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Re: Dialogue entries not loaded correctly (with AC plugin)

Posted: Fri Oct 02, 2020 10:18 am
by Tony Li
I'll research this further. In the meantime, please test this:

1. Select menu item Edit > Project Settings. In Player > Other Settings, add this to Scripting Define Symbols:

SAFE_SIMSTATUS

Use a semicolon ( ; ) to separate it from other symbols in the field.

2. Set the Dialogue Manager's Other Settings > Debug Level to Info.

3. Run through the same test scenario as your previous reply. This will log a lot of information to the Console. Look for lines in this format:

DEBUG: Add SimStatus for new conversation [10]: Conversation Title
DEBUG: Adding SimStatus for new entry [22] in existing conversation [10]: Conversation Title

(The numbers 10 and 22 will vary for each conversation and dialogue entry.)

Make sure you see lines for the entries that you checked in your test.


Then untick the Dialogue System Saver's 'Skip Apply Data After Frames If Apply Immediate' and let me know if that makes a difference.

Re: Dialogue entries not loaded correctly (with AC plugin)

Posted: Fri Oct 02, 2020 10:31 am
by Adventure4Life
same issue,
I'm almost sure it's not related to save and load files
and it's related to save\read variable of SimStatus in run-time
at least when it check the condition 'was displayed' before show entries in conversation

Re: Dialogue entries not loaded correctly (with AC plugin)

Posted: Fri Oct 02, 2020 11:16 am
by Tony Li
Hi,

Add a Lua Console component to your scene.

When you start the conversation and see the wrong entries (step 7 in your previous reply), press ~+L to open the Lua Console. Do this while the conversation is still active. Then enter "return Dialog[#]" where # is an entry ID you want to check. Example:

acLuaConsoleSimStatus.png
acLuaConsoleSimStatus.png (52.94 KiB) Viewed 569 times

Are the SimStatus values correct?

You can also enter "return Dialog" to confirm that the Dialog[] list as a whole has the correct entry IDs. It won't show the individual SimStatus values, but you can confirm that the Dialog[] list was set to the correct conversation this way.

If you would like to do a screen share, please message me on Discord. The Pixel Crushers discord server is: https://discord.gg/FwUaCNt

Re: Dialogue entries not loaded correctly (with AC plugin)

Posted: Fri Oct 02, 2020 6:22 pm
by Adventure4Life
I checked it, and it's excatly what I thought
after load and open conversation again (step #7) - SimStatus in Lua command: 'Was Displayed'
even that on the console log of load it says 'o' (offered as it should be)

In other words - it means SimSatus not loaded to memory (but in save file it was good)

Re: Dialogue entries not loaded correctly (with AC plugin)

Posted: Fri Oct 02, 2020 10:50 pm
by Tony Li
This was a bug introduced in version 2.2.7. The scenario that triggers the bug is:
  • Game uses SimStatus.
  • Save the game. (This saves SimStatus values -- call it setting A.)
  • Play a conversation and make choices that change SimStatus values. (Call these SimStatus values setting B.)
  • Load the saved game. (This loads SimSTatus setting A.)
  • Immediately play the same conversation without playing any other conversations first. The conversation continues to use SimStatus setting B instead of A, even though A has been loaded.
The Dialogue System Extras page has a patch. The fix will also be in 2.2.12.