tk102 Posted September 13, 2004 Share Posted September 13, 2004 DLGEditor v2.3.2 Download here (April 30, 2008) v2.3.2 - Rearranged some code to prevent unnecessary crashes upon launch and recompiled with PerlApp 7.2 v2.3.1 - Recompiled with PerlApp 7.1 (support for diacritics in username) v2.3.0 - Fixed bug where undoing an add of a reply to a reply or an entry to an entry would not undo the creation of the implied entry or reply. Thanks to Dashus for this. - Fixed bug where Edit: Delete All Orphans was not enabled right after a File: Open command (again, thanks Dashus) - Animations can now be added without having to select from the list (they can be typed by number) See readme.txt for more information. Link to comment Share on other sites More sharing options...
Mono_Giganto Posted September 13, 2004 Share Posted September 13, 2004 Good job tk. Five bucks says this is merged with the feedback thread within 2 days. Link to comment Share on other sites More sharing options...
tk102 Posted September 13, 2004 Author Share Posted September 13, 2004 I'll give it 2 hours.... and another $5 that says both of these posts will be deleted in the process. Link to comment Share on other sites More sharing options...
TheProphet Posted September 13, 2004 Share Posted September 13, 2004 TK102 this is awsome, i cant tell you how much this will help me in A New Foe. BTW: Can you do Tokens like in the aurora toolset where you can add a [sir/ma'am] thing? Link to comment Share on other sites More sharing options...
tk102 Posted September 13, 2004 Author Share Posted September 13, 2004 Yes you can use tokens. The one I'm most familiar with is <FullName>. But a quick check using KTLK or whatever your favorite TLK file search utility is, yields lots of them... mostly <CUSTOMx> where x is a number. Link to comment Share on other sites More sharing options...
Darth333 Posted September 13, 2004 Share Posted September 13, 2004 Excellent work t102!!! This is one great tool that will save a lot of headaches :compcry: and time when editing/creating dialogues. And I love those new functions you added since the last version, especially the copy/cut/paste function.! And concerning the bets you and Mono have taken: I wont delete Mono's post because he says "good job tk" and I won't merge this thread with the other because posts are inserted in a thread according to the time they were posted and the other posts would be placed at the top of this thread, before tk's announcement. Sooo...conclusion of this story: you both loose... send the money over here! Link to comment Share on other sites More sharing options...
Darth Dex Posted September 13, 2004 Share Posted September 13, 2004 You already now how i feel. Link to comment Share on other sites More sharing options...
tk102 Posted September 13, 2004 Author Share Posted September 13, 2004 v1.0.1 (an update already!) http://www.pcgamemods.com/7438/ This fixes the bug that TMPhoenix found in regards to the DelayEntry field. Link to comment Share on other sites More sharing options...
TMPhoenix Posted September 15, 2004 Share Posted September 15, 2004 Great! :thumbsup: Link to comment Share on other sites More sharing options...
Tanesh Posted September 15, 2004 Share Posted September 15, 2004 Great work. I like the option "show orphaned replies/entries". I've just finished a personal dialogue with the old editor with over 200 replies/entries and found a lot "orphans" I forgot to connect with each other. Thank you! Link to comment Share on other sites More sharing options...
Fred Tetra Posted September 15, 2004 Share Posted September 15, 2004 I've seen some pretty cool stuff done with PERL at work, but never anything as great as this. Quite amazing. Excellent work - keep it up! Link to comment Share on other sites More sharing options...
tk102 Posted September 15, 2004 Author Share Posted September 15, 2004 Thanks a lot guys! And that means a great deal from you Fred. FWIW, I found myself thinking, well what would Fred do here? Soliloquy: Perl/Tk (the GUI) can be tricky or tedious at times but eventually it lends itself to cut/paste code, which to me, means that you're on the right track design-wise. If you find yourself having to make a lot exceptions for special cases, then it might be time for a redesign. And adding the menubar at the top is surprisingly effective at focussing the purpose of the program. Please let me know if you find any bugs or have critiques/ideas for this app. Link to comment Share on other sites More sharing options...
Lorden Darkblade Posted September 15, 2004 Share Posted September 15, 2004 If this only existed when I was trying to make that last mod when I wanted to be able to use Force Persuade to get the item Anyway, nice work as usual tk102 Link to comment Share on other sites More sharing options...
beancounter Posted September 16, 2004 Share Posted September 16, 2004 Very nice work tk! I was just getting the hang of your text based dialog editor, but I am happy to throw that out in favor of this one. Once again nice work! Link to comment Share on other sites More sharing options...
Fred Tetra Posted September 16, 2004 Share Posted September 16, 2004 Originally posted by Tanesh Great work. I like the option "show orphaned replies/entries". I've just finished a personal dialogue with the old editor with over 200 replies/entries and found a lot "orphans" I forgot to connect with each other. Thank you! How did you create orphaned nodes in the conversation? Was it by accident? Where you using DLGEdit or (shudders) the GFFEditor? If someone who has created/can create one of these, kindly send it to me (email in the KT readme..blah..blah..blah) so I can make sure that it can be checked for in the Kotor Tool conversation editor. Also, should it be called a conversation or dialogue editor? NWNs' toolset uses the former.... Link to comment Share on other sites More sharing options...
tk102 Posted September 17, 2004 Author Share Posted September 17, 2004 Hi Fred, If you want, you can download the VFX Armband for an example of a .dlg with orphaned nodes. When I was building it, I was too lazy to remove the nodes for the effects that didn't work. Link to comment Share on other sites More sharing options...
Fred Tetra Posted September 17, 2004 Share Posted September 17, 2004 So what you're saying is that there are EntryList items that don't appear in any ReplyList item's EntriesList or ReplyList items that don't appear in any EntryList item's RepliesList, correct? If that's so, I think I am OK due to the way I parse the DLG file; non-referenced entries are not processed, so only the actual "tree" (or directed graph, if you prefer) is loaded and rewritten into GFF when you save. Link to comment Share on other sites More sharing options...
Tanesh Posted September 17, 2004 Share Posted September 17, 2004 Originally posted by Fred Tetra So what you're saying is that there are EntryList items that don't appear in any ReplyList item's EntriesList or ReplyList items that don't appear in any EntryList item's RepliesList, correct? Yes, that's it. I used tk's old DLGEdit to write my dialogue and because it was so big, I missed to connect some dialogue options with each other. And then the happy searching begun ... especially with the empty replies ... *sigh* But tk, I've got a little problem now. When I want to open said dlg file, I get an error message: "Can't call method "get_field_ix_by_label" on an undefined value at dlgeditor_101.pl line 1361. (menu invoke)" and the option "View" in the menu is missing until I choose with right click an option like show conditionals or indices. But still after that I can't fold or unfold the trees ... It's only with one file and it worked fine a day ago. What could that be? Link to comment Share on other sites More sharing options...
tk102 Posted September 17, 2004 Author Share Posted September 17, 2004 Interesting. Tanesh, I PM'd you. Send the dlg to me along with the exact steps involved in generating the errors. Hopefully it will lead to an improvement. Link to comment Share on other sites More sharing options...
Fred Tetra Posted September 17, 2004 Share Posted September 17, 2004 While I emailed you this response, I decided to also share it here for the benefit of other folks.... "Ok, while I don't have the time to fix it for you, I did find the problem in you file to be a circular reference as I had guessed. If you open up your file in the GFF Editor, you'll find that EntryList(126) has a RepliesList index entry of 172 into the ReplyList, and likewise ReplyList(172) has an EntriesList index entry of 126 into the EntryList. This breaks the rule that conversation trees go down only by direct reference and up only by virtual links. Since I can't take the time to trace out your intended tree, you'll have to patch it up manually." P.S. Yours is the largest conversation tree I've ever seen at 160 KB! Some of the largest in KotOR are only around 36KB Link to comment Share on other sites More sharing options...
Tanesh Posted September 17, 2004 Share Posted September 17, 2004 Yes, I had a typing error (184 instead of 144) and accidently switched the lines (172 instead of 173). Man, I'm getting old ... And I know it's quite large, it hast 342 replies/entries, the "connections" and starting list not counted. I only wanted to have a nice background story for my sabers ... I guess it got a bit out of control. But now I have a personal conversation file almost like the other pary members. I'm not sure if I want to translate the whole thing ... it would take a lot of work, that's for sure. Link to comment Share on other sites More sharing options...
tk102 Posted September 17, 2004 Author Share Posted September 17, 2004 This breaks the rule that conversation trees go down only by direct reference and up only by virtual links. Since I can't take the time to trace out your intended tree, you'll have to patch it up manually. Am I missing something because this rule has no "teeth" to it. I don't know about NWN, but KotOR doesn't mind moving up the dialog tree without the "IsChild" flag being set. The dialog behaves itself. DLGEditor does nothing with this flag (other than create the field). Link to comment Share on other sites More sharing options...
tk102 Posted September 18, 2004 Author Share Posted September 18, 2004 v1.0.2 released (see link in first post of this thread.) * v1.0.2 - added error checking for StartingList, EntriesList, RepliesList so that if the Index field points to a non-existant structure, a dialog box will appear prompting the user to take action. (Thanks Tanesh.) Link to comment Share on other sites More sharing options...
Achilles Posted September 18, 2004 Share Posted September 18, 2004 TK102, Thanks for the updated version. I'm working with it right now to create a new dialog and it seems as though there is some general weirdness with the copy/paste functions. If I try to copy and paste a node, the application will only paste the copy in the same tree as the entry I'm copying. For instance: Entry 0 Reply 0 Entry 1 Reply 1 If I try to copy R0 and add it to E1's tree, it pastes it directly below R0 Not sure if this is user error, but I thought I would share this in case it's not. Link to comment Share on other sites More sharing options...
tk102 Posted September 18, 2004 Author Share Posted September 18, 2004 Hi Achilles, Are you sure that E1 is properly selected in the tree at the time you initiate your Paste? Sometimes the tree doesn't respond as quickly as expected. If the problem is persistent and is repeatable, could you send me the .dlg in question along with the exact steps involved in causing the bug.... email is in the Help: About screen. Link to comment Share on other sites More sharing options...
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