Hovertext on hyperlinks stop working after

While this might be connected to some of my other issues, I figured I should bring it out because of its odd nature. The first room my game starts in the pop up text over the hyperlink works fine, but as soon as I leave that initial room it fails to work This does not seem to be for a specific room(Have moved the player object around and where-ever it starts has the hyperlinks pop up text looking working fine...
It's just such a strange error/bug

Edit/fix/sorta

Well... the fix isn't right, and kinda sucks, but found if I go into the published(locally) file and change the aslx version number down to 550(Old 5.7 quest) it seems to fix all the turnscript/Hyperlink problems, this isn't exaclty optimal because I can't edit/save in the 5.8 quest without undoing the fix, and can't open it in proper 5.7 because apparently I have some nesting xml in the player and game status attributes(And complaining about wrong aslx number but that doesn't seem to affect actually playing the published game)


Hello.

I was contributing a little bit of code during the update to 5.8. So, I kind of remember a few things that can possibly be done to either fix the issues when running in 5.8 or to fix the code so it will open properly in 5.7.

If you'd like me to try to help, I'd need your game file(s). You can DM me for my email address, if you'd like.


I think I can reproduce it with a much simpler game test game, if I can I'll get that to you soon, its rare I can actually narrow down the strangeness to something I can easily replicate..but taking advantage when I can, this was made totally with 5.8 and still has the strangeness

Yeah, made a quick 3 room test game.. might actually be able to even post it here its small enough, two major oddities, once you leave the first room you can't get the floating text to appear by clicking the main link

<!--Saved by Quest 5.8.6836.13983-->
<asl version="580">
  <include ref="English.aslx" />
  <include ref="Core.aslx" />
  <game name="MunchDummy">
    <gameid>f71281a1-7e35-4d26-b1e6-e095afaf676e</gameid>
    <version>1.0</version>
    <firstpublished>2024</firstpublished>
    <turn type="int">0</turn>
    <statusattributes type="stringdictionary">
      <item>
        <key>turn</key>
        <value></value>
      </item>
    </statusattributes>
    <turnscript name="Next Turn">
      <enabled />
      <script><![CDATA[
        game.turn = game.turn+1
        msg ("")
        if (game.turn >239) {
          game.turn = 0
          msg ("Another day in the theme park has passed.")
        }
      ]]></script>
    </turnscript>
  </game>
  <object name="room">
    <inherit name="editor_room" />
    <object name="player">
      <inherit name="editor_object" />
      <inherit name="editor_player" />
      <statusattributes type="stringdictionary" />
    </object>
    <exit alias="east" to="Testing">
      <inherit name="eastdirection" />
    </exit>
    <exit alias="northeast" to="testing the second">
      <inherit name="northeastdirection" />
    </exit>
    <object name="Smartphone">
      <inherit name="editor_object" />
      <look>Testing object, seems not to work</look>
      <take />
      <feature_usegive />
      <use type="script">
        msg ("Turning on the phone, It just buzzes")
      </use>
    </object>
  </object>
  <object name="Testing">
    <inherit name="editor_room" />
    <exit alias="west" to="room">
      <inherit name="westdirection" />
    </exit>
    <exit alias="northwest" to="testing the second">
      <inherit name="northwestdirection" />
    </exit>
  </object>
  <object name="testing the second">
    <inherit name="editor_room" />
    <exit alias="southeast" to="Testing">
      <inherit name="southeastdirection" />
    </exit>
    <exit alias="southwest" to="room">
      <inherit name="southwestdirection" />
    </exit>
    <object name="Lookatme">
      <inherit name="editor_object" />
      <look>This is a testing object</look>
      <feature_usegive />
      <use type="script">
        msg ("Feels like a potatoe")
      </use>
      <usemenuprompt type="string"></usemenuprompt>
      <take />
    </object>
  </object>
</asl>

Hrrmm....

You just mean the pop-ups when you click an object link, with the verbs list, right?

If so, they always work for me.


EDIT

Wait.. I forgot to switch the ASL version to 550 to see what happens. (I'm special.)

Be right back!


EDIT 2

Yep. It seems to work in 5.8 with version ASL 580, and it seems to work the same way in 5.7 with ASL version 550.

I'm just looking at the verbs that pop up in the menu when clicking an object link and at the turn count.


That is real odd, perhaps my own version of quest needs a reinstall, got some odd corruption or something, odder things have happened. I have spare comp I can put put on a flashdrive and try it out

--And on my laptop, just downloaded most recent quest and tried it, works fine, I know its a logical thought it could be a faulty installation, but without any real obvious errors I did not consider it


Yeah, if you updated each version starting from 2016 or so, you might have something whack-a-doo in your Quest folder. (I seem to recall having such an issue.)

If it was me, I'd make a copy of the Quest folder currently in your Program Files folder for archival purposes. ...and just for kicks (and just in case).

EDIT

I mean I'd backup that Quest folder before uninstalling and reinstalling Quest 5.8, of course.


(I had already done that on my previous PC actually, I might not be organized but I tend to backup things ALOT)


I might not be organized but I tend to backup things ALOT

Same here, and, if you are like me, you have so many backups of so many things that it's nearly impossible to sort through it all. ...or even find the USB drive on which something is stored. [MANIACAL LAUGH]


Related to the backing up topic, it have been a frustration for me but this is my current plan
1a. For completed games, I add an alphanumeric in front of the file name
1b. I throw the files into github
1c. Then I relink every file back to textadventure forum at
https://textadventures.co.uk/forum/samples/topic/g4wdchoonkicauyfzjryww/k03-free-game-code-templates-2024
1d. This not only organizes your completed game files, it stops loss of data due to dead pc or dead harddrives or accidental full reformat (You might think you are smart enough to select option > reformat while saving files, but for some reason, my experience was that sometimes it just delete all files, might be my personal mistake, but it was what I experienced)

For sample files or short game codes
2a. I put them in a folder named "Archive quest test"
2b. I gave them extra names in brackets like
test6 (Indicator)
test6 (looped quiz)
test6 (Memo)
test6 (Overlapping room no error)
test6 (Parser command memo)
test7 (Copy sekiro by click drag down for 4 minutes)

And for the hardest of all
The midway done quest game codes,
3a. I named them v1.5 and so on
3b. I review the codes and combine their codes together
3c. I delete the less important game code files


My organization isn't the best, but I do it game name, version number, build letter and often what I'm currently working on, and finally an experiment number to separate things I've done( so Munch3AturnA.quest might be a name... I've messed up enough things in my life so being able to backtrack to salvage code is key, once I'm ready to Finish I clear all that up to the game and version number..


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