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1. 80 Width Standard?
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Wed Feb 8, 2012 [8:48 PM]
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Sidonie
sidonie@darkrisings.net
member since: Sep 11, 2005
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In the old days of telnet, everyone was used to using a mud window with a standard width of 80 characters.
I'm curious if the convention here has changed with the changes in technology -- 80 chars used to take up my whole screen, but now only take a third or so.
So my question is this: has that changed? Is the default for most mud clients still 80? When you mud, do you use an 80-char wide window, or do you adjust to make it wider?
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www.darkrisings.com: 1313
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2. RE: 80 Width Standard?
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Wed Feb 8, 2012 [9:10 PM]
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Zeno_McDoh
Email not supplied
member since: Jul 30, 2004
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In Reply To
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I use above 80 and I'm sure a number of players do as well, but you have to remember people still use telnet (no joke).
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3. RE: 80 Width Standard?
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Wed Feb 8, 2012 [9:36 PM]
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Epilogy
Email not supplied
member since: Mar 9, 2006
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I prefer an 80 width standard. Some muds adhere to that, others don't. I spend a lot of time switching between them.
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4. RE: 80 Width Standard?
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Wed Feb 8, 2012 [9:43 PM]
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Jodah
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member since: Dec 21, 2001
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80 is old. Be bold to me new. 120 is the new 80.
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5. RE: 80 Width Standard?
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Wed Feb 8, 2012 [10:25 PM]
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Tyche
Email not supplied
member since: Apr 4, 2000
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Sidonie wrote: In the old days of telnet, everyone was used to using a mud window with a standard width of 80 characters. Hey, some of us used 40 column Commodore-64's to telnet to Compuserve. And if my eyes get any worse, I might go back to really big fonts in 40 columns. ;-)
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6. RE: 80 Width Standard?
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Thu Feb 9, 2012 [5:20 AM]
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KaVir
Email not supplied
member since: Aug 19, 1999
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Sidonie wrote: I'm curious if the convention here has changed with the changes in technology -- 80 chars used to take up my whole screen, but now only take a third or so. When I'm mudding with my smartphone I prefer an 80 character screen width, but on my PC it depends on the client - as Zeno pointed out, some people still use older clients, and some of those do still restrict you to 80 characters. Most modern clients allow you to adjust the width, and there's no reason why the mud couldn't detect that and wrap accordingly (or even let the client handle it). However a room description that normally fills 5-6 lines (with an 80 character width) would become just 2 lines when stretched across your whole screen - I'd find that much less comfortable to read. Other things (like score layouts, who list, combat tables, etc) would need to be manually formatted for different widths, which is probably more effort than it's worth. The convention has changed somewhat with the technology, but generally not by stretching the text window. Instead, it's becoming more common to use that extra space for buttons, icons, gauges, maps, etc.
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7. RE: 80 Width Standard?
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Thu Feb 9, 2012 [8:32 AM]
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Hades_Kane
Email not supplied
member since: Aug 17, 2001
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Our game pretty much adheres to the 80 width.
I find that increasing my font size a few points works nicely to still fill my screen and makes the text more readable. Courier 10pt is either a lot smaller on the higher resolutions screens we have these days, or my eyes have gotten a lot older :p
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8. RE: 80 Width Standard?
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Thu Feb 9, 2012 [12:14 PM]
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Lyanic
lyanic@gmail.com
member since: Dec 26, 2005
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I've actually grappled with this problem recently. The 80 character width is a very old standard and the vast majority of people playing MUDs these days will have a screen width far exceeding 80 characters. Nevertheless, there are still a few people who use telnet (with default settings) from time to time, and smart phone MUD clients are becoming more prevalent. The conclusion I ultimately reached was to support the legacy standard, but not allow myself to be limited by it.
Essentially, I was working on some interface changes that would necessarily extend the display beyond 80 characters wide with no viable way to format via wrapping. My solution was to encapsulate the new stuff and only display it with certain configurations enabled. I then use NAWS to detect screen width. If it reports <= 80 (or isn't able to be negotiated), those configurations will be automatically disabled, leaving the default display. They can be manually re-enabled (with a warning) by the player, to cover the case of clients unable to negotiate properly, but where screen width isn't actually an issue.
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- Lyanic, Creator/Designer/Administrator
The 7th Plane (7thplane.net 8888)
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9. RE: 80 Width Standard?
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Thu Feb 9, 2012 [6:32 PM]
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realmsofva
Email not supplied
member since: Jul 30, 2011
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Arantha is designed to be playable in a standard 24x80 window, though a couple of the lesser-used and Staff commands (obj/mob searching) exceed those row parameters. Haven't really run into any issues yet, but I like the idea that anyone can telnet on in and have no troubles with playing the game. My personal average MUD window is a little longer than 80 columns, more like 96, and about two-and-a-half times as many rows. On occasion (mostly with a cell phone), I play and work with the standard lines.
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10. RE: 80 Width Standard?
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Fri Feb 10, 2012 [10:59 AM]
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Epilogy
Email not supplied
member since: Mar 9, 2006
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In Reply To
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the vast majority of people playing MUDs these days will have a screen width far exceeding 80 characters.
More room to watch stuff, surf, etc. while still mudding.
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11. RE: 80 Width Standard?
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Fri Feb 10, 2012 [11:04 AM]
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Zeno_McDoh
Email not supplied
member since: Jul 30, 2004
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More room to watch stuff, surf, etc. while still mudding.
Dual monitors isn't commonplace for us mudders? I haven't worked with a single monitor setup (be it for work or home) for probably 6+ years.
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12. RE: 80 Width Standard?
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Fri Feb 10, 2012 [6:11 PM]
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Epilogy
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member since: Mar 9, 2006
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I could only afford one 32" monitor, unfortunately.
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13. RE: 80 Width Standard?
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Fri Feb 10, 2012 [9:25 PM]
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Zeno_McDoh
Email not supplied
member since: Jul 30, 2004
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~150 characters should take up about half that then. :P
Unless you run 800x600 on that beast.
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14. RE: 80 Width Standard?
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Sat Feb 11, 2012 [8:27 AM]
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Epilogy
Email not supplied
member since: Mar 9, 2006
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1680x1050.
Last monitor was locked to 800x600. NEVER. AGAIN.
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15. RE: 80 Width Standard?
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Sat Feb 11, 2012 [10:56 AM]
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DawnMud
morrigan@dawnmud.com
member since: Jan 20, 2007
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When checking in from work via my smartphone my screen width is really limited, so I (as God) prefer that things have a uniformity. New people, often using archaic telnet utilities or the java telnet capabilities are ALSO limited in screen width.
In the days of competing with Warcrack, Evercrack, Starcrack, etc, we need to stay competitive and keep those customers coming back. (Yes, it is a FREE of charge environment but they are still our customers). Let's make it as easy to figure out as we can! Not easy to play, but easy to figure out. With regards, Morrigan
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16. RE: 80 Width Standard?
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Sat Feb 11, 2012 [5:17 PM]
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Jodah
Email not supplied
member since: Dec 21, 2001
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What? Mudders aren't customers, haven't you heard? Mudding is a privilege where mortals needs to bow down to the imms and prostrate themselves in thankfulness for having an game open to play in. If mortals in unison don't like a game feature, well that's just tough cookies, it's my game and go play another if you don't like it. If you complain any more, as imm I will simply tear your character apart.
Players as customers, where do you come up with this stuff?
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17. RE: 80 Width Standard?
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Sun Feb 12, 2012 [3:28 AM]
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plamzi
Email not supplied
member since: Dec 1, 2009
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We're now a little bit closer to learning about the terrible trauma that caused J. to turn into the resident troll of TMC.
Tell us, J., in your own words, where did he put his hands?
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18. RE: 80 Width Standard?
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Sun Feb 12, 2012 [6:26 AM]
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Sombalance
Email not supplied
member since: Aug 17, 1999
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I personally find that a narrow column of text is much easier to read quickly that a wide line of text, and 80 seems to be alright. This seems to be even more true when I spend hours reading.
There is probably a reason that newspapers use columns instead of printing one line completely across the page.
But, the best solution is to let the player pick. This only causes a problem for formatted text that is displayed at a smaller width (since you can always display something small in a big window). In that case, you may need to create a plain text alternative, a minimal size for formatted text, or a slick graphical wrapper that displays the formatted stuff in a widget outside of the game world.
I think the worst case is a mix of hard returns in the middle of sentences and no wrapping at all. This seems to always produce some odd wrapping when the client controls it with the middle of a sentence ending in the middle of a line. If you mix the two, always put a hard return at the end of a sentence.
(odd wrapping by chrome)
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19. RE: 80 Width Standard?
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Tue Feb 28, 2012 [10:14 AM]
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Hades_Kane
Email not supplied
member since: Aug 17, 2001
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Hades_Kane wrote:
Our game pretty much adheres to the 80 width.
I find that increasing my font size a few points works nicely
to still fill my screen and makes the text more readable. Courier 10pt is either a lot smaller on the higher resolutions screens we have these days, or my eyes have gotten a lot older :p
A follow up to this... I upgraded my monitor this weekend to a 23" widescreen and am running 1920 x 1080 resolution... I had to increase my font size to 15, but the 80 width still fills enough of my screen with the increased font size where it doesn't feel like most of my screen is blank. That font size is a comfortable reading size as well for as many hours as I tend to stare at it for :p
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20. RE: 80 Width Standard?
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Tue Feb 28, 2012 [11:25 AM]
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Lyanic
lyanic@gmail.com
member since: Dec 26, 2005
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In Reply To
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Hades_Kane wrote: I upgraded my monitor this weekend to a 23" widescreen and am running 1920 x 1080 resolution... I had to increase my font size to 15, but the 80 width still fills enough of my screen with the increased font size where it doesn't feel like most of my screen is blank. That font size is a comfortable reading size as well for as many hours as I tend to stare at it for :p
I've kept 8pt. font on a 15"-17" laptop screen running at 1920 x 1080 resolution for years. You just need to install cybernetic eye implants. :-p
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- Lyanic, Creator/Designer/Administrator
The 7th Plane (7thplane.net 8888)
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21. RE: 80 Width Standard?
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Tue Feb 28, 2012 [11:45 AM]
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Hades_Kane
Email not supplied
member since: Aug 17, 2001
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In Reply To
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Lyanic wrote:
Hades_Kane wrote:
I upgraded my monitor this weekend to a 23" widescreen and am running 1920 x 1080 resolution... I had to increase my font size to 15, but the 80 width still fills enough of my screen with the increased font size where it doesn't feel like most of my screen is blank. That font size is a comfortable reading size as well for as many hours as I tend to stare at it for :p
I've kept 8pt. font on a 15"-17" laptop screen running at 1920 x 1080 resolution for years. You just need to install cybernetic eye implants. :-p
MY EYES!!! Seriously, I don't see how any human could stare at that for hours :p I do need to get new glasses, though, I've had the same prescription for about 4 years now...
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22. RE: 80 Width Standard?
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Thu Mar 29, 2012 [12:05 PM]
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Zividave
dsleverich@gmail.com
member since: Sep 26, 2004
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I'm looking at that right now actually, for my iPhone (using the TMC Game Client).
What I'm doing is changing the my so that columns display for things like skills/spells/notes etc. Your character then has a column command, simply an integer (1-5)(if it's 0 it defaults to say 2).
Then say each column is 40 chars, 2 column is telnet, 1 column for say the TMC client, 5 columns for fullscreen on Mushclient or such etc etc.
Thoughts? - Dave.
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23. RE: 80 Width Standard?
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Thu Mar 29, 2012 [11:00 PM]
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Lajos
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member since: Aug 17, 2003
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I think 40 chars to a line is far too few, but for those with a hard time seeing or for phone users might be okay. If you extend the screen to 200 characters, I think that it might end up with extreme long lines. Some folks might be happy with that, but I like stuff I can focus on and read. As long as you keep 3 and 4 40 char columns, you're probably good to go. I personally still like 80, but don't find anything wrong with 120. Much longer than that and its just too many long lines.
One potential suggestion though, you might want another option which just turns line wrapping off. Clients on their own often wrap. So this is just kind of a catch all option for people that don't want the game wrapping for them, leaving them with odd breaks at set intervals.
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24. RE: 80 Width Standard?
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Sat Mar 9, 2013 [10:52 AM]
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Lordcam
tiyeberious@yahoo.com
member since: Jun 12, 2000
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I found your comment hilarious, being an ex-dealer of Commodore computers/peripherals. I've tried on and off for years, trying to successfully get an Amiga 040 to compile Circle and finally giving up. Back to Linux for me.
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Signature under construction: :)
Lordcam, Impl. of AvisionMUD IP: 67.188.136.44:4000
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25. RE: 80 Width Standard?
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Tue Mar 12, 2013 [5:07 PM]
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ccubed
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member since: Mar 14, 2010
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I usually code for a 78 width. It's a little less than 80 because some of the clients don't like adjusting to 80 and things get messed up. Also because every client has at least 78 width now. So you're always guaranteed that your stuff looks the same no matter what.
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