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★ Elder ★
Originally Posted by
dd4thewin
I just built my pc in august and I do have a ssd also but seems you may be on to something but I dunno lol
I was just remember that someone said something about better caching methods for faster loading and more accurate results, but that was long ago.
Well, at least i have fixed that bloooody corrupted area problem,
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★ Elder ★
Most accurate version so far, tested on more then 30+ areas with full clean up and i didn't found any false reports.
Hopefully this is the right one
...and can be added to the main version (the reading method).
Now, the only thing left is the laggy hud, at least for me it is.
Link: https://github.com/vmv/qHUD/releases/tag/v.0.3
Please give some feedback's on Perandus Chests & Corrupted Area reports.
Thanks,
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Post Thanks / Like - 1 Thanks
Hognus (1 members gave Thanks to vmv for this useful post)
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Member
Originally Posted by
vmv
Most accurate version so far, tested on more then 30+ areas with full clean up and i didn't found any false reports.
Hopefully this is the right one

...and can be added to the main version (the reading method).
Now, the only thing left is the laggy hud, at least for me it is.
Link:
https://github.com/vmv/qHUD/releases/tag/v.0.3
Please give some feedback's on Perandus Chests & Corrupted Area reports.
Thanks,
Works perfectly.
One more,can you tell me,how to change in setting position where show for preload alerts,like corrupted area,Cadiro trade,because they hidden letters on default mission what i must to finish.When i pess TAB key to show map on desktop,position on letters is good.
There is picture
Thx
Last edited by misterhacker; 04-02-2016 at 08:10 AM.
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Member
Is it possible to see whole map layout? Or is it possilbe to have a better custom minimmap with explored map data?
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Member
I know is something easy, im just being a bonehead about but
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★ Elder ★
Originally Posted by
Wiress
I know is something easy, im just being a bonehead about but

You probably have an old version of HUD.
Last edited by TehCheat; 04-02-2016 at 09:05 AM.
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★ Elder ★
Originally Posted by
vmv
Is it working like a parser right ? If this is the case, then could be a problem that there is too much data right now and the hud needs time to read all before parsing a complete scan...
It iterates through the list of loaded files. Any time it sees a change in count, it iterates through them again. This should be pretty safe. The only time it wouldn't be safe is when garbage collection hits after (by default) 3 zones. But that happens at area change and we start over at area change.
The parsing is done on each list of alerts, not on the actual files. It takes each file name and parses through each alert to see if it's in one of those alerts.
I'm thinking of visualggpk, who takes a lot of time to read all data.
So, for a fast comp with ssd, the hud could be much faster and more accurate in just 2-3 sec after clicking on a new create area vs an old hdd who will read it slowly and could misleading the user. But then, why are there some boxes that do not show up even if you are next to them, sometimes?
This makes me think that the code isn't good or fast enough for such a job.
- Isn't better to have the hud to load all readings into memory and using it from there, skipping the sdd/hdd reading part whenever a new area is loaded ?
And that's exactly what caused problems with the 10 second timer, a slow PC would take longer than 10 seconds to load everything so the last time HUD iterated through the file list it wouldn't have everything. Which is why I dropped the timer.
As far as SSDs, I have an SSD that isn't much quicker than my mechanical drive at loading GGG stuff (which is why I have a different SSD that's much quicker now). It has be to a good SSD for it to really matter, just having an SSD doesn't really say much.
I'm curious how well my dev branch's method is at finding files. If it's working well, it's by far the best solution (as it only reads new files as they're added). I'm going to test it today.
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★ Elder ★
Originally Posted by
TehCheat
I'm curious how well my dev branch's method is at finding files. If it's working well, it's by far the best solution (as it only reads new files as they're added). I'm going to test it today.
Thanks for explanations, 
Do you have any new updates to push on Dev version..?
I want to test it too.
Ty,
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★ Elder ★
Originally Posted by
misterhacker
Works perfectly.
One more,can you tell me,how to change in setting position where show for preload alerts,like corrupted area,Cadiro trade,because they hidden letters on default mission what i must to finish.When i pess TAB key to show map on desktop,position on letters is good.
There is picture
Thx
The hud doesn't have re positions for preloads, and to mess with the code, just look inside the PreloadAlertPlugin, on Render function.
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★ Elder ★
Originally Posted by
vmv
Thanks for explanations,
Do you have any new updates to push on Dev version..?
I want to test it too.
Ty,
I thought you already had tested that some. It's the one with a ton of changes to preloadalertplugin.cs. I've been testing it all morning, seems to work really well.
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★ Elder ★
Originally Posted by
TehCheat
I thought you already had tested that some. It's the one with a ton of changes to preloadalertplugin.cs. I've been testing it all morning, seems to work really well.
Oh, i did test that one last night, but didn't change anything with false reports (i think it was guardians without any chests on preload), and i thought you have another changes on work.
Right now i have the Dev version on test with chests moved on preload_alerts.txt, and it seems to work ok.
edit:
- Few moments ago I've had 3 perandus chests all near by and after the huge lag caused by so many mobs, i opened all 3 boxes and there was that loot explosion.
The cpu usage jumped above 50%. I closed the hud and opened another version...same thing, the cpu usage increased immediately.
So, there is something going on with ItemAlert, because disabling it, the cpu dropped back to under 10% usage.
;(
Last edited by vmv; 04-02-2016 at 12:43 PM.
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Member
The big map did show icons with my old version, but I had issues with the preload alerts, so I got the new one. Now I no longer see the icons. I guess I have to choose whether I'd rather see icons on map or preload boxes etc...
Hmm :P
EDIT: It shows most zones correctly but I'm still running into chests that aren't detected at all. Just had a zone say "Cadiro trader" and I ran into a "Perandus Chest". In normal "The Submerged Passage". Same situation in The Flooded Depths. 2 boxes near each other yet the preload alert didn't even say there was one.
EDIT#2: Looks like it actually just never shows Perandus boxes. I made sure the option was turned on and it is.
Last edited by xDamnationx; 04-02-2016 at 05:39 PM.
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★ Elder ★
I did have an instance start earlier that showed a guardian, but not a chest, but the guardian was added after I moved about a screen into the instance. This was using the dev branch's version. If I see it again, I'll compare it to the master branch's and see if it sees it or if it's simply a matter of the instance streaming files as you move.
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★ Elder ★
Originally Posted by
TehCheat
I did have an instance start earlier that showed a guardian, but not a chest, but the guardian was added after I moved about a screen into the instance. This was using the dev branch's version. If I see it again, I'll compare it to the master branch's and see if it sees it or if it's simply a matter of the instance streaming files as you move.
After many tests with various methods, i can say that the Perandus Chests cannot be hard-coded for 100% accurate results.
And the chests must be moved into preload_alerts.txt with this line added on top:
Code:
# Perandus chests
Metadata/Chests/PerandusChests/PerandusChest.ao;
Old strongboxes work different because they all have an individual .ao file, but perandus chests have one for all to read from.
So, moving chests to .txt file and guards to code side, this is how is working.
All other methods that I've tried have failed.
You can use the code from the light version and test it on Dev.: https://github.com/vmv/qHUD/blob/aa8...AlertPlugin.cs
Chests are in config folder.
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Member
Originally Posted by
vmv
After many tests with various methods, i can say that the Perandus Chests cannot be hard-coded for 100% accurate results.
And the chests must be moved into preload_alerts.txt with this line added on top:
Code:
# Perandus chests
Metadata/Chests/PerandusChests/PerandusChest.ao;
Old strongboxes work different because they all have an individual .ao file, but perandus chests have one for all to read from.
So, moving chests to .txt file and guards to code side, this is how is working.
All other methods that I've tried have failed.
You can use the code from the light version and test it on Dev.:
https://github.com/vmv/qHUD/blob/aa8...AlertPlugin.cs
Chests are in config folder.
I havnt been able to test the last hud u pushed but is that one still pretty accurate? do I need to use this code in that hud or is it already there?