Strife's Dialog System - UDMF Flavor

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Hipshot
Posts: 50
Joined: Wed Feb 03, 2016 1:45 pm

Re: Strife's Dialog System - UDMF Flavor

Post by Hipshot »

It's very possible to use a long texture name for a panel here, just like this: panel="textures/paper_page1.png"; BUT, I'm not sure if it can be adjusted in the texturelump, it seems not? Might be better to just use a regular sprite.

I wonder if it's possible to adjust this text on the screen, alignment and such and if it's possible to get rid of the confirmation/close option totally, so you more or less just get text on the screen, no other input or so.
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dileepvr
Posts: 5
Joined: Fri Feb 02, 2024 9:18 am
Graphics Processor: nVidia with Vulkan support

Re: Strife's Dialog System - UDMF Flavor

Post by dileepvr »

Hipshot wrote: Thu Jun 27, 2024 5:27 am It's very possible to use a long texture name for a panel here, just like this: panel="textures/paper_page1.png"; BUT, I'm not sure if it can be adjusted in the texturelump, it seems not? Might be better to just use a regular sprite.

I wonder if it's possible to adjust this text on the screen, alignment and such and if it's possible to get rid of the confirmation/close option totally, so you more or less just get text on the screen, no other input or so.
For adjusting the panel image, I am not using the Dialog System, but am using zscript instead. I am checking

Code: Select all

if (players[i].ConversationNPC && players[i].ConversationNPC.GetClassName() == <Whatever-string>)
inside the WorldTick() of an EventHandler to flip a bool, and then using Screen.DrawTexture() from inside its RenderUnderlay() function if that bool is true for the local player.

To adjust text and other things, you can create your own CoversationMenu class (inherit and only override necessary stuff) and registered it using the DefaultConversationMenuClass field in the GameInfo block of the MAPINFO lump. Very easy to mess things up though.

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