CocoMUD Planio: Issues
https://cocomud.plan.io/
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2022-04-23T09:59:44Z
CocoMUD Planio
Planio
CocoMUD client - Feature #163 (Open): Create a system of categories for aliases/macros/triggers
https://cocomud.plan.io/issues/163
2022-04-23T09:59:44Z
Vincent 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/triggers
https://cocomud.plan.io/issues/162
2022-04-23T09:55:49Z
Vincent 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 Spanish
https://cocomud.plan.io/issues/143
2018-12-06T09:07:15Z
Vincent 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 #137 (In Progress): additional map-creator
https://cocomud.plan.io/issues/137
2018-10-10T05:37:41Z
Moritz Wolfart
<p>This is only a little idea for an addon.<br />In many muds you can get in trouble by wildernes or very big maps.<br />The maps in muds are mostly based on asccii and reading them or interpretating them can be very tricky.<br />So, maybe some kind of map-recorder could be very very helpful.<br />For example you start the maprecorder and the programm start to recognice by collecting every place you visited by coordinates. You start at x0y0 and every room you travel after that x0y0 will be recorded in some kind of map-log you can access later or even use for a speedwalk.</p>
<p>Hope you understood my sometimes weird explanations.</p>
fr - Feature #129 (Open): erreur lors du changement d'option accessibilité au niveau du tts
https://cocomud.plan.io/issues/129
2017-12-15T22:03:27Z
hocine sahraoui
<p>je fais donc alte option onglet accessibilité je décoche les case de tout les tts et j'obtiens:</p>
<pre>
Traceback (most recent call last):
File "C:\Users\Vincent\src\cocomud\src\ui\dialogs\preferences.py", line 402, in OnOK
File "C:\Users\Vincent\src\cocomud\src\ui\dialogs\preferences.py", line 402, in OnOK
File "C:\python27\lib\bdb.py", line 49, in trace_dispatch
File "C:\python27\lib\bdb.py", line 68, in dispatch_line
BdbQuit
</pre>
CocoMUD client - Feature #115 (Open): General configuration (macros, aliases, triggers)
https://cocomud.plan.io/issues/115
2017-10-28T17:37:04Z
Moritz Wolfart
<p>Some configuration is just repeated in all games. Some common aliases, macros, triggers and even channels. The idea would to be define "general-level" configuration. An easy solution is to create a <code>settings/config.set</code> file, as Moritz suggested, with the general configuration. The feature is almost supported as is, but some modifications to the user interface are needed:</p>
<ul>
<li>For aliases, channels, macros and triggers, an additional list should be added to change its scope. General, world, or category. Although category-level configuration may not be available, it's good to think about this feature already.</li>
<li>Remember than changing the scope will mean changing the file in which these are saved, and perhaps the order.</li>
<li>World configuration has precedence over general configuration. One should be able to define a macro that overrides the general macro, for instance.</li>
<li>Remember to keep channels stored in worlds, to avoid conflict. It might be a good idea to separate them on the client itself.</li>
</ul>
CocoMUD client - Feature #104 (Open): Have an auto-building strategy set for Linux
https://cocomud.plan.io/issues/104
2017-08-01T08:43:27Z
Vincent Le Goff
<p>The updater currently supports only Windows. However, adding a Linux support shouldn't be too complicated. It would require building each version, just like under Windows, but it might provide the same level of accessibility. Furthermore, allowing CocoMUD to update on Linux shouldn't be a complicated task.</p>
CocoMUD client - Feature #103 (Open): Add the TTS in Linux
https://cocomud.plan.io/issues/103
2017-08-01T08:40:25Z
Vincent Le Goff
<p>The TTS in Windows is supported by UniverslSpeechAPI, which isn't offered on other platforms. On Linux, it would seem possible to reach the speech dispatcher and Braille display through third-party modules. That, however, still remains to be determined.</p>
CocoMUD client - Feature #101 (Open): Offer CocoMUD's accessibility on Linux
https://cocomud.plan.io/issues/101
2017-08-01T08:27:30Z
Vincent Le Goff
<p>For the time being, CocoMUD has been successfully built on Windows, but not on other platforms. Most Python resources that are used are multi-platform libraries. However, respecting accessibility on another platform will prove much more difficult. This issue encompasses both aspects.</p>
fr - Feature #82 (Open): Traduire la documentation sur les triggers
https://cocomud.plan.io/issues/82
2017-01-13T10:04:39Z
Vincent Le Goff
<p>La documentation en anglais sur les triggers se trouve <a class="wiki-page" href="https://cocomud.plan.io/projects/cocomud-client/wiki/Triggers">ici</a>.</p>
CocoMUD client - Feature #47 (Open): Add speed walking
https://cocomud.plan.io/issues/47
2016-11-05T21:54:47Z
Vincent Le Goff
<p>Some players have reported using speed walking often and needing it in their client. The presented syntax doesn't seem to make much sense for non-English MUDs, which should be considered. In fact, using command stacking (<a class="issue tracker-1 status-4 priority-6 priority-default closed" title="Feature: Create command stacking (Closed)" href="https://cocomud.plan.io/issues/32">#32</a>) with a delay between commands seems much more logical. One could link it to macros or aliases.</p>
<p>The syntax in MushCLIENT is:</p>
<p>- Begin the line by a <code>#</code> sign.<br />- Single-letter exits are written with no separator.<br />- A digit preceding a letter will repeat this letter several times.<br />- Exits with more than one letter should be surrounded by parenthesis.</p>
<p>Example: <code>#3nw(door)</code> means 3 times north, one time west, one times door.</p>
CocoMUD client - Feature #10 (Open): Support the NVDA screen reader
https://cocomud.plan.io/issues/10
2016-09-19T22:06:31Z
Vincent 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 #8 (Open): Translate CocoMUD client into different languages
https://cocomud.plan.io/issues/8
2016-09-18T21:50:10Z
Vincent 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 #6 (Open): An accessibility-oriented Graphical User Interface
https://cocomud.plan.io/issues/6
2016-09-18T21:38:26Z
Vincent 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 system
https://cocomud.plan.io/issues/5
2016-09-18T21:36:39Z
Vincent 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>