Bug with auto-number speech lines and '...'

Started by cubehouse, Thu 19/02/2009 00:02:34

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cubehouse

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

Shane 'ProgZmax' Stevens

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.


Snarky

Isn't the point that "..." doesn't display three dots, but just inserts a pause into the conversation?

cubehouse

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.

Pumaman

Sounds like a bug to me -- thanks for reporting it, I'll look into it.


Shane 'ProgZmax' Stevens

Oh, I see.  I didn't know that '...' inserted a pause outside of the dialog editor.

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