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 Entire forum ➜ SMAUG ➜ SMAUG coding ➜ newbie coloring question

newbie coloring question

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Posted by Devbmx   (50 posts)  Bio
Date Reply #30 on Fri 19 Mar 2004 06:49 AM (UTC)

Amended on Fri 19 Mar 2004 06:54 AM (UTC) by Devbmx

Message
if you dont mind asking me what does the &c and &D do? for future refrence on other color changes
also the code didnt work, my color is still coming up all blue
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Posted by Greven   Canada  (835 posts)  Bio
Date Reply #31 on Fri 19 Mar 2004 07:08 AM (UTC)
Message
Are you rebooting your mud after you made the change? If that code is there, and you compiled cleanly, and you rebooted, the color should have changed. The &C is a color code that is used in smaug. Its like using that in your title or something in the mud, same effect. The &D reverts is only for Samson's color stuff, it reverts to the standard set color on that character.

Nobody ever expects the spanish inquisition!

darkwarriors.net:4848
http://darkwarriors.net
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Posted by Devbmx   (50 posts)  Bio
Date Reply #32 on Fri 19 Mar 2004 07:12 AM (UTC)
Message
yep just rebooted it and its all just blue instead of thw two colors
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Posted by Greven   Canada  (835 posts)  Bio
Date Reply #33 on Fri 19 Mar 2004 08:22 AM (UTC)
Message
K, lets double check, what code in say are you use? Are you using it in all conditions? Did you compile after you saved the change? Did the compile work? Did you reboot?

Cause that makes no sense, if you hard coded colors in, they should change.

Nobody ever expects the spanish inquisition!

darkwarriors.net:4848
http://darkwarriors.net
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Posted by Devbmx   (50 posts)  Bio
Date Reply #34 on Fri 19 Mar 2004 08:38 AM (UTC)
Message
allright i used the last code you gave me, the you AT_BLUE, "you say &C%T&D" one and it compiled fine except for an error that always comes up but has nothin to do with the colors, and i did reboot, twice
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Posted by Greven   Canada  (835 posts)  Bio
Date Reply #35 on Fri 19 Mar 2004 09:08 AM (UTC)
Message
Whats the error? if its not generating a new file, then depending on your makefile, you might just be loading off of the old one every time. If you can paste the entier process from when you enter make to when it finishes I can probable be sure.

Nobody ever expects the spanish inquisition!

darkwarriors.net:4848
http://darkwarriors.net
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Posted by Devbmx   (50 posts)  Bio
Date Reply #36 on Fri 19 Mar 2004 09:43 AM (UTC)
Message
i dunno where to get logs of the make process but i can tell you it has to do with chmod saying something about smaug not being a directory
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Posted by Greven   Canada  (835 posts)  Bio
Date Reply #37 on Fri 19 Mar 2004 03:29 PM (UTC)
Message
If your using cygwin, then you can get the logs by copying out of the window. Click the icon on the top left corner of the prompt window, go to edit, and select mark. Then select the text like you would in any other window application, and hit enter to copy it. A make clean migth reveal all the problems.

Nobody ever expects the spanish inquisition!

darkwarriors.net:4848
http://darkwarriors.net
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Posted by Nick Gammon   Australia  (23,173 posts)  Bio   Forum Administrator
Date Reply #38 on Fri 19 Mar 2004 09:07 PM (UTC)
Message
In Cygwin the chmod line isn't all that important. In the cygwin makefile it is actually changed to smaug.exe not smaug, like this:


ifdef CYGWIN
smaug: $(O_FILES)
        rm -f smaug.exe
        $(CC) -o smaug.exe $(O_FILES) $(L_FLAGS)
        chmod g+w smaug.exe
        chmod a+x smaug.exe
        chmod g+w $(O_FILES)

clean:
        rm -f *.o smaug.exe *~
else


- Nick Gammon

www.gammon.com.au, www.mushclient.com
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Posted by Devbmx   (50 posts)  Bio
Date Reply #39 on Fri 19 Mar 2004 09:21 PM (UTC)

Amended on Fri 19 Mar 2004 09:28 PM (UTC) by Devbmx

Message
yea the error line was
chmod g+w smaug
chmod: changing permissions of `smaug': No such file or directory
make[1]: *** [smaug] Error 1
make[1]: Leaving directory `/home/Default/smaugfuss/src'
make: *** [all] Error 2
[1]+ Done tcsh startup

which doesnt seem to affect act_comm.c at all
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Posted by Meerclar   USA  (733 posts)  Bio
Date Reply #40 on Fri 19 Mar 2004 10:23 PM (UTC)
Message
You're right in saying it doesn't affect the files in question but the reason why is the problem with you not seeing any code changes - your new executable is never created so you're just using the old file over and over and over again. Change the filename in the makefile to smaug.exe and recompile, then come back and tell us what problems you have with the code - if any.

Meerclar - Lord of Cats
Coder, Builder, and Tormenter of Mortals
Stormbringer: Rebirth
storm-bringer.org:4500
www.storm-bringer.org
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Posted by Devbmx   (50 posts)  Bio
Date Reply #41 on Fri 19 Mar 2004 10:57 PM (UTC)
Message
allright did all the recompiled and the colors still havent changed
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Posted by Meerclar   USA  (733 posts)  Bio
Date Reply #42 on Fri 19 Mar 2004 11:22 PM (UTC)
Message
OK, now that you have everything compiling properly and the new exe actually being created, post us the actual code you're using again if you'd be so kind. I suspect I know the problem but until I see the codeblock I can't be certain. I may also have to do some research into how SMAUG handles colorized output to confirm my theory :(

Meerclar - Lord of Cats
Coder, Builder, and Tormenter of Mortals
Stormbringer: Rebirth
storm-bringer.org:4500
www.storm-bringer.org
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Posted by Devbmx   (50 posts)  Bio
Date Reply #43 on Fri 19 Mar 2004 11:42 PM (UTC)
Message
act( AT_SAY, "$n says '$T'", ch, NULL, argument, TO_ROOM );*/
ch->act = actflags;
MOBtrigger = FALSE;
act( AT_BLUE, "You say '&C$T&D'", ch, NULL, drunk_speech( argument, ch ),
TO_CHAR );
if ( IS_SET( ch->in_room->room_flags, ROOM_LOGSPEECH ) )
{
sprintf( buf, "%s: %s", IS_NPC( ch ) ? ch->short_descr : ch->name,
argument );
append_to_file( LOG_FILE, buf );
}
mprog_speech_trigger( argument, ch );
if ( char_died(ch) )
return;
oprog_speech_trigger( argument, ch );
if ( char_died(ch) )


im not sure if thats all you needed or if you needed more =\
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Posted by Greven   Canada  (835 posts)  Bio
Date Reply #44 on Fri 19 Mar 2004 11:56 PM (UTC)
Message
That should work, I don't see any problems with it. If you want to be sure that your creating a new executable, and not just using the old one again, you can delete your current .exe manually, and then when you compile, if everything works out, it will regenerate your executable.

Nobody ever expects the spanish inquisition!

darkwarriors.net:4848
http://darkwarriors.net
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