Help

Anonymous
01 Sept 2003, 20:19
I downloaded the free trial of Quest. After one day, all the files I made with Quest can't be opened with the QDK or the player. Copies of the games don't open either. I didn't mess around with the game in any way. I can open things I have downloaded from this website in both applications.

What's wrong?

Farvardin
01 Sept 2003, 20:36
if you wish you can send me a copy of your files at farvardin@1witch.com
I'm far from being an expert in Quest, but maybe I can help.

Chuck
01 Sept 2003, 21:34
Kewl, make sure your files are proper asl files with the correct "filename.asl" label. I have occasionally saved them as .txt files and they cannot be loaded.

Make a very simple game with one object and one room. Save. Does it reload? If it does, open one of your bad files as text as well as the one you just created. Look at them side by side. Is a chunk of code missing from the bad file?

It's always possible that a file and/or program can be corrupted. If that's the case, you shouldn't be able to create anything in QDK regardless of how simple it might be.

Good luck. Come back here and tell us how it went if you want.

Chuck

GameBoy
01 Sept 2003, 21:39
i recommend you uninstall, delete all file from quest, reinstall, and it will probably work again 8)

Anonymous
01 Sept 2003, 22:27
Farvardin, I emailed you.

Chuck, I did that and I didn't see anything wrong with the file. Also, I could open my test file after saving it.

Ste, If I do what you said, I would loose my file anyway.

GameBoy
01 Sept 2003, 23:44
no, just put your file in another location on your HD, then after re-installation of Quest, put it back in the Quest folder located in C:\program files\Quest\ :)

Anonymous
02 Sept 2003, 12:25
Ste, do you want me to reinstall QDK, the player, or both?

GameBoy
02 Sept 2003, 13:23
when you uninstall quest, it uninstalls both of them anyway, use Add/Remove Programs in the Control Panel

Anonymous
02 Sept 2003, 15:07
OK, it worked.

Thank you all.

Farvardin
02 Sept 2003, 18:11
without reinstallation, it worked when I removed this part :

	command <call #@object#> if ( #object# = Daniel ) then {
msg <You have called #object#. #object# is now in the hallway.>
move <Daniel; Hallway>
}
else {if ( #object# = Carol ) then {{if ( #CLOTHES# = off ) then {
say <AHHH! You're naked!>
set numeric <GOODDEED; %GOODDEED% - 7>
}
} else {
if ( #object# = Daniel ) then {
msg <You have called #object#. #object# is now in the hallway.>
move <Mommy; Hallway>
}
else {if ( #object# = Carol ) then {{if ( #CLOTHES# = off ) then {
say <AHHH! You're naked!>
set numeric <GOODDEED; %GOODDEED% - 7>
}
} else {
if ( #object# = Matt ) then {
msg <You have called #object#. #object# is now in the hallway.>
move <Matt; Hallway>
}
else {if ( #object# = Hannah ) then {
msg <You have called #object#. #object# is now in the hallway.>
move <Hannah; Hallway>
}
else {
if ( #object# = Carol ) then {if ( #CLOTHES# = off ) then {
say <AHHH! You're naked!>
set numeric <GOODDEED; %GOODDEED% - 7>
}
else {
if ( #HBTALK# = undone ) then {
say <Hey!|nHave you seen my Hardy Boys collection?>
if got <HB Books> then {
say <Ohh, I see you do!|nThanks a lot.|nI'm going to put them in my room right now.>
lose <HB Books>
move <HB Books; Daniel's Room>
set numeric <GOODDEED; %GOODDEED% + 2>
move <Daniel; Front door>
move <Daniel; Hallway>
move <Daniel; Daniel's Room>
set string <HBTALK; done>
}
else say <Aww, you don't have them. Could you go get them for me? I'll wait here.>
}
else msg <Hi.>
}
}
msg <Only people will respond to your calling...>
}
}
}
}
}
}



what is really strange is I removed this part already in your file and save it with another name, but it didn't work though. I got "no 'define game' block" in QDK, which is false.
What is even more strange is I paste in the edited file the code from my own game, and I could no longer open it or edit it... as if this files contained more data than the ascii txt in it.

Maybe you could send it to Alex, so he could study this "monster".

kewldude606
02 Sept 2003, 18:48
Farvardin, I will do what you said...

paul_one
02 Sept 2003, 20:59
It's more {} havock again....
For some reason QDK doesn't like the {}'s to be out of whack!

_________________
Computer Whizz
==Insert Sig Here!==

Currently Listening To :
Squirrel Nut Zippers - Hell
Using Winamp.

paul_one
02 Sept 2003, 21:28
I took a look into the code (yeesh that's a mess!) but came up with this:
command <call #@object#> {
set string <PeopleToCall[0]; Daniel>
set string <PeopleToCall[1]; Matt>
set string <PeopleToCall[2]; Hannah>
set string <PeopleToCall[3]; Carol>
set numeric <LoopA; 0>
set numeric <blnFound; 0>

for <LoopA; 0; 3> {
if ( #object# = #PeopleToCall[LoopA]#) then set <blnFound; 1>
}

if ( %blnFound% = 1 ) then {
if ( #object# <> Carol) then {
msg <You have called #object#. #object# is now in the hallway.>
move <#object#; Hallway>
}
else {
if ( #CLOTHES# = off ) then {
say <AHHH! You're naked!>
set numeric <GOODDEED; %GOODDEED% - 7>
}
}

if ( #HBTALK# = undone ) then {
say <Hey!|nHave you seen my Hardy Boys collection?>

if got <HB Books> then {
say <Ohh, I see you do!|nThanks a lot.|nI'm going to put them in my room right now.>
lose <HB Books>
move <HB Books; Daniel's Room>
set numeric <GOODDEED; %GOODDEED% + 2>
move <Daniel; Front door>
move <Daniel; Hallway>
move <Daniel; Daniel's Room>
set string <HBTALK; done>
}
else say <Aww, you don't have them. Could you go get them for me? I'll wait here.>
}
else msg <Hi.>
}
else msg <Only people will respond to your calling...>
}


This should do the following:
[list]
[*]Check to see if you can move an object to the current room, and only allow the following objects to be moved:[/*:m]
[*]Daniel, Matt, Hannah or Carol.[/*:m]
[*]It will write "You have called #object#. #object# is now in the hallway" whenever you call one of these objects UNLESS that object is Carol![/*:m]
[*]When Carol is called - and the #clothes# is "off" then "AHHH! You're naked" will be printed.[/*:m]
[*]After the object's in the room it will go through that hardy boys thing if #HBTALK# = undone and you have "HB books".[/*:m]
[*]If you don't have the books then it will say "awwww well".[/*:m]
[*]If #HBTALK# isn't "undone" it will say "hi".[/*:m]
[*]And if you haven't said one of the above people then it will say only people are able to be called![/*:m][/list:u]
I think this is what you were after - but as the code was a mess I can't be sure!

And just to insure myself I haven't tested this code so I probably have a couple of mistakes in there - most of it's correct though!!.... I hope :oops: :?
_________________
Computer Whizz
==Insert Sig Here!==

Currently Listening To :
Vertical Horizon - Everything You Want
Using Winamp.

kewldude606
04 Sept 2003, 01:14
Yes, that's what's supposed to happen.
The QDK made that, so don't tell me about the mess :wink:

I think Im Dead
04 Sept 2003, 15:25

After the object's in the room it will go through that hardy boys thing...



That made it all worth it.