[DGD] The clueness n00b wants ANSI
Kurt Nordstrom
kurt at blar.net
Mon Jul 2 07:28:23 CEST 2007
Okay, so chugging right along. I'm still using Melville as my base, and
I've actually had good success with my Python script that converts from a
TinyMux db to my modified Melville room files.
Next thing I want to tackle is ANSI. So here's what I've done.
First I edited comm.c, to change the value being AND'd with the characters
to 255 instead of 127, so the relevant line looks like this:
} else if ((*p & 0xff) < ' ' && *p != HT && *p != BEL && *p != BS) {
Did a make clean and then a make install of the driver. Rebooted my mud.
Then I edited one of the sample objects, the can of spam. I want to
basically make the word "nasty" appear bold. So it looks like this:
set_long ("A very \033[1mnasty\033[m and repulsive object.\nYou think you
may barf.\n");
But if I look at it in game, I get this:
A very [1mnasty[m and repulsive object.
Anybody have thoughts as to what I'm doing wrong?
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