Quest 5.8

Version 5.8 is now live and uploaded on the web player.

I spent three and a half hours with Luis yesterday getting the web player to work properly, and we were not completely successful - some bits of DevMode do not currently work because the web player was unable to find some files. Hopefully this will be resolved soon. The process was very much a learning experience, and hopefully will go smoother in the future!

Documentation for the new version should be out soon.


When I try to publish a game I get a message saying an error has occurred, ...Quest5\Core\Devmode\tabulator.min.js. Is that the problem you mention?


I just discovered that myself. It is related. A quick fix is to go into this file:
C:\Program Files (x86)\Quest 5\Core\CoreDevMode.aslx

And delete lines 100 and 101, which look like this:

  <javascript src="DevMode/tabulator.min.js" />
  <javascript src="DevMode/debugtable.js" />

That will allow the publish process to proceed. However, I then found I could not upload the game, and I have yet to establish why. I am hoping it is just that the uploader has not been updated to allow ASL version 580, which would be trivial to adjust (though outside my permission domain).

This is the second update to Quest since Alex quit, and the previous one hardly changed the infrastructure at all (so the ASL version was still 550). This one has raised various issues... it does not help that Luis handle textadventures.co.uk, so does the online side (and will see the error message about why the uploaded failed) whilst I handle the Quest code, and SoonGames wrote the DevMode code. None of us have the full picture in the way Alex did, nor half the experience of Quest. We are getting there, but it is a bumpy ride.

Assuming you are not using any new features from 5.8, I would suggest going back to 5.7 to publish your game. You will need to edit the second line of the game file in a text editor to this before opening it in Quest 5.7:

<asl version="550">

Thanks @Pixie, there is no rush for me. I'll wait until the issues have been sorted out before publishing the latest version of my games. Happy to test if needed.


Should we hold off on downloading this and wait for a 5.8.1 ?


The error has solved. Can try now.


Thanks @manowar, I've downloaded the latest version and publish now seems to work.


annnnnnnd... now that ive published my game its spitting out an "incorrect ASL version number" error

opening the file reveals i have the number set to 580. is this not the correct number?

EDIT:
it seems the online client doesnt support 580, so ill tell people to download the newest version of the downloadable one


Hi all,

I installed Quest 5.8.0 yesterday - the update apparently was successful. When I create a game now, though, the following issue pops up:

System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at TextAdventures.Quest.EditorControls.WFEditorTree.SetMenuEnabled(String key, Boolean enabled)
at TextAdventures.Quest.Editor.UpdateClipboardButtons()
at TextAdventures.Quest.Editor.ShowEditor(String key)
at TextAdventures.Quest.Editor.ctlTree_SelectionChanged(String key)
at TextAdventures.Quest.EditorControls.WFEditorTree.ChangeSelection(String key)
at TextAdventures.Quest.EditorControls.WFEditorTree.SelectCurrentTreeViewItem()
at TextAdventures.Quest.EditorControls.WFEditorTree.ctlTreeView_AfterSelect(Object sender, TreeViewEventArgs e)
at System.Windows.Forms.TreeView.OnAfterSelect(TreeViewEventArgs e)
at System.Windows.Forms.TreeView.TvnSelected(NMTREEVIEW* nmtv)
at System.Windows.Forms.TreeView.WmNotify(Message& m)
at System.Windows.Forms.TreeView.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

Upon clicking "close", the next issue shows:

System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at TextAdventures.Quest.EditorControls.WFEditorTree.SetMenuEnabled(String key, Boolean enabled)
at TextAdventures.Quest.Editor.UpdateClipboardButtons()
at TextAdventures.Quest.Editor.ShowEditor(String key)
at TextAdventures.Quest.Editor._Closure$__64-0._Lambda$__0()

Maybe someone knows what this is about? I don't know Quest well enough to understand it.

Also, an accessibility issue: Please label the text fields! At least under Jaws, the textfields have no label and only the voice announces their title, which isn't good for someone with hearing impairment such as myself. NVDA might fetch and display the textfield title on the braille display, but something like <label for…> would be much better, rathern than

Thanks for your attention.


I am actually having a similar issue, @Blindtextdev , and would love to be kept up to date on that. In my case, when I load my project from Quest 5.7.0, I load in successfully. Before I click on anything by the time I load into the editor, I have an error message. In addition, every time I click on any item in the left sidebar (be it verbs, rooms, commands, you name it), I am met with an error message. That message reads:

System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at TextAdventures.Quest.EditorControls.WFEditorTree.SetMenuEnabled(String key, Boolean enabled)
at TextAdventures.Quest.Editor.UpdateClipboardButtons()
at TextAdventures.Quest.Editor.ShowEditor(String key)
at TextAdventures.Quest.Editor._Closure$__64-0._Lambda$__0()

My WIP seems to run fine while testing. I am using the desktop version of Quest 5.8.0. Thanks in advance!


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