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In-code documentation of the DialogueChecker

[spoiler]

    /**

     * The Severity enumeration is used to determine the severity of an Issue.

     * There are three levels/categories of severity:

         * - SEVERE, for instances in which the issue has to be fixed, or the Dialogue will cause SDT to crash or otherwise experience uncaught exceptions;

         * - MAJOR, for instances in which the Dialogue does not display as intended.

            * Since the DialogueChecker does not have the ability to read the intention of the author of a dialogue, the DialogueChecker assumes that:

                * All lines in a dialogue that are not commented out were meant to be played. (Unused lines are bad)

                * All content in a line of a dialogue was meant to be displayed. (Failed substitutes are bad)

                * All lines in a dialogue were meant to function correctly within SDT. (SDT should not fail to parse any lines)

            * In the event that the application of these assumptions to a dialogue fails, the cause of the failure will be labeled an issue of MAJOR severity,

            * unless the cause is already labelled as a SEVERE issue.

         * - MINOR, for instances in which the issue does not entail an error or meets the requirements for SEVERE or MAJOR severity.

         * Issues with a MINOR severity tend to entail grammatical mistakes, unnecessary sections of a dialogue or line, or syntactic styling of dialogue lines.

     * These three levels can each be seen as MUST (Severe), SHOULD (Major) and COULD (Minor) - "be fixed".

     * In case the DialogueChecker is unable to parse a dialogue or sections of a Dialogue, issues are automatically treated as SEVERE, due to the possibility of the affected sections to contain SEVERE issues.

     * @author Pimgd

     */

[/spoiler]


Basically:

- Severe issues will crash the game or kill your dialogue. These MUST get fixed before releasing your dialogue.

- Major issues will affect what the user sees, such as not seeing certain lines or certain sections of lines. These SHOULD get fixed before releasing your dialogue.

- Minor issues will not affect the game and represent polishing of a dialogue. Style related things are Minor issues. These COULD get fixed before releasing your dialogue.


A dialogue with errors fixed will not improve the performance. Likely, it will decrease the performance...


For the simple reason that your dialogue actually works.


That is; a dialogue which consists of 100 lines where 10 lines have such errors that they are not loaded in to the game causes the game to use 90 dialogue lines worth of memory. Fix the issues, and the game will use 100 dialogue lines worth of memory.


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