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RGMercs Fair Warning/Advanced Notice: Sometime after the Extra Life bonuses end, we plan to make an update that will break custom configs. EDIT: Now added.

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This update will NOT effect anyone who solely uses default (RGMercs - Lua! provided, to include experimental) configs.

Just wanted to toss out a heads up, Derple is refactoring the utility functions and splitting up some files on the back end (as a side affect, we are also dropping about 8,000 iterations of RGMercUtils. in front of said functions). This change is largely based on some under-the-hood refinements suggested by other developers. This is going to break custom configs, as they will all be pointing towards functions that are no longer where the script points to.

Users will need to either do some broad-scale replacing of function names (with ctrl+r, etc) or reapply your changes to a freshly generated custom. I don't anticipate this taking longer than a few minutes.

We will endeavour to provide specific instructions around the time the update happens (likely in about a week, depending on life schedules). We are also more than happy to guide users through this or any other issues via this forum or Discord.

We understand that this is an inconvenience and it will not be a regular event (in fact, we are laying the groundwork now to avoid potential recurring issues later.)

Any blame for this operation should be aimed at @Derple
Any blame for any other operation, at your discretion, can also be aimed at @Derple , involving MQ, EQ, your love life, etc. He's a strong guy, he can take it.
That is all.

Edit: More info a couple of posts down.
 
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love life
@Derple DUDEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!!!!!!!!!!!!!!!!!!!!!!!!!!!! As of today I have been married for 29 years!!!! Same woman...I have missed out on so many 'opportunities' (to say it nicely) BECUASE OF YOUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU :argh::bang::doh::(:shrug:😨😱😡🤬
Jake Johnson Pain GIF by New Girl
1731082250510.png
 
We are ramping up to have this update pushed out anytime from this evening to a couple of days from now.

What is happening is that all of the functions there were up until now located in utils.Lua are being broken up, with multiple function files being added.
This should further improve (and safeguard future) performance.

Unfortunately, the flip side, is as I alluded to, every custom config will be broken in the process:

  1. Any function that previously started with RGMercUtils.will need to be updated.

    Random Example:
    Code:
    if RGMercUtils.AAReady("Radiant Cure") then
                    return RGMercUtils.UseAA("Radiant Cure", targetId)
                end
    will become
    Code:
    if Casting.AAReady("Radiant Cure") then
                    return Casting.UseAA("Radiant Cure", targetId)
                end

  2. Some function names have had their names changed towards something more sensical. NPCAAReady is now TargetedAAReady, for example, as those AAs aren't just used on NPCs.

  3. Some additional entries will need to be added to the top of each custom config. Instead of including only mq and utils, we will now need to include other files containing the functions we have split.


So aglar how fix stuf?

I recommend that those who have minor customizations simply move their customs (or otherwise back them up), make a fresh custom, and recustomize.

or

The other route involves using the new, refactored configs and utils files as a guide and manually replacing (using a combination of find and replace as you see fit).


THIS SUCKS! believemeiknowthissucks...
I just had convert 6 full configs by hand this week (my remaining customs and the those I just pushed as beta/experimental). (And I guess, to be fair, @Derple had to convert quite a lot of stuff as well... it took even longer because @grimmier was busy, doing something better with his time probably.)

I guess the only silver lining is that it would suck worse if we did it next year... and you might have some downtime from the game to address this in the next day anways!

Ultimately, this project continues to grow, and this will allow us to continue to add custom functions now and in the future without incurring a two-fold performance hit for doing so. (We would rather those hits come from doing something useful, rather than just being the nature of how many functions we have in one file).

Also dannuic and Derple were like nerding out on some stuff I don't really understand and decided this was a good idea. Don't shoot the messenger I'm just the guy who has to play cleanup



I would now like to humbly request that @an_image graces us with a gif and some silly words (or perhaps a story) to deflect and soothe any agression you are feeling at this moment.
 
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We are ramping up to have this update pushed out anytime from this evening to a couple of days from now.

What is happening is that all of the functions there were up until now located in utils.lua are being broken up, with multiple function files being added.
This should further improve (and safeguard future) performance.

Unfortunately, the flip side, is as I alluded to, every custom config will be broken in the process:

  1. Any function that previously started with RGMercUtils.will need to be updated.

    Random Example:
    Code:
    if RGMercUtils.AAReady("Radiant Cure") then
                    return RGMercUtils.UseAA("Radiant Cure", targetId)
                end
    will become
    Code:
    if Casting.AAReady("Radiant Cure") then
                    return Casting.UseAA("Radiant Cure", targetId)
                end

  2. Some function names have had their names changed towards something more sensical. NPCAAReady is now TargetedAAReady, for example, as those AAs aren't just used on NPCs.

  3. Some additional entries will need to be added to the top of each custom config. Instead of including only mq and utils, we will now need to include other files containing the functions we have split.


So aglar how fix stuf?

I recommend that those who have minor customizations simply move their customs (or otherwise back them up), make a fresh custom, and recustomize.

or

The other route involves using the new, refactored configs and utils files as a guide and manually replacing (using a combination of find and replace as you see fit).


THIS SUCKS! believemeiknowthissucks...
I just had convert 6 full configs by hand this week (my remaining customs and the those I just pushed as beta/experimental). (And I guess, to be fair, @Derple had to convert quite a lot of stuff as well... it took even longer because @grimmier was busy, doing something better with his time probably.)

I guess the only silver lining is that it would suck worse if we did it next year... and you might have some downtime from the game to address this in the next day anways!

Ultimately, this project continues to grow, and this will allow us to continue to add custom functions now and in the future without incurring a two-fold performance hit for doing so. (We would rather those hits come from doing something useful, rather than just being the nature of how many functions we have in one file).

Also dannuic and Derple were like nerding out on some stuff I don't really understand and decided this was a good idea. Don't shoot the messenger I'm just the guy who has to play cleanup



I would now like to humbly request that @an_image graces us with a gif and some silly words (or perhaps a story) to deflect and soothe any agression you are feeling at this moment.
I’ve got the perfect response…


Dean Winters Falling GIF by Mayhem
 
it took even longer because @grimmier was busy, doing something better with his time probably.)
Sorry the Resort opens the day before Thanksgiving, so I am in super busy mode at work at least until then.

There is a fix for the loot module though waiting approval
 
Hi ALL! Thanks for dealing with this while I was errr busy @Algar. Blame for this can be squarely placed at @dannuic 's feet who convinced me that smaller reusable modules of specific intent were more scalable and reusable long term. Really though, this means that other projects can benefit from our utils code without having to rewrite the same functionality. For example, if you wanted to make your own project that needed casting ability you could in theory pull out the rgmercs casting utils and use what we wrote to accelerate your development. I still have some work to do in order to reduce interdependencies on our own configurations etc but that will take time and should be mostly transparent.

The other side benefit to this update is that we have removed all globals which are pretty inefficient in Lua. Since our config and logging were both globals and we used them a lot and /everywhere/ I do expect to get some performance benefits from this change.
 
Hi ALL! Thanks for dealing with this while I was errr busy @Algar. Blame for this can be squarely placed at @dannuic 's feet who convinced me that smaller reusable modules of specific intent were more scalable and reusable long term. Really though, this means that other projects can benefit from our utils code without having to rewrite the same functionality. For example, if you wanted to make your own project that needed casting ability you could in theory pull out the rgmercs casting utils and use what we wrote to accelerate your development. I still have some work to do in order to reduce interdependencies on our own configurations etc but that will take time and should be mostly transparent.

The other side benefit to this update is that we have removed all globals which are pretty inefficient in lua. Since our config and logging were both globals and we used them a lot and /everywhere/ I do expect to get some performance benefits from this change.
@Derple translation

Happy Eric Cartman GIF by South Park
 
RGMercs Fair Warning/Advanced Notice: Sometime after the Extra Life bonuses end, we plan to make an update that will break custom configs. EDIT: Now added.

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