GameHelper: A light version of PoeHUD/Exile-Api menu

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  1. #3901
    isgood72's Avatar Member
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    maphack dont work correctly

    GameHelper: A light version of PoeHUD/Exile-Api
  2. #3902
    MPli's Avatar Member
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    can't move GH window, it's restricted to the top-left corner of my screen

  3. #3903
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    upload a new version it fixes radar issue.


    Originally Posted by MPli View Post
    can't move GH window, it's restricted to the top-left corner of my screen
    hmm, it means GH isn't attaching to the game....minimize game 1 or 2 times? maybe?
    If I did not reply to you, it mean the question you are asking is stupid.

  4. Thanks EthEth, pimples700 (2 members gave Thanks to GameHelper for this useful post)
  5. #3904
    EleanorIsabella's Avatar Member
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    Originally Posted by GameHelper View Post
    Introduction

    GameHelper is an overlay created from scratch for league start scenario. It's not created to replace existing overlays (e.g. PoEHelper). Basically, every league it takes few hours to few days to fully update PoEHelper and that's not good for anyone. Developers who are working on updating the overlay misses the league start economy advantage. Users, who are waiting for the overlay, have a wait until someone fixes the overlay. At-least, that's what I have felt in the past, it may be different for different people.



    Rules

    Here are some rules



    How to report a bug/issue
    Bug Report Rules


    History
    How long it took to update on league start (league start = when player can enter The Twilight Strand)


    Some cool things about GameHelper
    List


    GameHelper dependencies/Requirements
    Libraries

    List of Plugins and their features
    Game Helper plugins


    HOW-TO
    Helping Guides

    F.A.Qs
    FAQs


    Credits
    Credits

    Released Version

    Attachment 84354 (Zip Checksum: 39e8d521d0d59bb26ca52ee9b0b9c8be897c6fb9a182476a0a21fec50c8149d5)

    VirusTotal Reports (all-green/clear):
    VirusTotal
    VirusTotal
    VirusTotal

    DON'T FORGET TO USE LIMITED USER METHOD

    Other Files

    Preload Alert File: Attachment 84189 (put this file in GameHelper -> plugin -> preloadalert folder) (last updated: Nov 8, 2023)

    Important POI File: Attachment 80475 (put this file in GameHelper -> plugin -> Radar folder) (last updated: March 28, 2022)
    This Impressive.

  6. #3905
    Kegs's Avatar Member
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    still crashing with latest version:
    Code:
    12/8/2023 2:42 PM Program exited with message:
     System.AggregateException: One or more errors occurred. (Index was outside the bounds of the array.) (Index was outside the bounds of the array.) (Index was outside the bounds of the array.)
     ---> System.IndexOutOfRangeException: Index was outside the bounds of the array.
       at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.<>c__DisplayClass56_0.<GetTerrainHeight>b__1(Int32 y) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 413
       at System.Threading.Tasks.Parallel.<>c__DisplayClass19_0`1.<ForWorker>b__1(RangeWorker& currentWorker, Int32 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)
    --- End of stack trace from previous location ---
       at System.Threading.Tasks.Parallel.<>c__DisplayClass19_0`1.<ForWorker>b__1(RangeWorker& currentWorker, Int32 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)
       at System.Threading.Tasks.TaskReplicator.Replica.Execute()
       --- End of inner exception stack trace ---
       at System.Threading.Tasks.TaskReplicator.Run[TState](ReplicatableUserAction`1 action, ParallelOptions options, Boolean stopOnFirstFailure)
       at System.Threading.Tasks.Parallel.ForWorker[TLocal](Int32 fromInclusive, Int32 toExclusive, ParallelOptions parallelOptions, Action`1 body, Action`2 bodyWithState, Func`4 bodyWithLocal, Func`1 localInit, Action`1 localFinally)
    --- End of stack trace from previous location ---
       at System.Threading.Tasks.Parallel.ForWorker[TLocal](Int32 fromInclusive, Int32 toExclusive, ParallelOptions parallelOptions, Action`1 body, Action`2 bodyWithState, Func`4 bodyWithLocal, Func`1 localInit, Action`1 localFinally)
       at System.Threading.Tasks.Parallel.For(Int32 fromInclusive, Int32 toExclusive, Action`1 body)
       at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.GetTerrainHeight() in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 411
       at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.UpdateData(Boolean hasAddressChanged) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 218
       at GameHelper.RemoteObjects.RemoteObjectBase.set_Address(IntPtr value) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\RemoteObjectBase.cs:line 75
       at GameHelper.RemoteObjects.States.InGameState.UpdateData(Boolean hasAddressChanged) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameState.cs:line 71
       at GameHelper.RemoteObjects.RemoteObjectBase.set_Address(IntPtr value) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\RemoteObjectBase.cs:line 75
       at GameHelper.RemoteObjects.GameStates.UpdateData(Boolean hasAddressChanged) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\GameStates.cs:line 111
       at GameHelper.RemoteObjects.RemoteObjectBase.set_Address(IntPtr value) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\RemoteObjectBase.cs:line 75
       at GameHelper.Core.UpdateStatesData()+MoveNext() in D:\a\GameOverlay\GameOverlay\GameHelper\Core.cs:line 224
       at Coroutine.ActiveCoroutine.MoveNext()
       at Coroutine.ActiveCoroutine.OnEvent(Event evt)
       at Coroutine.CoroutineHandlerInstance.RaiseEvent(Event evt)
       at Coroutine.CoroutineHandler.RaiseEvent(Event evt)
       at GameHelper.GameProcess.FindStaticAddresses()+MoveNext() in D:\a\GameOverlay\GameOverlay\GameHelper\GameProcess.cs:line 292
       at Coroutine.ActiveCoroutine.MoveNext()
       at Coroutine.ActiveCoroutine.OnEvent(Event evt)
       at Coroutine.CoroutineHandlerInstance.RaiseEvent(Event evt)
       at Coroutine.CoroutineHandler.RaiseEvent(Event evt)
       at GameHelper.GameProcess.Open() in D:\a\GameOverlay\GameOverlay\GameHelper\GameProcess.cs:line 309
       at GameHelper.GameProcess.FindAndOpen()+MoveNext() in D:\a\GameOverlay\GameOverlay\GameHelper\GameProcess.cs:line 166
       at Coroutine.ActiveCoroutine.MoveNext()
       at Coroutine.ActiveCoroutine.Tick(Double deltaSeconds)
       at Coroutine.CoroutineHandlerInstance.<>c__DisplayClass15_0.<Tick>b__0(ActiveCoroutine c)
       at System.Collections.Generic.List`1.RemoveAll(Predicate`1 match)
       at Coroutine.CoroutineHandlerInstance.Tick(Double deltaSeconds)
       at Coroutine.CoroutineHandler.Tick(Double deltaSeconds)
       at GameHelper.GameOverlay.Render() in D:\a\GameOverlay\GameOverlay\GameHelper\GameOverlay.cs:line 93
       at ClickableTransparentOverlay.ImGuiRenderer.Update(Single deltaTime, Action DoRender)
       at ClickableTransparentOverlay.Overlay.RunInfiniteLoop(CancellationToken token)
       at ClickableTransparentOverlay.Overlay.<Start>b__22_0()
       at System.Threading.Tasks.Task.<>c.<ThrowAsync>b__128_1(Object state)
       at System.Threading.ThreadPoolWorkQueue.Dispatch()
       at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
     ---> (Inner Exception #1 ) System.IndexOutOfRangeException: Index was outside the bounds of the array.
       at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.<>c__DisplayClass56_0.<GetTerrainHeight>b__1(Int32 y) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 413
       at System.Threading.Tasks.Parallel.<>c__DisplayClass19_0`1.<ForWorker>b__1(RangeWorker& currentWorker, Int32 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)
    --- End of stack trace from previous location ---
       at System.Threading.Tasks.Parallel.<>c__DisplayClass19_0`1.<ForWorker>b__1(RangeWorker& currentWorker, Int32 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)
       at System.Threading.Tasks.TaskReplicator.Replica.Execute()<---
    
     ---> (Inner Exception #2 ) System.IndexOutOfRangeException: Index was outside the bounds of the array.
       at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.<>c__DisplayClass56_0.<GetTerrainHeight>b__1(Int32 y) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 413
       at System.Threading.Tasks.Parallel.<>c__DisplayClass19_0`1.<ForWorker>b__1(RangeWorker& currentWorker, Int32 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)
    --- End of stack trace from previous location ---
       at System.Threading.Tasks.Parallel.<>c__DisplayClass19_0`1.<ForWorker>b__1(RangeWorker& currentWorker, Int32 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)
       at System.Threading.Tasks.TaskReplicator.Replica.Execute()<---
    
    ------------------------------

  7. #3906
    DavidBlanco's Avatar Member
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    is there a way to add a radar POI too all zones rather than just one? i think they use the same path for the wildwood npc areas everytime but when i add that area as POI its only for that one zone i added it in

  8. #3907
    clawface's Avatar Member
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    Found an issue with Sentinal Radiance Skill. It is object 57, but app is not seeing that it has been cast. If i try cast raging spirit afterwards, it appears for .5 seconds disappears from CountObjects list right after. I had set it to auto cast when that count is missing, but now it is automaticaly casting it non-stop as it is not detecting that it is present. Not sure how difficult it is to fix it?
    Mastering the art of game hacking: where pixels meet possibilities, and codes dance to my command, turning virtual challenges into digital victories.

  9. #3908
    Poe325's Avatar Member
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    I am big fan of this tool. Great work!
    I can confirm same bug as clawface above. With any deployed objects - program does not count it correctly. They apper at game statistic like 1-2 objects, then disappear completely. Even if you continue to summon and there are 5-10+ objects of this type summoned in game.

  10. #3909
    DavidBlanco's Avatar Member
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    Metadata/Terrain/Woods/Woods/AzmeriLeague/Features/clearing_npc_03.tdtx:1-y:3
    Metadata/Terrain/Woods/Woods/AzmeriLeague/Features/clearing_npc_02.tdtx:1-y:3
    Metadata/Terrain/Woods/Woods/AzmeriLeague/Features/clearing_npc_01.tdtx:1-y:3

    could those 3 POI be added to every area? they will show the location of the new npcs

  11. Thanks GameHelper (1 members gave Thanks to DavidBlanco for this useful post)
  12. #3910
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    Released a new version

    - fix beast monsters not showing properly on the map
    - now you can draw your own ICON on the map
    - Now you can filter TGT/POI based on text (helps in finding stuff)

    Originally Posted by DavidBlanco View Post
    Metadata/Terrain/Woods/Woods/AzmeriLeague/Features/clearing_npc_03.tdtx:1-y:3
    Metadata/Terrain/Woods/Woods/AzmeriLeague/Features/clearing_npc_02.tdtx:1-y:3
    Metadata/Terrain/Woods/Woods/AzmeriLeague/Features/clearing_npc_01.tdtx:1-y:3

    could those 3 POI be added to every area? they will show the location of the new npcs
    thx man!!!!


    Originally Posted by Poe325 View Post
    I am big fan of this tool. Great work!
    I can confirm same bug as clawface above. With any deployed objects - program does not count it correctly. They apper at game statistic like 1-2 objects, then disappear completely. Even if you continue to summon and there are 5-10+ objects of this type summoned in game.
    Originally Posted by clawface View Post
    Found an issue with Sentinal Radiance Skill. It is object 57, but app is not seeing that it has been cast. If i try cast raging spirit afterwards, it appears for .5 seconds disappears from CountObjects list right after. I had set it to auto cast when that count is missing, but now it is automaticaly casting it non-stop as it is not detecting that it is present. Not sure how difficult it is to fix it?
    okay, will check it out when I find some time.

    Originally Posted by DavidBlanco View Post
    is there a way to add a radar POI too all zones rather than just one? i think they use the same path for the wildwood npc areas everytime but when i add that area as POI its only for that one zone i added it in
    for now, No, will add such functionality in few days...
    If I did not reply to you, it mean the question you are asking is stupid.

  13. Thanks Senotin, jknnnnn (2 members gave Thanks to GameHelper for this useful post)
  14. #3911
    tapoffers1's Avatar Member
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    Originally Posted by GameHelper View Post
    upload a new version it fixes radar issue.




    hmm, it means GH isn't attaching to the game....minimize game 1 or 2 times? maybe?
    Havin this issue also (it disappears/cuts off if moving around except specific area of screen) tried suggestion. Also radar maphack does not draw the map / area transitions /monsters for me (worked last league). I am using v2.0.165. It looks to be because it says current game state gamenotloaded

    Fixed: Just launched it before poe and it worked fine.
    Last edited by tapoffers1; 12-08-2023 at 11:40 PM.

  15. #3912
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    Originally Posted by tapoffers1 View Post
    It looks to be because it says current game state gamenotloaded
    yeah, i don't know what to say, only happening to you. restart computer or something. working fine everywhere else.
    If I did not reply to you, it mean the question you are asking is stupid.

  16. #3913
    setim's Avatar Member
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    Looks like the deployed object count is wrong. When I put one totem, it cannot detect it. when i put 2 totem, it count 1. when i put 3 totem, it cannot detect.
    Is the offset wrong or?

  17. #3914
    satbuster's Avatar Member
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    Originally Posted by setim View Post
    Looks like the deployed object count is wrong. When I put one totem, it cannot detect it. when i put 2 totem, it count 1. when i put 3 totem, it cannot detect.
    Is the offset wrong or?
    I have similar issue with using DeployedObjectsCount[x] to find my summoned minions (both zombies and skeletons). In the Data Visualization, I also don't see them under "Deployed Objects" when I summon them. Or at least not the right count.

    Otherwise, FANTASTIC launch day stability and quality of release! Thanks. Donating a bit later.

  18. #3915
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    uploaded a new version, please download it from the first post.

    - added ability to add Tile/TGT data such that it actives/shows for all Zone
    - fixed the DeployedObjectsCount broken offsets
    If I did not reply to you, it mean the question you are asking is stupid.

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