so l just got an invitation for new bnet client.
can i get any problems with turbohud + d3?
Works great! Love it! Donated!
hey KillerJohn, great mod!
but can you tell me how to
a) disable all sound
b) disable location of party members next to their portraits?
thank you!
i don't think you're being fair. of course i have looked all through those files and i've got almost everything configured to my liking. my problem is:
drop.xml is rewritten after every restart of turbhod, so permanently disabling sound that way is impossible and i did not find any other way. i guess i could try making it read-only but that doesn't sound like a good solution.
and i cannot find the part of config.xml that refers to the location of party members.
can you be more specific?
thanks
- drop.xml is not rewritten, only the first 2 items (they are examples). You can set sound="-" for all entries. It will be not overwritten.
- config.xml -> <portraits> -> <info enabled = "0">
BUT it seems there is a bug, and info enabled ="0" will not disable the location text. I'll fix this in the next release.
Do not send me private messages unless it is absolutely necessary or the content is sensitive or when I ask you to do that...
Hi KillerJohn,
Nice work. I have special request from you
I believe, drops in the game is not RNG. I think there is something special when we login to server, like it generates a number, say between 0-10. If you get a big number, you get lots of drops, events, gobs etc... If you get low number, no matter how long you play, you get very very little drop (close to NADA). When you leave the game & restart the same area, same number is used to determine the drops... If you leave and play different area, number is regenerated (not sure about this one). If you close the client, and relogin, a new number is generated...
for example: I play Festering Woods. I get nada, then restart play again nada, ...., at some try i get 1/2/3 drops (1 may be from very low number, in that case, if I continue on this session, i get nada again)... at that time, when I leave the game and play again (without logout, without closing the client) same area, I keep getting drops every time... So, there must be something going on... Can you please investigate that session based variable that determines the drops? This way, when I login and go to an area, it will tell me how good the drops will be... if it sucks, I will leave and restart... until I get a good one... so instead of wasting 3-5-10 bad farming (may take 1 hour) I can pass that section in 1-2 minutes
Then I will collect brimstones
The other thing is can I get MS on hud? My barbie is getting very very slow sometimes when I fight, and I want to monitor that one and try to find the reason..
Thanks again...
battle.net is currently sending out beta invitations for a entirely new battle.net launcher...check the website for info.
https://us.battle.net/support/en/art...te-testing-faq
You're thinking there's first a roll to determine if you get shit, great stuff or something in between. Then all other items that drops are based on that first roll to further determine what you get. So if you roll 0, then all items rolls after that determines what kind of crap you get... THAT MAKES NO SENSE!!! :P Go rethink that one, cause there's no logical reason for Blizzard to implement that kind of rolling system! What does work however is wearing a tin foil cap IRL, no idea why it works, but you sure get better loot from it! There's lots of talk about this in the official forums and blues have somewhat confirmed that it works, even though they're not answering why.
you cannot know it makes sense or not..
maybe this:
when we login they roll a number between 1-10. Then based on this number, we get all our items from a particular item database... and these databases are worst to best...
I dont think servers are creating millions of new items every second... probably all items are generated and put into all these databases (as not dropped yet)... and when need any item, we grab next item from these databases and it is marked as dropped... and if items are all bad in that databases, we get all junk... and that loot database is determined by the initial roll (the rest comes from mf & rng)... also the events in that map is determined by initial roll (gobs, lots of events, more drops -rares/plans-)
look at this pattern:
login - start map X - no drop - logout/exit (2-3-4 elites, no gob)
login - start map X - no drop - logout/exit (2-3-4 elites, no gob)
login - start map X - no drop - logout/exit (2-3-4 elites, no gob)
login - start map X - no drop - logout/exit (2-3-4 elites, no gob)
...
login - start map X - (1 to 3 drops) - leave - start map X - (1 to 3 drops) - leave - start map X - (1 to 3 drops) - leave - ... (most of the time 5-6-7 elites + gob)
by this pattern, I can get 1 drop per 3-4 elite pack (MP9, P100)
and when you wait (afk) for a long time, you loose all drops and go back to bad drops again... this may seem strange... you cannot know what they are doing on server side... they may do this for a feeling of cold/hot streaks, or just for load balancing on servers and maybe their logic is wrong... dont know what they are trying to achieve here though... most people play longer, and multiple areas, and i guess loot server keeps changing if you switch maps (new number is rolled that determines loot db server), but remains same if you play same area over & over again without logout...
I am trying to figure out, if that initial roll is stored on client (or maybe retrieved from server somehow)...
thanks...