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Thread: MySEQ 1.15.3

  1. #1
    Registered User MQSEQ2's Avatar
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    MySEQ 1.15.3

    Thanks to everyone who has tested and made suggestions on how to improve the project.

    Features Added:
    Toggle EQ Auto Selection
    Spawn List Gridlines Toggle
    Spawn List Background Color
    Global Filter List - For those who are looking for the same type of Mob in multiple zones (ie. Orc Pawns)

    Fixes:
    Con Colors

    Source Code:
    Moved the Structures into a Structure Class
    Will be moving General routines into a common source file.
    Will continue to fix the naming convention to controls, etc.

    The cleaner the code, the easier it will be for future changes and will allow other to help out but was too affraid to touch the code.

    http://www.geocities.com/mqseq
    Last edited by MQSEQ2; 11-04-2003 at 07:58 AM.

  2. #2
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    Max override lvl 60 or am i doing something wrong? =)

  3. #3
    Registered User MQSEQ2's Avatar
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    Fixed in 1.15.3 - Max Override level is now 65.
    Last edited by MQSEQ2; 11-04-2003 at 09:16 AM.

  4. #4
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    Continue using server version 1.9b with the included offsets? Or is there a new server version and/or a new set of offsets? I saw the sample list of the new offsets in the 1.15.1 thread, not sure if they're for actual use or just as an example.

  5. #5
    Registered User MQSEQ2's Avatar
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    Continue to use the 1.9 Server version. I'm working on the 2.0 Server, trying to do the final testing tonight.

    The sample Ini was to show all the other type of information that we can displayed via the MySEQ client. To add the SpawnInfo will be fairly easy to update the code but to add the Player Info will require a major upgrade in the structures and communications between the server and the client.

  6. #6
    Registered User MQSEQ2's Avatar
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    Current feature being worked on:

    http://seq.sourceforge.net/forums/sh...&threadid=4154

    I have added the source code in a untested 1.15.3 (my toon is currently sitting in the Bazaar and I'm at work programming). I created a GroundItems.Ini in the CFG directory:

    [GroundItem]
    IT27_ACTORDEF=Book
    IT63_ACTORDEF=Small Bag
    IT66_ACTORDEF=Forge
    IT69_ACTORDEF=Oven
    IT70_ACTORDEF=Brew Barrel
    IT73_ACTORDEF=Kiln
    IT74_ACTORDEF=Pottery Wheel
    IT128_ACTORDEF=Loom
    IT403_ACTORDEF=Yew Leaf

    The principle idea is that when you place the cursor over a GroundItem it will display the Real Name (ie. Book) vs. the EQ Name (ie. IT27_ACTORDEF) and if no item can be found in the list it will show the EQ Name.

    So if your out and about running around please start making notes of the EQ Name and what the Real Name is. This will allow us to create a list of items that we can filter on in the Spawn List, kinda like the Hunt/Caution/Rare. We would add another section called GroundItems for that zone so it can be highlited for you.

  7. #7
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    You might want to check the Macroquest forums or source tree for a more complete list of matchups for groundspawns. Slartibartfast had said they've got a list.

  8. #8
    Registered User slartibartfast's Avatar
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    Item Numbers.

    ShowEQ has quite a few:

    check here
    http://cvs.sourceforge.net/viewcvs.p.../src/weapons.h

    I think the IT400 series maps to weapons1.h, I looked in to this briefly in the past but someone else said they were going to work on a translation layer so i didnt delve too deeply. Macroquest also has a very similar layer to ShowEQ (in fact much of the code seems to have been copied from showeq)

    "Lava Rock", // 0x90
    "Red Mushroom", // 0x91
    "Blue Mushroom", // 0x92
    "Green Leaf", // 0x93

  9. #9
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    Running very clean and working great. Thank you so much for your hard work EVERYONE involved. You have made the game fun for me again. Im very excited about the new server BTW!

  10. #10
    Registered User MQSEQ2's Avatar
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    I used MacroQuest to get the offsets for the Sample Ini (I actually use the Ini) MQSEQ stands for MacroQuest and ShowEQ (or in this case MySEQ). I troll all the areas and I have started a list of the weapons and such so I can get that info put into the client.

    I will take a look at those sites and compare them to what I already have.

    I'm glad someone is having fun in the game, that's kinda why I'm doing alot of development work now on the tools.

  11. #11
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    Like to say thanks for doing this it looks great, but one small thing. I can't make mobs bolded =(.

  12. #12
    Registered User MQSEQ2's Avatar
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    When you say bolded are you saying you want all mobs bolded in the list but not the players or do you want certain mobs bolded?

    Please give me better details so I can grasp the concept of what you are looking for.

  13. #13
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    The mob listing on the side. I want the ability to make certain mobs in bold letters so they stand out. How they appear on the actual map currently works just fine for me.

    Example

    Trapman100
    Trapman101
    Vegerog guy00
    Trapman102
    Trapman103
    elem guy00



    like that. I want the ability to bold or unbold mobs of my choosing on the spawn list.
    It makes it easy to spot spawns for me.

  14. #14
    Registered User MQSEQ2's Avatar
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    Have you used the Alert Filters?

    I will add an option to allow you to type in a mob name and have it add it to a temporary hunt list which will draw a circle around them.

  15. #15
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    More features and fixes

    So here is a zip of the changes I've made since 15.3. Summary follows:

    http://www.dvolve.net/EQ/MySEQ/myseq...111_1.15.3.zip

    Added:
    ----------
    - Folders tab to the Options dialog to configure Map, Cfg, and Filters, directories
    - FolderBrowser.dll by Rama Krishna from CodeProject (http://www.codeproject.com/cs/miscct...derbrowser.asp)
    - LogLib.cs written by me so we can have an easier time debugging our own problems as well as diagnosing problems other people are having by having them post their log file.
    - The logging library is written so that you can log messages with different log levels. What is actually written to the log file depends on what the user sets the Logging Level to be in the Options dialog. By default, I think I have it set to zero, which is no logging at all. 1 is ideally only error messages caught in try/catch blocks. Anything higher is for verbose logging.
    - Since I added the logging library, I went through all of the rest of the code and added log messages to any caught exceptions that were basically just being ignored. (This is primarily why there are so many files in the changed files zip)
    - X-windows style focus changing between the spawn list and the map pane so that you don't have to click one or the other to give them focus. Works well when you do a lot of mouse-wheel stuff on both of them.

    Fixed:
    --------
    - If you toggled off Show Players in the options menu, the client seemed to hang until you restarted it. Fixed that bug, but those view options still aren't working the way I'd ideally have them work. But that's topic for later discussion. Client doesn't hang anymore.


    P.S. I'm posting this in a hurry and so it's possible I forgot something in the change summary, but I'm pretty sure that's it.

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