Adventure Game Studio

AGS Support => Advanced Technical Forum => Topic started by: cubehouse on Thu 19/02/2009 00:02:34

Title: Bug with auto-number speech lines and '...'
Post by: cubehouse on Thu 19/02/2009 00:02:34
Hi all,
Newbie to the community here and I couldn't find this bug on the website anywhere:
When I use the auto-number speech lines function on my game, it adds a "&#" to the start of my "..." lines, which I've placed to create pause in dialog areas (as in the manual).
When there is a "&#" in the dialog, it interprets it as text and the characters are now saying "..." and I don't want to be going through changing all the "..." occurrences when I create a script.

Seems to be a pretty simple to fix bug.

Thanks
Title: Re: Bug with auto-number speech lines and '...'
Post by: Shane 'ProgZmax' Stevens on Thu 19/02/2009 16:06:43
This isn't a bug, though.  People could put whatever they want into a Say call (within reason), and it's impossible for the auto-numbering to know all the types of content people don't want turned into a speech file.  For example, what if you only typed ".." or "......" instead?  Hopefully you can see the problem here. 

A quick solution?  Turn the "..." lines into SayBackground calls with a short Wait after them using the Find/Replace search, or simply get rid of them altogether.  I've always found the whole character '...' thing to be rather pointless, anyway.  If they aren't saying anything, why display a string of periods at all?  This could be better served by a narrator description of what that person is reacting to, or, better yet, an animation displaying their confusion/anger.

Title: Re: Bug with auto-number speech lines and '...'
Post by: Snarky on Thu 19/02/2009 16:55:27
Isn't the point that "..." doesn't display three dots, but just inserts a pause into the conversation?
Title: Re: Bug with auto-number speech lines and '...'
Post by: cubehouse on Thu 19/02/2009 17:36:02
It is clearly documented that three dots ("...") doesn't print anything and merely makes a pause in conversation.
4 dots isn't the same thing, so I don't know why that is an issue.
The auto-number function should be taking into consideration dialog which is only "..." and not adding &# to the front as this makes the text appear on screen and tries to load voice files.
Title: Re: Bug with auto-number speech lines and '...'
Post by: Pumaman on Thu 19/02/2009 18:17:26
Sounds like a bug to me -- thanks for reporting it, I'll look into it.
Title: Re: Bug with auto-number speech lines and '...'
Post by: cubehouse on Thu 19/02/2009 18:21:37
Many thanks!
Title: Re: Bug with auto-number speech lines and '...'
Post by: Shane 'ProgZmax' Stevens on Thu 19/02/2009 19:38:51
Oh, I see.  I didn't know that '...' inserted a pause outside of the dialog editor.