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★ Elder ★
Originally Posted by
snowhawk
Am I oblivious to something or is there a reason 0xA0 isn't used? Is it a more recent copy of the same pointer? The latter a more commonly used offset internal in the game? Others have suggested the further offset for ingameui.
Being in the foreground is fine. Always foreground is the issue as any mouseover of HUD windows transfers the active window back to POE. That's great when you want it. But when you do have limited screen real estate, you may need another window on top of the game. Addon's with tooltip information will pop up at the top visible level as you mouseover objects in the inactive POE window. Also, if you interact with the HUD when POE isn't the active window, half the time it crashes the hud, a quarter of the time it ignores your input, and the remaining quarter it processes your request (but shouldn't). The toggle did actually function up until recently.
It does.
I'll probably run some essences later tonight if no one else does it.
The functions in the game don't use that offset, so it's a lot easier to automatically update the latter.
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Contributor
Originally Posted by
POEistrashwithouthud
Did anyone found the metadata for Essence of Scorn ?
The original "Metadata/Monsters/Daemon/EssenceDaemonBuffToParentCasterCrit" is no longer working, I tried to find it again but no success so far.
Seems like the essences that provide buffs to the monster do not preload. Sitting in front of a Scorn, Dread, Doubt, Loathing monolith right now and neither Scorn nor Loathing appear in the preload list.
- Scorn (EssenceDaemonBuffToParentCasterCrit)
- Zeal (EssenceDaemonBuffToParentCasterDodge)
- Loathing (EssenceDaemonBuffToParentCasterCrit)
Last edited by snowhawk; 05-21-2021 at 06:23 PM.
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Member
I have the PreloadAlert in my Plugins folder but don't have it listed as an option on the left hand side in the Hud Settings. Does anyone know why that may be and can guide me on how to fix? Thanks in advance
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Contributor
Does anyone besides me also have a problem with the disappearing monster markers on the minimap?
Everything else works fine.
If I helped you, click "Give Thanks!" 
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Member
did any 1 have issue with transparent window?
This what i have on my VM
2021-05-22_12h19_32.png
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Member
Originally Posted by
MrOne
Does anyone besides me also have a problem with the disappearing monster markers on the minimap?
Everything else works fine.
Yes, same here, a lot of monsters/chests/etc don't get drawn, no matter the combination of multithreading options in core/plugins. I wish there was an option to go back before the entity collection rework with updated offsets.
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Member
Originally Posted by
MrOne
Does anyone besides me also have a problem with the disappearing monster markers on the minimap?
Everything else works fine.
It works fine i had long session last night. Check my post on previous page. requires downloading or manually correcting one file
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Elite User
I once again refer to the first post that tells you what you should do when you have problems with the hud. Problems includes everything which does not work as you would expect it. Its independent from the cause which could be a bug in the program, a configuration problem or simply a misunderstanding of a certain feature.
I will try to explain my stance on this topic and why I tend to ignore posts which dont respect those rather simple rules. This is an open source project, everyone who is able to is welcome to contribute. I am well aware that most people are not able to and therefore I try to make the releases as easy to handle as possible. This is currently my "fun" side project and I am totally having fun. Nevertheless this is no commercial product and I dont have any explicit gain from more users. If you want to get any kind of support from me I expect you to provide the information I want (/need).
This includes:
- an extensive (error) description on whats going on. What is currently happening? What would expect to happen? In case of render problems its definitly a nice addition to add a screenshot.
- the error log from the play session where the error happened. Either the full file (PoeHelper/Logs/Verbose-DATE.log), then I expect it to be the latest session or reduced to the session where it happened.
If you dont want to invest the effort in doing such a report (thats totally fine), then I wont invest my time in investigating that one - mostly because then its not fun at all.
Whether you post that information in here or in a github ticket is does not matter for me. The latter is a bit better to potentially group multiple reports on the same problem but if I feel thats necessary I will do that myself.
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Totally separated from the first topic. The next bigger update I plan is probably coming in roughly 2 weeks (no promises). I am already longer unhappy with the situation of Coroutines. For most plugins they are the only way to deal with parallel execution but are not a really fitting choice.
A small digression on what Coroutines are and how they work: The pattern is used in "render-related-actions". Normally you could only execute actions within a single frame. Some actions are not suitable for that. E.g. If you want to fade out an UI element you must reduce its opacity over multiple frames, till its invisible. Coroutines solve that problem by exposing a functionality as loopable code. The call "yield return;" can be used to handle over the rest of the functionality to the next frame.This means everything is bound to the framerate of the program.
Most plugins dont want that behaviour (e.g. (Simple)PickIt, (Simple)Stashie) need a minor pause between certain actions, but the length of the pause should not depend on the framerate. Those plugins need a way to pause the execution of there current functionality without stopping the whole hud. (You dont want the healthbars to lag only because the pickit wants to wait before the next click on an item). The more appropriate pattern is multithreading.
Another digression this time on threads. Threads and Cores are NOT the same. This misunderstanding is further reinforced by the current core settings offer a "Thread count" variable which caps out at your core maximum. (On a side not the setting was and is not accurate at all, even when you set it to 0 multiple threads are used).
With threads you are able to assign workload which CAN run in parallel. The threads are independent from each other, that means if one thread is paused for a second (Thread.Sleep(1000)) only the execution of the workload in that specific thread is paused. When you got a CPU with multiple cores the threads can potentially run in parallel on different cores.
Getting rid of Coroutines will be a breaking change for Plugins which currently use them. Thats why I am not introducing the updates gradually and instead the update will happen once I am happy with it. The current state is public in the "feature_remove_coroutines" branch if someone wants to take a look. Before I do the update there will be a post with more information on the breaking changes for plugin owners and how to adapt. I will migrate all the core plugins and will offer my help to other plugin owners if thats necessary.
This update will also tackle some of the "too much clutter" issues and I will look into the forced foreground situation. At least the refocusing when you tab out is going to be removed and I am currently considering completly stopping the rendering loop when PoE is not in the foreground. (Once again no promises yet.)
Best Regards,
Queuete
Last edited by Queuete; 05-22-2021 at 07:48 AM.
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Nvm
There is a lot of NPE's for entities
Last edited by EthEth; 05-22-2021 at 12:31 PM.
Reason: I'm stupid
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Contributor
Originally Posted by
Queuete
Totally separated from the first topic. The next bigger update I plan is probably coming in roughly 2 weeks (no promises). I am already longer unhappy with the situation of Coroutines. For most plugins they are the only way to deal with parallel execution but are not a really fitting choice.
Best Regards,
Queuete
Whats wrong with coroutines ? User can adjust tick rate
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Elite User
Originally Posted by
dlr5668
Whats wrong with coroutines ? User can adjust tick rate
I think Coroutines are not the right tool for the work they currently do. For plugins thats mostly independence and parallelity.
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Member
Code:
2021-05-22 08:40:12.254 -07:00 [ERR] MiscInformation, Tick -> System.MissingMethodException: Method not found: 'System.Collections.Generic.Dictionary`2<ExileCore.Shared.Enums.EntityType,System.Collections.Generic.List`1<ExileCore.PoEMemory.MemoryObjects.Entity>> ExileCore.EntityListWrapper.get_ValidEntitiesByType()'.
at MiscInformation.MiscInformation.PartyXpPenalty()
at MiscInformation.MiscInformation.<Initialise>b__37_3()
at ExileCore.Shared.Cache.CachedValue`1.get_Value() in /buddy/exileapi/Core/Shared/Cache/CachedValue.cs:line 41
at MiscInformation.MiscInformation.<Initialise>b__37_2()
at ExileCore.Shared.Cache.CachedValue`1.get_Value() in /buddy/exileapi/Core/Shared/Cache/CachedValue.cs:line 41
at MiscInformation.MiscInformation.TickLogic()
at MiscInformation.MiscInformation.Tick()
at ExileCore.Shared.PluginWrapper.Tick() in /buddy/exileapi/Core/Shared/PluginWrapper.cs:line 181
anyone knows how to fix this so the misinformation will work properly?
Since this function got changed. What is the new method to get entities by type?
[Fixed] I reloaded it with IlliumIv/MicInformation and it works
Last edited by crayfish14; 05-22-2021 at 11:31 AM.
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Elite User
Originally Posted by
crayfish14
Code:
2021-05-22 08:40:12.254 -07:00 [ERR] MiscInformation, Tick -> System.MissingMethodException: Method not found: 'System.Collections.Generic.Dictionary`2<ExileCore.Shared.Enums.EntityType,System.Collections.Generic.List`1<ExileCore.PoEMemory.MemoryObjects.Entity>> ExileCore.EntityListWrapper.get_ValidEntitiesByType()'.
at MiscInformation.MiscInformation.PartyXpPenalty()
at MiscInformation.MiscInformation.<Initialise>b__37_3()
at ExileCore.Shared.Cache.CachedValue`1.get_Value() in /buddy/exileapi/Core/Shared/Cache/CachedValue.cs:line 41
at MiscInformation.MiscInformation.<Initialise>b__37_2()
at ExileCore.Shared.Cache.CachedValue`1.get_Value() in /buddy/exileapi/Core/Shared/Cache/CachedValue.cs:line 41
at MiscInformation.MiscInformation.TickLogic()
at MiscInformation.MiscInformation.Tick()
at ExileCore.Shared.PluginWrapper.Tick() in /buddy/exileapi/Core/Shared/PluginWrapper.cs:line 181
anyone knows how to fix this so the misinformation will work properly?
Since this function got changed. What is the new method to get entities by type?
[Fixed] I reloaded it with IlliumIv/MicInformation and it works
The functionality still exists, the return type changed though for thread safety reasons.
Before it was Dictionary<uint, List<Entity>> and it got changed to ConcurrentDictionary<uint, ConcurrentBag<Entity>>. This will get more important with my planned future changes but was already before a problem which resulted in the rare error messages "The enumeration has changed..."
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Member
anyone know if there's a way to preload the type of ultimatum (e.g. survive, protect, etc.)
looked through the metadata but couldn't find anything
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Contributor
Originally Posted by
mrstinky
anyone know if there's a way to preload the type of ultimatum (e.g. survive, protect, etc.)
looked through the metadata but couldn't find anything
The objective type can be read from the ultimatum reward panel. It's pre-cached as soon as you enter the instance. See IngameUI.UltimatumProgressWindow.Children[2].Children[2].
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mrstinky (1 members gave Thanks to snowhawk for this useful post)