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Originally Posted by
TotallyCake
I always liked this version more but ofcourse being able to use things quicker on league start or patch day is great.
Sadly enough I can't really use Gamehelper since it pushes my CPU to 100% usage and crashes everything.
Now it's ExileAPI with wingman for flasking
Thanks for making the game more bearable
Well, as someone who works on plugins, all I can say is GameHelper is amazing for what it is, but it is NO replacement for this. It is its own tool and great at what it does, a barebones, league starter and very efficient during the whole league. To be honest, it's what I wish ExileAPI become, but it is not OPEN source and MANY offsets so plugin development can't take place. I really don't think people should be giving up on ExileAPI yet, since going the direction of only using GameHelper is a step back imho. On code and advancement, it is way better in that department, but for a broad range of plugin use and features, it's very basic. Again, I really think they shouldn't be compared to each other.
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Elite User
Originally Posted by
anurofaunagtf
What compiler software did you use to compile?
The "compiler" is msbuild. The service to host and run the pipeline is buddy: Buddy
Setting up the pipeline is quite easy, I would still not totally recommend it. Github Actions are probably the better place for this, but I am not sure if they even have environments for .net framework available. Its been quite some time since the last time I looked into it.
Originally Posted by
Anderson11
The project is opensource. As long as there's a supportive community contributing to the project it's not the end.
Thats totally right. If someone of the current contributors wants to take over and is unhappy with my response times for pull requests feel free to hit me up with a pn.
Originally Posted by
RatMonkey
Well, as someone who works on plugins, all I can say is GameHelper is amazing for what it is, but it is NO replacement for this. It is its own tool and great at what it does, a barebones, league starter and very efficient during the whole league. To be honest, it's what I wish ExileAPI become, but it is not OPEN source and MANY offsets so plugin development can't take place. I really don't think people should be giving up on ExileAPI yet, since going the direction of only using GameHelper is a step back imho. On code and advancement, it is way better in that department, but for a broad range of plugin use and features, it's very basic. Again, I really think they shouldn't be compared to each other.
I am totally with you on the open source part and will be happy if this project stays alive.
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RatMonkey (1 members gave Thanks to Queuete for this useful post)
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I would be glad to contribute, but it's just the lack of knowledge. And ExileAPI is so big and complicated, I have no clue how most of the stuff works. I feel pretty confident in making plugins for ExileAPI, I work as a developer, but all the memory offsets and scanning for patterns is pretty alien to me. If there was some in-depth guide for finding offsets with examples or documentation of the project it would greatly benefit the supportability of the project.
Also, the automatic detection of offsets from GameHelper would be helpful, but it's a private project and it probably isn't viable.
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Originally Posted by
Queuete
The "compiler" is msbuild. The service to host and run the pipeline is buddy:
Buddy
Setting up the pipeline is quite easy, I would still not totally recommend it. Github Actions are probably the better place for this, but I am not sure if they even have environments for .net framework available. Its been quite some time since the last time I looked into it.
Thats totally right. If someone of the current contributors wants to take over and is unhappy with my response times for pull requests feel free to hit me up with a pn.
I am totally with you on the open source part and will be happy if this project stays alive.
Unfortunately look what happened with "TehCheat" -- I hate to bring it up, because mentioning him is "taboo" in some form or another. It is what it is, but his private fork created all sorts of issues and split between plugin developers. We didn't know what was on TehCheats fork as there were all sorts of custom/added stuff, and so some plugins would work, or were developed specifically with TehCheat's fork, and the community version we had to find workaround since various things were simply NOT in existence. That's why we had "two versions" of plugins sometimes. You did an amazing job and kept this project alive, and SnowFox04 also last season put a lot of effort into carrying the torch. Unfortunately we need someone with the time and knowledge to find pointers etc and update all the offsets. I wish I knew more, but my knowledge is limited and I would still consider myself a beginner when it comes to development. I wouldn't know where to start, but if I did I would probably do what I could to update all the offsets asap.
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Originally Posted by
arturino009
I would be glad to contribute, but it's just the lack of knowledge. And ExileAPI is so big and complicated, I have no clue how most of the stuff works. I feel pretty confident in making plugins for ExileAPI, I work as a developer, but all the memory offsets and scanning for patterns is pretty alien to me. If there was some in-depth guide for finding offsets with examples or documentation of the project it would greatly benefit the supportability of the project.
Also, the automatic detection of offsets from GameHelper would be helpful, but it's a private project and it probably isn't viable.
I'm in a similar boat. Plugins and C# are OK, but this whole debugging/finding offsets via pointers in memory etc is a little beyond me. I've tried and failed multiple times. The best I could do was find offsets for flasks and health/mana. I wish there was some sort of guide too, because the stuff online via searching seems outdated or just doesn't seem to apply here or work. It kind of sucks because we know we want to help, but just don't know how.. :/ because of lack of knowledge/skills.
PS. I think what would help if we had an example SPECIFICALLY for PoE on how to find at least ONE offset. A guide on how to do that, and something we can do every time to get that single offset. The trial and error stuff is not helpful since it takes hours and hours to keep making mistakes or going to the wrong thing, only to start back at zero. If we knew how to do one, we could start to figure out more on our own. It's like if you teach a man to fish, he can fish for a lifetime and provide food. Without it, it's just too hard.
Last edited by RatMonkey; 02-18-2022 at 01:04 PM.
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SickBro,
levelmax (2 members gave Thanks to RatMonkey for this useful post)
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Originally Posted by
RatMonkey
Well, as someone who works on plugins, all I can say is GameHelper is amazing for what it is, but it is NO replacement for this. It is its own tool and great at what it does, a barebones, league starter and very efficient during the whole league. To be honest, it's what I wish ExileAPI become, but it is not OPEN source and MANY offsets so plugin development can't take place. I really don't think people should be giving up on ExileAPI yet, since going the direction of only using GameHelper is a step back imho. On code and advancement, it is way better in that department, but for a broad range of plugin use and features, it's very basic. Again, I really think they shouldn't be compared to each other.
I'd use it too but it just screws over my computer sadly.
Tried to see and change some things with the help of the creator, it worked but it won't work with the newer versions and requires a seperate compilation I assume,
probably too much work for one or two people to create a different version.
Last edited by TotallyCake; 02-18-2022 at 01:30 PM.
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Member
Originally Posted by
Queuete
Hello hud community,
this project is in the same state as last season. I currently dont have the time to support it. I am neither playing Poe or looking into offsets myself.
I am happy to merge pull requests which fix offsets and I am in contact with the pipeline service which is creating the automatic builds, which is currently not working. This will probably be fixed soon, the free plan I am using comes with some harsh inactivity punishments which are currently keeping the new commits from being deployed.
Last season the contributions were a lot more frequent than I expected. Considering GameHelper exists, which delivers most of the basic features in a overall better version. Considering the overall state of the code I am not too surprised, that the amount of contributors shrinked. There are a lot of deep problems and unnecessary complex features in the core, which are no fun to work with. The code dependencies inside of the project are all over the place, which makes it incredible hard to pull out / change singular core features (e.g. Multihreading, SharpDX replacement -> .NET 6 upgrade, etc). I will most likely not invest much more time in this codebase even if I could. There wont be much happening except basic maintenance.
Thanks to all the current contributors!
Regards,
Queuete
edit: The pipeline is up and running again. This wont change anything with the current state, but the automatic compilation process ist working again and new versions will be published immediately after a pull request merge.
Thank you for your service, and what ever support you're able to continue to provide.
I hope you get back to PoE! (if you wanted to lol)
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Active Member
What ever happened to TehCheat. He had one of the primary two helper programs and then just went dark or vanished? I heard he was continuing to run the program privately for financial support, but then those of us who had been donating to him were never told anything & he just seemed to disappear overnight.
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Teh its a mythical creature
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Originally Posted by
Forumuser1000
What ever happened to TehCheat. He had one of the primary two helper programs and then just went dark or vanished? I heard he was continuing to run the program privately for financial support, but then those of us who had been donating to him were never told anything & he just seemed to disappear overnight.
He disappeared to his private realm. He put a lot of support into PoeHUD at its time, and the first few iterations of ExileAPI when Qvin did most of the work. Then he just flat out decided that he no longer wanted to support an open source community and closed doors to his "private" fork. I don't know how one can get access to it, even with donations. I donated to him in the past, but he blacklisted me and told me I'll never have access because I was opposed to him going the "donate to me and you can have access" route. Not to bring it up, there was tons of drama and it's in the past now.
What matters is that we focus on keeping ExileAPI alive. I do wish "GameHelper" aka Zaafar would contribute some stuff to the community edition. He's a good guy and provides a great tool, and his radar plugin is something very special that I don't blame him for going closed on that part, but there are things that he could probably give us so we can implement it into ExileAPI and make it run a lot better/smoother. I know he's put a lot of work into his tool, but I do wish ExileAPI could be as efficient as GameHelper one day.
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levelmax (1 members gave Thanks to RatMonkey for this useful post)
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★ Elder ★
Originally Posted by
Forumuser1000
What ever happened to TehCheat. He had one of the primary two helper programs and then just went dark or vanished? I heard he was continuing to run the program privately for financial support, but then those of us who had been donating to him were never told anything & he just seemed to disappear overnight.
Originally Posted by
tvinki
Teh its a mythical creature
I'm still around. I mostly just spend time in the discord as there's a large enough community there.
Originally Posted by
RatMonkey
Then he just flat out decided that he no longer wanted to support an open source community and closed doors to his "private" fork.
This isn't really what happened at all. I offered to skip a league start, focus on getting offsets working asap, and in exchange leave it private for 7 days, rewarding those that donated to me to skip league start. People here, such as yourself, got indignant about it and I pushed it to 10 or 11 days before I released the offsets to the public. The project remained public through all of this, only the offsets that I updated were kept private.
After all of that blew over, I offered to work with Queuete on his branch but he declined, so rather than having two public forks going in different directions, I took mine private. And that has worked quite well for this community, I think.
Originally Posted by
RatMonkey
I donated to him in the past, but he blacklisted me and told me I'll never have access because I was opposed to him going the "donate to me and you can have access" route.
I don't recall you ever donating. Well, if you want to count closed beta HUD or the lab chest plugin, maybe you donated. But being forced into donating to get something you want was the only way you ever "donated". And I blacklisted you because of personal attacks. You know this.
Regardless, it is water under the bridge.
HUD won't die. If people aren't contributing, I'll make mine public again.
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tvinki (1 members gave Thanks to TehCheat for this useful post)
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-> HUD won't die. If people aren't contributing, I'll make mine public again.
woh!!!! TehCheat offering a hand, IMO, take it!
If I did not reply to you, it mean the question you are asking is stupid.
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levelmax (1 members gave Thanks to GameHelper for this useful post)
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Originally Posted by TehCheat
After all of that blew over, I offered to work with Queuete on his branch but he declined, so rather than having two public forks going in different directions, I took mine private. And that has worked quite well for this community, I think.
I don't recall you ever donating. Well, if you want to count closed beta HUD or the lab chest plugin, maybe you donated. But being forced into donating to get something you want was the only way you ever "donated". And I blacklisted you because of personal attacks. You know this.
Regardless, it is water under the bridge.
HUD won't die. If people aren't contributing, I'll make mine public again.
I did apologize, TehCheat. I admit I was worked up and later retracted a bunch of what I said, and then in the end it always seemed strange why you'd flat out turn your back on the project and go your own way. I donated twice in the past, on separate occasions though. You are right though, it's water under the bridge and in the past. I didn't know any of the things in the background like, Queuete refusing any help. I did attack you, and while it was a long time ago, I apologize again for acting immature. As I said I do appreciate everything you've done over the years, I just don't know the whole story. I was under the impression at the time that you just decided to flat out turn your back on the community out of some sort of "greed"
Honestly it really did seem like you ghosted everyone. I guess there was always more to the story than meets the eye.
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Originally Posted by
ItzBaka
Just Pulled it and made a Batch but somehow flask etc do not work

I'll look into it. I don't think it was my changes that broke it as it was working fine on my repo. New offsets probably broke something. I was the one that added support for modifier keys. Hotkey nodes now support mouse clicks, shift + Key hotkeys, etc. I added this for anyone who had their skills on left/middle/right mouse buttons or modifier key combinations (Ctrl + F for example) Everything seems to work, and I've tested some edge cases, but let me know if there are any bugs, and I'll try to fix it when I get the time. As a side note, the node will now apply the control keys after a non-modifier key is released to allow the user to hold down a modifier and chose a combination without it feeling janky or only using the modifier.
Edit: Seems ExileAPI incorrectly reports InGame state and several modules are broken. These will have to be updated before the plugin works again.

Last edited by HugKitten; 02-18-2022 at 11:40 PM.
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Originally Posted by
HugKitten
I'll look into it. I don't think it was my changes that broke it as it was working fine on my repo. New offsets probably broke something. I was the one that added support for modifier keys. Hotkey nodes now support mouse clicks, shift + Key hotkeys, etc. I added this for anyone who had their skills on left/middle/right mouse buttons or modifier key combinations (Ctrl + F for example) Everything seems to work, and I've tested some edge cases, but let me know if there are any bugs, and I'll try to fix it when I get the time. As a side note, the node will now apply the control keys after a non-modifier key is released to allow the user to hold down a modifier and chose a combination without it feeling janky or only using the modifier.
As I've already mentioned, BasicFlask plugin from default repo don't work because of incorrect IsInGame value detection. I just stubbed it and plugin works perfectly.