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TinTin++ Mud Client

Making #split work with a VT100 Interface

 
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Ramirus



Joined: 02 May 2011
Posts: 2

PostPosted: Mon May 02, 2011 2:06 pm    Post subject: Making #split work with a VT100 Interface Reply with quote

Hi, the mud I play on (Forgotten Kingdoms) offers a VT100 interface as an option (and it is the preferable option). However, what I would like to do is be able to correctly apply #split so my input and output areas are separated on my screen, but when I try to do the basic #split command, it makes the interface a bit of a mess, no matter how little number of rows I dedicate to the VT100 interface. Anyone have any idea how I can make #split work for me in this case? I can supply screenshots if that would help.
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Scandum
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Joined: 03 Dec 2004
Posts: 3281

PostPosted: Mon May 02, 2011 9:05 pm    Post subject: Reply with quote

If the MUD only does top rows, like 5 top rows for example, using #split 5 1 should do the trick.

If the MUD provides a status bar above the input line you can't use #split, but if implemented correctly it should work the same as #split. Is there something specific that doesn't work that otherwise works with #split enabled?
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Ramirus



Joined: 02 May 2011
Posts: 2

PostPosted: Mon May 02, 2011 9:15 pm    Post subject: Reply with quote

Scandum wrote:
If the MUD only does top rows, like 5 top rows for example, using #split 5 1 should do the trick.

If the MUD provides a status bar above the input line you can't use #split, but if implemented correctly it should work the same as #split. Is there something specific that doesn't work that otherwise works with #split enabled?


Actually, looking closer at what I thought was wrong, there is no real need not to use #split, as you said, since the MUD does employ a status bar above the input line, which serves to separate the input from the output. My issues only came up when I #split, used the in-game refresh command for the VT interface to clear up the muddled part, then forgot to #unsplit. Thanks for the feedback!
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