The Future of Quest 5

Hi, everyone!

Quite a few people have been asking about Quest 6 recently, and there are two main lines of questioning:

  1. I can use Quest 5 without really knowing how to code. Will I be able to use Quest 6, or will it be more complicated?

As far as I can tell from messing with the current code for Quest 6, it won't be any more complicated, but the layout will be a little different. Like where you click on certain things might be on a different screen; little stuff like that.

I am pretty sure that anyone who can use the Quest 5 editor will be able to use the Quest 6 editor with little to no problems.


Also, Quest 6 won't be released until 2022 at the earliest; so, everyone discussing this is thinking fourth-dimensionally, as it were.


  1. What about the games I am currently authoring in Quest 5? Will I be able to just switch over to Quest 6 and finish my game from there?

Err...

Before going into all this: Quest 5 is awesome and easy to use. Quest 6 is going to be awesome and easy to use. It seems like they will be two different animals, though -- meaning no one will be forced to switch from Quest 5 to Quest 6, but Quest 6 will be advised when starting to create new games.

...or that's my theory. I could be wrong, especially considering Quest 6 is still in development.

Anyway, I'll expound further at the end of this post. Back to Question 2 . . .

If a Quest 5 game is just a simple game (with no added scripts, just descriptions and such), it will probably load in the Quest 6 editor with few to no issues.

If a Quest 5 game is complex, though, it will probably not load everything correctly in Quest 6. Depending on the complexity of the code, the author could probably rewrite certain things in JS to make them work, but some of the Quest 5 scripts used built-in Windows stuff to work, and some of that stuff will not be easy to modify to do the same exact thing with Javascript (although I assume most authors could figure out something that worked much the same way).

Also, as far as converting Quest 5 games to Quest 6 goes, it looks to me like we need to have the original .aslx file with the game's source code to load into Quest 6, not the .quest file (nor the .aslx file from within the .quest file). Note that I may be wrong about this, but it seems that Quest 6's editor will load the same .aslx file that Quest 5's editor will currently load. So, it doesn't really convert Quest 5 games; it actually just reads a Quest 5 game's source file and takes the data from the XML (aka ASLX aka Quest 5 source code) and outputs everything it understands into a JSON file as it loads all the data into the editor. After a game is loaded, it will save as a JSON (aka ASL6 aka Quest 6) file from an XML, just like Quest 5 does. (NOTE: I'm just talking about the files the editor saves during the creation process, not the finished game files we publish once the game is complete.)

If that is correct, then all existing Quest 5 games (the actual .quest files) will still have no way to be converted. This is not a complaint or a request or anything of that nature, as I have gone down every possible rabbit hole to find a way to convert Quest 5 games and never found a method which could be considered successful (unless, again, I was dealing with very basic games with no added scripts, and there was an old converter which Alex Warren began to develop but then abandoned before it even reached its testing phase that would convert those super-simple games (sometimes)).

Now, having said that (and thinking it is all correct), I have noticed that Pixie is dedicated to making sure that every Quest game ever created can run in Quest (on the desktop and online). Backwards-compatibility was definitely one of Pixie's primary concerns during the update from Quest 573 to Quest 580, and I assume this is still the case today.

That brings us to the Quest 6 game runner.

There is no Quest 6 game runner, and that is point of Quest 6. (And it's a damned good point! (Pardon my French.))

Quest 5's downfall is its dependency on Windows software. This site has to have a server with ASP.NET and Azure to run the games online, and that is all Windows stuff -- and that is one reason why this site's game server frequently has issues (I think).

Alternatively, Quest 6 creates normal website files (comprised of HTML, CSS, and JS) which can be hosted anywhere and/or played in a web browser (like Chrome or Firefox) from the hard drive. In fact, I have a test Quest 6 game uploaded to this site, and when the server goes down and Quest 5 games won't run, I have tested it and can still play the Quest 6 game with no issues.

So, Quest 5 games have their own server that uses Windows software to run them on this site, and all other games published to this site are on a different server (I think) and independently run in a browser (definitely).

It appears that the forum comes into play here, too.

I had to create an account to publish games. When I created that account, my account was assigned a GUID, and my GUID is used to name the directory which holds my data (much like a Windows "User" folder), including my forum posts, game reviews, uploaded games, games created online, etc. If I'm not mistaken, when playing any Quest games online, my game saves end up in their own directories with their own GUIDs inside of my main textadventures/myGUID directory, too.

It seems that Azure blobs are what the files are called, but don't quote me on that, as I have yet to fully research it.

Anyway, I'm getting sidetracked...

  • Quest 6 has no game runner. Quest 6 needs no game runner. This is the beauty of Quest 6 (or most of the beauty, besides being cross-platform).

  • Quest 5 games need a game runner.

I'm thinking Quest 5 games will always need the current online game runner on a server just like the current one which is hosting this site. I'm also thinking Windows users who don't wish to play Quest 5 games on this site will always need Quest 580 available to install to play their games from their local hard drives on the desktop.

So, here's my question for The Pixie:

What are the plans concerning the availability of the Windows desktop version of Quest 5 and the current web player?

I theorize there will be one final bug-fixing update for Quest 5, which will be applied to the web player as well as the desktop version. After that, I bet the desktop version of Quest 5 remains available for download (I mean, all the previous versions of Quest are available, so this is pretty much a no-brainer, now that I think about it), and the current version of the web player remains online to play Quest games created before Quest 6.

What about my theories concerning the editor, you ask? Well, I bet once the Quest 6 editor is fully-functional, it replaces the current online editor -- rendering the Quest 5 online editor extinct. I supposed (based upon no research nor any actual knowledge whatsoever) that the Quest 6 editor (being a React website at its core) will need a server with different roles than the current ASP.NET server. (I also bet the React server is less costly AND has fewer problems, but I haven't researched this at all, either -- just a gut feeling.)


Thanks for that KV.

Just a few minor comments.

You talk about importing the .aslx file from a .quest file into Quest 6. I had not even thought about that. It would probably work (as well as importing a standard .aslx file anyway), you would just get a load of unnecessary stuff - all the default commands, for example. The big problem with doing that for quest 5 is all the editor instructions have been stripped out; that would not be an issue in the Quest 6 editor.

Quest 6 uses an XML file just as Quest 5 does, and it is formatted pretty much the same - in fact, this is why it can important Quest 5. It does not use JSON at all. When the editor publishes your game it creates a JavaScript file (or files).

Quest 5 (and earlier) games need a player, either the downloaded Quest or the web player. Quest 6 runs in the browser, so development of Quest 6 will not involve any changes to either the desktop Quest or the web player. These will continue just as they always have. I have uploaded Quest 6 test games without changing the web player at all; it is just a web site, so just works. You said all that, but is worth repeating.

I have no idea why the game server crashes occasionally; bit unfair to blame on Windows.

Save games are - I think - saved in a database, along with forum posts and, well, everything. Azure blobs are data in the database, rather than files. I think it is accessing the database that is the bottleneck on the site, and it may be that the forum is so barebones because Alex wanted to reduce database access. If the forum page also displayed who last posted to a thread, that is a lot more database requests. But that is just a guess, at this stage I do not have the ability to test.

So plans for Quest 5?

It will certainly continue on Textadventures.co.uk. Hopefully there will be a bug fix, as long as I can learn how to do that, and it goes okay. Last time there were issues, and I am not sure how they were resolved; I have a feeling there is a mismatch between what is currently running and what is in the repository.

I also have not researched an on-line version of a Quest 6 editor at all. However, the desktop version should run on Linux and MacOS, so there is not same need. I guess it would be for people on mobile. I know a lot of people play games on mobile devoices, do people create them too?


Quest 6 uses an XML file just as Quest 5 does, and it is formatted pretty much the same - in fact, this is why it can important Quest 5. It does not use JSON at all.

Oh. I don't know where I came up with that, but I'll strike out the text in the earlier post to avoid misinforming anyone. :)


I have no idea why the game server crashes occasionally; bit unfair to blame on Windows.

I discriminate against Windows.

I'm a Windows-basher.

(I may be OS-ist, now that I think about it.)


I also have not researched an on-line version of a Quest 6 editor at all. However, the desktop version should run on Linux and MacOS, so there is not same need. I guess it would be for people on mobile. I know a lot of people play games on mobile [devices], do people create them too?

I know of at least 5 of the people who frequently post things on the forum who are using a mobile phone or a tablet (and in one case, a Kindle) to create games.

Are those the only 5 people? Maybe, but I always imagine there are numerous "silent" Quest authors for every one Quest author who posts on the forum.

Anyway, I vaguely recall having read something about packaging a React app as an Android or iOS app yesterday. I can't remember if it was in the Electron-Forge documentation or if I read it while looking for ways to host React apps as actual websites. (I'll look that up and return with some links.)

Also, there are a some people who have desktops but don't have Administrator privileges to install applications. For instance, I wonder if the ActiveLit crowd is using the web editor or if Quest is installed on the PCs used by the students?

Also also, I'm not sure how many Quest authors use the web editor simply because they'd rather not install anything to their hard drive (or simply don't have enough space on their hard drive).

I'm not lobbying for a Quest 6 web editor, mind you. I'm just thinking aloud, really.

I wish this site had a way to take a poll on stuff like this.

  • How many people currently use the online editor, and how many people will continue to use the online editor when Quest 6 becomes available and can be installed on Windows, Linux, or Mac?

  • How many people create games in a mobile browser, and how many would rather create games in a mobile app?


Hopefully there will be a bug fix, as long as I can learn how to do that, and it goes okay. Last time there were issues, and I am not sure how they were resolved; I have a feeling there is a mismatch between what is currently running and what is in the repository.

I remember that. It seems like manowar posted what the issue was and how it was fixed, but I'll have to search the forum for that to be sure it's not a figment of my imagination.

In fact, a bell is trying to ring... It seems like it was my fault. I think I failed to add a function to the "WebPlayer/playercore.js" file which I had added to the desktop player's playercore.js file, or something like that.

Speaking of that, there is still a function missing from that file that messes up online saving if the transcript feature is enabled. I recently created this pull request on GitHub to remedy that.


Okay, so it sounds like writing on mobile is a thing.

I think the issue with the update was the debugging tool - nothing to do with you.


My two cents on the web-editor:
Most of what I do in my spare time (aside from watching streaming shows and playing video games) is writing. I write the way people play those obnoxious "bubble puzzle" games: constantly.

I've taken to using google docs for everything I write, specifically because when I step away from my computer, I can pick it up right where I was on my phone, say if I'm waiting for an appointment somewhere or sipping coffee outside a Starbucks (or at a dinner party with other married people (see "Chris Rock jokes") ).

It's sort of like a modern version of carrying a small notepad in your pocket, in case you have an idea you don't want to forget, except this way the idea goes straight into the existing work. I remember trying to use the Quest 5 editor the same way a long time ago. At the time I was doing it, it was not super-friends with a cell phone, lol, but it worked.

So, yes, I would use a web-editor for Quest 6 if one was provided, not just because I love working on a phone, but on the premise that I could continue from my work at my desk. That said, I wouldn't make a stink about it if one wasn't provided. I'd call it "a nice addition to our options, in the future." I also have no idea how much or how little effort it would take to produce the web-editor. If the answer is, "not much," then I'd say it's a good idea.

(Note to self: do not click the captcha and then type more, the captcha doesn't like it)


@The Pixie: How do you see the likelihood of getting the libraries/modules like the Chromium engine updated on Q5? From Github also came messages that some libs need to be updated (spam?)


If someone fancied having a go, that would be excellent! I asked Alex if he would do it a few months ago:

"I'm not going to have time to update Quest 5 myself. To update Chromium you would need to update to a newer version of the CEFSharp package. There are often breaking changes in the API though which means usually some of the code that calls CEFSharp needs to be updated."

How familiar is anyone with CEFSharp?


I tried to update CEFSharp when Quest 580 was in development, and I failed miserably.

It seems like there were quite a few things which were dependent on that particular version of CEFSharp, and I tried updating those, too, but that led to more things breaking.

I didn't really know what I was doing, mind you, besides trying to make sure all the dependencies and their versions all worked together.

I also went on GitHub and found the last time Alex updated CEFSharp, trying to look at everything else in the commit to see what he changed, but that didn't help me either. Of course, I'd probably know what to look for if I knew what the heck I was doing, and the Quest project is far beyond me on many levels.


From Github also came messages that some libs need to be updated (spam?)

@Pertex Are you talking about all the pull requests from dependabot? (I tried forking the project to accept those to see what happened, but the fork is missing the pull requests.)


I just tried again and failed again.

I made every change in every commit by the dependabot.

Then, I tried to update the NuGet packages, and it wouldn't because the cef.redist.* versions didn't jibe with the CefSharp.WinForms and CefSharp.Common versions after the changes I'd made. So, I changed the cef.redist.* versions to 86.0.24 (as the documentation suggests), and it updated the NuGet packages, but now it won't build Quest.

I already admitted ignorance concerning this, but I tried again, just for the heck of it. Perhaps my failed attempts will inspire someone with the proper skillset! :)

Rebuild started...
1>------ Rebuild All started: Project: IASL, Configuration: Debug x86 ------
2>------ Rebuild All started: Project: Utility, Configuration: Debug x86 ------
3>------ Rebuild All started: Project: Menus, Configuration: Debug x86 ------
4>------ Rebuild All started: Project: JawsApi, Configuration: Debug Any CPU ------
1>C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Current\Bin\Microsoft.CSharp.CurrentVersion.targets(135,9): warning MSB3884: Could not find rule set file "..\..\..\..\..\Program Files (x86)\Microsoft Visual Studio 14.0\Team Tools\Static Analysis Tools\Rule Sets\MinimumRecommendedRules.ruleset".
1>  IASL -> C:\Users\kv\Documents\GitHub\quest_cefsharp-update\quest\IASL\bin\x86\Debug\IASL.dll
2>  Utility -> C:\Users\kv\Documents\GitHub\quest_cefsharp-update\quest\Utility\bin\x86\Debug\Utility.dll
5>------ Rebuild All started: Project: WorldModel, Configuration: Debug x86 ------
6>------ Rebuild All started: Project: LegacyASL, Configuration: Debug x86 ------
4>  JawsApi -> C:\Users\kv\Documents\GitHub\quest_cefsharp-update\quest\JawsApi\bin\Debug\JawsApi.dll
7>------ Rebuild All started: Project: GameBrowser, Configuration: Debug x86 ------
6>  LegacyASL -> C:\Users\kv\Documents\GitHub\quest_cefsharp-update\quest\Legacy\bin\x86\Debug\LegacyASL.dll
5>  WorldModel -> C:\Users\kv\Documents\GitHub\quest_cefsharp-update\quest\WorldModel\WorldModel\bin\x86\Debug\WorldModel.dll
8>------ Rebuild All started: Project: EditorController, Configuration: Debug x86 ------
9>------ Rebuild All started: Project: PlayerController, Configuration: Debug Any CPU ------
3>  Menus -> C:\Users\kv\Documents\GitHub\quest_cefsharp-update\quest\Menus\bin\x86\Debug\Menus.dll
10>------ Rebuild All started: Project: LegacyASLTests, Configuration: Debug Any CPU ------
8>  EditorController -> C:\Users\kv\Documents\GitHub\quest_cefsharp-update\quest\EditorController\bin\x86\Debug\EditorController.dll
11>------ Rebuild All started: Project: EditorControls, Configuration: Debug Any CPU ------
7>C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Current\Bin\Microsoft.VisualBasic.CurrentVersion.targets(135,9): warning MSB3884: Could not find rule set file "..\..\..\..\..\Program Files (x86)\Microsoft Visual Studio 14.0\Team Tools\Static Analysis Tools\Rule Sets\MinimumRecommendedRules.ruleset".
9>C:\Users\kv\Documents\GitHub\quest_cefsharp-update\quest\PlayerController\GameLauncher.cs(73,13,73,20): error CS0433: The type 'ZipFile' exists in both 'DotNetZip, Version=1.11.0.0, Culture=neutral, PublicKeyToken=6583c7c814667745' and 'Ionic.Zip, Version=1.9.3.0, Culture=neutral, PublicKeyToken=null'
9>C:\Users\kv\Documents\GitHub\quest_cefsharp-update\quest\PlayerController\GameLauncher.cs(73,27,73,34): error CS0433: The type 'ZipFile' exists in both 'DotNetZip, Version=1.11.0.0, Culture=neutral, PublicKeyToken=6583c7c814667745' and 'Ionic.Zip, Version=1.9.3.0, Culture=neutral, PublicKeyToken=null'
12>------ Rebuild All started: Project: Player, Configuration: Debug x86 ------
10>  LegacyASLTests -> C:\Users\kv\Documents\GitHub\quest_cefsharp-update\quest\LegacyASLTests\bin\Debug\LegacyASLTests.dll
13>------ Rebuild All started: Project: EditorControllerTests, Configuration: Debug x86 ------
7>C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Current\Bin\Microsoft.VisualBasic.CurrentVersion.targets(135,9): warning MSB3884: Could not find rule set file "..\..\..\..\..\Program Files (x86)\Microsoft Visual Studio 14.0\Team Tools\Static Analysis Tools\Rule Sets\MinimumRecommendedRules.ruleset".
7>  GameBrowser -> C:\Users\kv\Documents\GitHub\quest_cefsharp-update\quest\GameBrowser\bin\x86\Debug\GameBrowser.dll
12>C:\Users\kv\Documents\GitHub\quest_cefsharp-update\quest\Player\Player.vbproj(345,5): error : This project references NuGet package(s) that are missing on this computer. Use NuGet Package Restore to download them.  For more information, see http://go.microsoft.com/fwlink/?LinkID=322105. The missing file is ..\packages\CefSharp.Common.39.0.1\build\CefSharp.Common.props.
14>------ Rebuild All started: Project: WebPlayer, Configuration: Debug Any CPU ------
15>------ Rebuild All started: Project: WorldModelTests, Configuration: Debug Any CPU ------
14>C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Current\Bin\Microsoft.Common.CurrentVersion.targets(2182,5): warning MSB3245: Could not resolve this reference. Could not locate the assembly "log4net, Version=1.2.13.0, Culture=neutral, PublicKeyToken=669e0ddf0bb1aa2a, processorArchitecture=MSIL". Check to make sure the assembly exists on disk. If this reference is required by your code, you may get compilation errors.
14>CSC : error CS0006: Metadata file 'C:\Users\kv\Documents\GitHub\quest_cefsharp-update\quest\PlayerController\bin\Debug\PlayerController.dll' could not be found
16>------ Rebuild All started: Project: WebEditor, Configuration: Debug Any CPU ------
11>  EditorControls -> C:\Users\kv\Documents\GitHub\quest_cefsharp-update\quest\EditorControls\bin\Debug\EditorControls.dll
17>------ Rebuild All started: Project: Editor, Configuration: Debug x86 ------
16>C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Current\Bin\Microsoft.Common.CurrentVersion.targets(2182,5): warning MSB3245: Could not resolve this reference. Could not locate the assembly "log4net, Version=1.2.13.0, Culture=neutral, PublicKeyToken=669e0ddf0bb1aa2a, processorArchitecture=MSIL". Check to make sure the assembly exists on disk. If this reference is required by your code, you may get compilation errors.
15>  WorldModelTests -> C:\Users\kv\Documents\GitHub\quest_cefsharp-update\quest\WorldModelTests\bin\Debug\WorldModelTests.dll
16>C:\Users\kv\Documents\GitHub\quest_cefsharp-update\quest\WebEditor\WebEditor\AzureLogger.cs(6,7,6,14): error CS0246: The type or namespace name 'log4net' could not be found (are you missing a using directive or an assembly reference?)
16>C:\Users\kv\Documents\GitHub\quest_cefsharp-update\quest\WebEditor\WebEditor\AzureLogger.cs(7,7,7,14): error CS0246: The type or namespace name 'log4net' could not be found (are you missing a using directive or an assembly reference?)
16>C:\Users\kv\Documents\GitHub\quest_cefsharp-update\quest\WebEditor\WebEditor\Logging.cs(6,7,6,14): error CS0246: The type or namespace name 'log4net' could not be found (are you missing a using directive or an assembly reference?)
16>C:\Users\kv\Documents\GitHub\quest_cefsharp-update\quest\WebEditor\WebEditor\Logging.cs(7,7,7,14): error CS0246: The type or namespace name 'log4net' could not be found (are you missing a using directive or an assembly reference?)
16>C:\Users\kv\Documents\GitHub\quest_cefsharp-update\quest\WebEditor\WebEditor\AzureLogger.cs(32,41,32,57): error CS0246: The type or namespace name 'AppenderSkeleton' could not be found (are you missing a using directive or an assembly reference?)
16>C:\Users\kv\Documents\GitHub\quest_cefsharp-update\quest\WebEditor\WebEditor\AzureLogger.cs(49,40,49,52): error CS0246: The type or namespace name 'LoggingEvent' could not be found (are you missing a using directive or an assembly reference?)
16>C:\Users\kv\Documents\GitHub\quest_cefsharp-update\quest\WebEditor\WebEditor\AzureLogger.cs(34,26,34,31): error CS0246: The type or namespace name 'Level' could not be found (are you missing a using directive or an assembly reference?)
16>C:\Users\kv\Documents\GitHub\quest_cefsharp-update\quest\WebEditor\WebEditor\AzureLogger.cs(38,37,38,42): error CS0246: The type or namespace name 'Level' could not be found (are you missing a using directive or an assembly reference?)
16>C:\Users\kv\Documents\GitHub\quest_cefsharp-update\quest\WebEditor\WebEditor\Logging.cs(13,33,13,40): error CS0246: The type or namespace name 'log4net' could not be found (are you missing a using directive or an assembly reference?)
16>C:\Users\kv\Documents\GitHub\quest_cefsharp-update\quest\WebEditor\WebEditor\Logging.cs(39,23,39,30): error CS0246: The type or namespace name 'log4net' could not be found (are you missing a using directive or an assembly reference?)
18>------ Rebuild All started: Project: PlayerControllerTests, Configuration: Debug Any CPU ------
13>  EditorControllerTests -> C:\Users\kv\Documents\GitHub\quest_cefsharp-update\quest\EditorControllerTests\bin\x86\Debug\EditorControllerTests.dll
19>------ Rebuild All started: Project: UtilityTests, Configuration: Debug Any CPU ------
18>CSC : error CS0006: Metadata file 'C:\Users\kv\Documents\GitHub\quest_cefsharp-update\quest\PlayerController\bin\Debug\PlayerController.dll' could not be found
19>  UtilityTests -> C:\Users\kv\Documents\GitHub\quest_cefsharp-update\quest\UtilityTests\bin\Debug\UtilityTests.dll
17>C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Current\Bin\Microsoft.Common.CurrentVersion.targets(2182,5): warning MSB3245: Could not resolve this reference. Could not locate the assembly "CefSharp". Check to make sure the assembly exists on disk. If this reference is required by your code, you may get compilation errors.
17>C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Current\Bin\Microsoft.Common.CurrentVersion.targets(2182,5): warning MSB3245: Could not resolve this reference. Could not locate the assembly "CefSharp.Core". Check to make sure the assembly exists on disk. If this reference is required by your code, you may get compilation errors.
17>C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Current\Bin\Microsoft.Common.CurrentVersion.targets(2182,5): warning MSB3245: Could not resolve this reference. Could not locate the assembly "CefSharp.WinForms". Check to make sure the assembly exists on disk. If this reference is required by your code, you may get compilation errors.
17>C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Current\Bin\Microsoft.Common.CurrentVersion.targets(2182,5): warning MSB3245: Could not resolve this reference. Could not locate the assembly "PlayerController". Check to make sure the assembly exists on disk. If this reference is required by your code, you may get compilation errors.
17>vbc : error BC2017: could not find library 'C:\Users\kv\Documents\GitHub\quest_cefsharp-update\quest\Player\bin\x86\Debug\Player.dll'
20>------ Rebuild All started: Project: Quest, Configuration: Debug x86 ------
20>C:\Users\kv\Documents\GitHub\quest_cefsharp-update\quest\Quest\Quest.vbproj(356,5): error : This project references NuGet package(s) that are missing on this computer. Use NuGet Package Restore to download them.  For more information, see http://go.microsoft.com/fwlink/?LinkID=322105. The missing file is ..\packages\CefSharp.Common.39.0.1\build\CefSharp.Common.props.
========== Rebuild All: 13 succeeded, 7 failed, 0 skipped ==========

Severity	Code	Description	Project	File	Line	Suppression State
Error	CS0433	The type 'ZipFile' exists in both 'DotNetZip, Version=1.11.0.0, Culture=neutral, PublicKeyToken=6583c7c814667745' and 'Ionic.Zip, Version=1.9.3.0, Culture=neutral, PublicKeyToken=null'	PlayerController	C:\Users\kv\Documents\GitHub\quest_cefsharp-update\quest\PlayerController\GameLauncher.cs	73	Active
Error	CS0433	The type 'ZipFile' exists in both 'DotNetZip, Version=1.11.0.0, Culture=neutral, PublicKeyToken=6583c7c814667745' and 'Ionic.Zip, Version=1.9.3.0, Culture=neutral, PublicKeyToken=null'	PlayerController	C:\Users\kv\Documents\GitHub\quest_cefsharp-update\quest\PlayerController\GameLauncher.cs	73	Active
Error	CS0006	Metadata file 'C:\Users\kv\Documents\GitHub\quest_cefsharp-update\quest\PlayerController\bin\Debug\PlayerController.dll' could not be found	PlayerControllerTests	C:\Users\kv\Documents\GitHub\quest_cefsharp-update\quest\PlayerControllerTests\CSC	1	Active
Error	CS0246	The type or namespace name 'log4net' could not be found (are you missing a using directive or an assembly reference?)	WebEditor	C:\Users\kv\Documents\GitHub\quest_cefsharp-update\quest\WebEditor\WebEditor\AzureLogger.cs	6	Active
Error	CS0246	The type or namespace name 'log4net' could not be found (are you missing a using directive or an assembly reference?)	WebEditor	C:\Users\kv\Documents\GitHub\quest_cefsharp-update\quest\WebEditor\WebEditor\AzureLogger.cs	7	Active
Error	CS0246	The type or namespace name 'AppenderSkeleton' could not be found (are you missing a using directive or an assembly reference?)	WebEditor	C:\Users\kv\Documents\GitHub\quest_cefsharp-update\quest\WebEditor\WebEditor\AzureLogger.cs	32	Active
Error	CS0246	The type or namespace name 'Level' could not be found (are you missing a using directive or an assembly reference?)	WebEditor	C:\Users\kv\Documents\GitHub\quest_cefsharp-update\quest\WebEditor\WebEditor\AzureLogger.cs	34	Active
Error	CS0246	The type or namespace name 'Level' could not be found (are you missing a using directive or an assembly reference?)	WebEditor	C:\Users\kv\Documents\GitHub\quest_cefsharp-update\quest\WebEditor\WebEditor\AzureLogger.cs	38	Active
Error	CS0246	The type or namespace name 'LoggingEvent' could not be found (are you missing a using directive or an assembly reference?)	WebEditor	C:\Users\kv\Documents\GitHub\quest_cefsharp-update\quest\WebEditor\WebEditor\AzureLogger.cs	49	Active
Error	CS0246	The type or namespace name 'log4net' could not be found (are you missing a using directive or an assembly reference?)	WebEditor	C:\Users\kv\Documents\GitHub\quest_cefsharp-update\quest\WebEditor\WebEditor\Logging.cs	6	Active
Error	CS0246	The type or namespace name 'log4net' could not be found (are you missing a using directive or an assembly reference?)	WebEditor	C:\Users\kv\Documents\GitHub\quest_cefsharp-update\quest\WebEditor\WebEditor\Logging.cs	7	Active
Error	CS0246	The type or namespace name 'log4net' could not be found (are you missing a using directive or an assembly reference?)	WebEditor	C:\Users\kv\Documents\GitHub\quest_cefsharp-update\quest\WebEditor\WebEditor\Logging.cs	13	Active
Error	CS0246	The type or namespace name 'log4net' could not be found (are you missing a using directive or an assembly reference?)	WebEditor	C:\Users\kv\Documents\GitHub\quest_cefsharp-update\quest\WebEditor\WebEditor\Logging.cs	39	Active
Error	CS0006	Metadata file 'C:\Users\kv\Documents\GitHub\quest_cefsharp-update\quest\PlayerController\bin\Debug\PlayerController.dll' could not be found	WebPlayer	C:\Users\kv\Documents\GitHub\quest_cefsharp-update\quest\WebPlayer\CSC	1	Active
Error		This project references NuGet package(s) that are missing on this computer. Use NuGet Package Restore to download them.  For more information, see http://go.microsoft.com/fwlink/?LinkID=322105. The missing file is ..\packages\CefSharp.Common.39.0.1\build\CefSharp.Common.props.	Player	C:\Users\kv\Documents\GitHub\quest_cefsharp-update\quest\Player\Player.vbproj	345	
Error		could not find library 'C:\Users\kv\Documents\GitHub\quest_cefsharp-update\quest\Player\bin\x86\Debug\Player.dll'	Editor	C:\Users\kv\Documents\GitHub\quest_cefsharp-update\quest\Editor\vbc		
Error		This project references NuGet package(s) that are missing on this computer. Use NuGet Package Restore to download them.  For more information, see http://go.microsoft.com/fwlink/?LinkID=322105. The missing file is ..\packages\CefSharp.Common.39.0.1\build\CefSharp.Common.props.	Quest	C:\Users\kv\Documents\GitHub\quest_cefsharp-update\quest\Quest\Quest.vbproj	356	
Warning		Could not find rule set file "..\..\..\..\..\Program Files (x86)\Microsoft Visual Studio 14.0\Team Tools\Static Analysis Tools\Rule Sets\MinimumRecommendedRules.ruleset".	IASL			
Warning		The referenced component 'System.Windows.Forms' could not be found.	Player			
Warning		The referenced component 'System.Core' could not be found.	Player			
Warning		The referenced component 'System.Data.DataSetExtensions' could not be found.	Player			
Warning		The referenced component 'CefSharp.Core' could not be found.	Player			
Warning		The referenced component 'WindowsBase' could not be found.	Player			
Warning		The referenced component 'System.Drawing' could not be found.	Player			
Warning		The referenced component 'System.Speech' could not be found.	Player			
Warning		The referenced component 'System' could not be found.	Player			
Warning		The referenced component 'System.Data' could not be found.	Player			
Warning		The referenced component 'CefSharp' could not be found.	Player			
Warning		The referenced component 'Newtonsoft.Json' could not be found.	Player			
Warning		The referenced component 'System.Xml' could not be found.	Player			
Warning		The referenced component 'System.Xml.Linq' could not be found.	Player			
Warning		The referenced component 'System.Deployment' could not be found.	Player			
Warning		The referenced component 'CefSharp.WinForms' could not be found.	Player			
Warning		The referenced component 'PresentationCore' could not be found.	Player			
Warning		The referenced component 'PlayerController' could not be found.	Editor			
Warning		The referenced component 'CefSharp' could not be found.	Editor			
Warning		Could not resolve this reference. Could not locate the assembly "CefSharp". Check to make sure the assembly exists on disk. If this reference is required by your code, you may get compilation errors.	Editor			
Warning		The referenced component 'CefSharp.Core' could not be found.	Editor			
Warning		Could not resolve this reference. Could not locate the assembly "CefSharp.WinForms". Check to make sure the assembly exists on disk. If this reference is required by your code, you may get compilation errors.	Editor			
Warning		The referenced component 'CefSharp.WinForms' could not be found.	Editor			
Warning		Could not resolve this reference. Could not locate the assembly "CefSharp.Core". Check to make sure the assembly exists on disk. If this reference is required by your code, you may get compilation errors.	Editor			
Warning		Could not resolve this reference. Could not locate the assembly "PlayerController". Check to make sure the assembly exists on disk. If this reference is required by your code, you may get compilation errors.	Editor			
Warning		Could not find rule set file "..\..\..\..\..\Program Files (x86)\Microsoft Visual Studio 14.0\Team Tools\Static Analysis Tools\Rule Sets\MinimumRecommendedRules.ruleset".	GameBrowser			
Warning		Could not find rule set file "..\..\..\..\..\Program Files (x86)\Microsoft Visual Studio 14.0\Team Tools\Static Analysis Tools\Rule Sets\MinimumRecommendedRules.ruleset".	GameBrowser			
Warning		The referenced component 'System.Drawing' could not be found.	Quest			
Warning		The referenced component 'System.Windows.Forms' could not be found.	Quest			
Warning		The referenced component 'System.Core' could not be found.	Quest			
Warning		The referenced component 'CefSharp.Core' could not be found.	Quest			
Warning		The referenced component 'UIAutomationProvider' could not be found.	Quest			
Warning		The referenced component 'System.Xml' could not be found.	Quest			
Warning		The referenced component 'System.Deployment' could not be found.	Quest			
Warning		The referenced component 'System' could not be found.	Quest			
Warning		The referenced component 'PresentationCore' could not be found.	Quest			
Warning		The referenced component 'CefSharp' could not be found.	Quest			
Warning		The referenced component 'CefSharp.WinForms' could not be found.	Quest			
Warning		The referenced component 'System.Data' could not be found.	Quest			
Warning		The referenced component 'WindowsFormsIntegration' could not be found.	Quest			
Warning		The referenced component 'WindowsBase' could not be found.	Quest			
Warning		The referenced component 'System.Data.DataSetExtensions' could not be found.	Quest			
Warning		The referenced component 'System.Xml.Linq' could not be found.	Quest			
Warning		The referenced component 'PresentationFramework' could not be found.	Quest			
Warning		The referenced component 'log4net' could not be found.	WebEditor			
Warning		Could not resolve this reference. Could not locate the assembly "log4net, Version=1.2.13.0, Culture=neutral, PublicKeyToken=669e0ddf0bb1aa2a, processorArchitecture=MSIL". Check to make sure the assembly exists on disk. If this reference is required by your code, you may get compilation errors.	WebEditor			
Warning		Could not resolve this reference. Could not locate the assembly "log4net, Version=1.2.13.0, Culture=neutral, PublicKeyToken=669e0ddf0bb1aa2a, processorArchitecture=MSIL". Check to make sure the assembly exists on disk. If this reference is required by your code, you may get compilation errors.	WebPlayer			
Warning		The referenced component 'log4net' could not be found.	WebPlayer			


It is not something I have much experience on at all either. My middle child did a project in C# for computer science, and I helped him with that, and that is pretty much my knowledge of C# and Visual Studio. Just using Visual Studio seems to be a skill in itself - there seems to be a huge amount in he background - and not a skill I have.


I wonder If Quest 6 will be available on OS. I don't know though. Just saying.


I wonder If Quest 6 will be available on OS.

If you mean MacOS, yes. Quest 6 will be available on Windows, Linux, and Mac. It's an Electron app.

https://github.com/ThePix/QuestJS#readme


Just using Visual Studio seems to be a skill in itself

Man, you ain't just whistlin' Dixie!

Also, I only had 4GB of RAM until four days ago. VS would move so slowly I would go mad as a hatter!

Now I've got 8GB of RAM, and VS doesn't feel so "heavy" anymore. Maybe I'll be able to figure stuff out now that clicking on something won't make my computer slow to a crawl.


Wow . . .

So, the version of CefSharp.Common in Quest is 39.0.1, which was released April 30, 2015.

https://github.com/cefsharp/CefSharp/wiki/ChangeLog#3901

That's where the changelog begins, then...

From there, we can scroll up and read about every breaking change that every version has introduced for 6 years.

[cough, choke]

While scrolling, I saw something about having to update the version of .NET, too.

Uh... Yeah.

Also, I'd bet there are numerous bits of code that need to be changed in numerous places after updating certain things, not just cefsharp stuff.

I would love to figure out how all of this works, but I'm pretty sure I'd need to figure out how it all works to piece it all together, break it down, and then upgrade it, but (1) I don't even know where to start, and (2) it seems like learning ASP.NET is not worth the time, except where Quest 5 is concerned. I mean, if Quest 6 will be coming within a year or two, learning all the old languages used by Quest 5 doesn't seem like a wise way to spend anyone's time.

So, if no one who knows how to do all this swoops in to save the day, I vote we just fix the bugs we know about, leave everything else alone, and release Quest 5.8.1 as the (hopefully) final, Long Term Stable version of Quest 5.


Yeah, uh, me and MrAngel spent a considerable amount of time trying to figure out why something wasn't working back with the Grid Inventory code, only to find out it was due to the considerably outdated Chromium.


the considerably outdated Chromium

Yeah. There's all kinds of good stuff we can't do in Quest 5 because of this. That's why I was trying to update it a couple of years ago. (mrangel has posted all sorts of awesome code that won't work in that old version of Chromium.)

I was seriously getting into it last night. I decided it was getting updated, whether it liked it or not!

I eventually found that change log, and I was ready to find the few changes I may need to apply. Then, the page loaded. I saw all the "Breaking changes" since version 39.0.1, and I laughed maniacally.


For real, though... If someone knows how to do upgrade Chromium, it would be super-awesome.


This has probably been asked before, but I'll ask again:

Will Chromium be updated in Quest 6?

As Chromium continues to be updated, will Quest 6 keep up with the new updates?


Will Chromium be updated in Quest 6?

Quest 6 does not use Chromium. It is really just a web page using JavaScript. Behind the scenes Quest 6 is far simpler, which means you can easily upload games to your own web site, to itch.io, etc.


Just ignore me if I am not supposed to give suggestions :)

Whenever I login Quest 5 text adventure, it opens up all verbs and rooms and folders, basically everything is everywhere, It took me some time to realize I can just collapse all folders in which then I have to slowly open the folders I want to program on. Maybe I am doing something wrong in my game, maybe most games should not have that much verbs in which I am doing so because of lazy and amateur programming. But still if one wants to make many rooms, collapse and opening the folders can be quite a chore. I am not sure what is the best fix, but I definitely think it is not necessary to open the verbs file on game startup. Or perhaps 2nd solution, the game maker remembers what room folder you opened and what folder you closed during your last game making.
I have used certain programs like infinite maze and programming style like verb action a/b/c/d to fix this issue but they are definitely not as good as having a more convenient game maker that does not forces you to do any modifications and restricting your style.

For Quest 5 game book, I want the game editor to be able to move into the same page as right now, so for example, if I move from page 2 to page 2, there will be an error, the game stops. This limitation forces me to make many pages, just to reroute the player back to page 2. Maybe I should just give an example, At page 2, Heal 20 hp. I want to heal again > go to page 2 again.


Actually, that's a fair question; does Quest 6 even have a Gamebook mode? Text Adventure mode can technically replicate it.


Quest 6 does not have a gamebook mode. There are plenty of other tools out there that do that job - Squiffy for one.


I figured; it does seem a tad redundant, though I'd be lying if I didn't use Gamebook for my first two projects just to get a feel for what I was doing. It's kind of the kiddie pool mode, y'know?


Log in to post a reply.

Support

Forums