Just for the record, downloaded the file via the mediafire link and found a keylogger.
Just for the record, downloaded the file via the mediafire link and found a keylogger.
just for the record, you are nuts
somebody already analyzed (trust, guys, trust...) it 3 weeks and 2 days ago, and it is clean.
EDIT: you are no nuts, somebody replaced the download link in the OP somehow. Sorry for being offensive...
Last edited by KillerJohn; 07-25-2013 at 01:01 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...
WARNING!
Somebody edited the first post in this topic, and replaced the download link with a trojan one!
ORIGINAL LINK:TROJAN LINK:Code:http://www.mediafire.com/TurboHUDCode:http://www.mediafire.com/download/2sxaajh446styjs/TurboHUD+13.7.1.0.zip uploaded 2013-07-17 04:47:38
Everybody who downloaded TurboHUD from the link in the OP after that time, make a virusscan and reinstall TurboHUD.
I'll contact an admin in the next minutes... link from the OP is temporarily removed.
I changed my password and edited the OP...
virustotal report for the VALID version: LINK
virustotal report for the INFECTED version: LINK
Last edited by KillerJohn; 07-26-2013 at 06:12 AM.
Do not send me private messages unless it is absolutely necessary or the content is sensitive or when I ask you to do that...
look like that inventory highlight not work right way :
If i am right KEEP color have to be 8000FF ( or #8000ff hex color ) and SALE color have to be 60ff00(or #60ff00 hex color ).Code:<inventory_highlight> <!-- highlight the items in your inventory which evaluates to 'keep' by pickit.ini --> <keep enabled="1" color="128,0,255,0" thickness="4" /> <!-- highlight the items in your inventory which evaluates to 'force sell' by pickit.ini --> <force_sell enabled="1" color="96,255,0,0" thickness="4" /> </inventory_highlight>
If i change field color TurboHud complitely ignore values i entered and use hardcoded palette. Sale box not showed at all. Keep box use completely another color.
Last edited by PgSDI30DZiVu8P; 07-26-2013 at 02:44 AM.
I mean that if you enter
<keep enabled="1" color="255,0,0,0" thickness="4" />
<force_sell enabled="1" color="255,255,255,0" thickness="4" />
keep color = red ( http://www.colorhexa.com/ff0000 )
sale color = white ( http://www.colorhexa.com/ffffff )
TurboHud will ignore entered values
Last edited by PgSDI30DZiVu8P; 07-26-2013 at 03:06 AM.
255,0,0,0 means BLACK (the first number is the opacity
255, 255, 255, 0 means opacity = full, R = 255, G = 255, B = 0 (yellow)
default values:
and if I change the keep color to "128,255,255,0" then it works, and the green border will change to yellow (tested 1 minute ago)Code:<inventory_highlight> <!-- highlight the items in your inventory which evaluates to 'keep' by pickit.ini --> <keep enabled="1" color="128,0,255,0" thickness="4" /> <!-- highlight the items in your inventory which evaluates to 'force sell' by pickit.ini --> <force_sell enabled="1" color="96,255,0,0" thickness="4" /> </inventory_highlight>
Last edited by KillerJohn; 07-26-2013 at 04:36 AM.
Do not send me private messages unless it is absolutely necessary or the content is sensitive or when I ask you to do that...
Thanks
.Was confused about it because thought that numbers in format RGBA . But appeared that numbers in format ARGB.
is there any solution yet for the multiple item count? because well....why counting items when it counts them all again once you are near them again. for example in crypt runs, if you clear everything upstairs, than going downstairs clear. if you are going upstairs again it counts all items again, so you have a 2,0k blue/yellow count per hour, which is totally crap. same for fields of misery where you cant avoid coming to the same point again from time to time.
any solution? because thats the only useful thing, counting items, for optimizing routes for your chars build.
1) the only useful things?
2) the items has no IDs. Even the client is unable to recognize that an item was already there. Items has SEEDs, which is a weak ID, and ActorIDs which is changing all the time they appear/disappear. For example when you pick up and drop and pick up again, the Actor for the item just disappears from the inventory, appears on ground, then disappers again and appears in your inv - with different ActorID every time. SEED is constant for an item, but multiple items (can) share the same SEED. For example all gems (within the same type) has the same SEED...
Do not send me private messages unless it is absolutely necessary or the content is sensitive or when I ask you to do that...
wow, ok, that was really fast. thank you for that.
to bad it doesnt work.
the only chance would be to pickup everything i guess, right? but that would be only possible if i filter on yellows only. but the statistic amount is to less then if you dont wanna do 100 test runs.
but at least people posting statistics of their runs or trying to do diagrams etc out of this data is a bit stupid . haha.
It's doable (at least in theory)! Unique for every world item (items on the ground) would be seed + world coordinate. I'm basing that uniqueness on the guess that items will never be stacked directly on top of each other. That solves untouched items, but what about items that the player drops? Well, one could track all items in inventory, and when something is detected on ground, verify that inventory is still intact, otherwise count as an previously seen item if inventory lost one just like it. Regarding shared seed, I believe this is for stackable items only. That means handling everything else possibly could be done using only seed.
ezmode![]()
another thing to suggest would be:
if you turn off functions in the config, they should be turned off completely from reading the memory, instead of just made invisible. this would increase the performance a lot.
performance issues are one of the reasons i use it only for some tests instead of having it always enabled.
What do you base that statement on and how do you know that isn't what's already happening? If your computer can handle Diablo without looking terrible then the memory reading TurboHUD does should be no biggie. The main problem is instead that GDI is used for drawing, a technology that is quite inefficient since Windows Vista introduced a new composition model. Obviously it has been causing performance issues for TurboHUD and a few suggestions for solving them has already been presented several times in this thread. I'm afraid an implementation of your suggestion would have minimal impact on performance as GDI is the most likely culprit.