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> fr - Bug #159 (Open): erreur quand on ouvre une boîte de dialogue et qu'on fais entrer puis echap...https://cocomud.plan.io/issues/1592020-06-02T14:45:42Zhocine sahraoui
<p>f aire alte puis fleche droite et descendre jusqua macro faire entrer puis echape en meme temps.</p>
<pre>
wx._core.wxAssertionError: C++ assertion "m_menuDepth > 0" failed at ..\..\src\msw\toplevel.cpp(1545) in wxTopLevelWindowMSW::DoSendMenuOpenCloseEvent(): No open menus?
The above exception was the direct cause of the following exception:
SystemError: <class 'wx._core.CommandEvent'> returned a result with an error set
</pre> CocoMUD client - Feature #137 (In Progress): additional map-creatorhttps://cocomud.plan.io/issues/1372018-10-10T05:37:41ZMoritz 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 - Bug #122 (Open): erreurs que je comprend pas.https://cocomud.plan.io/issues/1222017-11-12T21:17:29ZYohann Poulain
<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>
<p>4. Cliquez sur le bouton "créer".</p>
<p>En vous remerciant pour avoir pris le temps de reporter ce bug,</p> CocoMUD client - Feature #115 (Open): General configuration (macros, aliases, triggers)https://cocomud.plan.io/issues/1152017-10-28T17:37:04ZMoritz 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 #113 (Open): Joypad for macroshttps://cocomud.plan.io/issues/1132017-10-25T07:12:38ZMoritz Wolfart
<p>Hey hey!<br />I realy would love the feature to use a joypad for macros.<br />Is this possible?</p> CocoMUD client - Feature #104 (Open): Have an auto-building strategy set for Linuxhttps://cocomud.plan.io/issues/1042017-08-01T08:43:27ZVincent 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 Linuxhttps://cocomud.plan.io/issues/1032017-08-01T08:40:25ZVincent 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 #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 #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 #47 (Open): Add speed walkinghttps://cocomud.plan.io/issues/472016-11-05T21:54:47ZVincent 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 #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 #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>