Strife's Dialog System - UDMF Flavor

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Re: Strife's Dialog System - UDMF Flavor

Postby ramon.dexter » Thu Dec 21, 2017 1:38 am

Press F2...On top, you see "Game configuration:" <something>. You can change it here. I bet you're using doom in doom format.
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Re: Strife's Dialog System - UDMF Flavor

Postby Bael » Thu Dec 21, 2017 8:14 am

ramon.dexter wrote:Press F2...On top, you see "Game configuration:" <something>. You can change it here. I bet you're using doom in doom format.


Yes :lol: thanks it really helped me
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Re: Strife's Dialog System - UDMF Flavor

Postby bokhaj » Thu Dec 21, 2017 6:39 pm

This tutorial worked great for me, with a few issues that i can't figure out. In Doombuilder when testing the dialogue works as demonstrated, with the exemption of the goodbyes. No matter what I do the goodbye's wont work. I can purchase items and his other random dialogue works. However when I run the WAD in gzdoom the dialogue doesn't work at all. Configuration : ZDoom (Hexen) MAP01. Any ideas? totally stumped.
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Re: Strife's Dialog System - UDMF Flavor

Postby Zergeant » Thu Dec 21, 2017 8:21 pm

I'd wager you're using an old version of ZDoom/GZDoom. Newest revision is available here: https://devbuilds.drdteam.org/gzdoom/

If not, try testing it with UDMF format and see if it works.
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Re: Strife's Dialog System - UDMF Flavor

Postby bokhaj » Thu Dec 21, 2017 9:18 pm

Zergeant wrote:I'd wager you're using an old version of ZDoom/GZDoom. Newest revision is available here: https://devbuilds.drdteam.org/gzdoom/

If not, try testing it with UDMF format and see if it works.


yes that was it. got the latest version, sweet. thanks a lot for the quick reply. 8-)
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Re: Strife's Dialog System - UDMF Flavor

Postby Niphura » Sat Dec 23, 2017 11:49 pm

is there any way to do a coin system with this? i mean having a shop were you can upgrade your weapons with coins, or give special abilities to your player
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Re: Strife's Dialog System - UDMF Flavor

Postby Zergeant » Sun Dec 24, 2017 7:27 pm

That's what the 'Costs' section covers.
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Re: Strife's Dialog System - UDMF Flavor

Postby Niphura » Thu Dec 28, 2017 11:15 am

Zergeant wrote:That's what the 'Costs' section covers.


it is possible to make the player "a walking shop" I mean that when you touch a key you can buy any object but you do not need to talk to anyone, but you buy it yourself
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Re: Strife's Dialog System - UDMF Flavor

Postby bokhaj » Thu Dec 28, 2017 1:20 pm

Question about panels. Made something like this....

panel = "BARTICO";

didn't work.....can't find much on panel instruction. any suggestions?
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Re: Strife's Dialog System - UDMF Flavor

Postby bokhaj » Thu Dec 28, 2017 1:42 pm

nvm i figured it out, i'm really dense sometimes.
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Re: Strife's Dialog System - UDMF Flavor

Postby ramon.dexter » Sun Dec 31, 2017 8:38 am

Niphura wrote:
Zergeant wrote:That's what the 'Costs' section covers.


it is possible to make the player "a walking shop" I mean that when you touch a key you can buy any object but you do not need to talk to anyone, but you buy it yourself


Sure, but it needs some setup.

First, you need a actor, that has the dialogue ID, so the dialogue is connected to an actor.

So, make an sector outside the playable area and place there ANY actor. Assign this actor Conversation ID AND TID. I can advice you to use the same number. In my project, I'm using ConvID 777 and same TID, so I don't get into conflict with anything.

Them you need a script, that will trigger the conversation.
This will work:
Code: Select allExpand view
script "walkingShop" (void)
{
StartConversation(777, 0);
}


Them you need a KEYCONF lump with this:
Code: Select allExpand view
alias trigger_walkingshop "pukename walkingShop"
defaultBind "K" "trigger_walkingshop"
addMenuKey "Walking Shop" trigger_walkingshop


And after all, you need the conversation with ID = 777.



But keep in mind this system is not user-friendly at all. You cannot think up a way and make it in ZSDF - you need to learn how to do things in ZSDF.
One thing to note is that you cannot use variables directly. But you can check for inventory items, so you can use inv items as variables.
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Re: Strife's Dialog System - UDMF Flavor

Postby Murix » Wed Jan 24, 2018 6:21 am

So with calling files "DIALOG01.txt", this of course means it works with MAP01.

For now I've just got Thirty (god lord) Two of these files going from "DIALOG01.txt" to "DIALOG32.txt" So my PK3 works with most WAD map packs. Is there any way though to make this"DIALOG01.txt" works for every MAPXX map so I only need one of these "DIALOGXX.txt" files?

I'm using this Strife thing for small mini shops that replace normal doom items which sell things like upgrades, ammo, and guns. So that's why I only need one dialogue file since it's the same text and menus over and over again.
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Re: Strife's Dialog System - UDMF Flavor

Postby Gez » Wed Jan 24, 2018 4:13 pm

DIALOG00 I believe is loaded on all maps. Not entirely sure, though. Test if it works.
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Re: Strife's Dialog System - UDMF Flavor

Postby Murix » Wed Jan 24, 2018 9:47 pm

Unfortunately that doesn't seem to work Gez.

Tested a MAP14 and MAP11 with both GZ and QZ doom.

They only ever worked when there was a file called DIALOG14.txt and DIALOG11.txt respectively. DIALOG00.txt or DIALOG00 didn't work on any map on any engine I've tested so far.
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Re: Strife's Dialog System - UDMF Flavor

Postby ImpieTwo » Wed Jan 24, 2018 10:58 pm

To my knowledge if you use repeat dialogues, you'll have to copy them to each dialogue file.
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