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  1. #91
    gesa26's Avatar Member
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    The newest version (without scrambler) doesn't work for me now. Older versions worked fine


    PoEHUD Overlay Updated
  2. #92
    HvC's Avatar Contributor
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  3. #93
    xsblack's Avatar Member
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    Originally Posted by gesa26 View Post
    The newest version (without scrambler) doesn't work for me now. Older versions worked fine

    Yes got same error. Doesn't work for me also.

    f# runtime installed. Still doesn't work
    Last edited by xsblack; 01-30-2015 at 12:32 PM. Reason: add

  4. #94
    gesa26's Avatar Member
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    Originally Posted by HvC View Post
    Installed, still getting same error.

  5. #95
    HvC's Avatar Contributor
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    Try with this binary http://www.filedropper.com/poehud

    If that doesn't work I'll try and see what I can do about dependencies.

  6. #96
    xsblack's Avatar Member
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    Originally Posted by HvC View Post
    Try with this binary http://www.filedropper.com/poehud

    If that doesn't work I'll try and see what I can do about dependencies.
    It's working with the binnary u posted. Thanks.

  7. #97
    droopie28's Avatar Member
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    Originally Posted by HvC View Post
    Did a massive update on the scrambler (thanks to i2um1's solution and f# wizardry (Great opportunity to learn some F#)) I recommend people update, it now scrambles once daily and renames itself, there were other misc refactorings and things I forget now, but the scrambling is the main point, it was massively overhauled and no longer uses an external exe.
    I don't even see a "scrambler" anything in the zip...

  8. #98
    HvC's Avatar Contributor
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    Originally Posted by droopie28 View Post
    I don't even see a "scrambler" anything in the zip...
    It's built in now.
    Into the main hud.

  9. #99
    droopie28's Avatar Member
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    saweeeeeeeeeeet

  10. #100
    ralyeh's Avatar Member
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    @HvC, you can use this

  11. #101
    Shiznitttt's Avatar Member
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    Originally Posted by HvC View Post
    Did a massive update on the scrambler (thanks to i2um1's solution and f# wizardry (Great opportunity to learn some F#)) I recommend people update, it now scrambles once daily and renames itself, there were other misc refactorings and things I forget now, but the scrambling is the main point, it was massively overhauled and no longer uses an external exe.
    Is the new DL the one on the first page?

  12. #102
    HvC's Avatar Contributor
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    Originally Posted by Shiznitttt View Post
    Is the new DL the one on the first page?
    Yep.
    I pushed the updates to git

  13. #103
    firebird891's Avatar Member
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    Glad to see you got the new scrambler stuff pulled in HvC

    Originally Posted by HvC View Post
    ... there were other misc refactorings and things I forget now...
    I had refactored the item alert stuff, but nothing ground changing :P Got a couple other items in my head to work on when I get a moment away from work.


    Originally Posted by qoika View Post
    There is a little bug with hp bars, they don't display on resummoned mobs (in example killed and resummoned by Ash Prophets'/Necromancers' skeletons)
    I've seen this before, will look into it more when I have a chance.
    Last edited by firebird891; 01-30-2015 at 06:20 PM.

  14. #104
    lukasi273's Avatar Member
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    With the new HUD version that HvC pushed, I'm experiencing a bug/glitch with item highlighting. The render for the item highlights is flickering/glitching/stuttering/tearing, not sure which phrase is correct, but hopefully you can understand me. This issue is most obvious when there is a lot of items highlighted.

  15. #105
    HvC's Avatar Contributor
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    Originally Posted by lukasi273 View Post
    With the new HUD version that HvC pushed, I'm experiencing a bug/glitch with item highlighting. The render for the item highlights is flickering/glitching/stuttering/tearing, not sure which phrase is correct, but hopefully you can understand me. This issue is most obvious when there is a lot of items highlighted.
    Most likely the draw rate nothing much we can do about it, the more we draw it the more processing power it'd take.

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