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★ Elder ★
Originally Posted by
Stridemann
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.
Code:
Metadata/Chests/UniqueStrongboxes/BaroqueVase.ao
This is probably the only thing that needs to be added. I'll throw it in and see if I get any false positives. If I don't, I'll update HUD.
The other problem is that it loads all of the Tormented Spirits. I wouldn't mind removing them all from the list when that strongbox is loaded. So I might do that, as well.
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Member
Originally Posted by
dd4thewin
you think the new 64 bit client will effect the hud?
I'm also interest with this
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Contributor
Originally Posted by
TehCheat
Code:
Metadata/Chests/UniqueStrongboxes/BaroqueVase.ao
This is probably the only thing that needs to be added. I'll throw it in and see if I get any false positives. If I don't, I'll update HUD.
I try to explain one more time. When you launch program near uniq strongbox you will get "Metadata/Chests/UniqueStrongboxes/...", BUT if this strongbox is out of range (in waypoint, just after loading location) you don't get this meta.
I test it near strongbox- it works and show the strongbox by this meta. But if I go to hideout and back again to this location- it doesn't works.
Conclusion: seems this meta get load when the player is near (in range) of strongbox.
How I get this work:
just filter by "UniqueChest" but not "Metadata/Chests/UniqueStrongboxes/".
Code:
...
{"Metadata/Chests/StrongBoxes/MalachaisBox", new PreloadConfigLine { Text = "Malachai Strongbox", FastColor = () => Settings.MalachaiStrongbox }},
{"UniqueChest", new PreloadConfigLine { Text = "Epic Chest", FastColor = () => Settings.EpicStrongbox }}, //I add this
...
And I change "StartWith" to "Contains" in :
Code:
PreloadConfigLine _alert = Strongboxes.Where(kv => text.Contains(kv.Key)).Select(kv => kv.Value).FirstOrDefault();
And seems it start to work. And with the help of this I found one more uniq strongbox of this type) I should test it with other uniq strongbox types.
I will test this today and get a new metadata log's to test my theory.
Originally Posted by
TehCheat
The other problem is that it loads all of the Tormented Spirits. I wouldn't mind removing them all from the list when that strongbox is loaded. So I might do that, as well.
Why? It works fine as it should.
Last edited by Stridemann; 11-08-2016 at 07:43 AM.
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toadskin (1 members gave Thanks to Stridemann for this useful post)
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Contributor
Originally Posted by
potatotree
Is there any way to add the 'nullifier' nemesis mod to the alerts?
Open config/monster_mod_alerts.txt file and add at the end:
Code:
MonsterNemesisRemoveFlaskAndChargeBuffsOnHit; Nullifier nearby; attention.wav; ff669999; volatile.png
Should works.
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toadskin (1 members gave Thanks to Stridemann for this useful post)
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★ Elder ★
Originally Posted by
Stridemann
Conclusion: seems this meta get load when the player is near (in range) of strongbox.
If that's the case, there may be no way to populate preloads with it accurately or, at the very least, we'll have to look for something different.
Originally Posted by
Stridemann
And I change "StartWith" to "Contains"...
Hmm, if that's the case, then something in the loaded assets has "UniqueChest" in it. Looking in the file dump you made, there's this:
Code:
Metadata/Monsters/Daemon/ChestDaemonSummonRareUniqueChest4
Metadata/Monsters/Daemon/ChestDaemonSummonRareUniqueChest4@68
So I suppose try making a preload with "Metadata/Monsters/Daemon/ChestDaemonSummonRareUniqueChest4" and see if it works consistently.
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toadskin (1 members gave Thanks to TehCheat for this useful post)
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Contributor
Originally Posted by
TehCheat
Hmm, if that's the case, then something in the loaded assets has "UniqueChest" in it. Looking in the file dump you made, there's this:
Code:
Metadata/Monsters/Daemon/ChestDaemonSummonRareUniqueChest4
Metadata/Monsters/Daemon/ChestDaemonSummonRareUniqueChest4@68
So I suppose try making a preload with "Metadata/Monsters/Daemon/ChestDaemonSummonRareUniqueChest4" and see if it works consistently.
Yes) I forget to say it. I have a trigger in code "UniqueChest" so I just got this chest again:

So the meta is:
"Metadata/Monsters/Daemon/ChestDaemonSummonRareUniqueChest4"
it always got triggered by this.
This is full metadata: https://dl.dropboxusercontent.com/u/...EpicChest1.txt
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toadskin (1 members gave Thanks to Stridemann for this useful post)
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Contributor
Also you can add this uniqs:
Metadata/Monsters/Daemon/ChestDaemonSummonRareUniqueChest2; Unique Strongbox 1
Metadata/Monsters/Daemon/ChestDaemonSummonRareUniqueChest3; Unique Strongbox 2
Metadata/Monsters/Daemon/ChestDaemonSummonRareUniqueChest4; Unique Strongbox 3
Metadata/Monsters/Daemon/BarrelOfSpidersDaemonNormal; Unique Strongbox 4
Metadata/Monsters/Daemon/BarrelOfSpidersDaemonMagic; Unique Strongbox 5
Metadata/Monsters/Daemon/BarrelOfSpidersDaemonRare; Unique Strongbox 6
Metadata/Monsters/Daemon/BarrelOfSpidersDaemonUnique; Unique Strongbox 7
Metadata/Monsters/Daemon/EternalUrnDaemonCommon; Unique Strongbox 8
Metadata/Monsters/Daemon/EternalUrnDaemonUncommon1; Unique Strongbox 9
Metadata/Monsters/Daemon/EternalUrnDaemonUncommon2; Unique Strongbox 10
Metadata/Monsters/Daemon/EternalUrnDaemonRare1; Unique Strongbox 11
Metadata/Monsters/Daemon/EternalUrnDaemonRare2; Unique Strongbox 12
Still working on..
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toadskin (1 members gave Thanks to Stridemann for this useful post)
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★ Elder ★
Originally Posted by
dd4thewin
you think the new 64 bit client will effect the hud?
Yeah, I think I'll have to make some changes. I'll start playing with it as soon as the test version is available (2.4.2). I'm guessing a lot of the INTs that hold memory addresses will have to be changed to INT64s. And that might be a bit of a pain to get working. I guess we'll see. I haven't messed with 64-bit memory much in the past, so I'm not exactly sure what to expect.
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toadskin (1 members gave Thanks to TehCheat for this useful post)
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★ Elder ★
Originally Posted by
Stridemann
Also you can add this uniqs:
Metadata/Monsters/Daemon/ChestDaemonSummonRareUniqueChest2; Unique Strongbox 1
Metadata/Monsters/Daemon/ChestDaemonSummonRareUniqueChest3; Unique Strongbox 2
Metadata/Monsters/Daemon/ChestDaemonSummonRareUniqueChest4; Unique Strongbox 3
Metadata/Monsters/Daemon/BarrelOfSpidersDaemonNormal; Unique Strongbox 4
Metadata/Monsters/Daemon/BarrelOfSpidersDaemonMagic; Unique Strongbox 5
Metadata/Monsters/Daemon/BarrelOfSpidersDaemonRare; Unique Strongbox 6
Metadata/Monsters/Daemon/BarrelOfSpidersDaemonUnique; Unique Strongbox 7
Metadata/Monsters/Daemon/EternalUrnDaemonCommon; Unique Strongbox 8
Metadata/Monsters/Daemon/EternalUrnDaemonUncommon1; Unique Strongbox 9
Metadata/Monsters/Daemon/EternalUrnDaemonUncommon2; Unique Strongbox 10
Metadata/Monsters/Daemon/EternalUrnDaemonRare1; Unique Strongbox 11
Metadata/Monsters/Daemon/EternalUrnDaemonRare2; Unique Strongbox 12
Still working on..
Only this 3 lines are used for unique strongboxes from my experience, and nobody reported anything else so far, and i'm not sure about the last one with exile in it...never seen one.
PHP Code:
hardcoded:
if (text.EndsWith("BarrelOfSpidersDaemonUnique")) { alerts.Add(new PreloadConfigLine { Text = "Strange Barrel", FastColor = () => Settings.UniqueColor }); }
if (text.EndsWith("ChestDaemonSummonRareUniqueChest4")) { alerts.Add(new PreloadConfigLine { Text = "Baroque Vase", FastColor = () => Settings.UniqueColor }); }
if (text.EndsWith("ChestDaemonSummonExileUniqueChest1")) { alerts.Add(new PreloadConfigLine { Text = "Unknown chest", FastColor = () => Settings.UniqueColor }); }
text file:
Metadata/Monsters/Daemon/BarrelOfSpidersDaemonUnique; Strange Barrel; ffD2742D
Metadata/Monsters/Daemon/ChestDaemonSummonRareUniqueChest4; Baroque Vase; ffD2742D
Metadata/Monsters/Daemon/ChestDaemonSummonExileUniqueChest1; Unknown chest; ffD2742D
But for the peace of mind, i would add in the text file all weird chests meta...
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toadskin (1 members gave Thanks to vmv for this useful post)
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Contributor
Originally Posted by
vmv
But for the peace of mind, i would add in the text file all weird chests meta...

I found them in net, and yes, it's better to alert to all of that weir things than ignore it and lost them. Anyway we can remove it on false alerts. I still testing them..
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toadskin (1 members gave Thanks to Stridemann for this useful post)
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Member
Originally Posted by
TehCheat
Yeah, I think I'll have to make some changes. I'll start playing with it as soon as the test version is available (2.4.2). I'm guessing a lot of the INTs that hold memory addresses will have to be changed to INT64s. And that might be a bit of a pain to get working. I guess we'll see. I haven't messed with 64-bit memory much in the past, so I'm not exactly sure what to expect.
but from my understanding 32 bit client we can still use right? so the hud would be fine on that?
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★ Elder ★
Originally Posted by
dd4thewin
but from my understanding 32 bit client we can still use right? so the hud would be fine on that?
Yeah, there will be normal changes with the 32 bit client, which shouldn't be hard to fix (and it might not even need fixes).
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toadskin (1 members gave Thanks to TehCheat for this useful post)
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Member
Hi, I've got a little problem in POE HUD, it does show rare monsters ( upper corner ), and it's a kinda anoying, cuz preload list is long. Wanna see only boxes, exiles, essence and masters preloads, as I had before. Pls help, how to fix it. Thanx in advance.
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Member
If preload list is long, that means there is a unique strongbox in the area, just not a name one.
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★ Elder ★
Originally Posted by
Astorxxx
Hi, I've got a little problem in POE HUD, it does show rare monsters ( upper corner ), and it's a kinda anoying, cuz preload list is long. Wanna see only boxes, exiles, essence and masters preloads, as I had before. Pls help, how to fix it. Thanx in advance.
It's probably because of a prophecy you have. One of the warbands one or something. You can edit the config/preload_alerts.txt file and put a # at the beginning of a line to comment it out. Or just delete lines you don't care about.
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toadskin (1 members gave Thanks to TehCheat for this useful post)