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Custom Balloon Paths Not Recognized #574

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LouisC00 opened this issue May 22, 2024 · 6 comments
Closed

Custom Balloon Paths Not Recognized #574

LouisC00 opened this issue May 22, 2024 · 6 comments
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bug Something isn't working

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@LouisC00
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Describe the bug
I’m experiencing an issue with the Dialogue Manager 2.39.1 in Godot 4.2.2-stable where the runtime does not recognize custom balloon paths. Regardless of the custom path I set, whether it’s a scene path unrelated to dialogue or not, the runtime consistently defaults to the default balloon.

Affected version

  • Dialogue Manager version: 2.39.1
  • Godot version: 4.2.2-stable

To Reproduce
Steps to reproduce the behavior:

  1. Create a copy of dialogue example balloon and customize it
  2. Set the run time path to that balloon in dialogue manager
  3. Observe that it always runs the balloon at res://addons/dialogue_manager/example_balloon/example_balloon.tscn regardless of the runtime path set.

Expected behavior
The Dialogue Manager should run my custom balloon as specified in the runtime path. I attempted to replace my custom dialogue at the path res://addons/dialogue_manager/example_balloon/example_balloon.tscn, which interestingly results in the runtime pointing to a different path and displaying my custom dialogue. This suggests that the paths I set are not being read properly.

@LouisC00 LouisC00 added the bug Something isn't working label May 22, 2024
@nathanhoad
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Can you show me a screenshot of where you've set the custom balloon?

@LouisC00
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  1. You can see the custom balloon has a portrait, and the path is correct, but in the game, there’s no portrait:
Screenshot 2024-05-23 at 1 38 07 PM
  1. When I use the default test scene, it should point to the default scene in the dialogue manager because I don’t have my custom test scene, but it actually tests the runtime path.
Screenshot 2024-05-23 at 1 33 27 PM

I have checked the dialogue balloon in the dialogue manager; it should have no portrait:
Screenshot 2024-05-23 at 1 32 37 PM

@nathanhoad
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Can you show me the code you're using to start the dialogue in your game? It should be calling DialogueManager.show_dialogue_balloon().

@LouisC00
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Oh. I did forget to use show_dialogue_balloon(). I use show_dialogue_example_balloon() instead.
So now the runtime is correctly showing my custom balloon.
but the test still showing the runtime path balloon.

@nathanhoad
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The "test dialogue" button will use whichever balloon is configured to be your runtime balloon (it uses show_dialogue_balloon() internally).

So is your game working as expected now? If so, I'll close the issue.

@LouisC00
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Yes. it's working as expected now. Thank you. Please close the issue

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