thanks for replying but I dont see any extra mobs at the in monster alert.
also the new version doesnt seem to save changes from the menu
thanks for replying but I dont see any extra mobs at the in monster alert.
also the new version doesnt seem to save changes from the menu
hi,
no error message, screenshot will look like any HUD with opened sub-menus
the hud just stops to respond in any way and stays in the state it was.
clicking in it just lets your character run around.
I downloaded the programm something like 6 hours ago from right that website. have you changed anything meanwhile?
No complaints from my side, only bug report (and thanks for the latest version!)
I wrote about it:
The button "Boss warnings" disable display some elements (monsters, chests, minions) / disables subsections in "Minimap icon"
can confirm this, happens since coyl added the new menu, made 2 folders since the new version and my old pre new menu version doesn't crash, download previous version if its possible.
even with the new update coyl it still happens, i ll try to keep an eye on what is the problem.
i do love the new menu way more than the old one though, its cleaner.
Last edited by henkiedemol; 12-01-2014 at 10:02 AM.
I just educated myself to changing the settings-files...
Meanwhile, HUD crashed while in an master-instance and kept showing some mobs, chests and other stuff on the minimap. Even after changing areas, the minimap kept showing the same arrangement of coloured X's
How do I save my settings for PoeHud? It keeps resetting to default whenter it closes
Looks like this "(1.2.4d) New settings and menu code (beta 2)" revision can't load settings correctly. I'll publish a new one in less than a day.
You may still use an older stable version from : https://github.com/max-mtg/PoeHud/tr...2255a428836a69
@Cthulhoo, I see. Will fix that soon - it's quite on topic while working on the improved menu and settings.
As for crashes - I'll need to reproduce the problem locally to fix it. If you know any actions sequence that leads to crash, let me know, please.
Hi Coyl, I just recently started playing this game and I appreciate the effort you put in this program. I've been trying to add other monster mod in my monster_mod_alert, may I ask what's the difference of the one with MonsterImplicit? (eg. in the default monster_alert config MonsterNemesisUniqueDrop vs MonsterImplicitNemesisUniqueDrop) I've added the explodesondeathchaos and extra phys damage.
And just some minor things I noticed with the hud. When I used the item level on hover option, the positioning of itemlevel text overlaps with the mod of the ff items: normal and unidentified paua and coral amulet; unidentified agate, citrine, turquoise, and gold amulet; unidentified gold, two-stone, moonstone, topaz, prismatic, and diamond ring.
Last edited by asakapatae1234; 12-01-2014 at 07:54 PM.
New version published.
Fixed: settings are read from file correctly.
Added: Options to disable/enable monster and item icons on minimap and large map.
I still don't know what is the problem with crashes after an hour of playing.
@Ctulhoo, I believe the problem you made screens for is fixed.
@asakapatae1234,
No idea why GGG has several mods for the same property. Could there one be no longer used? But which one then? No idea. So both are kept.
Yes, the item level does overlap the implicit mod of an item. Will do something about it... but don't yet know when.
I think the next thing to do before 1.3.0 will be better customization for loot alerts (i.e. custom colors, icons, sounds)
Hey,
I also noticed, that the menu-button overlaps with the leftmost stashtab of the inventory.
Changing Menu.PositionHeight to 80 in the settings helps.
Last edited by haensel; 12-02-2014 at 04:52 AM.
crashes have been fixed on my side with your latest version, only thing that remains is still the hud not closing when game crashes or when u close the game client (i dont consider that as a major issue though, got to force close it for some reason even after the game closed) but that is just a small luxury problem on our side i guess, rest since latest update works fine, no more random crashes.
Well this cant really be that hard Coyl. You already have the starting base. The HUD already detects Uniques/Rares/Normals with crafting file/RGB and you have made the HUD figure out which item dropped and plays the alert sound. Just make a menu option for Uniques/Rares/Normals with crafting file/RGB and make them all read a different alert file. For Example, alert1 could be for Uniques and alert2 could be for Rares and so forth. and then make the readme say which items go with which alert sound file.
Then once the different alerts have been set up, then people can start making their own alert sounds using a microphone to record a sound or their voice or download different alert sounds and then rename that file to the appropriate alert file which refers to the item they want for that alert. If they want the sound for 2 different types (Uniques/Rares) then they just copy the same alert sound and rename the 2nd one to the other type of item they wanted.
So another example
alert1 - Uniques
alert2 - Currency
alert3 - 6 Slotted item
alert4 - RGB
alert5 - Rares
alert6 - crafting based items
Then if they want the same sound file for 2 of them item types then they just rename; say for example they they wanted RGB to have the same sound as Rares then the alert4 OR alert5 file names would get copied and changed to the opposite file name overwriting the current sound for RGB OR Rares