Yes is 4k and is have test it with 150% DPI, with 100% DPI or 200& DPI. Same Problem.My best guess is that it has something to do with DPI, perhaps you have a 4K screen. I'll do some tests at some point...
Yes
Yes, but need to restart MapHack sometimes
Yes, but need to restart D3 sometimes
No, says it's attached but nothing is visible in game
No, stuck on waiting for process
Yes is 4k and is have test it with 150% DPI, with 100% DPI or 200& DPI. Same Problem.My best guess is that it has something to do with DPI, perhaps you have a 4K screen. I'll do some tests at some point...
Finderskeepers has the same issue, It seems like its related to 16:10 monitors but works fine with 16:9.
FindersKeepers
Tried playing around with a 4K monitor but I'm unable to reproduce the issue... I tried 16:10 desktop resolution and all kinds of weird things.
So which resolution is perfect to make it playable?
I have these settings in D3Prefs:
PHP Code:
DisplayModeFlags "0"
DisplayModeWindowMode "1"
DisplayModeWinLeft "2613"
DisplayModeWinTop "47"
DisplayModeWinWidth "1920"
DisplayModeWinHeight "1200"
DisplayModeUIOptWidth "1920"
DisplayModeUIOptHeight "1200"
DisplayModeWidth "1920"
DisplayModeHeight "1200"
DisplayModeRefreshRate "60"
DisplayModeBitDepth "32"
DisplayModeMSAALevel "1"
what's the problem @@
another problem:
if there are elites (yellow, blue) and i kill them then sometime [very often] appears in the near area same colored circles of them at "normal" monsters instead in grey..
New version uploaded!
It should fix DPI issues (managed to reproduce the misaligned minimap issue).
It should also take care of ghost updates (showing dead monsters, or showing them as something else).
EDIT: Meh.. now it started to bug out on me. Monsters freezing on the minimap, not updating position, not disappearing... I'll try to find a fix.
EDIT2: Now everything seems to run just fine.. only that one greater rift that went loco.
Last edited by enigma32; 07-16-2017 at 01:52 PM.
thx for the new one..
edit: works all for me..thx
p.s. how it is possible to "preload" and display the map which is actually loaded in memory??
I have seen this in a very old mh..
Last edited by Borbers; 07-16-2017 at 11:28 PM.
For each scene, there's a flag indicating if it's fully visible from start or not, e.g. towns. One could write to set this flag for all scenes (but I don't want to do memory writes in this tool). Another option is to read the texture, combine that with an opacity mask and show the undiscovered parts of each scene in an overlay. This is something I have on my TODO.
All clickable objects are shown as chest. Is it possible for you to filter proper chests?
Any chance to show full map?