tModLoader

tModLoader

[VSC Framework] Dialect
64 条留言
ZHmysh_ 10 月 3 日 下午 5:07 
How to fix 'Improved reforging mod' with Dialect? Reforging broken with Dialect and uses vanilla system of reforging....
chrersis 8 月 4 日 下午 12:56 
Got an error after clicking on the party girl’s music button because Main.swapMusic was changed to public
Moonlight Glint 8 月 1 日 下午 6:44 
Because you're never clicking a vanilla chat button if the Dialect dialog panel is active, you're clicking a modded chat button that can be neither the first nor the second button.
Breadcast 8 月 1 日 下午 6:33 
why doesnt the ui rework thing call OnChatButtonClicked when you chat with some npc
Moonlight Glint 7 月 28 日 下午 1:53 
Is there any chance we could get an update for buttons to automatically flow onto another row when they'd go past the end of the panel?
libero2711 6 月 21 日 上午 11:32 
this makes it so every single time i talk to an npc the dialect (vanilla) one is used instead of any other npc dialogue panel mod i have. i dont understand how it works
Eather99 5 月 26 日 下午 8:39 
Could you add a blacklist for the NPCs it modifies? Because for some reason it's incompatible with Autoreforge. I have to change the dialogue panel for the mod to work with the goblin. It's getting a bit tiresome to switch between dialogue panels all the time.
TiraboTurbos 5 月 9 日 下午 8:11 
Oh? Then what the hell is Azure talking about?
Moonlight Glint 5 月 9 日 下午 2:12 
It is, and they've been compatible for several updates
TiraboTurbos 5 月 9 日 下午 1:54 
??? Lol? I assume Dialog Panel Rework is another mod? If this AND that one both touch NPC dialog, then I doubt it'll ever be compatible.
AzureBlooet 5 月 9 日 下午 1:14 
someday they'll let this mod recognize dialogue panel rework as one of the default options, and then the world can finally begin to heal
MajesticFrog2017 3 月 15 日 上午 10:32 
Could you add a feature to disable the auto switch that turns on this mods dialogue box so I don't have to manually click 3 times to see it over the Dialogue Rework Panel mod? It would be much appreciated and I do enjoy your work.
Moonlight Glint 2 月 28 日 上午 10:34 
The in-game mod browser shows a little icon that you can hover over to see mods that use the mod as a dependency (and the mod's dependencies)
Tipsy Hobbit 2 月 28 日 上午 10:19 
I can't seem to uninstall the mod. Its no longer listed in my workshop installs, but its still showing up in game. Also can't seem to find it in my mods folder when searching by the ID 2988092558.

Is there a list of mods that use this as a dependency available?
Cern0ch 2 月 22 日 上午 3:37 
I would very much appreciate if you could add a config setting to set the default view since i have the Dialogue Panel Rework mod and I have to click the button 2 times every time to see the panel from that mod
Moonlight Glint 2 月 20 日 上午 10:59 
While it obviously wouldn't work for texture packs that change the overall shape too much or have details that aren't in the corners, you could draw chunks of the vanilla texture onto a render target to create a spritesheet in your format
ThomasThePencil  [作者] 2 月 20 日 上午 4:45 
yeah!
so basically, how DIalect's dialogue box sheets work is that you have a 3x3 sheet of "tiles", each one bein' 15x15 at base (30x30 when upscaled), with 1 pixel's worth of space between them (so 2 pixels when upscaled). the four corner are each drawn once, the edges are drawn at least once and extra times when needed for more lines, and the center tile is drawn to fill in the box
importantly, this is not only a massive deviation from how vanilla's dialogue box texture is handled (that one is just one giant texture that gets part of its middle carved out as need be), but it also means that Dialect's boxes cannot have the same dimensions as vanilla's, since 30x30 does not evenly divide into the 500x500 vanilla dialogue box texture
this makes it extremely difficult to allow Dialect to account for dialogue box resource packs and actually have them look good or potentially even work, especially if they add extra details to the dialogue box which shouldn't use the tiled approach
Moonlight Glint 2 月 20 日 上午 12:38 
Is there something I'm missing, or is the reason it can't work a matter of the spritesheet for dialogue panel styles having a different layout than the vanilla NPC chat background?
I think I have an idea as to how to make it work if it's just that.
ThomasThePencil  [作者] 2 月 19 日 下午 6:29 
@Words and Philosophy
many thanks for the kind words!

1. makin' Dialect's boxes account for resource packs is actually something that I can't do because of the way Dialect works. it's something that does bother me, because it really doesn't mesh well as a result, and the full explanation as to why isn't really something I can explain in Steam comments, but tl;dr compared to what we have currently, the alternative is me combin' through the I don't even WANT to know how many resource packs are on the vanilla Terraria workshop and painstakingly re-formattin' each one to be DIalect-compatible. it's just not built for it without a TON of extra effort, unfortunately

2. this is actually something I might do in the near future, as it seems like a very useful thing to have! a very good suggestion, to be sure
Words and Philosophy 2 月 19 日 下午 2:56 
Other than that, a very very solid framework. I adore the functionality you've managed to pack into the relatively simple vanilla dialogue panel
Words and Philosophy 2 月 19 日 下午 2:56 
I have just two requests, for consistency

1. If a dialogue panel does not have a Dialect version, please inherit the vanilla texture. ATM, using a texture pack will not apply to Dialect's dialogue panels, causing visual inconsistency. If a mod adds a Dialect panel, obviously that mod's textures should be used, but not if no panel is provided.

2. Save the selection for each dialogue panel, maybe by NPC? Mods like Spirit rely on the vanilla panel, while Mod of Redemption relies on the Dialect panel, meaning that you have to keep switching. If this framework remembered your selection per NPC, this would be avoided.
Moonlight Glint 2 月 18 日 下午 10:37 
They used to conflict, but now there's deliberate interaction between the two, suggesting they work together
Averath 2 月 18 日 下午 10:02 
Will this mod conflict with Dialogue Panel Rework? I don't fully understand what it changes, so it may very well be something completely separate. Just want to ensure I turn things off before attempting and mods that use this as a dependency.
ThomasThePencil  [作者] 2 月 4 日 上午 4:39 
alright! the chest name editin' bug is fixed now. for real this time
Moonlight Glint 2 月 1 日 上午 9:35 
I don't know exactly what causes it, but I know inserting the equivalent of [code]if (Main.editChest) return;[/code] at the beginning of the method fixed it in 1.1.6.1.
ThomasThePencil  [作者] 2 月 1 日 上午 4:23 
okay. so the chest edit fix didn't work! so now I'm tryin' to figure out what the fuck DOES cause it
Da1eer52 1 月 31 日 下午 11:47 
Please fix the chest editing bug.
$$$|{iller$$$ 1 月 26 日 上午 2:20 
Seems like the fix for the chest name editing did not helped - i still cannot edit them - it works if i disable this mod.
71081775 1 月 26 日 上午 1:35 
miao
Moonlight Glint 1 月 24 日 下午 2:22 
Not just you, already reported elsewhere, DialogueCycleButtonUI.Draw just needs to check if the player is editing a chest's name
Agamemnon 1 月 24 日 上午 8:48 
i dunno if its just me, but for some reason with this mod installed i can't rename chests.
izak 1 月 2 日 下午 5:45 
can you add controller support please
nosrednA 2024 年 12 月 29 日 上午 8:03 
Will you fix the issue of the auto reforge mod not working?
テラリアに興味あるタ 2024 年 12 月 25 日 下午 8:01 
bad
Suika EX 2024 年 12 月 24 日 上午 6:04 
After a mental breakdown...
nosrednA 2024 年 12 月 20 日 上午 11:20 
Never mind
nosrednA 2024 年 12 月 19 日 下午 9:20 
Is anyone else having an issue where there hotter, cursor, and settings buttons diaper?
Moonlight Glint 2024 年 12 月 16 日 下午 1:04 
It's pretty easy to end up adding enough buttons to one NPC to run out of room in the dialogue panel, are there any plans to make them move to a second line instead of just going off the
side of the panel?
TheSusGod 2024 年 12 月 12 日 上午 8:09 
this applies specifically to vanilla npcs who have quests in this system, as the changes made to the vanilla dialogue panel prevent that chat button from being used
TheSusGod 2024 年 12 月 10 日 上午 5:28 
compatibility issue with Spirit Mod's quest system; the quest option cannot be accessed with NPCs that have quests
Starfallbreakfast 2024 年 12 月 8 日 上午 3:52 
there is a compatibility issue as said below with mods that change the reforge system, please fix :steamthumbsup:
テラリアに興味あるタ 2024 年 12 月 6 日 上午 2:59 
issue: Enable this, Mods changing Reforge-system are not working(Sorry bad English)
Saferiver82367 2024 年 12 月 4 日 下午 2:15 
i can confirm with mister sanguis that it is a compatibility issue so if you have it disable the better dialog till it gets fixed
Mister Sanguis 2024 年 12 月 2 日 上午 2:07 
Reporting for bug: Broken compatability with Better Dialogue Pannel mod. Using it alongside now makes unable to open neither NPC dialogue pannel, nor shops and some inventories.
Tnemunom 2024 年 12 月 1 日 下午 2:39 
Void Serpent Claws
Crow 2024 年 8 月 6 日 下午 4:11 
Velociraptor Sword Calligraphy
Best Username To Exist 2024 年 7 月 22 日 下午 10:20 
Victorious Sign Colourer.
appsolutely not 2024 年 7 月 16 日 下午 9:17 
verbally sensible companion
Plant 2024 年 6 月 27 日 下午 12:39 
Very Smelly Chopsticks
squee! 2024 年 5 月 7 日 下午 5:08 
vsc media player for windows