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  1. #5416
    Nipper's Avatar Member
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    Originally Posted by zaafar View Post
    look at my repos, you will find there.
    zaafar / Repositories * GitHub
    tyty I was about to comment again I don't think anyone is a dev on that plugin atlest as far as the search goes. Thanks again for updating it.

    PoEHUD Overlay Updated
  2. #5417
    Nipper's Avatar Member
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    I updated and noticed that the color scheme for dropped items has a changed. How do I go about to changing it to custom colors of the items that show up on the map/mini map? I tried looking threw the config I see nothing about it.

    Example
    6 socket items used to be green now they show up as white.
    Chaos used to be purple and now it is black.

    Sorry I just like nice and bright colors easier to see.
    Last edited by Nipper; 04-11-2017 at 05:16 PM.

  3. #5418
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    Why doesn't PoeHUD have a sub form in OC where as diablo3 turboHUD have a sub form....
    If I did not reply to you, it mean the question you are asking is stupid.

  4. #5419
    Nipper's Avatar Member
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    Originally Posted by zaafar View Post
    Why doesn't PoeHUD have a sub form in OC where as diablo3 turboHUD have a sub form....
    lol give it time it might if requested. Anyhow as I asked above any idea on how to change the colors of items dropped that show up on the map/mini map?

  5. #5420
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    Originally Posted by Nipper View Post
    lol give it time it might if requested. Anyhow as I asked above any idea on how to change the colors of items dropped that show up on the map/mini map?
    Download neversink filters (GitHub - NeverSinkDev/NeverSink-Filter: This is a "lootfilter" for the game "Path of Exile". It's designed with the intention to provide quick detection/evaluation of good drops, while preserving a polished visual style and filtering junk.) and choose the filter of your fav color.
    If I did not reply to you, it mean the question you are asking is stupid.

  6. #5421
    Inject Ion's Avatar Member
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    Originally Posted by zaafar View Post
    it's not a bug, (maybe I should write this in comments over the code)

    Purpose of inventory class is 2 folds. 1: to get all items in the inventory. 2: to get location ( X pixel, Y pixel, height, width ) of items in the inventory.
    if you are interested in purpose 1, then all you have to do is put [X,Y, X_length] in front of inventory object.
    if you are interested in purpose 2, your inventory must be opened. This is were variables like InvType, VisibleInventoryItems comes into play.

    So in short, as a developer, whenever u wanna use InvType, make sure user have opened the inventory, if not, u can ask him to open the inventory.
    You did not understand.
    Try this code:
    if (GameController.Game.IngameState.IngameUi.InventoryPanel.IsVisible)
    {
    var inventory =
    GameController.Game.IngameState.IngameUi.InventoryPanel[InventoryIndex.PlayerInventory];
    if (inventory != null)
    {
    DebugPlugin.LogInfoMsg($"InvType: {inventory.InvType} ");
    if (inventory.VisibleInventoryItems == null)
    DebugPlugin.LogInfoMsg($"Null");
    else
    DebugPlugin.LogInfoMsg($"VisibleInventoryItems.Count: {inventory.VisibleInventoryItems.Count}");
    }
    and in Inventory.cs => GetInvType() add
    DebugPlugin.LogInfoMsg($"AsObject<Element>().Parent.ChildCount: {this.AsObject<Element>().Parent.ChildCount}");
    You will get this
    First login
    PoEHUD Overlay Updated-1-gif

    Go dried lake
    PoEHUD Overlay Updated-2-png

    Go back
    PoEHUD Overlay Updated-3-png

  7. #5422
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    okay, I got it now.

    yeah PlayerInventory is kind of bugged. and I think it's because path of exile isn't deleting/free up the objects they have created. It's technically game bug, memory leak.
    Sad news is I can't even report to the game dev to fix their memory leak.

    Code:
                    case 0x18:
                        return InventoryType.PlayerInventory
    Every time you change area/zone playerInventory adds more and more child that points to same object.

    I am open to suggestions...how to fix this.
    If I did not reply to you, it mean the question you are asking is stupid.

  8. #5423
    Inject Ion's Avatar Member
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    Originally Posted by zaafar View Post
    okay, I got it now.

    yeah PlayerInventory is kind of bugged. and I think it's because path of exile isn't deleting/free up the objects they have created. It's technically game bug, memory leak.
    Sad news is I can't even report to the game dev to fix their memory leak.

    Code:
                    case 0x18:
                        return InventoryType.PlayerInventory
    Every time you change area/zone playerInventory adds more and more child that points to same object.

    I am open to suggestions...how to fix this.
    For yourself i fix that so
    private InventoryType GetInvType()
    {
    if (Game.IngameState.IngameUi.InventoryPanel[InventoryIndex.PlayerInventory].Address == Address)
    return InventoryType.PlayerInventory;
    switch (this.AsObject<Element>().Parent.ChildCount)
    Last edited by Inject Ion; 04-12-2017 at 03:03 PM.

  9. #5424
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    I haven't tried that fix but I don't think this would work, as in PlayerInventory also includes Equipment inventory. So I i wanna access InventoryIndex.Flasks, then this will fail.

    EDIT: okay for now I will do following fix.

    private InventoryType GetInvType()
    {
    if (Game.IngameState.IngameUi.InventoryPanel[InventoryIndex.PlayerInventory].Address == Address)
    return InventoryType.PlayerInventory;
    Last edited by GameHelper; 04-12-2017 at 03:26 PM.
    If I did not reply to you, it mean the question you are asking is stupid.

  10. Thanks toadskin (1 members gave Thanks to GameHelper for this useful post)
  11. #5425
    Inject Ion's Avatar Member
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    Originally Posted by zaafar View Post
    I haven't tried that fix but I don't think this would work, as in PlayerInventory also includes Equipment inventory. So I i wanna access InventoryIndex.Flasks, then this will fail.

    EDIT: okay for now I will do following fix.

    private InventoryType GetInvType()
    {
    if (Game.IngameState.IngameUi.InventoryPanel[InventoryIndex.PlayerInventory].Address == Address)
    return InventoryType.PlayerInventory;
    You right, previous fix work only for inventory, maybe this will be better.
    This working for all includes Equipment inventory.
    foreach (var index in Enum.GetValues(typeof(InventoryIndex)))
    if (Game.IngameState.IngameUi.InventoryPanel[(InventoryIndex) index].Address == Address)
    return InventoryType.PlayerInventory;

  12. #5426
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    Originally Posted by Inject Ion View Post
    You right, previous fix work only for inventory, maybe this will be better.
    This working for all includes Equipment inventory.
    yeah but we don't want to include "None".
    Code:
            // For Poe MemoryLeak bug where ChildCount of PlayerInventory keep
            // Increasing on Area/Map Change. Ref:
            // http://www.ownedcore.com/forums/mmo/path-of-exile/poe-bots-programs/511580-poehud-overlay-updated-362.html#post3718876
            // Orriginal Value of ChildCount should be 0x18
                for (int j = 1; j < InventoryList.InventoryCount; j++)
                    if (Game.IngameState.IngameUi.InventoryPanel[(InventoryIndex)j].Address == Address)
                        return InventoryType.PlayerInventory;
    If I did not reply to you, it mean the question you are asking is stupid.

  13. Thanks toadskin (1 members gave Thanks to GameHelper for this useful post)
  14. #5427
    HvC's Avatar Contributor
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    Originally Posted by TehCheat View Post
    The only time people got banned en masse for using HUD was when there was a map hack built in to it. It's such a huge advantage for racing to have a map hack that enough of the community got outraged and GGG went on the offensive. Since then the map hack has been removed and GGG has only targeted individuals that have abused things like preload alerts for divine strongboxes.

    Anyway, all that just to say that map hack will not come back into HUD.

    That said, map data is definitely in memory, I know right where it is. It could be drawn on an overlay quite easily. In fact someone already did that, but it never got added to HUD for the previously stated reasons.
    We had two or three banwaves targeted at HUD users after the maphack fiasco, mostly it happens when reddit gets their panties into a twist, I recall there being one when people were farming atzi sets using preload, GGG definitely has the capability of detecting the HUD (RPM hook is an indicator, and since we're only randomizing in the DOS stub of the file and not the entire project they only need to build a pattern of one of the static sections we don't shuffle and test against what's in memory and not on disk) We could do more aggressive runtime scrambling of the executable at the cost of performance but really the best way to not get into the crosshairs again is to avoid the public's ire.

  15. Thanks cheatingeagle, Kronix (2 members gave Thanks to HvC for this useful post)
  16. #5428
    zyeesi's Avatar Member
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    Hey, appreciate you guy's work.
    Some questions: I play on the steam version, and I used the none 64x version just fine. I read up that you guys are gonna slowly stop updating that one, so I downloaded the 64x version, but it's saying "path of exile isn't running"

    Do I need to switch over to the standalone or is there some sort of setting that I'm not setting up correctly.

  17. #5429
    loveshacks's Avatar Member
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    Originally Posted by zyeesi View Post
    Hey, appreciate you guy's work.
    Some questions: I play on the steam version, and I used the none 64x version just fine. I read up that you guys are gonna slowly stop updating that one, so I downloaded the 64x version, but it's saying "path of exile isn't running"

    Do I need to switch over to the standalone or is there some sort of setting that I'm not setting up correctly.
    If you come from the 32bit steam version, and updated to x64 steam game client, you need to update the HUD to 64bit steam HUD.

  18. #5430
    Sparkkkkkkk's Avatar Member
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    64 bit with everything installed telling me path of exile is not running.
    Last edited by Sparkkkkkkk; 04-14-2017 at 05:54 PM.

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