DialogueChecker (Latest version: V3.07, 18 December 2016) (1 Viewer)

L

lurker_twist

Re: DialogueChecker (Latest version: V1.11, 4 June 2013)

Excellent job sir. My error prone dialogues needed this.

Keep up the good work!
 

PenKnight

Avid Affiliate
Joined
Sep 1, 2011
Re: DialogueChecker (Latest version: V1.11, 4 June 2013)

Gotta say this is a VERY handy tool, especially for those of us who miss little details!
 

Pim_gd

Content Creator
Joined
Jan 25, 2013
Re: DialogueChecker (Latest version: V1.12, 13 June 2013)

June 13, 2013
Introducing v1.12!
- Added checks for [.!.], [.?.], [.?], [.,], [.!], [.,.].
- Whitelisted [...!], [...?], [...,].
- Fixed a typo in the error message for using %01. (Use of %01 -> Usage of %01)
- The checker will now remove triggers to check for further errors.
- Bugfix: Delay chars will now properly be removed for error checking, rather than only the first one in a line. Bug was added in v1.10.

Bugs found in release:
- The checker does not remove delay chars, triggers and substitutions at the same time.
Testcase:
Code:
intro:"Hi there,Б*YOU*[NORMAL_MOOD], what is that in your pants?"
Expected output: Error (double comma)
Current output: No error at all

Would you like to help?
I need dialogues that currently show up as clean with the checker.
The larger, the better. I'm thinking of more elaborate constructs to check for, but it's hard to be sure that the constructs I come up with are 100% wrong to use.
A recent example of this was "Huh?...", where [?.] triggered an error, whilst the sentence is legitimate. Several large, clean dialogues would allow me to run these as a testset to see if what I've added isn't "wrong".
 

AaRL

Vivacious Visitor
Joined
Feb 17, 2011
Re: DialogueChecker (Latest version: V1.12, 13 June 2013)

AWESOME concept! Thanks again for reviewing my past works. Hopefully I can get something (NEW) done before months end...
 

Pim_gd

Content Creator
Joined
Jan 25, 2013
Re: DialogueChecker (Latest version: V1.13, 14 June 2013)

June 14, 2013
Introducing v1.13!
- Refactored the code a bit.
- Bugfix: Delay chars, triggers and substitutions are now removed at the same time for checking purposes. Bug was added in v1.12.
- Bugfix: Whitelisting of [...,], [...?] and [...!] now works properly. Bug was added in v1.12.

AaRL I sent you a PM with a download link for a .rar with your fixed dialogues. Keep in mind that I only fixed the issues the checker highlights, not the spelling or other grammar mistakes that are in those dialogues (I recall a line "I got got sloppy" in one of them, for instance). By fixing your dialogues I was able to find out the whitelisting wasn't properly implemented.

I've got some sick ideas for what I can do with the checker now that I've got a nice base to work from.
I'm thinking about catching mistakes like [NORMALMOOD], vigorus:"line", etc. I'm gonna do this by implementing a list of triggers and linenames (intro, general, etc) that SDT uses by default, and then parsing the dialogue to find out what other lines are being referenced and such.
To allow the DialogueChecker to work with all dialogues, I'd include the triggers and linenames of DialogueActions as well.
Besides DialogueActions, are there any other mods that use the dialogue file in some sort of way? sby's dialogdisplayedit, does that have some sort of in-dialogue setting?
 

Shade

Content Creator
Joined
Jun 19, 2011
Re: DialogueChecker (Latest version: V1.13, 14 June 2013)

I've been meaning to say it for a while now, but this is pretty cool Pim. It's a great idea and you've done a really great job at putting it together. Every Dialogue Writer should consider this one of their greatest assets.
 

Pim_gd

Content Creator
Joined
Jan 25, 2013
Re: DialogueChecker (Latest version: V1.15, 16 June 2013)

June 16, 2013
Introducing v1.14!
- Added checks for unused lines and faulty triggers.
- The checker supports external lines and triggers from AnimtoolsV5, BreastExpansionPlusV2_2 and DialogueActions 0.97 Hotfix 2.1.
Link in OP.

A full list of the supported linetypes and triggers for v1.14:
Code:
Default line types:
cough
cum_in_eye
cum_in_mouth
cum_in_nose
cum_in_throat
cum_on_face
dialogue_name
drool
finish
finish# //anything that starts with "finish" is validated.
finishOther
first_dt
first_throat
font
general
hand_job_stroke
head_grabbed
held
initial_settings
interrupt
intro
lick_balls
lick_penis
pre_cum
pulled_down
pulled_up
pull_off
resistance
restart
restart# //anything that starts with "restart" is validated.
swallow
vigorous
wake

all //I'm not sure whether this is valid but I've seen it being used so often...
custom //Same here.

Line types from DialogueActions 0.97 Hotfix 2.1:
orgasm
start

Line types from animtoolsv5:
bodycontactspaceheldpush

Line types from BreastExpansionPlusv2_2:
bellyexpansion
bellyreduction
bodyexpansion
bodyreduction
breastexpansion
breastreduction
cumfrombreast
puke

Default triggers:
[ADD_TEARS]
[AHEGAO_MOOD]
[ANGRY_MOOD]
[ARMS_BACK]
[ARMS_HAND_JOB]
[ARMS_HIS_LEGS]
[ARMS_LEGS]
[ARMS_LOOSE]
[BLINK]
[CLENCH_TEETH]
[CLOSE_EYES]
[COUGH]
[DROOL]
[EJACULATE]
[FACE_FUCK_STYLE]
[HAPPY_MOOD]
[HOLD]
[LEFT_ARM_BACK]
[LEFT_ARM_HAND_JOB]
[LEFT_ARM_HIS_LEGS]
[LEFT_ARM_LEGS]
[LEFT_ARM_LOOSE]
[LOOK_UP]
[LOOK_DOWN]
[NORMAL_MOOD]
[NORMAL_STYLE]
[OPEN_EYES]
[RELEASE]
[RIGHT_ARM_BACK]
[RIGHT_ARM_HAND_JOB]
[RIGHT_ARM_HIS_LEGS]
[RIGHT_ARM_LEGS]
[RIGHT_ARM_LOOSE]
[SHOCK]
[SWALLOW]
[TAP_HANDS]
[WINCE]

Triggers from DialogueActions 0.97 Hotfix 2.1:
[ARMS_CROTCH]
[ARMS_HIS_CROTCH]
[AUTO_HARD]
[AUTO_NORMAL]
[AUTO_OFF]
[AUTO_SELF]
[AUTO_SOFT]
[CLEAR]
[CONTINUE]
[DEEPTHROAT]
[GAG]
[GROW_PENIS]
[HANDJOB_OFF]
[HANDJOB_ON]
[HAND_OFF]
[HAND_ON]
[HIDE_BALLS]
[HIDE_PENIS]
[MASTURBATE_OFF]
[MASTURBATE_ON]
[MOAN]
[PAUSE]
[SHOW_BALLS]
[SHOW_PENIS]
[WAKE_UP]

Triggers from Animtools v5:
[ANIMTOOLS_$POSITIONFILENAME] //If a trigger starts with "ANIMTOOLS_" it is seen as "valid as part of AnimtoolsV5".

Triggers from BreastExpansionPlusv2_2:
[ADD_EFFECTIVE_CUM]
[PUKE]
[SUB_EFFECTIVE_CUM]
If your dialogue uses different linetypes or triggers than these and they work in either vanilla SDT or through the use of some mod, let me know. The DialogueChecker is supposed to be an objective checker in that if it says something is wrong, you've made a mistake. It's important that none of the errors it gives can be dismissed as "but that's how I want to do it". A future "Style" category might hold checks which are dismissable.

June 16, 2013
Introducing v1.15, as a hotfix to v1.14. Why can't I just write bugfree code?
- Bugfix: If a line is only used through lines in comments, it is now properly reported as "unused" if the comment filer is turned on. Bug was added in v1.14.
- Removed accidental leftover debug code for testing the "next" lineattribute.
- Internally parameterized linebreaks as preparation for future custom linebreak option.
- Added checks for [!,] and [?,] (Grammar).
Link in OP.
 

The Hermit

Potential Patron
Joined
Jun 2, 2013
Re: DialogueChecker (Latest version: V1.15, 16 June 2013)

This is an invaluable tool for writing Dialogues. I'm only 3/4 of the way through writing my first, but already your tool has spotted several mistakes I simply couldn't see! :-)

If I could see how to add Karma now the forum has changed I would.
 

Pim_gd

Content Creator
Joined
Jan 25, 2013
Re: DialogueChecker (Latest version: V1.15, 16 June 2013)

Thanks! If you're almost done writing your dialogue, you can PM me if you want me to look it over personally for grammar & spelling issues.

As for giving karma... Isn't it still the same?
On the left, there's
The Hermit <- your name
Newbie <- your rank
<rank icon>
Posts: 8 <- post count
Karma: 0 <- karma display
[applaud] [smite] <- buttons for + and - karma

EDIT: Although personally, I just use the old theme. Anonymous explained here http://www.sdtmods.com/index.php?topic=3915.msg54502#msg54502 how to set your theme back to "Black Rain" (the black background theme) if you prefer so.
 

The Hermit

Potential Patron
Joined
Jun 2, 2013
Re: DialogueChecker (Latest version: V1.15, 16 June 2013)

Pim_gd said:
...
As for giving karma... Isn't it still the same?
On the left, there's
The Hermit <- your name
Newbie <- your rank
<rank icon>
Posts: 8 <- post count
Karma: 0 <- karma display
[applaud] [smite] <- buttons for + and - karma
...

Unfortunately no [applaud] or [smite] or anything else on the new layout. :-(
I've mentioned this on the New Site Theme thread, so hopefully it will get sorted soon.
 

Pim_gd

Content Creator
Joined
Jan 25, 2013
Re: DialogueChecker (Latest version: V1.16, 19 June 2013)

June 19, 2013
Introducing v1.16!
- Refactored code for dealing with line checks.
- Added a timer to indicate how long it took to check the dialogue.
- Added checks to validate line-attributes. Currently only [next], [held], [style], [mood], [set] and [check] are allowed. If any mods make use of custom line-attributes let me know so I can make the checker compatible.
- Added checks to validate the values of the following line-attributes: held, mood and style
- Bugfix: If a line-attribute contains an asterisk, it no longer murders the dialoguechecker. It also doesn't count for "uneven/even" amount of asterisks in a line. This bug was added in v1.04.
Link in OP.
The archive download, containing the source of the DialogueChecker, as well as the current and all the previous versions has also been updated.

Additionally, I've encountered a problem recently. In the old dialogue guide, it was said that you could "comment" lines by prefixing them with the character "-". However, this is not true. SDT still parses the line.
A dialogue with the following line will break SDT:
Code:
-intro:"Hi!" {"mood":"normal"}
Any lines following this line will not properly load.
Thus, "commented" lines can still affect a Dialogue. Right now, the comment filter in the DialogueChecker assumes that a line prefixed with the character "-" shouldn't be checked. Should this feature be removed or altered, and if so, how?
 

The Hermit

Potential Patron
Joined
Jun 2, 2013
Re: DialogueChecker (Latest version: V1.16, 19 June 2013)

Pim_gd said:
...
Additionally, I've encountered a problem recently. In the old dialogue guide, it was said that you could "comment" lines by prefixing them with the character "-". However, this is not true. SDT still parses the line.
A dialogue with the following line will break SDT:
Code:
-intro:"Hi!" {"mood":"normal"}
Any lines following this line will not properly load.
...

I'd noticed that SDT would show the - lines in the editor, but not had any problems with latter lines, though I do tend to leave a blank line before and after anything I've commented out.
 

Pim_gd

Content Creator
Joined
Jan 25, 2013
Re: DialogueChecker (Latest version: V1.16, 19 June 2013)

The issue in the specific line I listed is because the line is parsed with a line-attribute "mood" with a value of "normal". This is an illegal value that SDT cannot parse and thus the dialogue CRASHES.
However, the DialogueChecker filters these lines out, since they're commented.
So now what?
 

The Hermit

Potential Patron
Joined
Jun 2, 2013
Re: DialogueChecker (Latest version: V1.16, 19 June 2013)

Good point!

I've only done things like -lick_balls:"" or temporarily commented out working lines.

Sounds like a "best" option until commenting works again would be to have it always check commented lines but only report stuff that would crash it upon loading.



On a side note, I'm finding your checker VERY usefull :-D
 

Pim_gd

Content Creator
Joined
Jan 25, 2013
Re: DialogueChecker (Latest version: V1.16, 19 June 2013)

The Hermit said:
Good point! (...) Sounds like a "best" option until commenting works again would be to have it always check commented lines but only report stuff that would crash it upon loading.

That... I hadn't thought of that. Implementing it now.

40 minutes later...
June 20, 2013
Introducing v1.17!
- Added checks for illegal mood values in commented lines. Any illegal mood values will crash SDT's Dialogue system, even if the line containing the illegal value is a commented line.
- Added a counter for "severe" issues. Severe issues cause the Dialogue to crash or otherwise fail loading.
- Illegal mood values are now treated as severe issues.
Link in OP.
The archive download, containing the source of the DialogueChecker, as well as the current and all the previous versions has also been updated.
 

The Hermit

Potential Patron
Joined
Jun 2, 2013
Re: DialogueChecker (Latest version: V1.16, 19 June 2013)

Pim_gd said:
That... I hadn't thought of that. Implementing it now.

40 minutes later...
June 20, 2013
Introducing v1.17!
...

Glad to be of help! ;D



An error I spotted on the in game log that wasn't found by your checker was
restart:"I want more![SHOCK]"{"style","Thought"}

Should that have been picked up?
 

Pim_gd

Content Creator
Joined
Jan 25, 2013
Re: DialogueChecker (Latest version: V1.17, 20 June 2013)

It wasn't programmed to pick that up, but now it is. I'll release the new version when I've got some more substantial content in there.
 

AaRL

Vivacious Visitor
Joined
Feb 17, 2011
Re: DialogueChecker (Latest version: V1.17, 20 June 2013)

Just a few questions, this only works with the loader?

Also, is the the 'normal' look its supposed to have when using?

 

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Pim_gd

Content Creator
Joined
Jan 25, 2013
Re: DialogueChecker (Latest version: V1.17, 20 June 2013)

Noooooooooooooooooo
That's not how you use it.

Just open it on its own. No SDT, no Loader, nothing.
Just "IN FLASH".
 

AaRL

Vivacious Visitor
Joined
Feb 17, 2011
Re: DialogueChecker (Latest version: V1.17, 20 June 2013)

I was trying to do that. It kept crashing. Didnt realize at the time, the program I use was updating it self. All is good now. Thanks,
 

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