⚔️ A cross-platform, open source, and super fast MUD client with scripting in Lua
A follow-on to 4.17.0 that fixes tab windows going permanently bold, the F6 keybinding, and nested buttons.
We are excited to announce the release of Mudlet 4.17!
A major improvement in this release is the increased accessibility of both the main display and the code editor. Previously, screen readers were unable to read text within these areas, but we have now made them accessible - allowing players with visual impairments to more easily use Mudlet. These improvements were made possible through the generous support of our Patreon community, with a total of 1800USD paid out in bounties to fund these enhancements! We would like to take this opportunity to thank our Patreon supporters for enabling us to make these improvements - and if you aren't already a Patreon supporter, we encourage you to consider signing up to help us continue to improve and develop Mudlet.
While we have cleared the biggest blockers for visually impaired players, we recognize that there is still more work to be done in terms of accessibility. We will continue to work on making Mudlet as accessible as possible for all players. If you are a visually impaired player, we recommend reading the manual on screen readers for more information on how to use Mudlet with a screen reader.
We would also like to recognize the contributions of gamecreature, Tamarindo, and Vadi who worked on the accessibility improvements for this release.
Additionally, we have made it much simpler to edit room properties in the mapper. Instead of having separate dialogs for different property types, there is now a single dialog that allows you to edit all properties in one place. This should make it easier for players to customize their maps and create the game environments they want. Big thanks to Leris for making that happen.
A number of improvements were also added to the Mud Client Media Protocol (MCMP). Tamarindo has worked on making sound fadeout and fadein smoother, correcting a symptom where more media was stopping than was intended using the key parameter, and fixing volume management for music when the continue parameter set to true is used. This ensures that the expected volume is heard after the fadein completes and before the fadeout starts on successive calls to play the same music. The continue parameter has also been fixed to match its related specifications and standards for playing music.
Finally, we have added a new feature that allows players to automatically upgrade to a secure connection if the game they are connecting to offers one. This is particularly useful for players who may not be aware that their connection is insecure, as they will be prompted to upgrade as soon as they try to connect. We encourage more games to start offering secure connections, as most modern clients are able to support them. It is now up to the games to do their part in providing secure connections for their players.
Overall, Mudlet 4.17 is a significant step forward in terms of accessibility and ease of use. We hope that these improvements will make it even easier for players to enjoy their favorite games with Mudlet!
Summer is around the corner in the Northern Hemisphere... and so is a new update of Mudlet! It brings easier map labels, map autosaves, and scriptable settings.
The previous version of Mudlet had a map label form that was hard to use. This version has a much simpler map label experience, thanks to Delwing's efforts.
Profile autosaves, after they had been introduced, largely eliminated losses of unsaved scripts when Mudlet was unexpectedly shut down. Map autosaves are here to do the same thing: even if you don't save your map by hand, Mudlet will save the map for you in the background on a regular basis, so you don't lose your work.
Just like profile autosaves, this feature is easy on the disk space as it keeps just one autosaved copy of the map around.
This one has been on the wish list for a good while - the ability for scripts to adjust Mudlet' settings to their liking. This is now here by the way of a setConfig function. The initial implementation of this feature by ktunkiewicz and Vadi has options for adjusting the map view, enabling MSDP, and various special options. More settings will be added over time.
A lot of effort this release was put into automating releases since the process was far too unwieldy and complicated. Delwing got his elbows out, and created a plugin to synchronise github releases to Wordpress, which cut down on a lot of overhead. FloXire automated US English translation text generation, Vadi tweaked changelog generation to work for releases as well as PTBs, and keneanung restored connectivity between Github and mudlet.org. All of these improvements make releasing much easier!
While we've made great strides in this area, there is still some work to do, so if you can help out - join in!
There's a lot of improvements in this Mudlet update besides the top 3 listed above, so dig into the changelog below to find goodies:
Added:
Improved:
Fixed:
Infrastructure (behind the scenes):
brew tap
step (#5968)Enjoy Mudlet,
Vadi
Every Mudlet release is like a box of presents, according to Mudlet dev Delwing. This box brings gifs, scrollboxes, and revamped sound & music to Mudlet - welcome to the first update of 2022!
You heard it here first, folks - Edru brings us gifs in 2022! In addition to supporting images, labels now support animated gifs as well. Show animated bars and backgrounds; get awesome meme gifs; show a flying money sign when you've sold stuff, or a little dude running on screen while you're speedwalking ingame - let your imagination flow!
Try it out by dragging this link onto Mudlet, or with this on the input line:
lua installPackage"https://github.com/vadi2/gifs-demo/raw/main/gifs-demo.mpackage"
That said, gifs are pretty expensive to play - so don't go too wild with them.
Lua music and sound API got a huge overhaul by mpconley in this update! And we don't use such words here lightly - this update opens a lot of possibilities in the audio arena.
You can set music/sounds to fade in or out, adjust the volume on them individually, choose at which time should the playback start, select how many times it should loop (infinite? sure!), or even tag sounds with a similar category so you can control them en-masse.
Crazy, huh? Just as an example, you can now background ambience music when in area/zone A... and later when changing to a new area/zone replace the ambience music with another one. You can tag all sounds as 'battle sounds' and stop them all at once when the battle is done. Lots of things you can do now with this!
This functionality is coming over from MCMP support that already exists in Mudlet - so if you're a game admin and would like this for your game, go for it.
Don't like that Alt+D disconnects you from the game? You don't have to put up with that anymore! Thanks to Delwing, all shortcuts used by Mudlet are now customisable via Settings:
demonnic has done so many nice things in this release that it's hard to pick one, so if I had to settle on one this would be it - Geyser stylesheets! They allow you to create a managed stylesheet to make it easier to set and change properties, as well as inherit properties from another stylesheet, making it easier to manage multiple styles at once. Great tool for a UI builder.
If you've used CSSMan previously, this is a worthy replacement!
cecho("Hi! This text is
Ever wanted to create scrollable lists with labels Mudlet? Say a list of players, or wares in a shop? While it was quite doable with miniconsoles, it wasn't the case with labels. Edru got to work fixing that and createScrollBox() is the result. Think of it as a container that you can put your labels into and if there's not enough space, you get scrollbars - both horizontal and vertical directions work.
Thanks to all coders who made this amazing release happen: Chris Mitchell, Damian Monogue, Gustavo Sousa, Kebap, lithiumFlower, Manuel Wegmann, Mike Conley, Nils Schimmelmann, nsweeting2, Philipp, Delwing, Slobodan Terzić, Stephen Lyons, Tim Johnson, Vadim Peretokin, and 噢哎哟喂.
Thanks to all translators who are enabling Mudlet to speak their language: Alan Sneath , Hsin-Hsiang Peng, ifelse, Leris, Marco "M0lid3us" Tironi, mohammed hossam, Tostaito, Vadim Peretokin, and vingi.
A lot of very handy improvements come with this update - too many to mention above. Scour the changelog below for good gems:
🆕 added:
✨ improved:
🔨 fixed:
Enjoy this update!
Vadim.
AI is all the hype these days, so we asked what AI thought of Mudlet's logo... apparently it is a statue of a giraffe in front of a waterfall. That's not relevant to today's release, but we thought you'd be interested in knowing this! Features in this update include a dark theme toggle, addition of MUME, Discord button to open the game's server, and additional text wait time is now adjustable!
edru2 added a dark theme to Mudlet! You can how select it in settings:
https://user-images.githubusercontent.com/110988/142819721-b204ea64-d762-41d4-a024-9efe1027eb2c.mp4
vadi2 followed the option up with a feature to follow your system setting and to also update your editor theme.
Middle Earth makes its way into Mudlet, welcome!
Multi-Users in Middle-earth (MUME) is a highly competitive world PvP DikuMUD, set in J. R. R. Tolkien's fictional world of Middle-earth, as described in The Hobbit and The Lord of the Rings, where players may choose to join the epic war between the forces of Sauron and the armies of the Free peoples. In MUME players can explore, role-play, acquire achievements, and complete quests across many challenging locations across Middle-earth such as Lothlórien, the Shire, Bree, Rivendell, Goblin-town, Mirkwood, Dol Guldur, and the Mines of Moria. The game is completely at no cost to play and has been continually enhanced since its inception in the fall of 1991.
atari2006tim worked on the Discord button! Games can now tell Mudlet what their Discord invite is, and once they do so - Mudlet will show a button that'll take the player to straight to the game's Discord server 😃
SlySven has done work on the text wait timer for games that lack Telnet GA or EOR signalling and made it configurable in settings. By default this timer was 0.3s, which you can now lower or increase as needed.
Why do we even need to have it? Well because not all games are telling Mudlet when they are done sending all text. That's exactly the meaning of GA. Games that do implement GA have no timer at all. Thus the better solution is, of course, to encourage games to implement GA!
Lowering the timer runs the risk that not all text will be received from the game before showing it on screen, which could 'break' your triggers for that particular line. Increasing the delay reduces that risk, but then of course the experience is compromised.
Quality is an important area of Mudlet, and alongside the newly created QA team, vadi2 has worked on automating Mudlet to run our Lua tests! Now whenever an improvement is done to our Lua functions, a copy of Mudlet is launched automatically in the cloud and all existing Lua tests are run to ensure nothing breaks. This also gives a safety net to anyone working on Mudlet that should they break something on accident, it'll get caught. That said, the safety net needs to be expanded to cover all tests - so we'd love for volunteers to help strengthen it.
That's not all on the quality story, either! vadi2 also worked on setting up visual tests that ensure the Mudlet interface itself - one you see and play with - is tested. Similar to Lua tests, automation launches Mudlet in the cloud and follows a script to click around on buttons and observe that they do what they ought to do. It is relatively intuitive to setup these tests, and we'd also love it if we had more volunteers to help flesh them out:
We announced earlier a trial to pay a bit of money for the top 3 most popular PRs - well it's kicking in with this release! Head over to the form to vote on your favourite improvement in this update.
Anyone who submits an improvement to Mudlet is eligible for a spot on the poll. That said, this is still an experiment we're trying out so we might change or scrap it in the future if it doesn't work out.
Thanks to all coders who made this release happen! atari2600tim, Damian Monogue, Kebap, Manuel Wegmann, Mike Conley, mudlet-machine-account, Nils Schimmelmann, Piotr, Slobodan Terzić, Stephen Lyons, Tim Johnson, Vadim Peretokin, and 噢哎哟喂.
Thanks to all translators dutifully carrying the flags: Alan Sneath (alsneath), ifelse, Kamil Tunkiewicz (zeddicus), Leris, Marco "M0lid3us" Tironi (wiploo), vadi2, and vingi.
There's a lot of improvements in this Mudlet update besides the top 5 listed above, so dig into the changelog below to find goodies:
🆕 added
--mirror
option for logging output to console✨ improved
🔨 fixed
Infrastructure
We're back from summer, freshly recharged, so here is a new Mudlet update! In this version you'll find a new game with a Mudlet UI, plus improvements to the mapper, command lines, and colour rendering.
A new game joins Mudlet's connection screen!
Legends of the Jedi is a text-based roleplaying experience that immerses players in a multiplayer world where they can rewrite classic Star Wars stories with their own heroes, villains, battles, and endings. Over the course of each two-year timeline, the game explores all the key eras of the Star Wars Expanded Universe.
Take and hold planets as an Imperial Stormtrooper, command the Rebel navy and liberate the galaxy, pursue targets as a bounty hunter, or shape things on a larger scale as a member of the Galactic Senate. Maybe you'll even be one of the few born with force sensitivity, destined to be trained by Jedi or Sith.
The game offers an extensive crafting system for engineers to supply weapons, armor, and ships to the galaxy. Develop new, cutting-edge armaments to give your side an edge, or open a shop in a bustling commercial district and become wealthy as part of a powerful engineering conglomerate.
LOTJ offers full PVP in both ground and space combat, governed by a set of rules to minimize griefing and ensure that all kills have sufficient in-character cause.
What role will you play? The legend awaits!
ktunkiewicz took a stab at improving the mapper once again - and fixed the map scrolling to work like you'd expect it to, regardless of the zoom level:
https://www.mudlet.org/wp-content/uploads/2021/09/smooth-scrolling.webm
Now it feels like it should on any map app :)
SlySven and chrio worked on improving the command line - it'll now no longer 'jump' a little bit the first time you use it, and line wrapping. There's new commands to visually select text in the command line, too!
Command line wrapping before Improved command line wrapping after
Mudlet's rendering xterm256 colours will now look similar to other MUD clients thanks to Kilbukas:
(old) Mudlet 4.12 and below (new) Mudlet 4.13+
If you've thought colours looked a bit different, this would have been why!
Speaking of colours, MrZaus added an option to customise the profile colour on the connection screen!
The createMapLabel function now allows you to choose the font, text, and background transparency for map labels - giving you more flexibility in creating nice-looking Mudlet maps.
Map labels can go above and below rooms
While you previously could have made specific text in the window clickable, you couldn't add to the general right-click menu that showed up. Say, for example, you wanted to select some text, right-click, and do something with the selection? Well, now you can thanks to addMouseEvent, getMouseEvents and removeMouseEvent by Kilbukas.
This joins existing functionality where you can add custom right-click menu actions to the mapper already.
Thanks to all coders who made this release possible: atari2600tim, chrio, Damian Monogue, Ian Adkins, Kamil Tunkiewicz, Kebap, keneanung, Manuel Wegmann, Matthew Wagner, MrZaus, Piotr, Richard Moffitt, Slobodan Terzić, Stephen Lyons, Tomas Seniunas, and Vadim Peretokin.
And of course all the translators who are translating Mudlet into their native language: Alan Sneath (alsneath), eplis, Hsin-Hsiang Peng (Hsins), hyperi (osakki), Jim Lu (kimiwajim), Leris, Marco "M0lid3us" Tironi (wiploo), olen, Sirith (Senareil), vingi, VVsxmja, and 晉豪許 (gridwing).
Check out the changelog below, quite a few goodies for scripters in here:
🆕 added
✨ improved
🔨 fixed
Sustainability is a hot topic in 2021 for all the right reasons: We want to ensure that we can keep doing what we're doing. It is, coincidentally, the theme of Mudlet 4.12 as well - We'd like to be sure that we can keep building Mudlet as the game client you know & like well into the future. It's been difficult for the last little while with the conditions that we've faced - the certificate signing, moving off of Travis, and most recently: The challenges of working on an international, remote-only project while we're faced with external stressors. For these reasons it's important to take the time to charge your batteries.
Mudlet is a platform with which you can play multiplayer, pure-text online games – called MUDs, precursors to today’s online games. There are thousands of unique worlds online – download Mudlet for free on Windows/macOS/Linux, join one and enjoy!
Edru has been busy revamping how Mudlet interacts with packages! First up, the new package manager, as seen below, allows you to see a package's description with additional details like images, links, styling with markdown, etc.
How do these descriptions arrive in new packages? Where do they come from? Well, we're glad you asked:
Edru has revamped the package exporter as well, making it much easier to create, update and (re-)export packages as well as add a description and other information to them:
Want inspiration for creating your own package descriptions? Check out some of these popular extensions for Visual Studio.
File watches are now in Mudlet! Wilk's work allows your scripts to get notified whenever an external file is changed. This enables some interesting possibilities, such as editing code outside of Mudlet and having it show up live. (link to 45sec video demonstration)
Another great feature for multiplayers by SlySven is an improvement to the central debug console, which will now say which profile an information came from.
Leveraging that momentum, SlySven has also improved the multiplayed profile tabs so they can now be re-arranged as you desire.
Thanks to all coders who made this release happen - Andrew Eisenberg, Andrew Waters, atari2600tim, Chris Mitchell, Damian Monogue, Gustavo Sousa, Kamil Tunkiewicz, Kebap, Manuel Wegmann, Mike Conley, mudlet-machine-account, OzlynnJeez, Piotr, Serity, Stephen Lyons, and Vadim Peretokin.
Thanks to all translators who contributed to keeping the translations up to date: Alan Sneath (alsneath), Hsin-Hsiang Peng (Hsins), Leris, Marco "M0lid3us" Tironi (wiploo), Matthieu (Jack_potta), and vingi.
added:
improved:
fixed:
infrastructure:
After a (once again) forced updates hiatus of a couple of months, monthly Mudlet updates are back! Enjoy improvements to drag & drop and a much better mapper.
Mudlet is a platform with which you can play multiplayer, pure-text online games – called MUDs, precursors to today’s online games. There are thousands of unique worlds online – download Mudlet for free on Windows/macOS/Linux, join one and enjoy!
Do you have a soft spot for an old SNES RPG? Are you a fan of retro gaming? The Cleft of Dimensions is an adventure-driven MUD with content inspired by a variety of classic video games. Do you want to jump on goombas? Maybe you'd rather immolate them with lava or bombard them with meteors. Then again, why fight when enslavement's an option? If that doesn't work out, you've got this motorcycle you could crash into them. The Cleft has 16 character classes, each with a distinctive playstyle. Gameplay in the Cleft features exploration, puzzles, quests, and combat. At time of writing, the world contains 98 areas. Quests range from deciphering treasure maps and committing industrial espionage to seeking the blessings of the mana spirits or just going fishing. A remort system facilitates repeat playthroughs to find content you missed the first time around. The Cleft opened in July 2000 and has been in active development ever since. We're always innovating. Recent features include Discord integration and areas written with artificial intelligence. Check us out!
Core Mud is an interactive text MUD set on the planet formal star-charts refer to as Hermes 571-G, but that everyone in the know refers to simply as "Core". Core is one of the most distant settlements known to mankind, most famous for its lucrative yet oppressive mines. But more than mankind can be found here; Core is a diverse group of 9 races in total, all vying for recognition or profits, or both, working for The Company, the megalithic entity running the colony itself. To The Company, everything is secondary to profits. It is up to you to determine how best to survive in this environment, whether that be through combat training, superior mining skills, or technical prowess. Core MUD is always free to play and features a fun and supportive atmosphere. Roleplaying is encouraged but not mandatory. Mining is your primary source of income, but there are multiple ways to scrape together a few credits... or a few million. Core Mud also features an economy which is player-driven; players own merchandise shops featuring energy weaponry or useful tools, pubs featuring assorted alcoholic (of course) and non-alcoholic beverages, and clinics for healing, to name a few. Come join us today!
Want to add your game in here? It's free.
Yes you read that right - just drag and drop a link onto Mudlet and it'll download and install the package for you:
Alternatively, you can also drag and drop the package file itself and it'll install as well.
Please welcome Piotr, aka Delwing / WilK to the team! Delwing has previously made the excellent web-based Mudlet map viewer, VS Code autocompletion for Mudlet, and with scripts for the Polish game Arkadia. This time around in Mudlet, Delwing added room borders: Along with a complete customizable map info panel: And some very sleek-looking room selection: You can also now customise the colour of the room character. Thanks to Delwing for adding these in, and looking forward to more! SlySven has put a huge amount of work into the mapper as well - and it can now save/load in JSON as well. This is something that crowdmaps will find handy to integrate so changes to the map can be clearly seen as text.
Thanks to ktunkiewicz's work, the mapper now has a view-only mode - instead of editing - and of course it starts off in view-only off the bat: Map makers no longer have to worry about players messing the map up with an accidental click.
We've listened and new profiles created on 4.11 will now save automatically by default! Something so simple can go a long way to a better player experience.
matches[2] and friends is a good workhorse in Mudlet, and now they've been joined by new friends - you can now use matches.mycustomname!
Notice how the attacker and weapon are changing places, being either first or second - but that doesn't affect our echo at all. Try this out for yourself, and find the docs for it here.
It sounds pretty complicated, but it actually makes things easier - a new function, f(), allows you to combine text and variables together in a more intuitive manner:
-- old way: cecho("\nHello, "..matches[2]..", how is it going?")
-- new way: cecho(f("\nHello {matches[2]}, how is it going?")
Kebap has put a lot of work in and improved all of the "wrong argument type" errors to be much more descriptive, and they'll now tell you what went wrong and where: The function needs a name/id, but none was given
I have to say that on the technical side of things, this makes the code look much cleaner - if you're curious, have a peek. Additionally, whenever a function couldn't do its job for some reason, it previously returned nil+message - the message will now show up in the Debug console as well, which can aid you in debugging:
Thanks to Delwing and Sirith, Mudlet is now available in Polish! There is a community of Polish games out there; now when a new player starts Mudlet for the first time, it'll be in their native language. Text games are a great way to learn a language, so if you were thinking of picking up Polish - now's your chance!
Touchpad scrolling for macOS now behaves a lot more naturally, we hope you like it!
Regular monthly updates were interrupted by one of our partners, Travis CI, suddenly turning their back on the open-source community. We've taken the time to migrate our macOS and Linux builds to Github instead, and in the process switched to using CMake for building in combination with a C++ package manager, vcpkg. Regular, monthly updates are now back on track for the foreseeable future.
Big thanks to all coders who made it happen: Damian Monogue, Dustin Heywood, ethorondil, Gustavo Sousa, Jonathan Picazo, Kamil Tunkiewicz, Kebap, Manuel Wegmann, Matthias Urlichs, Mike Conley, Piotr Wilczyński, Stephen Lyons, tdk1069, Vadim Peretokin, and wiploo. Of course, our fantastic translators as well: Alan Sneath (alsneath), Heimen Stoffels (vistausss), Hsin-Hsiang Peng (Hsins), Leris, lostnow, Marco "M0lid3us" Tironi (wiploo), Mi11et, Piotr Wilczyński, Sirith (Senareil), Vadim Peretokin, and vingi.
added:
improved:
fixed:
saveProfile()
is called during loadinfrastructure:
What has happened in Mudlet in just the last month alone? See below. This of course doesn't cover everything since the last release in November!
This release has been a long time coming, thanks to the vagaries of obtaining a new code signing certificate for our Windows builds. Consequently there are a lot of changes which made it into Mudlet 4.10. Let's go over some of the highlights!
It's a platform with which you can play multiplayer, pure-text RPGs – called MUDs, precursors to today’s MMORPGs. There are thousands of unique worlds online – download Mudlet for free on Windows/macOS/Linux, join one and enjoy!
You've been asking for it, you waited patiently, now thanks to Edru you can have... multiple command lines! Whenever you want a second one for role-playing, your chat window to have configuration, or anything else, this is now possible:
To turn on a commandline in a miniconsole, see here. To create a stand-alone, free floating command line, see here.
You know what else you've been waiting and asking for? Background images on miniconsoles! Edru has been on a roll!
This also means that the usual c/d/heho color formatting functions now accept transparency as a parameter. See here on how to set a background image.
This also means that you can try setting a background image for the main window as well - but you might find that games often hardcode the black background, so it's not ideal.
Have you been struggling to get your Geyser elements lined up just right and wished you could nudge it over just a few pixels? Been avoiding Geyser and using another option so you could have math in your constraints? Well, now you can use Geyser and receive all of its updates and use math in your constraints.
This means for example if you have a 32x32 label you want to center you can do so by using Label1:move("50%-16px","50%+10px"), or using "50%-16px" for both the x and y when making the label.
Geyser.Label also allows you to use "nocolor" as the text color, which will then allow for coloring the text via CSS. It also picked up the Geyser.Label:rawEcho(txt) function, which skips over all the formatting assistance normally provided by Geyser.Label:echo().
Geyser.MiniConsole gains Geyser.MiniConsole:display() which works just like regular display(), but outputs in the miniconsole instead of your main display.
Tired of copying things to a miniconsole and not being able to click them? Wish you could keep your MXP links intact in a miniconsole? Well, now you can! Edru once again stepped up to the plate for this one.
Have you struggled to test your color triggers? Tired of hand-crafting escape sequences when using feedTriggers()? Well, Demonnic was even if you weren't, so he added some new functions for working with feedTriggers. decho2ansi() and hecho2ansi() will take any decho or hecho string and return an ansi colored string. The functions are used by the new feedTriggers variants, dfeedTriggers and hfeedTriggers which allow for you to send colored text to the trigger engine for testing your color triggers. Also added is cfeedTriggers, which uses color names but uses a limited color table which corresponds to the ansi standard colors, IE black, red, green, yellow, blue, magenta, cyan, white, and lightBlack, lightRed, etc. You can also use a number from 0-255 to get the ansi 256 color equivalent.
Now you can open ALL THE PROFILES! and move between them with your mouse and keyboard shortcuts without it turning multiview off. Have fun multiplaying!
Game admins will be happy about this feature - it is now possible to automatically set Mudlet's text encoding - for example, to be utf8 in case your game supports emojis - using the CHARSET protocol. Big thanks to Tamarindo from StickMUD for pulling that one in.
Tamarindo also went ahead and added sound/music support to Mudlet's MXP implementation. That said, there's a much more modern Mud Client Media Protocol that you should aim to use 😉
You'll not be surprised to hear this one is Edru as well. Had you noticed Mudlet's scrollbars behaving a bit... oddly? Jumping around, not resizing itself, stuff like that? Well, Edru's put a lot of work into this and it should all work much more smoothly now.
Apple will stop supporting 10.13 High Sierra in November 2020, and Mudlet will have to follow suit. Thus Mudlet 4.10 will be the last version to support 10.13, which had a good run of 3 years!
Thanks to all coders that have contributed to this massive release: Andre Castellanos, Damian Monogue, Eraene, Fae, Gustavo Sousa, Ian Adkins, Jonathan Mohrbacher, Kebap, keneanung, Manuel Wegmann, Matthias Urlichs, Mike Conley, Stack, Stephen Lyons, and Vadim Peretokin.
Thanks to all translators to translated Mudlet into their language: Alan Sneath (alsneath), Anubisa, emeraldboy, Hsin Hsiang Peng (Hsins), Kae (itsTheFae), Leris, Marco "M0lid3us" Tironi (wiploo), rodeos, rodeos, Vadim Peretokin (vperetokin), vingi, and 王AQ (Anselmus).
This massive piece of work would not be possible without all of you :)
added:
added & improved functions:
improved:
fixed:
infrastructure:
We've improved Mudlet's editor and highlighting as well as even more improved art display. Also, you can now every day receive new Mudlet developments with our Public Test Build (PTB) version!
While these have been prepared for a few months now, PTB are finally mature enough to be mentioned here. You can now always play with the most recent Mudlet developments enabled, if you don't want to wait for the next official release.
New PTB versions are built nightly, hence their icons are dark, whereas new developments start with a dim red sun light. See immediately which is which via distinct icons both before and after you started Mudlet.
Mudlet PTB will be installed right next to your regular Mudlet. Meanwhile, the original release version will stay unchanged, so you can always go back. Find the latest PTB on top of Mudlet's snapshot website: https://make.mudlet.org/snapshots/?platform=all&source=ptb
Please beware: Even though we test new features, the PTB may actually still break sometimes. Please report any doubts or feedback to us, so we can fix things long before the official release happens. This is why we're doing this: for better Mudlet quality.
While Mudlet 4.8 started CP437 support, we received a request for help in Mudlet forums. A player wondered why Mudlet would not display their game's sweet ANSI art upon connection as expected. SlySven investigated and fixed the issue, even surpassing the original request:
Please feel free to let us know any display problems you may find with Mudlet in your games, so we can look into them as well. Or even better, send us a fix to review! ;-)
Even non-tech-savy users can easily use triggers in Mudlet to highlight interesting words or phrases happening in their games. The default highlighting will use red foreground and yellow background color.
With the new Mudlet version, you can now choose to only use one of them for highlighting and keep the other one as-is. In the example, keep the (maybe different) foreground colors, just use yellow background.
Mudlet's feature-rich script-editor (edbee) just learned a new trick: The initial comment "put your Lua code here" will vanish, as soon as you start typing. No more left over fragments at the beginning of your code scripts!
Thanks to all coders: Damian Monogue, Edru2, Gustavo Sousa, Kebap, Manuel Wegmann, Nicholas Molen, Stephen Lyons, and Vadim Peretokin.
Thanks to all translators: Alan Sneath (alsneath), Leris, Marco "M0lid3us" Tironi (wiploo), rodeos, and Vadim Peretokin for their work on this every day.
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