I can't find this answer

rscorpio64
11 Apr 2008, 22:44
Ok I figured out how to make a simple room with lost of puzzles. I want my friend to test it out. I have my own webspace. Two questions:

1. How do you upload it to your webspace so that they can play it online? What kind of engine do I need to make it work?
2. If i just want to email it to them, what file(s) do they need to play it? (yes I know quest - but just quest.exe?)

Thank you in advance.

ps If this answer is provided somewhere, can someone link it to me, or reference it in the guide?

Riki

METALGod32
11 Apr 2008, 23:35
Well, to play online you'll run the Quest server that is with
the pro version of quest.

Your friend will need the free quest player and your games ASL.
the ASL is the ext of your game, so whereever your saved game
is at, you'll want your friend to download that.
or email it to them.

example: my game is called: Fearscape, so it's name with ext is: Fearscape.asl

rscorpio64
12 Apr 2008, 03:30
METALGod32 wrote:Well, to play online you'll run the Quest server that is with
the pro version of quest.

Ok I have the pro version. So just set up the quest server on my server and let it run?
I already run a couple online game servers so I'll see if I can get this to work. and they NEED the quest program
if I set it up online?


Your friend will need the free quest player and your games ASL.


OK, I have the CAS file (which I am sure is the same thing, its just compiled)
Now I can't find the FREE QUEST PLAYER. Is that the same thing as the Quest 4.03?
I told him to download that. But I keep hearing about a player. Is that a different program?
[/quote]

BTW Just out of curiosity, but is this genre of people just as old as I am. I'm thinking that this style of gaming
is mostly for the nostalgic people. (I grew up on Zork - my first pc -B4 pcs' became a house hold item was a Timex sinclair and I got hooked on adventures through 2 very informative books. Write Your Own ADVENTURE PROGRAMS For Your Microcomputer and one that has tons of history about Adventure Games, how they are designed and the different types of parsers programs and a small but packed chapter in the back on how to make yours - Computes Guide to Adventure Games
(I'm fortunate enough to own the first edition which is a metal binding )

rscorpio64
12 Apr 2008, 04:37
NM, figured it out :-) Up and running great.
..back to working on the quest (hhmmm this opens the door for mudd design)

rscorpio64
12 Apr 2008, 06:23
I was working. after making some mods to the quest, and uploading it, when i ran quest, it came up and I could see the starting screen but there was a runtime error: 5 and then it promptly crashed.

I looked through the forums for this, but nothing there. I back tracked through most of my changes and reverted back then logged in, still the same error. BUT, i can still play it locally like normal. with no errors.

o, just realized, maybe someone can try the room (im testing procedures and flags to see just how versatile this proggy is) and see if it crashes on them. If not - its my end
server link: wyvernquest.ath.cx

let me know either way.

METALGod32
12 Apr 2008, 11:17
Did you make the game as a multiplayer game?, or as a solo game?
when you make it there is an option to choose between multiplayer
and solo.

This could explain the error.

also certain code commands will not work in a multiplayer
game, if you used any of these then it could cause an error.

Lose and win sections don't work in multiplayer gaming.
to find out more, load up quest go to help and read
the multiplayer documentation.

rscorpio64
12 Apr 2008, 13:25
I'll take a look today. being a programmer (vb is one of them) I think it has something to do with some of the changes made in the quest. My GUESS (and I wont know this until I check) is that the server saves your position when you log off. I made some changes to the quest at that point, so when logging back on, it can't find them. Is this correct? And if so, area the saves that the server makes based on IP address or the user name when finding the save point?

Im going to check the directory and see if that is so. The game worked until I made some changes, then restarted the server. So I know it's a simple fix.

Riki

ps
I made solo game, and I'm aware that the server may have issues with running solo-games. I did a complete read of both docs (btw whoever did the pdf tutorial did a wonderful job - answers just about every question there is) The only "con" I have so far is that it is priced a little too high for both the genre its in and the time frame its released in. But I still bought it. :-)

METALGod32
12 Apr 2008, 22:38
You might be right about what's causing the error.

Honestly I cannot say for sure, usually I just simply run some tests.
these tests can be anything from restarting the PC to duplicating my code
and renaming my game.

Also I usually test my game as I build it, this way if there is no error
15 minutes ago, but after i done some coding there is now an error,
I'll think about what I done in that 30 minutes that could have caused the error.

I don't have much experience with the Quest server or the multiplayer part of Quest.

rscorpio64
12 Apr 2008, 23:05
I agree. I test my stuff out the same way, a lot easier to catch the bugs.
But I was right about the error. My question would be then where is the file, or location that quest server saves your last location.
When you log back on with the server, it starts you where you left off at. So if you make a change in the quest then you log back on, the server
looks for for your last save point, and if the author makes a change, that save variable will not be there and it will crash.
I spent all day looking on both local and remotely for a file that holds the save point, but cannot locate it anywhere (i even checked the registry and got rid of any qgl file) and yet, the server, when you log back on, is still looking for an old save point variable which i did change.

you can check it out here if you like.

I'm hoping alex will respond so I can figure this out.

===== ** EDIT ***====================================================
Ok figured it out. It was a typo in the Intro -> Textblocks
I do remember at one time using a "pipe" symbol to separate some information, however after further reading of text formating, that obviouly caused an issue. BUT, when I looked at the textblock again it wasn't there so I naturaly assumed that it corrected itself., It did not. So I deleted the whole intro and made a new one without fancy codes and it worked.

yeah!
:P
:lol: