• You've discovered RedGuides, an EverQuest multi-boxing and scripting community 🧙‍♀️⚙️. We want you to play several EQ characters at once, come join us and say hello! 👋

  • A TLP without truebox has thawed (Very Vanilla ready)
    Frostreaver
Resource icon

Release MQNearby

When MQNearby is dragged off main screen to second monitor
I have to hold left click down to keep the misc. options tab open.

If I just click once the window pops up and disappears just as quickly.
Resulting in random options being ticked on/off based on cursor placement.

When holding left click down it will tick options on/off depending on what my mouse
is hovering over when left click is released.

NPC Options and PC Options tabs both work as expected.

Last Updated at ~9:40am PST 6/16
 
Loaded up my traders, and fast camp'd them.

Got this on all of them
View attachment 70192
camping crashes you. I knew this. Wondered how long it would take someone else to notice :-x
I'll probably fix it when I get a chance.
It also doesn't save any settings at all haha :-)

Thanks for letting me know.

When MQNearby is dragged off main screen to second monitor
I have to hold left click down to keep the misc. options tab open.

If I just click once the window pops up and disappears just as quickly.
Resulting in random options being ticked on/off based on cursor placement.

When holding left click down it will tick options on/off depending on what my mouse
is hovering over when left click is released.

NPC Options and PC Options tabs both work as expected.

Last Updated at ~9:40am PST 6/16
That's a known thing.
What's actually happening is the window is expanding and clamping to stay on the screen, so it pushes it up above the menu where you clicked, and when you let off it clicks the option. Just as fast as you can click lol. Annoys the shit out of me. Unfortunately the "fix" for this is likely going to be a bit.

For now, click one of the menus to the left of it, and then just mouseover the misc. Not ideal. But also a known issue.
 
Last edited:
camping crashes you. I knew this. Wondered how long it would take someone else to notice :-x
I'll probably fix it when I get a chance.
It also doesn't save any settings at all haha :-)

Thanks for letting me know.


That's a know thing.
What's actually happening is the window is expanding and clamping to stay on the screen, so it pushes it up above the menu where you clicked, and when you let off it clicks the option. Just as fast as you can click lol. Annoys the shit out of me. Unfortunately the "fix" for this is likely going to be a bit.

For now, click one of the menus to the left of it, and then just mouseover the misc. Not ideal. But also a known issue.
Solid, sorry I didn't see anything on it before. Definitely looking forward to all you have in store for this!
 
Solid, sorry I didn't see anything on it before. Definitely looking forward to all you have in store for this!
It's fine. Nobody had said anything yet. You're the first person. I'm mentally tracking known issues. I expect bug reports, it is only a couple days old. Not even been a week since I started coding it. So I'm sure I've made mistakes.
 
Just curious why there is no "2" in the name? I seem to have gotten a copy after the last patch with the distribution but didn't see any individual downloads when it got updates. I didn't show up in my plugin manager window in game, nor in the RGManager downloader. I understand it is a work in progress, happy to play with what ever versions and give feedback.
 
Just curious why there is no "2" in the name? I seem to have gotten a copy after the last patch with the distribution but didn't see any individual downloads when it got updates. I didn't show up in my plugin manager window in game, nor in the RGManager downloader. I understand it is a work in progress, happy to play with what ever versions and give feedback.
Mq2 isn't a thing anymore is why, it is just macroquest
 
I just used '/plugin nearby' to load it if I remember correctly.

I did notice the spawns did not seem to pay attention to the height filter yesterday in the control room mission. I will check it again once everything is back up to see if that is still the case or not.
 
I just used '/plugin nearby' to load it if I remember correctly.

I did notice the spawns did not seem to pay attention to the height filter yesterday in the control room mission. I will check it again once everything is back up to see if that is still the case or not.
My last update when I reimplemented the triangles to center on the spawn instead of swing around them I neglected to include the height filter on spawns. It's fixed, just haven't built again yet. Thanks for the report.

I went ahead and started a new build. Update should come soon.
 
This is making me consider moving my main pc back to windows.
Been doing linux on everything else and imgui has issues... but having map on separate monitor omfg this is the map we wanted and didn't know we needed.
 
i figure at some point saving settings will happen, until then would it be possible to set the window to not show on load. (just trying to cut down on clutter on the non driver toon's smaller windows)
 
i figure at some point saving settings will happen, until then would it be possible to set the window to not show on load. (just trying to cut down on clutter on the non driver toon's smaller windows)
I'm in the middle of trying to decide on a structure to handle it all in a cleaner fashion than my current smashing into cpp file in a really messy way to get it to work. That is the reason for the delay in updates atm. Once I figure out how to structure it then I can rework it all and do saving.

I unload and load this thing hundreds of times a day, so trust when I say I want saving too :-)
 
ChatWithThisName updated MQNearby with a new update entry:

6/19/2025

- Added toggle to use Clean Names.
- Group now functions as intended.
- XTargets now function as intended.
- A GM being present in the zone will no longer alter the color of other NPCs in the zone.
- Add /nearby hide - This will allow you to set the window to hide
- Added a little more information for the `/nearby help` command
- Separate Corpses into NPC Corpses and PC Corpses
- Fix ImGui label ID conflict in corpses because NPC corpses all have the same name. e.g. a_brown_bear's_corpse0
-...

Read the rest of this update entry...
 
i figure at some point saving settings will happen, until then would it be possible to set the window to not show on load. (just trying to cut down on clutter on the non driver toon's smaller windows)
The update to add /nearby hide was targetted at your request. you can use for your ingame.cfg
 
I really love what you have done with this so far. Looking forward to what it may become!
Thank You Chat!

And a Thank You to Sic as well since he prodded along with going a little further than what was initially planned!
Appreciate you both for all the contributions you have provided to the community here.

TheFiddler
 
So the separate corpses into npc corpses and pc corpses isn't as accurate as I was hoping. When I tested it, anything with a respawntimer was an NPC. But there was only one PC corpse in the zone and I had generated many NPC corpses.

Sadly, someone else died in the zone recently (/mourne BST) and they showed up in the NPC filter.
MQ2Map uses if the Deity is 0, which is agnostic. So while mostly accurate, it's not catching agnostic corpses I suppose. So, for now. I'm still looking for a way to filter these correctly.
 
ChatWithThisName updated MQNearby with a new update entry:

6/21/2025

- Add button to right side of options panel to hide/show the panel
- Menu bar is no longer in the options panel.
- Menu bar spawns are now on a single dropdown.
- Add Option to overlay the entire EQ window. The window can be clicked through.
-- You can still use the area where the map was to move the map around or zoom.
-- or change options.
- Moved XTargets to be drawn after most other spawns so they are on top of other things.

Read the rest of this update entry...
 
This is awesome!! I love the NPC search option. Is there anyway to make the map highlight the NPC you select from that search window? And able to target an NPC from that search list?
 
This is great so far, great work.

Similar to Burger's suggestion, I'd love to see a search option on the map to only show labels of those in the search, likely also keep the arrows of those that don't match the search.
 
This is awesome!! I love the NPC search option. Is there anyway to make the map highlight the NPC you select from that search window? And able to target an NPC from that search list?

This is great so far, great work.

Similar to Burger's suggestion, I'd love to see a search option on the map to only show labels of those in the search, likely also keep the arrows of those that don't match the search.
I plan to add a search bar to the map as well so you can search there.
 
Updated MQ today and now when I launch this Plugin, resize it to a decent window size, and then click the Map tab, it crashes EQ entirely.
 
Can you provide a crash report ID by pressing CTRL+C when the crash dialog is open?
You can then CTRL+V into here to paste it.
It did it twice when I was in Kod'Taz (which was when I posted above)

Just now I tried to relaunch it while in the Guild Lobby to see if it provided a crash dialog (previous 2 times it just dumped me to desktop) but it worked this time (of course!)
If it happens again, I'll look for any crash dialog
 
MQNearby is pretty freaking cool, took a sec to realize you dropped the 2 in the name.
Other than that it's very well done, good job.
 
might be a few crash reports from me for this. loaded up RG MQ on emu to try it out on project lazarus and it just crashes once i go to the map tab on the hub zone (freeport temple). loaded fine in pok. didn't try opening it anywhere else so far.
emu being emu, i'm not getting a crash popup to copy/paste at all, it just closes.

unrelated, is there something tying the plugin to the rg build? i had first copied the dll over to my own mq build which is on the same mq/eqlib commits. the plugin loaded fine, gave the same popup about needing to update rg again in ~24 days, but then i couldn't get the map window to open.
 
unrelated, is there something tying the plugin to the rg build? i had first copied the dll over to my own mq build which is on the same mq/eqlib commits. the plugin loaded fine, gave the same popup about needing to update rg again in ~24 days, but then i couldn't get the map window to open.
yeah requires rg build same as buffme and groundspawns
 
ChatWithThisName updated MQNearby with a new update entry:

07/01/2025

- Fix zoom to mouse
- Add circle to end of targetline
- Add name and level to spawn info on right click
- Add target spawn button to context menu of spawns on map
- Add more information to spawns on context menu of map
- change to using MQScopedBenchmark over manually enter/exiting benchmark.
- Will no longer draw things that aren't in the visible area of the map.
-- This shaves off up to 4.5ms of draw time. Which is significant when it takes ~20ms to pulse the map.
I also MAY have fixed the crash when camping. I've camped about 20 times without a crash. So believe I fixted that.
Read the rest of this update entry...
 
ChatWithThisName updated MQNearby with a new update entry:

07/02/2025

- Added +5 and -5 buttons for Height Filter.
- Now Writing Default values and reading them from the INI - MQNearby_PlayerName_ServerShortName.ini
-- We read those INI values, but haven't yet started writing to them. That means you can unload the plugin
-- change the value. Then load the plugin again to get them to stick. Will add more and start writing when
-- changes are made in the nearer future.

Read the rest of this update entry...
 
ChatWithThisName updated MQNearby with a new update entry:

07/06/2025

- Fix not loading the map from map file when logging into the game or zoning with the
-- spawns tab open and the click through overlay on.
- Fix yourself not showing up when you first log into the game or after zoning.
- Added a timer to any unaccounted spawn types in the switch debug statement.
- correctly update the INI when switching toons.
- Separated the list of spawns from the search bar so you can scroll without
-- losing access to them in the spawns tab.

Read the rest of this update entry...
 
Release MQNearby

Users who are viewing this thread

Back
Top
Cart