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saet
Apprentice


Joined: 12 Jun 2006
Posts: 106

PostPosted: Tue Dec 11, 2007 8:29 pm   

When will CMUD be able to load plugins?
 
I'm just curious where this is on the list.
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Zugg
MASTER


Joined: 25 Sep 2000
Posts: 23379
Location: Colorado, USA

PostPosted: Tue Dec 11, 2007 8:39 pm   
 
Next year. Sorry, but CMUD needs a completely different plugin architecture than zMUD did. I know that some people really want to use zChat and other plugins, but this just isn't possible yet. Also, even when plugins are added to CMUD, you won't be able to use zMUD plugins directly...you'll need to get new versions of plugins written for CMUD. zChat will not be ported to CMUD, but integrated chat features will be added to CMUD next year so that zChat is no longer needed.

Unfortunately, more people wanted the mapper improvements first. So the mapper stuff will come first, and then the integrated chat and plugin stuff.

If you need to use a plugin other than zChat, perhaps you can post more about what the plugin does. It's possible that you can get rid of the plugin entirely if CMUD already does what you need. Or maybe someone else will have an alternative on how to do what you are trying to do.
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saet
Apprentice


Joined: 12 Jun 2006
Posts: 106

PostPosted: Tue Dec 11, 2007 8:43 pm   
 
My plugin parses the Stormfront XML tags from Simutronics and does a few other things. I actually had the parsing kind of working in CMUD(actually played quite a few months with it) before I went and wrote a plugin in zMUD. It's not very pretty in CMUD ;)
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Larkin
Wizard


Joined: 25 Mar 2003
Posts: 1113
Location: USA

PostPosted: Tue Dec 11, 2007 8:43 pm   
 
With the addition of Lua, it's entirely possible to write a Lua code module (or find one that already exists, if it's a general application sort of thing you're after) and then integrate it into CMUD through a bit of Lua scripting. That's one of the real advantages of Lua scripting: the easy integration of third party libraries.
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saet
Apprentice


Joined: 12 Jun 2006
Posts: 106

PostPosted: Tue Dec 11, 2007 8:52 pm   
 
I did everything in MudInput which was key, even the Parse function in the plugin would display stuff on the screen and then remove it like #GAG(though not nearly as bad as the ridiculous set of triggers I had, heh). I can't do this with Lua can I? I really needed to do everything at that step, to make it work and look how I wanted. I also have a bunch of other stuff I'm working on and going to add to my plugin. So I can continue to use zMUD and and then make the needed changes when plugins are added to CMUD.
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Zugg
MASTER


Joined: 25 Sep 2000
Posts: 23379
Location: Colorado, USA

PostPosted: Wed Dec 12, 2007 12:30 am   
 
There isn't any issue in CMUD 2.x with #GAG displaying the text anymore. And since full v2.x added the support for undefined tags, it would be much better to just write your XML stuff using normal MXP triggers in CMUD.

As I said, plugins are not going to be compatible between zMUD and CMUD anyway. So you might as well just write it in CMUD using the native packages (and Lua stuff if needed).

Support for parsing XML MUDs directly (like StormFront) is one of the reasons people should be upgrading to CMUD in the first place.
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saet
Apprentice


Joined: 12 Jun 2006
Posts: 106

PostPosted: Wed Dec 12, 2007 12:45 am   
 
There's support for <tag />'s now? EDIT: I see they are supported now.

Even if they aren't compatible, not going to be hard to make it work with CMUD. All the stuff I wrote barely has to do with API functions, just get called.
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ralgith
Sorcerer


Joined: 13 Jan 2006
Posts: 715

PostPosted: Wed Dec 12, 2007 3:55 am   
 
What about the MudReader plugin you host Zugg?
I use that quite extensively on a MUD that allows multiplaying (up to 3 at once online) and I use that to tell me of ultra important events I might miss if it was text only (even a #ECHO can be missed when you've got 20+ lines scrolling past your window every 2 seconds). It's one of the main reasons I've yet to truly switch from zMUD to CMUD for my mudding needs.
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