[USDF/ZSDF] More than 1 image per dialogue / offset graphic

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Tormentor667
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[USDF/ZSDF] More than 1 image per dialogue / offset graphic

Post by Tormentor667 »

As far as I can recall, I have suggested something similar already some months or years ago, but I just thought I try it again.

For Blade of Agony's dialogues, we have two problems:
  • 1st we can only display one graphic at once through the dialogue
  • 2nd we can't set the offsets for a graphic
Where the latter is only a small (but annoying) problem, the first one is a bit serious. We only have the choice to decide between a background graphic or the mugshot (in the INTERMAP for example) but we can't define a message background and a mugshot at the same time. The main problem here is that somethimes the text is very hard to read (when in the bar for example and talking to Shotglass).

Any chance of getting two additions, that make it possible to set the offset for graphics and also define more than one graphic per dialogue?

Thanks kindly,
Dan
Last edited by Tormentor667 on Sat Oct 29, 2016 9:07 am, edited 2 times in total.
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Re: [USDF] More than 1 image per dialogue / offset graphic

Post by Tormentor667 »

Sorry for pushing this, but this feature is so needed for Blade of Agony :(
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Re: [USDF] More than 1 image per dialogue / offset graphic

Post by Blzut3 »

You can set an offset since it uses the offset of the graphic itself. You can also use TEXTURES to create compound graphics.
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Re: [USDF] More than 1 image per dialogue / offset graphic

Post by Tormentor667 »

This is a clever idea Blzut3, thanks alot for that, I would have never thought of that myself.

Are compound graphics also possible to be animated? Are there any examples for compound graphics through TEXTURES?
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Re: [USDF] More than 1 image per dialogue / offset graphic

Post by Gez »

Tormentor667 wrote:Are compound graphics also possible to be animated? Are there any examples for compound graphics through TEXTURES?
Of course they can be animated, with [wiki]ANIMDEFS[/wiki], same as everything else.

And you shouldn't need examples. Just use SLADE's texture editor.
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Re: [USDF] More than 1 image per dialogue / offset graphic

Post by Tormentor667 »

Thanks guys, I now figured out what to do but unfortunately ran into a different problem :(
http://forum.zdoom.org/viewtopic.php?f=2&t=53989
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Re: [USDF/ZSDF] More than 1 image per dialogue / offset grap

Post by Tormentor667 »

Sorry for pushing this but unfortunately I have no idea how to solve this at all, same goes to the linked thread. Any recommendations? Any chance of getting an additional feature here?
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Re: [USDF/ZSDF] More than 1 image per dialogue / offset grap

Post by Graf Zahl »

I think with today's scriptification of the conversation stuff this can be retired. You now have the ability to override the conversation menu class and in particular override the function to draw the background so feel free to do whatever you like.
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Re: [USDF/ZSDF] More than 1 image per dialogue / offset grap

Post by Nash »

Thank you Graf... with every subsystem you scriptify, you are truly eliminating one more reason a modder needs to hack to achieve the customizability they require... one at a time. Thanks for doing this. :mrgreen:
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Re: [USDF/ZSDF] More than 1 image per dialogue / offset grap

Post by Tormentor667 »

Thanks - Oh - yes! Is there a wiki entry somewhere already? Or how do I actually do this?
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Re: [USDF/ZSDF] More than 1 image per dialogue / offset grap

Post by Graf Zahl »

Have a look at conversationmenu.txt. The method you want to override is DrawBackdrop, if all you want to change is the background of the menu.
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Re: [USDF/ZSDF] More than 1 image per dialogue / offset grap

Post by Tormentor667 »

Where can I find that file?
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Re: [USDF/ZSDF] More than 1 image per dialogue / offset grap

Post by Xaser »

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Re: [USDF/ZSDF] More than 1 image per dialogue / offset grap

Post by Tormentor667 »

Thanks kindly, but that doesn't help me now on how to alter the things mod-wise ... :(
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Re: [USDF/ZSDF] More than 1 image per dialogue / offset grap

Post by Major Cooke »

Tormentor667 wrote:Thanks - Oh - yes! Is there a wiki entry somewhere already? Or how do I actually do this?
Do not rely on the wiki for a good long while to assist you. Because of these new terms, I am no longer going to document anything unless it stays in for at least two weeks -- if not outright wait until the release of the next GZDoom.

Let me give you the short of it: Graf is no longer going to respect that broken method of once-in-it-sticks. It will now only stick if it's with an official release. If you jump right in and at any point there happens to be a problem which may require breaking it (like the event system by ZZYZX) you can kiss your progress goodbye.

As for getting help with this, have you been learning ZScript in general? If not, that'd be the best place to start. Aside from Graf, who will most likely not do any documenting, you'll have to dig into the source code itself a bit.

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