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  1. #136
    Senotin's Avatar Member
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    Seems like some offsets were broken with the newest update. Healthbars do not work at all and flasks are used in hideout, but not in the map.

    ExileAPI 3.13 Release
  2. #137
    jja0016's Avatar Member
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    My added plugins that worked when I added them will randomly stop working and I'll need to reinstall the program and readd them to work again until they stop, then repeat. You heard of this issue before? Thanks!

  3. #138
    Rukola_1's Avatar Active Member
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    Originally Posted by Senotin View Post
    Seems like some offsets were broken with the newest update. Healthbars do not work at all and flasks are used in hideout, but not in the map.
    Flask works as before with last update for me. I don't use healthbar plugin usually, but if i activate it, it shows life and mana bars above mobs and my char.

  4. #139
    Senotin's Avatar Member
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    Originally Posted by Rukola_1 View Post
    Flask works as before with last update for me. I don't use healthbar plugin usually, but if i activate it, it shows life and mana bars above mobs and my char.
    Strange, I've tried clean installation of HUD before posting here and was sure that it was problem with offsets (since the problem occurred after the last update). I guess it's on my end then...

    The log window displays "Listing Plugins failed!" and "Object reference not set to an instance of an object".
    Last edited by Senotin; 01-21-2021 at 04:47 PM. Reason: additional info

  5. #140
    GameAssist's Avatar Banned CoreCoins Purchaser Authenticator enabled
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    Originally Posted by Queuete View Post
    ...
    The used offset for "NumCols" and "NumRows" are identical with the ones from your link.
    If the result is false then its also false with your offsets. - and the Terrain plugin still works without a problem for me, so I dont have any reason to believe its false.

    Your for loop is most likely just going 1 iteration too far.
    When there are 31 columns and you start counting by 0 then the last column has the index 30. Your loop most likely goes up to 31.
    Sorry for distracting you with my stupid questions again^^
    I do not use PoeHelper at all, but only some of the offsets that you kindly replicate and support. And I try to find them on my own.
    Now I have installed PoeHelper and your terrain plugin and I see that the IngameDataOffsets->Terrain->LayerMelee is correct, but....

    As a reference for learning/finding all stuff about the terrain I used that post:
    https://www.ownedcore.com/forums/mmo...ta-memory.html (Finding map data in memory)

    map coords tiles are 23 x 23 - so:
    NumRows * BytesPerRow * 23 = LayerMelee data byte size

    For Lioneye's Watch (13) we have:

    18 * 345 * 23 = 142830 correct
    19 * 345 * 23 != 142830 NOt correct

    so Current offsets of your TerrainData.NumRows structures lead to an implicit value 19 instead 18
    and it's all
    TerrainData_3.13.jpg

    So correct offsets is
    Code:
    [StructLayout(LayoutKind.Explicit, Pack = 1)]
        public struct IngameDataOffsets {
            [FieldOffset(0x78)] public long CurrentArea;
            [FieldOffset(0x90)] public byte CurrentAreaLevel;
            [FieldOffset(0xF4)] public uint CurrentAreaHash;
            [FieldOffset(0xF8)] public NativePtrArray MapStats;
            [FieldOffset(0x228)] public long self_pointer_for_check;
            [FieldOffset(0x438)] public long LocalPlayer;
            [FieldOffset(0x11C)] public long LabDataPtr;
            [FieldOffset(0x4C0)] public long EntityList;
            [FieldOffset(0x4C8)] public long EntitiesCount;
            [FieldOffset(0x660)] public long Cols;
            [FieldOffset(0x6D8)] public long Rows;
            [FieldOffset(0x720)] public NativePtrArray LayerMelee;
            [FieldOffset(0x738)] public NativePtrArray LayerRanged;
            [FieldOffset(0x750)] public int BytesPerRow;
        }
    Last edited by GameAssist; 01-21-2021 at 04:56 PM.

  6. Thanks poeking99 (1 members gave Thanks to GameAssist for this useful post)
  7. #141
    pushedx's Avatar Contributor
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    Originally Posted by wlastas View Post
    ...
    You're right in context of the game, but you're wrong in context to how ExileAPI does things

    From a general perspective, the actual issue in ExileAPI is that the following offset is wrong:
    Code:
    [FieldOffset(0x670)] public TerrainData Terrain;
    It should be
    Code:
    [FieldOffset(0x648)] public TerrainData Terrain;
    0x648 is the actual start of the struct boundary for terrain data in the client currently

    That would then lead to NumCols = 0x648 + 0x18 = 0x660, which also matches what you've come up with

    This is easily verifiable by setting a HWBP on the vector start pointer for LayerMelee and clicking on the ground to move: Screenshot - d63dcd48f22f426ddaed9bda040e55eb - Gyazo (dump 1 is relative to start of what I call LocalData of course)

    Remember, the client has the final say as to what is actually "right" or "wrong" based on what it does, so when I say "wrong", it doesn't mean it won't work or I don't think you should do it, but rather it just doesn't match what the client is doing. You don't have to write an API that exactly mirrors the client like I try to

    However, the code for the terrain plugin, and possibly other code that ExileAPI is using, is operating under the assumption rows/cols has to be modified (Terrain/TerrainCore.cs at master . mm3141/Terrain . GitHub
    _numCols = (int) (terrain.NumCols-1) * 23;
    _numRows = (int) (terrain.NumRows-1) * 23;
    if ((_numCols & 1) > 0)
    _numCols++;
    As you see, the "off-by-one" error of the API is corrected, so everything "works" in ExileAPI, but won't work when you try to use it in your own code

    Hope that clears up the issue as to why ExileAPI "works" despite not matching what the client does

  8. #142
    oreganobag's Avatar Member
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    I remember there being a DPS meter available some many expansions ago. Is that still around?

  9. #143
    GameAssist's Avatar Banned CoreCoins Purchaser Authenticator enabled
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    Originally Posted by pushedx View Post
    You're right in context of the game, but you're wrong in context to how ExileAPI does things

    From a general perspective, the actual issue in ExileAPI is that the following offset is wrong:
    Code:
    [FieldOffset(0x670)] public TerrainData Terrain;
    It should be
    Code:
    [FieldOffset(0x648)] public TerrainData Terrain;
    0x648 is the actual start of the struct boundary for terrain data in the client currently

    That would then lead to NumCols = 0x648 + 0x18 = 0x660, which also matches what you've come up with

    This is easily verifiable by setting a HWBP on the vector start pointer for LayerMelee and clicking on the ground to move: Screenshot - d63dcd48f22f426ddaed9bda040e55eb - Gyazo (dump 1 is relative to start of what I call LocalData of course)

    Remember, the client has the final say as to what is actually "right" or "wrong" based on what it does, so when I say "wrong", it doesn't mean it won't work or I don't think you should do it, but rather it just doesn't match what the client is doing. You don't have to write an API that exactly mirrors the client like I try to

    However, the code for the terrain plugin, and possibly other code that ExileAPI is using, is operating under the assumption rows/cols has to be modified (Terrain/TerrainCore.cs at master . mm3141/Terrain . GitHub


    As you see, the "off-by-one" error of the API is corrected, so everything "works" in ExileAPI, but won't work when you try to use it in your own code

    Hope that clears up the issue as to why ExileAPI "works" despite not matching what the client does
    Thanks for your clarifications = I always read your posts with great pleasure.
    I feel that it's time for me to move on to mastering x64dbg in order to have a more organized discussion.
    while I have not installed it yet and will manage with Cheat Engine, and what I see in your picture terrifies me

    anyway
    terrain.NumCols-1 in my opinion can only be considered as "quick'n'dirty, temporary solution"
    Last edited by GameAssist; 01-21-2021 at 07:32 PM.

  10. #144
    mm3141's Avatar Member
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    anyway
    terrain.NumCols-1 in my opinion can only be considered as "quick'n'dirty, temporary solution"[/QUOTE]

    It is, done two, three hours after first release of 3.13. If you want it fixed, please prepare tested PRs, I am sure Queuete will accept them.

  11. #145
    KissMyMp5's Avatar Member
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    Is the Passive Skill Tree planter working for you guys? It just doesnt draw for me

  12. #146
    Aoooooooo's Avatar Active Member
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    Does someone know the terrain height data? I am looking for this for a long time in memory, have no idea. I studied the data around the terrain and analyzed it in x64dbg, but no results.

  13. #147
    Rol's Avatar Member
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    Originally Posted by oreganobag View Post
    I remember there being a DPS meter available some many expansions ago. Is that still around?
    I think it's about "Weapon DPS" option from extras plugin AdvancedTooltip (from here).

    This plugin fully not working in the latest release.

    It was very useful.

    Is it possible to fix it?

  14. #148
    dirkbach666's Avatar Active Member
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    is there a plugin to help with delve at the moment? i remember there was one that showed delve walls ..

  15. #149
    EthEth's Avatar Contributor Authenticator enabled
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    Looking for working versions:
    - Map Notifier
    - Inventory Item Analyser
    - Advanced Tooltips

    I've tried some repos but with no effect. No additional info is presented.

    Alternative: how to debug where is the problem?

  16. #150
    Queuete's Avatar Elite User
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    Originally Posted by dirkbach666 View Post
    is there a plugin to help with delve at the moment? i remember there was one that showed delve walls ..
    You should take a look at the link to illium's plugin repository in the first post: ExileApi/Plugins/Source at master . IlliumIv/ExileApi . GitHub
    DelveWalls is definitly included in there.

    Originally Posted by EthEth View Post
    Looking for working versions:
    - Map Notifier
    - Inventory Item Analyser
    - Advanced Tooltips

    I've tried some repos but with no effect. No additional info is presented.

    Alternative: how to debug where is the problem?
    "tried some repos" is not something we can work with. If you want help you should describe a bit more extensivly what you have tried and what the result was. This includes the log with error/debug messages when the load of a plugin fails. The posted link is probably relevant for you aswell.

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