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Originally Posted by (scandum @ Mar. 31 2007,06:46) Originally Posted by (shadowfyr @ Mar. 30 2007,5:16) If you had some sort of special code that was designed to "replay" the things at the point where their timecode was, you could, I think, even intercept the log output and append your own codes to it. Or maybe not. I am not sure if there is a script callback for OnPluginLogWrite or somesuch. There is for damn near everything else though, so... lol The joys of over functionality =] I brain stormed for a minute and wrote a 5 ...



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Old 03-31-2007, 06:12 PM   #31
shadowfyr
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Originally Posted by (scandum @ Mar. 31 2007,06:46)
Quote:
Originally Posted by (shadowfyr @ Mar. 30 2007,5:16)
If you had some sort of special code that was designed to "replay" the things at the point where their timecode was, you could, I think, even intercept the log output and append your own codes to it. Or maybe not. I am not sure if there is a script callback for OnPluginLogWrite or somesuch. There is for damn near everything else though, so... lol
The joys of over functionality =]

I brain stormed for a minute and wrote a 5 line script in tintin that creates a log file that plays back text in the order of appearance with milli second precision. As usual it's too difficult for most people to thinker up themselves, and once you start adding redundant functionality you end up with so much of it that nobody can find what they're looking for.
Posted a suggestion about a log intercept in Mushclient and got, "Well, you can just have a trigger and an alias that do a '*' match and uses 'keep evaluating'." Only problem is, the client has three text streams - 1. Server output, 2. User input, 3. Notes/Colornotes produced by script, the later which you can't "trap" that way. Haven't heard a response back about that later issue yet, but... as of last night there was also this announcement:

http://www.gammon.com.au/forum/?id=7733&page=999

Mushclient is now freeware and as soon as Nick can rip out the code for user registration and the remains of the original proprietary code for spell checking, its going to also go open source. Any "missing" features at that point can be integrated into the client by anyone willing to spend the time to code it, including replacing the existing custom output window with one that supports correct inlining of MXP objects and text positioning commands (not sure how you really mix those though..), correct sound playback support (we have something, but its script run and flaky), parallel threads to download files (currently only available in the zChat protocol support, not for things like images/files), etc.

If its currently incomplete, partly broken or missing, it will now be possible to build a new version that does it.
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Old 04-02-2007, 11:05 AM   #32
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Originally Posted by (shadowfyr @ Mar. 30 2007,5:16)
Mushclient is now freeware and as soon as Nick can rip out the code for user registration and the remains of the original proprietary code for spell checking, its going to also go open source.

If its currently incomplete, partly broken or missing, it will now be possible to build a new version that does it.
I wouldn't get your hopes up. Talking about features is fun, but few people have the required skills to add a wide range of functionality. And those that do generally have better things to do with their time.
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Old 04-02-2007, 01:31 PM   #33
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Originally Posted by (scandum @ April 02 2007,10:05)
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Originally Posted by (shadowfyr @ Mar. 30 2007,5:16)
Mushclient is now freeware and as soon as Nick can rip out the code for user registration and the remains of the original proprietary code for spell checking, its going to also go open source.

If its currently incomplete, partly broken or missing, it will now be possible to build a new version that does it.
I wouldn't get your hopes up. Talking about features is fun, but few people have the required skills to add a wide range of functionality. And those that do generally have better things to do with their time.
Bah.. We are talking about people that have coded mappers for Battletech based muds for it, do lots of complex stuff with the Lua scripting, done code work on path mapping for a mapper we don't have yet and even, in my case, experimented with docking windows with the main client window (and that was before you could "access" the main frame handle from the script or retrieve size/position data from it). I have every reason to believe that people "will" work on new features and changes for it from among the existing users.

But yeah. That is one potential problem.
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