You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Describe the bug
After a game state load had been performed, if I initiate a dialogue, no dialogue bubble will show up. Looking in the remote inspector, the $.../DialogTextPanel is hidden and when I force unhide it, it has no text written on it and just overall doesn't do anything.
This occurs only while using the default Visual Novel layout. RPG Single Portrait and TextBubble don't seem to have this issue.
To Reproduce
Steps to reproduce the behavior:
In script1... Dialogic.Save.load(some_save_slot_name)
In script2... add_child(Dialogic.start(some_timeline_name))
notes:
2) can be happening on the next line of the same script just after 1), or much later in another script via a button press, it does not matter
If instead of 1) I do just Dialogic.load_full_state(Dialogic.get_full_state()), it's still sufficient for the bug to occur
Expected behavior
The dialogue shows up correctly, just as it does when using other layouts than Visual Novel
System (please complete the following information):
OS: Windows 10
Godot Version: 4.1.1
Dialogic Version: 2.0 alpha 11
Solutions
Workaround
The bug mysteriously stops appearing if in Dialogic.load_full_state() (DialogicGameHandler.gd, l.280-297), I skip updating one of the subsystems (it almost doesn't matter which one xD) - like this:
...
vari:=0forsubsysteminget_children():
ifsubsystem.name=='Style':
continueifi==12: #can be any number from 0 to 12continuesubsystem.load_game_state()
i+=1
Another thing that mysteriously fixes it is if in the DefaultLayouts/Default/DialogicDefaultLayout.tscn scene, I set InputCatcher node to hidden or just delete it.
Possible fixes
I have no idea what the root cause might be. (This is pretty much my first day just trying to casually use Dialogic for a uni project and I'm not yet familiar with the codebase)
The text was updated successfully, but these errors were encountered:
Saving and Loading has worked fine for me in my tests recently, so I will close this. If you still experience this with the current main branch or the next alpha version, feel free to reopen.
The problem
Describe the bug
After a game state load had been performed, if I initiate a dialogue, no dialogue bubble will show up. Looking in the remote inspector, the
$.../DialogTextPanel
is hidden and when I force unhide it, it has no text written on it and just overall doesn't do anything.This occurs only while using the default Visual Novel layout. RPG Single Portrait and TextBubble don't seem to have this issue.
To Reproduce
Steps to reproduce the behavior:
Dialogic.Save.load(some_save_slot_name)
add_child(Dialogic.start(some_timeline_name))
notes:
2)
can be happening on the next line of the same script just after1)
, or much later in another script via a button press, it does not matter1)
I do justDialogic.load_full_state(Dialogic.get_full_state())
, it's still sufficient for the bug to occurExpected behavior
The dialogue shows up correctly, just as it does when using other layouts than Visual Novel
System (please complete the following information):
Solutions
Workaround
The bug mysteriously stops appearing if in
Dialogic.load_full_state()
(DialogicGameHandler.gd, l.280-297
), I skip updating one of the subsystems (it almost doesn't matter which one xD) - like this:Another thing that mysteriously fixes it is if in the
DefaultLayouts/Default/DialogicDefaultLayout.tscn
scene, I setInputCatcher
node to hidden or just delete it.Possible fixes
I have no idea what the root cause might be. (This is pretty much my first day just trying to casually use Dialogic for a uni project and I'm not yet familiar with the codebase)
The text was updated successfully, but these errors were encountered: