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enocs
Newbie


Joined: 03 Dec 2006
Posts: 2

PostPosted: Sun Dec 03, 2006 11:59 pm   

[1.18] Multiple Windows Fail to receive : commands
 
I play on a MUD where it's common for people to multi-play characters, and after researching the best method to multi-play characters with CMUD, I've gone with the multiple windows for 1 session approach.

However, it seems that one the staples of ZMud was the ability to use the focus character : (colon) to send a command to both windows if there no prefaced character.

For example, if I have two windows Foo and Bar, if I sent the command :stand, the characters in Foo and Bar would stand. Otherwise, I'd have to use the F: stand, or B: stand in order to get the specified character to stand. In ALL the betas of CMud that I've play tested : <command> fails to send the command to all the active windows, and only sends it to the current window.

As Zugg has already sent out the notification about the impending CMUD public release, I'd like to see this possible bug addressed ahead of time. I'm aware that is possibly a 'low' priority item, but in terms of making the adjustment easier for existing ZMud users, it'd be helpful.

Thanks, and please keep of the good work. It's certainly appreciated.
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Fang Xianfu
GURU


Joined: 26 Jan 2004
Posts: 5155
Location: United Kingdom

PostPosted: Mon Dec 04, 2006 12:42 am   
 
Confirmed not to be working. How annoying :(
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Seth_Aetolia
Newbie


Joined: 03 Dec 2006
Posts: 5
Location: Townsville, Australia

PostPosted: Mon Dec 04, 2006 12:43 am   
 
Try #all <command>
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Fang Xianfu
GURU


Joined: 26 Jan 2004
Posts: 5155
Location: United Kingdom

PostPosted: Mon Dec 04, 2006 1:15 am   
 
Thanks Seth. You could always create an alias

#alias sa {#all {%params}}

or something until it's fixed
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Rainchild
Wizard


Joined: 10 Oct 2000
Posts: 1551
Location: Australia

PostPosted: Mon Dec 04, 2006 2:56 am   
 
It might be the "smart" command line stuff. I know that there were some complaints from people where : was used for emotes on a MUSH and god commands on a MUD so it might be that the ":" is being treated like the emote rather than the focus character?

I know Zugg wanted to get away from the whole customizing of special characters (especially the line separators) because it makes compatibility a nightmare, but for some things I think it's important just to have those explicit "on" or "off" things, like I will never use the focus character ever in all my days of MUD/MUSHing, but I will use it for MUD/MUSH commands, so for me it would be always best to just turn off the ":" but for you it sounds like you would want it always on. It's probably too soon to the first release to expect a radio button that has the options "off, on, smart" for certain special characters.
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enocs
Newbie


Joined: 03 Dec 2006
Posts: 2

PostPosted: Mon Dec 04, 2006 3:43 am   
 
Rainchild wrote:
I know Zugg wanted to get away from the whole customizing of special characters (especially the line separators) because it makes compatibility a nightmare, but for some things I think it's important just to have those explicit "on" or "off" things, like I will never use the focus character ever in all my days of MUD/MUSHing, but I will use it for MUD/MUSH commands, so for me it would be always best to just turn off the ":" but for you it sounds like you would want it always on. It's probably too soon to the first release to expect a radio button that has the options "off, on, smart" for certain special characters.


I read the description regarding the importance of customizing of special characters when it originally came up. And I understand that it's probably too soon to have radio button added, although I think the simpler solution would simply to have an option to define the MU* type (almost a meta-package/module). As long as the special characters are constant within a version type it'll give the user the greater flexibility as to what style they prefer and limit the number of headaches for Zugg regarding compatibility issues, although in this case he'll have to maintain several "cases" which I think he'd rather avoid.

In addition to the MUD I mentioned above (Diku/Circle - based), I have also played on several MUSE/MUSH styles as well. Typically, I just disable the parser icon at the bottom of the status, as I don't really need a whole lot of defined triggers/aliases for RP style game--but that's just me.

You are right that it's probably too late to any either the radio approach, the "meta-package", or any other major solution that Zugg comes up with. But since he was approaching an RC and I personally found it be a playability issue at the time (I wasn't aware of the #all command), and based on my experience in supporting products--I thought it was an issue that would be raised by people who might try CMUD once he officially releases it, I thought it would be better to raise the point now.

YMMV.

And Seth, thank-you for pointing out the #all command. I'll probably have to take Fang's suggestion and create an alias in the meantime.
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Fang Xianfu
GURU


Joined: 26 Jan 2004
Posts: 5155
Location: United Kingdom

PostPosted: Mon Dec 04, 2006 10:02 am   
 
You know there is still a tab under Scripting called Special Characters where you can disable special characters. It just doesn't work.
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