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  1. #121
    rcmartone's Avatar Member
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    Originally Posted by DragoHorse View Post
    Not working with the update from an hour ago?
    Not working for me (22:19 - Brasil - 09/07/2020) in win 10 64 bit and PoE No-Steam

    ExileAPI Fork 3.11 Release
  2. Thanks Queuete (1 members gave Thanks to rcmartone for this useful post)
  3. #122
    TehCheat's Avatar ★ Elder ★
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    Originally Posted by h42 View Post
    Not using this myself, but if it's of any help I had to update InGameState.Data to offset 0x4F8 (from 0x478 ) in my own tools.
    Quite possible that all of the InGameState stuff was pushed down that much.
    Yup, everything in IngameState (at least from Data on) moved back 0x80 bytes.

  4. #123
    HwtChirino's Avatar Active Member CoreCoins Purchaser
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    PoEHelper/GameOffsets.dll at master . TehCheat/PoEHelper . GitHub

    Use this to update any PoE-Hud you are using. Works now with newest patch.

  5. #124
    teffay's Avatar Member
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    Originally Posted by HwtChirino View Post
    PoEHelper/GameOffsets.dll at master . TehCheat/PoEHelper . GitHub

    Use this to update any PoE-Hud you are using. Works now with newest patch.
    Eapi doesnt even load after updating the offsets dll you provided. The menu doesnt appear and nothing happens.

  6. #125
    TehCheat's Avatar ★ Elder ★
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    Originally Posted by teffay View Post
    Eapi doesnt even load after updating the offsets dll you provided. The menu doesnt appear and nothing happens.
    Not all HUDs are compatible, sadly. You'll have to wait for someone to update queuete's fork.

  7. #126
    Queuete's Avatar Elite User
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    I updated the offsets.

    Did some fixes for the HUD Auto Update feature, up from version 3.11.22 you should be able to update within the hud. If this is not working for you please reach out to me with the error log / a picture of the error log when the update failed.

    After that there were some changes to the developer version. Due to the Plugin Auto Update feature I moved away from git submodules. If you encounter any problems with setting up your developer version see the Github ReadMe and if that fails aswell feel free to contact me here or private.

  8. Thanks EthEth, SickBro (2 members gave Thanks to Queuete for this useful post)
  9. #127
    EthEth's Avatar Active Member
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    Thank you for helping derpy devs (like me) work with your fork .

  10. Thanks Queuete (1 members gave Thanks to EthEth for this useful post)
  11. #128
    Queuete's Avatar Elite User
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    Originally Posted by darkknight777 View Post
    anyone else's legion encounters not showing up on the minimap?
    Legion encounters are fixed in the latest update.
    Minimap shows the icons (and texts for chests). My latest tries with healthbars were mediocore. Did some further changes but dont have a legion encounter to test them.

    There were changes to the exileApi and the plugins, both need to be updated to the newest version.

  12. Thanks levelmax (1 members gave Thanks to Queuete for this useful post)
  13. #129
    Sychotix's Avatar Moderator Authenticator enabled
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    Just curious, but what is the point of this fork anymore? I understand for when TehCheat made his private during the donation drive... but the fork is public again. Wouldn't it make more sense for you to make any improvements/efforts towards his fork? I know there have been fixes to plugins and new plugins developed that are unlikely to work on this fork.

    Not trying to stop you or anything, just wondering why

  14. Thanks TehCheat (1 members gave Thanks to Sychotix for this useful post)
  15. #130
    Queuete's Avatar Elite User
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    Originally Posted by Sychotix View Post
    Just curious, but what is the point of this fork anymore? I understand for when TehCheat made his private during the donation drive... but the fork is public again. Wouldn't it make more sense for you to make any improvements/efforts towards his fork? I know there have been fixes to plugins and new plugins developed that are unlikely to work on this fork.

    Not trying to stop you or anything, just wondering why
    That wont be a short answer.

    First of all I would be interested in those plugins which are not working in my fork? I have not come across open source plugins which are not compatible. (Which does not mean they dont exist, I am just honestly curious )

    This fork got started when TehCheats version was private. Lets take a small recap. The last league started and TehCheat sold access to his compiled version. Thats fine, the time investment to get an early working version is quite a bit. As I wanted to get my own plugins running the compiled version was not really interesting for me. So I was looking forward to the public release scheduled after 2 weeks. Which did not happen. A few days before the announced release he pushed it back, without a clear date when (or if) it will happen. Thats the point where this fork got started and the first working version was with the help of quite a few other contributors done within a few days.

    So to go with more clear reasons to keep this fork.
    1. Based on the starting condition it seems like TehCheats version could go private at any time.
    2. In the early days of this fork I did a bit of refactoring (e.g. I cut the plugin directory level by 1, due to the source code should not have a compiled folder inside of it. Thats quite confusing.). Back then I went with the plugins as git submodules, which require a certain build path (which was one of the reason I got rid of them). So I reached out to TehCheat and asked if he may wants to cut that level aswell to have plugins working on both forks. Sadly I got ignored on that matter.

    Those were the more lets say "personal reasons". On top of those there are a few technical reasons, which means changes I made which I believe are an improvement on the code quality or functionality.
    3. I am not a fan of the in my opinion rather "hacky" infrastructure used in TheCheats repositories. My main concerns are the "compiled repository" and the handling of plugins in the repositories (I think they are separate projects and should be handled that way, which does not mean thats working perfect in my fork). Thats why I moved to a single source code project which includes a compiled version as release on every push, built in a automatic pipeline. This includes the static files which were before not included in the build process.
    4. I like open source, aswell for plugins. Thats why I encourage everybody to build open source plugins which include the necessary dependencies. Based on this I build my plugin update functionality.

    Last but not least, whats the downside of 2 working forks? Thats the spirit of open source. Feel free to take code from my fork and I am also looking sporadically into the changes made in TehCheats repository. For example I have seen some work on moving the offsets to the GameOffsets project, which is still on my ToDo list.

    I have seen quite some support of users of this fork and contributors. I dont really see a reason to close this project, just because there is another public option.

    Best Regards
    Queuete

  16. Thanks Genocyber, egarfield19, BenTon, roska, omnivore, MrOne, peepoHappy, bofe, Tallia, dankula, h42, Silent_Warrior, bagindo4ka, HugKitten (14 members gave Thanks to Queuete for this useful post)
  17. #131
    CrEEzz's Avatar Active Member
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    I really like the architecture of the API. I'm pretty new to it, yet I can easily find and access whatever I need. Thank you so much for keeping it public and updated.
    I also have a question regarding player movement speed. Is there a way to get current speed (including all buffs and debuffs), or am I forced to compute it on my own using constant base speed multiplied by movement_speed_buff buff?

  18. #132
    snowhawk's Avatar Contributor
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    Originally Posted by CrEEzz View Post
    I really like the architecture of the API. I'm pretty new to it, yet I can easily find and access whatever I need. Thank you so much for keeping it public and updated.
    I also have a question regarding player movement speed. Is there a way to get current speed (including all buffs and debuffs), or am I forced to compute it on my own using constant base speed multiplied by movement_speed_buff buff?
    In
    Code:
    Core.GameController.EntityListWrapper.Player.GetComponent<Stats>().StatDictionary
    I believe you want the value assigned to the key
    Code:
    GameStat.MovementVelocityPct

  19. Thanks CrEEzz (1 members gave Thanks to snowhawk for this useful post)
  20. #133
    miracle1's Avatar Active Member
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    What are the best(fastest) settings for HUD? I have really big lags on 100% delirium maps(no lags without hud)

  21. #134
    Silent_Warrior's Avatar Active Member
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    Wanted to ask about this quite a long time ago:
    Is there any way to prevent ExileApi (or PoeHelper - it's similar to both of them)take advantage above the auto-hide-appear of the Win task bar?
    I have enabled autohide feature and i need to click Win button every time to make taskbar shown when exileapi is active. (or press alt+tab for win-swapping)

  22. #135
    MrOne's Avatar Contributor
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    hi @Queuete, have request to add GitHub - DetectiveSquirrel/Get-Chaos-Value: PoeHUD Plugin for getting the current item youre hoverings price from Poe.Ninja to your release, now when i try manually add it to updateSetting, it freeze it on update.
    If I helped you, click "Give Thanks!"

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