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Phase 5 of my master plan is almost complete.
brainiac answered the first part of this, but expanding on his answer -- Lua identifies scripts using a process ID (PID) and you can stop or pause using that PID. You can also stop all, as needed.Q. How will /mqp work from now on? Currently it assumes that it will pause the one and only macro running.
While we can see the crash, it doesn't tell us anything about what steps you were doing to reproduce the crash, so it's absolutely helpful to register an issue on git for a reproduceable issue (which I saw you did). In the case of overlay crashes it's usually conflicting with another overlay, though we've rooted a lot of those out. (Example common overlays are: Steam Overlay, Nvidia, Windows 10, etc).I am playing around with the preview and finding some crashes. Should I register issues on git or are you getting the crash report automatically ?
We use imgui as our interface and as I mentioned above one of the really cool things is that Lua script writers can use it too without having to build a plugin of their own. But right now brainiac has built a window inspector and a spell inspector and integrated it into the EQ menu. But as for what the interface does, that's up to the authors to take advantage of, we're just building a toolset.Will MQNext have an interface. Something similar to MQ2Mule?
Poor Lemons, just getting his macro name changed randomly now. I don't use either of those macros so I'm not a good one to speak about it. @toadwart has been testing KissAssist and @Lemons has been testing MuleAssist. They can likely speak better.What does KissAssist and LemonAid feel like on MQNext? Do they perform better? Do things faster or more reliably?
We've added a few new TLOs, though most of the ones I added were just getting paths. Some of the ones we added got backported to Live already. And still others that have been asked for are in issues up on the issue page. As far as what end users will notice if they just load up a macro and go on about their business? Hopefully nothing, honestly.Are there new TLOs/Members to use in my conditions? What will the end user notice when going about our business beating up mobs and moving around in Norrath?
Anything is possible, but there's a lot that you can do with Lua that you can't do with the macro language, so it's probably a good opportunity to write something new rather than just try to convert. Everything in the existing macro language (that works now) will work in Next, so there's not a huge driver to convert old things. And a straight convert would lose taking advantage of all the new stuff Lua offers.If I understand correctly it should be possible to write a converter to assist in migrating MQ2 scripts to Lua?
We did go back and forth on what language to use, but the way dannuic wrote it, this is actually a precursor to allowing any language to be integrated. Though we still want to go back and move everything to C bindings that would REALLY open up languages and make integrating any language a lot easier. I'm a huge Python fan, but Lua is also used in eqemu (and as you mentioned lots of other places as well) so it offers some nice parity.PS. Personally I'd have loved Python support but Lua is a fine choice. 1-based indexing ugh![]()
Easyfind is closed source, so we won't be porting it directly, but we have talked about what a replacement would look like. In the meantime, alt+left click on the map is an okay workaround that gets you most of what easyfind did.Are there any plans on porting MQ2EasyFind? It's crazy just how reliant I am on that functionality for QoL stuff. I remember in the old days recording AdvPath's to get between zones, but Easyfind is so much simpler (when it works), I use the Ctrl+F menu all the time even for manual play, and /travelto is super handy when I'm lazy.
You can do that now with any of the .cfg files to launch whatever you'd like at different points (char select, login, zoning, specific classes/characters).Will there be an option to start certain lua scripts on character login (i.e., saved in the ini for the character)?
Put a request up on the issues page. There's a lot more work we need to do on the console, but brainiac already worked on IPC to be able to communicate for something like that. Not saying we'd do it, but all the pieces are there.Would it be possible to have the console be tabbed and have a tab for each character?
r1pt1de was working on getting it into the launcher. We have a few more things to do before we go for open beta, but timing wise I think the quote from Money Pit is appropriate: "two weeks."I know it's still in development, but is there a time frame out there for when this goes "live" for the minions?
Realistically speaking, there's nothing we can do to prevent that. MQ2IC just became a cat and mouse game between eqmule and the people who were cracking MQ2IC, as you can see from the history on the subject. I think what did more to stop it than IC was that RG wouldn't support a Truebox build, so if someone wanted a build for Truebox, they either had to build it themselves, crack MQ2IC, or pay someone to crack MQ2IC for them. That last bit ended up creating a black market, but the vast majority of RG users respected the no Truebox rule. We'll do what we can, and RG's build won't work on Truebox, but once you have something locally on your computer it's only a matter of time before you're able to bypass it.Will MQ2Next, and the new MQ2IC work on Truebox servers?
Why call it MQNext? The name reminds me of Everquest Next which of course we all play daily and was a huge success. Why not MQTitanic?
They have the same name creativity that daybreak has 
brainiac integrated imgui (the same console Nav uses) and dannuic integrated Lua (a scripting engine) and together they can create windows that can be moved outside the EQ frame. They can be interactive, allowing input or changing of settings, and everything on your list can be done. It probably won't be done in core, but the great thing about MQ is giving people the ability to tinker and drive forward the things they like. The chat window thing outside the game already exists though, we call that the "console."I'd love a console with programmable commands outside the game and have some wish list items.
It's actually called "MacroQuest" and there are only two places related to the code base that reference Next -- the name of the repos (which will be changed when we release) and one of the TLOs to get the version that was added so macro writers could split their code for new features that don't exist in Live (and which will become Live at release). The exe you launch with is MacroQuest.exe and all of the titles are MacroQuest.Why call it MQNext? The name reminds me of Everquest Next which of course we all play daily and was a huge success. Why not MQTitanic?

I'm not aware of any perl plugins, but maybe you are thinking of the python plugin that brainiac had? It's not up to date. There is also alynel's C# plugin.isn't there SOMEthing that uses perl? it is just lua and c++ pretty much?
Next supports C plugins, Lua, the macro language, write in whatever floats your boat at any given moment. Though, personally, I'll be relearning Lua.Should we mainly focus on lua if we want to write anything for Next? as far as plugins or macro-esque toys?
I don't think anything necessarily needs to be rewritten, but I think it would be super cool to see some of the current popular plugins improved upon using Lua. (I'm looking at you, AutoLoot).are there any particular types of macros (lua that is, but regular too i suppose for smaller stuff) that would have to be rewritten, altogether, or dont really exist yet in any modern form?
I am enjoying playing around with Lua WAY more than I should. It's quirky as a language but it really opens the door to so many possibilities...
.@Knightly Out of curiosity, what are your thoughts on when this will be released?
It's mostly backwards compatible -- plugins will need to be recompiled and there are some things that need to be updated, but I've converted a lot of plugins myself (just did NetBots, AutoSize, and Rewards this weekend) and it's a fairly quick process. Macros should work. We have testers from KissAssist, RGMercs, Entropy, and most recently modbot.Also is it backwards compatible with the current plugins and macros?
Plugins are impacted more than macros, but only because they have to be compiled.Is this mostly large change for Macros, or are plugins affected much also?
It's mostly backwards compatible -- plugins will need to be recompiled and there are some things that need to be updated, but I've converted a lot of plugins myself (just did NetBots, AutoSize, and Rewards this weekend) and it's a fairly quick process. Macros should work. We have testers from KissAssist, RGMercs, Entropy, and most recently modbot.
Plugins are impacted more than macros, but only because they have to be compiled.
