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Last edited by qqzzxxcc; 12-11-2017 at 12:01 PM.
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Hi TehCheat. Just a heads up, not sure if anyone else has noticed/mentioned, but abysses that lead to the abyssal depths do not show up as any abyss in the area. I.E. had an abyssal depths abyss in an area but the only thing showing was Elreon. Keep up the great work
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Member
Originally Posted by
TehCheat
Worked with SMAD to get the PoEFilterParser updated. There's now an updated nuget package. We'll have to update it in the project and rebuild, but that should give us working 3.1.0 filter functionality.
Super - so does that mean we should redownload the HUD, or wait because things still need to be completed?
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★ Elder ★
Originally Posted by
Reubster
Hi TehCheat. Just a heads up, not sure if anyone else has noticed/mentioned, but abysses that lead to the abyssal depths do not show up as any abyss in the area. I.E. had an abyssal depths abyss in an area but the only thing showing was Elreon. Keep up the great work
Up until this point, there were only some preliminary Abyss preloads added. I'll try and get the rest added.
Originally Posted by
SpaceGuy119
Super - so does that mean we should redownload the HUD, or wait because things still need to be completed?
If you compile yourself, I believe it'll update the nuget package and it should work. When I get home, I'll update it locally and push out the changes (and probably test it a bit as well).
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Post Thanks / Like - 1 Thanks
toadskin (1 members gave Thanks to TehCheat for this useful post)
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when I update the area preload has a delay. Any chance that could be fixed ?
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Originally Posted by
hidemymood
when I update the area preload has a delay. Any chance that could be fixed ?
MaybE the --waitforpreload command flag will helP?
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Member
Originally Posted by
TehCheat
If you compile yourself, I believe it'll update the nuget package and it should work. When I get home, I'll update it locally and push out the changes (and probably test it a bit as well).
awesome. thx
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Member
I really hope you can make it work for directx9 im so god damn tired of spamming flasks nonstop i need a macro for that
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Originally Posted by
TehCheat
Up until this point, there were only some preliminary Abyss preloads added. I'll try and get the rest added.
If you compile yourself, I believe it'll update the nuget package and it should work. When I get home, I'll update it locally and push out the changes (and probably test it a bit as well).
Ive just tested it with the additions, people will need to remove the shaper/elder parts all together in their filter they will be loading as neversinks catches any shaper item and elder item and shows it as blue, which ofc will show EVERYTHING as blue because there is no check if item is elder/shaper yet, ass seen below. OTHERWISE it works just fine (have not tested with shapped maps)

And here is debug from elder item, which has no information about elder item so someone will have to find that piece of information ItemPath: Metadata/Items/Armours/Shields/ShieldStrDex7 ===== BaseItemTypeInfo: - Pastebin.com
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Hey TehCheat, added isElder, isShaped info: added isElder, isShaped info * TehCheat/PoEHUD@ea6c8cc * GitHub\
EDIT: actually updated everything and released it. kindly test the new version.
Last edited by GameHelper; 12-11-2017 at 10:36 PM.
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★ Elder ★
Originally Posted by
zaafar
Seemed to be working when I tested it last night. Shaper item dropped, got notified, etc.
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Originally Posted by
zaafar
Seems to not launch 100% of the time, seems to show up on taskbar but is empty. Having to load it like 2-3 times for it to actually load the HUD. As for item filters, it works now.
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Member
Why can't I see any plugins in the plugin tab? I have extracted flask manager in the plugin's folder as instructed.
Thanks for help.
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★ Elder ★
Originally Posted by
Pseudonaja
Why can't I see any plugins in the plugin tab? I have extracted flask manager in the plugin's folder as instructed.
Thanks for help.
Plugin .dlls should go in the [wherever you extracted hud]/release/plugins folder and then run hud from /release.