Solace MUD Official Forum

Solace Development => Ideas => Topic started by: Matthew on November 22, 2007, 08:53:38 am



Title: Color options
Post by: Matthew on November 22, 2007, 08:53:38 am
I talked about this a couple of years back but people didnt get what i was asking.... other muds i have played color items and mobs in the room, here these look like this:

Southern end of the Glade
  You are in a thickly wooded glade which could almost be a forest. Small
bushes and trees surround you, while the sounds of birds and animals in
the undergrowth come from all around.

[Exits: north east west]
( 2) You see a pair of leather leggings here.
( 2) (Glowing) A torch is on the floor here.
( 2) You see a leather cap here.
( 2) A small steel sword is here.
A rabbit is bouncing around here.

Its very plan and in spammy situations kind of hard to read. Especially on more telnet based apps and telnet itself that some people have to use.

My suggestion was to add an option to add these colors:

Southern end of the Glade
  You are in a thickly wooded glade which could almost be a forest. Small
bushes and trees surround you, while the sounds of birds and animals in
the undergrowth come from all around.

[Exits: north east west]
( 2) You see a pair of leather leggings here.
( 2) (Glowing) A torch is on the floor here.
( 2) You see a leather cap here.
( 2) A small steel sword is here.
A rabbit is bouncing around here.

It is much clearer and easier to read for people using telnet etc. And would't bother anyone who was using a real client as it could be an option to toggle...

PS. Colour tags are not woking inside log tags.


Title: Re: Color options
Post by: Rionne on November 22, 2007, 10:19:39 am
That's a nice idea. it would also be great if we could have e.g. red text for (Red Aura), white text for (White Aura), etc.


Title: Re: Color options
Post by: blah on November 22, 2007, 10:41:34 am
yes it looks nice
on the other hand it would make eyes tired fast (for me at least) and it would move split some attention in pk..


Title: Re: Color options
Post by: Caleb on November 22, 2007, 10:42:34 am
Ugh

Im sorry but please dont add any more color to the game.

And plus, if you're have decent with your mud your using
(and secondly, if your using telnet your dead anyways, dont worry about more color)

i have so many things color coded, spells wearing off etc.

If you want to modify it, do it to your own client, not to game


Title: Re: Color options
Post by: Matthew on November 22, 2007, 10:55:32 am
This idea is for an 'option' for people who do not have a client capable of doing such. If you don't want to see the games colors dont bloody use them and shut up?


Title: Re: Color options
Post by: Vesper on November 22, 2007, 11:55:43 am
Hmm, I think there could be an option like 'advanced color' for all of this, perhaps even customizable, like say 'advancedcolor mobs lightred' 'advancedcolor objects yellow'
sure this will require a lot of code working, since this will become connection-dependant, etc etc. And leave normal 'color' command for people who don't care that much, but want to see say 'becoming better' better.


Title: Re: Color options
Post by: Quino on November 22, 2007, 02:13:11 pm
invent something on your own... like this (as for jmc)
#highlight {light red} {(Red Aura) %0}
#highlight {white} {(White Aura) %0}


Title: Re: Color options
Post by: Rionne on November 22, 2007, 02:29:24 pm
invent something on your own... like this (as for jmc)
#highlight {light red} {(Red Aura) %0}
#highlight {white} {(White Aura) %0}

I already did this - but (for JMC it seems, no idea if other clients have such limitations) if 1 line triggers multiple highlights, only the last one takes effect. So if I see this:

(Red Aura) (White Aura) Someone the male human is here.

Only the highlight for (White Aura) is triggered.

That said, I'm not expecting to see such features anytime soon, immortals probably have better things to code!


Title: Re: Color options
Post by: Matthew on November 22, 2007, 03:09:39 pm
This is a great thing to code, i myself have to use a telnet app to connect quite often and i know of at least one other player that has to use telnet as well. My idea takes little code and time to implement, its quite simple.


In Jmc 3.26+ you can enable #multihighlight, this lets you highlight multiple sections of a sentence different colours.
For example mine kinda looks like this.

(Red Aura) (White Aura) Someone the male human is here.

etc... All races that can be of neutral alignment are coloured yellow, evil only ones are coloured red and good only races are coloured light green... plus my highlights for various aura's etc. I use to have scripts for them but they do not work when you run JMC under wine in linux.

PS. A cool tricks for newbies and perhaps other peoples might find useful for highlighting some things. If i want to highlight say, the word You and the word Your. If i highlight {You}, the You in Your will be matched and highlighted leaving a plain r on the end. This can be solved by highlighting {You }. Sometimes you might notice it is being highlighted in room descriptions and stuff. {^You } and {^Your } will fix this, ^ tells JMC only to match it if the Y is the first character on the line.


Title: Re: Color options
Post by: Matthew on November 22, 2007, 03:34:30 pm
There are even benefits from this idea for people who use clients, some mud clients let you match input from the mud including the ansi codes(mud master is one, wintin.net is another). So if say objects on the ground were coded yellow and people red and descriptions/prompt grey. You could match and gag all input from the mud ansi coded yellow and never see objects on the ground. Or output them to another window or make them grey again or whatever you liked....


Title: Re: Color options
Post by: Quino on November 22, 2007, 04:03:20 pm
PS. A cool tricks for newbies and perhaps other peoples might find useful for highlighting some things. If i want to highlight say, the word You and the word Your. If i highlight {You}, the You in Your will be matched and highlighted leaving a plain r on the end. This can be solved by highlighting {You }. Sometimes you might notice it is being highlighted in room descriptions and stuff. {^You } and {^Your } will fix this, ^ tells JMC only to match it if the Y is the first character on the line.

Yeah, that's basics of regexp. You can same way point JMC at the end of line by symbol $ i.e.
^You$ matches 'You' but does not match 'Your'


Title: Re: Color options
Post by: ezus on November 22, 2007, 04:11:22 pm
Matthew, use highlights. I am sorry, but a lot of colors can damage your eyes. Here is enough colors nowadays. In any case you can highlight all that you need.


Title: Re: Color options
Post by: Matthew on November 22, 2007, 04:21:42 pm
Ezus, I am sorry, BUT YOU CANT HIGHLIGHT ANYTHING IN TELNET.

Man you are so illiterate... i understand english is not your native tongue but i have made it quite clear in my previous posts the reasons for which i have asked for this option, that i have to believe you never read this thread... why did you bother posting?


Title: Re: Color options
Post by: ezus on November 22, 2007, 06:34:09 pm
Too many letters ;D I just detected some highlights in text and this hit my eyes ::)


Title: Re: Color options
Post by: Lady Lunitari on November 22, 2007, 06:36:24 pm
but if we make life of telnets users easier, we will make life of other players worse at the same time.. Question. What is easier, to use a good client for solace or to code this highlights?


Title: Re: Color options
Post by: Matthew on November 22, 2007, 07:03:48 pm
It makes no ones life worse! There is only benefit!

I asked for an 'option' to be added to turn such a thing on and off if people with clients or even peopl with telnet don't like it they can just not turn it on! Just like coloured room names using the terrain command.

Of course it is easy to use a good client, and i do a lot of the time but often i must use telent and im not the only one. But to do what i have asked with your client is a very very big job... Im not even sure i could do it and i use to script this sort of stuff all the time.

On top of that this is a simple thing to add, there is even already code implemented to reuse and do it. The terrain option.


Title: Re: Color options
Post by: Kage on November 22, 2007, 07:05:24 pm
- I use GMud.... Id like to see some more color options and take the step forward other muds have.

AFFCOLOR  - on

TERRAIN   - on

COLOR     -  on

ADVCOLOR  - on   'this would be nice, but apprently it is too much for someone who doesnt want it...to just toggle it off to save their poor eyes'  
   Id rather hear the excuse that the coders dont wanna do it then some knucklehead  afraid they'll have a seizure because a bunny is highlighted magenta


Title: Re: Color options
Post by: Quino on November 23, 2007, 01:26:57 pm
Matthew, you know, I work with developers and they often reject unnecessary changes that are either (hard to implement|dangerous for other areas|simply useful for only one user)

As only you request such feature, I greatly doubt that any implementor will take this job to do :)

P.S. And yes, it's times easier to set up a client, zip it, host it, and then just download when you need it


Title: Re: Color options
Post by: Matthew on November 23, 2007, 02:13:43 pm
I am not the only one who has asked for it.

The issue of having to use telnet has nothing to do with my ability to transport and install a client.

If we wish to attract and keep new players then this is a necessary change. Another necessary change i think is the removal or replacement of the cities that do belong in the dragonlance scenario.

Why do i say that?! I have introduced Solace to a bunch of people over the years, very good hardcore mudders, they all laugh at the legacy cities and complain about how unfinished solace looks. Another thing that attracted humour a couple of times was the location of Silvanesti... The game is great, it has awsome mostly balanced systems with its a > b > c > etc thing going on but is still cosmeticly ugly...

And people who keep saying theres enough colour need to have a think for minute! Solace is practicly barren of colour. Room names, communications, and damage descriptions are the only colour in the game...


Title: Re: Color options
Post by: moq on November 26, 2007, 02:59:31 pm
>>Solace is practicly barren of colour.

and that's great IMO =)
it makes an atmosphere that I enjoy (sounds kinda selfish hehe)
i tried to toggle on coloured room names once.. man, that was terrible!


Title: Re: Color options
Post by: Matthew on November 26, 2007, 04:50:13 pm
You can continue to have your colour barren solace, by not switching colour options on!


Title: Re: Color options
Post by: Quino on November 26, 2007, 06:10:49 pm
And you can have color haven solace by setting up your client :-)


Title: Re: Color options
Post by: Matthew on November 27, 2007, 01:22:57 am
Careful Quino. Might have to start calling you Ezus!


Title: Re: Color options
Post by: Nierth on November 27, 2007, 11:50:12 am
Matthew, you know that this bastard ezus has all accounts here? He can use even mine :-(


Title: Re: Color options
Post by: ezus on November 27, 2007, 02:29:08 pm
bu-bu-bu
/me kissed Nierth.


Title: Re: Color options
Post by: blah on December 01, 2007, 06:27:52 am
though i dont like too many colors and so, i am fed up with taking poping artifacts from ground, checking and dropping most of time. How about to leave it like now if its unworthy item, put +before if it is good item and put ++ if it is really good good item.
or put glowing instead of + for rp conditions, or shinnig for ++
so you can see if worthy only by looking
+ ~ 5-9% stronger spells or 5-9%resist
++ ~10% or more
this all simply to eliminate spam of unworthy items