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The event "Bad Blood - Gulgru vs Afales" is beginning in 5 days, 4 hours.

Should AR Have more colors?
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Should AR have more colors
Yes more pretty colors
9%
 9%  [ 2 ]
No lets be dull and boreing
9%
 9%  [ 2 ]
Just fine as it is
81%
 81%  [ 18 ]
Total Votes : 22

Author Message
bassball
Guest





PostPosted: Thu Nov 09, 2006 4:39 am    Post subject:

I like it exactly how it is, I am not sure if GMud auto colors things different then others, but the way it is when I play it is plenty of color, I hate the muds when everything has a color, not only is it annoying to have the word, red(or whatever), in ever desc but it is even more annoying to have it colored that way to, I am not saying a change shouldn't be made if people want it, but I think it should be optional and customizable, like most of you have said, kind of like when they put in the new score style, that bugged the crap out of me, so being able to choose between the old and new was nice, so making it optional or whatever would be good

But I also think messing with the scheme of things, you will find that it is very easy to go overboard and add too much color, just like alot of the other muds



I hope most of that was understandable......
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Ashr



Joined: 10 Feb 2006
Posts: 39

PostPosted: Thu Nov 09, 2006 4:40 am    Post subject:

Yes. 2 of 3 people I've invited here wouldn't play because of the colors. I think I'm not being clear. There is a poll for more colors on AR. I haven't voted because my position isn't represented. The way I see it, adding colors to AR will mostly just annoy the current playerbase that likes no/few colors, while not adding colors will annoy people who like more colors, or, for those who aren't willing to write up a lot of color-triggers, it will simply discourage them from playing. My solution would be to make customizeable colors, and when you turn colors on, it will tell you about the customization options. Then new people who think the default scheme is too bland can tweak it to their heart's content. That way, everyone wins. If people want it as-is, they can play it that way, if they want more colors, they can play that way as well.
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Davairus
Implementor


Joined: 16 Jan 2004
Posts: 10351
Location: 0x0000

PostPosted: Thu Nov 09, 2006 4:52 am    Post subject:

Well we already have customizable colors a bit.

Quote:
COLOR'
Syntax: color <on/off/option>
Default: on/damage/channels/emotes

The color command allows you to tailor your color display to your own
personal tastes. Although a limited selection is provided, if you have
more events you would like to colour, you should find that an average MUD
client will provide a means of highlighting what you want.

Color options:
Auras - white aura, translucent, faerie fire, etc
Damage - all damage displays red
Emotes - player emotes and pmotes are displayed in green
Exits - room exits are coloured white
Sectors - room names are coloured based upon terrain type
Spells - certain affect changes are coloured, e.g. getting blinded, healing it
Weather - weather changes are coloured

More options may become available in the future.


That's already been in the game months. Maybe I'm not doing a very good job of informing you guys. Which is another problem in itself I guess.

I meant to get around to adding "channels" into the toggleable ones. But its somewhat of a PITA. Anyway, as you can see from this helpfile, I did put a whole bunch of work into the mud's colours already, to help people find a scheme that suits their tastes.
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goofy



Joined: 09 Nov 2006
Posts: 54
Location: web

PostPosted: Thu Nov 09, 2006 10:45 am    Post subject:






i like putting color sectors and weather. its great.
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Erlwith



Joined: 22 Mar 2006
Posts: 1626

PostPosted: Thu Nov 09, 2006 4:00 pm    Post subject:

I like the new color options. (Sector colors on exit display, etc.)
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beia



Joined: 18 Mar 2006
Posts: 920
Location: Texas

PostPosted: Thu Nov 09, 2006 9:32 pm    Post subject:

I like the sectors, but still titles would be awsome!
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Caris



Joined: 22 May 2006
Posts: 14

PostPosted: Thu Nov 09, 2006 9:48 pm    Post subject:

I always thought there should be on option to color tells, too. I finally figured out to color mine using zmud, but an option to turn on or off would be nice.

The option to turn colors on or off is a great compromise. I turned all my on at the beginning, but some don't appear to work very well, and some important ones seemed to be missing (like tells).
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Vhrael
Immortal


Joined: 06 Jan 2006
Posts: 1085
Location: Texas

PostPosted: Thu Nov 09, 2006 10:20 pm    Post subject:

Tells are already green. It's a simple thing to substitute different colors if you want that too.
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Caris



Joined: 22 May 2006
Posts: 14

PostPosted: Thu Nov 09, 2006 10:28 pm    Post subject:

Vhrael wrote:
Tells are already green. It's a simple thing to substitute different colors if you want that too.


Oh, well...I use zmud and everything is green, so tells just blended right in. I didn't realize they were a different color for others.
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Vhrael
Immortal


Joined: 06 Jan 2006
Posts: 1085
Location: Texas

PostPosted: Thu Nov 09, 2006 11:05 pm    Post subject:

If it's an older version of zMud, I don't know what to tell you... but I use version 5.55 and I can change all of the text colors (background, default, commands, etc.).

Also, if you can't change the settings to alter colors, you could always use triggers... for example:

#trigger {* tells you '*} {#cw blue}
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Caris



Joined: 22 May 2006
Posts: 14

PostPosted: Thu Nov 09, 2006 11:37 pm    Post subject:

Oh, yes..thank you. I did figure out the trigger thing, it just took me a while as I'm not that familiar with programming for it. It's actually the latest version so I'm sure it does way more than I even know.

Is there a way to change the room name to a different color than the room description? That would be helpful to me.

Thanks in advance Smile
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Vhrael
Immortal


Joined: 06 Jan 2006
Posts: 1085
Location: Texas

PostPosted: Thu Nov 09, 2006 11:48 pm    Post subject:

Try toggling "color sector" on in the game. It'll change the room titles to the color of the terrain sector you're in (forest - green, etc.). There's not another way of doing it that I know of.
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Erlwith



Joined: 22 Mar 2006
Posts: 1626

PostPosted: Fri Nov 10, 2006 3:58 am    Post subject:

It's not that easy to color things that don't have a trigger line, Vhrael.
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Vhrael
Immortal


Joined: 06 Jan 2006
Posts: 1085
Location: Texas

PostPosted: Fri Nov 10, 2006 4:43 am    Post subject:

Such as?
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