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Beta Testers needed for mac Dialog Editor


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After a few weeks of work I think that my dialog editor is fit for other people to see. I have tested it on a variety of dialog scripts from the existing scenarios by writing new scripts in it. I have found no problems, so now I need a few other people to try it out. The only version I have so far is for Mac OS X, but if all goes well there will be other versions eventually. The main area in which I think it is probably weak is the restrictions on comments, but In looking over the dialog scripts from scenarios people have made so far, I see that they have not used a great deal of comments, so I'm hoping that it won't be too much of an annoyance.

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Kelandon and Khoth - thanks for your responses, you've already found several things that need outright fixing, and also given me a lot to think about concerning improvements.

 

hawkking - according to the delivery failure message I got had typed your address correctly, so I will try sending it to you again.

-I tried sending it again, and I just can't seem to from my hotmail account. Could one of you, Khoth, Kelandon, and TM, send him a copy? Really sorry.

 

A few notes:

You can use the lists of nodes at the bottom to go directly to the nodes, but I think I got too fancy by requiring a double-click, so I'll change that.

 

The reason that the application's icon is also in the Data folder is both so that the readme can use it, and because I needed it to get the About box to work right.

 

A number of comments so far involve making the application able to handle multiple documents. (Being able to work on only one dcument, seeing an unusable window on startup, quitting on closing the window, etc) I would certainly like to make this into a multidocument application, but it added complexity that I wasn't ready to deal with initially, and the BoA Editor itself behaves mostly like Dialog Editor now does. I'll look into working on this.

 

As I mention in the user's manual the treatment of comments is a little odd. The problem is that the program internally treats the node as having a number of fields which can be accessed and modified seperately by the program, and are then written in a certain order using special formatting to make the script. Since comments could be anywhere, this approach does not handle them well. I've thought of a possible solution but its messy, and I wasn't sure if it is worth it.

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Quote:
Originally written by Niemand:
You can use the lists of nodes at the bottom to go directly to the nodes, but I think I got too fancy by requiring a double-click, so I'll change that.
Ah, I see that now. Cool. And yes, a single-click would probably be better in this case.

This reminds me: does anyone still have a copy of Arenax's dialogue editor? Now that I have access to a PC, I'd like to take a look at it to find out if it is any good.
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thanks Kel

 

and Niemand i am not sure i didn't see any bugs accept one little thing were i opened a Geneforge 3 script and it threw a bunch of the begintalknodes from the middle of the script to the very front and labeled them 0 so there was this in the listing

 

0

0

0

0

1

2

3

 

and so on to the normal rate the only reason i knew they were from the middle is i opened them planning on working on the editor and i have read that script many many times wink thats all i found wrong with it other than that great work user friendly and very easy to use

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I have finished version 1.1 of the Dialog Editor, which addresses the bugs, issues, and suggestions pointed out by Kelandon and Khoth. I still need to right up a new version of the readme for it, but as soon as I do, do those of you who have already beta tested (or anyone else) want a copy?

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Dolphin - I do think that more testing is in order, the latest version has massive changes, and I've fixed all of the mistakes I could find but suspected that others may be lurking. If you would like to try it out for me, I'll be happy to send it to you.

 

The same applies to everyone else, I could still use help testing, but I don't want to spam anyone with large unexpected emails.

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