[USDF/ZSDF] More than 1 image per dialogue / offset graphic

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Expand view Topic review: [USDF/ZSDF] More than 1 image per dialogue / offset graphic

Re: [USDF/ZSDF] More than 1 image per dialogue / offset grap

by Tormentor667 » Mon Feb 27, 2017 3:47 am

Thanks for the hint and also thanks for the amazing new dialogue additions :)

Re: [USDF/ZSDF] More than 1 image per dialogue / offset grap

by AFADoomer » Sun Feb 26, 2017 11:11 am

Double post for notification...

The confirmation screen alignment issue is fixed in the current dev build (76a44eb).

Re: [USDF/ZSDF] More than 1 image per dialogue / offset grap

by AFADoomer » Sat Feb 25, 2017 6:02 pm

Oops... Commented out the backdrop call when I was debugging and forgot to fix it.

The door sign is working for me? I'll re-upload the copy of INTERMAP I have... Maybe somehow something changed.

I'm starting to think that the skill menu issue is a GZDoom bug... Using a string in MAPINFO for the skill setting works, and omitting the string value to use the default "NIGHTMARE" LANGUAGE entry work, but if you try to reference a LANGUAGE entry by name ("MustConfirm = "$Whatever"), the menu code loses the string width information, somehow.

Building a stand-alone .pk3 to demonstrate.

Re: [USDF/ZSDF] More than 1 image per dialogue / offset grap

by Tormentor667 » Sat Feb 25, 2017 3:53 pm

Thanks for the fixes. Unfortunately there seems to be a different error now that makes the fading background for the conversions (vignette) not appearing anymore. Also talking to the medic and door sign isn't working anymore :(

Re: [USDF/ZSDF] More than 1 image per dialogue / offset grap

by AFADoomer » Sat Feb 25, 2017 1:29 pm

Tormentor667 wrote:Oh yes :) Thanks so kindly AFADoomer, this looks perfect now and the terribly looking Dialogue with overlapping text and mugs is gone :) Thanksthanksthanks!!!

*EDIT*
Noticed two issues when trying it with the latest SVN, first: I can't use the mouse anymore to choose from the options. Second, if you start a new game and choose the difficulty, the "are you sure" message appears to be off-center. Would you mind trying?
Fixed the mouse handling... No idea why the messagebox is being affected, since I'm not touching that code at all (was this already broken before I changed anything?), but I'll keep looking.

EDIT: And fixed the toilet. No idea why it wasn't working before (the Actor name was set up in DIALOGUE...), but I assigned a ConversationID and added some code to make the toilet not face the player when talking.

Re: [USDF/ZSDF] More than 1 image per dialogue / offset grap

by Tormentor667 » Sat Feb 25, 2017 5:02 am

Oh yes :) Thanks so kindly AFADoomer, this looks perfect now and the terribly looking Dialogue with overlapping text and mugs is gone :) Thanksthanksthanks!!!

*EDIT*
Noticed two issues when trying it with the latest SVN, first: I can't use the mouse anymore to choose from the options. Second, if you start a new game and choose the difficulty, the "are you sure" message appears to be off-center. Would you mind trying?

*EDIT2*
For some reason the toilet dialogue isn't talking anymore as well even though it hasn't been touched.

Re: [USDF/ZSDF] More than 1 image per dialogue / offset grap

by AFADoomer » Sat Feb 25, 2017 12:02 am

OK, just added this to Blade of Agony...

Also implemented independent scaling for the conversation text and the replies... The replies shown here are slightly smaller than the speaker's text, mostly so that everything fits without re-doing the DIALOGUE lumps.
Image
Spoiler: Code

Re: [USDF/ZSDF] More than 1 image per dialogue / offset grap

by Tormentor667 » Fri Feb 24, 2017 9:09 am

Hey Afa, thanks alot for helping us out with this, it looks already very good :) Feel free to commit the work. Regarding the line height/gap, just keep it as it was before. The mockup for the text was only meant to know where the text is, not how it looks.

Maybe you have also ideas on how to improve it or make it look better, so feel free to add your own suggestions. :)

Re: [USDF/ZSDF] More than 1 image per dialogue / offset grap

by AFADoomer » Fri Feb 24, 2017 7:33 am

Nash wrote:The pixels on the font look dirty... are you using the clean scaling tags?
No... That was part of the "reinventing the wheel" that I was talking about. It should be a relatively quick fix, I just didn't have time to rework it last night.

Re: [USDF/ZSDF] More than 1 image per dialogue / offset grap

by Nash » Fri Feb 24, 2017 12:04 am

The pixels on the font look dirty... are you using the clean scaling tags?

Re: [USDF/ZSDF] More than 1 image per dialogue / offset grap

by AFADoomer » Thu Feb 23, 2017 11:56 pm

Thanks, Nash!

@Tormentor - Give me the go-ahead, and I'll commit this to github for testing.

Current state:
Image

Right now, everything looks good at 4:3 and 16:9, but there are alignment issues at other aspect ratios - nothing game-breaking, just not pretty... I reinvented the wheel on some of the code, because I was learning it as I went, so there's definitely room for improvement, still.

Re: [USDF/ZSDF] More than 1 image per dialogue / offset grap

by Nash » Thu Feb 23, 2017 11:24 pm

@AFADoomer: I suggest you go ahead and submit your work to Tormentor! I am a little short on time currently. :(

@Tormentor667: Look, what AFA did is perfect for your needs. :D

Re: [USDF/ZSDF] More than 1 image per dialogue / offset grap

by AFADoomer » Thu Feb 23, 2017 6:45 pm

So, I made a thing... Then saw that Nash is working this already. Oh, well.

Image

Used existing graphics (the pain flash is the background, hence the red tint).

The fade image (pain flash here) is always drawn, and the face image co-opts the existing background image in ZSDF (so no change to existing dialogue lumps is needed). Left the default font because I wasn't sure what you actually wanted done there. The indents on the name and first line are in LANGUAGE, so could be removed easily there - by default, the text all aligns left.

Some choice strings may need to be re-worked because they are too wide now (like the costs and durations on the clerk's other conversation).
Spoiler: ZScript contents

Re: [USDF/ZSDF] More than 1 image per dialogue / offset grap

by Tormentor667 » Wed Feb 22, 2017 2:08 pm

Fortunately, Nash is already trying something. Let's see where he ends up with, he is very skilled with stuff like that and knows the code so we have good chances I'd say. Thanks still for your help.

Re: [USDF/ZSDF] More than 1 image per dialogue / offset grap

by Graf Zahl » Wed Feb 22, 2017 1:18 pm

That may require a bit more of fiddling with the script code. If I had some time on my hands I might be able to help you but I'm afraid you'll have to ask someone else.

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