Making Strife-like conversation characters

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Commando
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Making Strife-like conversation characters

Post by Commando »

How would you make a basic Strife-thing conversation character?
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MasterOFDeath
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Post by MasterOFDeath »

If I'm not mistaken you need a special utility to make the Strife script for it. Its probably on idgames somewhere. :P
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Alterworldruler
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Post by Alterworldruler »

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Bastet Furry
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Post by Bastet Furry »

Is there a way to make such a dialog script in normal doom (in hexen)?
Or do i need to do some UberACS hack? ;)
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solarsnowfall
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Post by solarsnowfall »

It should work for any game supported by ZDoom.
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Bastet Furry
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Post by Bastet Furry »

Have to try that out.
But still, one question that noone dared to answer me:
How many maps are handleable by a hub?
I ask this because in my insane mind is a vision of a freelancer rpg (think TheElderScroll) done in zdoom in the doom universe.
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Ryan Cordell
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Post by Ryan Cordell »

As much as you can make it. But don't go overboard. Hubs can rape memory if you have many actors and many maps.
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SilentRage
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Post by SilentRage »

I created a map with those features, and the only downfall was that I had to make a new monster with DECORATE.

Is there any way to use DECORATE to edit the monsters built into the game?
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Ultraviolet
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Post by Ultraviolet »

Blade Nightflame wrote:As much as you can make it. But don't go overboard. Hubs can rape memory if you have many actors and many maps.
I'd love to see that broken down in terms of how much memory is used where.
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Necromage
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Post by Necromage »

Well the wiki says this: Just how many is "too many" is arbitrary. Unless you use very large levels, you could probably use 50 levels in a hub, and only about 1 meg would be required to keep track of the state of each level.
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Ultraviolet
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Post by Ultraviolet »

I suspected that to be the case.

I was just thinking: Strife conversation could be a great way to script interactive computer consoles, or do player-readable logs. Since you can have text over a big image (does ZDoom handle it that way, or is that an option? I haven't used this in Zdoom yet), you could make the text float over a console...

Does one have control over font selection? TLTRW (too lazy to read wiki) right now. On dialup, disconnecting soon. Might make a cool feature request, if not. What might also be cool is an option to log dialog in-game to the console... That way you can have a logging system like in RTC without the hackery.
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Kaiser
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Post by Kaiser »

There is no control over the font selection, and you can have an option to use a backdrop picture in your dialogs. However, the whole thing is treated like a menu, so everything will only get displayed on the main hud.

Also, it take some creativity to create a in-game log console with acs. But it can be done.
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HotWax
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Post by HotWax »

SilentRage wrote:Is there any way to use DECORATE to edit the monsters built into the game?

Code: Select all

actor MyDemon : Demon replaces Demon
{
     // Special stuff goes here
}
Causes all Demons in the game to be replaced with your version, which is inherited from the Demon actor, and thus gets all his traits. Then you can change only what you want to.
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