Re: [crossfire] msg/endmsg in maps/objects

2006-09-25 Thread Mark Wedel
Kevin R. Bulgrien wrote:
 Mark Wedel wrote:
 
 On a broader scale, there is a problem with most of the msg/endmsg in 
 maps/objects.  They are pre-formatted for a certain width.  If your text 
 window 
 is wider, it isn't terrible - it just doesn't use the full width.  If your 
 window is a bit smaller, it gets really ugly, as it will display a full 
 line, 
 then perhaps 1 word, then another full line, etc.

 Ideally, I think most of the newlines from the msg/endmsg structures should 
 be 
 removed - the client is plenty smart enough to do proper wrapping.  There 
 are 
 also a few messages which should have the '[fixed]' tag added, since they 
 are 
 maps or diagrams, and just don't look right when printed with the 
 proportional font.
 
 I have been wondering about this for some time.  I agree the formatting needs
 to go in general.  The formatting is not consistent and so one never knows how
 to format or reformat content.  It is good to know that it is okay to string
 the paragraphs on the same line.
 
 Most newlines is right, considering that some should be left in order to
 separate paragraphs and/or allow certain lines of text to be rendered on a
 line by itself.
 
 I'd ask also for some clarification of whether there is a common practice to
 follow with respect to whitespace between sentences.  There is a variation in
 that one space is used much of the time, but two spaces also exists.

  I'd be tempted to say that for simplicity, we use whatever is most prevalent 
right now.  So if the most prevalent is 1 space after the period, that is what 
we should use.

  I'm not sure if it is worth it to go through all the maps and update just for 
that.  But if doing it as part of a newline conversion, etc it could make sense 
to fix those.

  And a lot of these changes also need to be made in the server, in terms of 
the 
messages it prints.  In cases where there are several draw_infos() strung 
together, in many cases I've been changing that to just one draw_info on the 
basis to let the client wrap the text.  In some cases, this doesn't work 
because 
there is specific formatting, but not that often.

 
 How about blank lines?  Is this discouraged in order to consume less vertical
 space, or is it seen to be acceptable for improving readability for longer
 multi-paragraph output?

  I'd say they should be there for readability.  Without a blank line, it can 
be 
very difficult to really see where the paragraph breaks are.

  In addition, this really only comes up with NPC messages - generally, I'd say 
those are a relatively small portion of the total text output (things like 
attack messages being much more prevalant), and I can't imagine a couple extra 
newlines being that big a deal.

 
 Is there an advantage to using leading whitespace acceptable to inset example
 text?  I think so, but wonder what others might think.

  Depends on what you mean by example text.

  Also, look at the server/doc/mediaTags file - it supports a limited  number 
of 
HTML like tags.  What this really means is that within a message itself, you 
can 
change various attributes (like make the text italic, or change the color, use 
fixed width fonts, etc).  Using those tags is probably better than using 
indentation.

 
 Is there a document anywhere that might be used to help map editors know how
 to write these messages?  If not, a wiki page might be in order.  These topics
 are of special interest to me since I have an interest in working on 
 grammatical,
 spelling, and conversation improvements on maps as I play them.

  I don't think there is a document on indentation, punctuation, etc.  So one 
should probably be written.


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Re: [crossfire] Gridarta CFJavaEditor Jar?

2006-09-25 Thread ERACC Subscriptions
On Sunday 24 September 2006 11:45 pm
Kevin R. Bulgrien wrote:

 Could someone make a jar file from the CFJavaEditor sources on the
 Gridarta project?  I have so far been unable to get a working
 build environment.  I get errors when I try the command-line build
 instructions in INSTALL.txt, and I am having great difficultly
 getting ant installed.
[...]

I was provided with a working copy by one of the Gridarta developers and have 
it availalble here: http://www.eracc.com/files/crossfire/CFJavaEditor.jar. 
The same developer has been given FTP access to that directory to keep an up 
to date copy of CFJavaEditor.jar available.

I was unable to use the arch directory from SVN and thought it was my build of 
Gridarta at fault but that turned out not to be the case. Apparently the 
problem was with many of the graphics being converted to text during the 
migration from CVS to SVN. I understand Mark Wedel has now fixed this 
problem(?).

Gene Alexander
-- 
Mandriva Linux release 2006.0 (Official) for i586
 09:59:10 up 3 days,  2:30, 14 users,  load average: 0.26, 0.20, 0.18
ERA Computers  Consulting - http://www.eracc.com/ - get VOIP here!
eComStation, Linux, FreeBSD, OpenServer  UnixWare preloads  sales

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Re: [crossfire] draw_ext_info/message update/redo

2006-09-25 Thread Andrew Fuchs
On 9/24/06, Mark Wedel [EMAIL PROTECTED] wrote:
...
 The main advantages I see of the drawextinfo is this:
 - Support for the media tags (bold text, different fonts, etc).  I'd expect
 these to be infrequently used, as in general the global tag/attribute should 
 be
 used.  But I think use in NPC messages giving clues what can be discussed with
 them by doing bold or underline would be very good (we should probalby decide
 what the form for that syntax highlighting it is, so that it is consistent
 accross all the maps/NPCs)

Or we could make a new tag like [triggerword].  The server then
could decide on it's formatting.  Also, if it is passed to the client,
the client could make the hilighted phrase clickable.

 - Instead of the server telling the client the color to use and the client
 blindly following it, the client now knows the type of messages.  So with some
 extra logic, I could decide that I want the level gain message to be in a
 specific font in bright green, even though the server says those should be in
 red.  It would also allow for easier filtering (if chat/say/shout have their 
 own
 types, easier to have a conversation pane, etc).

Very useful in my opinion.  I really like the colors that me chats: 
uses.  Though that could be considered a bug.

-- 
Andrew Fuchs

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Re: [crossfire] draw_ext_info/message update/redo

2006-09-25 Thread Mark Wedel
Andrew Fuchs wrote:
 On 9/24/06, Mark Wedel [EMAIL PROTECTED] wrote:
 ...
 The main advantages I see of the drawextinfo is this:
 - Support for the media tags (bold text, different fonts, etc).  I'd expect
 these to be infrequently used, as in general the global tag/attribute should 
 be
 used.  But I think use in NPC messages giving clues what can be discussed 
 with
 them by doing bold or underline would be very good (we should probalby decide
 what the form for that syntax highlighting it is, so that it is consistent
 accross all the maps/NPCs)
 
 Or we could make a new tag like [triggerword].  The server then
 could decide on it's formatting.  Also, if it is passed to the client,
 the client could make the hilighted phrase clickable.

  That could be reasonable.  However, I think that should just get passed to 
the 
client, and the client decides what to do with it, not the server.

  My general philosophy is to try to offload those decisions/that work to the 
client - in a sense, we should try not to hold preferences on the server unless 
they are a per character type of issue.

  And if passed to the client, it could of course make it clickable (just 
generated the appropriate say command).

  A possible interesting extension could be something like [img=sword.111] or 
the like.  The image itself being one of the images in the arch directory.  
Then 
you actually could have pictures of monsters with the scroll that describes 
them, etc.

  And from a more complex level, you could actually have real maps to places, 
not the ascii maps.  The map would have to be put in the arch tree, and a the 
images collected, but that is certainly better than anything we have now.

 
 - Instead of the server telling the client the color to use and the client
 blindly following it, the client now knows the type of messages.  So with 
 some
 extra logic, I could decide that I want the level gain message to be in a
 specific font in bright green, even though the server says those should be in
 red.  It would also allow for easier filtering (if chat/say/shout have their 
 own
 types, easier to have a conversation pane, etc).
 
 Very useful in my opinion.  I really like the colors that me chats: 
 uses.  Though that could be considered a bug.

  To me, the filter/font is less desirable than the filtering.  With this 
change, it will now be possible to really have a tab just for chat related 
messages, etc.  I think to actually be able to set colors/fonts, we may need to 
trim down the number of subtypes, and/or make some common values.





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