A lot of the functions in TypeLib are pointless. If you set the object to an actor, then you cannot have a script run when you talk to someone.
If you set an object as a regular object, then the take script and the when gained by player scripts don't run (and possibly the lost by player script too, I haven't tried).
If you don't set it as a regular object, then it won't let you take it, and therefore the take script and gained by player script don't run anyway. This has forced me to use custom commands just to be able to take these objects.
MaDbRiT wrote:A lot of the functions in TypeLib are pointless. If you set the object to an actor, then you cannot have a script run when you talk to someone.
Plain and simply wrong on this point. You can have any script you want run when you talk to someone when using typelib (and it isn't even hard to do.)
MaDbRiT wrote: If you set an object as a regular object, then the take script and the when gained by player scripts don't run (and possibly the lost by player script too, I haven't tried).
MaDbRiT wrote:
If you don't set it as a regular object, then it won't let you take it, and therefore the take script and gained by player script don't run anyway. This has forced me to use custom commands just to be able to take these objects.
As I said - nothing I can do about triggering the 'gained by player' script at the moment, but the whole point of typelib is that you use the object types provided, if you want a regular takeable object then that's the type to use.![]()
I did have a version of typelib in which you could have some takeable objects that were NOT of any of the provided types - but it was not too successful because people would try to do things with the standard object that was only possible with the provided object types and thus generate error messages which indicated that action wasn't understood at all. By the time I'd error-handled all the commands that wouldn't work for a non typelib object the standard object wasn't 'standard' anymore...
MaDbRiT wrote:Conversation system - my latest typelib (not released yet, but mostly working now) has this facility, NPC's can even 'learn' by being told things or reading things. I personally think this functionality is better added by a library (where we can easily get at it to change things we don't like!) than hard coded into Quest which means we might have to resort to nasty workarounds to get what we want if the 'as provided' code doesn't do exactly what we want.
MaDbRiT wrote:3 standard objects? typelib provides a couple of dozen of these already! It is dead simple to 'tweak' a non human NPC type from the typelib provided "Actor"
MaDbRiT wrote:Modes of transport? Not hard to do either, In the past (Quest 2.1x era I think) I've posted working examples of how to model space shuttles, transporters, magic carpets, motorcycles, magic carpets and elevators - sometimes you need an 'object' to do this, but more often you dont.
Modes of transport break down into two basic categories, things you ride IN (which means - think of a room in Quest) and things you ride ON ( think room and representative dummy object).
MaDbRiT wrote:Objects wise I do think furniture (in the sense of bed / chair etc) and the implied ability to sit / lie would be a useful addition.
MaDbRiT wrote:Cant see why you'd want different room types at all. 'Room' is just Quest's handle for "location" and you can use rooms singly or in multiples to model and sort of location you need. I did a piece set on a Sailing Ship a while back. As for room dimensions = use some properties with your rooms (height/width etc) - i.e. this functionality is already available.
MaDbRiT wrote:Spell checker and syntax highlighting editor? Try Textpad, it works beautifully for Quest and is already a mature and classy product you can use for almost all your coding jobs (so why re-invent the wheel?)
MaDbRiT wrote:Invisible Status variables... ahem - leave the display line blank and they are invisible!
MaDbRiT wrote:Room descriptions - The manual shows how to replace room descriptions with ones of your own making that can mimic the original 'You are In' etc etc. It is cumbersome to do this admittedly, but it IS quite possible.
MaDbRiT wrote:Map... don't agree at all, I hate the idea of automatic mapping, it isn't realistic. If you want your player to have a map put one in the game as an object and let him find/buy/be given it.
MaDbRiT wrote:"Skins" for Quest? Personally I'm completely indifferent to this one, I would sooner Alex expended effort on improved functionality than on making the interface customisable.




When I said this, I meant that TypeLib only supports single line read actions. What if you want a script to run when you read something?
(re animal types etc) Yes, but the point is that these things really should be built-in to Quest. It would therefore give MaDbRiT more time to work on other things in his libraries.
(re beds, chairs, sitting and standing) Finally, some support for built-in commands!
.The Spell Checker should be a built-in spell checker that scans the ASL file for all user-entered text and checks it for spelling errors.
The syntax highlighting should be part of a built-in ASL editor in QDK. This would make it easier for QDK users to learn ASL.
They should both be built-in to QDK
By a map I meant the same thing as ADRIFT's map. You've probably used ADRIFT, and would therefore know.
As for the Adrift map issues: you get a too complex error message when the writer messes up with their room directions. If you go east then west and you don't end up at the first location again, you'll get an error warning.
But I think Quest would benefit considerably from a feature like this. If you don't like it, don't use it. Adrift has a setting to turn off the map for game writers who prefer to have their players stumbling around in the dark
007bond wrote:13. A skinnable interface for the main gameplay screen in Quest. If skins are too hard, then color schemes. People soon get sick of the boring grey or black in a program. Look at WMP.
MaDbRiT wrote:The QDK interface for typelib offers an edit box where you can enter an 'action if read' - you put whatever script you want in here. In my original demo of this feature this option was used to transport the player to a magical land if he read a particular spell from a stone tablet.
MaDbRiT wrote:Don't agree here, I think that all commands should as far as possible be provided by way of external libraries (this is how TADS works b.t.w) and I do have a reason.
If functionality for (say) an animal object is hard coded into quest, what happens if we require it to function a little bit differently than the norm as provided? If it is 'hard coded' in Quest we have to work with what's provided and find ways to workaround/misuse and generally 'fight against' the existing code. If the functionality is provided as part of a library, we can simply remove the existing code completely and write what we want, thus not having to 'fight' the inbuilt functionality.
This means we get more flexibility if we add commands / functions externally than internally. Ideally the library that adds these functions should be transparent to the end user and appear easy to use as though indeed it is part of Quest, but remain accessible to more advanced users who want to change things.
MaDbRiT wrote:Noooooo! Laughing Not built in commands! Seriously, I think these functions should be added by way of a library too, for exactly the same reasons as given above.
MaDbRiT wrote:Objects wise I do think furniture (in the sense of bed / chair etc) and the implied ability to sit / lie would be a useful addition.
MaDbRiT wrote:I don't feel the need for this myself, but if you do I am sure you are not alone! What about (as an interim measure) a seperate user text extractor (as used by the ALAN system) so that you can run your text past a powerful grammar/spelling checker as is provided with MS Word/ Word Pro before releasing your game? That would be pretty simple to do.
MaDbRiT wrote:Yes I know, and yes I have. I don't like this facility. It is not reliable in ADRIFT ('too complex' mapping errors abound in the games I've tried) and anyway I find it restrictive. It only works properly if your game world conforms to a very disciplined 'grid' of locations and mine never seem to. Laughing
That said it does seem to be a popular request so perhaps it could be implemented but disabled at the author's option.
Computer Whizz wrote:You obviously didn't read my post about asking questions correctly...
Go read it. Go read the linked page. Then go sit in a corner and think about what you have posted... Then think about it some more until you realise what you've done!
Computer Whizz wrote:I read 3 lines into it and was annoyed - I'm sure Alex would be more so!
Computer Whizz wrote:1. Built in commands... You can do this by adding an action to the object or using a global command. The only exception maybe "#action# all", which maybe should be a universal thing to apply #action# to all the objects in the room (unless "in inv" is applied to the end).
Still - easily done yourself - and has different meanings depending on the game.
Computer Whizz wrote:2. (your 1) Conversation system? Like what - you ask questions to someone and they give answers? Just do it yourself as everyone will want then to speak differently.
Computer Whizz wrote:3. (your 2) Less windows is right. That will take an "overhaul" of QDK though - so I wouldn't expect it too soon... Something like he's done with the command screen (putting it into a node-tree window thing) would be ideal IMO.
Computer Whizz wrote:4. Go and read that line again. Then realise why it's sensible to treat all objects the same.
Computer Whizz wrote:5. Read this one again too. What's different between a hall and a normal room? - Just the description... Conclusion:: Slap yourself!
Computer Whizz wrote:6. Spell checking is complex... Just load it into word and spell check it quickly.
Computer Whizz wrote:7. Don't know what you mean here.
Computer Whizz wrote:8. What?
Computer Whizz wrote:9. Build / draw your own... You should when you design a game.
Computer Whizz wrote:10. Right - you mean templates so you type of twats can come in, click one button and go "OOOO - I've created a game ALL BY MYSELF!"... F*ing looser (self-*'d).
Computer Whizz wrote:11. (your 10) You type |n and that should do fine. RTFM
Computer Whizz wrote:12. Textpad. Alex has already noted how QDK does NOT store ASL in memory - only saves it as ASL.
Computer Whizz wrote:13. What? Conclusion2:: Slap yourself... AGAIN!
Computer Whizz wrote:14. Why? You concentrate your time reading the text - not flapping around the screen going "this looks grey" (although you can change it by changing ALL of the windows stuff).
Computer Whizz wrote:15. I don't know... Haven't opened up QDK in ages...
Computer Whizz wrote:16. Or you could just switch it to "no debug" or something... Again, RTFM.
Computer Whizz wrote:17. Just don't type anything into the "display" bit. Again - RTFM.
Computer Whizz wrote:18. Escape codes? What the hell are you talking about?
Computer Whizz wrote:19. That's mainly one reason I don't use it - although my other main reason is that using anothers' library (unlike C++ libraries) means this adds/alters the object which you're trying to customise - altering it to a "general" form, and to try and get it close to what you want... It's not as specific as you can do by yourself so I just go without... No offense intended at all because I'm sure it would be a great help to others out there - and a great time saver. - Just one I prefer not to use.
Computer Whizz wrote:20. I haven't messed with it as it seems pretty adequate to me. I guess YOU'RE doing something wrong - so please RTFM.
Computer Whizz wrote:21. I'm sure you could i it was a giant's hallway - or if you wanted to play to the entire park... If you don't want an object somewhere - DON'T PUT IT THERE YOU PRAT!!
I told you what to read - the page. Print it out and read it on the bus/break/anything. Hell, have it printed many times and use it as wallpaper... Maybe that'll put some sense into you.I asked you what exactly I was meant to read, and you never responded!
I'm annoyed at how insolent you are.I don't see how you can be annoyed.
More games would be released? As I said, there's no common play command... You want to play ping-pong or play a video? Play a guitar?The point I'm trying to make is that it would be a whole lot easier if they were built in.
Unlike you - I actually DO bother to read - but I read the topic as I was posting... I also didn't need to read this post as he has had his new library in the works for some time and this subject has been covered. Still, my comment is valid, different methods to do it, and different results also wanted.If you had bothered to read the previous post, you would have seen that Al already has one in the new version of Typelib
To be able to add a "person" or "car" as two different TYPES of objects? Use the "type". The current way makes it "easier for the developer".it makes it easier for the developer.
No - One type of room makes it easier for the developer. Giving it size in units - use the properties... I'm sure a map builder can get these size dimensions from that (sizeX, sizeY will prob do best).It makes it easier for the game developer in the orientation of making all the rooms.
Add them to your dictionary then - all it is is a couple of |c and things like that. Just a simple read through of your text after puting some in will show up any spelling errors - it's what they call "proof reading!Yeah, but it's still going to go through all the tags, and other scripts.
I may want to go west to the current room - say you get into a room and want to do one of those "you're on a road that looks exactly the same as you just walked down, with a man riding a bike passing you... Wasn't that the SAME man just a second ago?" and have it KEEP going down that road until you say a misticle spell - or go back to town" or something... That's why it's there - because you CAN go back to the current room! You prat.The romm you are editing appears there along with the rest. Can't you just go through and look for the room name with some Do Until ComboBox.Text = currentRoomName, or whatever, and remove it?
You design one then.By this I meant that there should be a giant visual map in QDK that lets us look at all the rooms
The fact is it's quite complicated with LOADS of variations. Much easier to create a gif image by hand.Once again, it makes it easier for the developer.
That's EXACTLY what you meant. You want a game created FOR you - with a variety of customisations.No, that is certainly not what I meant.
...
You could select this from the list of templates, but customize it
Perhaps it's just that Alex forgot the "wordwrap" bit... I'm sure it's acidental.They should only be one, because they are not multi-line textboxes. I know how to get a new line though.
The way QDK was done in the beginning was to get it into modules I suppose. Letting people get at different "area's" of the game fast, so it needed to store it dynamically (ie - not in an ordered fashion like ASL).He might need to start storing the ASL in memory
Kind of true. But when you're playing a text game you're still not looking at the window and saying "hmmm, that needs a bit of blue!". You're reading, imagining and typing... I've no objection to skins - but it isn't exactly a priority.Because people like to be able to customize everything
Then RTFM... That is the FIRST thing you do when you don't know the answer. Second thing is search the forums (hint::click the "search" button on the forums!). Third thing is to go read that link in the other thread because it describes EXACTLY these two points AND MORE!!!Didn't know there was an option to do so.
But it is again a symbol of your insolence to even TRY to do omething yourself. You want EVERYTHING handed to you on a golden platter. Go RTFM.Once again, if you had read earlier posts, you'd know that I had sorted out.
Are you sure they're called "escape codes"? Either way, I know what you mean now and have one thing to say:: RTFM!!:evil:so that we can put in percentage signs and dollar signs without Quest thinking that it's a variable
What - that there's no big speakers? Well I may want some big speakers in a 3inch high halway, simply because I am in a tardis hallway... Or a gun being sold in a candy store. Why? Because it's MY game and I can have it like that if I want it...It just adds realism to the game.
Don't you DARE speak to me like YOU have some advice for ME! Think before you speak little man.Next time you dissect someone's post, make sure to quote it. It sure makes it easier for both the writer and reader
Help File wrote:The |cb formatting code traditionally stands for black, but the foreground colour may be changed (by the foreground tag in the game definition block, or by the foreground script command), and so this code now always corresponds to the current foreground colour.This tells us that the foreground is default-ed...
command <create new> {
clone <MY ROOM HERE>
}
Computer Whizz wrote:You can easily scroll up - or press the "home" key... I I quoted everything my post would have been enormous! As this one is shorter I shall.
Computer Whizz wrote:I told you what to read - the page. Print it out and read it on the bus/break/anything. Hell, have it printed many times and use it as wallpaper... Maybe that'll put some sense into you.
Computer Whizz wrote:I'm annoyed at how insolent you are.
Computer Whizz wrote:More games would be released? As I said, there's no common play command... You want to play ping-pong or play a video? Play a guitar?
Just add the script to the object actions (ie "play").
You don't ned to do anyting else as "play #object#" will activate this.
Computer Whizz wrote:Unlike you - I actually DO bother to read - but I read the topic as I was posting... I also didn't need to read this post as he has had his new library in the works for some time and this subject has been covered. Still, my comment is valid, different methods to do it, and different results also wanted.
Computer Whizz wrote:To be able to add a "person" or "car" as two different TYPES of objects? Use the "type". The current way makes it "easier for the developer".
Computer Whizz wrote:No - One type of room makes it easier for the developer. Giving it size in units - use the properties... I'm sure a map builder can get these size dimensions from that (sizeX, sizeY will prob do best).
You can currently have:many exits, many walkways etc.
Computer Whizz wrote:Add them to your dictionary then - all it is is a couple of |c and things like that. Just a simple read through of your text after puting some in will show up any spelling errors - it's what they call "proof reading!
Computer Whizz wrote:I may want to go west to the current room - say you get into a room and want to do one of those "you're on a road that looks exactly the same as you just walked down, with a man riding a bike passing you... Wasn't that the SAME man just a second ago?" and have it KEEP going down that road until you say a misticle spell - or go back to town" or something... That's why it's there - because you CAN go back to the current room! You prat.
Computer Whizz wrote:You design one then.
Computer Whizz wrote:The fact is it's quite complicated with LOADS of variations. Much easier to create a gif image by hand.
Computer Whizz wrote:That's EXACTLY what you meant. You want a game created FOR you - with a variety of customisations.
A system (ie health&mp&what-not) is different, but can be added as a library IMO - I do want to do it, and will probaby begin it AGAIN friday... Might post up the code I had. Might actually continue it. Might do some rough beginner walkthrough things first. Need to sort myself out a "TO-DO" list and put it into an order...
Computer Whizz wrote:Perhaps it's just that Alex forgot the "wordwrap" bit... I'm sure it's acidental.
Computer Whizz wrote:The way QDK was done in the beginning was to get it into modules I suppose. Letting people get at different "area's" of the game fast, so it needed to store it dynamically (ie - not in an ordered fashion like ASL).
If you order the editor into a node-tree style, you get rid of this as it's in memory fairly orderly, and any change to the raw ASL can be 'updated' when they leave the editor text-box.
Computer Whizz wrote:Kind of true. But when you're playing a text game you're still not looking at the window and saying "hmmm, that needs a bit of blue!". You're reading, imagining and typing... I've no objection to skins - but it isn't exactly a priority.
Computer Whizz wrote:Then RTFM... That is the FIRST thing you do when you don't know the answer. Second thing is search the forums (hint::click the "search" button on the forums!). Third thing is to go read that link in the other thread because it describes EXACTLY these two points AND MORE!!!
Computer Whizz wrote:But it is again a symbol of your insolence to even TRY to do omething yourself. You want EVERYTHING handed to you on a golden platter. Go RTFM.
Computer Whizz wrote:Are you sure they're called "escape codes"? Either way, I know what you mean now and have one thing to say:: RTFM!!:evil:
Computer Whizz wrote:What - that there's no big speakers? Well I may want some big speakers in a 3inch high halway, simply because I am in a tardis hallway... Or a gun being sold in a candy store. Why? Because it's MY game and I can have it like that if I want it...
Don't start putting RESTRICTIONS into the game language you num-nut!
Computer Whizz wrote:Alex might have already read tis tread - but had no oportunity/reason to reply. Just because one chooses to stay silent, doesn't mean one doesn't have ears.
RTFM (not rftm) is an acronym... Go look it up if you can be bothered to put any effort into anything.
Computer Whizz wrote:Don't you DARE speak to me like YOU have some advice for ME! Think before you speak little man.
... My response to that is a bank stare. Obviously you are beyond help of any kind.That page is huge. I'm not gonna waste my time reading somthing that I don't need to.
A-huh... And what label is that? I've read loads of labels - the label on you is "IDIOT".RTFL
opening a book is different from opening a door or box - or a person (if you open them with a knife) - same with the others.i'm talking about commands like open, close, lock, unlock, climb, etc.
I've already explained that it's a valid response and just in addition to what they said - infact I explained myself TWICE or more times IIRC - in my original post and in my follow up.... This in fact proves YOU cannot read well along with the fact of your lack of effort.If you know how to read you would not of said what you said in your previous post.
I can speak into a microphone, or to a furby, or to anything inanimate - sometimes they can even respond (like a walkie-talkie).You're missing my point. When you add a character, it has special options like speak, give, and other things. An object won't have speak or give, but it might have put in/on.
You want him to put all 360` into the compass points? 8's traditionally enough, although I'm sure the exit "ssw" or "wsw" is far beyond you.Yeah, but if you want just compass points, you only get eight, and sometimes this isn't enough.
You checking it in word is quicker and easier for everyone involved... Typo's and spelling mistakes aren't uncommon... Beta testers can solve this.it would save time
Why have extra code to go AROUND a problem YOU want there - when you can just NOT click on the current room? This makes extra trouble for the developer - something you're against... Right? So who's contradicting himself?Then you can have a special function that puts a script there, dumbass.
Sounds like a start room and a health system to me.Yeah, but it will only have starting things, like health and a starting room, and maybe a character to help you.
This is 'being nice'. I'm trying to make you THINK - which is something I shall discontinue with.You have an attitude problem. Try and be nice for once.
A-huh. So you NOT doing the BASICS to get a RESULT is 'liking a challenge'... Well I guess I like sky-diving in that case as I've only seen it a couple of times on TV and films.No I don't. I like a challenge in life.
Fair enough... I know only enough HTML to do what I want. I'm sure I could get into it more but web pages are of ittle interest to me.Well that's what they are called in HTML.
Fair enough - if you have a GOOD reason to. I am not one to sink into mindless name-calling, and will only make fun of your responses to do so. My valid point was met by you wanting to call me a name.Right now I am feeling the urge to call you something really mean.
I'd disagree. If you can acknowledge it's an acronym I'm sure you can google it in 5 seconds (like I did with your RTFL)... Or you could think about it for 3 seconds and come up with the result (maybe thinking of different words beginning with "m", to do with the PC, and can help you with dong something is a good start and a BIG hint).I know that RTFM is an acronym. I ain't stupid.
I respond with valid points, and all I get in return is either a clarification in terms, a contradiction, or an avoidance of "ouch - you're mean!"... In response to this lack of a proper reply, I shall no longer put any effort towards you.You need anger management CW. Seriously.