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Re: Strife's Dialog System - UDMF Flavor

PostPosted: Wed Jan 24, 2018 11:18 pm
by Murix
Murix wrote:
For now I've just got Thirty (god lord) Two of these files going from "DIALOG01.txt" to "DIALOG32.txt"


yeah that's what the solution is right now

Re: Strife's Dialog System - UDMF Flavor

PostPosted: Sun Sep 02, 2018 12:42 am
by ImpieTwo
Is there a way to assign an npc with a specific random dialogue from the list once it's spawned on the map? Currently all of the generic npcs with random phrases pick a new one each time, and i'd rather they only get one for the whole session until you start a new game. Otherwise you can use one npc to cycle through all the dialogues.

Re: Strife's Dialog System - UDMF Flavor

PostPosted: Mon Jan 14, 2019 3:03 pm
by bitsy
hi ive a problem its looks like. when i put dialogue01 02 and so on between maps respectively. those maps wont show up in gzdoom builder. when i remove dialog files. then it will show up whats im doing wrong

Re: Strife's Dialog System - UDMF Flavor

PostPosted: Thu Jan 31, 2019 2:00 am
by Mr.Enchanter
Is there any way to change the text color and the menu cursor?

Re: Strife's Dialog System - UDMF Flavor

PostPosted: Fri Apr 05, 2019 6:10 pm
by Zergeant
I'll be making a very teensy update to the main post soonish. It'll just contain one feature, though there is another being implemented that lets you handle page numbers as page names instead for easier management, though after some testing it appears to be unfinished as of now.

ImpieTwo wrote:Is there a way to assign an npc with a specific random dialogue from the list once it's spawned on the map? Currently all of the generic npcs with random phrases pick a new one each time, and i'd rather they only get one for the whole session until you start a new game. Otherwise you can use one npc to cycle through all the dialogues.

Unfortunately I don't think there is an easy solution for that. You could make copies of a conversation, set them in a range of IDs like 9000 to 9005 or however many you have, and have ACS randomize in that range, math.random(9000,9005) I believe but I haven't touched ACS in years so don't quote me on that.

bitsy wrote:hi ive a problem its looks like. when i put dialogue01 02 and so on between maps respectively. those maps wont show up in gzdoom builder. when i remove dialog files. then it will show up whats im doing wrong

Quite an odd error, you might have missed defining a namespace or such. It would be easier to debug if you could upload and share your map here.

Mr.Enchanter wrote:Is there any way to change the text color and the menu cursor?

Nope, not easily accessible at least, you can perform some changes via ZScript but I'm not sure about those specific properties.

Also sorry for the late replies.

Re: Strife's Dialog System - UDMF Flavor

PostPosted: Sat Apr 06, 2019 4:30 am
by Nash
Zergeant wrote:lets you handle page numbers as page names instead for easier management, though after some testing it appears to be unfinished as of now.


What do you mean? What's unfinished about it? I am already using it in full production for a game (I was the one who requested that feature), and it does everything I'd hope it'd do. Curious to know what you mean by "unfinished"...

Re: Strife's Dialog System - UDMF Flavor

PostPosted: Sat Apr 06, 2019 6:11 am
by Zergeant
Nash wrote:
Zergeant wrote:lets you handle page numbers as page names instead for easier management, though after some testing it appears to be unfinished as of now.


What do you mean? What's unfinished about it? I am already using it in full production for a game (I was the one who requested that feature), and it does everything I'd hope it'd do. Curious to know what you mean by "unfinished"...

It doesn't go to the next page properly, I've double-checked the names and it will either spit out an invalid node xx error in the console or it will go to a completely unrelated page.
Code: Select allExpand view
conversation
{
   // A hotheaded boy with a story to tell.
   actor = "Archvile";
   
   // Intro
   page
   {
      name = "Hothead";
      pagename = "Hello";
      dialog = "I got a burning feelin'!";
      choice
      {
         text = "Really now?";
         nextpage = "MyFeels";
      }
   }
   
   // Second page
   page
   {
      name = "Hothead";
      pagename = "MyFeels";
      dialog = "Yeah... My fiancee just left me...";
      choice
      {
         text = "Sorry to hear...";
         nextpage = "Japed";
      }
   }
   
   // Third page
   page
   {
      name = "Hothead";
      pagename = "Japed";
      dialog = "That's okay, we weren't doing too hot anyway! Har har har!";
      choice
      {
         text = "I ought to shoot you for that pun...";
         nextpage = "Hello";
      }
   }
}

This will result in an invalid node 11 not found error, running on g3.8pre-757-g0ed847b51.

Re: Strife's Dialog System - UDMF Flavor

PostPosted: Sat Apr 06, 2019 6:12 am
by Nash
Zergeant wrote:
Nash wrote:
Zergeant wrote:lets you handle page numbers as page names instead for easier management, though after some testing it appears to be unfinished as of now.


What do you mean? What's unfinished about it? I am already using it in full production for a game (I was the one who requested that feature), and it does everything I'd hope it'd do. Curious to know what you mean by "unfinished"...

It doesn't go to the next page properly, I've double-checked the names and it will either spit out an invalid node xx error in the console or it will go to a completely unrelated page.
Code: Select allExpand view
conversation
{
   // A hotheaded boy with a story to tell.
   actor = "Archvile";
   
   // Intro
   page
   {
      name = "Hothead";
      pagename = "Hello";
      dialog = "I got a burning feelin'!";
      choice
      {
         text = "Really now?";
         nextpage = "MyFeels";
      }
   }
   
   // Second page
   page
   {
      name = "Hothead";
      pagename = "MyFeels";
      dialog = "Yeah... My fiancee just left me...";
      choice
      {
         text = "Sorry to hear...";
         nextpage = "Japed";
      }
   }
   
   // Third page
   page
   {
      name = "Hothead";
      pagename = "Japed";
      dialog = "That's okay, we weren't doing too hot anyway! Har har har!";
      choice
      {
         text = "I ought to shoot you for that pun...";
         nextpage = "Hello";
      }
   }
}

This will result in an invalid node 11 not found error, running on g3.8pre-757-g0ed847b51.


That sounds like a bug and should have been reported! Post your example mod too, in the report.

(Although I'm not sure why it works on my end but not yours)

Re: Strife's Dialog System - UDMF Flavor

PostPosted: Thu Apr 25, 2019 1:39 am
by olzhas1one
I have one question - can I use the same dialogue on different maps?

Re: Strife's Dialog System - UDMF Flavor

PostPosted: Thu Apr 25, 2019 12:13 pm
by Zergeant
Yes.
Code: Select allExpand view
include = "DIALOG01"

If you type that into the dialogue file for your map, you will include dialogue from the file DIALOG01.

Re: Strife's Dialog System - UDMF Flavor

PostPosted: Thu Apr 25, 2019 2:35 pm
by Reuben Clupperforth
Also, I found something important - While this tutorial should work in Zandronum, it turns out that Yesmessage, Nomessage and DisplayCost make the code unuseable in Zandronum (it simply won't start, no matter what). Not sure why this happens, but an important thing to know about when making these. Everything else seems to work fine