Problem with conversation editor.
#1
Posté 17 juin 2011 - 11:23
Any ideas what's wrong? Thanks
#2
Posté 17 juin 2011 - 11:25
FP!
#3
Posté 17 juin 2011 - 11:27
#4
Posté 18 juin 2011 - 05:27
Bilgepump wrote...
Hey guys, I'm new here. I'm working on a relatively old PC and my conversation file has become quite large (around 270,000 words). The problem is that the editor takes forever to load and freezes up constantly. It's gotten to the point where I can't really do anything at all. Now I get a message whenever it tries to save that reads: "C++ Exception".
Any ideas what's wrong? Thanks
Urm... so you're saying that you wrote 270,000 words in ONE conversation dialog? as oppose to
a bunch of seperate conversation dialogs?
A module normaly contains many dialogs not just one BIG one.
Modifié par Lord Sullivan, 18 juin 2011 - 05:28 .
#5
Posté 18 juin 2011 - 06:38
#6
Posté 18 juin 2011 - 06:33
Funky
#7
Posté 19 juin 2011 - 01:02
#8
Posté 19 juin 2011 - 05:01
[/quote]
Urm... so you're saying that you wrote 270,000 words in ONE conversation dialog? as oppose to
a bunch of seperate conversation dialogs?
A module normaly contains many dialogs not just one BIG one.
[/quote]
Thanks for the suggestions guys. Lord Sullivan: I think I might be operating the conversation editor incorrectly. It's not that long a conversation tree I've written. The large number of words are mostly repeats of identical conversation trees. Each NPC node splits into three player nodes and it gets exponential rather quickly. Is there a way to NOT do this? Thanks.
#9
Posté 19 juin 2011 - 05:43
Try reading chapter 5 in The Guide to Building Volume I – The Aurora Toolset Manual
#10
Posté 19 juin 2011 - 07:22
Bilgepump wrote...
Lord Sullivan wrote...
Urm... so you're saying that you wrote 270,000 words in ONE conversation dialog? as oppose to
a bunch of seperate conversation dialogs?
A module normaly contains many dialogs not just one BIG one.
Thanks for the suggestions guys. Lord Sullivan: I think I might be operating the conversation editor incorrectly. It's not that long a conversation tree I've written. The large number of words are mostly repeats of identical conversation trees. Each NPC node splits into three player nodes and it gets exponential rather quickly. Is there a way to NOT do this? Thanks.
Well I'll try to explain as best as I can.
First, the conversation tree works kind of Clock wise.
Now, how you can link back to a re-usable Node(s) in a conversation tree goes something like this...
1. COPY the node you want to link to, to re-use any number of times in your dialog tree
2. PASTE the link where you need it
[OWNER]: Hello and welcome to my tavern<<-- Initial starter
-- [ANSWER] Hello <<-- {Right-Click} over to paste previously copied dialog Node down below
---- [OWNER]: Would you like something to drink? <-- This is a link
-- [ANSWER] Uh hello, thanks for the welcome in your **** hole!
---- [OWNER]: You dare mock my humble establishment?...Get the hell out then!
------ [ANSWER] Alright fine I apologize, didn't mean to offend anyone.
-------- [OWNER]: Would you like something to drink? <<- Re-used link
------ [ANSWER]: I leave this hell hole with pleasure![END DIALOG]
-- [ANSWER] Goodbye.[END DIALOG]
[OWNER]: Would you like something to drink? <<-- To create a link you {right-Click} over and select "COPY"
-- [ANSWER] Sure, what have you got?
---- [OWNER] I have Beer, Wine, Grogg, etc...
------ [ANSWER]...
------ [ANSWER]...
------ [ANSWER]....[END DIALOG]
-- [ANSWER] No thanks.[END DIALOG]
Note that I used the braketed word [ANSWER] here for example purpose only, it does not
appear in the toolset and is not needed.
Modifié par Lord Sullivan, 21 juin 2011 - 12:18 .





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