A forum for feature requests/discussions and user submitted patches that improve MQ2
Moderator: MacroQuest Developers
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MacroFiend
- a grimling bloodguard

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by MacroFiend » Tue Sep 23, 2003 12:25 am
I've gone and added spawn coloring to Plazmic's new map feature ... but I'm using an approximated coloring as follows:
Green = mob level < (char level * 0.66)
Light Blue = mob level < (char level * 0.7)
Dark Blue = mob level < char level
White = mob level == char level
Yellow = mob level <= (char level + 2)
Red = mob level > (char level + 2)
Now White/Yellow/Red are fixed entities throughout the range of char levels. Green seems to be constant throughout the game until you reach the high end game. The real problem comes w/ the Lt Blue/Dk Blue ranges. The game has to have it stored in memory somewhere either as one of the unknown values or as a formula.
Anyone have any ideas on how to pull the con info directly out of memory?
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Plazmic
- The One

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by Plazmic » Tue Sep 23, 2003 3:16 am
If anyone knows, update the EQLib_Utilities.cpp:ConColor() function
btw, ConColor-ing is on its way to CVS along with a huge rewrite of the map filtering....
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Lax
- We're not worthy!

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by Lax » Wed Sep 24, 2003 11:41 am
I've been looking quite a bit at the functions used for consider, mainly because I want to find the code used there to display the con colors in the chat window. The problem is I use custom colors, and MQ displays them using colors assumed to be default. Hmm this one cons purple!
Right. So I'll report back later on the function determining the con color, and hopefully finding the way to show the right color in the chat window...
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papiraul
- a lesser mummy

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by papiraul » Thu Sep 25, 2003 3:24 am
ConColor not working here,, all npcs show up in red.. no I'm not lvl 1
:)
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pooz
- a lesser mummy

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by pooz » Thu Sep 25, 2003 12:25 pm
I used this last night and it worked just fine for me. Con colors were pretty much right on, a little fuzzy in the light blue arena, but who wants to kill light blues anyway.
trees do not need much money
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wassup
- Official Guardian and Writer of TFM

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by wassup » Thu Sep 25, 2003 10:01 pm
Something is wrong.
Everything in NRo is green to me in reality, but the map shows every single mob as red.
Conned some mobs on a raid in LDoN. Blue mob showing as white or yellow on map.
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MacroFiend
- a grimling bloodguard

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by MacroFiend » Thu Sep 25, 2003 11:01 pm
The con system that Plazmic put in his map is lookup based and not formula based. To help track the problem down, post your character level along with the color bug.
Also make sure you have enabled the proper /mapfilter features. :)
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wassup
- Official Guardian and Writer of TFM

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by wassup » Fri Sep 26, 2003 1:49 am
MacroFiend wrote:The con system that Plazmic put in his map is lookup based and not formula based. To help track the problem down, post your character level along with the color bug.
Also make sure you have enabled the proper /mapfilter features. :)
Level 65 Shaman with /mapfilter ConColor show
Mobs in North Ro show aas red on the map, however, when I did a raid today in LDoN (a real raid with 36) blue and white cons were showing as yellow and red respectively on the map.
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Random()
- a lesser mummy

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by Random() » Fri Sep 26, 2003 6:43 am
3 65's on different boxes, lvl 55-60 mobs showed as red. 61's oddly showed as yellow. Looked at it in everfrost as well & everything was red again (lvl1-45? mobs).
Dunno if that helps.
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Plazmic
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by Plazmic » Sat Sep 27, 2003 12:29 am
Yes it does ;(
There is no range changes post-60 in the lookup table, so everything defaults to "COLOR_PURPLE" for anything under your level
The map defaults COLOR_PURPLE to red.
White, Yellow, and Red mobs should show up fine, since they are the same at all levels (White=0 diff, Yellow=1/2, Red=3+)
Are you sure the yellow mobs were 61 and not 66?
What are the correct concolor ranges for 60+?
Please use:
'At level ##, the highest light blues are ## and the highest greens are ##'
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Plazmic
- The One

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by Plazmic » Sat Sep 27, 2003 1:51 am
The least you can do is add this line to the array in EQLib_Utilities.cpp:ConColor()
Code: Select all
{60,-21,-16},
[color=red] {65,-22,-16},[/color]
{0,0,0}
It should be semi-accurate (well, the whole array is only semi-accurate)
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Benwin
- orc pawn

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by Benwin » Sat Sep 27, 2003 5:58 am
hi, I was just wondering, I've read all over the forums, about this /mapfilter ... and when i got into game and type it... i get an invalid command error... I downloaded the latest CVS earlier (Friday, 26th) and it doesnt seem to be in there, am I missing something?
I'd like to know what this does, hehe. Thank you

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Mckorr
- Developer

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by Mckorr » Sat Sep 27, 2003 10:51 am
Tried this out in Iceclad last night, worked fine for me (lvl 58), at least for the few mobs around the gnome camp I checked. I did notice one error: had a lvl 1 Invisible Man Warrior ("turtle shouter"... some trigger for Lodizal I imagine) show up as red.
Now, of course, that wasn't a real mob, but an event trigger, so maybe that's not an error.
MQ2: Think of it as Evolution in action.
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wassup
- Official Guardian and Writer of TFM

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by wassup » Sat Sep 27, 2003 11:33 am
Not sure if this will help at all but I did some in game checks on con colors with 6 different level characters:
Code: Select all
Level [color=green]Green[/color] [color=cyan]Light Blue[/color]
14 1-7 8-9
33 1-19 21-23
35 1-22 23-25
39 1-25 26-28
48 1-31 32-35
65 1-44 45-49
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pooz
- a lesser mummy

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by pooz » Sat Sep 27, 2003 1:05 pm
Last night I went to feerrott and experienced the "everything is red" issue that others have described.
I didn't check to see if it behaved the same every time in feerrott, I'll check tonight and see if I experience the same thing in NRo.
trees do not need much money