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Member
First of all Thank you so much for you work, second after last update autodetonate mines stopped working for me.
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Member
Originally Posted by
thebbandit
The new version is using a wraper for findtext I made to just create a small 2x2 pixel square string and search for that. It makes it much faster than pixelsearching for the colors individually.
The
new v09 release is up on Master branch, enjoy guys and have a happy holidays. It requires that you paste the new install on top of your old one to overwrite all the files. Then use the transition script if you want to keep your old profiles and color samples. I hope you guys can notice the new reaction speed of the script, as it has become nearly instantaneous. Same goes for mines, they fire much more quickly now. As always there is a ton of changes that were made in this version which you can read about in the change log
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Release Notes
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Version .09.00 December/26/2019
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-----------------------Script has been converted to RGB-------------------------
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---------------Update Will Require re-install and transition script-------------
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I have created a transition script that will take old settings.ini and update
It asks to move all profiles into their own profiles.ini file
It asks to swap all BGR values to RGB
It asks if you want to delete your old Loot Colors key
This is to allow for using the new FilterBlade pack colors
It is an easy process to check if its all working, check gamestates to confirm
If they are not registering, go to hideout and run the wizard
Once your done, save your configuration and your new samples are set!
The reason for all this adjustment, is to standardize the script for a faster method
Complete replacement of PixelGetColor with ScreenShot and ScreenShot_GetColor
This provides a massive speed increase for all the pixel sampling
Instead of sampling the screen multiple times, we capture once and reuse
This also solves issues of false positives where the screen has changed
Massive speed boost for the script, cutting the overall flask MS time to 40-90ms
We can sample as many screen positions in our status check with marginal difference
Same change has been done to the inventory scan, and its MUCH faster now
The things slowing it down was moving the mouse and empty slots
Screenshoting the inventory removes the need to move the mouse away each collumn
And sampling the status of each slot has become nearly instantaneous
This new speed does come at the cost of processing power
Old script was around .7% and this can be 4-9% load
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Patch Notes
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Version .09.00 December/26/2019
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Main Logic loop has been changed slightly to improve speed
DetonateMines is no longer in a seperate loop
Checks to determine detonation are now done in GuiStatus
Detonation of mines is now nearly instantaneous
Main logic loop will now always be running instead of toggled on or off
If all relevant options are disabled it just returns at start
Loot Vacuum has been adjusted to remove the need of flipping from BGR to RGB
If you have custom colors set up for the loot vacuum, you will want to swap R and B
I would recommend using the transition script to swap the colors
Load the loot vacuum settings to confirm the colors are correct
All default samples have been updated for the latest patch using RGB
It is still recommended to do calibration
Added Doors to the openable list for Loot Vacuum
also adds an +y offset to the click so it is more accurate
I applied this offset to all the openables
Fixed Elemental DPS parser, now gives readout of all added ele damage
was only parsing the first elemental damage before, now parses all fields
Basic implimentation of an affix count has been introduced to the parser
Does not account for all double affixes, but I put exceptions for unique ones
Double basic affixes will be more difficult to determine if its an extra line
Rewrite of how implicits and corruptions are parsed
This helps with simplifying the affix count
Added suggestion by danmarzola for Organ Parts
Prop.IsOrgan will read the type of organ it is for further matching with CLF
to match for specific type use ~ Heart|Lung|Brain|Liver|Eye
Or match Prop.SpecialType = Organ
Added Stash tab option for Organs and Support Gems
Loot Vacuum now lets go of left or right mouse when its about to click
Returns your mouse to its former state afterwards
This lets you move or cast skills while looting
Coord tool reverted to messagebox
Now allows for copying the Coordinates to the clipboard
Or copy both color and coords
First load seeks to end of file if log too large
Item Parser displays Custom Loot Filter matching group and the tab it will go
Now detects for Quest items and skips them
Adjustments to the way JSON files are stored
Saved in pretified format
Bases.json has been updated to remove unnecessary clutter
Ninja.json is no longer one line
Default league updated to Metamorph for Ninja Parser
Matches Vaal Skillgems properly now
Use Prop.VaalGem with the CLF to sort them
MoveStash now optionally checks for GuiStatus("OnStash") to not interfere with screenshot
Rewrite of Hex2FindText to allow for any shape of rectangle or square
Loot Vacuum will allow for looting while holding down RButton
It now stops LButton
AutoSkillup now only fires when your not holding a mouse button down
FilterBlade URL has been added to the FilterBlade.zip file
this lets you load the filter and customize which things hide or show
Added new sample locations for OnLeft and OnDelveChart
added these to all the supported ratios
The allow the script to pause when
Voltaxic generator panel, Challenges, settings etc is open
Subterranean Chart is open
Reworked the output from GuiStatus
It now returns true when OnChar and No panels are open
GottaGoFast updated to use new GuiStatus checks
ItemSort now temporarily disables the main logic loop
For some reason they slowed down the inventory scan when not in town
Fixed overlapping variables related to AutoDetonate
This was effecting the Gamestates panel using DetonateMines var
Renamed to OnDetonate and OnDetonateDelve
Appreciate the update but it breaks the macro for me performance wise. When I enter a map it turns into a slide show when I get a smooth 100+fps otherwise without the macro enabled. In town, it is completely fine. Very bizarre.
Edit: Also did a fresh install and encountered the same issue.
Last edited by song414; 12-27-2019 at 01:20 AM.
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Thanks for all the hard work and this latest update, it's really appreciated. As song414 said, my game has also taken a performance hit. Like it's really jittery in maps.
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Member
Same here with my potato pc. It briefly freezes during maps.
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Member
Should I run as a limited user?
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Member
Autodetonate mines has stopped working with the latest patch. I've tried configuring/detecting the "detonate mines" button but it doesnt show up in the gamestates
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Member
Originally Posted by
song414
Appreciate the update but it breaks the macro for me performance wise. When I enter a map it turns into a slide show when I get a smooth 100+fps otherwise without the macro enabled. In town, it is completely fine. Very bizarre.
Edit: Also did a fresh install and encountered the same issue.
I'm also experiencing the same issue.
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Active Member
Originally Posted by
houmanah
Autodetonate mines has stopped working with the latest patch. I've tried configuring/detecting the "detonate mines" button but it doesnt show up in the gamestates
Same here... I reinstalled .9 and it still looks to be broken. Went back to version .8 .
Last edited by noneyatemp; 12-27-2019 at 08:52 AM.
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Member
auto lvl up a gems is broken too. The script push on a lvlup button to fast.
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Member
Originally Posted by
noneyatemp
Same here... I reinstalled .9 and it still looks to be broken. Went back to version .8 .
Oh good idea. Should go back to .8 until it's fixed.
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Member
I will try again with this question. Auto detonate mines works for me, but the most I can spam out is 4. Is there any way to set the program up to have a small delay so I can get out more mines? As you likely know you can get out 23.
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Contributor
Originally Posted by
dave99
I will try again with this question. Auto detonate mines works for me, but the most I can spam out is 4. Is there any way to set the program up to have a small delay so I can get out more mines? As you likely know you can get out 23.
Just pause the detonation by double tapping the detonate button. It says this in the
Tooltip
Last edited by thebbandit; 12-27-2019 at 11:28 AM.
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Member
Just thought of a useful feature request I'd pass along.
Adding a way for the map stash function to specify rarity of maps to store? I typically will use an orb of alch on maps I want to run and hold a few in my inventory. Current way the stash feature works is I cannot have it stash maps I pick up as it'll also store the maps I have prepped to run.
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Contributor
For those having issues with the detonate mines, they are working but you need to recalibrate the color. I standardized the name of the variables and the key when I made all the modifications. The key in settings.ini is now OnDetonate and the loaded variable in the script is varOnDetonate just like every other guistatus. So either change the key in your settings.ini or resample to grab and save the correct one.
As for the performance thing, it's a things must go one kinda situation. I am sorry for those who are not able to keep up, but I am giving you guys a free copy of what I am using. If you can't use it, there are plenty of commit points on the project to pick one to roll back to. If you main concern is processing usage, I would roll back to one of the .06.xx patches before I started using all the findtext library stuff. My main goal is making this thing fast as fuck, and because of limitations within AHK this is the best method I have found to do that. It uses a ton of processing power to decode that many pixels and some computers will just not be able to hack it. This script's updates are no longer for them, I am sorry.
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Post Thanks / Like - 2 Thanks
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Member
Originally Posted by
thebbandit
For those having issues with the detonate mines, they are working but you need to recalibrate the color. I standardized the name of the variables and the key when I made all the modifications. The key in settings.ini is now OnDetonate and the loaded variable in the script is varOnDetonate just like every other guistatus. So either change the key in your settings.ini or resample to grab and save the correct one.
As for the performance thing, it's a things must go one kinda situation. I am sorry for those who are not able to keep up, but I am giving you guys a free copy of what I am using. If you can't use it, there are plenty of commit points on the project to pick one to roll back to. If you main concern is processing usage, I would roll back to one of the .06.xx patches before I started using all the findtext library stuff. My main goal is making this thing fast as fuck, and because of limitations within AHK this is the best method I have found to do that. It uses a ton of processing power to decode that many pixels and some computers will just not be able to hack it. This script's updates are no longer for them, I am sorry.
I think its not necessarily a processing power thing, but possibly a bug? I have the problem and my specs are below:
Ryzen 1700x
32gb ram
2x 1080 ti in SLI
Windows 10
Wonder if everyone who has the issue has similarities.
The new version I go from a smooth 100+fps down to about 3 to 5 fps beginning from the login screen with the exception of in-towns. For some reason towns or my hideout arent affected and show no performance impact.