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Banned
Originally Posted by
TehCheat
Doesn't qHUD have this?
Is it possible scoring? The appearance of the chest locations can voice?
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★ Elder ★
Originally Posted by
vovochka
Is it possible scoring? The appearance of the chest locations can voice?
Preloads having a sound notification for preloads was deemed too bot friendly some time back (not by me, this was well before I took over HUD). I kind of agree with that assessment, so I've never looked into it. I see its value, though, so I may do something. I usually don't notice when I have something good in an area, I've trained myself to ignore the preloads list, so it would be useful for me.
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toadskin (1 members gave Thanks to TehCheat for this useful post)
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Originally Posted by
TehCheat
Preloads having a sound notification for preloads was deemed too bot friendly some time back (not by me, this was well before I took over HUD). I kind of agree with that assessment, so I've never looked into it. I see its value, though, so I may do something. I usually don't notice when I have something good in an area, I've trained myself to ignore the preloads list, so it would be useful for me.
What's wrong with having some feature that is too bot friendly?
If I did not reply to you, it mean the question you are asking is stupid.
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★ Elder ★
Originally Posted by
zaafar
What's wrong with having some feature that is too bot friendly?
This is a HUD not a bot. Bot-like functions fall outside the scope and the purpose of the program.
Also, I'm not a fan of botting and ruining the economy for legitimate players.
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Originally Posted by
TehCheat
This is a HUD not a bot. Bot-like functions fall outside the scope and the purpose of the program.
Also, I'm not a fan of botting and ruining the economy for legitimate players.
Make Sense.
If I did not reply to you, it mean the question you are asking is stupid.
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Member
How i can delete not needed essence from preload.What file i need to change for this? Need only some types for display
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★ Elder ★
Originally Posted by
FrEeMaNlav
How i can delete not needed essence from preload.What file i need to change for this? Need only some types for display
It's hard-coded, currently, you'd have to go in src/Hud/Preload/PreloadAlertPlugin.cs and delete the lines, and then rebuild the project.
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toadskin (1 members gave Thanks to TehCheat for this useful post)
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Member
Originally Posted by
TehCheat
Changed the calculation for dps in the advanced tooltip plugin. It now calculates hi and low phys separately, and applies added damage before applying increases to phys (including quality). It should be accurate to one decimal now. I pushed it to all three branches.
Fakener (CoC) dps wrongly considers?
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Banned
Hey guys, it's been quite a while since i've played this game, i have already installed .net 4.6 and am running the poehud.exe file as admin, however i am not noticing any overlay, is there suppose to be a default button that pulls it up?
Nevermind, i figured it out! I needed to change the display to Windows or fullscreen windows, etc.
Last edited by ReadyToKill; 10-30-2016 at 03:16 AM.
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Member
Now this mod not worked? Detectable? Any other overlay?
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★ Elder ★
Originally Posted by
Rymex
Now this mod not worked? Detectable? Any other overlay?
It works fine if you follow the directions in the first post.
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toadskin (1 members gave Thanks to TehCheat for this useful post)
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Contributor
Originally Posted by
zaafar
What's wrong with having some feature that is too bot friendly?
Aside from being out of scope it also seems to attract the ire of the devs (which was why I dropped the maphack bits back in the day seeing how the AC was targeting tools that modified the client memory.
(Been a long time since I was here so happy to see the project isn't dead even if I personally have stopped playing the game.)
Last edited by HvC; 10-30-2016 at 05:28 PM.
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Member
Is there any way to add the 'nullifier' nemesis mod to the alerts?
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Contributor
Seems I found the source problem of incorrect displaying the uniq strongboxes.

Metadata debug (the most interesting lines):
Code:
Art/particles/environment_effects/chest/UniqueStrongboxes/BaroqueVase/deep_wisp.mat
Art/Models/Chests/UniqueStrongboxes/BaroqueVase/rig_28c1a2e3.smd
Art/particles/environment_effects/chest/UniqueStrongboxes/BaroqueVase/lava_dots.dds
Metadata/Chests/UniqueStrongboxes/BaroqueVase.ao
Metadata/Monsters/Daemon/ChestDaemonSummonRareUniqueChest4
Art/Models/Chests/UniqueStrongboxes/BaroqueVase/rig.amd
Art/Models/Chests/UniqueStrongboxes/BaroqueVase/rig.ast
Art/Models/Chests/UniqueStrongboxes/BaroqueVase/BaroqueVase.sm
_Chests_UniqueStrongboxes.bank
and other (materials, textures):
Code:
Art/Textures/Environment/interactables/UniqueStrongboxes/BaroqueVase_glow_addc.mat
Art/Textures/Environment/interactables/UniqueStrongboxes/BaroqueVase_glow_at.dds
Art/Textures/Environment/interactables/UniqueStrongboxes/BaroqueVase_glow_add.dds
Art/Textures/Environment/interactables/UniqueStrongboxes/BaroqueVase_glow_atc.mat
Art/Textures/Environment/interactables/UniqueStrongboxes/BaroqueVasecns.mat
Art/particles/environment_effects/chest/UniqueStrongboxes/BaroqueVase/shadow_trail_multic.mat
Art/particles/environment_effects/chest/UniqueStrongboxes/BaroqueVase/trail_darkc.mat
Art/Textures/Environment/interactables/UniqueStrongboxes/BaroqueVase_colour.dds
Art/particles/environment_effects/chest/UniqueStrongboxes/BaroqueVase/shadow_trail_multi.dds
Art/particles/environment_effects/chest/UniqueStrongboxes/BaroqueVase/sparks_up.dds
Art/particles/environment_effects/chest/UniqueStrongboxes/BaroqueVase/trail_dark.dds
Metadata/Particles/enviro_effects/chests/UniqueStrongboxes/BaroqueVase/open_cyl.pet
Metadata/Particles/enviro_effects/chests/UniqueStrongboxes/BaroqueVase/open_circle.pet
Metadata/Particles/enviro_effects/chests/UniqueStrongboxes/BaroqueVase/open_midpoint.pet
Art/particles/environment_effects/chest/UniqueStrongboxes/BaroqueVase/lava_dots.mat
Art/particles/environment_effects/chest/UniqueStrongboxes/BaroqueVase/sparks_up.mat
Art/particles/environment_effects/chest/UniqueStrongboxes/BaroqueVase/light_gradient.dds
Art/particles/environment_effects/chest/UniqueStrongboxes/BaroqueVase/light_gradient.mat
Art/particles/environment_effects/chest/UniqueStrongboxes/BaroqueVase/gold_spark2_clean.mat
Art/particles/environment_effects/chest/UniqueStrongboxes/BaroqueVase/deep_wisp.dds
Art/particles/environment_effects/chest/UniqueStrongboxes/BaroqueVase/gold_spark2_clean.dds
Full metadata file: https://dl.dropboxusercontent.com/u/...eloadDebug.txt
I think adding "Metadata/Chests/UniqueStrongboxes" keyword to a filter will solve the problem.
Cheers.
UPD. Seems doesn't work. It works only of I launch the program near the strongbox but not near waypoint(
I should to go deeper...
UPD2. Seems it works fine with "UniqueChest" keyword.
Last edited by Stridemann; 11-07-2016 at 06:45 PM.
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Member
you think the new 64 bit client will effect the hud?