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  1. #4186
    TehCheat's Avatar ★ Elder ★
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    Originally Posted by Stridemann View Post
    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.

    PoEHUD Overlay Updated
  2. Thanks toadskin, Stridemann (2 members gave Thanks to TehCheat for this useful post)
  3. #4187
    airul84's Avatar Member
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    Originally Posted by dd4thewin View Post
    you think the new 64 bit client will effect the hud?
    I'm also interest with this

  4. #4188
    Stridemann's Avatar Contributor
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    Originally Posted by TehCheat View Post
    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 View Post
    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.

  5. Thanks toadskin (1 members gave Thanks to Stridemann for this useful post)
  6. #4189
    Stridemann's Avatar Contributor
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    Originally Posted by potatotree View Post
    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.

  7. Thanks toadskin (1 members gave Thanks to Stridemann for this useful post)
  8. #4190
    TehCheat's Avatar ★ Elder ★
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    Originally Posted by Stridemann View Post
    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 View Post
    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.

  9. Thanks toadskin (1 members gave Thanks to TehCheat for this useful post)
  10. #4191
    Stridemann's Avatar Contributor
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    Originally Posted by TehCheat View Post
    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

  11. Thanks toadskin (1 members gave Thanks to Stridemann for this useful post)
  12. #4192
    Stridemann's Avatar Contributor
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    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..

  13. Thanks toadskin (1 members gave Thanks to Stridemann for this useful post)
  14. #4193
    TehCheat's Avatar ★ Elder ★
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    Originally Posted by dd4thewin View Post
    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.

  15. Thanks toadskin (1 members gave Thanks to TehCheat for this useful post)
  16. #4194
    vmv's Avatar ★ Elder ★
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    Originally Posted by Stridemann View Post
    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/BarrelOfSpidersDaemonUniqueStrange BarrelffD2742D
    Metadata
    /Monsters/Daemon/ChestDaemonSummonRareUniqueChest4Baroque VaseffD2742D
    Metadata
    /Monsters/Daemon/ChestDaemonSummonExileUniqueChest1Unknown chestffD2742D 
    But for the peace of mind, i would add in the text file all weird chests meta...

  17. Thanks toadskin (1 members gave Thanks to vmv for this useful post)
  18. #4195
    Stridemann's Avatar Contributor
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    Originally Posted by vmv View Post
    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..

  19. Thanks toadskin (1 members gave Thanks to Stridemann for this useful post)
  20. #4196
    dd4thewin's Avatar Member
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    Originally Posted by TehCheat View Post
    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?

  21. #4197
    TehCheat's Avatar ★ Elder ★
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    Originally Posted by dd4thewin View Post
    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).

  22. Thanks toadskin (1 members gave Thanks to TehCheat for this useful post)
  23. #4198
    Astorxxx's Avatar Member
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    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.

  24. #4199
    vtmobro's Avatar Member
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    If preload list is long, that means there is a unique strongbox in the area, just not a name one.

  25. #4200
    TehCheat's Avatar ★ Elder ★
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    Originally Posted by Astorxxx View Post
    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.

  26. Thanks toadskin (1 members gave Thanks to TehCheat for this useful post)

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