KVonGit / quest-compiler

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MIT License
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Current installers. #19

Closed tass23 closed 1 month ago

tass23 commented 2 months ago

Are we ready for new installers for Quest 5.8/5.7 and Quest Compiler 6.5.8992.36624xx?

KVonGit commented 2 months ago

Are we ready for new installers for [...] Quest Compiler 6.5.8992.36624xx

This doesn't create its own installer (as far as I know). It's just the folder of the build that is needed. I reckon they call that "portable", which just means you don't have to install it. (File associations wouldn't have any use with it. Heck, you can't even drop a game file onto the icon to open the file with it.)

But, to answer, I don't know. Every working game I tested it with worked fine, but I didn't test anything with crazy RPG stuff going on.

We can't use your current work-in-progress as a testing model until it works nearly flawlessly in the Quest desktop player.

So... Right now, without any ideas of other games to test it with, I think Quest Compiler 6.5 is as updated as it will get as far as the source code to build it in VS, but it definitely needs some CSS tweaks. CSS and JS files can just be revised in the main folder, though, with no Visual Studio required.

If you have the means to package it up and you wish to do so, you can just use this folder:

Quest Compiler Unofficial Release.6.5.8992.36624.zip

That is the same file found here: https://github.com/KVonGit/quest-compiler/tree/master/QuestCompiler/bin/Unofficial%20Release


Are we ready for new installers for Quest 5.8[?]

If you just want the official current release of Quest 5.8 in a ZIP, this is the official recent release all zipped up: https://github.com/KVonGit/quest5-stuff/raw/main/quest-portable-versions/Quest%20580.zip

If you want Quest 5.7.6 in a ZIP, this is that official release all zipped up [^1] : https://github.com/KVonGit/quest5-stuff/raw/main/quest-portable-versions/Quest572.zip

I'm about to see if your game will open in Quest 5.7.6 after changing the ASL version to 550 in a text editor. More on this in just a few minutes.

[^1]: It says Quest572, I know, but it is Quest 5.7.6. The last official release before the interface "upgrade" for 5.8.

tass23 commented 2 months ago

Okay, I'm going to use this: https://github.com/KVonGit/quest5-stuff/raw/main/quest-portable-versions/Quest572.zip

And this: https://github.com/user-attachments/files/16665538/Quest.Compiler.Unofficial.Release.6.5.8992.36624.zip

KVonGit commented 2 months ago

I just now opened your game in Quest 5.7.6.

About to test it for a few minutes, just to make sure this game doesn't need to be run in Quest 5.8.

KVonGit commented 2 months ago

You test it real quick, too.

It seems to work the same, without the lag of 5.8, and it looks a little better to me.

Here is your main game folder with the game set to run in Quest 5.7.6:

tkam-main-game-ASL550.zip

KVonGit commented 2 months ago

Quest 5.7.6 runs the game fine, as far as I can tell.

It runs more smoothly, and seems to look better as far as the colors and such (but I might just be crazy).

I tested hiring everyone and them killing a mongbat. I exported an axe. Then I closed the game and restarted and imported the axe. Everything worked that I tested, or I mean as well as it works in your Quest version, haha.

KVonGit commented 2 months ago

Hey, this is off topic in this thread, I guess, but wow... Look at this:

https://github.com/textadventures/quest/security/dependabot

You might even know what a heap buffer overflow means...

tass23 commented 2 months ago

Aw, page not found.

KVonGit commented 2 months ago

Aw, page not found.

That does not only happen to you.

Are you clicking from the Github site or from Gmail?

KVonGit commented 2 months ago

image

KVonGit commented 2 months ago

Uh... I'm deleting my fork of that repo. I only noticed this because Github started sending me a bunch of SECURITY ALERT! emails.

tass23 commented 2 months ago

Ah, the heap buffer overflow is related to image parsing.

Screenshot_20240819_190625_Chrome.jpg

KVonGit commented 2 months ago

Oh.

Shouldn't matter in the Desktop version, then.

I was thinking "memory leak" for some reason.

KVonGit commented 2 months ago

Quest 5.7.6 keeps crashing on me. I forgot it did that when there was more than a little bit of code in the editor.

Perhaps the official 5.8 is the best way to go? It runs better than your version of Quest, and it has the updates to fight against the memory leaks a little better. (Sorry. I apparently jumped the gun.)


PS

I hope this isn't a duplicate post. I swear I posted this just after a Quest crash made me angry, but I can't find it after going to smoke and coming back. 🤷‍♂️

KVonGit commented 2 months ago

Never mind. Quest decided to do that thing where it adds random { and } to the code.[^1]

It was my fault, not 5.7.6.

TE-To Kill A Mongbat - ASL550.zip

I updated the thing where it makes the table. Everyone's stats are set to 0 before they become the type of fighter you choose, so made it "---" as a placeholder for the 0s to avoid possible confusion.

[^1]: That really means I probably left out a closing } while editing the script, and Quest tried to fix it for me. I mean, Quest tried. Can you really get mad at Quest for trying? (I mean, I can, but I know I shouldn't, haha.)

KVonGit commented 2 months ago

Whoops. I left the calls to Log() in that. I took it out. (It makes the game run slower.)

TE-To Kill A Mongbat - ASL550.removed_log_entries.zip

KVonGit commented 2 months ago

Alrighty, I'm making careless mistakes and am obviously tired.

All files are updated to my current working versions in this repo. (The game file in the zip in the previous post in this thread is the current version.)


If we ever want to switch back to Quest 5.8, all we need to do is open this recent game file in the Quest 5.8 editor, make one change somewhere (I change the version number in these instances), and save the file. It will then change it back to ASL version 580, and Quest 5.7 will no longer open it after that.[^1]


I'm calling it a night.

Tune in tomorrow! Same Bat-Time! Same Bat-Channel!

[^1]: Quest 5.7 checks the ASL version of the game file. If it is above 550, Quest says, "nope! I don't know what ASL version this is, and I'm not even trying open it!"

KVonGit commented 2 months ago

Alrighty, I'm making careless mistakes and am obviously tired.

Case in point: I'm posting about the game in the damn Quest Compiler repo.

I'm hittin' the sack. I'll move these posts to their proper place on the morrow.

tass23 commented 2 months ago

I grabbed that file, what is Quick Params doing, and why do we need it?

d = NewDictionary()
dictionary add (d, key1, value1)
if (IsDefined("key2")) {
  dictionary add (d, key2, value2)
}
if (IsDefined("key3")) {
  dictionary add (d, key3, value3)
}
return (d)

Case in point: I'm posting about the game in the damn Quest Compiler repo.

You're not supposed to drive yourself crazy while helping out! Why don't we take a break for a bit? Maybe just a day.

KVonGit commented 2 months ago

what is Quick Params doing, and why do we need it?

http://docs.textadventures.co.uk/quest/functions/quickparams.html

It's a default Quest function as of Quest 5.8 official.


You're not supposed to drive yourself crazy while helping out!

Oh, I wake up that way every day! No worries.

I was just tired. That happens to me at least once every day, usually around midnight.


Why don't we take a break for a bit? Maybe just a day.

Well... Maybe.

We'll see what happens.

tass23 commented 2 months ago

So much for a whole day off, but we will take a break whenever you need one, since you're the one doing all the tedious coding.

Alright, so just to keep things on the up and up, I am loading my other game(s) into the version of Quest we are using now, I received one error for XML loading povstatusattributes, which seems to be caused by having the wrong version number only. Once I changed it back to our version and I changed it from 580 to 550, it seems fine. I played through in Quest and it works. The compiler we are using now was fine doing the compile, and the HTML game works as intended. This probably isn't a surprise to you, but I was just making sure.

KVonGit commented 2 months ago

So much for a whole day off, but we will take a break whenever you need one, since you're the one doing all the tedious coding.

Oh, feel free to take a whole day off anytime. Even if I post something on Github, you can totally just ignore it for a good while. I never expect immediate replies, anyway, haha. I am usually doing stuff with people in the UK who are five hours ahead; so, I'm accustomed to posting about five or six topics at once while working on something, then not getting any feedback for at least 5 to 12 hours.

Also, I am slightly insane. If I'm trying to fix code, I can't sleep well until it's all fixed. My mind will never stop debugging, even when I turn everything off and lie still for hours on end. After a few days of that, I will eventually crash for about 12 hours, then wake up and be right back at it.

I either gotta get it all done before I can truly rest my brain, or I gotta abandon it and forget all about the whole thing.

Alright, so just to keep things on the up and up, I am loading my other game(s) into the version of Quest we are using now, I received one error for XML loading povstatusattributes, which seems to be caused by having the wrong version number only. Once I changed it back to our version and I changed it from 580 to 550, it seems fine. I played through in Quest and it works.

Rock and roll!


The compiler we are using now was fine doing the compile, and the HTML game works as intended. This probably isn't a surprise to you, but I was just making sure.

Woot woot!

Honestly, every time any game successfully compiles to HTML, I am surprised. That Quest Compiler has a mind of its own.


since you're the one doing all the tedious coding.

I don't know.... It seems the other way around to me, heehee.

I'm just adding a function here and there to save you from all your tedious coding (or tedious copying and pasting, haha).

I joke, but I know what you mean. You seriously have written at least 99% of the code, though. I just take the big scripts that exist in more than one place and make a function to handle it. It makes the code easier to read and write that way. 👍