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Question - LDoN Macros

You rock! I was going to try and work on these today at work but everyone was out and I had a crazy day. Hopefully Tree can post up and confirm they work.

Here's the issue......

And I think i did reference it at some prioir posting on this thread....

The navmeshes need to be made while you are IN the actual zone..... so the ZONE_doors.json files are created .....

Kinda need the door points for entrane and exit zones.... as well as chests... and other stuff...

If it was as simple as opening up meshnavigator... selecting the LDON theme.. selecting the zone... and clicking BUILD MESH.. then SAVE MESH ... I would not be asking for help....


See the issue now ????
 
Here are a few MIR (Everfrost) ones. I keep getting dups, so I don't have them all. I have at the very least according to the 'Need' list mirJ, but I'm not sure if that list is current considering the post above. At any rate, I'll add more later if needed.

MIRB
MIRF
MIRG
MIRH
MIRI
MIRJ


View attachment everfrostldon.zip
 
You know its one thing to make the mesh but you have to test each instance and make sure it actually works. mq2nav can be very unreliable with older zones.
 
Here are a few MIR (Everfrost) ones. I keep getting dups, so I don't have them all. I have at the very least according to the 'Need' list mirJ, but I'm not sure if that list is current considering the post above. At any rate, I'll add more later if needed.

MIRB
MIRF
MIRG
MIRH
MIRI
MIRJ


View attachment 12602

You rock.. keep it going...

SOme of the zones may be reserved for different mission type runs... so if you keep getting repeats... maybe try selecting a different mission type... i'm about at the 50% marker in the project... the testing fo the navmeshes and the integration into kissassist as an include..... is the bulk of the work....

We have strong support for this.... and I'm all fired up....

If any of the donators to me have toons on live non TLPS servers.... i will be happy to give you a sneak peak of the progress by wednesday... this way you see you donations have not been in vain, by giving a test run of the project as is .... on live server...

Only variables I forsee is that the adventure recruiter name may be different than what they are on live servers... but that is a rediculously simple copy and paste fix.
 
You rock.. keep it going...

SOme of the zones may be reserved for different mission type runs... so if you keep getting repeats... maybe try selecting a different mission type... i'm about at the 50% marker in the project... the testing fo the navmeshes and the integration into kissassist as an include..... is the bulk of the work....

We have strong support for this.... and I'm all fired up....

If any of the donators to me have toons on live non TLPS servers.... i will be happy to give you a sneak peak of the progress by wednesday... this way you see you donations have not been in vain, by giving a test run of the project as is .... on live server...

Only variables I forsee is that the adventure recruiter name may be different than what they are on live servers... but that is a rediculously simple copy and paste fix.

I was running just collection quests. I can swap to murder quests if that'll help. I'm going to do TAK next so I'll do murder quests for that and see what I get.

Edit*

First door in Takh, mq2nav wont nav through. It gets stuck while it's opening and pushed to the side lol.
 
I created NavMesh's for the remaining maps you has listed as "Need".

https://www.dropbox.com/sh/3y7oueay5en1rxy/AAAGMM-yl8VExVOaD_Lel28Ma?dl=0

Hope they work out for you. Using the MQ2Nav version that loads with the VV compile.

Same link as above:

MIRC doors
MIRE doors
TAKH doors
GUKA doors *updated*
GUKB doors *updated*

I'll add them as I run them!


ps. Would the door files from EMU work? I could GM zone into each instance and get doors for you pretty quickly if that would work.
 
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I sent a penny or 2 to help motivate you to a higher level of consciousness. Keep it up!

transaction:
8U155922AT7660459
 
How are we looking on nav meshes? Thanks for all the hard work so far.

Gotta update the have/need list.. from prior post... but we are like 85% there....

Ran into a small obstacle zoning into one of the ldon dungeons based on location nav.. then clicking door...

But have a work around to it... since i have the door names for each ldon mission dungeon entrance locations in lfay/Lguk/everfrost.. etc... i am simply going to define the doorname for each dungeon ( which is determined from the adventure mission text upon accepting mission ... and then run to the zone / then to the defined doorname since it is a itemtarget .... and nav handles ..)

All the donators will receive a PM from me either tomorrow ( wed ) of thursday at the latest... with the MACRO version of the project... Final navmeshes will be posted on this thread for download as a package.... and the PM will have simple instructions of what is expected to kick it off....

This way you see it working to get the missions.. run you to zones.... zone in.....

Final stage is simply to convert the macro into an INCLUDE file.. to be incorporated into KissAssist... once you are in the dungeon zone.... kissassist is basically taking over at that point.

Last steps i need to do is capture the event text that displays when you succeed or fail a mission while in the dungeon... and perform a final function to nav to the entrance location... target closest door (because i am not defining every zone's entrance door name ).. and then reverse run you back to the wayfarer camp.... to reget a mission....

hmm.. that reminds me... i should probably build in a setting for how many back to back missions you wnt to do... unlimited... or a defined # of missions....

THat's the update.....
 
I sent a penny or 2 to help motivate you to a higher level of consciousness. Keep it up!

transaction:
8U155922AT7660459

Donation received...

Your on the list to get the PM ...

Only helps ya if you got live server characters whokm you can test it on obviously... but at least you get an idea of what the finished product will be,.

Sent redbot a rough rough rough preview of the macro a few days ago.....
 
Donation received...

Your on the list to get the PM ...

Only helps ya if you got live server characters whokm you can test it on obviously... but at least you get an idea of what the finished product will be,.

Sent redbot a rough rough rough preview of the macro a few days ago.....

And he was never heard from again.
 
These were the old event win/fail message that I used in my macros.

#Event LDONFail "#*#complete your adventure#*#"
#Event LDONWin "#*#completed your adventure#*#"


Also, a lot of LDoNs have numerous doors in the instance zones. In my macros, I actually defined the names of the exit doors for the zones I was using. If you have the macro nav to the closest door, there is no guarantee that it will be the actual exit door.

Finally, be weary of how you instruct the toons to move. If you use /afollow or something that will auto click nearby doors, some of the exit doors are within reach of the zone in point. I had issues when I was testing my own macros where my toons would click the exit door as soon as they were told to begin moving around within the instance.
 
Sorry .. not ignoring anyone... just rushing to get all functions flawless .. wanted to give donators preview today... but Upper Guk ( GukTop ) zone is a nightmare to navmesh properly to get group to the LDoN instance zoneline.... innothule swamp is a PITA to get you around the curve inside to Upper Guk as well .....

If anyone has a perfect navmesh for innothuleb anf guktop ... pass it to me.

95% of the coding is done... its the freaking navmeshes that suck arse...

Only theme I have perfect is Miragul's Menagerie ...

That's why i updated the HAVE/NEED list post with its the zip file of the final navmeshes for that theme.....
 
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UPDATE: Finishing up the navmeshes .. and putting in an exception to reject (not accept) any mission for Upper Guk (Barricaded door) since i can not achieve a valid navmesh that gets you across the darn semi-circle plank bridge.. to the damn door...

Its not a huge issue... because it will just reject the mission.. wait... and retry getting mission that starts in the rotting tree trunk in Innothule. You still need all mesh files.. because either dungeon entrance can spawn any of the guk(X) dungeons randomly.

Also adding in exceptions to re-get mission if you request a new mission too fast and the mission request timer isn't met.

Expect the PM to donator's today for the functional preview.

You can get COMPLETE theme navmeshes in zip file format from this link.
 
Finishing up the navmeshes .. and putting in an exception to reject (not accept) any mission for Upper Guk (Barricaded door) since i can not achieve a valid navmesh that gets you across the darn semi-circle plank bridge.. to the damn door...

I ran this one last night and was trying to get the nav mesh to work as well. I don't think without some custom geometry hack by someone who really knows what they're doing that it would work.
 
is it that upper guk semi circle plan bridge at the beginning? say no more fam. i will make it work!

- - - Updated - - -

aight did some testing

when you built the mesh with standard meshgenerator settings, find the plank bridge

change:

Tiling
Tilesize:64
Cellsize:0.150

Agent
Radius:0.1-0.5 (what you find works best for running up the planks)

then left click the planky planky an paint a nice mesh. that should get you a nice coverage and enable you to get across.
 
is it that upper guk semi circle plan bridge at the beginning? say no more fam. i will make it work!

- - - Updated - - -

aight did some testing

when you built the mesh with standard meshgenerator settings, find the plank bridge

change:

Tiling
Tilesize:64
Cellsize:0.150

Agent
Radius:0.1-0.5 (what you find works best for running up the planks)

then left click the planky planky an paint a nice mesh. that should get you a nice coverage and enable you to get across.

Not getting any valid results... in addition to the fact i suck ant building meshes....

If you are able to get a valid mesh .... to cross the plank bridge... can you build the mesh for me and save it / upload it here in a zip????

I'll add it to the official release.

You know it works if you do the following command from the zoneline entrance of Upper Guk ...


/nav door GKPORTAL701 click


and it leads you to the barricaded door.
 
Tossed ya a donation via Paypal !

After this hurricane passes by (FLoridaaaa) I should be able to toss ya some more :)
 
upperguk mesh or? one of hte instances cause i never done much wiht that ldon so dont know much about doing those.
 
upperguk mesh or? one of hte instances cause i never done much wiht that ldon so dont know much about doing those.

Looking for Upper Guk ( old world zone ) .. navmesh ... that will successfully cross you over the crescent plank bridge.... so you can nav from the zone in from innothule to upper guk... to the barricaded door LDoN mission entrance...

I can get everything meshed except 2 planks in that freaking bridge.... kinda prevents any automated Upper Guk LDoN mission.

That's why i added the exception code to not accept Upper Guk missions.. and just re-get missions until Innothule Swamp ( rotted tree trunk ) is available.. and accept those...

its a work around... but want a perfect product....
 
Working preview sent to all donators.. plus ctaylor22 and the big boss RedBot.

If i missed anyone.... let me know.....

Taking a break tonight now.... been up since 6am finishing things up for preview push.

Back to the grind tomorrow morning.... unless i get a notice i mised someone in the PM with the code.
 
here is a mesh i just made with some simple settings, it works with an ogre in full size ogre form from the entrance of upper guk to that barricaded door. and back again.

i have not yet tackled ladders in upper guk but thats for another time.
 

Attachments

here is a mesh i just made with some simple settings, it works with an ogre in full size ogre form from the entrance of upper guk to that barricaded door. and back again.

i have not yet tackled ladders in upper guk but thats for another time.

You ROCK!

Just updated the Deepest Guk.zip with your navmesh ... trusting it works flawless as you described....

Now if you could do me a favor... and get innothuleb navmesh perfect.. my navmesh for it kinda flakes out a tad .. some of the left corner of the walls leading into upper guk entrance line from innotuleb are not meshed... causing the toon to hug the right wall.. and get stuck at a sharp turn.

If you do an easyfind Upper Guk ... using my navmesh for innothuleb.. you will see exactly the issue... if we can resolve that.... then Deepesk Guk / upper guk (Barricaded door) missions can be re-enabled.
 
okay did alot of testing on this one.

the geometry in game is not located in the same spot it is in the meshgenerator and thats what causing the faulty corner, that coner and the hallway down towards guk is messed up in game and situated 5feet in the wrong direction.

but i used some blocking and fixed it, might updated it later to be prettier, but from pok book to guk he will travel around the big lake that even an ogre has to swim in into the tunnel and take a sharp turn on that corner well away to not get stuck.

try it out with ogre or trolls, should work fine.

not sure if having anyone on auto follow or stick will be available to traverse it as cleanly though.
 

Attachments

okay did alot of testing on this one.

the geometry in game is not located in the same spot it is in the meshgenerator and thats what causing the faulty corner, that coner and the hallway down towards guk is messed up in game and situated 5feet in the wrong direction.

but i used some blocking and fixed it, might updated it later to be prettier, but from pok book to guk he will travel around the big lake that even an ogre has to swim in into the tunnel and take a sharp turn on that corner well away to not get stuck.

try it out with ogre or trolls, should work fine.

not sure if having anyone on auto follow or stick will be available to traverse it as cleanly though.

"Did I Ever tell you you're my hero .....".... BAM + 40 red cents to ya... you earned it.

Updating zip on mesh links now.
 
oh yeah the innothule will also run to all other zone lines and to the hollow log, i figured that was important too.
 
Question - LDoN Macros

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