by ramon.dexter » Sat Dec 23, 2023 12:02 am
Niekitty wrote: ↑Fri Dec 22, 2023 11:55 pm
ramon.dexter wrote: ↑Fri Dec 22, 2023 11:19 pm
1. Writer or not, now you're programming and things behave different here. You have to use either of my example, or write your own dialogue system. Basically, you cannot use double quotes inside double quotes, that's just impossible.
2. If you're using pk3, I dont understand why you're asking about placement of dialogue lump. Use UDB, create a dialogue through script editor and include dialogue .txts placed anywhere inside your pk3. The point of using pk3 is to not place anything inside map.wad. When using pk3, you dont place anything besides the map itself into .wad file. Wad file in pk3 is for map only.
2b: well, you're doing it the wrong way. Slade is not the stablest one, and it had screwed my pk3s a lot, so I moved to folder structure. The point with folders is that you can load folders into gzdoom and udb and slade, so the method of editing pk/wad directly leads only to loss of files. Your choice, but I've made the same mistake before and will not effectively return. Once you try that, you dont want to go back. But you wont believe this experience before you try it yourself.
Here, take a look on how I've organized one of my projects:
https://github.com/ramonDexter/WorldOfStrife
1. I get that, but I HAVE messed with other programming languages and there were always ways to display quotation marks. If there isn't here I'll just find a way around that, but now I know there ISN'T a way to do it I'll feel a little less frazzled cooking up a workaround.
2. I actually had no freaking clue that I could put the Dialogue lump somewhere other than the map. ALL the tutorials and explanations I've found ALL said it had to be placed in with the map "below the marker but above the end map" (
If I missed something, I missed it. Half the time I'm looking this stuff up on my phone since half the time I have not internet connection available. Makes things a LITTLE hard to read). Nothing I had seen or heard of in anything so far even hinted to me that I COULD put it somewhere else. That would actually solve a metric truckload of issues, though. How the heckers do I set that up?
2b. I'm... what? Breathing the wrong way?
UDB crashes on my laptop. Not my desktop so much, but on the laptop, where I do most of my mod work, it crashes repeatedly. Sometimes before it finishes opening. Slade has never caused me a problem on either computer, and the interface makes more sense to me. I always keep backups, but it hasn't scrambled any PK3s on me yet. *shrug* I will keep a closer eye on it though, so thank you.
2. Just take a look at the repo I posted, it pretty explains itself. Folder /Dialogs is for ... well ... dialogs, each of the files inside is later referenced in each map with include="" command. Download the repo and take a look at it.
When you use the pk3 with folders and place each separate map into /Maps folder, you can afterwards include text files from the pk3 itself, so you can have includes and imports inside the maps script files, etc.
2b: Heh, yeah, something like that. I've used slade for years like that, and always thought it's the best way of doing things. But when I moved to editing directory, and not a archive, I've found out how wrong I was. When you edit an archive, you're pretty limited with backuping and things like that, because you're always working with a single file. Not a problem when the contents of said file is counted in single numbers. It becomes a problem when the files inside grow to hundreds and thousands. When you work with a dirdctory, these problems are lowered because you're working with a proper directory, and not a content of a archive file. Also, you're not li ited to single editor and you can use any editor you want (aaand vscode with gzdoom support is super sweet, now I see slade's code editor as something like windows notepad compared to vscode, btw). Now I use slade only for lump editing - tinkering with textures lumps, editing sprite offsets, and acs compilation.
[quote=Niekitty post_id=1248586 time=1703310923 user_id=38491]
[quote=ramon.dexter post_id=1248585 time=1703308763 user_id=17655]
1. Writer or not, now you're programming and things behave different here. You have to use either of my example, or write your own dialogue system. Basically, you cannot use double quotes inside double quotes, that's just impossible.
2. If you're using pk3, I dont understand why you're asking about placement of dialogue lump. Use UDB, create a dialogue through script editor and include dialogue .txts placed anywhere inside your pk3. The point of using pk3 is to not place anything inside map.wad. When using pk3, you dont place anything besides the map itself into .wad file. Wad file in pk3 is for map only.
2b: well, you're doing it the wrong way. Slade is not the stablest one, and it had screwed my pk3s a lot, so I moved to folder structure. The point with folders is that you can load folders into gzdoom and udb and slade, so the method of editing pk/wad directly leads only to loss of files. Your choice, but I've made the same mistake before and will not effectively return. Once you try that, you dont want to go back. But you wont believe this experience before you try it yourself.
Here, take a look on how I've organized one of my projects:
https://github.com/ramonDexter/WorldOfStrife
[/quote]
1. I get that, but I HAVE messed with other programming languages and there were always ways to display quotation marks. If there isn't here I'll just find a way around that, but now I know there ISN'T a way to do it I'll feel a little less frazzled cooking up a workaround.
2. I actually had no freaking clue that I could put the Dialogue lump somewhere other than the map. ALL the tutorials and explanations I've found ALL said it had to be placed in with the map "below the marker but above the end map" ([i]If I missed something, I missed it. Half the time I'm looking this stuff up on my phone since half the time I have not internet connection available. Makes things a LITTLE hard to read[/i]). Nothing I had seen or heard of in anything so far even hinted to me that I COULD put it somewhere else. That would actually solve a metric truckload of issues, though. How the heckers do I set that up?
2b. I'm... what? Breathing the wrong way? :? UDB crashes on my laptop. Not my desktop so much, but on the laptop, where I do most of my mod work, it crashes repeatedly. Sometimes before it finishes opening. Slade has never caused me a problem on either computer, and the interface makes more sense to me. I always keep backups, but it hasn't scrambled any PK3s on me yet. *shrug* I will keep a closer eye on it though, so thank you.
[/quote]
2. Just take a look at the repo I posted, it pretty explains itself. Folder /Dialogs is for ... well ... dialogs, each of the files inside is later referenced in each map with include="" command. Download the repo and take a look at it.
When you use the pk3 with folders and place each separate map into /Maps folder, you can afterwards include text files from the pk3 itself, so you can have includes and imports inside the maps script files, etc.
2b: Heh, yeah, something like that. I've used slade for years like that, and always thought it's the best way of doing things. But when I moved to editing directory, and not a archive, I've found out how wrong I was. When you edit an archive, you're pretty limited with backuping and things like that, because you're always working with a single file. Not a problem when the contents of said file is counted in single numbers. It becomes a problem when the files inside grow to hundreds and thousands. When you work with a dirdctory, these problems are lowered because you're working with a proper directory, and not a content of a archive file. Also, you're not li ited to single editor and you can use any editor you want (aaand vscode with gzdoom support is super sweet, now I see slade's code editor as something like windows notepad compared to vscode, btw). Now I use slade only for lump editing - tinkering with textures lumps, editing sprite offsets, and acs compilation.