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Member
Originally Posted by
Hotpoe
:O_O:
Yesterday, I spent most of my time looking for POE materials, but most of them skipped the important part
Hi man, Have you solved the problem,If you solve the problem, contact me, Q-515495447, I also play in the Chinese server.I want to use HUD
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Originally Posted by
Hotpoe
:O_O:
Yesterday, I spent most of my time looking for POE materials, but most of them skipped the important part
what does your "POE materials" mean in this context?
what are you talking about?
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Member
Has anyone else had issues with the flask routine? It will randomly stop working on me. The only way I managed to get it to work again was the completely rid of ExileApi and redownload, which wouldn't be too bad if it didn't also mean redownloading all of the other plugins I had as well.
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Member
did anyone solve the issue with pickit? Its so clunky it clicks randomly somewhere if u press it to collect loot. It loots a couple items and randomly clicks somewhere on the screen while looting. Tried normal pickit and simplepickit both the same
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Member
Think new performance patch broke PreloadAlerts. For some reason PreloadAlerts is causing unusually high CPU usage whenever I change zone.
However if I disable PreloadAlerts, zone in, then enable it, it won't cause high cpu usage but won't show alerts of what's in the zone.
Debug log shows this error though
FilesFromMemory -> ReadDictionary(..) timeout error. Elapsed: 2001
Last edited by loafer; 04-05-2021 at 11:27 PM.
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the Terrain was changed.
Current offsets
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(0x688)] public long cols_plus_one;
[FieldOffset(0x680)] public long rows_plus_one; //0x690<== was changed to 0x680
[FieldOffset(0x658)] public long Rows; //0x6D8 <== was changed to 0x658
[FieldOffset(0x720)] public NativePtrArray LayerMelee; //<== out data
[FieldOffset(0x738)] public NativePtrArray LayerRanged; //<== out data
[FieldOffset(0x748)] public int BytesPerRow; ////0x750 <== was changed to 0x747
}
"BytesPerRow" seems to have increased significantly ^^, coz Lioneye's Watch (13) per_row != 345 now
f* GGG
for me its game over
Last edited by GameAssist; 04-06-2021 at 03:08 AM.
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Active Member
Originally Posted by
wlastas
the Terrain was changed.
Current offsets
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(0x688)] public long cols_plus_one;
[FieldOffset(0x680)] public long rows_plus_one; //0x690<== was changed - correct now 0x680
[FieldOffset(0x658)] public long Rows; //0x6D8 <== was changed - correct now 0x658
[FieldOffset(0x720)] public NativePtrArray LayerMelee; //<== out data
[FieldOffset(0x738)] public NativePtrArray LayerRanged; //<== out data
[FieldOffset(0x750)] public int BytesPerRow; // <==out data,
}
"BytesPerRow" seems to have increased significantly ^^, coz Lioneye's Watch (13) per_row != 345 now
f* GGG

for me its game over

The TerrainData seems changed, but BytesPerRow=345.
Reference:https://www.ownedcore.com/forums/mmo...a-changed.html (Has Terrain Data Changed?)
Thanks: @pushedx
Code:
[FieldOffset(0x640)] public TerrainData Terrain;//release tags/3.13.2 172073,last version is0x648
LocalData + 0x640 = struct TerrainData (struct is 0x240 bytes) // read a struct with size 0x240 from localdata pointer + 0x640
// From the aforementioned struct, the offsets relevant are:
TerrainData[0x18] = long Cols
TerrainData[0x20] = long Rows
TerrainData[0xD8] = StdVector<byte> MeleeLayerPathfindingData
TerrainData[0xF0] = StdVector<byte> RangedLayerPathfindingData
TerrainData[0x108] = int BytesPerRow
// Alternatively, you can just read each one using LocalData + 0x640 + offset, but I prefer the struct approach
Last edited by Aoooooooo; 04-06-2021 at 01:44 AM.
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Post Thanks / Like - 1 Thanks
GameAssist (1 members gave Thanks to Aoooooooo for this useful post)
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Member
there isnt still an update for preload alerts right?
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Originally Posted by
Aoooooooo
The TerrainData seems changed, but BytesPerRow=345.
Reference:
https://www.ownedcore.com/forums/mmo...a-changed.html (Has Terrain Data Changed?)
Thanks: @
pushedx
Code:
[FieldOffset(0x640)] public TerrainData Terrain;//release tags/3.13.2 172073,last version is0x648
LocalData + 0x640 = struct TerrainData (struct is 0x240 bytes) // read a struct with size 0x240 from localdata pointer + 0x640
// From the aforementioned struct, the offsets relevant are:
TerrainData[0x18] = long Cols
TerrainData[0x20] = long Rows
TerrainData[0xD8] = StdVector<byte> MeleeLayerPathfindingData
TerrainData[0xF0] = StdVector<byte> RangedLayerPathfindingData
TerrainData[0x108] = int BytesPerRow
// Alternatively, you can just read each one using LocalData + 0x640 + offset, but I prefer the struct approach
Damn, that you are all smart here - in a good way I envy - I never found the fucking 345 and was afraid that GGG had changed everything and everyone
I have no idea what I will do with poe 2.0 outputs - if they change the format / size of Lioneye's Watch (13)
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(0x658)] public long cols_count;
[FieldOffset(0x660)] public long rows_count;
[FieldOffset(0x718)] public NativePtrArray Melee;
[FieldOffset(0x748)] public int byte_per_row;
}
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Active Member
hm. Seems some is seriously bugged with the last "perfomance" patch.
ExileApi consumes 70+ cpu when loading (even without any plugins)
PreloadAlerts are completely broken.

oh... and basicflaskroutine is bricked too.
Last edited by Silent_Warrior; 04-06-2021 at 05:23 AM.
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Active Member
Yeah. Last patch fucked up.
Let's pray that someone will update it until next league, cause I just got my Headhunter feel days ago and I have no plans to leave the league now lol.
When I open HUD nothing happens, also my CPU goes crazy with 80% usage and fps 10-15.
Someone save us! xD
Last edited by MACROS4LIFE; 04-06-2021 at 05:41 AM.
GH it's like cocaine, once you used, you can't forget.
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Originally Posted by
Silent_Warrior
hm. Seems some is seriously bugged with the last "perfomance" patch.
ExileApi consumes 70+ cpu when loading (even without any plugins)
PreloadAlerts are completely broken.

oh... and basicflaskroutine is bricked too.
I have long wanted to ask - what does your PreloadAlerts do - I tried to run it to look at it - but with my settings of 150% pixel size, I still did not see how it works
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Member
Originally Posted by
wlastas
I have long wanted to ask - what does your PreloadAlerts do - I tried to run it to look at it - but with my settings of 150% pixel size, I still did not see how it works
PreloadAlerts shows you information about the zone. Like if there is harvert, tormented spirits, breach/harbingers (what breach) and so on. It's really useful especially if you're trying to speed farm harvest for crafts. You can zone in, look at PreloadAlerts to see if there's harvest and leave immediately if there isn't. Saves time.
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Originally Posted by
loafer
You can zone in, look at PreloadAlerts to see if there's harvest and leave immediately if there isn't. Saves time.
you can do that legit, if there is Harvest in the map, around 3/4 down the middle of the screen you get msg "enter the scared groove" YUBAaIR.jpg
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Member
but you cant do that once you've talked to oshabi