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What is dialogDisable good for ?

CouchcaptainCharles

COO (Chief Oddity Officer)
Storm Modder
Pirate Legend
Recently I noticed that I couldn't open the looting dialog anymore in the Greenford abbey crypt, pressing the "Open dialog" key simply caused no reaction. This happened only if I entered the location through certain entries. Petros had the same problem in Oxbay canyon, and IIRC we had in the past occaisonal problems with questcharacters that flatly refused to talk.(Rad, didn't you encounter that with Danielle somewhere???)

I think that those problems are caused by the variable "dialogDisable". This section in program\dialog.c prevents the opening of a dialog if dialogDisable is set to true:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->void StartDialogWithMainCharacter()
{
    // NK disable this to allow dlg in boarding 05-07-12 - if(LAi_IsBoardingProcess()) return;
    if(dialogDisable) return;<!--c2--></div><!--ec2-->If you want to know if actually this causes your dialog problem add a tracer to that last command:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    if(dialogDisable) {Trace("dialogDisable true"); return;}    // ccc Nov05 trace added<!--c2--></div><!--ec2-->That will write "dialogDisable true" into the compile.log file whenever this command prevents a dialog.

I solved my crypt dialog problems by "forcefully" setting dialogDisable = false for the crypt location:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    int locidx = FindLoadedLocation();    // ccc Nov05 enables Maltese ghosts dialog
    if(Locations[locidx].id.label == "Abbey  of the Maltese order") dialogDisable = false;    // ccc Nov05
    if(dialogDisable) {Trace("dialogDisable true"); return;}    // ccc Nov05 trace added<!--c2--></div><!--ec2-->
Though that doesn't help if that dialogproblem happens elsewhere as well. My questions therefore:

-is the problem of not opening dialogs widespread?

-would anyone mind if I disable that "dialogDisable" check completely, for all locations? After all, what could such a check be good for? The only reason i can imagine is that the wellmeaning developers wanted to keep players from starting dialogs in awkward situations (during fights, boarding, reloads..).
I'll disable that check on my PC, I feel mature enough that I can live with the risk of a dialog at the wrong moment. But I won't do that for the public if anyone thinks ther could be a risk involved.

-Does anyone know why and where dialogDisable is set on? Maximus <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> (still around?), you worked with that in program\reload.c:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->int Reload(aref reload_group, string locator_name, string current_location)
{
    SetReloadNextTipsImage();

// changed by MAXIMUS -->
    if(bCabinStarted) dialogDisable = false;
    else { if(bDeckStarted) dialogDisable = false;
    else { if(bCrewStarted) dialogDisable = false; } }
    else dialogDisable = true;
// changed by MAXIMUS <--<!--c2--></div><!--ec2-->
Do you know more about this?
 
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->// changed by MAXIMUS -->
    if(bCabinStarted) dialogDisable = false;
    else { if(bDeckStarted) dialogDisable = false;
    else { if(bCrewStarted) dialogDisable = false; } }
    else dialogDisable = true;
// changed by MAXIMUS <--<!--c2--></div><!--ec2-->

This section was added for dialogs on the ship. You can temporally remove this section and try to check <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> Anyway, a'll take a look at the code. I haven't much time for the FORUM, because I'm very busy now with finishing translation <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
I think the dialogDisable might come in handy if you're in a fight and somebody comes up to you and tries to talk to you. Maybe you would then be engaged in conversation while still in a fight. You probably wouldn't survive that. Maybe it could also cause the spacebar to both attack and initiate dialog. But I suppose you'll find out soon enough if you disable the code for you.
 
<!--quoteo(post=135262:date=Nov 19 2005, 05:17 AM:name=Maximus)--><div class='quotetop'>QUOTE(Maximus @ Nov 19 2005, 05:17 AM) [snapback]135262[/snapback]</div><div class='quotemain'><!--quotec-->.. I haven't much time for the FORUM, because I'm very busy now with finishing translation <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />
Speaking of which, is there any way to switch back to the original font?

Some of us won't use/need the translation and would like to read the English text correctly?
 
I suppose it <i>can</i> be done. I just don't know how. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
I suppose I should make a merge from the post Build 12 mods and Build 12 and remove all the translation code again. Would be quite a lot of work. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Some of us won't use/need the translation and would like to read the English text correctly?<!--QuoteEnd--></div><!--QuoteEEnd-->

Is there any errors in English part? Or something not correct? With this font MOD is working a long time already <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" /> Anyway, if you want, you can change in language.ini fonts_new --> fonts
 
<!--quoteo(post=139167:date=Feb 9 2006, 01:24 PM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Feb 9 2006, 01:24 PM) [snapback]139167[/snapback]</div><div class='quotemain'><!--quotec-->I dug this up cause we have recently a lot of reports about NPCs that refuse to talk.<!--QuoteEnd--></div><!--QuoteEEnd-->

In the main quest danielle does not talk to me (leaving me stuck on the tavern) and I cannot see the portuguese and spanish characters (the portuguese cedilla and the spanish eñe)
 
cedilla and eñe??? Who are that? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

I think the Danielle dialog problem should have been fixed by pirate_kk recently in the latest modpack update. Unfortunately, that update introduces several new bugs again, so I'll be making another update again today.
 
<!--quoteo(post=139327:date=Feb 11 2006, 06:47 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Feb 11 2006, 06:47 AM) [snapback]139327[/snapback]</div><div class='quotemain'><!--quotec-->cedilla and eñe??? Who are that? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

I think the Danielle dialog problem should have been fixed by pirate_kk recently in the latest modpack update. Unfortunately, that update introduces several new bugs again, so I'll be making another update again today.<!--QuoteEnd--></div><!--QuoteEEnd-->


Those are good news mate, I hope we can see the fixes soon.

Cedilla is the C with the little s below it and eñe is the spanish N with the wave like tilde on top. Cedilla is in the name of the portuguese island and the eñe is used a lot in the spanish names and words that are ingame.
 
Ah. Now I see. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
Pirate_kk is trying to work on a fix for that. It is because the game now uses the Russian font, which doesn't support portuguese and spanish characters.

The new update is available from the Post Build 12 mods thread. I hope it works. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
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