Search found 13 matches
- 07 May 2012, 22:32
- Forum: General Development
- Topic: Missing string replaces in NPC dialogues
- Replies: 32
- Views: 13250
Re: Missing string replaces in NPC dialogues
Thanks! I just wanted to post what I already had for review. I suppose I'll signup for Git access in an appropriate topic. I have to read a lot of stuff, like your contribution guide etc. I see the community is very active here.
- 07 May 2012, 21:53
- Forum: General Development
- Topic: Missing string replaces in NPC dialogues
- Replies: 32
- Views: 13250
Re: Missing string replaces in NPC dialogues
Here is what I have after moving this function, it seems to work ok. Now I'll have to take care of globals and this whole MessageBox thing . I got interested in this subject as a way of going into your code, and as the first missing thing that came to my attention. Do you need this done, and is anyb...
- 07 May 2012, 19:38
- Forum: General Development
- Topic: Missing string replaces in NPC dialogues
- Replies: 32
- Views: 13250
Re: Missing string replaces in NPC dialogues
I'm not sure it is necessary, because there is no reference to an NPC by name - at least that is the way I understand it. The 'NPC' in '%NPC.name' is the single actor that we are talking to, so I can create a map for that. I haven't seen dialogues that reference other NPCs yet. There are names in th...
- 07 May 2012, 19:12
- Forum: General Development
- Topic: Missing string replaces in NPC dialogues
- Replies: 32
- Views: 13250
Re: Missing string replaces in NPC dialogues
Alright, that makes sense. Notice that as I wrote, the replacemant map needs to be regenerated for every new 'mActor', and that only needs to be done once at start of every conversation, if any replacements are in fact needed. If left in the dialogue class, this map can safely be reused, because tho...
- 07 May 2012, 18:52
- Forum: General Development
- Topic: Missing string replaces in NPC dialogues
- Replies: 32
- Views: 13250
Re: Missing string replaces in NPC dialogues
Here is a more generic function for replacements: std::string DialogueManager::translateOutputText(const std::string input) { std::string text = input; //Replace expressions if present if ((find_str_ci(text, (std::string) "%", 0) != std::string::npos) || (find_str_ci(text, (std::string) &q...
- 06 May 2012, 23:30
- Forum: General Development
- Topic: Missing string replaces in NPC dialogues
- Replies: 32
- Views: 13250
Re: Missing string replaces in NPC dialogues
Thanks for the feedback, indeed this issue seems to be huge... BTW, I ran a bit around and talked to some other NPCs in different locations and found another string: '%PCname'! In fact I also encountered '%name' - but this is easily covered by case insensitive matching. The solution you propose seem...
- 06 May 2012, 21:37
- Forum: Support
- Topic: [SOLVED] Gentoo Git build
- Replies: 12
- Views: 6872
Re: [SOLVED] Gentoo Git build
Thanks for the link, that was exactly what I was looking for! Also, Bullet 2.80 fixed the slowdown problem - I get at least 40 fps everywhere. I compiled OpenMW with Bullet 2.80, there was a lot of warnings like these: In file included from /usr/local/include/bullet/LinearMath/btAlignedObjectArray.h...
- 06 May 2012, 17:33
- Forum: General Development
- Topic: Missing string replaces in NPC dialogues
- Replies: 32
- Views: 13250
Missing string replaces in NPC dialogues
I've been idly looking around the game world and I noticed that some variables, '%Name' in my case, are not substituted in dialogues. I've been looking around the code to find where this might belong and ended up in 'components/compiler/lineparser.cpp' - is this the place where dialogue text is pars...
- 06 May 2012, 16:44
- Forum: Support
- Topic: [SOLVED] Gentoo Git build
- Replies: 12
- Views: 6872
Re: [SOLVED] Gentoo Git build
Right, they do work - activated by pressing space, not any mouse button - my bad.
- 06 May 2012, 16:02
- Forum: Support
- Topic: [SOLVED] Gentoo Git build
- Replies: 12
- Views: 6872
Re: [SOLVED] Gentoo Git build
Thanks for the help! Well, I was looking for the reference to console commands, like in your example "coc balmora", the movement controls were obvious - I got what I needed by trial and error. ;) BTW when in Balmora my framerate dropped from a healthy 44 down to 1 - it looks great, but see...