Armageddon General Discussion Board

General => General Discussion => Topic started by: Nathvaan on November 25, 2016, 06:18:52 AM

Title: Color change discussion thread.
Post by: Nathvaan on November 25, 2016, 06:18:52 AM
Black: lacking hue and brightness; absorbing light without reflecting any of the rays composing it.
Friday: Today!

What better day to celebrate the color that lacks hue than to put all manner of color into Armageddon!?

Yes, it has finally happened.  Armageddon's look and feel has started to be updated with the first run at adding
color as an optional setting.

This thread if for discussing these changes so by all means discuss.

Here are some highlights:
-Using color it 100% optional. You can either disable VT100/ANSI at the main menu or type 'change color none' to disable.
-You don't see colors?  It's not enabled by default though I may do so for new accounts in the near future.
-If you aren't using a client that supports 256 color you may think of moving to one.  All clients support 16 colors though so you may get some use but results may vary.
-All color setting are character customizable.  You can set them to look any way you like with a little setup.
-If you want to use the current 'default' simply type 'change color default'.  I am totally open to changing this default but we needed to start somewhere.
-If you are a colorblind player do me a huge solid and set up colors that show you the right contrast.  Send me the export and what type of colorblind you are.  I'll add it as an option.
-There is a command to spit out the commands for your current color settings, 'change color export'.  You can use this to save off your settings, share them on the GDB etc.
-There are 19 player/staff categories and 7 staff only categories (for logging, staff comm channels and player monitoring etc).
-This isn't all the color that will be added.  This is just one major pass at the implementation.
-The plans going forward will include other aspects of the game where more contrast is needed but as always I don't typically talk about future features because the timing and actual implementation features are fluid until it's ready for release.  Plus this was a lot of work and I need a break from all the colors!

Please look at 'help change color' to see the usage and valid options.

Please throw questions at me and I will be glad to answer questions/concerns as I have time.
Title: Re: Color change discussion thread.
Post by: azuriolinist on November 25, 2016, 06:31:25 AM
Ohmigod. This. Sounds. Amazing.

Are NPC/PC colors different from one another? That'd be pretty handy.

Otherwise, thanks for the amount of work you must have put into this!
Title: Re: Color change discussion thread.
Post by: Lizzie on November 25, 2016, 06:32:47 AM
Just checked in game, my colors are still what I set them to. I use customized setting on MUSH Client. Experimented and turned ANSI off, and didn't see any change. This is good, for me. Maybe not so for anyone else but it's how I want it.

Question: If I wanted to experiment and look at the game-side color configuration, and then decided I like my own better and want to switch back, what are the steps for that? I had someone help me figure out the MUSH Client thing 15 years ago, so I haven't had to "do" anything to it since then and wouldn't be able to replicated it without someone reminding me.
Title: Re: Color change discussion thread.
Post by: Nathvaan on November 25, 2016, 06:35:59 AM
Quote from: azuriolinist on November 25, 2016, 06:31:25 AM
Are NPC/PC colors different from one another? That'd be pretty handy.

Otherwise, thanks for the amount of work you must have put into this!

PCs and NPCs are colored with the same category.  This is to not encourage the habit of people ignoring NPCs.

Thanks!  I don't even want to admit to myself how much time I have spent on this particular change!
Title: Re: Color change discussion thread.
Post by: azuriolinist on November 25, 2016, 06:37:07 AM
It's off by default, apparently, for now. You'd have to type in 'change color default' to load in the default palette.

By the way, the customizability is awesome.
Title: Re: Color change discussion thread.
Post by: Nathvaan on November 25, 2016, 06:38:43 AM
Quote from: Lizzie on November 25, 2016, 06:32:47 AM
Question: If I wanted to experiment and look at the game-side color configuration, and then decided I like my own better and want to switch back, what are the steps for that? I had someone help me figure out the MUSH Client thing 15 years ago, so I haven't had to "do" anything to it since then and wouldn't be able to replicated it without someone reminding me.

Triggers/setting on your client will always supersede settings issued from the game. I think the best way to test out the changes would be to create a new world file in MUSHclient.  You will also lose all your aliases and the likes when testing but you can easily switch back by opening the old world file.
Title: Re: Color change discussion thread.
Post by: Lizzie on November 25, 2016, 06:44:17 AM
Ah I'll do that, I think I have an old one from when I was staffing another game, I could probably just use that and re-route it to Arm.
Title: Re: Color change discussion thread.
Post by: bardlyone on November 25, 2016, 06:52:02 AM
xterm (256 color) color...

I feel like christmas came early this year.

I want to weep for the joy of this. >.> Thank you, Nathvaan.
Title: Re: Color change discussion thread.
Post by: John on November 25, 2016, 07:00:41 AM
Quote from: Lizzie on November 25, 2016, 06:32:47 AMQuestion: If I wanted to experiment and look at the game-side color configuration, and then decided I like my own better and want to switch back, what are the steps for that? I had someone help me figure out the MUSH Client thing 15 years ago, so I haven't had to "do" anything to it since then and wouldn't be able to replicated it without someone reminding me.
File > World Properties > Triggers
Untick "Enable Triggers"

(this will break any other triggers you have, but I'm guessing you probably don't have many and can do without while you experiment with game-side colors).
Title: Re: Color change discussion thread.
Post by: azuriolinist on November 25, 2016, 07:02:10 AM
That's odd. Anyone else having their room titles swallowed up by the room exits on TinTin++? Tried disabling the colors and such. Hrmph.

Probably on my end. I'll see if it's my config or something.
Title: Re: Color change discussion thread.
Post by: Nathvaan on November 25, 2016, 07:08:21 AM
Quote from: azuriolinist on November 25, 2016, 07:02:10 AM
That's odd. Anyone else having their room titles swallowed up by the room exits on TinTin++? Tried disabling the colors and such. Hrmph.

Probably on my end. I'll see if it's my config or something.

I tested tintin++ with default settings and it looks alright with no truncation of room titles.  Please let me know what it ends up being if it is something on your side.  Thanks.
Title: Re: Color change discussion thread.
Post by: John on November 25, 2016, 07:15:27 AM
I'm looking to replace the default colours with those I've been using in my client for years now. How do I know which colour responds to which category? I've so far gotten up to category 8 when I figured there had to be an easier way.

[EDIT]: Read more of the release notes. Helpfile could stand to have some of this information.
Title: Re: Color change discussion thread.
Post by: Nathvaan on November 25, 2016, 07:25:05 AM
Quote from: John on November 25, 2016, 07:15:27 AM
I'm looking to replace the default colours with those I've been using in my client for years now. How do I know which colour responds to which category? I've so far gotten up to category 8 when I figured there had to be an easier way.

[EDIT]: Read more of the release notes. Helpfile could stand to have some of this information.

Are you asking to have all the categories included in the helpfile?  I don't have a problem adding that if it would be more, well, helpful!
Title: Re: Color change discussion thread.
Post by: John on November 25, 2016, 07:27:59 AM
Quote from: Nathvaan on November 25, 2016, 07:25:05 AM
Quote from: John on November 25, 2016, 07:15:27 AM
I'm looking to replace the default colours with those I've been using in my client for years now. How do I know which colour responds to which category? I've so far gotten up to category 8 when I figured there had to be an easier way.

[EDIT]: Read more of the release notes. Helpfile could stand to have some of this information.

Are you asking to have all the categories included in the helpfile?  I don't have a problem adding that if it would be more, well, helpful!
For my query specifically the syntax of "change color palette" would have been helpful. I don't know if listing all the categories is necessary given they're accessible via change color.
Title: Re: Color change discussion thread.
Post by: Nathvaan on November 25, 2016, 07:34:36 AM
Quote from: John on November 25, 2016, 07:27:59 AM
I don't know if listing all the categories is necessary given they're accessible via change color.

I added a few more syntax examples to hopefully make it a little more clear.  Thanks.
Title: Re: Color change discussion thread.
Post by: John on November 25, 2016, 07:45:36 AM
I'm torn on this change. I've always felt Armageddon's lack of colour sent a pretty strong signal to new players about the feel of the game. However I also expect most of us use clientside colouring for the game anyway. I've started playing on an iPad (which hasn't let me transfer over my clientside triggers) so I'll be interested to see how this works on the iPad.

All in all it's probably a change for the better. I just don't like change. I have tweaked the colours so that emotes, objects and chars are all the default text to cut down on how colourful it is. I expect the colours for communication will help during peak time in busy bars.
Title: Re: Color change discussion thread.
Post by: Zenith on November 25, 2016, 08:00:39 AM
I, like Lizzie, already have color set on my client. But just because I don't personally need this doesn't mean I don't think it's an amazing change!! I particularly like the combat options. I'm tempted to rework all my settings so that I can use those.

The work that must have gone into this is exceptional. Congratulations and thank you for undertaking such a large project!
Title: Re: Color change discussion thread.
Post by: Feco on November 25, 2016, 08:13:34 AM
Awesome!!!

I'm so god damned stoked about this.
Title: Re: Color change discussion thread.
Post by: Patuk on November 25, 2016, 08:19:43 AM
HOLY SHIT HOLY SHIT HOLY SHIT NO WAY DUDE NO WAY NO HOW WOAH MAN THIS IS AWESOME
Title: Re: Color change discussion thread.
Post by: azuriolinist on November 25, 2016, 08:23:54 AM
Quote from: Nathvaan on November 25, 2016, 07:08:21 AM
I tested tintin++ with default settings and it looks alright with no truncation of room titles.  Please let me know what it ends up being if it is something on your side.  Thanks.

Damn. Looks like it's the client's #split option that's causing it to mess up. Totally not related to the color changes, sorry about that!

edit: In case anyone wants to know, '#config {packet patch} {0.5}' seems to fix #split's tendency to cut some lines from the buffer.
Title: Re: Color change discussion thread.
Post by: John on November 25, 2016, 08:36:07 AM
Here's some coloured echoes I'm unsure of what category they fall into:
put object into object
list
You stand up from a table.

Think and feel are coming up coloured (I'm assuming they belong to the psionics group of colours).
Title: Re: Color change discussion thread.
Post by: Nathvaan on November 25, 2016, 08:38:57 AM
Quote from: John on November 25, 2016, 07:45:36 AM
I'm torn on this change. I've always felt Armageddon's lack of colour sent a pretty strong signal to new players about the feel of the game. However I also expect most of us use clientside colouring for the game anyway. I've started playing on an iPad (which hasn't let me transfer over my clientside triggers) so I'll be interested to see how this works on the iPad.

All in all it's probably a change for the better. I just don't like change. I have tweaked the colours so that emotes, objects and chars are all the default text to cut down on how colourful it is. I expect the colours for communication will help during peak time in busy bars.

I totally understand how some people would see the lack of color as setting a tone for the game.  This is why I designed the system for color to be an optional setting.  The real drive toward this update is to allow for higher contrast for ease of reading and to make it so new players that are used to games having colors aren't turned off to the game because of the lack of the feature.
Title: Re: Color change discussion thread.
Post by: WithSprinkles on November 25, 2016, 08:43:15 AM
Thank you so much for this change. My screen already kinda looked like a spilled bag of skittles sometimes, but this is much better done than most of my triggers. And if I want to change them a bit, I just tweak them on my end, so it's nice.
Title: Re: Color change discussion thread.
Post by: Delirium on November 25, 2016, 09:12:52 AM
(https://media.giphy.com/media/l0HFiOtai3t3xIoLK/giphy.gif)
Title: Re: Color change discussion thread.
Post by: Lizzie on November 25, 2016, 12:01:24 PM
Quote from: John on November 25, 2016, 07:00:41 AM
Quote from: Lizzie on November 25, 2016, 06:32:47 AMQuestion: If I wanted to experiment and look at the game-side color configuration, and then decided I like my own better and want to switch back, what are the steps for that? I had someone help me figure out the MUSH Client thing 15 years ago, so I haven't had to "do" anything to it since then and wouldn't be able to replicated it without someone reminding me.
File > World Properties > Triggers
Untick "Enable Triggers"

(this will break any other triggers you have, but I'm guessing you probably don't have many and can do without while you experiment with game-side colors).

I have no triggers set at all. My client view is rather primal: almost-black text on almost-white background. No highlights, no colors, no bold or underline, no nuttin. Just like reading a book.
Title: Re: Color change discussion thread.
Post by: Lizzie on November 25, 2016, 12:06:07 PM
Quote from: Zenith on November 25, 2016, 08:00:39 AM
I, like Lizzie, already have color set on my client. But just because I don't personally need this doesn't mean I don't think it's an amazing change!! I particularly like the combat options. I'm tempted to rework all my settings so that I can use those.

The work that must have gone into this is exceptional. Congratulations and thank you for undertaking such a large project!

Agreed 100%. I've always felt that if players wanted colors, colors should be available. As long as it defaulted to NO color to start with - I was totally on board with options. Can't tell you how many games I've tried to play, that defaulted to the game colors upon entry. If I couldn't just type "ansi off" and make them all go away, I never bothered playing the game. In addition, I don't really want ansi off. I want it on. But I want MY choice of colors, not the game's choice. And I hate having to UNdo yours, then REdo mine, just so I can decide if I want to play your game. It's always been a deal-breaker to me.

So the fact that players can toggle on/toggle off easily, is a huge deal to me (and other mutants like me).
Title: Re: Color change discussion thread.
Post by: LauraMars on November 25, 2016, 12:13:47 PM
Fantastic!
Title: Re: Color change discussion thread.
Post by: Marauder Moe on November 25, 2016, 12:45:12 PM
Nice.
Title: Re: Color change discussion thread.
Post by: a french mans shirt on November 25, 2016, 12:54:44 PM
Holy crap. I think I'm probably going to alternate between a color set and my old faithful off and on.

Great job, staff!
Title: Re: Color change discussion thread.
Post by: Iiyola on November 25, 2016, 01:02:05 PM
How to I highlight combat hits again?
Title: Re: Color change discussion thread.
Post by: a french mans shirt on November 25, 2016, 01:06:33 PM
change color fg_combat_charhit (color or color number)

That is for changing the letters when you are hit.

change color fg_combat_victhit (color or color number)

To change the letters when you hit someone.

Use bg instead of fg for background of the letters.

fg or bg_combat_room colors combat in which you aren't involved.
Title: Re: Color change discussion thread.
Post by: WanderingOoze on November 25, 2016, 01:50:06 PM
I switched the colors on. It scared me, after so long of playing with the basic default grey/black scheme the colors were jarring. Gonna give it a whirl though, see how it goes.
Title: Re: Color change discussion thread.
Post by: Sedora on November 25, 2016, 02:01:22 PM
My interface seems to be broken when enabling this while using the Infobar addon to mushclient by Agent_137. I may disable the bar and wiggle around prompts to see if I can get something working the way I like it.
Title: Re: Color change discussion thread.
Post by: Nathvaan on November 25, 2016, 02:11:25 PM
Quote from: Sedora on November 25, 2016, 02:01:22 PM
My interface seems to be broken when enabling this while using the Infobar addon to mushclient by Agent_137. I may disable the bar and wiggle around prompts to see if I can get something working the way I like it.

Interesting.  I didn't specifically test infobar and how it does or doesn't interact with this change.  Just to verify, can you tell me which client you are using and what version.  Also can you describe what you mean by 'broken'?  I'll see if I can reproduce the issue and see if it's anything on our side.
Title: Re: Color change discussion thread.
Post by: LauraMars on November 25, 2016, 02:30:48 PM
Do color settings persist through character death?
Title: Re: Color change discussion thread.
Post by: Sedora on November 25, 2016, 02:36:50 PM
Quote from: Nathvaan on November 25, 2016, 02:11:25 PM
Interesting.  I didn't specifically test infobar and how it does or doesn't interact with this change.  Just to verify, can you tell me which client you are using and what version.  Also can you describe what you mean by 'broken'?  I'll see if I can reproduce the issue and see if it's anything on our side.

MushClient 4.94

It seems like its getting itself into some sort of loop posting prompt output of hp and stuff. I took a screenie of it:

https://postimg.org/image/bcxbdruat/
Title: Re: Color change discussion thread.
Post by: Nathvaan on November 25, 2016, 02:38:54 PM
Quote from: LauraMars on November 25, 2016, 02:30:48 PM
Do color settings persist through character death?

Unfortunately at this time, no they do not.  It is a setting on the character so I would suggest using 'change color export' to get a list of commands to reset your colors to those settings in the future.  You can save that off for use later.  I will probably look into having it moved to the account eventually but due to some technical issues it was easier and more time effective to have them save on the character for this first release.
Title: Re: Color change discussion thread.
Post by: LauraMars on November 25, 2016, 02:40:11 PM
Ok good to know, thank you.
Title: Re: Color change discussion thread.
Post by: Rokal on November 25, 2016, 05:27:09 PM
oh my god.


This is awesome.

Thanks!
Title: Re: Color change discussion thread.
Post by: Barsook on November 25, 2016, 05:37:44 PM
Thanks for this!
Title: Re: Color change discussion thread.
Post by: Dunetrade55 on November 25, 2016, 05:41:15 PM
Nathvaan. He kicked cancer's ass, then decided to keep kicking ass.

This is great, I haven't tried it yet, but thank you.
Title: Re: Color change discussion thread.
Post by: Nathvaan on November 25, 2016, 05:55:17 PM
Quote from: Dunetrade55 on November 25, 2016, 05:41:15 PM
Nathvaan. He kicked cancer's ass, then decided to keep kicking ass.

This is great, I haven't tried it yet, but thank you.

Ha, thanks.  Actually had two different cancers in the last 6 years or so.  I think I'll not go for a third though! ;)

Glad people are liking it because it really was more work than I care to admit.  I have noticed quite a few oddities with coloring.  Nothing crazy but things are not working 100% as I intended so I'll be looking at fixing a few things here and there in the near-term.
Title: Re: Color change discussion thread.
Post by: Dunetrade55 on November 25, 2016, 06:11:10 PM
Quote from: Nathvaan on November 25, 2016, 05:55:17 PM
Quote from: Dunetrade55 on November 25, 2016, 05:41:15 PM
Nathvaan. He kicked cancer's ass, then decided to keep kicking ass.

This is great, I haven't tried it yet, but thank you.

Ha, thanks.  Actually had two different cancers in the last 6 years or so.  I think I'll not go for a third though! ;)

Glad people are liking it because it really was more work than I care to admit.  I have noticed quite a few oddities with coloring.  Nothing crazy but things are not working 100% as I intended so I'll be looking at fixing a few things here and there in the near-term.

The upside is it'll limit those weird moments when a mindbender is with you and keeps answering your thinks like you're having a conversation. I have to look at moments like that and be like, okay, my PC hates your PC and wants nothing more than to fuck them over, but this is extreme meta and I'm not sure the player meant to do this, so I can't, in good conscience, out them without being a royal dick. Ok, so we're going to ignore the obvious abomination in the room because it's just, meh, to end it this way. Now when you do this I can tell this is what you MEANT to do, and react accordingly.
Title: Re: Color change discussion thread.
Post by: John on November 25, 2016, 06:40:45 PM
Quote from: John on November 25, 2016, 08:36:07 AM
Here's some coloured echoes I'm unsure of what category they fall into:
put object into object
list
You stand up from a table.

Think and feel are coming up coloured (I'm assuming they belong to the psionics group of colours).
More I'm unsure about:

craft item
[lightgreen]You could make...[/lightgreen]
   1) a lump of mottled soap from that. [brew, difficult]

Any idea what tags I can use to change these colours?
Title: Re: Color change discussion thread.
Post by: WanderingOoze on November 25, 2016, 07:18:33 PM
Quote from: WanderingOoze on November 25, 2016, 01:50:06 PM
I switched the colors on. It scared me, after so long of playing with the basic default grey/black scheme the colors were jarring. Gonna give it a whirl though, see how it goes.

Update: So far so good. I can safetly say I like this now.
Title: Re: Color change discussion thread.
Post by: Nathvaan on November 25, 2016, 07:27:08 PM
Quote from: John on November 25, 2016, 06:40:45 PM
Quote from: John on November 25, 2016, 08:36:07 AM
Here's some coloured echoes I'm unsure of what category they fall into:
put object into object
list
You stand up from a table.

Think and feel are coming up coloured (I'm assuming they belong to the psionics group of colours).
More I'm unsure about:

craft item
[lightgreen]You could make...[/lightgreen]
   1) a lump of mottled soap from that. [brew, difficult]

Any idea what tags I can use to change these colours?

The game is not coloring any crafting output.  The only thing it is currently coloring is the listed categories under 'change color'.  Yes, think and feel are tagged as psionics.  If you want to create "You could make..." in light green you will have to do that on the client side through use of triggers or whatever way the client colors output text.
Title: Re: Color change discussion thread.
Post by: lostinspace on November 25, 2016, 08:14:25 PM
Haven't had time to sit down and mess with this yet, but I'm going to want to fully customize it and test it out. Is it acceptable for me to use change locdesc to remove my character from game while doing this testing?
Title: Re: Color change discussion thread.
Post by: SuchDragonWow on November 25, 2016, 08:28:37 PM
Nathvaan returns to kick monochromatic ass.  Well played!
Title: Re: Color change discussion thread.
Post by: ChibiTama on November 25, 2016, 09:50:07 PM
I just noticed that the say colors don't when when someone is saying something to someone else.
Title: Re: Color change discussion thread.
Post by: Nathvaan on November 25, 2016, 10:09:41 PM
Quote from: ChibiTama on November 25, 2016, 09:50:07 PM
I just noticed that the say colors don't when when someone is saying something to someone else.

It's probably that your fg_tell color is unset or is set to the same color as your default text in your client.  Since say cannot target another person the command is actually tell.  Try something like 'change color fg_tell <color>' and hopefully that works for you!
Title: Re: Color change discussion thread.
Post by: ChibiTama on November 25, 2016, 10:41:17 PM
Quote from: Nathvaan on November 25, 2016, 10:09:41 PM
Quote from: ChibiTama on November 25, 2016, 09:50:07 PM
I just noticed that the say colors don't when when someone is saying something to someone else.

It's probably that your fg_tell color is unset or is set to the same color as your default text in your client.  Since say cannot target another person the command is actually tell.  Try something like 'change color fg_tell <color>' and hopefully that works for you!
You were right. Fixed!
Title: Re: Color change discussion thread.
Post by: LauraMars on November 26, 2016, 12:22:55 AM
Well I found this color stuff too tempting to resist, so I logged on and made a 'light colored background' color set if anyone wants to use it. I play with an off-white background and I found the defaults were a bit bright for that situation.

There's not really a lot of "color" in this (stuck with a lot of dark greens and dark browns except for combat...and WISH) so if you're transitioning from b&w to something a little more nuanced it might be a good fit.

It looks like this:

(http://i.imgur.com/dDHPcvm.png)

change color none
change color fg_say 58
change color fg_shout 124
change color bg_shout 255
change color fg_monitor 62
change color fg_psionics 54
change color fg_room_name 180
change color bg_room_name 52
change color fg_room_exits 180
change color bg_room_exits 52
change color fg_tell 58
change color fg_whisper 60
change color fg_ooc 127
change color fg_sing 68
change color fg_talk 59
change color fg_wish 181
change color bg_wish 199
change color fg_object 59
change color fg_char 94
change color fg_combat_charhit 232
change color bg_combat_charhit 9
change color fg_combat_charmiss 232
change color bg_combat_charmiss 172
change color fg_combat_victhit 250
change color bg_combat_victhit 12
change color fg_combat_victmiss 8
change color bg_combat_victmiss 24
change color fg_combat_room 88
change color bg_combat_room 254
change color fg_emote 52
change color bg_emote 255


edit: Nathvaan, it looks like a staff command might have gotten into that export list? fg_monitor?
Title: Re: Color change discussion thread.
Post by: Nathvaan on November 26, 2016, 12:46:53 AM
Quote from: LauraMars on November 26, 2016, 12:22:55 AM
edit: Nathvaan, it looks like a staff command might have gotten into that export list? fg_monitor?

So it did.  Thanks for pointing that out.  I'll be sure to put it on my list of things to fix!
Title: Re: Color change discussion thread.
Post by: Delirium on November 26, 2016, 12:52:25 AM
For anyone having problems, I had to make a new worldfile w/out any of my (admittedly fairly elaborate) color triggers, despite having triggers disabled, to get this working correctly. I use MUSHclient.

It works now - super cool. I love the potential of this.

Plotting which colors I want because I prefer to stick with a desert-ish theme overall.
Title: Re: Color change discussion thread.
Post by: Delirium on November 26, 2016, 01:12:07 AM
I made this so I didn't have to keep scrolling up :D

Click on it for a full-size version.

(http://i.imgur.com/9ymNtRP.png) (http://imgur.com/a/JEouf)
Title: Re: Color change discussion thread.
Post by: a french mans shirt on November 26, 2016, 07:20:06 AM
I'm using this set:

change color fg_combat_charhit 196
change color fg_combat_victhit 34
change fg_combat_room 229

I would probably save a list of your commands if you switch between characters often like I do.

Basically its red when I get hit (bad), green for when I hit (good) and cream for when other people are fighting. I like my monochrome, but honestly up until now watching more than two people fight has been a spamfest.
Title: Re: Color change discussion thread.
Post by: a french mans shirt on November 26, 2016, 08:29:35 AM
I'm actually switching between these two on the fly. They deal only with foreground combat:

cute set:
change color fg_combat_charhit 174
change color fg_combat_victhit 178
change color fg_combat_room 229
-------------------
practical set
change color fg_combat_charhit 196
change color fg_combat_victhit 34
change color fg_combat_room 229
Title: Re: Color change discussion thread.
Post by: Miradus on November 26, 2016, 09:44:13 AM
On Wintin++

At size 18 font it seems to be not including the room names. I disabled ansi/vt100 and the same problem is here.

This is new. I could swear I wasn't having the problem yesterday.
Title: Re: Color change discussion thread.
Post by: Insigne on November 26, 2016, 10:00:47 AM
Quote from: Miradus on November 26, 2016, 09:44:13 AM
On Wintin++

At size 18 font it seems to be not including the room names. I disabled ansi/vt100 and the same problem is here.

This is new. I could swear I wasn't having the problem yesterday.
Do you mean the room titles getting cut off? I think azuriolinist mentioned a fix, if you're using #split.

Quote from: azuriolinist on November 25, 2016, 08:23:54 AMedit: In case anyone wants to know, '#config {packet patch} {0.5}' seems to fix #split's tendency to cut some lines from the buffer.
Title: Re: Color change discussion thread.
Post by: Miradus on November 26, 2016, 10:03:48 AM
That's exactly what's happening. Lemme scroll up and find the fix.

EDIT: That fixed it.

Normally I run with the map in the top half and the text below so I hadn't noticed it. Walking around in a town that I didn't need to use my map for I started seeing it.
Title: Re: Color change discussion thread.
Post by: Insigne on November 26, 2016, 10:20:58 AM
Because I haven't said it yet: I like this change. I've left it disabled for now until I find the time to update my client's highlights so they don't clash, but it's great to see this is as an option.

I do seem to have a problem with BG colors having a 'bleeding' effect where part of the line after also gets highlighted, but it's definitely something wrong on my end.
Title: Re: Color change discussion thread.
Post by: Nathvaan on November 26, 2016, 10:24:38 AM
Quote from: Insigne on November 26, 2016, 10:20:58 AM
I do seem to have a problem with BG colors having a 'bleeding' effect where part of the line after also gets highlighted, but it's definitely something wrong on my end.

If you are talking about things like say, tell, shout etc. don't try to hard to fix that on your end!  I noticed the same thing with background colors but due to the nature of how the code spits out the text it would have delayed this release by a month or more to try and fix that all over the code so I decided to settle with that little 'feature'.
Title: Re: Color change discussion thread.
Post by: Insigne on November 26, 2016, 10:39:31 AM
Quote from: Nathvaan on November 26, 2016, 10:24:38 AM
Quote from: Insigne on November 26, 2016, 10:20:58 AM
I do seem to have a problem with BG colors having a 'bleeding' effect where part of the line after also gets highlighted, but it's definitely something wrong on my end.

If you are talking about things like say, tell, shout etc. don't try to hard to fix that on your end!  I noticed the same thing with background colors but due to the nature of how the code spits out the text it would have delayed this release by a month or more to try and fix that all over the code so I decided to settle with that little 'feature'.
Oh. I can bear with that just fine. I meant this:
(http://i.imgur.com/XV8gZmv.png)
The same client on a different PC doesn't share the same problem, which is why I'm pretty sure it's just me.
Title: Re: Color change discussion thread.
Post by: Nathvaan on November 26, 2016, 12:49:25 PM
Ah, yeah that looks to be a client setting issue!  Let me know what you find out if/when you figure it out!
Title: Re: Color change discussion thread.
Post by: Synthesis on November 26, 2016, 01:18:58 PM
When I change to the default color palette in CMUD, it makes everything except the room descriptions start blinking.


Okay, I fixed the blinking problem.

However, now I tried to change some colors to red, and all it did was make them bold.

Now I've got a mixture of bold and highlighted text, but no actual color, even though I haven't intentionally bolded or highlighted anything.
Title: Re: Color change discussion thread.
Post by: LauraMars on November 26, 2016, 01:20:41 PM
I would love to see hemote/semote/think/feel/movement color options... someday!
Title: Re: Color change discussion thread.
Post by: 650Booger on November 26, 2016, 01:53:40 PM
I've noticed a few inconsistencies, would you like those reported here, in a request, or using the "bug" command?
Title: Re: Color change discussion thread.
Post by: Nathvaan on November 26, 2016, 02:27:34 PM
Quote from: LauraMars on November 26, 2016, 01:20:41 PM
I would love to see hemote/semote/think/feel/movement color options... someday!

I suspect I will be adding some more categories in the future but I am also trying to keep in mind that sometimes less is more.  Remember every category adds two categories (fg and bg) and I worry that the setup could quickly get overly complex for new players. 

That said though, I'll keep these in mind for sure!
Title: Re: Color change discussion thread.
Post by: Nathvaan on November 26, 2016, 02:29:49 PM
Quote from: 650Booger on November 26, 2016, 01:53:40 PM
I've noticed a few inconsistencies, would you like those reported here, in a request, or using the "bug" command?

I have been working on a list of inconsistencies I have found as well (33 so far).  It is possible I am already working on most of the things you saw but please feel free to open a request with what you have found so I can make sure they make my list.
Title: Re: Color change discussion thread.
Post by: Bogre on November 26, 2016, 04:38:21 PM
Confused. Green on black is all I need.
Title: Re: Color change discussion thread.
Post by: Lizzie on November 26, 2016, 04:38:28 PM
I had to turn ansi off completely and revert to white background black text. I had only three options after this change:

1. Turn off all color completely - which I ended up doing.
2. Figure out what the hell happened between client and game that caused all my emotes to be completely black background with black text, and even the same when I held the mouse down over the line, and then undo whatever it was, and then check every possible instance of experience in game to see where ELSE it was screwing up so that I didn't end up with black-on-black at a really unfortunate moment - which I have ZERO patience to do.
3. Use game color and configure every single instance of every single bit of incoming and outgoing data to reflect the changes I want to see - which is, a very deep indigo blue text, against a paper-white background. Which - I also have zero patience to do.

So - I just shut off all color. It sucks, but it's better than having to spend hours figuring out what the fuck happened and then fixing it.
Title: Re: Color change discussion thread.
Post by: Fathi on November 26, 2016, 04:44:13 PM
Just chiming in to say this makes me very happy and I am all for more accessibility features being added to the game.
Title: Re: Color change discussion thread.
Post by: Nathvaan on November 26, 2016, 04:48:07 PM
Quote from: Lizzie on November 26, 2016, 04:38:28 PM
I had to turn ansi off completely and revert to white background black text. I had only three options after this change:

2. Figure out what the hell happened between client and game that caused all my emotes to be completely black background with black text, and even the same when I held the mouse down over the line, and then undo whatever it was, and then check every possible instance of experience in game to see where ELSE it was screwing up so that I didn't end up with black-on-black at a really unfortunate moment - which I have ZERO patience to do.

I have seen something similar happen.  You could try doing this:
1) Issue 'change color export' command and copy/paste that into a notepad.
2) I suspect there will be a line that says 'change color bg_emote 0' and/or 'change color fg_emote 0'.  Delete both of them from your notepad copy.
3) Copy the command back into your client, ensuring you also copy 'change color none' as well.
4) Test emote and reset it to the color you wish.

One other thing that I found is that some clients don't conform to the ANSI color standards.  For instance BlowTorch seems to work perfectly fine when you adjust the FG color but not when adjusting the BG color.

Let me know if that helps at all.
Title: Re: Color change discussion thread.
Post by: Lizzie on November 26, 2016, 04:54:39 PM
Ah too late Nathvaan. Because of this change, I tried configuring it client-side, and stupidly saved my changes - which made everything even worse. Now I can't remember exactly how I had it set up when I liked what it looked like. I always get the text and background switched around, and can't remember which part of it being switched around is the part that I don't like.

So if I turn ansi back on, even if I fix it game-side, it'll still be screwed up because I screwed it up client-side. It's Mushclient v4.94

Just to see what happened, I did that - and got this as a result. I have no idea what any of it means:

> change color none
change color fg_shout 0
change color bg_shout 0
change color fg_monitor 0
change color bg_monitor 0
change color fg_tell 0
change color bg_tell 0
change color fg_whisper 0
change color bg_whisper 0
change color fg_ooc 0
change color bg_ooc 0
change color fg_sing 0
change color bg_sing 0
change color fg_talk 0
change color bg_talk 0
change color fg_wish 0
change color bg_wish 0
change color fg_combat_charhit 0
change color bg_combat_charhit 0
change color fg_combat_charmiss 0
change color bg_combat_charmiss 0
change color fg_combat_victhit 0
change color bg_combat_victhit 0
change color fg_combat_victmiss 0
change color bg_combat_victmiss 0
change color fg_combat_room 0
change color bg_combat_room 0
change color bg_emote 0

That's a copy and paste from my screen scroll in the game.
Title: Re: Color change discussion thread.
Post by: Nathvaan on November 26, 2016, 05:31:32 PM
Quote from: Lizzie on November 26, 2016, 04:54:39 PM
Ah too late Nathvaan. Because of this change, I tried configuring it client-side, and stupidly saved my changes - which made everything even worse. Now I can't remember exactly how I had it set up when I liked what it looked like. I always get the text and background switched around, and can't remember which part of it being switched around is the part that I don't like.

So if I turn ansi back on, even if I fix it game-side, it'll still be screwed up because I screwed it up client-side. It's Mushclient v4.94

Just to see what happened, I did that - and got this as a result. I have no idea what any of it means:

> change color none
change color fg_shout 0
change color bg_shout 0
change color fg_monitor 0
change color bg_monitor 0
change color fg_tell 0
change color bg_tell 0
change color fg_whisper 0
change color bg_whisper 0
change color fg_ooc 0
change color bg_ooc 0
change color fg_sing 0
change color bg_sing 0
change color fg_talk 0
change color bg_talk 0
change color fg_wish 0
change color bg_wish 0
change color fg_combat_charhit 0
change color bg_combat_charhit 0
change color fg_combat_charmiss 0
change color bg_combat_charmiss 0
change color fg_combat_victhit 0
change color bg_combat_victhit 0
change color fg_combat_victmiss 0
change color bg_combat_victmiss 0
change color fg_combat_room 0
change color bg_combat_room 0
change color bg_emote 0

That's a copy and paste from my screen scroll in the game.

Basically that means you have everything listed there set to FG Black and BG Black.  I would say reset them by doing 'change color none' and then you can choose the colors you want individually.  As far as the client side settings I am not sure I can help there!  I use the same version of MUSHClient so there shouldn't be a client compatibility issue at the very least.
Title: Re: Color change discussion thread.
Post by: WarriorPoet on November 26, 2016, 06:35:38 PM
After 15 years of playing in black and white I find Arm in color disconcerting in ways I can't really put to words...
Title: Re: Color change discussion thread.
Post by: Hauwke on November 26, 2016, 06:39:58 PM
Yeah I feel you. But I am quite liking the combat applications of it mostly.
Title: Re: Color change discussion thread.
Post by: Hauwke on November 26, 2016, 07:04:57 PM
I am surprised no one has let their inner child out and gone:
AHHHHH MY EYES WHAT HAVE YOU DONE TO MY EYES!!!
Title: Re: Color change discussion thread.
Post by: Nathvaan on November 26, 2016, 07:19:52 PM
Quote from: WarriorPoet on November 26, 2016, 06:35:38 PM
After 15 years of playing in black and white I find Arm in color disconcerting in ways I can't really put to words...

This is exactly why I designed the system to be completely optional.  If anyone doesn't want to take advantage of the feature can disable it via turning off VT100/ANSI at the main menu or typing 'change color none' to disable all colors.
Title: Re: Color change discussion thread.
Post by: bardlyone on November 26, 2016, 09:30:34 PM
I'm still sort of hoping that this means one day being able to use color patterns as part of mastercrafts or otherwise seeing color used in interesting ways in the world that don't really reflect the things it looks like the system currently does. How so?

Example:
(http://i.imgur.com/CIIr9gL.jpg)

It doesn't seem likely by any means that it will work that way at some point, but I think the place where 256 color over ansi really shines, is in its ability to apture subtle nuances of color. And given the many places you see greenish purple things, and stuff like cylini and pymlithe wood, or silt, or dun colored cloaks, etc etc etc, the ability to definitively see what thee palettes are that capture the world in this way... well, it's something I can't help but dream of. I know I feel like my color triggers couldn't compare to the ability to see the colors of say, filanya blossoms, in detail:
(http://i.imgur.com/TjZ9um5.jpg)

fwiw, color is optional in the other mud sampled as well. I just love the subtlety and nuance of it there. :D
Title: Re: Color change discussion thread.
Post by: Delirium on November 26, 2016, 09:43:45 PM
Some people like that stuff... to me it looks like someone puked up skittles. :-[
Title: Re: Color change discussion thread.
Post by: bardlyone on November 26, 2016, 11:01:39 PM
Quote from: Delirium on November 26, 2016, 09:43:45 PM
Some people like that stuff... to me it looks like someone puked up skittles. :-[

Quote from: bardlyone on November 26, 2016, 09:30:34 PM
fwiw, color is optional in the other mud sampled as well.
Title: Re: Color change discussion thread.
Post by: The7DeadlyVenomz on November 27, 2016, 06:17:09 AM
Wow. Uhm, well, that's pretty badass. Good work, man.
Title: Re: Color change discussion thread.
Post by: Hauwke on November 27, 2016, 06:21:07 AM
If we were given full color color control over objects and more MC per whatever. I would definately roll up a merchant. But see I dont because I find stock crafting boring I can write new things and describe stuff like no tomorrow, but only if I think of it first rather than  get given an example.
Title: Re: Color change discussion thread.
Post by: RogueGunslinger on November 27, 2016, 09:22:55 AM
Better late than never. Good work staff.
Title: Re: Color change discussion thread.
Post by: Lizzie on November 27, 2016, 10:24:19 AM
Quote from: Delirium on November 26, 2016, 09:43:45 PM
Some people like that stuff... to me it looks like someone puked up skittles. :-[

100% agreed. Also for me, the whole point of text, is to let my mind come up with the visuals based on what I'm reading. I don't need the ansi characters to dictate to me which exact shade of purple the wisteria petal happens to be. The paragraph does a good enough job of it, and my mind does the rest. That's WHY I prefer text to graphics. Turning the letter "t" into a graphic depiction of an exact shade of purple totally harshes my mellow and grievously wounds my immersion place.
Title: Re: Color change discussion thread.
Post by: nauta on November 27, 2016, 12:39:03 PM
Very quick suggestion: Can you add 'see also change color' in 'help color'?

My first instinct was to do 'help color' when I sat down to fiddle with the color settings.
Title: Re: Color change discussion thread.
Post by: Nergal on November 27, 2016, 12:58:59 PM
Took out the old "color" helpfile and made "help color" automatically point to "help change color". Thanks!
Title: Re: Color change discussion thread.
Post by: nauta on November 27, 2016, 03:25:12 PM
The old system used to do something like this:

A ring-tailed jozhal claws at you, but you dodge out of the way.

You land a solid slash to a ring-tailed jozhal's wrist.

(Where the bit in bold was highlighted as a bright white leaving the rest the same.)

Is this possible on the new system?  I'm thinking the answer is 'no', since when I do change color export I only see fg_combat_charhit/miss/victhit/victmiss which do the whole line.


Title: Re: Color change discussion thread.
Post by: nauta on November 27, 2016, 03:31:00 PM
Also, what is fb_combat_room?
Title: Re: Color change discussion thread.
Post by: LauraMars on November 27, 2016, 03:33:22 PM
Just a guess but it's probably if there's combat going on and you're not taking part in it.
Title: Re: Color change discussion thread.
Post by: Delirium on November 27, 2016, 03:35:34 PM
It's stuff like 'reels from your blow' and 'crumples to the ground'.
Title: Re: Color change discussion thread.
Post by: Delirium on November 27, 2016, 03:37:00 PM
Quote from: nauta on November 27, 2016, 03:25:12 PM
The old system used to do something like this:

A ring-tailed jozhal claws at you, but you dodge out of the way.

You land a solid slash to a ring-tailed jozhal's wrist.

(Where the bit in bold was highlighted as a bright white leaving the rest the same.)

Is this possible on the new system?  I'm thinking the answer is 'no', since when I do change color export I only see fg_combat_charhit/miss/victhit/victmiss which do the whole line.

I miss this as well. I'll probably use triggers to figure out a way to bold parts of the line.
Title: Re: Color change discussion thread.
Post by: Nathvaan on November 27, 2016, 03:42:56 PM
Quote from: Delirium on November 27, 2016, 03:37:00 PM
Quote from: nauta on November 27, 2016, 03:25:12 PM
The old system used to do something like this:

A ring-tailed jozhal claws at you, but you dodge out of the way.

You land a solid slash to a ring-tailed jozhal's wrist.

(Where the bit in bold was highlighted as a bright white leaving the rest the same.)

Is this possible on the new system?  I'm thinking the answer is 'no', since when I do change color export I only see fg_combat_charhit/miss/victhit/victmiss which do the whole line.

I miss this as well. I'll probably use triggers to figure out a way to bold parts of the line.

I will take a look to see how difficult it would be to make sure that displays.  It wasn't my intention to remove that but it seems that it has due to the conflicting ANSI escape codes.
Title: Re: Color change discussion thread.
Post by: Hauwke on November 27, 2016, 04:03:38 PM
Well the colors themself can be different to perform that same function, eg when I hit I have it set to be a bright red color. But when I miss it has a bright yellow.
But they hit its a dark red and miss its dark yellow. And all background fighting is the same dark yellow as opponent misses.
Title: Re: Color change discussion thread.
Post by: Nathvaan on November 27, 2016, 05:15:32 PM
Quote from: Nathvaan on November 27, 2016, 03:42:56 PM
Quote from: Delirium on November 27, 2016, 03:37:00 PM
Quote from: nauta on November 27, 2016, 03:25:12 PM
The old system used to do something like this:

A ring-tailed jozhal claws at you, but you dodge out of the way.

You land a solid slash to a ring-tailed jozhal's wrist.

(Where the bit in bold was highlighted as a bright white leaving the rest the same.)

Is this possible on the new system?  I'm thinking the answer is 'no', since when I do change color export I only see fg_combat_charhit/miss/victhit/victmiss which do the whole line.

I miss this as well. I'll probably use triggers to figure out a way to bold parts of the line.

I will take a look to see how difficult it would be to make sure that displays.  It wasn't my intention to remove that but it seems that it has due to the conflicting ANSI escape codes.

After looking I remembered why it isn't set to work that way currently. The new methods that give colored text to the players is not compatible, as is, with the old method.  It will take a pretty significant refactor to get that kind of thing working.

It's not something I am opposed to but I think it would work better in a future release with similar features.  So in short, not going to get this put in anytime soon but I'll see about it in the future.
Title: Re: Color change discussion thread.
Post by: John on November 27, 2016, 08:25:02 PM
I want to thank Nathvaan for working on this. I greatly appreciate the effort gone into it. My clients are having issues with consistency (Mushclient and a mobile one) so I've turned it off for now and will make do with no color on the mobile client (and keep the client side coloring for Mushclient).
Title: Re: Color change discussion thread.
Post by: Nathvaan on November 27, 2016, 09:49:18 PM
Quote from: John on November 27, 2016, 08:25:02 PM
I want to thank Nathvaan for working on this. I greatly appreciate the effort gone into it. My clients are having issues with consistency (Mushclient and a mobile one) so I've turned it off for now and will make do with no color on the mobile client (and keep the client side coloring for Mushclient).

My pleasure.  There are some known consistency issues I have found and have been working to resolve off and on all weekend. Some but not all issues will be worked out shortly.  Like all new features of this magnitude, we can expect there to be issues.  I'll just knock them out one wrong color at a time!
Title: Re: Color change discussion thread.
Post by: Refugee on November 27, 2016, 10:16:21 PM
I just introduced an old SoI friend to Arm and he was lamenting the lack of colors.  What timing!
Title: Re: Color change discussion thread.
Post by: Synthesis on November 28, 2016, 03:09:30 AM
Okay, I figured out how to get the colors to work, after a fair amount of experimenting with settings.

I now have another weird problem in CMUD:  whenever I click on the text in the active mud window, it sends the command:  "Number: 99 Number:100 Number:101 Number:102."

Title: Re: Color change discussion thread.
Post by: John on November 28, 2016, 04:12:01 AM
Quote from: Nathvaan on November 27, 2016, 09:49:18 PMLike all new features of this magnitude, we can expect there to be issues.  I'll just knock them out one wrong color at a time!
I'll give it a chance from time to time. I'm fairly happy with the Mushclient colours I've got. It's mainly the iPad client I wanted to get colourised. However that's where I'm getting the most issues (and given some of them are only happening on that, I'm guessing it's an iPad client issue, not a server issue).
Title: Re: Color change discussion thread.
Post by: Nathvaan on November 28, 2016, 06:21:36 AM
Quote from: Synthesis on November 28, 2016, 03:09:30 AM
Okay, I figured out how to get the colors to work, after a fair amount of experimenting with settings.

I now have another weird problem in CMUD:  whenever I click on the text in the active mud window, it sends the command:  "Number: 99 Number:100 Number:101 Number:102."

Very strange.  It should only issue any output that looks like that in 'change color palette'.  Can anyone else verify their experience in CMUD?  This will let us know if it is client side or not.
Title: Re: Color change discussion thread.
Post by: Sedora on November 28, 2016, 10:00:45 AM
Just a heads up to other people, in case someone else is running into my crazy problem.

While troubleshooting with the creator of the InfoBar plugin, I discovered that I had the in-game infobar enabled on accident. This built-in bar option is what was causing my stam stat to continually post in my game when I was logged in. Now that I disabled that, I'm able to run the plugin InfoBar and have my colors.
Title: Re: Color change discussion thread.
Post by: Synthesis on November 28, 2016, 10:05:26 AM
Quote from: Nathvaan on November 28, 2016, 06:21:36 AM
Quote from: Synthesis on November 28, 2016, 03:09:30 AM
Okay, I figured out how to get the colors to work, after a fair amount of experimenting with settings.

I now have another weird problem in CMUD:  whenever I click on the text in the active mud window, it sends the command:  "Number: 99 Number:100 Number:101 Number:102."

Very strange.  It should only issue any output that looks like that in 'change color palette'.  Can anyone else verify their experience in CMUD?  This will let us know if it is client side or not.

It stopped doing it.  Absolutely no idea why it was doing it, but when I opened a new session, it just stopped.

D'oh, nevermind.

As soon as I typed "change color palette" and got that number output, it started doing the click-command thing again.  There must be some kind of automatic script running in CMUD that interprets the 'change color palette' output as a command.  I have all scripts, triggers, aliases, and macros turned off.  I have all "extra" bullshit turned off.

It stops again when I close the session and open a new one.  Oh well.
Title: Re: Color change discussion thread.
Post by: nauta on November 28, 2016, 11:56:34 AM
Nice!  I did notice a few strange things show up in red -- I was spam putting arrows on a bench and one of them turned red for some reason.  I'll see if it happens again, and send in a bug report.

Two itsy bitsy things:

1. Staff Echoes.

Quote
- Staff using the echo command will now color as an emote.

I posted a bit ago about how the staff echoes can get lost in RPTs with all the other noise.  If it's easy, perhaps we could make this its own category so we could highlight them in bright on our clients, e.g., fg_staff_echo.

2. I noticed that with the new release sometimes my opponent is highlighted bright white (sometimes not) -- so it's sort of shifting between the old / new color system at the moment.  For instance (it also lowercases 'a' -- imagine the bold bit as bright white on the output):
Quote
a whip-tailed turaal claws at you, but you dodge out of the way.
You slash a whip-tailed turaal's body.
Title: Re: Color change discussion thread.
Post by: Nathvaan on November 28, 2016, 02:55:26 PM
Quote from: nauta on November 28, 2016, 11:56:34 AM
Nice!  I did notice a few strange things show up in red -- I was spam putting arrows on a bench and one of them turned red for some reason.  I'll see if it happens again, and send in a bug report.

Two itsy bitsy things:

1. Staff Echoes.

Quote
- Staff using the echo command will now color as an emote.

I posted a bit ago about how the staff echoes can get lost in RPTs with all the other noise.  If it's easy, perhaps we could make this its own category so we could highlight them in bright on our clients, e.g., fg_staff_echo.

2. I noticed that with the new release sometimes my opponent is highlighted bright white (sometimes not) -- so it's sort of shifting between the old / new color system at the moment.  For instance (it also lowercases 'a' -- imagine the bold bit as bright white on the output):
Quote
a whip-tailed turaal claws at you, but you dodge out of the way.
You slash a whip-tailed turaal's body.

1) Sounds like a fine idea.  I'll toss around the implications and see if this is feasible.
2) Hmm.  Yeah.  About that..... That would be a bug that I introduced when testing something and forgot to remove.  Whoops!  I know exactly what it is and it will be removed when I have a chance to update the code, push the changes and reboot.  For the record it only happens when you 'dodge out of the way' in combat.
Title: Re: Color change discussion thread.
Post by: Samoa on November 28, 2016, 04:16:33 PM
Nath, this is really cool. Thank you for all your hard work on this.

A few suggestions:

When listing, the NPC name is highlighted in the same colour as the items, perhaps it could be 'n/pc coloured'.
Likewise in shops, I don't know that the WHOLE line should be coloured; perhaps just the object name? Maybe this is just a matter of preference.

As an addition, it would be nice to have access to colour code in the prompt; while ideally we could have a dynamic shifting range that could colour as it gets lower, it'd be nice just to have a bit of colour in general for those who want it. I am FIRMLY against players EVER having the ability to 'generate' colour in-game, but it'd be nice to have access to it for things only they see, ESPECIALLY if it's dynamic (colour 'invisible' in the prompt, or 'armed' vs 'unarmed', and I think we'd all be a lot better off). Maybe this could be done with fg_warning/bg_warning (sneaking, moderate hp, armed), and fg_danger/bg_danger for higher impact (invisibility, low hp, other things).

Again, a great quality of life change and I think you 100% made the right decision on how it's designed. Great work.
Title: Re: Color change discussion thread.
Post by: TroopSharp on November 30, 2016, 01:24:16 AM
I've got a few problems all showing up.

#1 If I make a color profile, all colors are also in italicized text.  When I type 'change color palette', all options are italicized.  If I type change color default, all text output becomes italicized regardless of whether it is colored or not.  When I copy paste it from my window to here it's non italicized.  If I type change color off everything goes back to how it was, except for #2.

#2 I still have the old highlight from combat showing up but in reverse.  If I successfully hit something or get hit the line is all in flat grey.  Every time I miss or it shows the short desc of someone in combat missing or not hitting it gets highlighted the way old hits used to be brighter white.  This part in tests has made it incredibly hard for me to follow combat, and if I try to fix it via change color options, it italicizes all text in combat and makes it even harder to read while the same problem continues.

#3 Why say that the use of it is optional if you took away the way it was before where things were comfortable?  I really just wanted the flat default color with only highlights on sdescs of who's hit in combat to remain.  This is in response to the post that said
QuoteAfter looking I remembered why it isn't set to work that way currently. The new methods that give colored text to the players is not compatible, as is, with the old method.  It will take a pretty significant refactor to get that kind of thing working.

Also, information that might help.  I'm using Mushclient.  When I type color palette and it's all italicized, there are also only a few numbers on that list that show any color, but there's 255 numbered entries.  Does that mean this is somehow client side even though I'm not having issues before this or in any of the other muds I play?
Title: Re: Color change discussion thread.
Post by: Hauwke on November 30, 2016, 06:07:33 AM
I have an issue with:
Change color fg_emote green
It comes out changing the background color rather than the foreground, and since all my says and such of that stuff is all green no seeing emotes in green is a little wierd. Doing change color bg_emote does the exact same thing sadly.
Little help anyone?
Title: Re: Color change discussion thread.
Post by: Nathvaan on November 30, 2016, 07:11:27 AM
Quote from: TroopSharp on November 30, 2016, 01:24:16 AM
I've got a few problems all showing up.

#1 If I make a color profile, all colors are also in italicized text.  When I type 'change color palette', all options are italicized.  If I type change color default, all text output becomes italicized regardless of whether it is colored or not.  When I copy paste it from my window to here it's non italicized.  If I type change color off everything goes back to how it was, except for #2.

#2 I still have the old highlight from combat showing up but in reverse.  If I successfully hit something or get hit the line is all in flat grey.  Every time I miss or it shows the short desc of someone in combat missing or not hitting it gets highlighted the way old hits used to be brighter white.  This part in tests has made it incredibly hard for me to follow combat, and if I try to fix it via change color options, it italicizes all text in combat and makes it even harder to read while the same problem continues.

#3 Why say that the use of it is optional if you took away the way it was before where things were comfortable?  I really just wanted the flat default color with only highlights on sdescs of who's hit in combat to remain.  This is in response to the post that said
QuoteAfter looking I remembered why it isn't set to work that way currently. The new methods that give colored text to the players is not compatible, as is, with the old method.  It will take a pretty significant refactor to get that kind of thing working.

Also, information that might help.  I'm using Mushclient.  When I type color palette and it's all italicized, there are also only a few numbers on that list that show any color, but there's 255 numbered entries.  Does that mean this is somehow client side even though I'm not having issues before this or in any of the other muds I play?

This is unusable behavior that I haven't seen any of my testing using MUSHclient.  What version of MUSHclient are you using?

1) No where in the code currently do we issue the ANSI escape code for italics so by definition something must be going on on the client side.  I looked briefly to see if there were any bugs like this listed in any MUSHclient versions but didn't find anything specific.  Copying and pasting text from one application to another won't actually include the ANSI escape codes.

2) This is a bug I accidentally introduced on Monday morning.  This is resolved in my testing and will be deployed to production at the latest of this coming Monday. It is issuing escape codes for bold (brighter white in your case) and was a test to once again try and reintroduce the old functionality but was unsuccessful.

3) I totally understand the concern and I have, on multiple occasions over the last couple months, attempted to merge the two features.  In this case it is complicated by the way that colors are created and nesting the statements.  Getting deep into the weeds here but basically in testing when I fully nest ANSI escape codes it seems to significantly misbehave as you are seeing in point 2 above. I fully intend to try and reintroduce this bold feature in the future if I can manage a way to work through the technical issues.

As with any feature as large as this there will be some growing pains.  Please bear with us as we get through these issue.  I am not done implementing features for colors and things will get better.

Specifically to your client side issue I would first make sure you are on a reasonably new version of MUSHclient (I use 4.94 for instance).  Second, as a test I would create a new world file and see if with 100% default settings you have the issue.  If you do not, you should look through your setting 'game -> configure' to see what is set in your current world profile.  Specifically I would check 'ANSI colour' settings and 'Printing' options.  For instance, does Printing show any checkboxes with italics enabled?

You will see another release notes post on the staff announcements board when I have deployed the fix for #2 above.
Title: Re: Color change discussion thread.
Post by: Nathvaan on November 30, 2016, 07:18:50 AM
Quote from: Hauwke on November 30, 2016, 06:07:33 AM
I have an issue with:
Change color fg_emote green
It comes out changing the background color rather than the foreground, and since all my says and such of that stuff is all green no seeing emotes in green is a little wierd. Doing change color bg_emote does the exact same thing sadly.
Little help anyone?

Interesting.  I'll be glad to help if I can!

First, what client and version of the client are you using?

Second, can you share your 'change color export' settings for both scenarios described above as well as a description (of screen shot) of what you are seeing?  This will let me understand the actual settings you have and reproduce those on my account as well.

Lastly, if you wish up while online and I am available I would be glad to see if I am seeing the same thing with your exact setting by watching your connection.  If we see different things then is clearly points to an odd client side issue.
Title: Re: Color change discussion thread.
Post by: Iiyola on November 30, 2016, 03:28:50 PM
Quote from: a french mans shirt on November 26, 2016, 08:29:35 AM
I'm actually switching between these two on the fly. They deal only with foreground combat:

cute set:
change color fg_combat_charhit 174
change color fg_combat_victhit 178
change color fg_combat_room 229
-------------------
practical set
change color fg_combat_charhit 196
change color fg_combat_victhit 34
change color fg_combat_room 229


I like it. Do you have any other adjustments? For thinks, feels, psi's perhaps?
Title: Re: Color change discussion thread.
Post by: TroopSharp on November 30, 2016, 03:33:38 PM
Quote from: Nathvaan2) This is a bug I accidentally introduced on Monday morning.  This is resolved in my testing and will be deployed to production at the latest of this coming Monday. It is issuing escape codes for bold (brighter white in your case) and was a test to once again try and reintroduce the old functionality but was unsuccessful.

Good news!  From the effect it seems you are on the right trrack.

[quote="Nathvaan]3) I totally understand the concern and I have, on multiple occasions over the last couple months, attempted to merge the two features.  In this case it is complicated by the way that colors are created and nesting the statements.  Getting deep into the weeds here but basically in testing when I fully nest ANSI escape codes it seems to significantly misbehave as you are seeing in point 2 above. I fully intend to try and reintroduce this bold feature in the future if I can manage a way to work through the technical issues. [/quote]

Cool.  I hope this wasn't too snark.  When it comes to code I think keeping old functionality maintains priority before any injection happens so this miffed me a bit.  The only exception in that model for me is when the old functionality is actively being replaced to no longer be available.  Maybe in the future run things solely on a test port until you can demonstrate consistently that the old functionality is not unaffected, then expand to bugs from there.  That allows for a continue as usual approach with expanded features instead of lots of problems you have to deal with until we fix it approach.

I'm using Mushclient 4.94, and for now have managed to fix the italicized problem that is only happening in Arm by making my client completely unable to display italics.  I look forward to things returning to normal for me.

Title: Re: Color change discussion thread.
Post by: Miradus on November 30, 2016, 03:47:08 PM
Turned on color. Tested it.

(http://www.gifwave.com/media/2420_anime-crazy-cowboy-bebop-insane-ed.gif)

Turned color off.

I've just grown too accustomed to no color.
Title: Re: Color change discussion thread.
Post by: Hauwke on November 30, 2016, 05:04:32 PM
Im using blowtorch Test version. And here is the color export.
change color export
change color none
change color fg_say 2
change color fg_shout 2
change color fg_psionics 93
change color fg_room_name 11
change color fg_room_exits 208
change color fg_tell 2
change color fg_whisper 244
change color fg_ooc 182
change color fg_sing 2
change color fg_talk 2
change color fg_wish 163
change color fg_object 14
change color fg_char 142
change color fg_combat_charhit 196
change color fg_combat_charmiss 118
change color fg_combat_victhit 88
change color fg_combat_victmiss 106
change color fg_combat_room 220
change color bg_emote 0

That is before change

.> change color fg_emote green
Setting emote foreground text to green


> change color export
change color none
change color fg_say 2
change color fg_shout 2
change color fg_psionics 93
change color fg_room_name 11
change color fg_room_exits 208
change color fg_tell 2
change color fg_whisper 244
change color fg_ooc 182
change color fg_sing 2
change color fg_talk 2
change color fg_wish 163
change color fg_object 14
change color fg_char 142
change color fg_combat_charhit 196
change color fg_combat_charmiss 118
change color fg_combat_victhit 88
change color fg_combat_victmiss 106
change color fg_combat_room 220
change color fg_emote 2
change color bg_emote 0

I will send  a screen shot via email or something I guess? Otherwise its basically just like it is setting the bg_emote to a bright green. Having looked at the color export it may be a client issue, however my says and sings and talks are the same and have 0 issue.

Edited to add: Fg_emote changes the background color no matter what color I put in except one of the blacks to match my background.
Title: Re: Color change discussion thread.
Post by: Nathvaan on November 30, 2016, 06:25:02 PM
Quote from: Hauwke on November 30, 2016, 05:04:32 PM
<snip>
I will send  a screen shot via email or something I guess? Otherwise its basically just like it is setting the bg_emote to a bright green. Having looked at the color export it may be a client issue, however my says and sings and talks are the same and have 0 issue.

Edited to add: Fg_emote changes the background color no matter what color I put in except one of the blacks to match my background.

As far as fg_emote changing bg_emote I am starting to think this may be a bug as well.  I will try and get this looked at and fixed soon. 

Can you try pasting in this and see what your experience is like?  Also, feel free to email me screenshots at nathvaan@armageddon.org.  Thanks.

change color none
change color fg_say 2
change color fg_shout 2
change color fg_psionics 93
change color fg_room_name 11
change color fg_room_exits 208
change color fg_tell 2
change color fg_whisper 244
change color fg_ooc 182
change color fg_sing 2
change color fg_talk 2
change color fg_wish 163
change color fg_object 14
change color fg_char 142
change color fg_combat_charhit 196
change color fg_combat_charmiss 118
change color fg_combat_victhit 88
change color fg_combat_victmiss 106
change color fg_combat_room 220
change color fg_emote 2
Title: Re: Color change discussion thread.
Post by: Hauwke on November 30, 2016, 08:04:11 PM
Done and it seems to be fixed.
Title: Re: Color change discussion thread.
Post by: azuriolinist on November 30, 2016, 09:03:24 PM
Yeah. There seems to be a bug with bg_emote in that when you log off and log back in, bg_emote automatically sets to 0--which may or may not be black/green depending on the client settings. I've seen this when typing 'change color export' immediately after logging in.
Title: Re: Color change discussion thread.
Post by: Nathvaan on November 30, 2016, 10:58:59 PM
Quote from: azuriolinist on November 30, 2016, 09:03:24 PM
Yeah. There seems to be a bug with bg_emote in that when you log off and log back in, bg_emote automatically sets to 0--which may or may not be black/green depending on the client settings. I've seen this when typing 'change color export' immediately after logging in.

I am looking into this one. Thanks for letting me know.
Title: Re: Color change discussion thread.
Post by: Hauwke on November 30, 2016, 11:02:43 PM
Thanks for your help Nath, I enjoy the color. Wasnt sure I would but it brightens it up a bit.
Title: Re: Color change discussion thread.
Post by: Nathvaan on December 01, 2016, 06:50:30 AM
Quote from: Nathvaan on November 30, 2016, 10:58:59 PM
Quote from: azuriolinist on November 30, 2016, 09:03:24 PM
Yeah. There seems to be a bug with bg_emote in that when you log off and log back in, bg_emote automatically sets to 0--which may or may not be black/green depending on the client settings. I've seen this when typing 'change color export' immediately after logging in.

I am looking into this one. Thanks for letting me know.

Looks like I just needed to sleep on this.  I found the issue.  I typoed EMOTE as EMTOE in the place where it saves the bg_emote data.  This will be fixed on the next code push.  Thanks.
Title: Re: Color change discussion thread.
Post by: Hauwke on December 01, 2016, 11:17:28 PM
Rofl, that seems like one of the easiest to make mistakes ever.
Title: Re: Color change discussion thread.
Post by: Armaddict on December 01, 2016, 11:18:44 PM
The joys of coding.

Semicolons, typos, and out of bounds errors.  ::)
Title: Re: Color change discussion thread.
Post by: Nathvaan on December 05, 2016, 10:32:27 AM
This is now resolved on the main game.  Also a number of other coloring issues were resolved.  Hopefully this will button up the current list of bugs.  Thanks.
Title: Re: Color change discussion thread.
Post by: Delirium on December 06, 2016, 11:31:29 AM
Looking good. Just wish there was an OOC area I could sit and fiddle with this.

No apologies for random semi-odd behavior and zombie sitting...!
Title: Re: Color change discussion thread.
Post by: lostinspace on December 06, 2016, 04:46:51 PM
Quote from: Delirium on December 06, 2016, 11:31:29 AM
Looking good. Just wish there was an OOC area I could sit and fiddle with this.

No apologies for random semi-odd behavior and zombie sitting...!


I asked earlier in the thread if it was alright to use change locdesc as an ooc area for fiddling with colors, never got a reply.
Title: Re: Color change discussion thread.
Post by: Nergal on December 06, 2016, 07:29:22 PM
As long as you follow the room's rules (don't communicate or look at anyone in the room) then it should be fine.
Title: Re: Color change discussion thread.
Post by: Harmless on December 07, 2016, 07:24:55 PM
This is working very nicely. I think it's interesting how some things count as "object actions" and so on. The key is that repeated actions by players end up grouped in color, and are therefore easier to skip with the eyes when searching for stuff you care about seeing. Big time kudos to the idea behind this implementation and the execution!
Title: Re: Color change discussion thread.
Post by: Nathvaan on December 07, 2016, 09:29:40 PM
Quote from: Harmless on December 07, 2016, 07:24:55 PM
This is working very nicely. I think it's interesting how some things count as "object actions" and so on. The key is that repeated actions by players end up grouped in color, and are therefore easier to skip with the eyes when searching for stuff you care about seeing. Big time kudos to the idea behind this implementation and the execution!

Thanks!  Yeah I noticed the same thing with some of the object actions.  In the last couple weeks I have tweaked a bunch of them but I suspect we will continue to see some minor oddities when it comes to how things are flagged.  Glad you are enjoying it! I know I wouldn't want to go back.  I especially enjoy the flags in combat (and staff channels being in different colors for ease of reading).
Title: Re: Color change discussion thread.
Post by: titansfan on January 10, 2017, 09:40:56 PM
So I noticed my old settings of having only the damage descriptor in combat light up on a hit is no longer available. Or is it and I'm just not seeing how to do it? To be clear, I don't want the whole line lit up just the damage descriptor. Thanks!
Title: Re: Color change discussion thread.
Post by: Sedora on January 12, 2017, 08:36:51 AM
Quote from: titansfan on January 10, 2017, 09:40:56 PM
So I noticed my old settings of having only the damage descriptor in combat light up on a hit is no longer available. Or is it and I'm just not seeing how to do it? To be clear, I don't want the whole line lit up just the damage descriptor. Thanks!

If you're saying you used a trigger to change the color of a damage descriptor you should be able to fix it by either changing fg_combat_charhit to 15, or changing the color of the trigger so it stands out against the red. What it sounds like is your trigger is using the same shade of red as the default fg_combat_charhit uses, and its basically just covering it up.


>.> That or there's an old option I never knew about, in which case, disregard! Hehe.
Title: Re: Color change discussion thread.
Post by: Nathvaan on January 12, 2017, 09:00:16 AM
Quote from: titansfan on January 10, 2017, 09:40:56 PM
So I noticed my old settings of having only the damage descriptor in combat light up on a hit is no longer available. Or is it and I'm just not seeing how to do it? To be clear, I don't want the whole line lit up just the damage descriptor. Thanks!

Correct.  It is currently not available.  I have plans to revisit the idiosyncrasies of nesting the ASCII codes required to bold some combat text while retaining the correct color category.  When I was first implementing this change it became a very time consuming blocker so I decided to move forward with the project and revisit that feature (and some similar features) at a later date.

So hang tight, I am planning on figuring out how to add that feature again but an not yet actively working on it.
Title: Re: Color change discussion thread.
Post by: BadSkeelz on January 12, 2017, 01:56:20 PM
Oh good, I was wondering if we could get that back. It's the only coloring I personally 'need'.

I plan to turn on the new whizbang colors on the next character, I'm afraid I'll spaz myself out and walk off a cliff otherwise.
Title: Re: Color change discussion thread.
Post by: titansfan on January 20, 2017, 12:55:19 PM
Quote from: Nathvaan on January 12, 2017, 09:00:16 AM
Quote from: titansfan on January 10, 2017, 09:40:56 PM
So I noticed my old settings of having only the damage descriptor in combat light up on a hit is no longer available. Or is it and I'm just not seeing how to do it? To be clear, I don't want the whole line lit up just the damage descriptor. Thanks!

Correct.  It is currently not available.  I have plans to revisit the idiosyncrasies of nesting the ASCII codes required to bold some combat text while retaining the correct color category.  When I was first implementing this change it became a very time consuming blocker so I decided to move forward with the project and revisit that feature (and some similar features) at a later date.

So hang tight, I am planning on figuring out how to add that feature again but an not yet actively working on it.

If I could get down on my knees and beg for one thing, this would be it. Please return my love to me! I feel really really word without it.

If I need to make a sacrifice, that can be arranged.
Title: Re: Color change discussion thread.
Post by: BadSkeelz on January 20, 2017, 01:39:20 PM
Has anyone else had their "death beep" go away along with the sdesc highlighting? I do miss those 2 things.
Title: Re: Color change discussion thread.
Post by: titansfan on January 20, 2017, 01:40:49 PM
Yes. When I fight now I'm a little afraid I'll miss something important that happens if I'm even a tiny bit distracted lol
Title: Re: Color change discussion thread.
Post by: Delirium on January 20, 2017, 01:41:37 PM
Quote from: BadSkeelz on January 20, 2017, 01:39:20 PM
Has anyone else had their "death beep" go away along with the sdesc highlighting? I do miss those 2 things.

Still getting those glorious death beeps over here. Might be client related.
Title: Re: Color change discussion thread.
Post by: BadSkeelz on January 20, 2017, 01:45:55 PM
Maybe. I didn't add them in (just like how I didn't add in the 'sdesc gets highlighted when taking damage') and they both went away with the color update. I use MUSHClient for comparison purposes.

My one custom trigger of highlighting when I drop a mount's reins seems to have carried over successfully (even if I don't see any other color).
Title: Re: Color change discussion thread.
Post by: Feco on January 20, 2017, 01:49:13 PM
I use MUSHclient and still get a death beep.
Title: Re: Color change discussion thread.
Post by: titansfan on January 20, 2017, 01:53:35 PM
I use gmud32.
Title: Re: Color change discussion thread.
Post by: RogueGunslinger on January 20, 2017, 04:29:37 PM
Be nice to have a simple default color palette option. Because i'm lazy.

Title: Re: Color change discussion thread.
Post by: Nathvaan on January 20, 2017, 05:52:54 PM
Quote from: RogueGunslinger on January 20, 2017, 04:29:37 PM
Be nice to have a simple default color palette option. Because i'm lazy.

From 'help change color':
change color default - Reset all settings to the standard settings.

You mean that one?!  I put that in because I too am lazy... efficient.
Title: Re: Color change discussion thread.
Post by: RogueGunslinger on January 21, 2017, 11:20:47 PM
Oh hey! Nice. Thanks. For some reason I thought that returned it to no color.
Title: Re: Color change discussion thread.
Post by: Armaddict on February 22, 2017, 08:43:22 PM
Any progress on the whole combat highlighting thing that was working before coming back?

Cuz the way it is now is kinda a drag.
Title: Re: Color change discussion thread.
Post by: Nathvaan on February 22, 2017, 10:44:33 PM
Quote from: Armaddict on February 22, 2017, 08:43:22 PM
Any progress on the whole combat highlighting thing that was working before coming back?

Cuz the way it is now is kinda a drag.

None yet, but it is on the short list of things to get done.  I have been working on a massive project to be announced shortly.  It took most of my time.
Title: Re: Color change discussion thread.
Post by: Armaddict on February 23, 2017, 12:28:18 AM
Woot!
Title: Re: Color change discussion thread.
Post by: deskoft on February 23, 2017, 02:54:14 AM
Oh my god I just discovered this.
Title: Re: Color change discussion thread.
Post by: Armaddict on June 04, 2017, 04:10:19 PM
QuoteNone yet, but it is on the short list of things to get done.  I have been working on a massive project to be announced shortly.  It took most of my time.

is this on its way back yet?
Title: Re: Color change discussion thread.
Post by: Kialae on June 06, 2017, 01:14:41 AM
Shame this doesn't work on the website's FMUD client. :(