A forum for reporting bugs NOT related to custom plugins.
Moderator: MacroQuest Developers
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Code_Red
- decaying skeleton

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by Code_Red » Sat Mar 06, 2004 11:09 pm
One small prob with the new map, /mapfilter all hide is only partialy functional. It will freeze the mob/pc's/etc in there current place and will not update new ones however it does not clear the map of the spawns. A simple workaround for this is to turn off layer 2 (the layer the MQ stuff appears to be set on).
Other then that the new map is unbeleavable, no more Framerate lag and click target is prolly the coolest function in MQ to date IMO. Lax, you are the man, great work with this one!
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Lax
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by Lax » Sun Mar 07, 2004 12:11 am
Thanks and thanks for the bug report, I'll make sure it gets fixed for next update.
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|| Napolion ||
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by || Napolion || » Mon Mar 08, 2004 7:27 am
Can't turn off vektor in the new map function. It's on all the time.
Ok a littel more info here.
I can set the vector to hiden but when I get the map window up the vector are on. (still off in MQ) Then I set vector to show and it hides.
When ever I show the map window the vector resets to show, even if it's hiden.
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Lax
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by Lax » Mon Mar 08, 2004 11:47 am
I just checked and did not have this problem with vectors?
I tried everything I could think of. You sure you arent confusing the TARGET option with a "vector"?
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|| Napolion ||
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by || Napolion || » Tue Mar 09, 2004 12:00 am
No I am not.
I have a line going from me to the target. It's fine.
But I also have many lines going out from all the mobs I am kitting (round 20 at the time) and if I can't get the lines off (vector hiden) then I can't follow on the map what I am doing and where the mobs are.
The vector are only showen when there are more mobs at one place, right ?
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Lax
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by Lax » Tue Mar 09, 2004 12:58 am
Well, here's the thing. Vectors are only generated in "OnAddSpawn". On each update, the line is simply updated if the vector exists for that spawn.
On the current (pre-08Mar) release, any time you change any map filter setting the entire list of spawns on the map is cleared, and re-generated. The only way for vectors to be present in the re-generated list is if the vector option is non-zero at the time the spawn is added to the map's list.
If the vector option says "show" they will be generated. If it says "hide" they will not be generated.
I can only think of a few possibilities.
a) I know you're doing it the right way but if you were setting it in the ini while the plugin is loaded instead of /mapfilter
b) For some reason the option was being set to something other than 0 or 1, but then you would probably crash and/or the setting would not show "hide"/"show"
c) Some sort of memory or out-of-bounds error
I'm fairly certain that after the next update you shouldn't have any problems like this, barring errors outside the scope of MQ2Map
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|| Napolion ||
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by || Napolion || » Tue Mar 09, 2004 8:26 am
I have been checking your possibilities and recompiled MQ2-20040306 vertion. (last vertion right) The only file I have keept are MQ2ChatWnd.ini. As fare I know it don't effect the mapfilter command.
I have set all the mapfilter with in EQ and was sure to set vector to hiden. Closed the map window waitet 5 second reopen it and the vector was on again. I did a parameter check and the vector was set to hiden. I then set i to show and the vector went away (now it are showen). Closes the map window again waitet 5 second reopen it and the vector was back on.
I looks like the vector are set to show when ever I open the map window, but the parameter are not changen. I still have the problem, but I can always run MQ2-20040301 it don't have the problem, but also lag then new rightclick.
I am happe for your help but it just don't solve my problem. If other don't comfurm this then I gess I am the only one. I haven done any changes or anything with MQ.
If this for some reason helps.
vc6 sp5 to compile it, on a windows XP pro vertion 2002, amd xp processor with 1gb ram.
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Mckorr
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by Mckorr » Tue Mar 09, 2004 8:57 am
I'm seeing a big pattern here. Every bug/CTD/disconnect has something in common.
VC 6.
I have had none of these problems after compiling with .NET.
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ap50
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by ap50 » Tue Mar 09, 2004 10:09 am
.NET 2003 here and no problems either (other than my own stupidity)
[color=yellow][size=92][b]Just because you're paranoid, it doesn't mean everyone isn't out to get you![/b][/size][/color]
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Leezard
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by Leezard » Tue Mar 09, 2004 10:12 am
Hmm, you may be right McKorr, time to upgrade I suppose.
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gameboy
- a lesser mummy

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by gameboy » Tue Mar 09, 2004 10:51 am
I'm using V6, no problems here anymore once I got the right eqgame.ini
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gnome001
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by gnome001 » Tue Mar 09, 2004 10:56 am
p00n is using VS to combine though.. at least according to the other thread on crashing.
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Mckorr
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by Mckorr » Tue Mar 09, 2004 11:30 am
Yeah, but is it VS .NET? Older version of VS used VC++ 6.0.
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|| Napolion ||
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by || Napolion || » Tue Mar 09, 2004 11:42 am
I will try and install .NET and compile it, to see if the problem still are there.
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p00n
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by p00n » Tue Mar 09, 2004 4:46 pm
I've just picked up latest .net as well...will recompile and test this afternoon