Dialog GUI dilemma

Started by barefoot, Wed 16/02/2011 10:58:18

Previous topic - Next topic

barefoot

Hi

for some reason my dialog gui now appears as this:



Not really sure what's happened. It was ok so am a bit flabbergasted as to why it now appears..

I'm sure it's just a miss setting somewhere...

Use GUI for Dialog  option set to 0

If you can see/tell the error i would be grateful

barefoot



I May Not Be Perfect but I Have A Big Heart ..

Khris

The option is in General settings / Dialog and is called Dialog bullet point image. Set it back to 0.

If you click on an option, the bottom bar explains what the option does.

Dualnames

Are you also using a module by Abstauber? Cause the dialog window really reminds me of Abstauber's module. CustomDialog I think is the name.
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

barefoot

#3
Hi

the  Dialog bullet point image is set to 0.... so no image khris.

settings as follows:



no, i have not used any modules Dualnames.

As it uses 0 gui is'nt that the gStatusline gui??

i am using an alternative option for my idea but its always good to know how you've slipped up or caused an error for future reference.

cheers

barefoot






I May Not Be Perfect but I Have A Big Heart ..

abstauber

Hmm... your screenshot still looks like you've somehow activated custom dialog rendering.

Please check if you code contains a function called: dialog_options_render.

barefoot

Hi

I have now added SetGameOption (OPT_DIALOGOPTIONSGUI, 0); on room load but still remains the same.. It's a puzzle... I've never came across this before..

cheers
les
I May Not Be Perfect but I Have A Big Heart ..

Ryan Timothy B

Quote from: barefoot on Thu 17/02/2011 07:30:26
the  Dialog bullet point image is set to 0.... so no image khris.
Curious, what sprite number is that character sprite being used as the bullet?
It wouldn't happen to be 0 would it?

barefoot

Hi Ryan

That particular character sprite (cFrankm) is not actually being used in the game, i decided not to use him and started his room as (none).

The default bullet setting of 0 is of course the blue cup.

cheers

barefoot

I May Not Be Perfect but I Have A Big Heart ..

Matti

It doesn't matter if you don't actually use the sprite, it still has to be somewhere in the sprite folder, right? What happens if you delete the sprite (and possible views that contain it)?

Ryan Timothy B

That wasn't what I was asking.
I wasn't asking what sprite the cFrankm character is using. I was asking what sprite number that bullet graphic that we see is. That very sprite we see, the little guy facing left, what sprite number is it in the sprite manager.

But as you're saying you still have a blue cup as sprite 0, then I can only assume that it's a game variable you've improperly set.


Also, something that was bothering me.
Please notice that your first post or title description didn't actually say what the problem you were having was. As far as we know, the ugly yellow background was the issue or the vertical line running down the right side, or even perhaps how the dialogs options weren't fitting on one line. Obviously with Khris' keen observation skills, no one had to ask you 101 questions on what the "GUI dilemma" was.

barefoot

Hi

Best forget this one... its too much hassle..... i tried a dialog in another game and its ok.. so obviously a ****** somewhere that decided to happen.

Maybe i should have mentioned that the picture you see was not meant to be there which is why i put the arrow there indicating it was a dialog 'display' problem..

Perhaps: Dialog GUI display dilemma.

Anyhow,  i do appreciate your comments and help. Maybe less patronising perhaps..

cheers

barefoot













I May Not Be Perfect but I Have A Big Heart ..

Khris

Something like "subject: character sprite appearing multiple times in dialog options"
"For some reason there's a character sprite in front of every dialog option now, please advise."
Doesn't matter now.

Trying a dialog in another game will of course work; a wrong setting in one game doesn't infect other games :)

Well, I can't find a script command to change the option and the editor setting is fine.
Btw, making another sprite number 0 requires a huge amount of work (you have to set the blue cup to another number first and this is blocked by every single button that uses text, e.g.) so it's not something you do without really realizing.

I'm stumped as to how to solve this, sorry.

Ryan Timothy B

#12
Quote from: Khris on Thu 17/02/2011 11:54:31
Btw, making another sprite number 0 requires a huge amount of work (you have to set the blue cup to another number first and this is blocked by every single button that uses text, e.g.) so it's not something you do without really realizing.
I was assuming that perhaps when he started the game (if he's using the default template) that he may have imported his character sprites replacing the blue cup, key, poster and whatever else the default game is cluttered with.

I did something very similar to that when I first used AGS because I didn't want useless sprites in my sprite folder.

I've also never used a dialog bullet, nor have I used the dialog numbering, so I was trying to eliminate the possible issues that made most sense.


Also, looking at that GUI image above, you can see the head of the character on the bottom right corner -- looks almost like it's supposed to be a down arrow for scrolling. Are dialogs normally scrollable without doing any tweaking? Or are those GUI corners?

Khris

Right, I didn't think of changing a sprite by importing over it.

But yes, now that you mention it, I didn't even realize the stuff in the corner is part of the same sprite.
It looks like the character sprite is set as bottom right corner sprite.

barefoot doesn't use a Custom TextWindowGUI as dialog GUI though. Really weird.

barefoot

Thank you guys   :=

barefoot
I May Not Be Perfect but I Have A Big Heart ..

Khris

So, did you find out what was wrong? Is this solved?

barefoot

I never found out why. it does not seem possible to have happened. But it did.

I reset all the settings and tried again.. still the same..

Like I said, I used a different way to do what I wanted in the end but its something to look out for in the future.. So it's not really solved as such.. Maybe someone will discover why and post here so I'll leave it open for now.

cheers again Khris

barefoot



I May Not Be Perfect but I Have A Big Heart ..

Ryan Timothy B

I believe the only way I could figure it out would be to look at the game source, which I'm willing to do. Or if you posted more information.
To be blunt, you're pretty vague and you don't seem to answer the majority of questions that they ask. Perhaps you deem them unimportant or you're completely baffled as to what they're asking.

You never did answer abstauber if you have a function called dialog_options_render. Which is an AGS function that you'd add if you wanted to make a custom dialog. Look in the manual for "custom dialog" if you're curious.

You've mentioned that we (mostly me) are a little patronizing, but it's mostly frustration with dealing on the constant lack of information. This isn't the first thread you've made; I read every thread in the beginners and technical forums, no matter how basic the questions may be.

barefoot

#18
Hi

Quote
I have now added SetGameOption (OPT_DIALOGOPTIONSGUI, 0);
on room load but still remains the same.. It's a puzzle... I've never came across this before..

i never went outside the box and did not add script 'dialog_options_render'. and I used the default template. The  dialog general settings are as previous post.

Code: ags

// Dialog script file
@S  // Dialog startup entry point
Slocombe: What date uncle?
uncle: Take a guess
@1
uncle: Try that
Slocombe: Nope. That does not do anything!
return
@2
uncle: Try that
Slocombe: Nope. That does not do anything!
return
@3
uncle:Try that
Slocombe:That does do something!
  object[0].Move(-282, 282, 1, eNoBlock, eAnywhere);
     object[1].Move(620, 282, 1, eNoBlock, eAnywhere);
     cuncle.FaceLocation(214, 70);
     RestoreWalkableArea(1);
stop


and used the dialog start command...  Nothing else was added..


Hope this clarify's a few points.

I'm not going to make hard excuses for your comments about my posts but I find it very difficult, even trying to type without errors since my stoke last year and my vision is none to good even on the good days but one copes and I will endeavour to explain better in future and hope that yourself, khris and others will still hover in the background with some help and advice.

I'm sure you all mean well so i will again thank you for your comments.

UPDATE: Is this a possible bug I have! For NO apparent reason a general setting changed:
'Automatically move the player in walk mode': Changed from true to false by itself!!


I'de also like to know why my sounds have a buzzing, they play ok in normal player such as media player..

perhaps I should reinstall AGS?

cheers

barefoot






I May Not Be Perfect but I Have A Big Heart ..

Ryan Timothy B

This very issue you're having with this dialog GUI, isn't a result of what the dialog script file looks like. And I'm also assuming this issue is happening with every one of your dialogs -- which you haven't mentioned. If not, then yes, there is either a real issue here, or you've slipped some code in the room or globalscript (etc) where that particular dialog is called.

I still don't know how you could have your Dialog appear within a GUI, with a yellow background, etc, without you having actually selected the GUI for Dialog. OR you're turning on this GUI with these crazy character sprites as buttons and it's displaying behind the dialog GUI. OR you're actually using the dialog_options_render.

I can't see AGS doing all these wonky things unless perhaps some files got corrupted. Not that I know if it would be a solution, but try to rebuild all files in the Build drop-down at the top.


I believe that all of these issues are directly User related in error and not AGS. Only because I've never heard of these issues happening before and I can't see them happening unless you've done either of what I've posted above. Unless I (or another capable programmer) actually look at your game source code to determine what the issue is... I'll leave it at programmer error.

SMF spam blocked by CleanTalk