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/zone ... an alternate approach

will be tommorrow before I am back home and have a chance to update this to my compile, Grats on geetins this to work ;)
 
shit still wont work on mine.... ill post my warp in a few with this. but i cant test it since i crash no matter what lol
 
Ctd every time

/zone provinggrounds -<<< CTD without zoning
/zone bazaar <--- zoning to bazaar but CTD
 
If you are having crash bugs, please report some info to help...

What CPU/OS/Compiler are you using?
Which commands crashed? (/zone /fade /gate ... just one, or all 3?)
Which release of MacroQuest2 were you using (by date of zip)
What zone were you in and what zone did you try to get to?

thx,
-piggy
 
Cosmic said:
If you are having crash bugs, please report some info to help...

What CPU/OS/Compiler are you using?
Which commands crashed? (/zone /fade /gate ... just one, or all 3?)
Which release of MacroQuest2 were you using (by date of zip)
What zone were you in and what zone did you try to get to?

thx,
-piggy

Amd athlon XP 2800+
Windows Xp home center with service pack 2

/zone crashed
/fade crash
using cades mq compile

trying to gate from pot and pok and bazaar to bazaar or provingrounds
zoning to bazaar or pok works, but CTD after loading please wait message

provinggrounds zoning -> nothing happends only CTD

at time nothing works :)
 
Salomo: make sure you have the latest code. Some bugs were still in place when people made the first round of pre-compiled DLLs. See if a newer one is available.
 
I compiled with your latest source, at least my last few zips were. I was using the source that's up there now.

But since I'm not compiling anymore since I was accused or stealing your code (gave you full credit if you'll look....) I hope soul did :)
 
i tested it today, dl it both again and the same problem (i dont need really /zone, but its a nice feature) :)

thx all for the working with it :)
 
/fade in instanced zones now!

I put up a fun upgraded version of this plugin.

You can now /fade in an instanced zone. This should be a huge help I hope.

I got sick of never being able to remember the short zone names, so I added some help.

/zone with no parameters will give a full list of every zone name and its shortname.

/zone with a non shortname parameter (i.e. /zone plane) will list every Long zone name that contains the parameter along with its shortname.

Basically, if you know you want to go to the Qeynos Hills, you can say /zone hills and it will reply with "Qeynos Hills(qeytoqrg)"

Internally it no longer performs the actual zoneing functionality from withing the command hook. It sets it up, but waits for the next pulse. I think this is a cleaner way to do the call. It avoids the re-entrancy issues.

Next patch will include an ini file for defining waypoints and alternate default locs inside a zone....cause the succor point is boring.

-piggy
 
Wow sounds like this id going to be the best warop around, will be nice to beable to gate again, sucjs using rogue to scout fo rnamed camps and having to tun all the way back to GL when no camps open..... would love to see this added to cades or ST's compile.

Thanks to all for all the great work

Mrtyler :rolleyes:
 
I can't wait to integrate that stuff into my MQ2Personal Plugin. You kick absolute ass.
 
Add chain zoning and you will be my hero ^^ I'm sick of using my macro I made it's not as smooth as I'd like it.
 
I had it working for the old ZS. It should just be some cut and paste jobs.

Update: Haven't tested it but I have a bare bones version compiling. Just gotta add in all of his little functionality for detecting partial zone names (assuming it works right for me when I test it tonight)
 
Last edited:
Just a suggestion.

Instead of
Rich (BB code):
sprintf(szName,"%s(%s) ",pZone->LongName,pZone->ShortName);

This makes a list instead of them all bunched together
Rich (BB code):
sprintf(szName,"%s(%s)\n",pZone->LongName,pZone->ShortName);
 
Re: /fade in instanced zones now!

Cosmic said:
You can now /fade in an instanced zone. This should be a huge help I hope.


Can you /zone to an instanced zone also? Not able to test it myself atm...
 
waypoint support!

Added waypoint support today. command description in post #2 of this thread.

-piggy
 
I've been crashing like a motherfucker, I'm about to try some unmodified code and see if that changes.

EDIT: Stopped crashing (forgot ppLEQ=(LocalCEverQuest**)pinstCEverQuest; in InitializePlugin) but my ChainShift code doesn't like you one bit. I'll work on that tommorrow at school.
 
You have 2 syntax errors in the version currently listed as of Thursday, Sept. 29.

Currently:
LocalCEverQuest__ DoTheZone);
Y,X,Z,He ading);

Should be:
LocalCEverQuest__DoTheZone);
Y,X,Z,Heading);

Also is it possible to add the following zones to /zone:

Corathus Creep
Undershore
Stoneroot Falls
Drachnid Hive
Dreadspire

I would add them myself but obviously I don't know how :)
 
Nick, that space error is one put in by the boards. For some reason it enjoys putting spaces in random places in the code boxes.
 
ChainShift working! HUZZAH! Tweaking last bugs with it and I'll post my modified code.
 
Plugin Update for autoshifting

Chainshift is cool. Remembering zone names is not.

They call it the travelling salesman problem. What is the shortest path between any two points in a graph. I stole the Floyd-Warshall algorithm from the wikipedia and added it to my plugin.

So now if you are in North Qeynos and you want to get to East Karana, you just say /zone ekarana and it figures out how to get there.

The map of adjacent zones is now part of the .ini file. It is far from complete, but I will get it done over the next week or so. I just wanted to post the code so people could play with racing around antonica if they wanted to.(and find any bugs)

-piggy
 
nice. I remember when Phazor told me his HD crashed just after he had it working like this. We only had it for about 3 days until a patch and it went bye bye :(. I was gonna just add in a command called /listsimilarzone using your function so if you forgot a zone name it would make it easier on you hehe.
 
cronic said:
Yes, I do and will. This expansion patch was a tough one and I have some unresolved crashes still, plus I'm pretty much expecting more eqgame.exe patches soon.

cronic
forgot to say its been like 3 weeks sony has not done new exe for 1 week.
I know for a fact ghost and zone work it would be nice if you released your stuff to the public cronic.
 
Just a cautious question, but I'm just curious how chain shifting from one zone to the next will work. Will your character actually pop up and be visible between zones? Or will you just pass through without being seen?

If you can be seen between shifts on your way to where you are going, I dont think you would be able to tell if you were seen or not Is great work, but seems very risky to be seen appearing and disappearing from zone to zone.

Also, I would suggest that you keep anonymous on at all times when using this. Roleplay isn't enough, because your guild will still see what zone you are in, and if they look, you don't want them to see it listing a different zone ever 10 seconds.

Just my thoughts. Hope they are useful.
 
updated .ini and some minor fixes

I added Kunark, Velious, Luclin, and PoK to the .ini file. It is still incomplete, but getting better every day.

I hope some of you start using it and help me flesh it out. Its so much easier than typing in all the names for chainzone.

Sometimes it does stall. I have no idea why. If you give it a zone to go to that is 5+ zones away, sometimes it just stops around zone 4 or 5. just repeat the command and it will take off again.

If you find errors in the zone map, please post them so I can fix em.

-piggy
 
C:\Documents and Settings\Administrator\Desktop\MQ2\MQ2PiggyZone\MQ2PiggyZone.cpp(360) : error C2374: 'i' : redefinition; multiple initialization
C:\Documents and Settings\Administrator\Desktop\MQ2\MQ2PiggyZone\MQ2PiggyZone.cpp(352) : see declaration of 'i'
C:\Documents and Settings\Administrator\Desktop\MQ2\MQ2PiggyZone\MQ2PiggyZone.cpp(367) : error C2374: 'j' : redefinition; multiple initialization
C:\Documents and Settings\Administrator\Desktop\MQ2\MQ2PiggyZone\MQ2PiggyZone.cpp(362) : see declaration of 'j'
Error executing cl.exe.

MQ2PiggyZone.dll - 2 error(s), 0 warning(s)
For the win !
 
darn vs6!

Ok...I patched it so it will compile under a default VS6 install.

It figures that the one chunk of code that I stole is the one bit that failed to be backward compatible. Such a trivial error too. bah.

Anyway. should work now Tone. Sorry.

-piggy
 
Can someone test using ZoneShift to go from zones with Magus's to zones they port to? If it doesn't work I'm going to add in support for zones with Magus's to zones they port to the ghetto way.
 
Just wanted to make sure.

By the time I'll be satisfied with this, there will be one whopper of an INI made lol.
 
I understand why Cosmic hasn't done all the zones this shit is gay :P
 
Last edited:
PoP
Rich (BB code):
200=codecay "Ruins of Lxanvom",203
201=pojustice "Plane of Justice",203
202=poknowledge "Plane of Knowledge",19,54,68,30,38,152,118,165,2,203,84,9,56,78,46,25,47,93,224,151,344,33
203=potranquility "Plane of Tranquility",202,200,201,204,205,206,207,208,209,210,211,212,213,214,215,216,217,218,219
204=ponightmare "Plane of Nightmare",203,221
205=podisease "Plane of Disease",203,200
206=poinnovation "Plane of Innovation",203
207=potorment "Plane of Torment",203
208=povalor "Plane of Valor",203,211
209=bothunder "Torden, The Bastion of Thunder",203
210=postorms "Plane of Storms",203,209
211=hohonora "Halls of Honor",203,220,
212=solrotower "Solusek Ro's Tower",203,217
213=powar "Plane of War",203
214=potactics "Drunder, Fortress of Zek",203
215=poair "Eryslai, the Kingdom of Wind",203
216=powater "Reef of Coirnav",203
217=pofire "Doomfire, The Burning Lands",203
218=poeartha "Vegarlson, The Earthen Badlands",203,222
219=potimea "Plane of Time",203
220=hohonorb "Temple of Marr",211
221=nightmareb "Lair of Terris Thule",204
222=poearthb "Stronghold of the Twelve",218
223=potimeb "Plane of Time",219

Watch for random spaces in PoK and PoTranquility
 
Gates
Rich (BB code):
280=natimbi "Natimbi, The Broken Shores",281
281=qinimi "Qinimi, Court of Nihilia"280,282,284,283
282=riwwi "Riwwi, Coliseum of Games",283,284,281
283=barindu "Barindu, Hanging Gardens",282,281,290,289,284,285,286,287,288
284=ferubi "Ferubi, Forgotten Temple of Taelosia",283,281,282
285=snpool "Sewers of Nihilia, Pool of Sludge",283
286=snlair "Sewers of Nihilia, Lair of Trapped Ones",283
287=snplant "Sewers of Nihilia, Purifying Plant",283
288=sncrematory "Sewers of Nihilia, the Crematory",283
289=tipt "Tipt, Treacherous Crags",283
290=vxed "Vxed, The Crumbling Caverns",283
291=yxtta "Yxtta, Pulpit of Exiles",294,292
292=uqua "Uqua, The Ocean God Chantry",291
293=kodtaz "Kod'Taz, Broken Trial Grounds",280,294,295,291
294=ikkinz "Ikkinz, Chambers of Destruction",293
295=qvic "Qvic, Prayer Grounds of Calling",293,297,295
296=inktuta "Inktu`Ta, The Unmasked Chapel",295
297=txevu "Txevu, Lair of the Elite",295,298
298=tacvi "Tacvi, Seat of the Slaver",295
299=qvicb "Qvic, the Hidden Vault"

Some one check over that it might have some zones that I left out.
 
How to find the LocalCEverQuest__DoTheZone offset

Do a search for AC_ZoneTransfer

After dissasembly, there is a Sub Call to lines below it

call SUB_L004AB5A1

Someone with an older eqgame.exe can you please verify this method?
 
/zone ... an alternate approach

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