Page 11 of 11
Re: Strife's Dialog System - UDMF Flavor
Posted: Thu Jun 27, 2024 5:27 am
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.
Re: Strife's Dialog System - UDMF Flavor
Posted: Sat Nov 09, 2024 1:05 pm
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.