Several bugs has been found with the version 3, this is the list :
Importing progressbar doesn't work : a Cursor is generated by the library.
Campaign paths are not included into ZIP archive... Missed to add the new version -_-'
The correct category in the Texture selector is not shown as intended when you open this window.
I'm also on the 4th version for resolving problems with the custom textures with a better interface.
In addition, several tips will be included in a "Help" window. This window will be accessible by hiting F10.
Quote:
That first song sounds so familiar.
One of the best soundtrack of Chrono Cross, the following of Chrono Trigger.
Chrono Trigger, best game of the world. That's all.
Hi. I did a ruRU localization for Dialog Designer Beta 3
Also, I took the liberty to add a field to the author for the future =)
It looks like this:
Because of this, in GameStrings.txt add the following lines:
Param/Value/C519E3FB=ĐĐČŃĐŸŃ:DoubotisParam/Value/591A058F=<cval="3F7FFF">(www.sc2mapster.com)</c>Param/Value/FAA6A399=ĐĐ”ŃĐ”ĐČĐŸĐŽ:Wulfrein// translatorParam/Value/51161CAF=<cval="3F7FFF">(XGM.ru)</c>// Website of translation
I added it to the frFR, enGB and enUS localizations
Hi. I did a ruRU localization for Dialog Designer Beta 3
Thanks a lot !
I will add your work on the Beta 4 version. This will come first week of march with a lot of bug solving and several changes for importing :)
PS: Can I send you several locale changes due to Beta 4 ? :)
Thanks a lot ! I will add your work on the Beta 4 version. This will come first week of march with a lot of bug solving and several changes for importing :)
PS: Can I send you several locale changes due to Beta 4 ? :)
Thank you for this map)
Yes, of course. I will be glad to participate.
How do i link my dialog buttons to triggers using Full MACRO codes
** The Dialog items seems to fly around when using anchored to button when using Full MACRO
** Cant anchor button to bottom of dialog, shows up as anchored top when using Full MACRO
Looked at your code, and can't figure out how to check if a dialog/ item is on top at a point. The user clicks down action is available (as well as the condition for when they stop dragging,) and it would be awwwesome if it had dragging :)
And maybe drag the corners of the dialog to make it bigger....................................... :P
I had very high hopes for this tool. But I noticed a few bugs:
1. When changing the name of a object it sometimes won't let you change the name because it's trying to prevent there from being duplicate names, you should make it only check for the duplicate name after unfocusing the text box.
2. When you duplicate an object, It doesn't save its relativity to other objects.
3. After about 40 objects I could no longer edit any objects because the drop down menu went up instead of down.
4. Rotating an image doesn't not work at all
5. If you remove an object, the names of every object will cascade. meaning if you have object 1 2 3 4 and 5, then you delete object 3, You will now have object 1 2 3 and 4.. when you delete 3, it will remove the name of 5 and move each name down 1 so the object named 3 will now be named 4 and the object named 4 will now be named 5. It's very confusing and a really bad bug :\
6. When I saved and re-imported my dialog, 3 of the dialog items lost their relativity, and the dialog itself was reset to top anchor instead of bottom anchor.
I'm also a little stumped as far as how to go about getting my dialog in my map. I copied and pasted a full dialog into create full dialog using a macro. only 50% of my dialog showed up in game, and in the wrong spot too and with tons of mission elements. Then I did up the dialog and each item individually, because I figured if I did it that way I could assign the dialog items to variables and change their texts. Unfortunately, this is not the case either.
I am using my dialog as a leaderboard, so I need to access my dialog items individually to change their content. There is no way that I have found to do this using the dialog designer. I know this tool is supposed to save you time, but it turns out to waste time since you just have to redo everything using triggers again anyway.
Here are some screenshots of what i'm talking about:
Here you can clearly see what I WANT, you can also see the too many objects pulldown bug in the top right. Notice also that it is anchored to the bottom, and full of text. Note: The blue images are supposed to be upside-down so their flat edge fits up with the red ones, but this tool did nothing when I changed the image rotation.
https://picasaweb.google.com/Grimshad/Mar252011#5588072882926817698
2. It seems a bug. You cannot duplicate all objects related with another object , but if you want to duplicate an object with a relativity with another dialog item, this must work. I will check this problem.
3. Truely a big problem. Searching for another idea, like add a limit of objects shown for the dropdown list and browse hidden objects with arrows keys.
4. Probably due to an update. It worked for me oO
5. Sooo bad bug indeed oO
6. Bugs on the Save & Load function can be found. I solve any problems found but it's a very long and annoying work to check every property of each dialog item type.
About exporting:
I don't want to export the dialog text values because of localization problems. If I add the text values on the export string, the text will be hard-coded and cannot be translated into others languages. It's annoying, but I cannot do any changes on that.
... But you can get any dialog item exported by using the "Get Dialog / Dialog Item from Name" functions, included in the library. The identifier of each dialog or dialog item is the same in your map and on Dialog Designer.
I will PM you next week to ask some questions about these problems you describe.
Finally, the relativity is bad-managed by the export functions, so for the moment I wish you to dodge the use of relativity when you want to export the result. This is attended to be improved, but it's not the case for the moment :)
The levels of awesome of this tool can't be described by mortals.
It's simply fucking awesome.
When final version comes out this deserves to be put on front page a second time lol
This is an insanely useful tool and I thank you for the effort you are putting into it.
The library used by Dialog Designer is already available : Assisted Dialogs Library.
The new version of Dialog Designer (Beta 3) will be released tomorrow...
REMINDER: All saved projects before the Dialog Designer Beta 3 version are not compatible with the new version.
The most useful new feature is the ability of importing dialogs made with Dialog Designer into your map project.
H-24 ! Okay, i made perhaps a little too...
Dialog Designer Beta 3 is released !
Changes
Bugs
Changes
New
Links
Project page | File page
Any problem ?
Read the Q&A !
@Doubotis: Go
I cannot see any image files other than white32.dds and i have the bank files under My Documents/Starcraft II
Replace the "Assets\Textures\white32.dds" by "*" in the editbox for showing all elements in the tab. The edit box works as a filter.
@Doubotis: Go
thx it worked, great job this is very very useful
That first song sounds so familiar.
Edit boxes makes a tons of differences. Awesome.
Holy hallelujah! This is awesome Doubotis!
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
Thx =)
Several bugs has been found with the version 3, this is the list :
I'm also on the 4th version for resolving problems with the custom textures with a better interface. In addition, several tips will be included in a "Help" window. This window will be accessible by hiting F10.
One of the best soundtrack of Chrono Cross, the following of Chrono Trigger. Chrono Trigger, best game of the world. That's all.
[EDIT] New Library version released.
Hi. I did a ruRU localization for Dialog Designer Beta 3
Also, I took the liberty to add a field to the author for the future =)
It looks like this:
Because of this, in GameStrings.txt add the following lines:
I added it to the frFR, enGB and enUS localizations
Download the map with these changes can be here
Seconded.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
Thanks a lot ! I will add your work on the Beta 4 version. This will come first week of march with a lot of bug solving and several changes for importing :)
PS: Can I send you several locale changes due to Beta 4 ? :)
Thank you for this map)
Yes, of course. I will be glad to participate.
How do i link my dialog buttons to triggers using Full MACRO codes
** The Dialog items seems to fly around when using anchored to button when using Full MACRO
** Cant anchor button to bottom of dialog, shows up as anchored top when using Full MACRO
Looked at your code, and can't figure out how to check if a dialog/ item is on top at a point. The user clicks down action is available (as well as the condition for when they stop dragging,) and it would be awwwesome if it had dragging :)
And maybe drag the corners of the dialog to make it bigger....................................... :P
I had very high hopes for this tool. But I noticed a few bugs:
1. When changing the name of a object it sometimes won't let you change the name because it's trying to prevent there from being duplicate names, you should make it only check for the duplicate name after unfocusing the text box.
2. When you duplicate an object, It doesn't save its relativity to other objects.
3. After about 40 objects I could no longer edit any objects because the drop down menu went up instead of down.
4. Rotating an image doesn't not work at all
5. If you remove an object, the names of every object will cascade. meaning if you have object 1 2 3 4 and 5, then you delete object 3, You will now have object 1 2 3 and 4.. when you delete 3, it will remove the name of 5 and move each name down 1 so the object named 3 will now be named 4 and the object named 4 will now be named 5. It's very confusing and a really bad bug :\
6. When I saved and re-imported my dialog, 3 of the dialog items lost their relativity, and the dialog itself was reset to top anchor instead of bottom anchor.
I'm also a little stumped as far as how to go about getting my dialog in my map. I copied and pasted a full dialog into create full dialog using a macro. only 50% of my dialog showed up in game, and in the wrong spot too and with tons of mission elements. Then I did up the dialog and each item individually, because I figured if I did it that way I could assign the dialog items to variables and change their texts. Unfortunately, this is not the case either.
I am using my dialog as a leaderboard, so I need to access my dialog items individually to change their content. There is no way that I have found to do this using the dialog designer. I know this tool is supposed to save you time, but it turns out to waste time since you just have to redo everything using triggers again anyway.
Here are some screenshots of what i'm talking about:
Here you can clearly see what I WANT, you can also see the too many objects pulldown bug in the top right. Notice also that it is anchored to the bottom, and full of text. Note: The blue images are supposed to be upside-down so their flat edge fits up with the red ones, but this tool did nothing when I changed the image rotation. https://picasaweb.google.com/Grimshad/Mar252011#5588072882926817698
Here you can see how it was moved over to my map, notice it's now on the top, not lined up, and missing all text. NOTE: The same thing on the bottom was made with triggers, just ignore that one. https://picasaweb.google.com/Grimshad/Mar252011#5588072897049060610
Thanks for replies.
The map seems to be buggy with the 1.3 update. I will check that and update soon an small "patch" for the 1.3.
@grenegg: Go
Drag&Drop will be implemented for the final version.
@Grimshad: Go
Big thanks. Separatly :
1. Noticed.
2. It seems a bug. You cannot duplicate all objects related with another object , but if you want to duplicate an object with a relativity with another dialog item, this must work. I will check this problem.
3. Truely a big problem. Searching for another idea, like add a limit of objects shown for the dropdown list and browse hidden objects with arrows keys.
4. Probably due to an update. It worked for me oO
5. Sooo bad bug indeed oO
6. Bugs on the Save & Load function can be found. I solve any problems found but it's a very long and annoying work to check every property of each dialog item type.
About exporting:
I don't want to export the dialog text values because of localization problems. If I add the text values on the export string, the text will be hard-coded and cannot be translated into others languages. It's annoying, but I cannot do any changes on that.
... But you can get any dialog item exported by using the "Get Dialog / Dialog Item from Name" functions, included in the library. The identifier of each dialog or dialog item is the same in your map and on Dialog Designer.
I will PM you next week to ask some questions about these problems you describe.
Finally, the relativity is bad-managed by the export functions, so for the moment I wish you to dodge the use of relativity when you want to export the result. This is attended to be improved, but it's not the case for the moment :)