resolution. If I would flip the Ox here, it would become too similar to Index. Of course I could flip them both. But I don't think it is a problem that the Ox in Horizons and Stone Garden Chess look the same, although they move differently. They are also called the same, and this is actually more confusing than that the image is the same. People would not easily remember in which direction the Ox looked in another game, They might not even know the other game.
I guess I didn't make the link clear enough (Edit: Suzumu Shogi on the Chess Variants Game Courier). What I have should work. I don't see any typos in the code. But of course I'm probably overlooking something.
Edit: I found it. Turns out the remind messages in the Post-Game sections had typos in them.
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For some reason it is not possible to edit this article through the [edit content] link editors will see at the bottom of the page. That is, you get to the edit form, but when you press the 'Send' button nothing happens. I had no such problems with oter articles.