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Old 08-16-2009, 12:37 PM   #1
manikus
Jack Burton
 

Join Date: July 13, 2001
Location: Stumptown
Age: 53
Posts: 5,444
Sunglass Man Help Documentation Content

Think of this as a poll with free-form answers.

What content would you like to see included in the DC Help?

What content is mandatory for all users?

What doesn't belong in DC Help?

Should the Help be more like a manual or more like a F.A.Q.?

Thanks for you input, and remember if you don't let us know what you want, you won't get it.
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Old 08-17-2009, 12:26 AM   #2
Arcalian
Dungeon Master
 

Join Date: December 21, 2008
Location: Paoli PA USA
Posts: 79
Default Re: Help Documentation Content

Anything and everything!
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Old 08-17-2009, 10:58 AM   #3
manikus
Jack Burton
 

Join Date: July 13, 2001
Location: Stumptown
Age: 53
Posts: 5,444
Sunglass Man Re: Help Documentation Content

Quote:
Originally Posted by Arcalian View Post
Anything and everything!
So, like how to turn on your computer...? Or why Mr. Gygax was so enamored with the Vancian magic system?

I'm just having some fun with you.
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Old 08-17-2009, 02:41 PM   #4
Arcalian
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Default Re: Help Documentation Content

Okay let's try this question, does it work on Vista yet?
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Old 08-17-2009, 03:08 PM   #5
manikus
Jack Burton
 

Join Date: July 13, 2001
Location: Stumptown
Age: 53
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Sunglass Man Re: Help Documentation Content

Quote:
Originally Posted by Arcalian View Post
Okay let's try this question, does it work on Vista yet?
Yes.*





* Do not install in "Program Files" directory; Vista does not like this. It will lead to problems saving and testing designs. However when saved in any other directory (except sub-directories of "Program Files") it works fine.
Example: c:\DungeonCraft

After installation, open the config.txt file to change the directories at the start of the file to point to c:\DungeonCraft and then whichever appropriate sub-directory.
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Old 08-17-2009, 05:29 PM   #6
JonnieR
Dungeon Master
 

Join Date: January 6, 2008
Posts: 82
Default Re: Help Documentation Content

BTW I use vista without a problem.

A tutorial on the logic block event would be nice. In designing mods you can have several different quests all with multiple stages. Can you use the logic block to test for quest stages (ie., 1,2 3, 4.....) and branch to certain interactions with NPCs depending upon the stage of the quest? In order to do it now requires mucho chain statements!

A mod will not come alive unless there is appropriate responses from NPC depending on how the player characters are doing.
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Old 08-19-2009, 11:07 AM   #7
Paul Stevens
Drow Warrior
 

Join Date: July 8, 2003
Location: Madison, Wisconsin
Age: 85
Posts: 296
Default Re: Help Documentation Content

Where is Manikus when you need him?
Well, seeing no reply ------

I don't think there is currently any
way to choose among many events.
But I do think it would not be hard
to provide a way for a script (such
as you could insert into a Logic Block
Event) to modify the default chaining
so that any event in the Dungeon
could be specified. This would allow
n-way chains.

Of course, you could always use the
GPDL scripts to carry on conversations
with the player directly rather than
via standard Events. This would
provide pretty much total freedom.

Manikus???? Have I misled anyone?
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Old 08-19-2009, 11:16 AM   #8
Dinonykos
Symbol of Cyric
 

Join Date: March 20, 2006
Location: Europe
Posts: 1,171
Default Re: Help Documentation Content

Quote:
Originally Posted by JonnieR View Post
A tutorial on the logic block event would be nice. In designing mods you can have several different quests all with multiple stages. Can you use the logic block to test for quest stages (ie., 1,2 3, 4.....)
Well, at least, you can setup a Quest like "reputation", and let an NPC only give you another quest if your reputation is e.g. higher than 10 via a logic block. (Something like this can certainly also be done by setting up your own variables...)
An option for "n-way chains" would certainly be nice!
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Old 08-19-2009, 12:09 PM   #9
manikus
Jack Burton
 

Join Date: July 13, 2001
Location: Stumptown
Age: 53
Posts: 5,444
Default Re: Help Documentation Content

I've purposefully been holding back on the documentation threads on all four boards/lists where it is occuring because I don't want to ram-rod my opinion through. 'Cause I can just do what I want anyway.

I don't think anyone has been misled and I think that the 'Talk' feature (discussed at length in this thread) is the way to go right now.

Personally, I think a script such as Paul describes would be very useful, but I don't think it would cut down on the work too much. You would still need to create all of the appropriate event 'responses'. Remember, that you can copy and paste events in DC - including chains. The script method would cut down on the number of events needed, that's for sure, but we have so many available, I guess it really becomes more about access speed and file size.

Keep up the good feedback everyone, and know that I am reading all of it and will give a combined response in another few days, maybe the weekend.
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Old 08-29-2009, 01:11 PM   #10
manikus
Jack Burton
 

Join Date: July 13, 2001
Location: Stumptown
Age: 53
Posts: 5,444
Default Re: Help Documentation Content

Help Documentation

Thank you for the input. This does help give me a nudge in the right direction.

I've noted that the 'manual' style beats out the 'F.A.Q.' style hands down. I've also noted the desire for tutorials and for explanations of literally everything. I'm not sure if the tutorials will make it in initially - but they will come. I'm only one guy after all.

The new Help documentation is a complete rewrite of the old, from scratch. But never fear, for those of you who know your way around the old (current) Help, it will remain available on the Dungeon Craft Wiki, and most of it is there now. Remember, if you'd like to add something to the Wiki, all you need to do is register with SourceForge (free and easy).
http://sourceforge.net/apps/mediawik...title=Contents

If anyone would like to help me with writing the Help documentation, please email or PM me (I'm cross-posting this message, so use whichever is applicable).
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