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Very Vanilla MQ (Test Server)

Vanilla - Very Vanilla MQ (Test Server) (10 Viewers) 3.1.52472.1

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i mean i did share the stuff he shared, which is what gohaste re-shared above
Yeah. I had seen both those comments independently, but missed that they were in context of each other. My mistake. I guess I wanted to understand: am I in for a long break or am I done?
 
Yeah. I had seen both those comments independently, but missed that they were in context of each other. My mistake. I guess I wanted to understand: am I in for a long break or am I done?
Damn, rip.... I guess i'm done too. Was fun while It lasted I suppose!
 
am I in for a long break or am I done?
i don't know, you'd have to ask brain6464

sorry dude, obviously frustrating for everyone - especially brainiac.

there are a couple of people who are working on trying to RE the update, so they can help --- unfortunately folks are learning how it is more complicated than they think, and their ai agent thinks

here is some technical stuff brain shared with someone who was trying to use an ai agent to update stuff
brainiac said:
Sorry, I'm going to be blunt. Your AI is just wasting my time.

Theres too much wrong for me to overlook the issues of correctness. I cannot trust any of the outputs that its given because of that. Some of the values might be correct, and some aren't. I would have to check each one of them to be sure, and I don't trust your AI agent to do that correctly after all I've seen so far.

I can't accept this, as is, but I want to leave you with some commentary... Using AI to do real work like this requires substantial amounts of real effort and expert level understanding. Its clear that there is a lot written here by AI that has not been verified. You cannot accept what AI generates in this field without verification, which requires the level of udnerstanding required to do this work WIHTOUT AI.

For example, compiler optimizations can shift things around. CXWnd is a class with mostly empty virtual functions, all intended to be overridden by the subclass. the vtable RARELY changes, but the functions themselves often times move addresses around because they're empty and the linker optimizer de-duplicates them with other, random empty functions.

Member variables don't always get referenced the same way every patch because the shuffling causes the alignment of adjacent members to change. Two bytes might be separate and written individually in one version, but might appear as a uint16 and written as one in a different version because they're adjacent to each other.

In order to make ANY forward progress with this, I would need a detailed analysis of EACH change. And frankly, I'm not sure thats worth my time, sorry .If you want another go at this, keep working in your branch, and come back to me when you have more of it working and running some level of automation in game without any errors... and maybe you can change my mind about AI.

And Please, please please PROOFREAD your PR before you submit it!

unfortunately REing is really difficult - eq *used* to be an old ass game and patch to patch often was pretty simple - that's just not the case in 2026.

in summary:
- brain said "There will be no updates for Test for the foreseeable... Until i can get back where it only takes a little bit of time... last live patch took 3 days"
- everyone is bummed about this, including brain
- mq is open source and despite how some people perceive rejection or no, it actively wants help and contributions
- - unfortunately when there are submitted things that are untested with variable renames, or removed comments, or random added stuff it makes even more work trying to ensure that it all works.
 
Why not share tools then one can outsource some of the tasks yet remain the keeper of the main repo?
the tools aren't mine to share/not-share, i've never seen them, and lots of different folks have different tools they've put together over 20+ years of macroquest and REing - I can't speak for other folks, but especially in this current era of "well it must be easy, my ai slopped some shit together in less than 5 minutes" I wouldn't really be eager to do that.

because again, as brain said - without some much deeper understanding the tools aren't as useful as you might think

if he updating live doesn't that update test as well ?
> What to expect on patchdays? <

no, it isn't always just the same
 
Just to be clear: im not proposing AI or just some random person with no experience. I am just wondering about the work flow. I know Brain is a unicorn when it comes to this type of work, but it seems like a lot of pressure on one guy and people seem willing to help, especially if test goes bye bye forever.
 
Just to be clear: im not proposing AI or just some random person with no experience. I am just wondering about the work flow. I know Brain is a unicorn when it comes to this type of work, but it seems like a lot of pressure on one guy and people seem willing to help, especially if test goes bye bye forever.
i mean i getchu - i'd love to see "behind the curtains" but looking at the diffs every patch to see if i can catch any mistakes (i've caught a couple) gives me a great little piece of satisfaction thinking i'm helping where i can - I was able to catch issues with both those proposed test updates yesterday (from two different folks), and I have just about no idea what's going on.
 
Is there another option for us on test since this is not going to be updated in the foreseeable future? I can't see myself going back to a live server anytime soon, and EQ is not enjoyable without these tools. Can I propose a monthly test sub fee so that Brain would be compensated fairly? I'm willing to pay $20- $30 a month. Just sayin :)0
 
Redbot updated Very Vanilla MQ (Test Server) with a new update entry:

20260322

## 3/22/2026
Update for test patch
## 3/14/2026
- Fix Me.RangeReady
## 3/13/2026
Update for live patch
### Bug Fixes
- Fix crash in ItemDisplayWnd
## 3/5/2026
Add support for teek and tormax
## 3/1/2026
Updated to crashpad from the crashpad-backtrace fork we were previously using.
- For local builders you should remove crashpad-backtrace to prevent conflicts
- `vcpkg remove crashpad-backtrace:x64-windows-static` and/or `vcpkg remove crashpad-backtrace:x86-windows-static`
### Bug fixes
-...

Read the rest of this update entry...
 
Redbot updated Very Vanilla MQ (Test Server) with a new update entry:

20260322

## 3/22/2026
### Per-Character ImGui Configuration
ImGui configuration can now be saved on a per-character basis. This is now enabled
by default. The first time a per-character config is loaded, it will be copied from the
default config if it exists.
Per-character configuration can be toggled from the overlay settings (/mqsettings overlay)
or via command with /mqoverlay perchar. Changing this option requires a reload of the
overlay (/mqoverlay reload)
Per-character overlay configuration is...

Read the rest of this update entry...
 
Thanks for all the hard work guys. I really appreciate it. I did notice in the latest version that I cannot launch my entire crew through the "Profiles" > "MainTeam" > "Launch all starred". It launches the first toon in the group, but then throws an error for each of the other 5 toons. I can launch them all if I do it 1 by 1.

---------------------------
EverQuest Crash Detected
---------------------------
MacroQuest caught a crash:

Process ID: 4572
Version: 3.1.1.3791
Location: new_dll_main+0 (D:\Games\EverQuest\eqmain.dll+000000000000C6A0)

CrashID: ff254203-7121-46db-980a-0c4fbc9327ad

You can either:
* [RETRY] Continue execution and hope for the best.
* [CANCEL] Write a crash dump and terminate EverQuest.

Copy the contents of this dialog to your clipboard by pressing Ctrl+C

---------------------------
Retry Cancel
---------------------------
 
There's an issue with invis. You get the buff in your buff window, but the toon doesn't invis. I've checked with my warrior using cloudy potions and bard aa invis. Also, likely related, CWTN bard plugin will get stuck in an invis loop because it detects you aren't invis and then continually tries to invis.
 
There's an issue with invis. You get the buff in your buff window, but the toon doesn't invis. I've checked with my warrior using cloudy potions and bard aa invis. Also, likely related, CWTN bard plugin will get stuck in an invis loop because it detects you aren't invis and then continually tries to invis.
hrm weird

are you saying an mq issue or a eq issue?
what are you doing for bard invis? just /brd aainvis?


the test build is in far worse off shape than the current live build - hopefully going forward test builds will be "cleaner"

thanks for letting us know tho burg, appreciate it
 
hrm weird

are you saying an mq issue or a eq issue?
what are you doing for bard invis? just /brd aainvis?


the test build is in far worse off shape than the current live build - hopefully going forward test builds will be "cleaner"

thanks for letting us know tho burg, appreciate it
Sorry, should have been more specific. Also, when in 3rd person the toon's name doesn't show in parenthesis.

Bard invis gets the same result if you hotbutton the AA or use /brd aainvis. The bard will only get stuck in the loop with CWTN if you use /brd aainvis though.

It's for sure MQ. I logged in without MQ loaded to check, and invis worked as expected.
 
Sorry, should have been more specific. Also, when in 3rd person the toon's name doesn't show in parenthesis.

Bard invis gets the same result if you hotbutton the AA or use /brd aainvis. The bard will only get stuck in the loop with CWTN if you use /brd aainvis though.

It's for sure MQ. I logged in without MQ loaded to check, and invis worked as expected.
makes sense thanks for hangin in there and the clarification
 
There are a bunch of TLOs not working also. I know one is Invis, one is Guild, can't remember the others offhand. Also it will accept the rez but not respawn you after accepting. Sorry for the Spam if these are all known issues.
 
There are a bunch of TLOs not working also. I know one is Invis, one is Guild, can't remember the others offhand. Also it will accept the rez but not respawn you after accepting. Sorry for the Spam if these are all known issues.
Yah, it is unlikely a new test build happens before the test reup this cycle, but thanks for the info
 
My favorite bug with a member with this build has been the Me.Invis one. When you cast a mount it flips it to True and it stays that way until you zone or camp. Was fun times on the Shar raid with everyone mounted and not a heal to be found until I figured out what was going on lol.

On a side note, looking like they might skip the true up this month unless they do it today or tomorrow. Which they have in the past on odd days/times so who knows.
 
seeing the same as Piper and Davros. I don’t see invis broken, but with the TLO’s not working right, plugins aren’t recognizing whether or not the toon is invis so while in chase, they’ll continue normal behavior as if they weren’t invis, breaking invis 🤣

Until it’s up, add a pause key, then invis, then stick/come to me, then set up camp and just be mindful of any behavior that would normally trigger based on invis.

Some other bugs, maybe triggering from the same culprits, but I don’t know enough to actually weigh in.
-add clickies within the cwtn (and sometimes my broadcasting useitem is 50/50)
-Rez as mentioned above.

But it’s a build. So…
 
DoNotReply updated Very Vanilla MQ (Test Server) with a new update entry:

3.1.52472.1

5/18/2026​

Bug fixes​

  • Fix for /lua stop crash when a dead script was part of the stop call
  • Fixed some luarocks modules not building when a version already existed for another architecture
  • Prospective fix for autologin window hotkeys not behaving for some people after the last /foreground update.

4/26/2026​

Features​

Support for stencil and alpha masking is now available through ImGui to c++ and lua. This allows forcreating more advanced effects like rounded corners on anything or gradient text.

  • For more info see mq/imgui/AlphaMask.h.
  • An example is available via /lua run examples/imgui_mask_demo

4/22/2026​

Bug fixes​

  • Fixed an issue where the lua imgui binding for BeginPopupModal was not properly allowing flags
  • Added some brute force tactics to /foreground so that it will work in more situations
  • Fix context menu losing focus and not closing on focus
  • rof2: Fix crash when opening alt ability inspector

Features​

  • Added mq.canDelay() - returns true if the script is in a state where delay is allowed

PackageMan improvements​

  • Cleaned up workarounds in PackageMan.lua for the flag issue
  • Added a fail state in PackageMan to prevent use if it is in a state that will for sure fail. This is a prospective fix for the blocking issue.
  • Added a fail state in ImguiHelper to prevent use in a similar scenario (should not reach from PackageMan, but just in case)

4/18/2026​

Bug fixes​

  • ROF2: Add fix for D3DXEffects::CEffect::FindValue crash when game client goes over 2GB of used memory

4/16/2026​

Bug fixes​

  • Fix issue where /mapfilter commands would not take effect until the map plugin was reloaded

4/11/2026​

  • PackageMan bug fixes

4/10/2026​

New Plugin Callbacks​

Added two new callbacks for plugins - OnLoginFrontendEntered and OnLoginFrontendExitedboth have been added to the mkplugin template and will be generated when mkplugin isrun.

Read the rest of this update entry...
 
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Whatever code that Boxhud/ezinventory share for clicking a toon's name to bring them to the foreground is broken. If the toon you are trying to click to has any dialogue boxes open, you will not switch them. On the flip side, if you try to click to a toon who does not have any dialogue boxes open that toon is brought to the forefront as expected.

If I "/dex toon_name /foreground", that toon is brought to the foreground regardless of whether a dialogue box is open.
 
Whatever code that Boxhud/ezinventory share for clicking a toon's name to bring them to the foreground is broken. If the toon you are trying to click to has any dialogue boxes open, you will not switch them. On the flip side, if you try to click to a toon who does not have any dialogue boxes open that toon is brought to the forefront as expected.

If I "/dex toon_name /foreground", that toon is brought to the foreground regardless of whether a dialogue box is open.
Knightly has been making some changes so foregrounding works a bit better for all the mq builds. Not sure a solution is settled on yet
 
Whatever code that Boxhud/ezinventory share for clicking a toon's name to bring them to the foreground is broken. If the toon you are trying to click to has any dialogue boxes open, you will not switch them. On the flip side, if you try to click to a toon who does not have any dialogue boxes open that toon is brought to the forefront as expected.

If I "/dex toon_name /foreground", that toon is brought to the foreground regardless of whether a dialogue box is open.
What’s a dialogue box?
 
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