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.
Strife's Dialog System - UDMF Flavor
Moderators: GZDoom Developers, Raze Developers
Forum rules
Please don't start threads here asking for help. This forum is not for requesting guides, only for posting them. If you need help, the Editing forum is for you.
Please don't start threads here asking for help. This forum is not for requesting guides, only for posting them. If you need help, the Editing forum is for you.
-
- Posts: 5
- Joined: Fri Feb 02, 2024 9:18 am
- Graphics Processor: nVidia with Vulkan support
Re: Strife's Dialog System - UDMF Flavor
For adjusting the panel image, I am not using the Dialog System, but am using zscript instead. I am checkingHipshot 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.
Code: Select all
if (players[i].ConversationNPC && players[i].ConversationNPC.GetClassName() == <Whatever-string>)
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.