On experimenting a little further, I've encountered a very odd problem. In attempting to trouble-shoot it, I'm pretty sure I've restored cmdwin.css, cmdwin.htm, and cmdwin.js to their original state (by commenting out or simply deleting my new code).
What I'm seeing is that in the game interpreter (running as an adjunct to Workbench), a bunch of command-line inputs at the start of the game are being ignored. The carriage return is read, but the command line is empty. No letters appear when you type. Before too long the game starts responding normally. Here is a transcript. (I'm using the introductory game, which is definitely in an unedited state.)
Quote:
Welcome to the TADS 3 Starter Game!
Entryway
This large, formal entryway is slightly intimidating: the walls are lined with somber portraits of gray-haired men from decades past; a medieval suit of armor, posed with a battle axe at the ready, towers over a single straight-backed wooden chair. The front door leads back outside to the south. A hallway leads north.
>take axe
Taken.
>
I beg your pardon?
>
I beg your pardon?
>
I beg your pardon?
>
I beg your pardon?
>
I beg your pardon?
>
I beg your pardon?
>i
You are carrying a battle axe.
>
I beg your pardon?
>
I beg your pardon?
>
I beg your pardon?
>i
You are carrying a battle axe.
>i
You are carrying a battle axe.
>i
You are carrying a battle axe.
>i
You are carrying a battle axe.
Once we reach that point, the command line starts working normally.
This could be related to the function called setInterval(), near the top of cmdwin.js, which Mike describes in the comments as "a workaround for an annoying IE bug." Or not. The comment for that function suggests that IE is putting the input focus in the wrong place, and that certainly seems to be similar to what's happening here.
Hitting the escape key causes the blinking text input cursor to reappear at the command prompt, thus allowing a new keyboard input.
Can anyone confirm this behavior? My next step is to go back to the default cmdwin files and double-check....