Like clockwork, a new Mudlet release is here with a ton of improvements across the board.
A feature that'll come in quite handy where MUDs allow you to play multiple characters at once - you can now have one profile talk to other profiles in your code. A new function raiseGlobalEvent() allows you to raise events from one profile that will be received in all other open profiles.
Mudlet now gained an option to display runtime Lua errors in the main display, previously available in the Errors view only:
This would be an option familiar to MUSHclient users. To enable it, enable "Echo Lua errors to main console" in the "Main display" preferences.
If you defined your function that you used elsewhere in a trigger/alias/etc, and it had an error, you'd be met with a rather unintuitive error message like this:
This has been fixed now, and the error message will include the original script where the error comes from:
Much better.
A new option "Add timestamps at the beginning of log lines" allows you to log with timestamps:
Additionally, timestamps will also be copied if you have the timestamps view enabled in your main window and use copy or copy to HTML.
You can now ctrl+click on a line to select it entirely.
Ctrl+S (Cmd+S on macOS) has now been enabled as a shortcut in the trigger editor - so you don't have to hit that 'Save Item' button every time.
Similarly, Ctrl+Shift+S will now save your entire profile to disk.
Key folders have now gotten their own colour in the trigger editor: pink.
The mapper now has anti-aliasing, better room, and exit sizes by default so new maps look a lot more like what they should:
Having been thoroughly tested on many MUDs, GMCP is now enabled by default on new profiles - if your game supports it, Mudlet will enable and make use of it.
You can now raise a label or a miniconsole above all others with raiseWindow(), or lower it below all others with lowerWindow(). This can come in pretty handy when creating your Mudlet GUIs. Remember that the default Z-order of elements is the order they are created in, with newer labels/miniconsoles coming on top.
getMousePosition() has been added, allowing you to know the mouse position (within Mudlet only) - this'll help enable make dragging UI elements much easier.
Try it out for yourself on Mudlet 3.1.0.
These are two very useful events for script makers: sysInstall allows you to do post-install actions and sysUninstall allows you to do pre-uninstall actions.
Useful applications of this include showing a help or a welcome menu as soon as your package is installed or removing your UI and resetting the borders back to default for your GUI package.
In addition to this, more fine-grained events are also available: sysInstallPackage, sysInstallModule, sysSyncInstallModule, sysLuaInstallModule, sysUninstallPackage, sysUninstallModule, sysSyncUninstallModule, and sysLuaUninstallModule.
You can now tell when a particular sound has finished playing with the sysSoundFinished event. In addition to this, the limit on playing maximum 4 sounds simultaneously has been removed.
We've been modernising Mudlet heavily. The Linux continuous integration environment has been updated to Ubuntu 14.04 LTS and we've introduced automated macOS installer creation - this means anyone contributing to Mudlet can get a macOS Mudlet install for done for them automatically! This makes it much easier to code up a feature, submit it for inclusion to Mudlet, and get test versions of it in return for letting your friends test it.
Communi, the IRC library included with Mudlet, has also been upgraded to the latest 3.5.0 release.
We've put a lot of work into modernising Mudlets C++ codebase: the project is now using C++11, Qt 5.6, and clang-format automated code styling. This enables Mudlet to make use of really nice C++11 features like the auto keyword (letting the compiler deduce the type), ranged-based for statements (far more readable than iterators), and lambda functions (using a function inline - especially nice for small Qt slots). All of the code has been upgraded to use auto and range-based foralready, and most of it has been through the automated code styling - so if you're curious about playing with Mudlets code using modern C++, have a look!
We've started on automated testing of Mudlet by robots - they'll help raise the alarms should we break anything by accident. Teaching the robots doesn't require any programming experience, so if you're interested in helping us out, join us on Discord.
We've now moved issue tracking to Github and setup a PR-based workflow. In addition to this, mudlet-lua - the Lua counterpart to C++ in Mudlet - has been merged back with the main repository. All of these changes reduce the overhead of developing Mudlet and make it a more pleasant experience.
A list of all the things changed in Mudlet 3.1.0 since 3.0.1, sans API changes which are detailed down below.
Big thanks to Ahmed Charles, Florian Scheel, Ian Adkins, Jor'Mox, Kae, Nyyrazzilyss, Pavol Gono, Stephen Lyons, and Vadim Peretokin who collectively put in 980 commits to Mudlet's foundations. Shoutout to all the helpers in our Discord channels and and everyone who's helped improve our wiki!
Comments
I generally prefer the mudlet commands to the in-game pathfinding because it allows me to watch the map when I am moving. However, ever since I updated, I have noticed a dramatic dip in the quality of mudlet pathfinding.
This has manifested in 2 ways -
slowwalk: I used to have it on slowwalk off which would work fast enough not to create problems with movement command stacking while still being persistent enough to continue moving when I am off balance bashing. Since I updated, movement directions are spammed several times before the commands go through, resulting in a LOT of backtracking and recalcuating paths to the point that I have slowwalk off/on toggled in my 'goto' alias and 'bash' alias respectively.
walk speed: literally so slow, regardless of slowwalk's toggle. I have 2 types of celerity and mount movement bonus and mudlet mapper does not seem to care at all. Either with or without slowwalk, it will attempt to move me at a speed that is appropriate for somebody with no movement bonus. And I understand that mudlet mapper is not going to move as fast as pathfinding, for obvious processing reasons, but it has taken a dramatic dip from what was normal prior to updating. This is especially strange because it will occasionally move at the 'usual' speed, but I have not been able to figure out a thing that would cause it to lag or work any more effectively.
I have tested with a raw profile and seen no improvement on the walk speed.
I updated to the most recent mudlet mapper.
I deleted the map folder entirely from the profile.
I uninstalled and reinstalled mudlet entirely.
I deleted and reinstalled the game map.
I saw no evidence that ping or lag is an issue ie testing with/without hard wired connection. This has been persistent daily, so I do not think it is my connection.
Edit: I also fished around in the settings and tinkered with the timer/counter thing in the scripts that adjusts for network latency but I noticed no change.
I d k. I'd appreciate any word on this. Obviously I've found a workaround for the biggest problem I have, but I'll be bummed out if I have to switch back to in-game pathfinding.
ty
return isPrompt()
with the type in the drop-down menu set to lua function, then drop
deleteLine()
cecho("\n")
into the script. You can also make the prompt say whatever you want by adding it after the cecho.
[edit: doubling it up worked, though]
Trigger#1:
Trigger#2:
Also, following somebody in a large group makes mudlet stutter ridiculously. I'm pretty sure that is partly my own system's fault, but I am bringing it up anyway.
If your S: number bottom right is high, it would mean some trigger is inefficient, yep.
I'm still enabling it as expected using:
But my existing code is not doing anything, and I don't see the events anymore with debug active. The IRE.Rifts module works just fine, so it's purely the Comm.Channel one.
Like a daydream.. or a fever
Like a daydream.. or a fever
The code is running, because it shows up in gmod.PrintModules().
Edit: The code tags on this forum make that look weirder than it should be.
Like a daydream.. or a fever
ctx.state.player.name
should be your character's name.['client:login'] = function(ctx, payload) gmod.disableModule(ctx.state.player.name, 'Comm.Channel') gmod.enableModule(ctx.state.player.name, 'Comm.Channel') end,