Archvile
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Doom Editing > Can someone help me with U/ZSDF?
 
Author
All times are GMT. The time now is 10:37. Post New Thread    Post A Reply
Luke Gevaerts
Warming Up


Posts: 24
Registered: 02-10


Hi,

I'm trying to figure out how to get USDF and/or ZSDF working. I've been wrestling with the wiki for a while, but I just can't seem to get it to work.

I've added a new actor to DECORATE and supplied it with a ConversationID (which should allow me to use both USDF and ZSDF); I've also added a DIALOGUE lump to my .pk3 with the nescessary dialogue. I've got said new actor in my map, tagged to begin a conversation when the player presses use.

Except nothing happens.

I've managed to get it to work once by compiling the script with USDC, but I'd rather not do that; flat text is a lot easier to work with.

What am I doing wrong?

Old Post 01-15-13 00:22 #
Luke Gevaerts is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Blzut3
Member


Posts: 464
Registered: 06-04



Luke Gevaerts said:
added a DIALOGUE lump to my .pk3 with the nescessary dialogue.

The DIALOGUE lump is to be used with UDMF format maps. It goes in the WAD file between the TEXTMAP and ENDMAP markers.

If you are not using UDMF your map must be in MAPxy format and the script goes in the corresponding DIALOGxy lump.

Old Post 01-15-13 14:14 #
Blzut3 is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Luke Gevaerts
Warming Up


Posts: 24
Registered: 02-10


Ah, so it has to be inside the .wad? That explains.

I'll go try that, and see what happens.

Old Post 01-15-13 17:33 #
Luke Gevaerts is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Luke Gevaerts
Warming Up


Posts: 24
Registered: 02-10


Well, still nothing.

Clicking on "Open Dialogue Editor" in DB2 shows a blank list, even though I think the DIALOGUE lump is in the right place now (under SCRIPTS and above ENDMAP in the .wad).

It would be immensely helpful if I could download a sample .wad somewhere that has a working dialogue example...

Old Post 01-15-13 18:21 #
Luke Gevaerts is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Cacowad
Member


Posts: 272
Registered: 07-12


here you go, i did it in zdoom strife dialog format, since the compiler hate me i do not compile it, so you need the latest version of zdoom to run it, the universal strife etc. is not that different, you can also assign dynamically a conversation using an acs script, but you maybe already know that.

http://www.mediafire.com/?67acflq1q3r84v9

Old Post 01-15-13 21:06 #
Cacowad is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Luke Gevaerts
Warming Up


Posts: 24
Registered: 02-10


Okay, that did the trick. =D Thanks for taking the time to create a tutorial!

Two more questions:

- Is there a way to get rid of the default "See you!" response? My "dialogue" is actually supposed to be a menu that opens when you interact with the front door, and saying "See you!" to the front door is... Odd.
- Is there a way to modify the sound that plays when you initiate conversation? (Got it, override DSRADIO)

Last edited by Luke Gevaerts on 01-16-13 at 06:52

Old Post 01-16-13 06:32 #
Luke Gevaerts is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Cacowad
Member


Posts: 272
Registered: 07-12


unfortunatly, no. but you can fake a conversation using acs, unfortunatly i am not able to do it right now.

Old Post 01-16-13 08:12 #
Cacowad is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Luke Gevaerts
Warming Up


Posts: 24
Registered: 02-10


That's okay. But if you have time for it later, I'd love to see it.

Old Post 01-16-13 08:40 #
Luke Gevaerts is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Gez
Why don't I have a custom title by now?!


Posts: 10682
Registered: 07-07



Luke Gevaerts said:
- Is there a way to get rid of the default "See you!" response? My "dialogue" is actually supposed to be a menu that opens when you interact with the front door, and saying "See you!" to the front door is... Odd.



Override the default messages with a LANGUAGE lump. There are three that are defined:

TXT_RANDOMGOODBYE_1
TXT_RANDOMGOODBYE_2
TXT_RANDOMGOODBYE_3

Old Post 01-16-13 09:38 #
Gez is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Luke Gevaerts
Warming Up


Posts: 24
Registered: 02-10


Thanks Gez! Now it finally looks and works the way I want it to. =D

Old Post 01-16-13 13:01 #
Luke Gevaerts is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Luke Gevaerts
Warming Up


Posts: 24
Registered: 02-10


I have to say that this stuff is pretty damn tricky: whenever it doesn't work, there's essentially zero feedback on why it doesn't work. Even though I've managed to get one method to work, I still have some more questions - for future reference:

- I'm using UDMF. Why does DIALOGxx work, while DIALOGUE doesn't? Both files have the exact same content.
- Why can DIALOGxx be dumped anywhere in the .wad, while DIALOGUE has to go specifically between TEXTMAP and ENDMAP? Again, both files have the exact same content.
- What do I have to do to get DB2 (or GZDB) to display my dialogues in the Dialogue Editor? Compressed, uncompressed, DIALOGxx, DIALOGUE - it doesn't matter, I can't get the Builder to read any of them.

Additionally, according to the USDF specs, conversation pages are numbered automatically starting from 0. If I have two pages in a conversation, and use "link = 1" on the first page, the game will lock up when I try to advance the conversation; but if I use "link = 2", it works as intended. Either it skips page 1, or the pages are numbered automatically starting from 1; the latter seems more likely.

Old Post 01-17-13 06:07 #
Luke Gevaerts is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Gez
Why don't I have a custom title by now?!


Posts: 10682
Registered: 07-07


That's an error in the USDF specs, actually.
http://www.doomworld.com/vb/source-...-spec-revision/

Old Post 01-17-13 10:28 #
Gez is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Cacowad
Member


Posts: 272
Registered: 07-12


i never tryed to read the dialogue lumps from db2, i just edited the lumps directly and then compile them, also the usdf isn't very used, and the only ones that fully understand it's usage are who are involved in making sourceport that support it. i had some trouble to make it work as intended the first time, also some functions are quite hidden (like how to make a random message from an npc or to chance the existing "goodbye" message).
maybe dialogue must be compiled while dialogxx not. also i don't know wery well the udmf format, so i can't help you more than this.

Old Post 01-17-13 12:47 #
Cacowad is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Blzut3
Member


Posts: 464
Registered: 06-04



Cacowad said:
maybe dialogue must be compiled while dialogxx not. also i don't know wery well the udmf format, so i can't help you more than this.

One important thing to note is that there is no compiled form of Z/USDF. USDC is a tool which takes a subset of the USDF standard and converts to vanilla compatible binary lumps. The compiler should, of course, warn should it have to discard information.

The DIALOGUE lump in a UDMF map can be in either format. Be sure to look at the console for any parsing errors though.

As far as "compiled" lumps go, vanilla Strife used SCRIPTxy to store them. Historically though, some editors put Hexen ACS script sources in SCRIPTxy so the detection logic of "binary or ASCII" wouldn't really work here. Because of this, Z/USDF scripts must be placed in a DIALOGxy lump instead when used with non-UDMF maps.

Luke Gevaerts said:
- I'm using UDMF. Why does DIALOGxx work, while DIALOGUE doesn't? Both files have the exact same content.

It's difficult to say without the problematic WAD/PK3.

Old Post 01-17-13 16:07 #
Blzut3 is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Luke Gevaerts
Warming Up


Posts: 24
Registered: 02-10



Gez said:
That's an error in the USDF specs, actually.
http://www.doomworld.com/vb/source-...-spec-revision/



Ah, okay.


Blzut3 said:
It's difficult to say without the problematic WAD/PK3.


I could upload it to my site so you can download it. Let me know if you want to, and I'll drop a link.

Old Post 01-17-13 18:38 #
Luke Gevaerts is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Blzut3
Member


Posts: 464
Registered: 06-04



Luke Gevaerts said:
I could upload it to my site so you can download it. Let me know if you want to, and I'll drop a link.

Sure. Feel free to PM the link if you don't want to share it publicly.

Old Post 01-17-13 19:15 #
Blzut3 is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Luke Gevaerts
Warming Up


Posts: 24
Registered: 02-10


Thanks! I sent you a PM.

Old Post 01-17-13 21:52 #
Luke Gevaerts is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
All times are GMT. The time now is 10:37. Post New Thread    Post A Reply
 
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Doom Editing > Can someone help me with U/ZSDF?

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Message Board Statistics