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  1. #1411
    itsmylife's Avatar Active Member
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    Originally Posted by pongsacha View Post
    I found 1 bug about config file in chest detector
    when I try to setup like this

    <chest>
    <resplendent>
    <minimap enabled="1" size="5" color="255,64,255,64" />
    <ping enabled="0" speed="300" size="40" color="255,64,255,64" thickness="3" shape="rectangle" />
    <arrow on_screen="0" off_screen="1" color="255,64,255,64" thickness="5" end_cap="ArrowAnchor" dash="Solid" speed="300" start_range="10" end_range="15" />
    <label on_screen="0" off_screen="1" color="255,64,255,64" font_family="tahoma" font_size="10" font_bold="1" font_color="255,0,0,0" />
    </resplendent>
    <normal>
    <minimap enabled="0" size="5" color="255,64,255,64" />
    <ping enabled="0" speed="500" size="40" color="255,64,255,64" thickness="3" shape="rectangle" />
    <arrow on_screen="0" off_screen="1" color="255,64,255,64" thickness="5" end_cap="ArrowAnchor" dash="Solid" speed="0" start_range="35" end_range="37" />
    <label on_screen="0" off_screen="1" color="255,64,255,64" font_family="tahoma" font_size="10" font_bold="1" font_color="255,0,0,0" />
    </normal>
    </chest>

    TurboHUD still manage to blink and point green arrow to normal chest anyway even i set to to 0
    --> Chest - Arrows
    The config shows you have set on_screen to "0" and in the same line off_screen to "1". So your pictures show what you have set.
    The next line is for "label" and set the same as "arrow" (your first pic shows the label right behind the minimap - the white on green "Chest").
    I don't know what you like but I use it this way. If you don't want to show normal chest then set "off_screen" to "0" for arrow and label.

    [MOD] TurboHUD &lt;-- The very first thread TurboHUD had ever
  2. #1412
    itsmylife's Avatar Active Member
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    And thank you very much KJ for the fast update. Get well soon and send them viruses away.

    Feeling like a moron as I downloaded new version but copied the old one to my folder. Did this 5 times before I noticed I'm still running 13.5.8.0 LOOOOOOOL

  3. #1413
    KillerJohn's Avatar TurboHUD HUDmaster CoreCoins Purchaser Authenticator enabled
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    Originally Posted by itsmylife View Post
    And thank you very much KJ for the fast update. Get well soon and send them viruses away.

    Feeling like a moron as I downloaded new version but copied the old one to my folder. Did this 5 times before I noticed I'm still running 13.5.8.0 LOOOOOOOL
    thank you!

    and thanks for your previous post, making clear how the on_screen and off_screen attributes works.
    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. #1414
    pongsacha's Avatar Member
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    yeah my bad for not see the off screen setting sorry there is no bug on that it was my noobness

  5. #1415
    KillerJohn's Avatar TurboHUD HUDmaster CoreCoins Purchaser Authenticator enabled
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    Originally Posted by Corey822 View Post
    "added: inventory highlight feature" - What exactly is this? i've noticed that there is no longer a green ring on good items in inventory, but there is a green outline and a red, not sure what the red outline means?
    EXACTLY that the inventory highlight features is. The green and red outline. Green means pickit evaulated to "keep" (just like the old ping effect), red means pickit evaluated to "force sell" (the lines starting with - sign). There is no color highlight for simple "sell" stuff, because it would be very confusing.
    Do not send me private messages unless it is absolutely necessary or the content is sensitive or when I ask you to do that...

  6. #1416
    KillerJohn's Avatar TurboHUD HUDmaster CoreCoins Purchaser Authenticator enabled
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    13.5.16.0 STABLE
    - fixed: a bug related to D3 anniversary buff

    thanks for pongsacha for reporting this bug!
    Last edited by KillerJohn; 05-16-2013 at 02:03 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...

  7. #1417
    itsmylife's Avatar Active Member
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    Originally Posted by KillerJohn View Post
    thank you!

    and thanks for your previous post, making clear how the on_screen and off_screen attributes works.
    Glad to be of any help - was the first time I was able to contribute a little bit to the users of your awesome work.

  8. #1418
    Acidlol's Avatar Member
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    Hello, thx for soft it realy useful

    But have one question, its normal many buffs? Before 16.05 version i'am have only "Familiar" buff.

    Link for PIC

  9. #1419
    KillerJohn's Avatar TurboHUD HUDmaster CoreCoins Purchaser Authenticator enabled
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    Originally Posted by Acidlol View Post
    Hello, thx for soft it realy useful

    But have one question, its normal many buffs? Before 16.05 version i'am have only "Familiar" buff.

    Link for PIC
    Thanks for the report! I broke 13.5.16.0 while I was looking for the anniversary buff bug...

    13.5.17.0 STABLE
    - fixed: a bug related to the fix in 13.5.16.0...
    Do not send me private messages unless it is absolutely necessary or the content is sensitive or when I ask you to do that...

  10. #1420
    prrovoss's Avatar Contributor
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    the follower-xp bonus isnt shown on the panel on the left.
    for example, when a follower has a hellfire ring equipped

  11. #1421
    KillerJohn's Avatar TurboHUD HUDmaster CoreCoins Purchaser Authenticator enabled
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    Originally Posted by prrovoss View Post
    the follower-xp bonus isnt shown on the panel on the left.
    for example, when a follower has a hellfire ring equipped
    it is by design of both D3 internals and HUD. The players "experience bonus attribute" does not contains the follower bonuses (but everything else).
    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. #1422
    itslegendary's Avatar Member
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    KillerJohn, thanks for awesome stuff!

    I just registered to let you know about weird thing: screenshot (I just opened game folder named "Diablo III")

    I guess TurboHUD uses Window Title (Header) to detect game.
    Would be good to change method and use Window Class (for example, AHK says "D3 Main Window Class").

    This little change will adapt TurboHud for multiboxing.

  13. #1423
    enigma32's Avatar Legendary
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    Originally Posted by itslegendary View Post
    KillerJohn, thanks for awesome stuff!

    I just registered to let you know about weird thing: screenshot (I just opened game folder named "Diablo III")

    I guess TurboHUD uses Window Title (Header) to detect game.
    Would be good to change method and use Window Class (for example, AHK says "D3 Main Window Class").

    This little change will adapt TurboHud for multiboxing.
    Some tips for KillerJohn:
    I'm assuming you have a Process instance somewhere, so you could just use Process.MainWindowHandle The only thing to keep in mind is to call Process.Refresh() if you get an empty Rect back as size. Reason being, creating the Process instance before D3 had the time to create its render window (when it launches) will give a handle to something that is not even visible, and it gets cached.

    Not sure how this affects detectability, but it's possible to set the D3 window as parent handle, thus making it follow its visibility (bad for debugging though, freeze your process and the message pump for D3 halts). Another side effect is that your window will be included in screenshots taken with in (I got a serious wtf-moment when browsing the Screenshots folder ).

    Here's my OverlayWindow class (WPF) to give you an idea of what I'm talking about, see OnRefreshLayout()
    Code:
    using System;using System.Collections.Generic;
    using System.Linq;
    using System.Text;
    using System.Windows;
    using System.Runtime.InteropServices;
    using System.Windows.Interop;
    using System.Windows.Threading;
    using System.Windows.Media;
    using System.Windows.Controls;
    using System.Diagnostics;
    
    
    namespace Enigma.Wpf
    {
        public class OverlayWindow : Window
        {
            public static OverlayWindow Create(Process process, object content)
            {
                var window = new OverlayWindow(process);
                window._clientArea.Children.Add(new ContentPresenter { Content = content });
                return window;
            }
    
    
            private Process _process;
            private IntPtr _parentHandle;
            private DispatcherTimer _refreshTimer;
            private Grid _clientArea;
    
    
            private OverlayWindow(Process process)
                : this(process.MainWindowHandle)
            {
                _process = process;
            }
    
    
            private OverlayWindow(IntPtr parentHandle)
            {
                ResizeMode = System.Windows.ResizeMode.NoResize;
                WindowStyle = System.Windows.WindowStyle.None;
                ShowInTaskbar = false;
                AllowsTransparency = true;
                Background = Brushes.Transparent;
                SnapsToDevicePixels = true;
                SizeToContent = System.Windows.SizeToContent.WidthAndHeight;
    
    
                _clientArea = new Grid();
                Content = _clientArea;
    
    
                _parentHandle = parentHandle;
                new WindowInteropHelper(this).Owner = _parentHandle;
                _refreshTimer = new DispatcherTimer();
                _refreshTimer.Tick += (s, e) => OnRefreshLayout();
                _refreshTimer.Interval = TimeSpan.FromMilliseconds(10);
                _refreshTimer.Start();
            }
    
    
            public Int32Rect ClientRect { get { return GetClientRectEx(_parentHandle); } }
    
    
            protected void OnRefreshLayout()
            {
                Int32Rect clientRect = GetClientRectEx(_parentHandle);
                if (clientRect.IsEmpty)
                {
                    if (_process != null)
                    {
                        _process.Refresh();
                        if (!_process.HasExited && _process.MainWindowHandle != _parentHandle)
                        {
                            _parentHandle = _process.MainWindowHandle;
                            new WindowInteropHelper(this).Owner = _parentHandle;
                        }
                    }
                }
                _clientArea.Width = clientRect.Width;
                _clientArea.Height = clientRect.Height;
                Left = clientRect.X;
                Top = clientRect.Y;
            }
    
    
            protected override void OnSourceInitialized(EventArgs e)
            {
                IntPtr windowHandle = new WindowInteropHelper(this).Handle;
                SetWindowExTransparent(windowHandle);
    
    
                base.OnSourceInitialized(e);
            }
    
    
            protected override void OnClosed(EventArgs e)
            {
                _refreshTimer.Stop();
                base.OnClosed(e);
            }
    
    
            private void SetWindowExTransparent(IntPtr windowHandle)
            {
                const int WS_EX_TRANSPARENT = 0x00000020;
                const int GWL_EXSTYLE = -20;
    
    
                var exStyle = NativeMethods.GetWindowLong(windowHandle, GWL_EXSTYLE);
                NativeMethods.SetWindowLong(windowHandle, GWL_EXSTYLE, exStyle | WS_EX_TRANSPARENT);
            }
    
    
            private Int32Rect GetClientRectEx(IntPtr windowHandle)
            {
                Int32Rect clientRect;
    
    
                NativeMethods.GetClientRect(windowHandle, out clientRect);
                NativeMethods.ClientToScreen(windowHandle, ref clientRect);
    
    
                return clientRect;
            }
    
    
            internal static class NativeMethods
            {
                [DllImport("user32.dll")]
                internal static extern bool GetClientRect(IntPtr windowHandle, out Int32Rect clientRect);
    
    
                [DllImport("user32.dll")]
                internal static extern bool ClientToScreen(IntPtr windowHandle, ref Int32Rect point);
    
    
                [DllImport("user32.dll")]
                internal static extern int GetWindowLong(IntPtr windowHandle, int index);
    
    
                [DllImport("user32.dll")]
                internal static extern int SetWindowLong(IntPtr windowHandle, int index, int newStyle);
            }
        }
    }

  14. #1424
    Acidlol's Avatar Member
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    Hello again, have one question:

    If i turn on both minimap and map walkable areas nearby so it work fine.
    if i turn on minimap, off map so it work fine.
    if i turn off minimap, on map didnt work anywhere.

    Its bug or feature?
    Thanks. sry for my bad english.

  15. #1425
    KillerJohn's Avatar TurboHUD HUDmaster CoreCoins Purchaser Authenticator enabled
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    Originally Posted by enigma32 View Post
    The only thing to keep in mind is to call Process.Refresh() if you get an empty Rect back as size. Reason being, creating the Process instance before D3 had the time to create its render window (when it launches) will give a handle to something that is not even visible, and it gets cached.
    Thank you very much! This was my only problem with MainWindowHandle. It is always f*cked up when launching D3 client. I'll test this in a few days.
    You are so kind!


    Originally Posted by Acidlol View Post
    Hello again, have one question:

    If i turn on both minimap and map walkable areas nearby so it work fine.
    if i turn on minimap, off map so it work fine.
    if i turn off minimap, on map didnt work anywhere.

    Its bug or feature?
    Thanks. sry for my bad english.
    This is how it works.
    Do not send me private messages unless it is absolutely necessary or the content is sensitive or when I ask you to do that...

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