[WingmanReloaded] Auto (Flask, Quit, Mine, Spell) & Loot (Manage, Filter, Click) menu

User Tag List

View Poll Results: Rate of patches

Voters
90. This poll is closed
  • Keep em coming, incrimental updates as they are made

    70 77.78%
  • Only patch bugs, seperate new features to another branch

    20 22.22%
Page 24 of 70 FirstFirst ... 202122232425262728 ... LastLast
Results 346 to 360 of 1046
  1. #346
    dima3378's Avatar Member
    Reputation
    1
    Join Date
    Jan 2017
    Posts
    3
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    First of all Thank you so much for you work, second after last update autodetonate mines stopped working for me.

    [WingmanReloaded] Auto (Flask, Quit, Mine, Spell) & Loot (Manage, Filter, Click)
  2. #347
    song414's Avatar Member
    Reputation
    1
    Join Date
    Aug 2017
    Posts
    27
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by thebbandit View Post
    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

    Code:
    Release Notes
    --------------------------------------------------------------------------------
    Version .09.00 December/26/2019
    --------------------------------------------------------------------------------
    -----------------------Script has been converted to RGB-------------------------
    --------------------------------------------------------------------------------
    ---------------Update Will Require re-install and transition script-------------
    --------------------------------------------------------------------------------
    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
    
    --------------------------------------------------------------------------------
    Patch Notes
    --------------------------------------------------------------------------------
    Version .09.00 December/26/2019
    --------------------------------------------------------------------------------
    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.

  3. #348
    JimmyStruthers's Avatar Member
    Reputation
    1
    Join Date
    Dec 2013
    Posts
    1
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    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.

  4. #349
    redpepsi's Avatar Member
    Reputation
    2
    Join Date
    Oct 2019
    Posts
    26
    Thanks G/R
    15/1
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Same here with my potato pc. It briefly freezes during maps.

  5. #350
    3691232's Avatar Member
    Reputation
    1
    Join Date
    Jun 2019
    Posts
    14
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Should I run as a limited user?

  6. #351
    houmanah's Avatar Member
    Reputation
    1
    Join Date
    Dec 2019
    Posts
    3
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    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

  7. #352
    guilhermera's Avatar Member
    Reputation
    2
    Join Date
    Sep 2019
    Posts
    21
    Thanks G/R
    28/0
    Trade Feedback
    0 (0%)
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by song414 View Post
    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.

  8. #353
    noneyatemp's Avatar Active Member
    Reputation
    20
    Join Date
    Sep 2014
    Posts
    177
    Thanks G/R
    249/12
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by houmanah View Post
    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.

  9. #354
    gfnparty's Avatar Member
    Reputation
    3
    Join Date
    Nov 2013
    Posts
    22
    Thanks G/R
    6/2
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    auto lvl up a gems is broken too. The script push on a lvlup button to fast.

  10. #355
    houmanah's Avatar Member
    Reputation
    1
    Join Date
    Dec 2019
    Posts
    3
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by noneyatemp View Post
    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.

  11. #356
    dave99's Avatar Member
    Reputation
    1
    Join Date
    Dec 2019
    Posts
    8
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    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.

  12. #357
    thebbandit's Avatar Contributor
    Reputation
    243
    Join Date
    Feb 2010
    Posts
    427
    Thanks G/R
    23/204
    Trade Feedback
    0 (0%)
    Mentioned
    2 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by dave99 View Post
    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.

  13. #358
    song414's Avatar Member
    Reputation
    1
    Join Date
    Aug 2017
    Posts
    27
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    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.

  14. #359
    thebbandit's Avatar Contributor
    Reputation
    243
    Join Date
    Feb 2010
    Posts
    427
    Thanks G/R
    23/204
    Trade Feedback
    0 (0%)
    Mentioned
    2 Post(s)
    Tagged
    0 Thread(s)
    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.

  15. Thanks Gimli45454, noneyatemp (2 members gave Thanks to thebbandit for this useful post)
  16. #360
    song414's Avatar Member
    Reputation
    1
    Join Date
    Aug 2017
    Posts
    27
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by thebbandit View Post
    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.

Page 24 of 70 FirstFirst ... 202122232425262728 ... LastLast

Similar Threads

  1. [Release] [PoE-Wingman] - Auto-Flask, Auto-Quit & more (AHK, pixel)
    By Aldoesk in forum PoE Bots and Programs
    Replies: 345
    Last Post: 12-07-2024, 05:01 AM
  2. Auto-flask/Quit for Path of Diablo?
    By stfufag in forum Diablo 2
    Replies: 3
    Last Post: 05-13-2019, 09:09 PM
  3. Dx11 Auto-Flask No pixels!
    By Xcesiuss in forum PoE Bots and Programs
    Replies: 161
    Last Post: 03-07-2017, 05:03 PM
  4. Looking for a working DX11 auto flask
    By tenaciouzd in forum PoE Bots and Programs
    Replies: 35
    Last Post: 01-10-2017, 01:39 PM
  5. Auto Attack for hunter Spell id
    By Simber in forum WoW ME Questions and Requests
    Replies: 0
    Last Post: 10-04-2014, 10:11 AM
All times are GMT -5. The time now is 01:25 AM. Powered by vBulletin® Version 4.2.3
Copyright © 2025 vBulletin Solutions, Inc. All rights reserved. User Alert System provided by Advanced User Tagging (Pro) - vBulletin Mods & Addons Copyright © 2025 DragonByte Technologies Ltd.
Google Authenticator verification provided by Two-Factor Authentication (Free) - vBulletin Mods & Addons Copyright © 2025 DragonByte Technologies Ltd.
Digital Point modules: Sphinx-based search