<?xml version="1.0" encoding="utf-8"?>
<feed xml:lang="en" xmlns="http://www.w3.org/2005/Atom"><title>Recent changes to feature-requests</title><link href="https://sourceforge.net/p/xpertmud/feature-requests/" rel="alternate"/><link href="https://sourceforge.net/p/xpertmud/feature-requests/feed.atom" rel="self"/><id>https://sourceforge.net/p/xpertmud/feature-requests/</id><updated>2005-07-19T09:01:49Z</updated><subtitle>Recent changes to feature-requests</subtitle><entry><title>status and scan windows</title><link href="https://sourceforge.net/p/xpertmud/feature-requests/18/" rel="alternate"/><published>2005-07-19T09:01:49Z</published><updated>2005-07-19T09:01:49Z</updated><author><name>Anonymous</name><uri>https://sourceforge.net/u/userid-None/</uri></author><id>https://sourceforge.net86f16abc3954e9b8192d9de9bf6b4e397f9bd49b</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;personally, i'd find it useful in the extreme to have a &lt;br /&gt;
persistant status display of my mech, and a scan of my &lt;br /&gt;
current target.  scan might be hard to implement since &lt;br /&gt;
one that updated frequently could spam the target, i &lt;br /&gt;
suppose.  I don't see any reason why status could not &lt;br /&gt;
be impemented though&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>Port to Qt4</title><link href="https://sourceforge.net/p/xpertmud/feature-requests/17/" rel="alternate"/><published>2005-07-08T23:55:40Z</published><updated>2005-07-08T23:55:40Z</updated><author><name>Darren Bane</name><uri>https://sourceforge.net/u/darrenb/</uri></author><id>https://sourceforge.net3f8728ffd626ac7e659e6c1600d7c2cce147aea9</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;Recently I was pleased to see that, contrary to some information on &lt;br /&gt;
the home page, xpertmud has a preliminary Mac OS X port.  I &lt;br /&gt;
wanted to compile this, but could only find Qt4 on Trolltech's &lt;br /&gt;
download site.&lt;/p&gt;
&lt;p&gt;I later found out I could have got Qt3 from somewhere like &lt;br /&gt;
Darwinports' repository, but by then I had started porting the code to &lt;br /&gt;
Qt4.  I have a fair bit of it done, but it's not finished yet.&lt;/p&gt;
&lt;p&gt;Hopefully I _will_ get it finished sometime, and then it should be &lt;br /&gt;
checked in.  However, xpertmud seems to be a KDE project as well &lt;br /&gt;
as a portable Qt one, so the changes may need to go on a branch &lt;br /&gt;
until KDE upgrade to Qt4 as well.&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>Input Box Scrolling</title><link href="https://sourceforge.net/p/xpertmud/feature-requests/16/" rel="alternate"/><published>2005-07-02T05:27:02Z</published><updated>2005-07-02T05:27:02Z</updated><author><name>Greg Taylor</name><uri>https://sourceforge.net/u/gregtaylor/</uri></author><id>https://sourceforge.net74bd1cf0588e7672954c9b57b604520379057c35</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;If you copy/paste a large chunk of softcode (multiple&lt;br /&gt;
lines) and have it in your input box, move your cursor&lt;br /&gt;
to the middle line, and hit your up arrow, the input&lt;br /&gt;
box moves back in command history. This should only&lt;br /&gt;
happen if the cursor is at the beginning of the top line.&lt;/p&gt;
&lt;p&gt;Suggested fix:&lt;br /&gt;
If I'm on a line that is adjacent to the top line,&lt;br /&gt;
hitting up will move the cursor directly up a line.&lt;br /&gt;
From here, if I hit up again, the cursor moves to the&lt;br /&gt;
beginning of the first line from the middle of the&lt;br /&gt;
first line. Now that the cursor is at the beginning of&lt;br /&gt;
the first line, hitting up again scrolls the input box&lt;br /&gt;
back in command history.&lt;/p&gt;
&lt;p&gt;The bottom can work the same way except the cursor will&lt;br /&gt;
move to the end of the last line before scrolling.&lt;/p&gt;
&lt;p&gt;In summation, scrolling should only happen when you're&lt;br /&gt;
not within the softcode.&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>Input Box Font</title><link href="https://sourceforge.net/p/xpertmud/feature-requests/15/" rel="alternate"/><published>2005-07-02T05:23:25Z</published><updated>2005-07-02T05:23:25Z</updated><author><name>Greg Taylor</name><uri>https://sourceforge.net/u/gregtaylor/</uri></author><id>https://sourceforge.netb365b13957785d9ecfff1a06778d14a03fecfdae</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;It'd be really nice if the Input Box used a monospaced&lt;br /&gt;
font like the output is. This would make it&lt;br /&gt;
exponentially easier to softcode with Xpertmud.&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>Remove mkmf From configure Script</title><link href="https://sourceforge.net/p/xpertmud/feature-requests/14/" rel="alternate"/><published>2005-06-30T14:35:04Z</published><updated>2005-06-30T14:35:04Z</updated><author><name>Greg Taylor</name><uri>https://sourceforge.net/u/gregtaylor/</uri></author><id>https://sourceforge.netb2b579ead5270d8f8dadb6d3c2d545a825895682</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;This 'mkmf' is a utility that the vast majority of&lt;br /&gt;
players don't have nor know of and appears to be a&lt;br /&gt;
kludgey way of editing makefiles. There has to be a&lt;br /&gt;
better way to do this. I'm getting the following error&lt;br /&gt;
on config:&lt;/p&gt;
&lt;p&gt;./configure: line 31316: -e: command not found&lt;br /&gt;
checking for ruby compile flags... ./configure: line&lt;br /&gt;
31328: -r: command not found&lt;br /&gt;
-I&lt;br /&gt;
checking for ruby link flags... ./configure: line&lt;br /&gt;
31334: -r: command not found&lt;/p&gt;
&lt;p&gt;There is no Debian package for mkmf which surprised me.&lt;br /&gt;
Looking around, I couldn't find anything on freshmeat&lt;br /&gt;
about mkmf.&lt;/p&gt;
&lt;p&gt;The dependency list for Xpertmud is already gigantic,&lt;br /&gt;
if we can get rid of the need for mkmf, that'd help.&lt;br /&gt;
This would also fix the problem where ruby and python&lt;br /&gt;
are being compiled even when users specifically&lt;br /&gt;
--disable them. Here's my config:&lt;/p&gt;
&lt;p&gt;./configure --enable-perl --disable-python --disable-ruby&lt;/p&gt;
&lt;p&gt;Yet I lack python/ruby and get errors and a failed&lt;br /&gt;
compile as a result.&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>Auto-Connect on Start</title><link href="https://sourceforge.net/p/xpertmud/feature-requests/13/" rel="alternate"/><published>2005-06-17T15:14:57Z</published><updated>2005-06-17T15:14:57Z</updated><author><name>Greg Taylor</name><uri>https://sourceforge.net/u/gregtaylor/</uri></author><id>https://sourceforge.net86f9aa1d9e63c75dab1f2916c044e6e6ae79ce11</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;If there was a way to make Xpertmud auto-connect to a&lt;br /&gt;
certain bookmark on start, this would not only make it&lt;br /&gt;
easier for MU*s out there to distribute Xpertmud for&lt;br /&gt;
their games (making it easier on players to get playing&lt;br /&gt;
fast), it would also be a big creature comfort.&lt;/p&gt;
&lt;p&gt;MUSHclient currenlty has this feature if you'd like to&lt;br /&gt;
see an example. &lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>Xpertmud Version Checker</title><link href="https://sourceforge.net/p/xpertmud/feature-requests/12/" rel="alternate"/><published>2005-06-17T15:13:40Z</published><updated>2005-06-17T15:13:40Z</updated><author><name>Greg Taylor</name><uri>https://sourceforge.net/u/gregtaylor/</uri></author><id>https://sourceforge.net90b03e158366193f8d320000af505f3b1a1390dd</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;Implement an Xpertmud version checker of some sort.&lt;br /&gt;
This could be done one of several ways:&lt;/p&gt;
&lt;p&gt;- Reference a file on an webserver that simply contains&lt;br /&gt;
a version string, do a comparison.&lt;br /&gt;
- Call a command such as 'xpertmud_version_check&lt;br /&gt;
&amp;lt;version&amp;gt;' on connect. Game must have the command&lt;br /&gt;
implemented.&lt;/p&gt;
&lt;p&gt;It'd probably be cleaner to do the first one since&lt;br /&gt;
games outside of BTMux would be able to use the&lt;br /&gt;
functionality, but the second one would be easier if we&lt;br /&gt;
have now pretty much turned our focus to BTMux.&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>Help Menu</title><link href="https://sourceforge.net/p/xpertmud/feature-requests/11/" rel="alternate"/><published>2005-05-31T22:22:38Z</published><updated>2005-05-31T22:22:38Z</updated><author><name>Greg Taylor</name><uri>https://sourceforge.net/u/gregtaylor/</uri></author><id>https://sourceforge.netadb5fb54a841b7ea04c3fb97c253fda750d385bd</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;How about populating the Help Menu to point towards the&lt;br /&gt;
Wiki or some other documentation so it doesn't sit&lt;br /&gt;
there empty and un-used? :)&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>Map Display Jumping</title><link href="https://sourceforge.net/p/xpertmud/feature-requests/10/" rel="alternate"/><published>2005-05-05T01:05:53Z</published><updated>2005-05-05T01:05:53Z</updated><author><name>Greg Taylor</name><uri>https://sourceforge.net/u/gregtaylor/</uri></author><id>https://sourceforge.netd37fe791ce2613e08daead34d16dfcdaa599add9</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;Have a hot-key and/or right click menu entry on the map&lt;br /&gt;
display that lets you jump to a particular coordinate&lt;br /&gt;
on the map. This would let people quickly view&lt;br /&gt;
objectives when planning. It'd be good to hot-key&lt;br /&gt;
follow self also if possible as well as&lt;br /&gt;
left/right/up/down scrolling on the map display if it&lt;br /&gt;
isn't already there.&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>New script languages</title><link href="https://sourceforge.net/p/xpertmud/feature-requests/9/" rel="alternate"/><published>2003-12-06T03:57:57Z</published><updated>2003-12-06T03:57:57Z</updated><author><name>Anonymous</name><uri>https://sourceforge.net/u/userid-None/</uri></author><id>https://sourceforge.net6cac07840aaf58827d37a805051de98d77ed447f</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;It would be cool if you added a C-like scripting language. &lt;br /&gt;
There exists CINT, which is C++ implemented as a &lt;br /&gt;
scripting language. It's at &lt;br /&gt;
&lt;a href="http://root.cern.ch/root/Cint.html." rel="nofollow"&gt;http://root.cern.ch/root/Cint.html.&lt;/a&gt; &lt;/p&gt;&lt;/div&gt;</summary></entry></feed>