
Originally Posted by
Archduchess
You're almost correct, the code indeed loops one-by-one, but in the background, the engine 'stacks' all of the requests and then send them to the server all at once at the next game-tick.
This also explains why each time you run the quest grabber, you get a slightly differend amount of quests.
Proof of multiple quest-requests at once:
image.prntscr.com/image/15fdf6f0884144e5b504cd361506335f.png
If one of the many QuestID's is equal to 2502 or 2503 the sever won't reply anything.
Made this really quickly because I hadn't released anything in ages

I had coded something before summer where I made the quest limit on each tick +961 (no idea why, I'm sure I had a reason before summer), but it seemed a little extreme when I came back with it, that could be a reason. But I wasn't aware of these bugged quests - if they're the issue, I can easily ignore them and get a fix up for tomorrow
Edit - sorry forgot to add, yeah I loaded the quest in chunks because it seemed faster and didn't notice the missing IDs.
Edit- hold up, how come you got 5208 when I got 5313 here?
http://www.mpgh.net/forum/showthread.php?t=1125642
Will sort it out tomorrow when I have time.
Edit- oh you mean line count I see lol

I shouldn't post when tired
Edit- Managed to get 5238, thanks for the heads up

will keep working
- - - Updated - - -
Okay, still a difference of 100 between the line count and the supposed quest ID. Can't see a reason for this but thanks again to @
Archduchess for the heads up about the buggy quests. A bit slower now, but this allows for people with bad connection etc. too hopefully.
Scans:
https://virusscan.jotti.org/en-US/fi...job/1insxqqgbm
https://virustotal.com/en/file/467a3...is/1471808238/
Not sure why there's false-positives on the virus scans.
Again, please report any bugs!
@
Hunter update pls
