Quote: A new line will automatically be started by output from the MUD, or a command that you type being echoed to the output window.
Can this behavior be overridden? In other words, is it possible for text coming from the MUD to be appended immediately after the text output by the Tell() function, with no intervening new line?
As a default behavior, I'm pretty sure it's not possible. With the use of some ridiculously complex triggers and rewriting absolutely everything as it comes in from the mud, it might be but I wouldn't swear to that even.
That said, I have to ask why you'd want a giant block of text that you can't tell one source of from another.
Simutronics' propietary game client uses GemStone Language tags to mark off items such as bold face text, room names, internal timers, etc. The tags are built as follows:
<28>GSx00000000<10>
(<28> and <10> indicate ASCII characters 28 and 10 respectively. The 00000000 alphanumeric data is not always present.)
Here is a snippet of game output with part of the text marked off to be displayed in bold.
You also see a trellis arch, the sidewalk,<28>GSL<10> Genievieve Dalton<28>GSM<10>, a watering can and some low ground cover with bright flowers.
Ideally, all the text in the above snippet should show in the output window as one line. However, the line feed characters at the end of the GSL and GSM tags make the text show as three lines.
What do your triggers look like? That text shouldn't be creating newlines after the closing tags unless there's a newline embedded in the tag (something I doubt very highly).
Mercleer said: What do your triggers look like? That text shouldn't be creating newlines after the closing tags unless there's a newline embedded in the tag (something I doubt very highly).
Mercleer, that is the problem. Simutronics uses newlines to close the GS tags. Usually the tags occur at places in the text where a newline might not be a bad thing in the output window. In the case of the tags to mark bold text (GSL at the beginning of the text to be bold, GSM at the end of text to be bold), I would prefer to not have line breaks at those points.
Well, the good news is, Nick can help you with some triggers to remove the new lines based on that packet info you provided. It's going to be slightly more complicated than anything I've personally ever needed so I'm going to step aside and let him do his thing :) You're in very capable hands though, I've seen Nick do some amazing things with lua.
Simutronics' propietary game client uses GemStone Language tags to mark off items such as bold face text, room names, internal timers, etc. The tags are built as follows:
First, can't you turn that off? It seems odd that you can't.
Or do you not want to turn it off? If so, what information are these tags providing you?
No, I do not want to turn off the GSx tags. I want to use that information.
I'll have to do some research on exactly what information the various GSx tags provide, and how to interpret that information.
In the meantime, do you have any advice on how I can make the GSL and GSM tags work to show boldface or colored text in the output window, without line breaks?
Currently, the following sequence,
You also see a trellis arch, the sidewalk,<28>GSL<13><10> Genivieve Dalton<28>GSM<13><10>, a watering can and some ground cover with bright yellow flowers.
shows as
You also see a trellis arch, the sidewalk,GSL
Genivieve DaltonGSM
, a watering can and some ground cover with bright yellow flowers.
I'd like it to show as
You also see a trellis arch, the sidewalk, Genivieve Dalton, a watering can and some ground cover with bright yellow flowers.
Actually, what might be really useful is packet info of the login process. The downloads page for Gemstone offers screenshots of 4 clients that don't follow the behavior you're seeing in MC and I suspect there's a protocol negotiation in play that MC isn't designed to deal with. I'm not curious enough to spend $15 to be certain though.
Meerclar, I have a world package for logging into Simutronics games. However, it's crude, clunky and only works if you have a paid subscription to one or more of the games. Thank you for your help, but I agree that asking someone to set up an account and pay $15 a month to help with this is too much to ask.
What little I can find about GSL indicates they use Ruby which isn't currently built in for support in MC. Unfortunately, that means we're going to see some unusual activity like what you're asking how to fix here. Given a list of expected tags, Nick (and a few others probably) could probably build you a set of triggers to fix the output to show on a single line as expected.
I think you can probably solve this by making a plugin that translates the Gemstone tags into ANSI sequences. There are various examples of handling incoming packets.