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Very Vanilla MQ (Test Server)

Vanilla - Very Vanilla MQ (Test Server) (2 Viewers) 3.1.52472.1

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This test patch is going to require more work than usual. unlikely that it will be done this afternoon per brainiac.

I'll continue to keep ya'll updated if there is more information available - and good news - with the new way that redbot setup the RG build process, it is super easy to get a build going when we need to
Thanks for the update, Sic.
 
playing on test requires a special degree of patience. this isn't the first nor will it be the last time test can be a pain in the butt. that being said i'm sure i'm not alone when i say i appreciate all the hard work you all do in helping your community members on test enjoy the time spent there. most of us know that playing on test has a lot of perks ... this is the downside to test ... a good fitting pair of patience pants always helps! keep up the great work !
 
playing on test requires a special degree of patience. this isn't the first nor will it be the last time test can be a pain in the butt. that being said i'm sure i'm not alone when i say i appreciate all the hard work you all do in helping your community members on test enjoy the time spent there. most of us know that playing on test has a lot of perks ... this is the downside to test ... a good fitting pair of patience pants always helps! keep up the great work !
Couldn't of said it better my self. Thanks to ALL who make test possible!)
 
Redbot updated Very Vanilla MQ (Test Server) with a new update entry:

20220419

April 13, 2022:

  • Fix Group.Members: Empty group will now report 0 instead of nil/NULL (#481).
  • Fix Math.Rand: Replace with new number generator. There are no longer any limits on the upper or lower bounds of the random number range. The only requirement is that the minimum value must not be greater than the maximum.
  • Fix Spell.Stacks to now only consider a duration if a nonzero value is provdied, otherwise the stacks check will ignore duration. Also applies to StacksPet.
  • Fix...

Read the rest of this update entry...
 
Not sure if already addressed, but Test build is giving some wonky feedback in some areas/things:

Targeted NPCs

Capture.PNG

Characters aren't able to read what their own classes are it appears

cap2.PNG

I attempted to run pokscribe and it ended immediately because it didn't recognize character class spell vendors for NULL class.
 
yeah i *believe* all the DB Strings are actual EQ issues

I figured it was probably already known, you guys are making all this possible are pretty on the ball about everything.
This at least gives a little visibility for anyone else looking to see if they are the only ones with the wacky stuff happening.
 
VV test is so very
1-min-12.jpg
 
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i hope the nasty has died down for all my test folk ... between the patching the updates and the waves its been a rough go ... if your still playing I salute you !
 
Is there an ETA for a test build?
there is almost never an actual ETA - especially for when dbg makes significant changes to things.

the MQ devs have to do the updates/changes - sometimes it is easier to do that than others - this patch i suspect there are significant changes that are going to require more *stuff* than just updating offsets. Once the MQ devs have updated and pushed the MQ updates, then RG can build - we have a pretty fast build process these days, so we're able to usually build within a pretty short time frame after MQ is updated.

if you want to get notified when the build is back you can watch the resource > here <
 
Test is pretty much all I play anymore, though I do purchase the "free" on test CWTN plugins because.. guilty conscious, and I think people need paid for their work.

I'd bet the live server builds get a boost in the form of less down time since the problems get semi-solved first on test build
 
there is almost never an actual ETA - especially for when dbg makes significant changes to things.

the MQ devs have to do the updates/changes - sometimes it is easier to do that than others - this patch i suspect there are significant changes that are going to require more *stuff* than just updating offsets. Once the MQ devs have updated and pushed the MQ updates, then RG can build - we have a pretty fast build process these days, so we're able to usually build within a pretty short time frame after MQ is updated.

if you want to get notified when the build is back you can watch the resource > here <

Thanks for the feedback!
As someone who just returned to EQ I was only able to mess around with MQ2 for about a day on test but I'm glad to be back in norrath and wanted to say thanks to the community and the devs/creators.
 
Thanks for the feedback!
As someone who just returned to EQ I was only able to mess around with MQ2 for about a day on test but I'm glad to be back in norrath and wanted to say thanks to the community and the devs/creators.
hell yeah dude - we're lucky to have you! welcome back!

unfortunately that kind of timing happens to folks a lot for test! lol just know that MQ is pretty sweet these days - and the RG process for making that happen is pretty amazing too <3
 
Redbot updated Very Vanilla MQ (Test Server) with a new update entry:

20220513

May 13, 2022 (test):
- Updated for test patch
- Number of buffs has changed for player and target. Buff arrays are now dynamically sized,
and require some attention when using them in plugins:
- Use GetPcProfile()->GetMaxEffects() to get the total number of effects (short and
long buffs) for player
- Use pPetInfoWnd->GetMaxBuffs() for the max number of buffs on the pet window.
- Use pTargetWnd->GetMaxBuffs() for the max number of buffs on the target window.
May 13, 2022:
- Add...

Read the rest of this update entry...
 
Without VV i can load and run toons on test. With VV loaded I get to the zone in zone and get video lock. If i alt tab in windowed mode i can see one screen change at a time.
 
I'm having an issue now where the individual toons don't respond to commands unless I click on their window to put it on "top". Additionally, once I do this, they disappear permanently from their home spot, until a "loading" event happens like zoning/logging/evac/etc. I use IS boxer and have the instances arranged on another monitor, and when I need to adjust a character individually (because it happens) then I click over there, bringing that window to full size on main monitor. Then once done I click back over to the "operator" character. Only now I can't do that, as the operator character doesn't go back over to the monitor with all the characters laid out. This was working for literally a decade, and just stopped, I'm at a loss. I repatched and reconfigured and reinstalled everything, same issue.

So on the operator character I'll hit my "nav to me" button, and the characters all receive it, but they don't actually move to me until I click on their instance to put the focus there. It doesn't seem like anything is processing while the instance is in the background. This includes things like the "camp" command. If I tell a toon to camp, and then click over to another toon, when I tab back two or three minutes later the camp function has failed. If I tab back 20 seconds later, the timer still reads 30, and then the command fails 10 seconds later.

This is on the test server with the test tools. I have not tested it on live.

Any ideas, appreciate the help.
 
Live is working fine and as expected in my case.

The test VV has an issue. For myself, the game video locks on zone in and I can't test beyond that. Full delete and reinstall. This happens with a single toon and VV. I can load six or one without VV and EQ works fine. After loading EQ and injecting VV post load is about to be tested.

SEQ not the cause. EQBCS not the cause. The second VV is launched while EQ is running, EQ crashes to Desktop.
 
Vanilla - Very Vanilla MQ (Test Server)

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