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  1. #1756
    enigma32's Avatar Legendary
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    No, just no It's a lot more work to do something like that instead of having each drop do a few rolls to determine what kind of item it is and its quality. However, if they use a bad pseudo-random generator you could end up getting multiple legendaries in a very short time window. But then again, if you roll a real dice you might end up rolling lots of sixes in a row.

    Keeping a database of possible items to drop is not realistic as this database would be quite large for each game that's active. Generating an item on the fly is much easier.
    1. Determine loot type from monster loot table * modifiers (no drop, gold, globe, item, whatever).
    2. Determine quality.
    3. Determine prefixes/affixes.
    4a. If item does not require identification, roll stats.
    4b. If item requires identification, roll stats during identification.

    PS. If you wait a long time then you loose your NV stacks

    [MOD] TurboHUD <-- The very first thread TurboHUD had ever
  2. #1757
    HainKurt's Avatar Private
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    Originally Posted by enigma32 View Post
    No, just no It's a lot more work to do something like that instead of having each drop do a few rolls to determine what kind of item it is and its quality. However, if they use a bad pseudo-random generator you could end up getting multiple legendaries in a very short time window. But then again, if you roll a real dice you might end up rolling lots of sixes in a row.

    Keeping a database of possible items to drop is not realistic as this database would be quite large for each game that's active. Generating an item on the fly is much easier.
    1. Determine loot type from monster loot table * modifiers (no drop, gold, globe, item, whatever).
    2. Determine quality.
    3. Determine prefixes/affixes.
    4a. If item does not require identification, roll stats.
    4b. If item requires identification, roll stats during identification.

    PS. If you wait a long time then you loose your NV stacks
    PS. If you wait a long time then you loose your NV stacks >>> if you press ESC and wait, everything freezes...

    so, you are saying: 1M people play, every sec they kill 1 mob, they require 2-3 items and their servers are generating random items on the fly (3M random item generated every second)? To me, generating them first, and distributing to multiple db's and grabbing from queue is a better way... anyways we dont know how they implement things... but remember, people were getting double items once... to me, it was a bug that marks the item as dropped, and it is dropped twice for same character... it may be related to something else (cache maybe)

    I just cannot explain this scenario: i am doing 30 runs, not getting anything (like somebody is stealing my legs/sets on the air before they drop , and then a new game gives me 5-6 (this happened many times)... probability of getting none in 30 and getting 6 in one run cannot be explained by RNG. My average is 1 per run (250 kills - 5 elite pack)... getting a drop from any kills is 1/250.

    getting none in 250 = (249/250)^250 = 0.36 (36% i get nada, 64% 1 or more)
    getting nada in 10 runs = (0.36)^10 = 4.44985e-5 = 0.0044% (or 4 in 100K! or 1 in 25000, ie, if I play 10 runs a day, seeing nothing will take avg 2500 days)
    getting 5 in one run = ??? need some thinking...

    and i got this (1 in 2500) many times... do you think their RNG is really working as expected There should be something after login that sets your drop somehow... which I am asking for...
    Last edited by HainKurt; 07-31-2013 at 08:37 PM.

  3. #1758
    KillerJohn's Avatar TurboHUD HUDmaster CoreCoins Purchaser Authenticator enabled
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    13.8.1.0 STABLE
    - changed: timebomb will expire on 2013. september 1.
    - improved: stability
    - added: exception log when a font - defined in config.xml - is invalid
    - added: "old_style" option for portraits (displays the performance data next to the icons instead displaying over them)
    - fixed: disabling the info lines with <portraits><info enabled="0"> was ignored by HUD
    Do not send me private messages unless it is absolutely necessary or the content is sensitive or when I ask you to do that...

  4. #1759
    PgSDI30DZiVu8P's Avatar Corporal
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    Guys about drops we can discuss only if we will have good statistics.
    For now it is just discussion about nothing.
    I have feeling that potentially good drop possible to detect by relative amount of gold which you have during run.
    For example if you see a lot of parts 10 , 100, 200, 400 , 600 etc then drop during long run will be crap
    if you see a lot of 2000, 1200, 800 etc then drop during long run will be good.
    But with current loot logging system not possible to check it. About all loot ideas we can speak only if KillerJohn will be so kind to implement item drop logging.

  5. #1760
    enigma32's Avatar Legendary
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    Originally Posted by HainKurt View Post
    so, you are saying: 1M people play, every sec they kill 1 mob, they require 2-3 items and their servers are generating random items on the fly (3M random item generated every second)? To me, generating them first, and distributing to multiple db's and grabbing from queue is a better way... anyways we dont know how they implement things... but remember, people were getting double items once... to me, it was a bug that marks the item as dropped, and it is dropped twice for same character... it may be related to something else (cache maybe)
    OK, you're using performance as a reason. Then let me ask you this, how effective do you think this database is if you have to handle 1 million concurrent players? Obviously every item should be unique, so you have to lock the database for every operation. That's just bad performance with that kind of concurrency. Also consider that the server is responsible for detecting all monster hits, calculating hits, reducing their hp, determining if they're dead and whatnot, take effects into account and so on. Now, does it really sound that bad if the server were to roll a few times on each kill? Generating items on demand is super easy and since items are local to that game (until players picks them up and leaves game) there's very little concurrency to think about.

    I admire your passion, but you're still just dead wrong There is no magical variable that you can check to see what kind of loot to expect!

    Originally Posted by HainKurt View Post
    There should be something after login that sets your drop somehow... which I am asking for...
    That's what you have MF% for.

  6. #1761
    qqq23's Avatar Member
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    my hud stopped working, it was working fine for weeks. until today. Just not working at all... Anyone else?
    Last edited by qqq23; 08-01-2013 at 03:44 AM.

  7. #1762
    Vixxi's Avatar Active Member
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    Originally Posted by qqq23 View Post
    my hud stopped working, it was working fine for weeks. until today. Just not working at all... Anyone else?
    It's setup to stop working after every maintenance so you have to download the new version and replace the exe file with the new one. It's in the OP if you read it all.

  8. #1763
    KillerJohn's Avatar TurboHUD HUDmaster CoreCoins Purchaser Authenticator enabled
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    Originally Posted by Vixxi View Post
    It's setup to stop working after every maintenance so you have to download the new version and replace the exe file with the new one. It's in the OP if you read it all.
    well, now it is not related to the maintenance. What you mean is related to patches, where memory offsets are changing. Now the reason why HUD stopped working is the timebomb. Every release has a timebomb, when HUD just stop working and users had to download the latest version. This is how I force users to do not use outdated versions.
    Do not send me private messages unless it is absolutely necessary or the content is sensitive or when I ask you to do that...

  9. #1764
    Hosteleria's Avatar Member
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    I don't know if this is normal or not but... I have a problem with TurbeHUD (I used it few months ago without any problem).

    I'm on D3 with my character loged on, I open TH and nothing happens. I don't see the HUD anywere. It's like if it doesnt work.

    I still playing and I hear the drop sounds (legendary sound when some legendary appears, voice telling me about the yellow items drops, etc). So I hear sounds but I don't see the HUD, arrows, points on minimap or any other graphic thing.

    Am I doing something wrong? Something changed on the working method in the last months? In the past I only had to log with my char, execute TH and everything was working fine.

  10. #1765
    KillerJohn's Avatar TurboHUD HUDmaster CoreCoins Purchaser Authenticator enabled
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    Originally Posted by Hosteleria View Post
    I don't know if this is normal or not but... I have a problem with TurbeHUD (I used it few months ago without any problem).

    I'm on D3 with my character loged on, I open TH and nothing happens. I don't see the HUD anywere. It's like if it doesnt work.

    I still playing and I hear the drop sounds (legendary sound when some legendary appears, voice telling me about the yellow items drops, etc). So I hear sounds but I don't see the HUD, arrows, points on minimap or any other graphic thing.

    Am I doing something wrong? Something changed on the working method in the last months? In the past I only had to log with my char, execute TH and everything was working fine.
    you can't use HUD when D3 is in fullscreen mode.
    Do not send me private messages unless it is absolutely necessary or the content is sensitive or when I ask you to do that...

  11. #1766
    KillerJohn's Avatar TurboHUD HUDmaster CoreCoins Purchaser Authenticator enabled
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    Originally Posted by PgSDI30DZiVu8P View Post
    Guys about drops we can discuss only if we will have good statistics.
    For now it is just discussion about nothing.
    I have feeling that potentially good drop possible to detect by relative amount of gold which you have during run.
    For example if you see a lot of parts 10 , 100, 200, 400 , 600 etc then drop during long run will be crap
    if you see a lot of 2000, 1200, 800 etc then drop during long run will be good.
    But with current loot logging system not possible to check it. About all loot ideas we can speak only if KillerJohn will be so kind to implement item drop logging.
    Implement what?
    There are two features for item drop logging:
    - \logs\pickup_{battletag}.txt logging the items PICKUP events
    - \runs\{battletag}\{timestamp}.xml logging the RUNS with all drops (rares and legs)
    * this log also contains picked up gold and gained experience in visited areas
    * this log is based on SEED values, so does not contain redundant drops (there is a very very low chance that you will ever see two items with the same seed, except it is some blue bought from a vendor)
    * if you identify an item before you quit the run/game/TurboHUD then HUD will save all the identified stats into this log
    * you can see in this log the following informations: where was the item dropped, did you ever picked it, what was the last known location of the item, it's quality, ilvl, identification status, and all the stats (only after IDing it)

    So I'm not sure what do you need. Me, to extract statistics from this? It will not happen, because every single people would like to see different statistics...
    Last edited by KillerJohn; 08-01-2013 at 01:05 PM.
    Do not send me private messages unless it is absolutely necessary or the content is sensitive or when I ask you to do that...

  12. #1767
    prpsouza's Avatar Private
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    Just wanted to jump in and say again: thanks so much for this tool.

    =] keep up the great work!

  13. #1768
    Hosteleria's Avatar Member
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    Originally Posted by KillerJohn View Post
    you can't use HUD when D3 is in fullscreen mode.
    Lol... stupid of me... Thanks :_D

  14. #1769
    HainKurt's Avatar Private
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    Originally Posted by enigma32 View Post
    OK, you're using performance as a reason. Then let me ask you this, how effective do you think this database is if you have to handle 1 million concurrent players? Obviously every item should be unique, so you have to lock the database for every operation. That's just bad performance with that kind of concurrency. Also consider that the server is responsible for detecting all monster hits, calculating hits, reducing their hp, determining if they're dead and whatnot, take effects into account and so on. Now, does it really sound that bad if the server were to roll a few times on each kill? Generating items on demand is super easy and since items are local to that game (until players picks them up and leaves game) there's very little concurrency to think about.

    I admire your passion, but you're still just dead wrong There is no magical variable that you can check to see what kind of loot to expect!

    That's what you have MF% for.
    to me, generating them before, and then pulling as bulk, and putting on cache/memory, and just pulling from here as needed seems best performing option... don't think they have just game servers (servers for db, log, item generation, chat etc) ... they should have different servers for different things... nobody knows infrastructure of servers...

    even if, we connect to one server and all operations happen on this server, still my point is valid... there should be something at login time (and changes when we change maps or exit and login again, but stays same for same area/waypoint) that determines drops (esp set/log/plan/gob & events at least), independent of MF.

    most probably that variable is on server side, never reaches to client, but maybe they did a mistake, and send it to client @ login for example, on server, when we login, they create a session id and send to client... meantime, on server, they associate that random number(s) with session id, and use that one to determine the drops, beside MF. like this function drop = GiveMeARandomDrop(myRoll, MF)

    so, whatever we calculate the probability of having such low drops for a long time (10-20-30 run no drop), then raining (5-6-7 in one run), some people will say RNG! even if probability of having that occurrence is 1 in zillion (or even my calculator shows E)...


    How to test this: very easy... you will not lose anything (1 hour for 10-15 run, first find that good session)...

    start D3. select act1, mp9 (i play here), last act, and jump into Festering Woods... clear here (take note of environment, #nv or elites, events, gob, number of rares and set/leg/plan drop). If you have >5 elites here, + a few events + gobs + >25 rare, you most probably will get a drop... if you get >1 drop, when you leave (not logout/not exit) and repeat this, you will get another... if you get nothing, and repeat this, the next games will give nothing (maybe 1 in 10 run), in this case exit D3, and restart/login.

    if you can get a good session, by repeating this, you can get >1 drop per run (5 elite pack, ~250 kills / 5 minutes maybe less to clear) @ MP9 (max MF, P100). @ MP10, that drop should be 5-10% more (>1.075 / run) but i don't play here (damn slow and I dont see that 5-6% difference)...

    Why they do that? dunno, but maybe to give a feeling of cold/hot streaks... sometimes give more than what you should get, sometimes less than that (average is what you should get from MF).

    say, we have 600 MF, and server pick a number for us... if it is avg, 5, we get what we should get from 600MF, if it is 10, maybe we get more than 2X, 3X, 5X; if it is one, we get 1/3, 1/5, 1/10 of regular drops...

    if drops are determined by only MF, my drops would be more regular/boring... if i have a chance of getting a drop @ 1/250, every 250 kill would give me 1 drop on average... like festering woods run... every run you get >1 drop (%67), no drop (%33)... it would be boring... but playing with this with another parameter, maybe they are trying to get rid of this monotonous feeling...

    RNG system = GiveMeARandomDrom(MF)
    Blizz RNG System = GiveMeARandomDrom(MF*r) (where r=0.1 to 10, sometimes get 10X more drop, sometimes 1/10)

    both system will give same amount of drops in long run, one is more steady, the other one with hot/cold streaks

    so, there should be something that determines all drops other than MF... determined @ login time (a seperate value for each way point, that stays same if you leave and start a new game... it changes when you are afk, or maybe changes all numbers every hour, meaning you can repeat this only max 1 hour) does it make sense?

    Last edited by HainKurt; 08-01-2013 at 11:58 PM.

  15. #1770
    qqq23's Avatar Member
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    HainKurt, i agree. When i see alot of gold dropping or drops are just good all run then i get a leg, its very consistent thru out the whole run. Then i restart then nothing, cant barely find elite and then a whole game i pick up maybe 2 or 3 items. Then i switch characters and again lots of e's gobs' gold drops are high then i get 3 legs that run.

    Ive always thought from experience of 1,000 hours + that if your in a lucky game your luck is the same through out the whole run, if not then you wont get a single thing even if you play 5 hours untill you restart.

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