implementation of talk window

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Jay_H
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Re: implementation of talk window

Post by Jay_H »

I'm having some trouble trying out the rumor capabilities for a new quest.

Code: Select all

Message:  1020
A thief's gone off to ___dungeon_, running from the Archaeologists.
<--->
_dungeon_. That's all I know.

QBN:
Person _qgiver_ group Questor male
Person _dummy_ group Local_3.0 anyInfo 1020 rumors 1020

Place _dungeon_ remote random

Foe _enemy_ is Thief

Clock _timer_ 00:00 0 flag 17 range 0 2

Item _tri_ trinket
Item _reward_ gold range 250 to 400

--	Quest start-up:
	start timer _timer_ 
	log 1030 step 0 
	place foe _enemy_ at _dungeon_
        place npc _dummy_ at _dungeon_
        hide npc _dummy_
	give item _tri_ to _enemy_
	reveal _dungeon_
No matter what I do, I can never get any rumors to come out. Clicking on the request button simply produces no message whatsoever, not even the ordinary rumors. Nothing's showing up in the player log. Any idea what's going wrong here?

Image

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Nystul
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Re: implementation of talk window

Post by Nystul »

No rumors at all is strange, can you provide a save?

Both anyinfo as well as rumors for person resource are related to where is answers. Npc will give either a rumor or info when asking for tell me about topic.

Any news rumor mill rumors are added with rumorsDuringQuest message or rumor mill command

I have tested this in 300+ hours in vanilla where it works exactly the same
One of the names in the tell me avout list belongs to dummy person resource and should give info or rumor answers

Btw. Spymaster gives only info no rumors

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Jay_H
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Re: implementation of talk window

Post by Jay_H »

Here's the save. I've also included the quest file I'm running, so you can just run "startquest JHAR008" in the console.
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SAVE5.zip
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Nystul
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Re: implementation of talk window

Post by Nystul »

great thanks, testing right now

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Nystul
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Re: implementation of talk window

Post by Nystul »

seems like there is a problem with the ConversationData.txt file - not sure why, but when I delete it everything works ;) will take a look

is this an savegame from an older dfunity version?

update: yeah the ConversationData.txt seems to be in old format (or at least carry along old entries). Delete it and try again pls and let me know

Image

update2: definitely old format, and there are orphaned entries for quests - so this is carried along from old build. just delete ConversationData and you should be fine.
Btw, there are rumors created for JHAR008 quest:

Code: Select all

        {
            "rumorType": "QuestRumorMill",
            "listRumorVariants": {
                "$ref": "21"
            },
            "questID": 33607236
        },
        {
            "rumorType": "QuestProgressRumor",
            "listRumorVariants": [
                [
                    {
                        "formatting": "Text",
                        "text": "They say there's an artifact thief, they say in ___dungeon_.",
                        "x": 0,
                        "y": 0
                    },
                    {
                        "formatting": "Nothing",
                        "text": "",
                        "x": 0,
                        "y": 0
                    }
                ],
                [
                    {
                        "formatting": "Text",
                        "text": "I hear the Archaeologists are mad about some kind of thief in ___dungeon_.",
                        "x": 0,
                        "y": 0
                    },
                    {
                        "formatting": "Nothing",
                        "text": "",
                        "x": 0,
                        "y": 0
                    }
                ]
            ],
            "questID": 33607236
        }
they should show up (after deleting corrupt) ConversationData

yep, see:

Image

Do you test with latest live code from git or with latest live build?

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Jay_H
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Re: implementation of talk window

Post by Jay_H »

Yes, fantastic! Thank you! It's working perfectly now.

Live build. I've been carrying this same character on since 0.3.

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Nystul
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Re: implementation of talk window

Post by Nystul »

glad to hear. sry for problems with old data. Hopefully we should not have any more changes to the format in the future ;)

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Jay_H
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Re: implementation of talk window

Post by Jay_H »

No way. Change everything you need. We'll fix bugs along the way and it'll all turn out fine. I couldn't be happier :D

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Nystul
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Re: implementation of talk window

Post by Nystul »

YOU make ME happy with every quest that supports dialog ;)
this feature is so cool but used so sparsely in vanilla quests - want to definitely see more.
btw, for testing it is confienent to use console command "talk_npcsKnowEverything" so you can get rumors and infos faster ;)

and feel free to ask if you want to know stuff and let me know if you find any bugs

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Jay_H
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Re: implementation of talk window

Post by Jay_H »

Cool, I'll keep it in mind. And yes, I can see massive potential for dialogue. I'll get moving on it when I get another chance :D Thanks again.

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