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Still not recognizing corrupted essences in vanilla version if the area only contains the corrupted essence alone...
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Any hints on how to go approaching finding offsets for things? I've done a lot of programming but have never looked into reading memory structures in a game, mostly AI applications for businesses and lob applications. Specifically I would like to try to find the game world and what is pathable, then potentially add something to the tool to show the most efficient way to explore. I've been shooting blind on this for a few weeks and at this point am looking for any tips on how you were able to get to the point you are now at.
I realize this is a largish task so any pointers on how you were able to get started on reading in game memory structures would be useful.
Just updating the pointers seems like an impossible task as far as the methodology I would try to use to do so.
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toadskin (1 members gave Thanks to Cosmo777 for this useful post)
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Would it be possible to add a weapon swap/keypress when a unique mob's hp goes under 10%? I know it's rather specific but it would really help with culling setups
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win10 viable? I run the PoEHUD-2.4.0g but nothing happened, and win10 already cancelled the Aero transparency effects.
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Originally Posted by
XIIIII
Would it be possible to add a weapon swap/keypress when a unique mob's hp goes under 10%? I know it's rather specific but it would really help with culling setups
1 solution can be Enable "health-bar->enemy->unique->print percent" and click swap button manually as soon as it shows 10%.
Originally Posted by
ikaika
win10 viable? I run the PoEHUD-2.4.0g but nothing happened, and win10 already cancelled the Aero transparency effects.
I am running windows 10 and it works. did u change the game video setting to "windowed fullscreen mode"?
Last edited by GameHelper; 10-15-2016 at 03:37 PM.
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toadskin (1 members gave Thanks to GameHelper for this useful post)
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Master Sergeant
swisstrade here, some people might remember my name in regards of the old itemalert.
Just came back to Poe - and tried both huds. Both (at least for me) have severe impacts on performance. Latency (why that anyhow) and fps start to stutter and fall to very low numbers.
This even happens when every functionality in the huds is disabled ...
I am considering writing my own lean preload alerter, before i do that, just a quick shoutout if a thing like this already exists. So in "essence" (the irony) - NO monster/item/whatever alert that needs to constantly parse the memory while in an area, just the preload functionality that is being checked on load of an area.
Thx for a feedback & cheers
swisstrade
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toadskin (1 members gave Thanks to Swisstrade for this useful post)
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★ Elder ★
Originally Posted by
XIIIII
Would it be possible to add a weapon swap/keypress when a unique mob's hp goes under 10%? I know it's rather specific but it would really help with culling setups
It's definitely possible. But it's not something that should get added to the main project because it's incredibly specific.
Originally Posted by
Swisstrade
swisstrade here, some people might remember my name in regards of the old itemalert.
Just came back to Poe - and tried both huds. Both (at least for me) have severe impacts on performance. Latency (why that anyhow) and fps start to stutter and fall to very low numbers.
This even happens when every functionality in the huds is disabled ...
I am considering writing my own lean preload alerter, before i do that, just a quick shoutout if a thing like this already exists. So in "essence" (the irony) - NO monster/item/whatever alert that needs to constantly parse the memory while in an area, just the preload functionality that is being checked on load of an area.
Thx for a feedback & cheers
swisstrade
I usually have perfectly fine performance and I have a slightly below average setup (as far as what GGG says is the average setup playing PoE). But, when a ton of items are being alerted, it gets really laggy. I'd suggest cutting back on what gets alerted in HUD, that would probably help immensely (i.e. alter your filter to online outline the really important items and tell HUD to only alert outlined items from the filter). I may alter it so it only alerts the first 10 or 20 items, but then people will complain that something dropped that didn't get alerted. Pick your poison, I guess.
Last edited by TehCheat; 10-17-2016 at 01:10 PM.
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toadskin (1 members gave Thanks to TehCheat for this useful post)
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Contributor
Hey Tehcheat, or anyone actually, was wondering if you could give any suggestions to improve a tweak I'm working on. My most recent build involves spamming Writhing Jars to spawn worms so I adjusted Hud to hide the health bars for the worms which definitely helped solve the visual issue, however I'm starting to think that there may be a better way and that the way I did it was only visual. I mean, despite resolving the visual issue, i can see hud's CPU usage go crazy still, so my question is, do you know specifically where in the code would be the most ideal place to prevent hud from even processing these worm entities at all? Its not that big of a deal i can afford to lose a few fps, but figured it wouldnt hurt to ask, plus learning experience etc
Cheers
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After compiling it and running the compiled version (from the debug folder) the name doesn't change from PoeHUD. Is this normal?
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Contributor
Originally Posted by
XIIIII
After compiling it and running the compiled version (from the debug folder) the name doesn't change from PoeHUD. Is this normal?
No that's not normal. I had to specifically disable those features in order to get it to stop changing names, for my own copy of Hud I mean.
Take a look at the Scrambler and Generator F# files under the Tools project
Last edited by bcz; 10-18-2016 at 01:55 AM.
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toadskin (1 members gave Thanks to bcz for this useful post)
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HI
China now has servers.
Can you make a HUD suitable for it?
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★ Elder ★
Originally Posted by
bcz
Hey Tehcheat, or anyone actually, was wondering if you could give any suggestions to improve a tweak I'm working on. My most recent build involves spamming Writhing Jars to spawn worms so I adjusted Hud to hide the health bars for the worms which definitely helped solve the visual issue, however I'm starting to think that there may be a better way and that the way I did it was
only visual. I mean, despite resolving the visual issue, i can see hud's CPU usage go crazy still, so my question is, do you know specifically where in the code would be the most ideal place to prevent hud from even processing these worm entities at all? Its not that big of a deal i can afford to lose a few fps, but figured it wouldnt hurt to ask, plus learning experience etc

Cheers
You could go in EntityList.cs and just not add entities that match whatever the path is for writhing worms. If they don't get added to the list, that should prevent HUD from running any calculations on them.
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toadskin (1 members gave Thanks to TehCheat for this useful post)
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Originally Posted by
TehCheat
You could go in EntityList.cs and just not add entities that match whatever the path is for writhing worms. If they don't get added to the list, that should prevent HUD from running any calculations on them.
Cheers, I'll give it a shot
Edit: got it!
Code:
if (!entity.Path.Contains("FlaskWorm")){
list.Add(key, entity);
}
Last edited by bcz; 10-18-2016 at 10:45 AM.
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★ Elder ★
I think GGG finally got their crap together and fixed the Vaal side area asset loading on the first area after your hideout. That seems to be the case for me, at least.
EDIT: Nope, just seems some of the time it doesn't load them. :/
Last edited by TehCheat; 10-18-2016 at 08:44 PM.
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toadskin (1 members gave Thanks to TehCheat for this useful post)
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For the life of me I cant get the health bars to show with the hud? Only shows the default poe ones.