How to use Potato MU Client



  • Looks like something that decompiles something and saves the output.


  • Pitcrew

    Grab pulls an attribute you have access to from an object on game into your input window.

    So I could /grab me/desc and have my input window populated with my desc, and the @decompile would not appear on my screen.


  • Coder

    @skew /grab lets you pull in attributes from an object in-game to your input window.

    So if I '/grab #5/cmd_sample' it'll bring the whole '&cmd_sample #5=blah blah blah' into my input/typing window and I can edit it. No need to c/p.


  • Coder

    @Sunny @bladesurfer A glitch in the matrix...?

    TinyMUX has a similar command (@decompile/dbref), only it doesn't start each line with Tinyfugue> and that is what the game hooks and drops into your input.

    There's probably an easy workaround for this, but my brain isn't processing. Is there a way to @decompile but add some extra text into the beginning, before the information? I tried a few things, but it always puts the stuff on separate lines.



  • Anyone managed to get Potato MU running on macOS Sierra? I get a not compatible error when I try to run it. :-\


  • Pitcrew

    @Staked said in How to use Potato MU Client:

    Anyone managed to get Potato MU running on macOS Sierra? I get a not compatible error when I try to run it. :-\

    Not yet. And the 'instructions' (bare as they are) given on the bug report for it by the developer do not work. I've been using Atlantis. :\



  • @Auspice said in How to use Potato MU Client:

    Not yet. And the 'instructions' (bare as they are) given on the bug report for it by the developer do not work. I've been using Atlantis. :\

    Yeah. I tried those steps as well. Managed to get it to launch but it would then crash as soon as I tried to start doing anything. Looks like I may have to see if I can dig up my old .tfrc files and install TinyFugue.


  • Coder

    @Auspice said in How to use Potato MU Client:

    I've been using Atlantis.

    As well you should.

    <3 @Sparks



  • @Arkandel said in How to use Potato MU Client:

    BeipMU

    Spawn windows and correct-as-you-type spell checking. That's where it's at.

    Just use Duck Client, that's where it's at. You get the spell check as you go, you can spawn windows and more.


  • Admin

    @ThatOneDude said in How to use Potato MU Client:

    @Arkandel said in How to use Potato MU Client:

    BeipMU

    Spawn windows and correct-as-you-type spell checking. That's where it's at.

    Just use Duck Client, that's where it's at. You get the spell check as you go, you can spawn windows and more.

    Hmm. It looks interesting but is there a way to have its triggers spawn into the main window? At the moment it creates a second, separate window with the new tab in it instead of that new tab appearing next to my MU* tab in the same window.


  • Coder

    @Arkandel I'm pretty sure potato puts spawn Windows within the world window. Tabs within tabs.

    If you're referring to this other MU client, please move it out of the guide to using potato.



  • Alright I have a question.

    Trying to get spawns to work and it's been a real pain in the ass. Because the spawn window pops on with chan talk(which is what I'm used spawns for), but the chan chatter appears in both the main window and spawn window. How do I get to to put chan chatter on just the spawn and now both?

    Likely going to be something silly that I completely looked over.


  • Pitcrew

    @Monogram Check the "Omit From Display" checkbox. That tells it not to show up in your "main window."

    Edit: Which, granted, is pretty unintuitive, because everyone's sort of used to thinking of every one of their windows as a spawn. But Potato seems to classify things more like "Your main window is your main display, your channels are a spawn."


  • Pitcrew

    This post is deleted!

  • Pitcrew

    Raising this from the dead to see if someone can help me. I converted to Potato to finally see all the pretty 256 colors, but for some reason the client takes double carriage returns - %R%R in other words - and ignores them completely. I don't have "ignore empty lines" checked.


  • Coder

    @rebekahse Sorry for the very delayed response... That does not happen on mine.

    What MU are you on? Any chance it's the MU itself doing it?


  • Coder

    @rebekahse
    I am also betting that there is a "PoseBreak" sort of thing going on the game. Is it a MUSH? What flavor serverbase? That will help us troubleshoot (well, what we can).

    Potato doesn't do that by default on a Rhost, MUX or Penn, that I see.


  • Coder

    @Rook

    Posebreak code shouldn't ignore or filter %r%r.

    But you know what does? Mux's (and as far as I'm aware, only Mux's) implementation of @descformat.

    So yeah, @rebekahse , can you give us a more detailed explanation of what you're typing, and on which game and possibly what platform that game is running on? Thanks.


  • Coder

    @Thenomain When I played on that SW MU, it would often strip out carriage returns from poses, on and off, sort of at random. Recently, some update to Evennia also had Arx eating up carriage returns and not adding posebreak carriage returns. They got it resolved, I think, but it was happening.


  • Coder

    @skew

    That Mu was using a pure soft coded pose system, too. So.


 

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