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

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  1. #3601
    datz's Avatar Active Member
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    Originally Posted by GameHelper View Post
    Can you make a video proof of it? I am curious why would that happen.


    Sorry for your loss!

    EDIT: make sure in that video, the flask rules/configuration is shown.
    editted my post im dumb..although does anyone else logout at w/e % with autoquit and still die or just me? i always get the 5 sec delay in game and die anyways.. wondering if just my shit internet or every gets the disconnect delay

    GameHelper: A light version of PoeHUD/Exile-Api
  2. #3602
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    Originally Posted by datz View Post
    editted my post im dumb..although does anyone else logout at w/e % with autoquit and still die or just me? i always get the 5 sec delay in game and die anyways.. wondering if just my shit internet or every gets the disconnect delay
    Hmm, works fine on my side, how much latency you got to the gaming server? Maybe auto quit early ( e.g if you do at 30% health, do it at 40% ).
    If I did not reply to you, it mean the question you are asking is stupid.

  3. #3603
    MarvinSabanaj's Avatar Member
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    Any chance we can get opertive Strongboxes to preload?

  4. #3604
    datz's Avatar Active Member
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    Originally Posted by GameHelper View Post
    Hmm, works fine on my side, how much latency you got to the gaming server? Maybe auto quit early ( e.g if you do at 30% health, do it at 40% ).
    have like 20-50 usually.. think i notice it more if im burning or degening below the %... its not always but usually... is there a way to make it quit to char screen instead? dunno if that would change anything but usuallly when it happens i cant login for ~2-3 secs.. ive seen hc streamers and ggg talk about it so i think its normal but w/e lol

  5. #3605
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    Originally Posted by datz View Post
    have like 20-50 usually.. think i notice it more if im burning or degening below the %... its not always but usually... is there a way to make it quit to char screen instead? dunno if that would change anything but usuallly when it happens i cant login for ~2-3 secs.. ive seen hc streamers and ggg talk about it so i think its normal but w/e lol
    No there is not.
    If I did not reply to you, it mean the question you are asking is stupid.

  6. #3606
    camapxam's Avatar Active Member
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    Originally Posted by datz View Post
    have like 20-50 usually.. think i notice it more if im burning or degening below the %... its not always but usually... is there a way to make it quit to char screen instead? dunno if that would change anything but usuallly when it happens i cant login for ~2-3 secs.. ive seen hc streamers and ggg talk about it so i think its normal but w/e lol
    manually set a macro /exit to some key, then you can quit to char when hitting that button

  7. Thanks GameHelper (1 members gave Thanks to camapxam for this useful post)
  8. #3607
    ffaz1's Avatar Member
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    Hello the app is failing on startup after the question in the console window with the following error in log:
    ------------------------------
    25.08.2023 7:53 Program exited with message:
    System.ArgumentNullException: Value cannot be null. (Parameter 'dictionary')
    at System.ArgumentNullException.Throw(String paramName)
    at System.ArgumentNullException.ThrowIfNull(Object argument, String paramName)
    at System.Collections.Generic.CollectionExtensions.GetValueOrDefault[TKey,TValue](IReadOnlyDictionary`2 dictionary, TKey key, TValue defaultValue)
    at GameHelper.Plugin.PManager.<>c__DisplayClass8_0.<LoadPluginMetadata>b__0(PluginW ithName x) in D:\a\GameOverlay\GameOverlay\GameHelper\Plugin\PManager.cs:line 200
    at System.Linq.Enumerable.SelectListIterator`2.MoveNext()
    at System.Collections.Generic.List`1.InsertRange(Int32 index, IEnumerable`1 collection)
    at GameHelper.Plugin.PManager.LoadPluginMetadata(IEnumerable`1 plugins) in D:\a\GameOverlay\GameOverlay\GameHelper\Plugin\PManager.cs:line 198
    at GameHelper.Plugin.PManager.InitializePlugins() in D:\a\GameOverlay\GameOverlay\GameHelper\Plugin\PManager.cs:line 40
    at GameHelper.GameOverlay.PostInitialized() in D:\a\GameOverlay\GameOverlay\GameHelper\GameOverlay.cs:line 78
    at ClickableTransparentOverlay.Overlay.InitializeResources()
    at ClickableTransparentOverlay.Overlay.<Start>b__26_0()
    at System.Threading.Tasks.Task.<>c.<ThrowAsync>b__128_1(Object state)
    at System.Threading.ThreadPoolWorkQueue.Dispatch()
    at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
    ------------------------------

  9. #3608
    jennajame1's Avatar Member
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    it needs update its closing down after a minute

  10. #3609
    dhtm15's Avatar Member
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    Originally Posted by GameHelper View Post
    No there is not.
    GameHelper is wonderful before I used Wingman Reloaded, but it has closed several times by itself, and I have to reopen it again, I don't know if it was after the update that occurred in the game, or if there is a conflict with the POE Overlay, but I believe that either because of the update because it didn't close before.

  11. #3610
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    Must be something wrong on your side, I haven’t got any reports, can you try to download GH in a brand new folder and try again? ( don’t forget limited user method in that new folder ).
    If I did not reply to you, it mean the question you are asking is stupid.

  12. #3611
    hkjhkh's Avatar Member
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    some knows how i can check AG HP ? that i can maybe logout ?

  13. #3612
    xcrossover25x's Avatar Active Member
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    does anyone have a plugin or poi to highlight high value beasts

  14. #3613
    Sychotix's Avatar Moderator Authenticator enabled
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    Originally Posted by xcrossover25x View Post
    does anyone have a plugin or poi to highlight high value beasts
    The client has no info on high value beasts in an area until you are already right by them. If you want to be notified if you're standing right next to one, I think there is some sort of alert plugin for ExileAPI but I haven't used it.

  15. #3614
    xcrossover25x's Avatar Active Member
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    Originally Posted by Sychotix View Post
    The client has no info on high value beasts in an area until you are already right by them. If you want to be notified if you're standing right next to one, I think there is some sort of alert plugin for ExileAPI but I haven't used it.
    yep that was something that i was looking for. thanks ill check it out

  16. #3615
    dhtm15's Avatar Member
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    Can you check what happens?

    Code:
    22/08/2023 12:43 Program exited with message:
     System.AggregateException: One or more errors occurred. (Exception of type 'System.OutOfMemoryException' was thrown.)
     ---> System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown.
       at GameHelper.Utils.SafeMemoryHandle.ReadMemoryArray[T](IntPtr address, Int32 nsize) in D:\a\GameOverlay\GameOverlay\GameHelper\Utils\SafeMemoryHandle.cs:line 144
       at GameHelper.Utils.SafeMemoryHandle.ReadStdBucket[TValue](StdBucket nativeContainer) in D:\a\GameOverlay\GameOverlay\GameHelper\Utils\SafeMemoryHandle.cs:line 371
       at GameHelper.RemoteObjects.States.InGameStateObjects.Entity.UpdateComponentData(ItemStruct idata, Boolean hasAddressChanged) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\Entity.cs:line 263
       at GameHelper.RemoteObjects.States.InGameStateObjects.Entity.UpdateData(Boolean hasAddressChanged) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\Entity.cs:line 314
       at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.<>c__DisplayClass53_0.<UpdateEntities>b__0(Int32 index) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 291
       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 GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.UpdateEntities(StdMap ePtr, ConcurrentDictionary`2 data, Boolean addToCache) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 315
       at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.UpdateData(Boolean hasAddressChanged) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 213
       at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.OnPerFrame()+MoveNext() in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 605
       at Coroutine.ActiveCoroutine.MoveNext()
       at Coroutine.ActiveCoroutine.OnEvent(Event evt)
       at Coroutine.CoroutineHandlerInstance.RaiseEvent(Event evt)
       at Coroutine.CoroutineHandler.RaiseEvent(Event evt)
       at GameHelper.GameOverlay.Render() in D:\a\GameOverlay\GameOverlay\GameHelper\GameOverlay.cs:line 91
       at ClickableTransparentOverlay.Overlay.RunInfiniteLoop(CancellationToken token)
       at ClickableTransparentOverlay.Overlay.<Start>b__26_0()
       at System.Threading.Tasks.Task.<>c.<ThrowAsync>b__128_1(Object state)
       at System.Threading.ThreadPoolWorkQueue.Dispatch()
       at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
    ------------------------------
    23/08/2023 11:47 Program exited with message:
     System.AggregateException: One or more errors occurred. (Exception of type 'System.OutOfMemoryException' was thrown.)
     ---> System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown.
       at GameHelper.Utils.SafeMemoryHandle.ReadMemoryArray[T](IntPtr address, Int32 nsize) in D:\a\GameOverlay\GameOverlay\GameHelper\Utils\SafeMemoryHandle.cs:line 144
       at GameHelper.Utils.SafeMemoryHandle.ReadStdBucket[TValue](StdBucket nativeContainer) in D:\a\GameOverlay\GameOverlay\GameHelper\Utils\SafeMemoryHandle.cs:line 371
       at GameHelper.RemoteObjects.States.InGameStateObjects.Entity.UpdateComponentData(ItemStruct idata, Boolean hasAddressChanged) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\Entity.cs:line 263
       at GameHelper.RemoteObjects.States.InGameStateObjects.Entity.UpdateData(Boolean hasAddressChanged) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\Entity.cs:line 314
       at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.<>c__DisplayClass53_0.<UpdateEntities>b__0(Int32 index) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 291
       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 GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.UpdateEntities(StdMap ePtr, ConcurrentDictionary`2 data, Boolean addToCache) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 315
       at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.UpdateData(Boolean hasAddressChanged) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 213
       at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.OnPerFrame()+MoveNext() in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 605
       at Coroutine.ActiveCoroutine.MoveNext()
       at Coroutine.ActiveCoroutine.OnEvent(Event evt)
       at Coroutine.CoroutineHandlerInstance.RaiseEvent(Event evt)
       at Coroutine.CoroutineHandler.RaiseEvent(Event evt)
       at GameHelper.GameOverlay.Render() in D:\a\GameOverlay\GameOverlay\GameHelper\GameOverlay.cs:line 91
       at ClickableTransparentOverlay.Overlay.RunInfiniteLoop(CancellationToken token)
       at ClickableTransparentOverlay.Overlay.<Start>b__26_0()
       at System.Threading.Tasks.Task.<>c.<ThrowAsync>b__128_1(Object state)
       at System.Threading.ThreadPoolWorkQueue.Dispatch()
       at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
    ------------------------------
    23/08/2023 12:08 Program exited with message:
     System.AggregateException: One or more errors occurred. (Exception of type 'System.OutOfMemoryException' was thrown.)
     ---> System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown.
       at GameHelper.Utils.SafeMemoryHandle.ReadMemoryArray[T](IntPtr address, Int32 nsize) in D:\a\GameOverlay\GameOverlay\GameHelper\Utils\SafeMemoryHandle.cs:line 144
       at GameHelper.Utils.SafeMemoryHandle.ReadStdBucket[TValue](StdBucket nativeContainer) in D:\a\GameOverlay\GameOverlay\GameHelper\Utils\SafeMemoryHandle.cs:line 371
       at GameHelper.RemoteObjects.States.InGameStateObjects.Entity.UpdateComponentData(ItemStruct idata, Boolean hasAddressChanged) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\Entity.cs:line 263
       at GameHelper.RemoteObjects.States.InGameStateObjects.Entity.UpdateData(Boolean hasAddressChanged) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\Entity.cs:line 314
       at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.<>c__DisplayClass53_0.<UpdateEntities>b__0(Int32 index) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 291
       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 GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.UpdateEntities(StdMap ePtr, ConcurrentDictionary`2 data, Boolean addToCache) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 315
       at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.UpdateData(Boolean hasAddressChanged) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 213
       at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.OnPerFrame()+MoveNext() in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 605
       at Coroutine.ActiveCoroutine.MoveNext()
       at Coroutine.ActiveCoroutine.OnEvent(Event evt)
       at Coroutine.CoroutineHandlerInstance.RaiseEvent(Event evt)
       at Coroutine.CoroutineHandler.RaiseEvent(Event evt)
       at GameHelper.GameOverlay.Render() in D:\a\GameOverlay\GameOverlay\GameHelper\GameOverlay.cs:line 91
       at ClickableTransparentOverlay.Overlay.RunInfiniteLoop(CancellationToken token)
       at ClickableTransparentOverlay.Overlay.<Start>b__26_0()
       at System.Threading.Tasks.Task.<>c.<ThrowAsync>b__128_1(Object state)
       at System.Threading.ThreadPoolWorkQueue.Dispatch()
       at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
    ------------------------------
    24/08/2023 16:44 Program exited with message:
     System.AggregateException: One or more errors occurred. (Exception of type 'System.OutOfMemoryException' was thrown.)
     ---> System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown.
       at GameHelper.Utils.SafeMemoryHandle.ReadMemoryArray[T](IntPtr address, Int32 nsize) in D:\a\GameOverlay\GameOverlay\GameHelper\Utils\SafeMemoryHandle.cs:line 144
       at GameHelper.Utils.SafeMemoryHandle.ReadStdBucket[TValue](StdBucket nativeContainer) in D:\a\GameOverlay\GameOverlay\GameHelper\Utils\SafeMemoryHandle.cs:line 371
       at GameHelper.RemoteObjects.States.InGameStateObjects.Entity.UpdateComponentData(ItemStruct idata, Boolean hasAddressChanged) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\Entity.cs:line 263
       at GameHelper.RemoteObjects.States.InGameStateObjects.Entity.UpdateData(Boolean hasAddressChanged) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\Entity.cs:line 314
       at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.<>c__DisplayClass53_0.<UpdateEntities>b__0(Int32 index) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 291
       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 GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.UpdateEntities(StdMap ePtr, ConcurrentDictionary`2 data, Boolean addToCache) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 315
       at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.UpdateData(Boolean hasAddressChanged) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 213
       at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.OnPerFrame()+MoveNext() in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 605
       at Coroutine.ActiveCoroutine.MoveNext()
       at Coroutine.ActiveCoroutine.OnEvent(Event evt)
       at Coroutine.CoroutineHandlerInstance.RaiseEvent(Event evt)
       at Coroutine.CoroutineHandler.RaiseEvent(Event evt)
       at GameHelper.GameOverlay.Render() in D:\a\GameOverlay\GameOverlay\GameHelper\GameOverlay.cs:line 91
       at ClickableTransparentOverlay.Overlay.RunInfiniteLoop(CancellationToken token)
       at ClickableTransparentOverlay.Overlay.<Start>b__26_0()
       at System.Threading.Tasks.Task.<>c.<ThrowAsync>b__128_1(Object state)
       at System.Threading.ThreadPoolWorkQueue.Dispatch()
       at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
    ------------------------------
    25/08/2023 09:36 Program exited with message:
     System.AggregateException: One or more errors occurred. (Exception of type 'System.OutOfMemoryException' was thrown.)
     ---> System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown.
       at GameHelper.Utils.SafeMemoryHandle.ReadMemoryArray[T](IntPtr address, Int32 nsize) in D:\a\GameOverlay\GameOverlay\GameHelper\Utils\SafeMemoryHandle.cs:line 144
       at GameHelper.Utils.SafeMemoryHandle.ReadStdBucket[TValue](StdBucket nativeContainer) in D:\a\GameOverlay\GameOverlay\GameHelper\Utils\SafeMemoryHandle.cs:line 371
       at GameHelper.RemoteObjects.States.InGameStateObjects.Entity.UpdateComponentData(ItemStruct idata, Boolean hasAddressChanged) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\Entity.cs:line 263
       at GameHelper.RemoteObjects.States.InGameStateObjects.Entity.UpdateData(Boolean hasAddressChanged) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\Entity.cs:line 314
       at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.<>c__DisplayClass53_0.<UpdateEntities>b__0(Int32 index) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 291
       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 GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.UpdateEntities(StdMap ePtr, ConcurrentDictionary`2 data, Boolean addToCache) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 315
       at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.UpdateData(Boolean hasAddressChanged) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 213
       at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.OnPerFrame()+MoveNext() in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 605
       at Coroutine.ActiveCoroutine.MoveNext()
       at Coroutine.ActiveCoroutine.OnEvent(Event evt)
       at Coroutine.CoroutineHandlerInstance.RaiseEvent(Event evt)
       at Coroutine.CoroutineHandler.RaiseEvent(Event evt)
       at GameHelper.GameOverlay.Render() in D:\a\GameOverlay\GameOverlay\GameHelper\GameOverlay.cs:line 91
       at ClickableTransparentOverlay.Overlay.RunInfiniteLoop(CancellationToken token)
       at ClickableTransparentOverlay.Overlay.<Start>b__26_0()
       at System.Threading.Tasks.Task.<>c.<ThrowAsync>b__128_1(Object state)
       at System.Threading.ThreadPoolWorkQueue.Dispatch()
       at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
    ------------------------------
    25/08/2023 11:51 Program exited with message:
     System.AggregateException: One or more errors occurred. (Exception of type 'System.OutOfMemoryException' was thrown.)
     ---> System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown.
       at GameHelper.Utils.SafeMemoryHandle.ReadMemoryArray[T](IntPtr address, Int32 nsize) in D:\a\GameOverlay\GameOverlay\GameHelper\Utils\SafeMemoryHandle.cs:line 144
       at GameHelper.Utils.SafeMemoryHandle.ReadStdBucket[TValue](StdBucket nativeContainer) in D:\a\GameOverlay\GameOverlay\GameHelper\Utils\SafeMemoryHandle.cs:line 371
       at GameHelper.RemoteObjects.States.InGameStateObjects.Entity.UpdateComponentData(ItemStruct idata, Boolean hasAddressChanged) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\Entity.cs:line 263
       at GameHelper.RemoteObjects.States.InGameStateObjects.Entity.UpdateData(Boolean hasAddressChanged) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\Entity.cs:line 314
       at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.<>c__DisplayClass53_0.<UpdateEntities>b__0(Int32 index) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 291
       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 GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.UpdateEntities(StdMap ePtr, ConcurrentDictionary`2 data, Boolean addToCache) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 315
       at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.UpdateData(Boolean hasAddressChanged) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 213
       at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.OnPerFrame()+MoveNext() in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 605
       at Coroutine.ActiveCoroutine.MoveNext()
       at Coroutine.ActiveCoroutine.OnEvent(Event evt)
       at Coroutine.CoroutineHandlerInstance.RaiseEvent(Event evt)
       at Coroutine.CoroutineHandler.RaiseEvent(Event evt)
       at GameHelper.GameOverlay.Render() in D:\a\GameOverlay\GameOverlay\GameHelper\GameOverlay.cs:line 91
       at ClickableTransparentOverlay.Overlay.RunInfiniteLoop(CancellationToken token)
       at ClickableTransparentOverlay.Overlay.<Start>b__26_0()
       at System.Threading.Tasks.Task.<>c.<ThrowAsync>b__128_1(Object state)
       at System.Threading.ThreadPoolWorkQueue.Dispatch()
       at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
    ------------------------------

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