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  1. #136
    tozededao's Avatar Member
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    I have a request that is somewhat complicated.

    As far as I understand how maps are generated is something like puzzle pieces, and the only thing that is randomly generated is how these pieces are connected and in which order so the server sends that info into the client so you can draw the map(you probably know how it works).

    - Kuule - Lunaris 2

    - Kuule - Lunaris 2

    - Large Chest - Lunaris 2

    So my point is, these "unique puzzle pieces" give us information about large chests, boss locations, etc.

    My suggestion is adding these red circles as PoI(Points of Interest) on the pathfinding so you could draw paths into it aswell. This would be important if you want to farm these(or for future when you want to have the bot farm these for you). Also adding an auto-draw path these for example on places there is a possible chest you would have, or for unique bosses on each location.

    If you were on Lunaris 2, you would have 2 Checkboxes:

    Auto Draw Path for Chests
    Auto Draw Path for Kuule

    If you were on Twilight Strand:

    Auto Draw Path for Hillock ( not that we really need it )

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  2. #137
    tozededao's Avatar Member
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    Ok, so after researching Pathfinding a bit, the only thing I need to do is add it to the userdestination.cfg, but there are tons of .tgt files, do you have any debug tool which tells you which objects are near your char so you can know what is what or do you have any software to open these .tgt files?

  3. #138
    pushedx's Avatar Contributor
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    Originally Posted by tozededao View Post
    As far as I understand how maps are generated is something like puzzle pieces, and the only thing that is randomly generated is how these pieces are connected and in which order so the server sends that info into the client so you can draw the map(you probably know how it works).
    I've explained how my system works in a few places on BH, but not really in this thread, so I'll give you a quick overview.

    The method you are describing is actually the method I'm currently using. However, there's a catch to it all; tiles that are reused in other places will give you "false positives" when you are trying to find some area of interest. That is why I am using 'unique" tiles to identify everything I am right now. There won't be any false positives with those tiles.

    Here's an example of what my pathfinding data looks like for a random Lunaris 2 instance:


    Now the important thing to notice is the grid lines. Each one of those grid cells is a separate tile. In order to try and detect the Kole room by the entire layout, you are looking at some insane fuzzy matching of ~26 tiles or so. You don't really know the width/height before hand of the actual layout used for his room, so there's a lot of room for error. I only bring this up, because you have to take that into consideration for chest rooms.

    I solved this problem by looking for unique tiles. In this case, the Kole room does contain a unique tile you can use to identify it. If you open your "\plugins\Core\PathFinding\userdestinations.cfg" file and add the following line at the bottom:

    3_14_2|Kole1|Art/Models/Terrain/TempleDungeon/templeclean_bloodpool_corners_v01_01.tgt|Kole1
    3_14_2|Kole2|Art/Models/Terrain/TempleDungeon/templeclean_bloodpool_corners_v01_02.tgt|Kole2
    Then save the file, and reload the file via the in game GUI (Reload under the PathFinding section), you'll see a new Kole entry when you go to Lunaris 2. Try the first one, if you don't get a path, use the second one.

    However, this solution brings up the limitations of the tile approach. Some zones use different variations of tiles. You would have to go through every zone multiple times and work out the tiles that are used for certain locations. Then. you'd want to check the GGPK files for each to make sure there's not other variants that can be used. In the Kole example, there can be either v01_01 or v01_02, since if you check the GGPK, that's all there are:


    While I don't have my code updated to handle multiple tiles under the same entry yet, it's something that I was going to do since a few areas break as a result (Act 3 sewers for example). However, more detailed analysis for certain areas like chest rooms on the different tilesets would require too much work to maintain and keep, as there's a lot of different combination of tiles used depending on the instance. While I'm sure I could come up with a solution for it, it's not worth the time or effort, especially since GGG can just change up tiles time to time to break it.

    That's why I've setup "auto-explore" logic based on commonly used tiles to counter that. I'll mark a bunch of areas on the map to explore based on a set of commonly used tiles, and then maintain my own copy of the map to know which areas I've missed. Using that method, I can get full map exploration.

    That is important because if you are farming a certain boss or zone repeatedly, you never want to just go for the area you intend to go to, kill it, then start the next instance. That's pretty much a red flag for botting. My random explore logic counters that by at least making you spend more time in the area "looking" for where you want to go, as when the entity is detected in range, you can switch the directive to go kill it.

    In order to get away with botting, you can't have too high of a level of efficiency. You have to sacrifice some of it in order to blend in. For my bot, I'm going to put in certain restrictions to help keep it more subtle than most other people would. Some people might not like that, but I'll be doing what I feel has the best chance to remain undetected. Making a bot that can go and kill Kole 60 times an hour is no good because all GGG has to do is add some simple kill tracking and bring up people who pass certain thresholds for various farming spots. if the average player can farm Kole maybe 20 times or so an hour, than that's what the bot would have to match at minimal.

    [Edit] For your second reply, no, those tools are private! I'll add various things as people need them if it's possible myself. For now though, I started with the basics for the pathfinding locations just as a "only seen here" type of feature.

  4. #139
    tozededao's Avatar Member
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    Thanks, it is working.

    You're right, rushing the bosses is just too suspicious

    When I mentioned those tools I wasn't asking for them just wanted to know if you had any way to detect the objects

  5. #140
    Dysphorie's Avatar Member
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    @pushedx
    For your information your image dump seems a bit strange (the big white stripes should not be there).
    If you're directly reading walkable value from the array rather than calling the game function, do not forget to adjust tile orientation.

    the order of the bytes in the array are not always left-to-right top-to-bottom, and doesn't always start at 0; 0
    fixing this should provide better tile detection result

  6. #141
    pushedx's Avatar Contributor
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    Originally Posted by Dysphorie View Post
    @pushedx
    For your information your image dump seems a bit strange (the big white stripes should not be there).
    If you're directly reading walkable value from the array rather than calling the game function, do not forget to adjust tile orientation.

    the order of the bytes in the array are not always left-to-right top-to-bottom, and doesn't always start at 0; 0
    fixing this should provide better tile detection result
    Thanks, but I have it all worked out! Back when I started pathfinding stuff around Feb, I did have similar problems with tile rotations and map orientation. After spending more time with it once I realized how much trouble I was going through to try and get it working, I reversed more and came up with a better way to handle it using the client function.

    That image is just a custom output with a grid line so I can follow the rows/cols more easily when I check against my tile dumps. It's actually a text file, that I zoomed all the way out in Notepad++. The text patterns seemingly create an "image", so I use that when i want to get a quick overview of an area. Up close it's just a bunch of the pathfinding node passability values, where I substituted X for 0 and a blank for 5. Here's a close up: 8fe2a72dfff2e99f904f8eb6b55f9e6c.png

    I actually have things setup using that text file like that so I can easily see how my path traversal will look if it were logged. I want to play with modifying this terrain data before A* runs on it so different random paths are always generated regardless of how the A* is setup. I've not gotten to that "fun" stuff yet though with the pathfinding, but once I finish the basic bot code port process, I'll play with it more. I do have tools for logging to images and other geometry based file formats, but I just like the text file for some reason, so that's what I use the most.

    Thanks for the heads up though!
    Last edited by pushedx; 06-30-2013 at 11:30 PM.

  7. #142
    Biggdaddy's Avatar Private
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    how's it work when PoE patches, does the hack tell us there is a patch we need to dl so we don't get banned?

  8. #143
    PerfectMiscreation's Avatar Master Sergeant
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    Originally Posted by Biggdaddy View Post
    how's it work when PoE patches, does the hack tell us there is a patch we need to dl so we don't get banned?
    Currently there is not auto update feature that I am aware of.
    As such, after a GGG patch, ECP will not launch until pushedx releases an updated version for the new patch.

    Of course, this sucks, but is understandable.

    I wish GGG would have held off, however. ECP would have been incredibly handy with a full day of nothing but solo races on the horizon. I believe pushedx is on US time, and being that it is nearing 3AM for me on the East Coast, it is likely late for himself as well. I would not hold your breath for updates before the races begin at 6AM

    Oh well.
    Last edited by PerfectMiscreation; 07-01-2013 at 01:53 AM.

  9. #144
    pushedx's Avatar Contributor
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    ECP [1.1 / 1.2] Update for 0.11.1d

    This is a simple maintenance update for the new patch. It does not require a new DLL. I will post a new DLL in a day or so with more new features!

    To use this update, you must already be using ECP 1.1 or ECP 1.2 (preferably 1.2). If do not already have ECP, please download it from here (ExiledCheatersPlatform (1.X)) first, and then follow these instructions.

    Instructions::
    1. Download the attached "ECPP-Core.zip" file.
    2. Extract the archive anywhere.
    3. Move the extracted "ECPP-Core.dat" into your ECP "plugins" folder, overwriting the previous "ECPP-Core.dat" file.
    4. Start ECP! You are ready to use ECP on 0.11.1d.


    Download: ECPP-Core.zip

    Notes
    1. A "chest" bug was noticed where certain chests are not shown on the minimap. This was due to a bug in my "chests.dat" parsing tool, but I'm not sure what the bug is yet. However, there is a quick fix to resolve it. Simple add the following line at the end of your "plugins\Core\EntityRadar\chests.cfg" file:

    metadata|Metadata/Chests/|type|Misc
    That is a "catch all" filter that will display any missing chests under the "Misc" category. Save the changes and reload the filter to have all chests shown now.

  10. #145
    pushedx's Avatar Contributor
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    Originally Posted by Biggdaddy View Post
    how's it work when PoE patches, does the hack tell us there is a patch we need to dl so we don't get banned?
    It won't let the client load. You'll see an error log with a message saying the license is invalid for that client version. The client will, however, startup and patch normally, just not Launch past that with ECP.

    Originally Posted by PerfectMiscreation View Post
    Oh well.
    Wasn't asleep yet, still working on new features!

    Also, not sure if it'd wake me up, but I do have phone alerts setup for this project:


    Technically, I could have pushed an update out a few seconds after the patch, but I took some time deciding if I wanted to update the DLL tonight, or in a day or so. So, I tested the 1.2 with the maintenance update a little and decided I'd rather hold off on the update since I'll probably sleep soon, and don't want to possibly break anything overnight.

    Basic pickit and vendor filtering will be added in next version. Pickit will have some caveats to using, but it should serve its purpose.

  11. #146
    PerfectMiscreation's Avatar Master Sergeant
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    Originally Posted by pushedx View Post
    ...Wasn't asleep yet, still working on new features!


    ...Basic pickit and vendor filtering will be added in next version. Pickit will have some caveats to using, but it should serve its purpose.
    Pfft, make a liar out of me why dont you!? Great work on the fast update.

    Awesome.
    Last edited by PerfectMiscreation; 07-01-2013 at 02:59 AM.

  12. #147
    Biggdaddy's Avatar Private
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    im a big fan of this project pushed. Keep up the great work man!

  13. #148
    c8055's Avatar Member
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    Hi, Pushedx,

    First of all, you complete this game. Keep doing what your doing, not only in PoE but overall, your just too good
    Second, when trying to enter Lunaris 3 to head for Piety I always get that error, only here, never elsewhere.
    Are you familiar with this bug, or is it my processor and video card that cannot handle it ?

    plugins\ECPP-clienthacks.dll] was not loaded because LoadLibraryW failed with error [126].
    File: ..\Shared-ECP\PluginManager.cpp
    Function: ECP_Shared::PluginManager::LoadPlugin
    Line: 84

  14. #149
    tozededao's Avatar Member
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    Another request, since there is a list of all the current monsters ( path_of_exile_monstervarieties ) would it be possible to filter some, making them change its colour texture with VirtualGGPK in order to make them more visible?

  15. #150
    marv333's Avatar Member
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    Thank you so much for this
    I cant play without this, haha.
    Keep up the good work and thanks for releasing this for free

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