How to start game with no UI (with no flash)?
george
31 Oct 2013, 02:51How do I start the game with no UI, without the second or two flash before the hide panes kicks in? I mean the inventory, status, places&objects, and compass panes.
It seems like InitInterface controls the UI, but is it the definitive control? If you comment out this function (even in Core) you still see the panes.
If you hide the panes in the game display tab, there's a second or two flash before they're hidden. I know this isn't a big deal for some people but it just doesn't look right to me.
It seems like there's some JS or HTML somewhere inserting those panes at the start?
I tried setting the display of some elements in playercore.css to none but that didn't have any effect.
edit:
OK, I was confused about how Quest loads CSS -- apparently it loads it when the desktop app starts, so you can't change core CSS on the fly (even with reloading Core). It's probably better to add custom CSS anyway. So I did that, and I can successfully hide the panes by setting the display:none !important on #gamePanes. However there's still a flash, which makes sense since my custom CSS comes in after things start.
second edit:
So through some hacking I got this to work, sort of. I copied InitInterface and deleted everything but the first part where it adds stylesheets (not even sure if that matters but I kept it). Then in desktopplayer.js I changed the function panesVisibleEval to always send panesVisible(false)...since this is desktopplayer.js I bet this won't exactly work for the web player, but I haven't got that far yet
.
The 'sort of' part is that the Quest player still flashes some weird text right before the game starts. It looks like this,
http://kooneiform.files.wordpress.com/2 ... -quest.png
In any case, doing it this way doesn't seem that reliable, so maybe I can add some custom JS that calls panesVisible(false) after all the Quest stuff is done, but before the game starts?
Does anyone know where or how to insert that?
It seems like InitInterface controls the UI, but is it the definitive control? If you comment out this function (even in Core) you still see the panes.
If you hide the panes in the game display tab, there's a second or two flash before they're hidden. I know this isn't a big deal for some people but it just doesn't look right to me.
It seems like there's some JS or HTML somewhere inserting those panes at the start?
I tried setting the display of some elements in playercore.css to none but that didn't have any effect.
edit:
OK, I was confused about how Quest loads CSS -- apparently it loads it when the desktop app starts, so you can't change core CSS on the fly (even with reloading Core). It's probably better to add custom CSS anyway. So I did that, and I can successfully hide the panes by setting the display:none !important on #gamePanes. However there's still a flash, which makes sense since my custom CSS comes in after things start.
second edit:
So through some hacking I got this to work, sort of. I copied InitInterface and deleted everything but the first part where it adds stylesheets (not even sure if that matters but I kept it). Then in desktopplayer.js I changed the function panesVisibleEval to always send panesVisible(false)...since this is desktopplayer.js I bet this won't exactly work for the web player, but I haven't got that far yet

The 'sort of' part is that the Quest player still flashes some weird text right before the game starts. It looks like this,
http://kooneiform.files.wordpress.com/2 ... -quest.png
In any case, doing it this way doesn't seem that reliable, so maybe I can add some custom JS that calls panesVisible(false) after all the Quest stuff is done, but before the game starts?
Does anyone know where or how to insert that?
Alex
31 Oct 2013, 12:11This is fixed in Quest 5.5 - the panes are not displayed at all if the game turns them off.
george
31 Oct 2013, 15:01Great!
I don't suppose anyone has a compiled 5.5 they could pass on to me?
edit: nevermind, I found the nightly. I didn't realize that was available, pretty cool! The fix looks good.
I don't suppose anyone has a compiled 5.5 they could pass on to me?
edit: nevermind, I found the nightly. I didn't realize that was available, pretty cool! The fix looks good.

R2T1
31 Oct 2013, 23:35Alex,
Are there any release Notes for the 5.5 nightly? I want to see what is new or has changed since 5.4.1
Are there any release Notes for the 5.5 nightly? I want to see what is new or has changed since 5.4.1
Alex
01 Nov 2013, 09:37It's the developer version, documentation is what releases are for!
You can try working out what's changed by looking at the source history https://quest.codeplex.com/SourceContro ... changesets
You can try working out what's changed by looking at the source history https://quest.codeplex.com/SourceContro ... changesets