map editor- dialogues?

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levbot
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map editor- dialogues?

Post by levbot » Wed May 11, 2005 4:45 pm

how do you do dialouges in lugaru?

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Blorx
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Post by Blorx » Wed May 11, 2005 5:35 pm

You don't.

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Post by levbot » Wed May 11, 2005 5:37 pm

wtf? but then how did david put dialouges into the campaign mode?

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Post by zip » Wed May 11, 2005 5:38 pm

I have not gotten dialogs to work, but it can be done.
Read the console guide :)

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Post by Blorx » Wed May 11, 2005 5:38 pm

He programmed them in

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levbot
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Post by levbot » Wed May 11, 2005 6:14 pm

i can't get it to work when i follow the debug readme directions. my brain is melting.

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Post by David » Wed May 11, 2005 6:16 pm

I didn't actually, I use the console to load dialogue text files in from the dialogue folder, and then set up the camera angles and such in-game. I think it might describe how to do this in the debug readme.

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Post by levbot » Wed May 11, 2005 6:45 pm

could we get a more detailed description? this is a seemingly complicated feature, and you tried to squeeze it into one sentence in the debug readme. the mapping guide has nothing on it. all of my lugaru playing and editing friends have no idea what you are talking about (no offense) . we need more info if we are to make a campaign!

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Post by David » Wed May 11, 2005 10:12 pm

In the data/dialogues folder there should be a file called example.txt . This is an example of a dialogue file.

There are a serious of dialogue boxes with several attributes:

Location: this is 1 if it is at the top of the screen, or 2 if it as the bottom

Color: The RGB color of the box, 1.0 0.0 0.0 results in a red box

Name: The name of the speaker

Text: What the speaker says. '\' characters are line breaks

Sound: What sound is used. I think 1-2 are chitter sounds, 3-4 are pain, 5-8 are attack, or something along those lines.

Once you have this file, you type "Dialogue filename" in the console, and it goes into 'directing' mode. This is much like the mode when you watch a dialogue scene, except you can control the camera. You can use the numpad to set which direction characters' heads are facing (i.e. numpad zero sets Turner's head to point in the same direction the camera is facing, numpad one does this for player one, and so on). Then you press the number key (not on the numeric keypad) that corresponds to who is the speaker, and go to the next dialogue box. For example, pressing '0' assigns Turner to be the speaker, and then goes on to the next dialogue box.

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Post by Flickta » Wed May 11, 2005 11:06 pm

David wrote:In the data/dialogues folder there should be a file called example.txt . This is an example of a dialogue file.

There are a serious of dialogue boxes with several attributes:

Location: this is 1 if it is at the top of the screen, or 2 if it as the bottom

Color: The RGB color of the box, 1.0 0.0 0.0 results in a red box

Name: The name of the speaker

Text: What the speaker says. '\' characters are line breaks

Sound: What sound is used. I think 1-2 are chitter sounds, 3-4 are pain, 5-8 are attack, or something along those lines.

Once you have this file, you type "Dialogue filename" in the console, and it goes into 'directing' mode. This is much like the mode when you watch a dialogue scene, except you can control the camera. You can use the numpad to set which direction characters' heads are facing (i.e. numpad zero sets Turner's head to point in the same direction the camera is facing, numpad one does this for player one, and so on). Then you press the number key (not on the numeric keypad) that corresponds to who is the speaker, and go to the next dialogue box. For example, pressing '0' assigns Turner to be the speaker, and then goes on to the next dialogue box.
Hooray! Here come dialogues! :oops:

(This was a long-awaited feature. Dialogues can make maps really sweet.)

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Post by zip » Thu May 12, 2005 10:56 am

Now what about hotspots? :D

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Post by Flickta » Thu May 12, 2005 12:00 pm

Flickta wrote:Hooray! Here come dialogues! :oops:

(This was a long-awaited feature. Dialogues can make maps really sweet.)
Self-quote. Cool :)

No fun.

Image

This is all I get, when I type dialogue example. :?:

(the level stuck. I can end it, but when I try to load another one, it is stuck again.)

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Post by Nayr » Thu May 12, 2005 4:28 pm

maybe you have to say example.txt? I haven't tried them since they came out.

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Post by Flickta » Thu May 12, 2005 9:24 pm

Nayr wrote:maybe you have to say example.txt? I haven't tried them since they came out.
the thing is that 'dialogue example' is the right command. The game is definitely doing something - but not entering directors mode, rather becoming a mess

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Post by Splatterpope » Thu May 12, 2005 11:49 pm

Is it not "Dialogue filename"? Not Dialogue example?

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