Is that really an issue? How many Strife maps for the Vanilla engine have been made so far? I think you could probably count them on the fingers of one hand.Kaiser wrote:There are still some people who would like to make Strife maps for the vanilla engine, and for zdoom users they won't be able to play that map because the entire scripting system will be changed?
Strife dialog compiler
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
- Graf Zahl
- Lead GZDoom+Raze Developer

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There have been exactly 2. One's a deathmatch map and the other was made by Kaiser himself.
But Kaiser misunderstands our intentions anyway. Nobody wants to make ZDoom incompatible with this. All we want to do is the same as with other stuff: enhance it so it becomes more flexible. The format would remain the same but the items represented by the numbers could be changed. Reading text dialog files would be similar: an option, not a requirement.
Of course these extensions would be ZDoom only.
But Kaiser misunderstands our intentions anyway. Nobody wants to make ZDoom incompatible with this. All we want to do is the same as with other stuff: enhance it so it becomes more flexible. The format would remain the same but the items represented by the numbers could be changed. Reading text dialog files would be similar: an option, not a requirement.
Of course these extensions would be ZDoom only.
- Killo Zapit
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Why go the extra way and do even more work? Precisely my logic as well. Aside from the actual moving of the curser with the arrow keys, everything the dialog system does can already be done in ACS nearly a hundred times easier and better. I am not asking to "re-invent the wheel" here. I am mealy asking for an ACS command that would call the menu with whatever text you pass to it, or some way to emulate the menu. (Then again, I don't understand at all how the dialog menu really works. I attempted looking at the code once and it just went way way over my head.)Graf Zahl wrote:Well, it is already there so why re-invent the wheel again? It's not that all of this has to be implemented. The dialog system as it is is fully integrated into the engine and if you provide the dialog scripts there is nothing else you have to do. So why go the extra way and do even more work?
Exactly how would you integrate this with ACS?Graf Zahl wrote:With my latest DECORATE additions it's really easy to integrate this with ACS and all the other neat stuff.
Can the actor also be non-blocking?Graf Zahl wrote:To use this for computer consoles isn't that hard also. All you need is an invisible actor you place on the console and it will work.
- Graf Zahl
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It can be done but not a hundred times easier and better. You'd have to code all the stuff that is already there.Killo Zapit wrote:Why go the extra way and do even more work? Precisely my logic as well. Aside from the actual moving of the curser with the arrow keys, everything the dialog system does can already be done in ACS nearly a hundred times easier and better.Graf Zahl wrote:Well, it is already there so why re-invent the wheel again? It's not that all of this has to be implemented. The dialog system as it is is fully integrated into the engine and if you provide the dialog scripts there is nothing else you have to do. So why go the extra way and do even more work?
That shouldn't be too hard. But first it has to be integrated into the base code. Otherwise it would get too messy to change even more source files.I am not asking to "re-invent the wheel" here. I am mealy asking for an ACS command that would call the menu with whatever text you pass to it, or some way to emulate the menu.
If that simple code goes over your head, how can you understand ACS then?(Then again, I don't understand at all how the dialog menu really works. I attempted looking at the code once and it just went way way over my head.)
Exactly how would you integrate this with ACS?Graf Zahl wrote:With my latest DECORATE additions it's really easy to integrate this with ACS and all the other neat stuff.
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You can call any ACS stuff from the items the dialog system passes
Sure. Just make sure it has positive health. That's really the only requirement.Can the actor also be non-blocking?Graf Zahl wrote:To use this for computer consoles isn't that hard also. All you need is an invisible actor you place on the console and it will work.
- Killo Zapit
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It's not that it's complex as much as it was confusing. But your right, now that I take the time to look at it more fully I guess I do understand what it's doing. Man, I need to take the time to sit down and get back into programming. Not that I ever was seriously into it in the first place.Graf Zahl wrote:If that simple code goes over your head, how can you understand ACS then?
- Shadelight
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- Shadelight
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soft_haxorz
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soft_haxorz
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- Graf Zahl
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The conversation ID is an actor property available in the latest unofficial version.
By "doesn't attack on its own" I mean exactly that. Make the monster dormant or use a Strife style setup like the Acolytes or Rebels or whatever you think may suit you.
The map itself can be in any map format. The dialog system decides only by actor type what to do.
By "doesn't attack on its own" I mean exactly that. Make the monster dormant or use a Strife style setup like the Acolytes or Rebels or whatever you think may suit you.
The map itself can be in any map format. The dialog system decides only by actor type what to do.
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soft_haxorz
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