conversation i've been reading about the conversations editor, from what i have read, there are issues with it, correct? one other person on the forums had the problem where 'undefined' would appear where ever he had conversation topics ... i am having the same problem. is it something that hasn't been fixed in v.08b? if it hasn't been fixed yet, no worries, there are many other things i can work on. thanks again.
http://lassie.10.forumer.com/viewtopic.php?t=123&highlight=undefined
NigeC- 12-17-2006
i know the conversations was a bit of a nightmare for greg, i'm not sure if it was entirely sorted, i'll have a go with it and see if i can find any probs m8
degraph- 12-17-2006
thanks man, i appreciate the help, lemme know if you find anything.
bigmac- 12-25-2006
Okay, the conversation engine...
Yeah, that was the final major system built right at the end of my last big development stint... I slapped a lot of code together very quickly, did a little -*test*-('")ing, then got slammed with "life" stuff and haven't done much work on the engine in the 8 months since. So yes, the conversation system is a very young, un-*test*-('")ed system. Doesn't surprise me that it is buggy as hell, although I do remember having it working pretty well at one point. Quite possible that i have a whole bunch of hard-coded data in the program that was there for -*test*-('")ing purposes that i never tied into the database...
Come to think of it, that system may never have been ported to the new dialog data architecture that was introduced with v0.7. In which case, it would make perfect sense that you would get nothing BUT undefined statements (as the application would be looking in the old data-fork for the dialog data). Hmmm. I'll try to look into that. That would be pretty sweet if it was just a stupid little reference problem.
degraph- 12-26-2006
great! thanks for looking into it. i hope you enjoyed your trip and had a good holiday. i look forward to seeing what you find within the conversation editor.
bigmac- 12-26-2006
Yeah, I'll try to check it out this week before I start job searching in the new year. Holidays were good, thanks!
Hey! I just checked out your profile (I'm always interested in where people are from). Toronto, hu? I'm currently at my parent's house in Rochester, NY. We're neighbors! LOL, too bad the fast ferry just sailed up the Saint Lawrence waterway... we were only a 3-hour ferry ride apart. But alas, now we're 3.5 hours apart by car and only 50 bucks in gas versus $100 for a ferry ticket. (Oh gosh was that damn boat ever a waste. Good riddance to it!).
Ah, so Happy Boxing day, right?
degraph- 12-27-2006
haha yep, boxing day. it's a weird little holiday that i dont quite understand. all i know is that you dont go to malls on boxing day, its madness.
NigeC- 12-27-2006
we having boxing day too in the uk
all the big stores have huge sales and you just can't move in the towncenters.. crazy thing is buses don't run on boxing day :? taxi drivers however love it! and charge double fares
bigmac- 12-29-2006
...that system may never have been ported to the new dialog data architecture that was introduced with v0.7. In which case, it would make perfect sense that you would get nothing BUT undefined statements (as the application would be looking in the old data-fork for the dialog data). Hmmm. I'll try to look into that. That would be pretty sweet if it was just a stupid little reference problem.
Ummm... right. Scary. Your guess is probably as good as mine here (it's been a while...)
if (tier[c].rank>0) {
//--Populate first line of dialogue
opt.display_txt.text = tier[c+conScroll].dia[0].text;
opt.display_txt.setTextFormat(optNormal);
optionEnable(opt, true);
yspan+=opt._height;
n+=1;
}
However, I'm almost positive that the next line there after the comment is the offending command. I think that IS in fact citing the old reference. So that's good news! Now I just have to remember how to the update the reference... :shock: (potentially a slight problem)
Ugh... the joys of returning to code you haven't looked at in several months! Sorry for the rant.
degraph- 12-31-2006
cool man, i'm glad you may have found the problem. i look forward to hearing about your findings. have a good new years, laters
bigmac- 01-01-2007
Good news, that was in fact the problem with the conversation system. I updated the reference and the tier menus populate okay. Now I just have to clean up a rogue mouse action applied to the dock (seperate issue, also new) and then I'll release a version for -*test*-('")ing.
bigmac- 01-02-2007
Wahoo... it's working!!! I'll post a -*test*-('")ing version soon.
degraph- 01-09-2007
wicked! looking forward to it!
adventureman- 02-19-2007
Mute Conversations Ok, I know its possible since I've seen conversations in a few other games out there. But apparently, I'm too much of a moron to figure it out. Could anyone who's mastered the Conversation Editor please give me a hand?
I'm having trouble getting the NPC sprites to talk. The animation is playing ok but no words are appearing above their heads.
In this conversation below I just want Alice to ask "Where am I?" and the sprite to answer "In the jungle". Alice is talking just fine but the sprite's silent as far as the words go. What am I doing wrong?
JohnGreenArt- 02-19-2007
I was able to get talk animations to play during conversations, so that works. I don't see what about your image wouldn't make it work, though. Other parts of the system seem a little funky, for sure, so it might be something else.
Oh, is there a spot to change the display color/roll over color and size of text during a conversation?
Right now they choices display white and roll over pale red, and I couldn't find where that was set.
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