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Re: DS behavior with SimStatus 'Untouched' in non-existent tables

Posted: Fri Feb 08, 2019 8:53 am
by Tony Li
That last line ("DEBUG: Adding SimStatus for new entry...") is exactly what's supposed to appear when you add a new node. It's reported by the new, optimized code, not the older code. In the beta version I sent you, I configured it to log that info regardless of the Dialogue Manager's debug level.

I'll release version 2.1.2 with the SAFE_SIMSTATUS Scripting Define Symbol option but only log "DEBUG: Adding SimStatus..." if the Dialogue Manager's debug level is Info.

This will get you back up and running reliably. And then I'll research the issue further so you can eventually turn off SAFE_SIMSTATUS.

Re: DS behavior with SimStatus 'Untouched' in non-existent tables

Posted: Fri Feb 08, 2019 10:30 am
by Abelius
Hi again,

I think either the save or the load operation mess with the existing nodes' SimStatus.

I have one node that checks for the untouched node value in its conditional field. It executes the first time, then if I continue playing and reach that conditional a second time, it gets computed as false (as it has already been displayed). That's the intended behavior, ofc.

But if prior to executing the convo a second time, I save the game, exit and load again, the node conditional is parsed as true (as if it is untouched), so the node is seen a second time in the game, when it is intended to be seen just once.

I need to go somewhere now, but I can send you my project and my savegames if you want.

Re: DS behavior with SimStatus 'Untouched' in non-existent tables

Posted: Fri Feb 08, 2019 1:40 pm
by Abelius
Okay, I've set up a very simple new convo to verify this issue, and it's working fine. So you can ignore my previous post then, sorry. :?

I guess I need to check again my logic.

Re: DS behavior with SimStatus 'Untouched' in non-existent tables

Posted: Mon Feb 11, 2019 3:11 pm
by Abelius
Oookay... hi again! :roll:

The above issue is genuine. I've just confirmed it happening with another node in the same conversation that the other one node was computing as Untouched = true, when it was already displayed.

I don't know why the test I did with a new conversation was working fine, but I can't really use SimStatus functionality anymore if I can't feel sure it'll work with the existing conversations.

This is a little "storyboard" to further explain my issue...

This is the section of the conversation...:

Image

'Tanning 1st (once)' is the node that is giving me problems.

These are its conditions...:

Image

And this is the 'Setup' node links order...:

Image

In my initial savegame all the conditions are true, so the node gets selected...:

Image

I continue playing and end the day. Then, the next morning, I save the game to another slot. I talk next to the NPC and the node doesn't get selected, as it should be thanks to the SimStatus == untouched conditional...:

Image

However, if I load (either next or even exiting the game and restarting) the just saved game file, the node gets selected as if it was the first time that node gets checked against its conditionals...:

Image

This is quite a big deal for me because I rely a lot on SimStatus to select dialogue branches. I know I could substitute every SimStatus check with a variable or a quest state, but that would be very cumbersome at this point and not really convenient for just avoiding a dialogue branch not been seen more than once.

Btw, this is related to the other thread I've created a little while back today. I needed to check on the nodes' SimStatus because of this.

I'm going to upload the project and send you the link on a private message, in case you want to see the issue first hand.

Thank you.

Re: DS behavior with SimStatus 'Untouched' in non-existent tables

Posted: Mon Feb 25, 2019 11:58 am
by Abelius
Hi Tony,

I don't know why, but I'm having issues again related to this.

I'm getting this error...:

Image

...when I add a SimStatus == "Untouched" condition to a node, load a savegame and the dialogue gets to that point where it needs to evaluate that node executing or not.

I don't remember if that node was already created when I saved that file, so before everything else I overwrote it in game, to make sure DS did anything it wanted to "refresh" the whole database. However, I still got that error.

The tree looks like this in that section:

Image
Image

I get the error and "Fair enough. I actually..." gets selected instead, even when it's the first time I get to that point in the story.

Is there something else I could test?

Re: DS behavior with SimStatus 'Untouched' in non-existent tables

Posted: Mon Feb 25, 2019 1:15 pm
by Abelius
Another weird thing...

I've tried to reimport the plugin from the Asset Store ("just in case", I thought), and it let me, overwriting several files.

I mean, I'm pretty sure I had the latest version (2.1.2 beta1), but it seems I did not (?).

The thing is, I've lost now the ability to hover nodes and find out the SimStatus value of them. :?

Oh, and I still have that the main issue mentioned before.

Help...

Re: DS behavior with SimStatus 'Untouched' in non-existent tables

Posted: Mon Feb 25, 2019 1:18 pm
by Tony Li
I'll investigate this.

Re: DS behavior with SimStatus 'Untouched' in non-existent tables

Posted: Tue Feb 26, 2019 12:13 pm
by Abelius
Thanks!

By the way, I removed that SAFE_SIMSTATUS symbol from the Player settings. Should I try to re-add it to troubleshoot?

I also could upload my project if you want...

Re: DS behavior with SimStatus 'Untouched' in non-existent tables

Posted: Tue Feb 26, 2019 12:55 pm
by Tony Li
If you re-add SAFE_SIMSTATUS, does the problem go away?

I'm only asking for information-gathering. I don't consider it a good solution because it's too slow.

Re: DS behavior with SimStatus 'Untouched' in non-existent tables

Posted: Tue Feb 26, 2019 3:16 pm
by Tony Li
Abelius wrote: Mon Feb 25, 2019 1:15 pm Another weird thing...

I've tried to reimport the plugin from the Asset Store ("just in case", I thought), and it let me, overwriting several files.

I mean, I'm pretty sure I had the latest version (2.1.2 beta1), but it seems I did not (?).

The thing is, I've lost now the ability to hover nodes and find out the SimStatus value of them. :?

Oh, and I still have that the main issue mentioned before.

Help...
Somehow I missed this message! I haven't been able to reproduce the problem. Maybe it's related to this. When you imported the Asset Store version, you reverted back to the code with the bug. Please see your private message inbox for your download access to download the version with the fix, which isn't on the Asset Store yet.