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Missing PC dialogue audio/subtitle output. #381

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Quintus24 opened this issue Mar 18, 2023 · 1 comment
Open

Missing PC dialogue audio/subtitle output. #381

Quintus24 opened this issue Mar 18, 2023 · 1 comment
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validation: required This issue needs validation from one of the validators.

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@Quintus24
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Hello, everyone!

I would like to report the following bug:

Describe the bug
This issue can be encountered in the Swamp Camp at the PSI_PLACE_1 waypoint, when talking with NPC "Joru".
During the conversation, the PC has two available dialogue options, "Yes." and "No.", however, when selected there is no output, instead, NPC "Joru" will proceed to reply accordingly based on the selected option.

Expected behavior:
The "Yes." and "No." options have an audio/subtitle output from the PC.

Steps to reproduce the issue:

  1. Travel to the Swamp Camp and reach the PSI_PLACE_1 waypoint.
  2. Talk with NPC "Joru" and select the "What are you doing here?" option.
  3. Skip through the conversation and select the "I'd like to join your camp - can you help me?"
  4. Skip through the conversation and notice that NPC "Joru" will ask if you know NPC "Fortuno".
  5. Notice the available dialogue option strings, "Yes." and "No.".
  6. Select "Yes." or "No." and notice there is no audio/subtitle output from the PC.
  7. Notice that NPC "Joru" replies accordingly based on the selected option.

Additional context
N/A

Attaching screenshots for more clear information.

  1. Location @ PSI_PLACE_1 waypoint.
    Location @ PSI_PLACE_1 Waypoint

  2. Initiate Conversation 1.
    Initiate Conversation  1 @ NPC Joru

  3. Initiate Conversation 2.
    Initiate Conversation 2

  4. PC available answers.
    Available Answers - YES   NO

  5. After "Yes." reply.
    After YES Reply

  6. After "No." reply.
    After NO Reply

Thank You and Best Regards!
Quintus24

@Quintus24 Quintus24 added the validation: required This issue needs validation from one of the validators. label Mar 18, 2023
@AmProsius
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AmProsius commented Feb 19, 2024

Relevant script references:

func void DIA_Joru_JoinPsi_Ja()
{
AI_Output (self, other,"DIA_Joru_JoinPsi_Ja_07_00"); //Then you have your daily ration? If you give it to me then we're in business.
AI_Output (other, self,"DIA_Joru_JoinPsi_Ja_15_01"); //I'll think about it.
Joru_BringJoints = LOG_RUNNING;
Info_ClearChoices (DIA_Joru_JoinPsi );
};

func void DIA_Joru_JoinPsi_Nein()
{
AI_Output (self, other,"DIA_Joru_JoinPsi_Nein_07_00"); //Then go, see him and collect your daily ration. If you leave me all the swampweed he gives you, we're in business.
AI_Output (other, self,"DIA_Joru_JoinPsi_Nein_15_01"); //I'll think about it.
Joru_BringJoints = LOG_RUNNING;
Log_CreateTopic (CH1_JoinPsi, LOG_MISSION);
Log_SetTopicStatus (CH1_JoinPsi, LOG_RUNNING);
B_LogEntry (CH1_JoinPsi,"Joru would like to have my daily ration of swampweed I get from Fortuno.");
Info_ClearChoices (DIA_Joru_JoinPsi );
};

We will probably have to find suitable OUs from the hero to insert at the beginning of these functions.

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