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Member
Originally Posted by
zaafar
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.
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Member
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.
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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.
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Member
Originally Posted by
zaafar
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?
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Originally Posted by
Nipper
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.
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Member
Originally Posted by
zaafar
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

Go dried lake

Go back
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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.
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Member
Originally Posted by
zaafar
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.
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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.
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Post Thanks / Like - 1 Thanks
toadskin (1 members gave Thanks to GameHelper for this useful post)
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Member
Originally Posted by
zaafar
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;
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Originally Posted by
Inject Ion
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.
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Post Thanks / Like - 1 Thanks
toadskin (1 members gave Thanks to GameHelper for this useful post)
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Contributor
Originally Posted by
TehCheat
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.
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Post Thanks / Like - 2 Thanks
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Member
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.
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Member
Originally Posted by
zyeesi
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.
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Member
64 bit with everything installed telling me path of exile is not running.
Last edited by Sparkkkkkkk; 04-14-2017 at 05:54 PM.