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  1. #46
    MiddleMan's Avatar Member
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    Originally Posted by firebird891 View Post
    settings.json file > "Item alert" > "MinLinks" > Change '"Value": 5' to what you want No way to configure through the Menu afaik.
    @firebird891 Thanks. Your reply is much appreciated.

    PoEHUD Overlay Updated
  2. #47
    NotEvenRookieDeveloper's Avatar Member
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    Would it mess too much with the tooltip to just add the info about max tier/value for an item mod? I've thought some more about it and that's really the most useful info missing (IMO, of course).

    E.g.:
    Currently: [Affix Type] Tier Value Description [RangeOfValuesInTier]
    Suggestion: [Affix Type] Tier Value Description [RangeOfValuesInTier] (Max: MaxTier/MaxValue)

    The difference would be this for the example I used previously:
    Code:
    "Stout Thief's Garb" (99 EV, +46 Life), ItemLevel 43, base item requires level 35, Stout provides +40-49 Life
    Current:    [P]T7 +46 Maximum Life [40-49]
    Suggestion: [P]T7 +46 Maximum Life [40-49] (Max: T4 +79)
    With MaxTier being the highest possible tier (regardless of ItemLevel) that doesn't increase the Required Level of the base item. And MaxValue of course being the highest value in MaxTier. For the highest level base item, MaxTier should be the highest possible tier regardless of both ItemLevel and Required Level. For accessories (amulets, rings, belts, quivers) I'm bit torn on how to define MaxTier - both highest tier overall and highest tier relative to ItemLevel have some merit (maybe the former is the best choice to stay consistent).

    If space is a concern, I would personally prefer dropping the [RangeOfValuesInTier] in favour of the max info. I think comparison to max possible tier has greater significance for item trade price than the value within the rolled tier.

    Also, the descriptions could possibly be "translated" into something more brief. I don't think we need to worry about them being changed much and it would be nice if "base_lightning_damage_res_%" could be just "Lightning Res". I think it would be both shorter and read more easily. The "translations" could be placed in some config file that we would probably never have to worry about again.

    Colour-coding tier and value is a good idea, but I find it a bit hard to use in practice (it's the part that confuses me a bit when I look at the tooltip). I think it's just me not reading/understanding the mechanism well enough, though.


    PS: One general piece of information I'd like for the item as a whole is the vendor value. Just for us shard hoarders out there. I've definitely spent too much time trying to compute that in my head...

  3. #48
    xaodex's Avatar Member
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    Originally Posted by NotEvenRookieDeveloper View Post
    Would it mess too much with the tooltip to just add the info about max tier/value for an item mod? I've thought some more about it and that's really the most useful info missing (IMO, of course).
    On smaller font sizes this should work quite well. On larger font sizes the whole tooltip is currently messy anyway.
    Adding this info as an optional extra won't hurt. It makes sense to have all major parts (tier, range in tier, name, etc) optional. The max values will be one of those options.

    Originally Posted by NotEvenRookieDeveloper View Post
    PS: One general piece of information I'd like for the item as a whole is the vendor value. Just for us shard hoarders out there. I've definitely spent too much time trying to compute that in my head...
    Good idea. I'll check it out.

  4. #49
    xaodex's Avatar Member
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    Originally Posted by Jaerin View Post
    Seems the itempreview is occasionally throwing exceptions:
    So far I wasn't able to reproduce this. I've added a check for such cases and now skip problematic items in the preview.

  5. #50
    sicktight's Avatar Member
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    New exception cropped up:

    ************** Exception Text **************
    System.ArgumentException: An item with the same key has already been added.
    at System.ThrowHelper.ThrowArgumentException(ExceptionResource resource)
    at System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add)
    at PoeHUD.Hud.Dps.DpsMeterPlugin.CalculateDps(TimeSpan elapsedTime)
    at PoeHUD.Hud.Dps.DpsMeterPlugin.Render()
    at PoeHUD.Hud.ExternalOverlay.<OnRender>b__12(IPlugin x)
    at System.Collections.Generic.List`1.ForEach(Action`1 action)
    at PoeHUD.Hud.ExternalOverlay.OnRender()
    at PoeHUD.Framework.Helpers.ActionHelper.SafeInvoke(Action action)
    at PoeHUD.Hud.UI.Graphics.RenderLoop()
    at PoeHUD.Hud.ExternalOverlay.<OnLoad>b__b()
    at System.Threading.Tasks.Task.InnerInvoke()
    at System.Threading.Tasks.Task.Execute()
    --- End of stack trace from previous location where exception was thrown ---
    at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
    at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotificat ion(Task task)
    at System.Runtime.CompilerServices.TaskAwaiter.ValidateEnd(Task task)
    at PoeHUD.Hud.ExternalOverlay.<OnLoad>d__c.MoveNext()
    --- End of stack trace from previous location where exception was thrown ---
    at System.Runtime.CompilerServices.AsyncMethodBuilderCore.<ThrowAsync>b__0(Object state)

  6. #51
    NotEvenRookieDeveloper's Avatar Member
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    Originally Posted by xaodex View Post
    On smaller font sizes this should work quite well. On larger font sizes the whole tooltip is currently messy anyway.
    Adding this info as an optional extra won't hurt. It makes sense to have all major parts (tier, range in tier, name, etc) optional. The max values will be one of those options.
    I like your idea of customizing the info displayed.

    I think I figured out why the colour-coded numbers sometimes confuse me. It could be related to gestalt laws. It's hard to perceive the values as "related objects" (i.e. they're all values) when they have different colours - even though they're aligned to the same column. It might be different from person to person which gestalt law is stronger, but for me the variation in colour ends up being confusing in the sense that I need more time and focus to decode the information. I'll try to think of a way to enforce the fact that the values are related - underlining them or putting them in brackets might be enough.

  7. #52
    droopie28's Avatar Member
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    Ok I lied, I'm back to using it, can you make sure you say somewhere that people need to rename folders and the .exe... glad I picked up on that through hvc's posts in other threads

  8. #53
    Jaerin's Avatar Former Staff
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    Originally Posted by droopie28 View Post
    Ok I lied, I'm back to using it, can you make sure you say somewhere that people need to rename folders and the .exe... glad I picked up on that through hvc's posts in other threads
    The program prevents you from running it if you forget.

  9. #54
    droopie28's Avatar Member
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    OH i get it now, by the way thanks for everything you've done up to now

  10. #55
    HvC's Avatar Contributor
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    It also does the scrambling for you if you forget to do it (so long it's in the proper directory.)

  11. #56
    droopie28's Avatar Member
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    Originally Posted by HvC View Post
    It also does the scrambling for you if you forget to do it (so long it's in the proper directory.)
    Your awesome

  12. #57
    Coyl's Avatar Active Member
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    TT89 has contributed something... like the first implementation of DPS mod.

    Do you have the DPS tooltip on weapon?

  13. #58
    ralyeh's Avatar Member
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    Originally Posted by Coyl View Post
    TT89 has contributed something... like the first implementation of DPS mod.
    nothing has changed... was replaced only method of calculating time... operation with a collection of monsters didnt change.

    Originally Posted by Coyl View Post
    Do you have the DPS tooltip on weapon?
    there's your implementation.

  14. #59
    HudUser's Avatar Member
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    Error

    Getting this error
    PoEHUD Overlay Updated-error-png

  15. #60
    ralyeh's Avatar Member
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    Originally Posted by HudUser View Post
    Getting this error
    PoEHUD Overlay Updated-error-png
    try to restart the game.. it'll help
    эт одна из причсин почему до сих пор нет поддержки x64

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