Welcome, Guest. Please login or register.
December 22, 2024, 11:19:09 pm
Check the old forum > Home Help Login Register
News: --------------------------------
Reddit community:
https://www.reddit.com/r/SolaceMUD/
--------------------------------
solace.senseisoft.com:4000

- Please no drama, no toxic stuff etc. Respect each other. Let everyone play and enjoy.
- Respect legacy of Solace: roleplay.
- Strictly follow ALL RULES.

Consider clans closed for now. Write a role indicating you'd love a certain clan; you might be inducted at some point (don't worry about your level).

Coming soon: a solution for solo mages level grind. Multicharring is NOT allowed (see above about following all rules).

Cheers!

(don't forget to invite friends on other platforms)
--------------------------------
1.5 player is in MUD and chromatic is already stored (c)
--------------------------------
Registration is disabled due to numerous spam bots.


+  Solace MUD Official Forum
|-+  Solace Development
| |-+  Bugs
| | |-+  Mixed colours for terrain types
« previous next »
Pages: [1] Print
Author Topic: Mixed colours for terrain types  (Read 122 times)
Critic
Hero Member
*****

Karma: +7/-7
Offline Offline

Posts: 773



« on: December 06, 2024, 12:55:30 pm »

When you use command 'colour' you can differentiate colours in room's name.
But it seems some terrain type has the same colour code.
Fore example, mountains and hills, swamps and forest.
It's awfull for some skills and spells.
So it shiuld be fixed, either in assignment colour code in terrain type, or in ANSI output buffer in comm.c
Basically, there are 8 main colours, but it could be easy increased
https://habr.com/ru/companies/macloud/articles/558316/
Logged

Vsem piz*i, a krilya mne!
Earwin
New Member
*

Karma: +1/-0
Offline Offline

Posts: 17



« Reply #1 on: December 06, 2024, 06:23:33 pm »

Ideally you need detection/negotiation of terminal color capabilities. Which, over telnet, is a whole fat can of very fat worms.

Another approach would be to just, like, type it out: Before Briarwood (forest)
Or put it into exits string, or as the first row of room-affects.

You can then highlight it seven different ways in your client, or whatever.

FTR, swamps and forests are two different colors — dark green for swamps, bright green for forests ("basic" term has 16 colors, 8 main+8 bright).
If they are lookin' the same for you, I have bad news about your client's 256 color support!
Logged
Critic
Hero Member
*****

Karma: +7/-7
Offline Offline

Posts: 773



« Reply #2 on: December 06, 2024, 06:36:32 pm »

I'm not sure about swamps, but bright green is a forest in JMC client, dark green is a hill.
Your method is better, but it's more complex...
Logged

Vsem piz*i, a krilya mne!
Earwin
New Member
*

Karma: +1/-0
Offline Offline

Posts: 17



« Reply #3 on: December 06, 2024, 07:36:26 pm »

In good-enough client:
inside/city — bright white
swamp/field — green
forest — bright green
mountain/hills — yellow
desert — bright yellow
water/underwater — bright blue

Printing text is much, much easier than getting fancy color working correctly everywhere, providing fallback for non-supporting clients and all this sh*t.
Logged
Critic
Hero Member
*****

Karma: +7/-7
Offline Offline

Posts: 773



« Reply #4 on: December 07, 2024, 08:55:06 pm »

Aye, but there is a great difference between mountains and hills, fore example.
That's why it should be separated into different colours/markers somehow
Logged

Vsem piz*i, a krilya mne!
Pages: [1] Print 
« previous next »
Jump to:  


Login with username, password and session length

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!