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Old 12-05-2004, 08:46 AM   #41
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svösh said
Quote:
Big thanks for this Tk
Sorry you had to find out about this the hard way, svösh...


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Old 01-04-2005, 09:23 PM   #42
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GUI DLGEditor v1.0.8 released

GUI DLGEditor v1.0.8 released.
Automatic Apply Feature added.

v1.0.8 - Added "Automatic Apply" feature to the Edit menu (F8=shortcut). After working with DLGEditor for awhile, I felt it is was too annoying to have to click the Apply button all the time for changes to stick. (I'm surprised more people didn't complain about this. )This feature is toggled on by default and will hide the Apply button. Changes are applied whenever the user clicks on a different Tree Node. You can revert back to the old behavior by pressing F8 which will make the Apply button reappear automagically.


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Old 01-05-2005, 03:31 AM   #43
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Actually I had noticed it and it was annoying tk102. However I never felt it was worth complaining about. There are always bigger fish to fry.


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Old 01-05-2005, 03:52 AM   #44
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Nice practical addition

We'll complain when we make tools
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Old 02-16-2005, 12:01 PM   #45
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Just a reminder for those trying to use DLGEditor with TSL dialogs:

You'll need to press Ctrl+T (or choose File: Change TLK File) to browse to the dialog.tlk file located in your TSL installation directory.


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Old 02-17-2005, 08:17 AM   #46
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Quote:
Originally posted by tk102
Just a reminder for those trying to use DLGEditor with TSL dialogs:

You'll need to press Ctrl+T (or choose File: Change TLK File) to browse to the dialog.tlk file located in your TSL installation directory.
Any chance the program could "remember" that change so you don't have to change it everytime?

Also, I was wondering, would it be possible to to display (and modify) script parameters fields just as you can do with actual script names.

Thanks
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Old 02-17-2005, 08:32 AM   #47
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Quote:
Any chance the program could "remember" that change so you don't have to change it everytime?
Yes I actually intend to add that feature.

Quote:
Also, I was wondering, would it be possible to to display (and modify) script parameters fields just as you can do with actual script names.
Ah, is this something new with TSL dialog files? Parameters that can be passed to the scripts? If so, then most certainly!

I have not investigated TSL dialogs yet, obviously.


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Old 02-17-2005, 08:57 AM   #48
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I have not investigated TSL dialogs yet, obviously.
LOL! I on the other hand don't know what was (and what wasn't) possible with the first game. I felt the modding force only with TSL.

But yes, you can add params (whole bunch of them) in dlg files which will be passed to scripts you're calling. I guess this makes usage of scripts more effecient since you can write more generic code. Unfortunately, so far you can only modify/add them with GFFEditor which is pain in the butt, especially with large dialogs.

Anyway, I eagerly await your next release.
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Old 03-10-2005, 11:56 AM   #49
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v2.1.2 released

It's been a long time coming...


v2.1.2 released

DLGEditor now supports TSL dialog editing. There's been many new features added to DLGEditor that were not present in the 1.0.8 version. Some highlights include:

- Support for new TSL .dlg field editing
- KotOR/TSL dialog.tlk paths supported
- Undo feature supports 4 levels of undo
- Autodetection of .dlg file types (attempted at least)
- Toggle mode from KotOR to TSL
- Multiple language ID support and conversion capability
- Screen Resolution can be modified
- Go to Index # functionality
- Move Node Up/Down from context menu
- A new readme.txt

I am certain how all the new fields affect dialogs in-game. Hopefully you will be able to provide feedback that I can put into the readme.txt.


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Old 03-10-2005, 12:02 PM   #50
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Great! Thanks for releasing this (I couldn't hold it secret much longer ) It will make dlg editing much easier now
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Old 03-10-2005, 12:06 PM   #51
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More Awesome tools, Thanks TK !!!!!!!

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Old 03-10-2005, 12:32 PM   #52
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Thank you so very much for this TK. I have actually been pulling my modding punches and not trying to dive to heavily into TSL modding untill a new version of DLG edit and MDLops was released. Now I have no excuse other than time now to not dive headlong into my massive scale mod project that I started.


Working so, we will learn history as a tree knows it; we will climb into shapes printed in the seed; we will become time made visible, years made fragrant; we will make of concentric memory a stem of praise; we will inhabit daylight at a trees own speed; we will be travelers who remain, patriots to this ground.
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Old 03-10-2005, 01:11 PM   #53
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Just in time too! I was about to start some dialogue editing...in...dare I say... GFF Editor dum..dum..dum...

Thanks for saving me from that nightmare heheh

Awesome work as usual man!


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Old 03-10-2005, 03:02 PM   #54
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Thumbs up

Excellent. Thanks tk102.

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Old 03-10-2005, 05:15 PM   #55
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Thumbs up

Excellent work as always tk102. with this dlg editor and the dlg functions OE added, IMO Dialogs are capable of being much more dynamic then ever before.

Thanks a million.
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Old 03-11-2005, 12:32 AM   #56
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I certainly agree with you there T7, especially in the area of script parameters.

Both Fred and I really need the help of fellow modders who perform .dlg edits to give feedback as to how some of the new fields work. AlienRaceNode? What's that? RecordNoVO? Hopefully you all can figure out what's important and what's junk fields left in by Obsidian.


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Old 03-13-2005, 04:14 PM   #57
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v2.1.3 released

v2.1.3 released
Added CameraID field support and updated readme.

Thanks Xcom.


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Old 03-13-2005, 10:01 PM   #58
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Thank you for this TK.


Working so, we will learn history as a tree knows it; we will climb into shapes printed in the seed; we will become time made visible, years made fragrant; we will make of concentric memory a stem of praise; we will inhabit daylight at a trees own speed; we will be travelers who remain, patriots to this ground.
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Old 04-02-2005, 11:50 PM   #59
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Could you add a listener field to the entries

Hey TK, this is a minor think i know but it just is a real bear when you have to edit cutscenes in the gff editor. What I am talking about is that you provided a listener field only for replies and not for the entries as well. For cutscenes it is important to have speaker and listener fields for the entries so that the two npc's that are talking face each other. I noticed that this field was present in the gff editor but not in the DLGEditor, and in tsl, editing dialogs with a gff editor can sometimes cause problems. So, you don't have to do this i guess, but it would be nice, if you could just add a listener field for the entries as well as the replies. Thanks in advance,
-GSCCC


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Old 04-03-2005, 01:06 AM   #60
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^^ what is difference? Does specifying the listener feild on entries do. Is it only a problem if there are multiple npc's talking in the same dlg. Becuase I haven't noticed the npc not faceing each other in 1 on 1 dialogs.
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Old 04-03-2005, 01:18 AM   #61
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Then you havent played my mod, the admiral jumps around from looking towards the pc from looking towards the npc he is talking to, this is because sometimes the listener field is set and sometimes it wasnt, mainly i tried to do it in just the first two entries to try and see if he would stay facing darth cravon, only he didnt. Im not trying to complain or anyting i just think it would be nice to have that option there. Makes a lot less work for people when doing cutscenes where the pc is present.


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Old 04-03-2005, 01:23 AM   #62
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Ah ic. Ya I have mostly only done 1 on 1 dialogs so I never noticed the need for it. Oh and no I haven't tried your mod, I have just been too busy with my own
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Old 04-03-2005, 03:00 AM   #63
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Yes, the problem happens if the pc is present in a cutscene which unless you use a recorded stunt module he always is, the npc's will want to face the pc so you have to set their listener tag to look at the npc they are talking to ex: if the admiral really did turn around and face in the opposite direction of the Dark Lord while he was talking, he probably wouldn't be admiral for long .

BTW: Don't worry about the whole you havent played my mod thing, i wasnt buggin you about it was just giving an example .


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Old 04-03-2005, 10:26 AM   #64
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Ah, ok. Thanks for the suggestion Gsccc! I didn't know Entry structs recognized the Listener field -- I hadn't opened a dlg in GFFEditor that had one. I appreciate the constructive feedback. This item is next on my to-do list.

(Makes you wonder if adding a Speaker field to a Reply would work.)


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Old 04-03-2005, 10:44 AM   #65
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I would like to add my gratitude to this application tk102. I dont know what I would have done without it

I have one complaint though.

The application runs very slow, like when selecting dialog entries it takes "a long time" to update the fields which get can get somewhat tiresome. Compared to in Kotor Tool it updates the fields as soon as you select a new line. While with this tool it usually takes a few seconds.
Maybe its something on my part but I wanted to mention it anyway.

Keep up the great work

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Old 04-03-2005, 01:17 PM   #66
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There are a number of reasons for the slowness including:


1) the size of the TSL dialogs are huge
2) there are many more fields to handle in TSL than in KotOR
3) the Undo feature I added consumes more memory
4) I destroy and recreate the widgets and each dialog branch -- that's something I'd like to fix but it will require extensive reprogramming


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Old 04-03-2005, 03:16 PM   #67
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Thanks a BUNCH tk102, this will make making cutscenes a LOT easyer for modders, heck i know it will for me!


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Old 04-03-2005, 08:58 PM   #68
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Quote:
Originally posted by tk102
There are a number of reasons for the slowness including:


1) the size of the TSL dialogs are huge
2) there are many more fields to handle in TSL than in KotOR
3) the Undo feature I added consumes more memory
4) I destroy and recreate the widgets and each dialog branch -- that's something I'd like to fix but it will require extensive reprogramming
I just turned of the "Automatic Apply Changes" feature and it was way faster, dont why I never thought of that

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Old 04-04-2005, 01:45 AM   #69
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v2.1.4 released

v2.1.4 released

Added support for Listener fields in Entry branches (Thanks Gsccc)

Fixed a bug that caused generated Script2 fields to be written as CExoStrings instead of CResref, causing said scripts to fail in-game. (Thanks T7Nowhere)


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Old 04-04-2005, 03:40 AM   #70
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Re: v2.1.4 released

Quote:
Originally posted by tk102 v2.1.4 released
Added support for Listener fields in Entry branches (Thanks Gsccc)
Good news I'm about to start some cutscene work soon
Quote:
Originally posted by tk102
Fixed a bug that caused generated Script2 fields to be written as CExoStrings instead of CResref, causing said scripts to fail in-game. (Thanks T7Nowhere)
Thats why my second script didnt fire!
I have been going through my scripts several times to figure out what was wrong

One quick question, do I need to make a new dialog file or will the editor update my exsisting dialog file so second scripts are written as CResref?

And thanks for the update

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Old 04-04-2005, 09:41 AM   #71
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I'm sorry about that envida and T7. DLGEditor will not automatically fix it. If you can wait a couple hours, I'll have a small fix-it utility that will.


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Old 04-04-2005, 12:10 PM   #72
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Here's dialog fixit utility.

There's really nothing much to it... when you launch it, it will ask you to browse to your dialog file. It will then rewrite Script2 fields so that they are CRESREF field types.

If you open it from a command prompt (not necessary), it will also tell you how many fields it fixed.
Attached Files
File Type: zip fixdlg.zip (729.0 KB, 160 views)


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Old 04-04-2005, 08:24 PM   #73
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Thanks heaps for the utility you are one cool hardworking guy

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Old 04-04-2005, 11:34 PM   #74
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Hey,

Wanted to say awesome work on the DLGEditor My main nitpick is that the tree view pane is rather short, and that it cannot be resized vertically.

Beyond that, I just had a question about camera id's. Is there really any difference between a camera id of -1 and 0?

New nodes created in DLG Editor seem to use -1 by default, but after I change the value in the camera id field to test other camera results, I cannot change it back to -1 because it no longer allows a minus sign in that field. Sure, I could change it back to -1 with GFF Editor, but I was curious about this deliberate >=0 limitation in DLGEditor.


Quote:
AlienRaceNode? What's that? RecordNoVO?
As far as I can tell, AlienRaceNode refers to indicies in alienvo.2da, which map to voice files in the StreamVoice\AVO\ folder. For example, in recent dialogs I have edited, T3-M4's nodes have AlienRaceNode set to 21 (which is the "T3_Speech" row in alienvo.2da), and changing it to 0 resulted in silence.
RecordNoVO seemed to always be set to 1 when AlienRaceNode was filled in, but I haven't really checked it out to see if it had to be set.

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Old 04-04-2005, 11:48 PM   #75
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Quote:
Originally posted by Razorfish.8
Hey...the tree view pane is rather short, and that it cannot be resized vertically.
I know -- I don't like that either and for awhile I was trying to find the right splitter widget that would allow resizing, but I got sidetracked.
Quote:
Beyond that, I just had a question about camera id's. Is there really any difference between a camera id of -1 and 0? New nodes created in DLG Editor seem to use -1 by default, but after I change the value in the camera id field to test other camera results, I cannot change it back to -1 because it no longer allows a minus sign in that field... I was curious about this deliberate >=0 limitation in DLGEditor.
Yeah, that's my own inconsistencies you're noticing I think. As far as I know -1 is almost always means INVALID when it comes to constants in KotOR/TSL. 0 usually means DEFAULT. At the time I was making DLGEditor, I didn't know what the camera id should default to. I chose -1. But as you noticed my numeric-only code only allows values >= 0. There is no ulterior reasons behind these behaviors. Glad that you can't tell a difference between 0 and -1 in-game.

Quote:
AlienRaceNode...
RecordNoVO...
Hey thanks for the info!

Quote:
Wanted to say awesome work on the DLGEditor
I appreciate the feedback. I'll take another look at what I can do about making those panes resizeable.


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Old 04-05-2005, 05:23 AM   #76
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I just tested the dialog fixit utility and it worked great. It changed 119 fields. What a timesaver!

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Old 04-27-2005, 10:45 PM   #77
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v2.1.5 released

v2.1.5

- Animations added for TSL
- Fixed behavior problems with Copy/Paste New
- Paste now also pastes conditional scripts
- Ability to turn off undo feature for more speed


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Old 04-27-2005, 11:57 PM   #78
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*tsk tsk* I thought you were going to take a break and play TSL...


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Old 05-01-2005, 05:29 PM   #79
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v2.1.6 released

v2.1.6

(Finally) added an adjuster widget so that the top pane can be resized. I don't why it took so long to find that widget. Anyway, if you put your cursor between the upper and lower pane, it will turn into an up/down arrow and you can drag the upper pane to make it bigger or smaller.


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Old 05-01-2005, 05:32 PM   #80
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Great work, tk .. as always.

BTW.. Have you finished TSL or you're still on Ravager?

Edit tk102: Yes I finished last night.


Last edited by tk102; 05-05-2005 at 12:06 AM.
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