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[Adonthell-commits] CVS: adonthell/doc/dlgedit dlgedit.cfg,1.3,1.4 dlged


From: Kai Sterker <address@hidden>
Subject: [Adonthell-commits] CVS: adonthell/doc/dlgedit dlgedit.cfg,1.3,1.4 dlgedit.dxt,1.5,1.6 dlgedit.sty,1.3,1.4 dlgedit.tex,1.3,1.4 footer.html,1.1,1.2 step4.eps,1.1,1.2 step4.png,1.1,1.2
Date: Tue, 25 Jun 2002 17:37:21 -0400

Update of /cvsroot/adonthell/adonthell/doc/dlgedit
In directory subversions:/tmp/cvs-serv16079

Modified Files:
        dlgedit.cfg dlgedit.dxt dlgedit.sty dlgedit.tex footer.html 
        step4.eps step4.png 
Log Message:
STARTED updating dlgedit user manual for dlgedit v0.8

Index: dlgedit.cfg
===================================================================
RCS file: /cvsroot/adonthell/adonthell/doc/dlgedit/dlgedit.cfg,v
retrieving revision 1.3
retrieving revision 1.4
diff -C2 -r1.3 -r1.4
*** dlgedit.cfg 15 Oct 2001 12:55:32 -0000      1.3
--- dlgedit.cfg 25 Jun 2002 21:37:18 -0000      1.4
***************
*** 4,8 ****
  #---------------------------------------------------------------------------
  PROJECT_NAME           = Dlgedit
! PROJECT_NUMBER         = v0.7
  OUTPUT_DIRECTORY       = 
  OUTPUT_LANGUAGE        = English
--- 4,8 ----
  #---------------------------------------------------------------------------
  PROJECT_NAME           = Dlgedit
! PROJECT_NUMBER         = v0.8
  OUTPUT_DIRECTORY       = 
  OUTPUT_LANGUAGE        = English

Index: dlgedit.dxt
===================================================================
RCS file: /cvsroot/adonthell/adonthell/doc/dlgedit/dlgedit.dxt,v
retrieving revision 1.5
retrieving revision 1.6
diff -C2 -r1.5 -r1.6
*** dlgedit.dxt 20 Oct 2001 16:58:13 -0000      1.5
--- dlgedit.dxt 25 Jun 2002 21:37:18 -0000      1.6
***************
*** 2,6 ****
     $Id$
  
!    Copyright (C) 1999/2000/2001 Kai Sterker <address@hidden>
     Part of the Adonthell Project http://adonthell.linuxgames.com
  
--- 2,6 ----
     $Id$
  
!    Copyright (C) 1999/2000/2001/2002 Kai Sterker <address@hidden>
     Part of the Adonthell Project http://adonthell.linuxgames.com
  
***************
*** 17,22 ****
  
  This document is a part of the Adonthell Developer's Reference. It
! describes the usage of the dialogue editor and gives a few hints
! for writing well designed dialogues.
  
  <h2>Contents</h2>
--- 17,22 ----
  
  This document is a part of the Adonthell Developer's Reference. It
! describes the usage of the dialogue editor (<tt>dlgedit</tt> and 
! gives a few hints for writing well designed dialogues.
  
  <h2>Contents</h2>
***************
*** 28,31 ****
--- 28,32 ----
      -# \ref sec23 
  -# \ref page3
+     -# \ref sec30
      -# \ref sec31
      -# \ref sec32
***************
*** 111,118 ****
  Dialogues start with a NPC line, so that is what we add first.
  Simply left-click on the dialogue area of the Editor. A
! dialog pops up that allows you to enter the text of the
  node. As you see, NPC is the default, so simply enter the
! line of dialogue and press OK. What you will see when moving
! the cursor over the newly appeared node is the following:
  
  <center>
--- 112,120 ----
  Dialogues start with a NPC line, so that is what we add first.
  Simply left-click on the dialogue area of the Editor. A
! dialog window pops up that allows you to enter the text of the
  node. As you see, NPC is the default, so simply enter the
! line of dialogue (<i>"Hello, I am Eric."</i>) and press OK. 
! What you will see when moving the cursor over the newly created 
! node is the following:
  
  <center>
***************
*** 121,130 ****
  </center>
  
! Now we add the players response. To do this, left-click on
  the circle. It will appear in red to signal that it is the
  selected node. Now left-click on a location a bit further
  down. Again the Text Input Window pops up, this time with
! Player preselected, just as we want it. Enter the Text and
! press OK.
  
  <center>
--- 123,132 ----
  </center>
  
! Now we add the player's response. To do this, left-click on
  the circle. It will appear in red to signal that it is the
  selected node. Now left-click on a location a bit further
  down. Again the Text Input Window pops up, this time with
! Player preselected, just as we want it. Enter the text 
! (<i>"I am Kai."</i>) and press OK.
  
  <center>
***************
*** 136,150 ****
  selected, therefore drawn red, and the Player node is drawn
  blue, to distinguish it from NPC nodes. The arrow between
! them symbolises the flaw of the Dialogue .
  
  Since the player shall have two possible responses, we have
! to create another player node, somewhere next to the first
! one. Voila, the first two lines of the dialogue are already
! done. Now right-click on an empty spot to deselect the NPC
! node and then select the first Player node. You see, that
  it appears orange, so you know at the first glance that
  it is a selected Player node. Left-click somewhere below
! it, enter the appropriate Text, confirm with OK and repeat
! the same for the second Player node.
  
  <center>
--- 138,154 ----
  selected, therefore drawn red, and the Player node is drawn
  blue, to distinguish it from NPC nodes. The arrow between
! them symbolises the flow of the dialogue .
  
  Since the player shall have two possible responses, we have
! to create another Player node, somewhere next to the first
! one. (<i>"Goodbye!"</i>) Voila, the first two lines of dialogue 
! are already done. 
! Now right-click on an empty spot to deselect the NPC
! node and then select the first Player node. You see that
  it appears orange, so you know at the first glance that
  it is a selected Player node. Left-click somewhere below
! it, enter the appropriate text (<i>"Nice to meet you."</i>), 
! confirm with OK and repeat the same for the second Player node.
! (<i>"Fare well."</i>)
  
  <center>
***************
*** 153,168 ****
  </center>
  
! If your Display shows something similar, you've done it :-).
  Now lines 4 and 5 of the Dialogue have to follow, but, as
  you have already noticed, they are just the same as a part
  of the existing dialogue. Would be nice if we could reuse
! that part, eh? Well, we can. All we need to do is telling
! the Editor which part has to follow a node. 
  
  Okay, lets dot it: Deselect the Player node and select the
  bottom left NPC node (or the node correspondenting to that
! one in your work). Then simply left-click on the arrow that
! points to the Player node we want to follow. And this is
! the complete dialogue:
  
  <center>
--- 157,171 ----
  </center>
  
! If your display shows something similar, you've done it :-).
  Now lines 4 and 5 of the Dialogue have to follow, but, as
  you have already noticed, they are just the same as a part
  of the existing dialogue. Would be nice if we could reuse
! that part, eh? Well, we can. All we need to do is linking
! the right nodes.
  
  Okay, lets dot it: Deselect the Player node and select the
  bottom left NPC node (or the node correspondenting to that
! one in your work). Then simply left-click on the Player node 
! that needs to follow. And this is the complete dialogue:
  
  <center>
***************
*** 171,248 ****
  </center>
  
! The numbers inside the nodes tell how many such "indirect"
! links start at each node, and when selecting a node with
! indirect links, the appropriate arrows are coloured purple.
! 
! Of course we could have used a direct link as well, but in
! more complex dialogues, this technique avoids arrows criss-crossing
! all over the screen.
  
  \subsection sec23 The Result
  
! Now save and compile the Dialogue. You'll get a .py file,
! the Python dialogue script. In our example it should look
! similar to the following:
   
  \verbatim
! class new_dialogue:
! 
!     loop = []
! 
!     strings = ["Hello,I'm Eric.","I am Kai.","Goodbye!","Farewell.","Nice to 
meet you.",""]
! 
!     def __init__(self):
!         self.dialogue = [self.start, self.answer2, self.answer4, None]
!  
!     def __getattr__ (self, var):
!         return 0
! 
!     def run (self, answer):
!         self.npc = []
!         self.player = []
!         self.cont = []
!         self.dialogue[answer]()
! 
!     def npc0 (self):
!         self.npc.append (0)
!         self.cont.append (0)
! 
!     def player2 (self):
!         self.player.append (1)
!         self.cont.append (1)
! 
!     def player4 (self):
!         self.player.append (2)
!         self.cont.append (2)
! 
!     def npc6 (self):
!         self.npc.append (3)
!         self.cont.append (0)
! 
!     def npc8 (self):
!         self.npc.append (4)
!         self.cont.append (0)
! 
!     def start (self):
!         self.npc0 ()
!         self.player2 ()
!         self.player4 ()
!         self.player.append (-1)
! 
!     def answer4 (self):
!         self.npc6 ()
!         self.player.append (-1)
! 
!     def answer2 (self):
!         self.npc8 ()
!         self.player4 ()
!         self.player.append (-1)
  \endverbatim 
  
  You see, its a lot easier to use the Dialogue Editor than
! writing the Code by hand. Of course, if you know what you
  are doing, you can edit this file afterwards. But usually,
! you should do any editing in the editor only. For a description
! of the commands refer to the Python Documentation (http://www.python.org). 
  
  \htmlonly
--- 174,223 ----
  </center>
  
! Of course this is a most minimalistic example, and there 
! are many advanced techniques yet to be explored, like
! \ref page4 to your dialogue. But at least you should have 
! learned how to operate the program. For detailed descriptions
! of the remaining features refer to the following chapters.
  
  \subsection sec23 The Result
  
! Now save (<tt>File->Save</tt>) and compile (<tt>Dialogue->Compile</tt>)
! the dialogue. You'll get a .py file, the Python dialogue script. 
! In our example it will look similar to the following:
   
  \verbatim
! import dialogue
! # -- pygettext support
! def _(message): return message
! 
! class untitled (dialogue.base):
!       text = [None,\
!               _("Hello, I am Eric."),\
!               _("I am Kai."),\
!               _("Goodbye!"),\
!               _("Nice to meet you."),\
!               _("Fare well.")]
! 
!       # -- (speaker, code, ((text, operation, condition), ...))
!       dlg = [\
!               (None, -1, ((1, 0, -1), )),\
!               ("Default", -1, ((2, 0, -1), (3, 0, -1), )),\
!               (None, -1, ((4, 0, -1), )),\
!               (None, -1, ((5, 0, -1), )),\
!               ("Default", -1, ((3, 0, -1), )),\
!               ("Default", -1, ())]
! 
! 
!       def __init__(self, p, n):
!               self.namespace = globals ()
!               self.the_player = p
!               self.the_npc = n
  \endverbatim 
  
  You see, its a lot easier to use the Dialogue Editor than
! writing that code by hand. Of course, if you know what you
  are doing, you can edit this file afterwards. But usually,
! you should do any editing in the editor only. (See http://www.python.org
! for an extensive documentation of the Python scripting language.)
  
  \htmlonly
***************
*** 264,267 ****
--- 239,281 ----
  this section contains the complete reference guide.
  
+ \subsection sec30 Command line Switches
+ 
+ Although dlgedit is a graphical editor, there are a few
+ commandline options for convenience.
+ 
+ \par -c     
+ <b>compile all SOURCES and exit</b><br>
+ If the <b>-c</b> option is specified with a list of dialogue
+ source files (recognizable by their <i>.adlg</i> suffix),
+ these sources are turned into python dialogue scripts without
+ invoking the graphical editor. 
+ 
+ \par -d
+ <b>print project directory and exit</b><br>
+ A dialogue is usually assigned to a certain project, i.e a game.
+ The project directory tells dlgedit where to search for things 
+ like character and quest data needed to compile dialogues. 
+ 
+ \par -j project
+ <b>specify a default project</b><br>
+ Assigns the given project to new dialogues, or to dialogues that 
+ do not belong to a project yet. To properly compile dialogues,
+ they usually need to belong to a project. Works in combination
+ with the <b>-c</b> option.
+ 
+ \par -p path
+ <b>specify a custom project directory</b><br>
+ If your project/game does not reside in the default project
+ directory (which can be queried with the <b>-d</b> option),
+ you can specify an alternative path with this option.
+ 
+ \par -v 
+ <b>print version number and exit</b>
+ 
+ You may specify a list of dialogue sources on the command line. 
+ Unless the <b>-c</b> switch is used, all of them will be opened 
+ in the editor. If no sources are given, it will start with a 
+ new, blank dialogue.
+ 
  \subsection sec31 The Main Window
  \anchor diaare
***************
*** 307,311 ****
      <td>\e on \e Arrow </td>
      <td>Select Arrow </td>
!     <td>Add Arrow as indirect Link</td>
      <td>-</td>
    </tr>
--- 321,325 ----
      <td>\e on \e Arrow </td>
      <td>Select Arrow </td>
!     <td>-</td>
      <td>-</td>
    </tr>
***************
*** 364,368 ****
      <td>Deselect Circle</td>
      <td>Deselect Circle</td>
!     <td>Remove indirect Link</td>
    </tr>
    <tr>
--- 378,382 ----
      <td>Deselect Circle</td>
      <td>Deselect Circle</td>
!     <td-</td>
    </tr>
    <tr>
***************
*** 686,690 ****
  Given the flexibility of Python, it is only sensible to
  use it to achieve more than simple static dialogues. In
! brief, Python makes it possible to reflect the gameworlds
  current state in a dialogue, and also to change that state
  depending on the player's behaviour throughout the dialogue.
--- 700,704 ----
  Given the flexibility of Python, it is only sensible to
  use it to achieve more than simple static dialogues. In
! brief, Python makes it possible to reflect the gameworld's
  current state in a dialogue, and also to change that state
  depending on the player's behaviour throughout the dialogue.
***************
*** 692,695 ****
--- 706,710 ----
  code at various places of the dialogue:
  
+ - into the constructor and destructor of the dialogue class.
  - directly into the text. This code has to be enclosed in
    braces {} and should return a string.

Index: dlgedit.sty
===================================================================
RCS file: /cvsroot/adonthell/adonthell/doc/dlgedit/dlgedit.sty,v
retrieving revision 1.3
retrieving revision 1.4
diff -C2 -r1.3 -r1.4
*** dlgedit.sty 17 Oct 2001 19:54:51 -0000      1.3
--- dlgedit.sty 25 Jun 2002 21:37:18 -0000      1.4
***************
*** 25,29 ****
  \rhead[\fancyplain{}{\bfseries\leftmark}]
          {\fancyplain{}{\bfseries\thepage}}
! \lfoot[]{\fancyplain{}{\bfseries\scriptsize Dlgedit v0.7 User Manual}}
  \rfoot[\fancyplain{}{\bfseries\scriptsize Adonthell Designer's Reference}]{}
  \cfoot{}
--- 25,29 ----
  \rhead[\fancyplain{}{\bfseries\leftmark}]
          {\fancyplain{}{\bfseries\thepage}}
! \lfoot[]{\fancyplain{}{\bfseries\scriptsize Dlgedit v0.8 User Manual}}
  \rfoot[\fancyplain{}{\bfseries\scriptsize Adonthell Designer's Reference}]{}
  \cfoot{}

Index: dlgedit.tex
===================================================================
RCS file: /cvsroot/adonthell/adonthell/doc/dlgedit/dlgedit.tex,v
retrieving revision 1.3
retrieving revision 1.4
diff -C2 -r1.3 -r1.4
*** dlgedit.tex 17 Oct 2001 19:54:51 -0000      1.3
--- dlgedit.tex 25 Jun 2002 21:37:18 -0000      1.4
***************
*** 39,43 ****
  {\sf http://adonthell.linuxgames.com}\\
  \vspace{1em}
! \copyright 2000/2001 Kai Sterker\\
  {\sf address@hidden
  \vspace{1em}
--- 39,43 ----
  {\sf http://adonthell.linuxgames.com}\\
  \vspace{1em}
! \copyright 2000/2001/2002 Kai Sterker\\
  {\sf address@hidden
  \vspace{1em}

Index: footer.html
===================================================================
RCS file: /cvsroot/adonthell/adonthell/doc/dlgedit/footer.html,v
retrieving revision 1.1
retrieving revision 1.2
diff -C2 -r1.1 -r1.2
*** footer.html 15 Oct 2001 11:25:34 -0000      1.1
--- footer.html 25 Jun 2002 21:37:18 -0000      1.2
***************
*** 5,9 ****
  </a> Project<br>
  Last changed at $datetime<br>
! &copy; 2000/2001 <a href="mailto:address@hidden";>Kai
  Sterker</a><br>
  </small></address>
--- 5,9 ----
  </a> Project<br>
  Last changed at $datetime<br>
! &copy; 2000/2001/2002 <a href="mailto:address@hidden";>Kai
  Sterker</a><br>
  </small></address>

Index: step4.eps
===================================================================
RCS file: /cvsroot/adonthell/adonthell/doc/dlgedit/step4.eps,v
retrieving revision 1.1
retrieving revision 1.2
diff -C2 -r1.1 -r1.2
*** step4.eps   14 Oct 2001 22:19:08 -0000      1.1
--- step4.eps   25 Jun 2002 21:37:18 -0000      1.2
***************
*** 1,10 ****
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  %%Creator: GIMP PostScript file plugin V 1.11 by Peter Kirchgessner
! %%Title: /home/kai/adonthell/adonthell-src/doc/dlgedit/step4.eps
! %%CreationDate: Sun Oct 14 23:43:33 2001
  %%DocumentData: Clean7Bit
  %%LanguageLevel: 2
  %%Pages: 1
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--- 1,10 ----
  %!PS-Adobe-3.0 EPSF-3.0
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***************
*** 14,25 ****
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--- 14,25 ----
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***************
*** 30,34 ****
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! nG`Igli-sBdf4g~>
! nG`Igli-sBdf4g~>
! nG`Igli-qbdf4g~>
! nG`Igli-sBdf4g~>
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! q#:<ooD\djg]%6RpAY*mp&BO~>
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! qu6WrmJd.diVrlXnG`Igq#>j~>
! qu6WrmJd.diVrlXnG`Igq#>j~>
! qu6YRmJd0DiVrn8nG`KGq#>j~>
! qu6WrmJd.dir8uYmf*7eq>Ys~>
! qu6WrmJd.dir8uYmf*7eq>Ys~>
! qu6YRmJd0Dir9"9mf*9Eq>Ys~>
! qu6WrmJd.dir8uYmf*7eq>Ys~>
! qu6WrmJd.dir8uYmf*7eq>Ys~>
! qu6YRmJd0Dir9"9mf*9Eq>Ys~>
! qu6WrmJd.dir8uYmf*7eq>Ys~>
! qu6WrmJd.dir8uYmf*7eq>Ys~>
! qu6YRmJd0Dir9"9mf*9Eq>Ys~>
! qu6WrmJd.dir8uYmf*7eq>Ys~>
! qu6WrmJd.dir8uYmf*7eq>Ys~>
! qu6YRmJd0Dir9"9mf*9Eq>Ys~>
! qu6WrmJd.dir8uYmf*7eq>Ys~>
! qu6WrmJd.dir8uYmf*7eq>Ys~>
! qu6YRmJd0Dir9"9mf*9Eq>Ys~>
! qu6WrmJd.dir8uYmf*7eq>Ys~>
! qu6WrmJd.dir8uYmf*7eq>Ys~>
! qu6YRmJd0Dir9"9mf*9Eq>Ys~>
! qYpNqn,address@hidden>Ys~>
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! qYpPQn,EBFiVrn8mf*9Eq>Ys~>
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! q>UEpnc&Rhhu<ZVnG`Igq#>j~>
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! q#:<ooD\djh>[HTo)A[ip]#a~>
! q#:<ooD\djh>[HTo)A[ip]#a~>
! q#:>OoD\fJh>[J4o)A]Ip]#a~>
! p\t3np&>!lg]%6Ro`"mkpA]X~>
! p\t3np&>!lg]%6Ro`"mkpA]X~>
! p\t5Np&>#Lg]%82o`"oKpA]X~>
! pAb*lqZ$Qqg&D$PpAY*mp&BO~>
! pAb*lqZ$Qqg&D$PpAY*mp&BO~>
! pAb,LqZ$SQg&D&0pAY,Mp&BO~>
! oDeXef)PaMqZ$Qqo`'F~>
! oDeXef)PaMqZ$Qqo`'F~>
! oDeZEf)Pc-qZ$SQo`'F~>
! nG`IgdJs%Co)F4~>
! nG`IgdJs%Co)F4~>
! nG`IgdJs'#o)F4~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! p&F^cf`1XFo`'F~>
! p&F^cf`1XFo`'F~>
! p&F^cf`1XFo`'F~>
! o`"mkqYpNqf)G^MqYpNqoDa=~>
! o`"mkqYpNqf)G^MqYpNqoDa=~>
! o`"mkqYpNqf)G^MqYpNqoDa=~>
! o`"mkqYpNqf)G^MqYpNqoDa=~>
! o`"mkqYpNqf)G^MqYpNqoDa=~>
! o`"mkqYpNqf)G^MqYpNqoDa=~>
! oD\djr;Q`seGfLKr;Q`so)F4~>
! oD\djr;Q`seGfLKr;Q`so)F4~>
! oD\djr;Q`seGfLKr;Q`so)F4~>
! oD\djr;Q`seGfLKr;Q`so)F4~>
! oD\djr;Q`seGfLKr;Q`so)F4~>
! oD\djr;Q`seGfLKr;Q`so)F4~>
! o)A[irr2rudf0:Irr2runc++~>
! o)A[irr2rudf0:Irr2runc++~>
! o)A[irr2rudf0:Irr2runc++~>
! o)A[irr2rudf0:Irr2runc++~>
! o)A[irr2rudf0:Irr2runc++~>
! o)A[irr2rudf0:Irr2runc++~>
! nc&XjrrCFG!W`6#nGe"~>
! nc&XjrrCFG!W`6#nGe"~>
! nc&XjrrCFG!W`6#nGe"~>
! nc&XjrrCFG!W`6#nGe"~>
! nc&XjrrCFG!W`6#nGe"~>
! nc&XjrrCFG!W`6#nGe"~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! nG`IgcMmkEn,In~>
! ^]4-1o)F4~>
! address@hidden)F4~>
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! `W#o<nG`Igq#>j~>
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! `W#o<nG`Igq#>j~>
! qYpNqn,address@hidden;WcWnG`Igq#>j~>
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! qu6WrmJd.dir8uYmf*7eq>Ys~>
! `r?#=mf*7eq>Ys~>
! qu6WrmJd.dir8uYmf*7eq>Ys~>
! qu6WrmJd.dir8uYmf*7eq>Ys~>
! `r?#=mf*7eq>Ys~>
! qu6WrmJd.dir8uYmf*7eq>Ys~>
! qu6WrmJd.dir8uYmf*7eq>Ys~>
! `r?#=mf*7eq>Ys~>
! qu6WrmJd.dir8uYmf*7eq>Ys~>
! qu6WrmJd.dir8uYmf*7eq>Ys~>
! `r?#=mf*7eq>Ys~>
! qu6WrmJd.dir8uYmf*7eq>Ys~>
! qu6WrmJd.dir8uYmf*7eq>Ys~>
! `r?#=mf*7eq>Ys~>
! qu6WrmJd.dir8uYmf*7eq>Ys~>
! qu6WrmJd.dir8uYmf*7eq>Ys~>
! `r?#=mf*7eq>Ys~>
! qu6WrmJd.dir8uYmf*7eq>Ys~>
! qu6WrmJd.dir8uYmf*7eq>Ys~>
! `W#o<nG`Igq#>j~>
! qYpNqn,address@hidden;WcWnG`Igq#>j~>
! qYpNqn,address@hidden;WcWnG`Igq#>j~>
! `W#o<nG`Igq#>j~>
! qYpNqn,address@hidden;WcWnG`Igq#>j~>
! qYpNqn,address@hidden;WcWnG`Igq#>j~>
! `W#o<nG`Igq#>j~>
! qYpNqn,address@hidden;WcWnG`Igq#>j~>
! qYpNqn,address@hidden;WcWnG`Igq#>j~>
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! q>UEpnc&RhhZ!QUo)A[ip]#a~>
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! q#:<address@hidden"mkpA]X~>
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! _>jN8qZ$Qqo`'F~>
! pAb*lqZ$Qqf`1sOqZ$Qqo`'F~>
! pAb*lqZ$Qqf`1sOqZ$Qqo`'F~>
! ^]4-1o)F4~>
! address@hidden)F4~>
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! WW.J~>
! WW.J~>
! WW.J~>
! WW.J~>
! WW.J~>
! WW.J~>
! WW.J~>
! WW.J~>
! WW.J~>
  WW.J~>
  WW.J~>
--- 41,467 ----
  WW.J~>
  WW.J~>
! pAash]DmB~>
! pAash]DmB~>
! pAash]DmB~>
! q#C?oqZ$Qq^&NT~>
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! q#C?oqZ$Qq^&NT~>
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! qu6Wro)A[i_#Jo~>
! r;Q`snG`Ig_>f#~>
! r;Q`snG`Ig_>f#~>
! r;Q`snG`Ig_>f#~>
! r;Q`snG`Ig_>f#~>
! r;Q`snG`Ig_>f#~>
! r;Q`snG`Ig_>f#~>
! rVlitmf*7e_Z,,~>
! rVlitmf*7e_Z,,~>
! rVlitmf*7e_Z,,~>
! rVlitmf*7e_Z,,~>
! rVlitmf*7e_Z,,~>
! rVlitmf*7e_Z,,~>
! rVlitmf*7e_Z,,~>
! rVlitmf*7e_Z,,~>
! rVlitmf*7e_Z,,~>
! rVlitmf*7e_Z,,~>
! rVlitmf*7e_Z,,~>
! rVlitmf*7e_Z,,~>
! rVlitmf*7e_Z,,~>
! rVlitmf*7e_Z,,~>
! rVlitmf*7e_Z,,~>
! rVlitmf*7e_Z,,~>
! rVlitmf*7e_Z,,~>
! rVlitmf*7e_Z,,~>
! rVlitmf*7e_Z,,~>
! rVlitmf*7e_Z,,~>
! rVlitmf*7e_Z,,~>
! r;Q`snG`Ig_>f#~>
! r;Q`snG`Ig_>f#~>
! r;Q`snG`Ig_>f#~>
! r;Q`snG`Ig_>f#~>
! r;Q`snG`Ig_>f#~>
! r;Q`snG`Ig_>f#~>
! qu6Wro)A[i_#Jo~>
! qu6Wro)A[i_#Jo~>
! qu6Wro)A[i_#Jo~>
! qYpNqo`"mk^]/f~>
! qYpNqo`"mk^]/f~>
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! q>UEppAY0orrBk7J,~>
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! q#C?oqZ$Qqrr2ru_>f#~>
! pAashqu6Wr_Z,,~>
! pAashqu6Wr_Z,,~>
! pAashqu6Wr_Z,,~>
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! oD\djp\t3n_uG5~>
! oD\djp\t3n_uG5~>
! oD\djpAY*m`;b>~>
! oD\djpAY*m`;b>~>
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! oD\djp&>!l`W(G~>
! oD\djo`"mk`rCP~>
! oD\djo`"mk`rCP~>
! oD\djo`"mk`rCP~>
! oD\djoD\dja8^Y~>
! oD\djoD\dja8^Y~>
! oD\djoD\dja8^Y~>
! oD\djo)A[iaT$b~>
! oD\djo)A[iaT$b~>
! oD\djo)A[iaT$b~>
! oD\djnc&Rhao?k~>
! oD\djnc&Rhao?k~>
! oD\djnc&Rhao?k~>
! oD\djnG`Igb5Zt~>
! oD\djnG`Igb5Zt~>
! oD\djnG`Igb5Zt~>
! oD\djn,address@hidden(~>
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! oD\djmJd.dc2W:~>
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! oD\djm/I%ccMrC~>
! oD\djm/I%ccMrC~>
! oD\djm/I%ccMrC~>
! oD\djli-qbci8L~>
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! oD\djli-qbci8L~>
! oD\djlMghad/SU~>
! oD\djlMghad/SU~>
! oD\djlMghad/SU~>
! oD\djl2L_`dJn^~>
! oD\djl2L_`dJn^~>
! oD\djl2L_`dJn^~>
! oD\djkl1V_df4g~>
! oD\djkl1V_df4g~>
! oD\djkl1V_df4g~>
! oD\djkPkM^e,Op~>
! oD\djkPkM^e,Op~>
! oD\djkPkM^e,Op~>
! oD\djk5PD]eGk%~>
! oD\djk5PD]eGk%~>
! oD\djk5PD]eGk%~>
! oD\djjo5;\ec1.~>
! oD\djjo5;\ec1.~>
! oD\djjo5;\ec1.~>
! oD\djjSo2[f)L7~>
! oD\djjSo2[f)L7~>
! oD\djjSo2[f)L7~>
! oD\djj8T)address@hidden>
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! oD\djir8uYf`-I~>
! oD\djiVrlXg&HR~>
! oD\djiVrlXg&HR~>
! oD\djiVrlXg&HR~>
! oD\dji;WcWgAc[~>
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! oD\dji;WcWgAc[~>
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! oD\djhu<ZVg])d~>
! oD\djhZ!QUh#Dm~>
! oD\djhZ!QUh#Dm~>
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! oD\djh>[HTh>`!~>
! oD\djh>[HTh>`!~>
! oD\djh>[HTh>`!~>
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! q#C$fhu<ZVi;\<~>
! q#C$fhu<ZVi;\<~>
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Index: step4.png
===================================================================
RCS file: /cvsroot/adonthell/adonthell/doc/dlgedit/step4.png,v
retrieving revision 1.1
retrieving revision 1.2
diff -C2 -r1.1 -r1.2
Binary files /tmp/cvskWuvow and /tmp/cvs2VzHxS differ




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