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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?i mean i did share the stuff he shared, which is what gohaste re-shared above
Damn, rip.... I guess i'm done too. Was fun while It lasted I suppose!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?
i don't know, you'd have to ask brain6464am I in for a long break or am I done?
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!
ghidra or ida would be where to start - then develop all your personal kit from thereThanks!
Is there a dev kit or tools thay would make it easier to help?
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.Why not share tools then one can outsource some of the tasks yet remain the keeper of the main repo?
> What to expect on patchdays? <if he updating live doesn't that update test as well ?
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.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.
0to answer this question directly - no there isn't currently another option for mq on test, but it is open source and some other folks are trying to help outIs there another option for us on test
## 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
-...
## 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...
Automated release. Commit hashes:
vv: 386bf3fbeaf65145c187118d2e452b83dd512cd9
cwtn: e8cf208a6a38917b2a1047ae9528f4c706a881ab
eqlib: 744486153c425abfe6bcf1ede01ba3fbf34ec812
hrm weirdThere'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.
Sorry, should have been more specific. Also, when in 3rd person the toon's name doesn't show in parenthesis.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
makes sense thanks for hangin in there and the clarificationSorry, 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.
Yah, it is unlikely a new test build happens before the test reup this cycle, but thanks for the infoThere 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.
Top level object. Really people mean "the members of the top level object"What's a TLO?
Yephey all - curious if there’s any intention to update Test?
Thanks Sic !
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_demo4/22/2026
Bug fixes
- Fixed an issue where the lua imgui binding for BeginPopupModal was not properly allowing flags
- Added some brute force tactics to
/foregroundso 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.
Knightly has been making some changes so foregrounding works a bit better for all the mq builds. Not sure a solution is settled on yetWhatever 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?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.
Achievement window, reward window, etc.What’s a dialogue box?
No worries. Just trying to help anyway I can, even if all I can do is point stuff out.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
