same here, dont know why
same here, dont know why
Can anyone enlighten me on the issue i have?See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at PoeHUD.Hud.Loot.ItemAlertPlugin.OnEntityAdded(EntityWrapper entity)
at System.Action`1.Invoke(T obj)
at PoeHUD.Models.EntityListWrapper.RefreshState()
at PoeHUD.Controllers.GameController.RefreshState()
at PoeHUD.Hud.ExternalOverlay.OnRender()
at PoeHUD.Framework.Helpers.ActionHelper.SafeInvoke(Action action)
at PoeHUD.Hud.UI.Graphics.RenderLoop()
at PoeHUD.Hud.ExternalOverlay.<OnLoad>b__b()
at System.Threading.Tasks.Task.InnerInvoke()
at System.Threading.Tasks.Task.Execute()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotificat ion(Task task)
at System.Runtime.CompilerServices.TaskAwaiter.ValidateEnd(Task task)
at PoeHUD.Hud.ExternalOverlay.<OnLoad>d__c.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.CompilerServices.AsyncMethodBuilderCore.<ThrowAsync>b__4(Object state)
Last edited by kissmy4ss; 02-04-2015 at 06:03 PM.
Mine keeps crashing
Most of the crash/border problems are due to some code I had added, wasn't happy with my changes yet but was merged in (my fault for committing it before I was done). I've let HvC know the commit hashes so he can remove the changes or possibly look into resolving the bugs.
Submitted a fix that should fix some of the issues you guys have been experiencing.
Binary has been updated too so those of you with crashes can re download.
Last edited by HvC; 02-04-2015 at 10:59 AM.
Nice one, thanks man. It's really great to see how quickly you roll out update after updateWill let you know how it runs now
EDIT: Ok so the other issue is fixed, but the item highlight borders still stutter/jump around. It happens very rapidly, you could say it's 'blinking' really, goes up or down quite a bit, blinks few times and keeps changing position slightly back and forth.
The border also 'lags' behind, often I'll be running, and the border doesn't seem to 'glue' to the actual item properly (this isn't very significant, but still noticeable).
This only happens when there is multiple highlighted items next to each other, doesn't seem happen if an item is there on it's own.
Is all of this stuff just draw rate related and fixing it would consume too much CPU? Never had these problems with the version before auto-scrambler update. Maybe it's my refresh rate influencing it too? 120Hz, perhaps not that usual. Really it's just me nitpicking, it's not the end of the world, but still odd that it happens as compared to an older version
Last edited by lukasi273; 02-04-2015 at 02:06 PM.
Mine still crashes with the latest push (5 hours ago, 2 hour difference between when you posted that the binaries were updated so I don't think it's up) Mainly see it on boss loot but have seen it only when loot drops really. Not sure how I may be of assistance since it only gives me the option to close it.
If you could screenshot the error that'd be awesome.
None even comes up, it just crashes and says that it has encountered an error. No other information shows. Something I can change to maybe show specific errors or what not?
Not really, are you in a party when it crashes ? What was happening when it crashed ?
In a party when it crashes, only remember one specific one where it crashed, dropped a cold to fire, and a rare item on Perpetus. Havn't had a crash in about 15 mins, but it crashed on piety loot drop.
Just killed Revenant in docks, with party member with me. Error'd out on a Phantom Mace: Rare
************** Exception Text **************
SharpDX.SharpDXException: Draw failed
at SharpDX.Direct3D9.Font.DrawText(Sprite sprite, String text, Rectangle rect, FontDrawFlags drawFlags, ColorBGRA color)
at PoeHUD.Hud.UI.Renderers.FontRenderer.DrawText(String text, String fontName, Int32 height, Vector2 position, Color color, FontDrawFlags align)
at PoeHUD.Hud.UI.Graphics.DrawText(String text, Int32 height, Vector2 position, FontDrawFlags align)
at PoeHUD.Hud.Loot.ItemAlertPlugin.DrawBorder(Int32 entityAddress)
at PoeHUD.Hud.Loot.ItemAlertPlugin.<>c__DisplayClassa.<Render>b__1(KeyValuePair`2 kv)
at System.Threading.Tasks.Parallel.<>c__DisplayClass32`2.<PartitionerForEachWorker> b__30()
at System.Threading.Tasks.Task.InnerInvoke()
at System.Threading.Tasks.Task.InnerInvokeWithArg(Task childTask)
at System.Threading.Tasks.Task.<>c__DisplayClass11.<ExecuteSelfReplicating>b__10(Ob ject param0)
2nd on random rare mob, Probably the same error message, trying to keep my exp/hour high atm. Sorry if it is the same.
************** Exception Text **************
SharpDX.SharpDXException: Draw failed
at SharpDX.Direct3D9.Font.DrawText(Sprite sprite, String text, Rectangle rect, FontDrawFlags drawFlags, ColorBGRA color)
at PoeHUD.Hud.UI.Renderers.FontRenderer.DrawText(String text, String fontName, Int32 height, Vector2 position, Color color, FontDrawFlags align)
at PoeHUD.Hud.UI.Graphics.DrawText(String text, Int32 height, Vector2 position, FontDrawFlags align)
at PoeHUD.Hud.Loot.ItemAlertPlugin.DrawBorder(Int32 entityAddress)
at PoeHUD.Hud.Loot.ItemAlertPlugin.<>c__DisplayClassa.<Render>b__1(KeyValuePair`2 kv)
at System.Threading.Tasks.Parallel.<>c__DisplayClass32`2.<PartitionerForEachWorker> b__30()
at System.Threading.Tasks.Task.InnerInvoke()
at System.Threading.Tasks.Task.InnerInvokeWithArg(Task childTask)
at System.Threading.Tasks.Task.<>c__DisplayClass11.<ExecuteSelfReplicating>b__10(Ob ject param0)
Last edited by Str0be; 02-04-2015 at 03:36 PM.