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➜ MUSHclient
➜ MXP and Pueblo
➜ mxp 'default' colours
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| Posted by
| David Haley
USA (3,881 posts) Bio
|
| Date
| Reply #15 on Sun 28 Nov 2004 09:16 PM (UTC) |
| Message
| | Err, who cares about the text-values (except in extraordinarily specific applications, where this is not one of them), when one can specify things fully with RGB anyway? |
David Haley aka Ksilyan
Head Programmer,
Legends of the Darkstone
http://david.the-haleys.org | | Top |
|
| Posted by
| Shadowfyr
USA (1,791 posts) Bio
|
| Date
| Reply #16 on Sun 28 Nov 2004 09:24 PM (UTC) Amended on Sun 28 Nov 2004 09:32 PM (UTC) by Shadowfyr
|
| Message
| I got the sense that part of the idea of having MXP be able to use styles would imply using color names, not the RGB, since it is easier to remap predefined colors like that by name that worry about trying to remap FF0001, FF0004, FF0006, etc., just to make sure you cover all the bases. I may have misread that. But yes, for general use, the full color info is better.
Edit: Nvm. I think I get what he meant. Something like:
<defstyle name="Bigred" color="red" Bold Size="24">
<style Bigred>Blah!</style>
Instead of the much more messy HTML like way of doing it. | | Top |
|
| Posted by
| David Haley
USA (3,881 posts) Bio
|
| Date
| Reply #17 on Sun 28 Nov 2004 10:51 PM (UTC) |
| Message
| | Actually, I think that 'style' information is more like sending color "room", and letting the client sort out what color "room" is e.g. green, white, whatever. |
David Haley aka Ksilyan
Head Programmer,
Legends of the Darkstone
http://david.the-haleys.org | | Top |
|
| Posted by
| Nick Gammon
Australia (23,165 posts) Bio
Forum Administrator |
| Date
| Reply #18 on Sun 28 Nov 2004 11:22 PM (UTC) |
| Message
| Yes, although I was thinking of not sending colours at all. A colour is how you represent things, so I was thinking of sending what the "thing" is, eg.
<inventory>
... your inventory here ...
</inventory>
Now your client might be configured to show the inventory in green, indented 4 spaces, or maybe in a separate window. It can do that, providing it knows it is getting an inventory.
|
- Nick Gammon
www.gammon.com.au, www.mushclient.com | | Top |
|
| Posted by
| Feantur
(70 posts) Bio
|
| Date
| Reply #19 on Mon 29 Nov 2004 10:30 AM (UTC) |
| Message
| > It is grayed out if you don't have text selected. The
> attributes are of the first character of the selected text. > Can you confirm it happens to you, if you have something
> selected?
Yes, I can. I just tried a few times and the text is marked but the Text Attributes field is greyed out. | | Top |
|
| Posted by
| Shadowfyr
USA (1,791 posts) Bio
|
| Date
| Reply #20 on Mon 29 Nov 2004 04:34 PM (UTC) |
| Message
|
Quote: <inventory>
... your inventory here ...
</inventory>
Now your client might be configured to show the inventory in green, indented 4 spaces, or maybe in a separate window. It can do that, providing it knows it is getting an inventory.
Ah, well, the problem with the idea of having the 'inventory' be a client side entity is that it assumes every entity you want to use will be consistent across all muds that employ it. You end up limiting your options. My concept would have the mud declare the entities that contain the styles, then the client could provide, as part of what gets saved back to its character file, a list of styles from that world and their mappings. A seperate edit screen could then allow the player to examine the styles and alter them to match what they want, before saving the changes to their character file. All that would be needed would be an option in the editor for "Use my settings for this style.", to prevent the muds initial attempt to set the style from overiding yours.
Not that it matters, since you are not likely to go and add such support when it isn't in the standard MXP implimentation anyway. But sometimes you really have to look at things from a 'how customizable is this really?' angle. ;) | | Top |
|
| Posted by
| Nick Gammon
Australia (23,165 posts) Bio
Forum Administrator |
| Date
| Reply #21 on Mon 29 Nov 2004 06:20 PM (UTC) Amended on Mon 29 Nov 2004 06:21 PM (UTC) by Nick Gammon
|
| Message
| It is all moot, as it isn't in the spec, but this is how I would envisage it:
- The MUD defines "types" of data (inventory, spell lists, room descs, training info, objects on the ground etc.)
- When displaying a "type" it brackets it with the appropriate tags, as I suggested above.
- It could also send down suggested handling for a type, in case you don't configure it. eg.
Inventory = brown, indented 4 spaces
- However if you play a particular MUD a lot you could look at the custom types (eg. inventory) which would appear in a list (as the client had already seen them) and then override the behaviour, eg.
Inventory = blue, separate window
|
- Nick Gammon
www.gammon.com.au, www.mushclient.com | | Top |
|
| Posted by
| Shadowfyr
USA (1,791 posts) Bio
|
| Date
| Reply #22 on Mon 29 Nov 2004 10:04 PM (UTC) |
| Message
| | So, basically we both have the same identical idea, I just used a 'style' tag plus the name of the style, instead of relying on the assumption that it wouldn't interfer with other tags which might inadvertantly duplicate the names used for the style. | | Top |
|
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