CocoMUD Planio: Issueshttps://cocomud.plan.io/https://cocomud.plan.io/favicon.ico2022-04-23T09:59:44ZCocoMUD Planio
Planio CocoMUD client - Feature #163 (Open): Create a system of categories for aliases/macros/triggershttps://cocomud.plan.io/issues/1632022-04-23T09:59:44ZVincent Le Goff
<p>Some of the configuration would be specific to a category, or a set of categories. These aliases, macros and triggers will only be active if the current category is active. This way, one could have a different set of aliases, macros and triggers in different playing situation (while fighting, while exploring, and so on).</p> CocoMUD client - Feature #162 (Open): Allow to have disabled aliases/macros/triggershttps://cocomud.plan.io/issues/1622022-04-23T09:55:49ZVincent Le Goff
<p>When CocoMUD connects to a world, the world configuration is loaded. The aliases, macros and triggers are added. All of them are active.</p>
<p>It would be useful to disable some of them, at least in Python, to make sure they're not used but still saved. This will come to be extremely handy when the system of categories is adopted.</p> CocoMUD client - Feature #143 (Open): Translate CocoMUD in Spanishhttps://cocomud.plan.io/issues/1432018-12-06T09:07:15ZVincent Le Goff
<p>There was a great job done in CocoMUD's code to port the translation to Spanish. There remains a couple of entries that are still in English, due to the fact that no Spanish project existed on CocoMUD. This is now fixed, so I suggest a task with no time constraint.</p>
<p>We now have a Spanish project in CocoMUD, <a class="project" href="https://cocomud.plan.io/projects/es">es</a> . For the CocoMUD's projects, the English version is on the <a class="project" href="https://cocomud.plan.io/projects/cocomud-client">CocoMUD client</a> (the main project), sub-projects are for other languages (like <a class="project" href="https://cocomud.plan.io/projects/fr">fr</a>). It is not possible to alter the language of a project on Redmine while maintaining the language of separate projects, although users can select a default language to see Redmine in a more friendly way. With a full Spanish project, there are two things that could be done:</p>
<ol>
<li>Update the few entries that remain in English, in the <code>translations/es</code> catalog. See for instance "translations/es/ui/dialog/bug.yml" where the message and URL could be updated (for the URL you will need to specify the project ID of <a class="project" href="https://cocomud.plan.io/projects/es">es</a> , you might try various numbers and see if the project is selected when you open the URL).</li>
<li>The next task is more complicated: the wiki pages on <a class="project" href="https://cocomud.plan.io/projects/es">es</a> should be translated as well. Now, that's a lot of work, and I advise you to not do it at all, working extensively on translation isn't the most fun and the documentation isn't that light. The <a class="wiki-page" href="https://cocomud.plan.io/projects/es/wiki/Builds">Builds</a> page in particular is extremely long as it lists all builds of CocoMUD and new features. You do not need to translate it, we could leave the previous versions in English and only add Spanish for the new releases. To be discussed.</li>
</ol> CocoMUD client - Feature #97 (In Progress): Add tests on the client's featurehttps://cocomud.plan.io/issues/972017-05-19T18:11:12ZVincent Le Goff
<p>So far, tests are only performed on the SharpScript engine, which is important but not sufficient. A lot of tests could be performed without the user interface being active. Some mocking would be required. These features should remain stable no matter the modification, and unittests are an excellent tool to ensure compatibility. It would be worth spending time puzzling over the mocking of the user interface as well, to ensure the main features remain always accessible no matter what.</p> CocoMUD client - Feature #88 (Open): Place shortcut on menu itemshttps://cocomud.plan.io/issues/882017-01-17T19:40:00ZVincent Le Goff
<p>It would be more than useful to create user-defined shortcuts for some dialog boxes, like <code>Ctrl + T</code> to open the trigger dialog box. The user could change this shortcut.</p> CocoMUD client - Feature #83 (Open): Remove accents from input when possiblehttps://cocomud.plan.io/issues/832017-01-16T22:55:17ZVincent Le Goff
<p>One interesting feature would be to remove accentuation from input before sending the command to the sever. It might be useful, for some MUDs where accentuation would be expected to the language, but isn't handled by the networking system. <code>unidecode</code> can do the trick.</p> CocoMUD client - Feature #49 (Open): Add a feature to search through the commands/contenthttps://cocomud.plan.io/issues/492016-11-05T22:01:10ZVincent Le Goff
<p>It's sometimes useful to search into the text or the commands. A menu should be added, perhaps in the game menu itself.</p> CocoMUD client - Feature #38 (Open): Hide the input when typing a passwordhttps://cocomud.plan.io/issues/382016-10-26T03:41:34ZVincent Le Goff
<p>When typing a password, the input should be hidden, either replacing the input by stars (*) or something else.</p>
<p>This update should be brought into AccessClient itself.</p> CocoMUD client - Feature #37 (Open): Add an automatic spell checker in the clienthttps://cocomud.plan.io/issues/372016-10-26T00:21:23ZVincent Le Goff
<p>It would be great (although not really imperative) if the client could detect spelling mistakes in various languages. and handle them much as other software do (like Microsoft Word, Mozilla Firefox and so on).</p> CocoMUD client - Feature #10 (Open): Support the NVDA screen readerhttps://cocomud.plan.io/issues/102016-09-19T22:06:31ZVincent Le Goff
<p><a class="project" href="https://cocomud.plan.io/projects/cocomud-client">CocoMUD client</a> has to work with the <a href="www.nvaccess.org/">NonVisual Desktop Access</a> screen reader, including its different navigation modes.</p> CocoMUD client - Feature #9 (Open): An easy yet powerful setting system for customizationhttps://cocomud.plan.io/issues/92016-09-18T21:53:00ZVincent Le Goff
<p>CocoMUD is intended for every user, with or without programming skills. The client should be easy to set up and allow to achieve already powerful task while only using the interface and a simple scripting system. For those willing to go beyond, however, CocoMUD will also provide an interface for developers who would be able to produce more complex scripts.</p>
<p>The setting model can be represented in three different layers:</p>
<ul>
<li>The upper layer contains every modification that could be done through the interface. These modifications should be simple, but allow interesting extensions nevertheless. Macros, aliases, triggers and more could be configured in the interface. More complex scripting could be achieved as well, but the aim is to allow every user with a setting they could modify without having to create and manage scripts.</li>
<li>The next layer contains a light-syntax scripting language that is used to perform more complex actions very easily. The syntax <code>#macro F1 north</code>, for instance, might associate the F1 shortcut with the <strong>north</strong> command. A list of possible actions will be presented with the users and clearly documented (if possible, in different languages).</li>
<li>The third layers contains bare scripting in Python language, that will allow features that are not supported through the basic scripting provided at the upper layer. Once more, clear documentation will be provided to users willing to extend their setting through Python code.</li>
</ul> CocoMUD client - Feature #8 (Open): Translate CocoMUD client into different languageshttps://cocomud.plan.io/issues/82016-09-18T21:50:10ZVincent Le Goff
<p>CocoMUD will be primarily developed in English, but translating the client into other languages remains a major concern. Volunteer work will be necessary to achieve effective translation in the future. The tools to effectively translate will be provided and documented, to simplify the process for translators without skills in programming.</p> CocoMUD client - Feature #7 (Open): Provide a portable and accessible MUD clienthttps://cocomud.plan.io/issues/72016-09-18T21:47:53ZVincent Le Goff
<p>Whether using <a href="www.nvaccess.org/">NVDA</a> or <a href="www.freedomscientific.com/Products/Blindness/JAWS">Jaws</a> on <a href="https://www.microsoft.com/en-us/windows/" class="external">Microsoft Windows</a>, <a href="https://help.gnome.org/users/orca/stable/" class="external">Orca</a> on Linux or <a href="http://www.apple.com/accessibility/osx/voiceover/" class="external">VoiceOver</a> on Mac OS, supporting accessibility would be more than useful. Accessible MUD clients already exist on Windows, as it is, but they tend to be more scarce, if not absent, from Linux or Mac. Although CocoMUD client will attempt to be accessible on Windows at first, it would be very interesting to have the same level of accessibility on other platforms, perhaps even iOS and <a href="https://www.android.com/" class="external">Android</a>.</p> CocoMUD client - Feature #6 (Open): An accessibility-oriented Graphical User Interfacehttps://cocomud.plan.io/issues/62016-09-18T21:38:26ZVincent Le Goff
<p>While a nice-looking interface is important, the major focus of this interface should be on accessibility. Accessing the history through diverse methods, depending on the screen reader being used, easily accessing the command prompt and command history, configuring the entire application, all are important facets of CocoMUD.</p> CocoMUD client - Feature #5 (Open): A steady networking systemhttps://cocomud.plan.io/issues/52016-09-18T21:36:39ZVincent Le Goff
<p>The networking layer is one of the most important in a MUD client. Designing a networking system that is able to connect to different servers, handle errors, manage telnet options and additional protocols should be the central focus of a client.</p>
<p>This feature is quite independent of the GUI. It should operate in console or with any other GUI toolkit.</p>