Strife's Dialog System - UDMF Flavor

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Re: Strife's Dialog System - UDMF Flavor

Postby IwazaruK7 » Wed Oct 23, 2019 2:17 pm

I had no intention using gzdb dialogue editor, but seems like it was sync with script editor there (at least in my version).

Thank you much, for tut and answers.
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Re: Strife's Dialog System - UDMF Flavor

Postby Blake00 » Fri Nov 29, 2019 5:46 pm

Thanks for creating this. Apologies if it's already here somewhere and I've missed it but I'd love a bonus tutorial on how to add large screen filling images of the character you're talking to like in Strife. Plus if there's any customization that can be done with the image eg what sizes work.. can it animate (eg say 3 frames repeating at a certain tic rate similar to a regular animating wall in doom). I'm also guessing it doesn't have to be a monster actor that triggers the sequence and this can be used for linedef activated mini story pic+text combo event cutscenes as well?

Strife convo with a background image of characters face.
Image

I ask as one of the biggest criticisms of my Star Trek Doom level and Quest for Glory IV 3D Hexen level are that I used primitive 'virtual cinemas' for the NPC conversations and in-level story cutscene events instead of strife style. I tried back in 2014-15 but just couldn't figure it out on my own and this awesome thread didn't exist then so I had no choice but to use the virtual cinema idea. Sometimes my cutscenes were animated by using a animating doom wall with 3 or so frames repeating.

NPC convo via 'virtual cinema' in my Star Trek Doom mod.
Image

In-level story cutscene event via 'virtual cinema' in my QFG4-3D Hexen mod.
Image

Example of one of my animating cutscene event sequences via 'virtual cinema' in my Star Trek Doom mod.

https://youtu.be/Ds_ZKbQe0Zw?t=27

.
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Re: Strife's Dialog System - UDMF Flavor

Postby Curunir » Wed Dec 04, 2019 4:59 pm

Spent most of today learning how to work with dialogue, including a good portion of this tutorial. I took notes as I went along, then compiled everything into a sort of a cheat-sheet because this sort of thing really helps me, personally.

Thought I'd put it in here. It's an image, because for some reason the code block is having a seizure with the tabulated text.
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dialogue.png
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Re: Strife's Dialog System - UDMF Flavor

Postby Hedda Shakedale » Fri Dec 06, 2019 10:16 am

There's also this now: https://gitlab.com/accensi/acetoolkit/-/releases
Contains a ZSDF editor. Should probably add tooltips to the various fields eventually.
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Re: Strife's Dialog System - UDMF Flavor

Postby Zergeant » Fri Dec 06, 2019 8:29 pm

Merry early Xmas, I've updated the OP with more Additional Content, some of which has been asked about in this thread. Hopefully most things should be covered by now.
Following stuff has been added:
-Panels
-Pagenames
-Conversation States
-Shared dialogue files between maps

Blake00 wrote:Thanks for creating this. Apologies if it's already here somewhere and I've missed it but I'd love a bonus tutorial on how to add large screen filling images of the character you're talking to like in Strife. Plus if there's any customization that can be done with the image eg what sizes work.. can it animate (eg say 3 frames repeating at a certain tic rate similar to a regular animating wall in doom). I'm also guessing it doesn't have to be a monster actor that triggers the sequence and this can be used for linedef activated mini story pic+text combo event cutscenes as well?

I'm pretty sure you can use any size you desire, however it cannot use an animated texture.
Yes you should be able to activate the conversation through a linedef special, although you might need a dummy actor placed somewhere to refer to.
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Re: Strife's Dialog System - UDMF Flavor

Postby Blake00 » Mon Dec 09, 2019 12:26 am

Zergeant wrote:Merry early Xmas, I've updated the OP with more Additional Content, some of which has been asked about in this thread. Hopefully most things should be covered by now.
Following stuff has been added:
-Panels
-Pagenames
-Conversation States
-Shared dialogue files between maps

I'm pretty sure you can use any size you desire, however it cannot use an animated texture.
Yes you should be able to activate the conversation through a linedef special, although you might need a dummy actor placed somewhere to refer to.


OH MY GOD!! Thank you so much Zergeant! You are da man! DA MAN!!!

I ask about size as I've seen on youtube and in threads like this how some people like to play GZDoom in good old Doom res 320x200 or other low resolutions so I'm guessing that if I have a say 800x600 size panel isn't going to go too well haha. Not that I plan to as all my cutscenes in my virtual cinemas are standard wall sizes of 256x128 and 128x128. However I was curious so I thought I'd ask.
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Re: Strife's Dialog System - UDMF Flavor

Postby Zergeant » Mon Dec 09, 2019 10:43 am

Cheers. I'm not sure how much I'd worry about playing in 320x200, lowest I could go with latest GZDoom revision is 640x480:


Basically it looks fine. If you set viewmode to HUD in SLADE when looking at an image you should see a preview of how it fits in a player's view.
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