Page 2 of 3

Re: Switching quest log languages

Posted: Thu Feb 09, 2023 2:09 pm
by Tony Li
Thanks for confirming!

Re: Switching quest log languages

Posted: Thu Mar 16, 2023 7:15 pm
by rairun
Hi Tony!

Did you manage to get the "[new]" indicator and display names for quest groups into DS version 2.2.35?

Also, I've just updated DS, and the "Extra" warm up option is giving me this error (which causes DS not to display any conversations):

Code: Select all

NullReferenceException: Object reference not set to an instance of an object
PixelCrushers.DialogueSystem.DialogueSystemController.FinishExtraWarmup () (at Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/Manager/DialogueSystemController.cs:878)
PixelCrushers.DialogueSystem.DialogueSystemController+<WarmUpConversationControllerExtra>d__198.MoveNext () (at Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/Manager/DialogueSystemController.cs:862)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <ad50157ee00e45cdb3c8bd67012f8804>:0)
If I set it to "On" or "Off", conversations work properly and there are no console errors.

Re: Switching quest log languages

Posted: Thu Mar 16, 2023 9:10 pm
by Tony Li
Hi,

Regarding the error, is a GameObject/prefab with a StandardDialogueUI component assigned to your Dialogue Manager GameObject's Display Settings > Dialogue UI field?

The "[new]" indicator and quest group display names didn't make it into 2.2.35. I'll try to get them into a patch here soon after GDC.

Re: Switching quest log languages

Posted: Fri Mar 17, 2023 10:10 am
by rairun
Thanks for that!
Regarding the error, is a GameObject/prefab with a StandardDialogueUI component assigned to your Dialogue Manager GameObject's Display Settings > Dialogue UI field?
Ah, no, the assigned gameobject is still using UnityUIDialogueUI. Has this been deprecated and replaced?

My Dialogue UI is a very simplistic one. I send the actual speech lines to Adventure Creator using ACSpeech(entrytag)@0.6, so there is no need for DS subtitle menus. For dialogue, the only DS menu I use is the response one (I also use the quest log UI, but this is unrelated to dialogue).

Re: Switching quest log languages

Posted: Fri Mar 17, 2023 11:33 am
by Tony Li
Hi,

It's just a bug that's specific to using UnityUIDialogueUI with Extra warmup. This patch (tested with DS 2.2.35) fixes it:

DS_WarmupPatch_2023-03-17.unitypackage

Re: Switching quest log languages

Posted: Wed Mar 29, 2023 10:14 am
by rairun
Thank you! The patch above fixed the issue.

Where should I keep an eye out for the other patch you mentioned? Do you generally post an announcement? Just want to make sure I don't miss it.

Re: Switching quest log languages

Posted: Wed Mar 29, 2023 11:53 am
by Tony Li
It'll be on the Extras page. I'm still digging out from a backlog after GDC, but I'll get it implemented as soon as I can.

Re: Switching quest log languages

Posted: Sun May 07, 2023 10:14 am
by rairun
Hi Tony! I'm so sorry to be a nuisance, but do you have a rough idea when those two feature requests I made above will be out? I'm very happy to work around whatever timeline you have in mind -- I'm just trying to work out what to prioritise now, and whether it'll impact the demo I'm hoping to put out in the coming months.

Re: Switching quest log languages

Posted: Sun May 07, 2023 3:05 pm
by Tony Li
Hi,

You can download the patch from the Extras page, or right here:

DS_QuestLogWindowPatch_2023-05-07.unitypackage

To show "[new]" next to quests that the player hasn't viewed the details of yet, set your quest log window's New Quest Text field to "[new]". This field supports [em#] codes, rich text codes, and localized text table entries.

To use quest group display names, add a custom Text field named "Group Display Name" to the quest. It won't appear in the main editing section, but you can view and edit it in the All Fields section.

Re: Switching quest log languages

Posted: Sun May 07, 2023 7:21 pm
by rairun
Thank you! Both features work great.

The [new] text is working almost as I wanted it to, except for the fact that when I change a subtask within a quest, it should ideally turn the quest's "viewed" status back to false. I've adjusted ActionDialogueSystemQuestSet.cs like this:

Code: Select all

        override public float Run()
        {
            if (mode == Mode.MainState)
            {
                QuestLog.SetQuestState(questName, questState);
                DialogueLua.SetQuestField(questName, "Viewed", false);
            }
            else
            {
                QuestLog.SetQuestEntryState(questName, entryNumber, questState);
                DialogueLua.SetQuestField(questName, "Viewed", false);
            }
            return 0;
        }
So I think I'm good. But I figured I'd mention this here in case anyone else wants to do the same.

Thanks again!