Dialog Editor

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Revision as of 22:07, 9 April 2012 by GreatEmerald (talk | contribs) (Initial version, largely incomplete!)
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The main screen of the Dialog Editor.

The LEGEND Dialog Editor Version 1.04 is a tool for editing and creating dialogues in Unreal II. It was developed by Legend Entertainment's James A. Montanus using the Microsoft Class Foundation library. It is capable of creating and editing .dlg files that are used by Unreal II to handle in-game dialogues.

Modes of operation

The Dialog Editor has two modes of operation - Nodes and Script. Nodes mode allows you to visualise the dialogue as a tree of nodes, while the Script mode shows slightly more information about each node and optionally allows you to see the lines of selected speakers only. To switch between the modes, either use the menu View or use the toolbar.


  • Never press "Promote" on the Root node. Doing so will crash the editor.
  • Right-clicking on empty space in the main window will produce a Debug Assertion Failed! window. Pressing Ignore will allow the program to continue as normal.
  • Sound files for the dialogue nodes are automatically generated based on node and file names, and it is impossible to change them, so never save the original dialogue files that come with the game, or most of the times you will lose voice acting in-game. To be safe, you can set all of the stock dialogue files and directories read-only.
  • Even though the game itself is case insensitive, the Dialog Editor requires the value of the property NextNode to have the same case as the node name it should link to. If it is not, the editor drops the NextNode property. This holds true for stock dialogue files, too. In case that happens, upon opening the file a confirmation Warning! All nodes are not being displayed in the dialog tree. Would you like to correct this? is displayed. No matter what you choose, the properties will be dropped. If you get this warning, never save the file, or you will lose some data! Instead, use a text editor to correct the mistake.