can this tool show where will tangled altar appear?(searing exarch/eater of worlds altars)
how to make preload window background transparent with no color?
Yeah for the radar it works but not for the preload alerts thats what i meant - so i could see it right when entering a map if there is a king in the wildwood or not. I know it only saves some seconds but was just a thought![]()
It keeps flashing, I don’t know why
v4.0.5
What was changed in recent version? Cant load with old config files anymore, only fresh install. I got .net 7
Code:26/01/2024 20:14 Program exited with message: System.AggregateException: One or more errors occurred. (Cannot deserialize the current JSON object (e.g. {"name":"value"}) into type 'System.ValueTuple`3[System.Boolean,System.Single,System.Numerics.Vector4][]' because the type requires a JSON array (e.g. [1,2,3]) to deserialize correctly. To fix this error either change the JSON to a JSON array (e.g. [1,2,3]) or change the deserialized type so that it is a normal .NET type (e.g. not a primitive type like integer, not a collection type like an array or List<T>) that can be deserialized from a JSON object. JsonObjectAttribute can also be added to the type to force it to deserialize from a JSON object. Path 'AbyssPath.Item1', line 4, position 12.) ---> Newtonsoft.Json.JsonSerializationException: Cannot deserialize the current JSON object (e.g. {"name":"value"}) into type 'System.ValueTuple`3[System.Boolean,System.Single,System.Numerics.Vector4][]' because the type requires a JSON array (e.g. [1,2,3]) to deserialize correctly. To fix this error either change the JSON to a JSON array (e.g. [1,2,3]) or change the deserialized type so that it is a normal .NET type (e.g. not a primitive type like integer, not a collection type like an array or List<T>) that can be deserialized from a JSON object. JsonObjectAttribute can also be added to the type to force it to deserialize from a JSON object. Path 'AbyssPath.Item1', line 4, position 12. at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateObject(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateValueInternal(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.SetPropertyValue(JsonProperty property, JsonConverter propertyConverter, JsonContainerContract containerContract, JsonProperty containerProperty, JsonReader reader, Object target) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.PopulateObject(Object newObject, JsonReader reader, JsonObjectContract contract, JsonProperty member, String id) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateObject(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateValueInternal(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.Deserialize(JsonReader reader, Type objectType, Boolean checkAdditionalContent) at Newtonsoft.Json.JsonSerializer.DeserializeInternal(JsonReader reader, Type objectType) at Newtonsoft.Json.JsonSerializer.Deserialize(JsonReader reader, Type objectType) at Newtonsoft.Json.JsonConvert.DeserializeObject(String value, Type type, JsonSerializerSettings settings) at Newtonsoft.Json.JsonConvert.DeserializeObject[T](String value, JsonSerializerSettings settings) at Newtonsoft.Json.JsonConvert.DeserializeObject[T](String value) at WorldDrawing.WorldDrawingCore.OnEnable(Boolean isGameOpened) in D:\a\GameOverlay\GameOverlay\WorldDrawing\WorldDrawingCore.cs:line 62 at GameHelper.Plugin.PManager.EnablePluginIfRequired(PluginContainer container) in D:\a\GameOverlay\GameOverlay\GameHelper\Plugin\PManager.cs:line 214 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.ForEachWorker[TSource,TLocal](IEnumerable`1 source, ParallelOptions parallelOptions, Action`1 body, Action`2 bodyWithState, Action`3 bodyWithStateAndIndex, Func`4 bodyWithStateAndLocal, Func`5 bodyWithEverything, Func`1 localInit, Action`1 localFinally) at System.Threading.Tasks.Parallel.ForEach[TSource](IEnumerable`1 source, Action`1 body) at GameHelper.Plugin.PManager.InitializePlugins() in D:\a\GameOverlay\GameOverlay\GameHelper\Plugin\PManager.cs:line 44 at GameHelper.GameOverlay.PostInitialized() in D:\a\GameOverlay\GameOverlay\GameHelper\GameOverlay.cs:line 80 at ClickableTransparentOverlay.Overlay.InitializeResources() 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() ------------------------------
Last edited by ScorpioKing; 01-26-2024 at 01:25 PM.
Same Issue here
HTML Code:26.01.2024 20:03 Program exited with message: System.AggregateException: One or more errors occurred. (Cannot deserialize the current JSON object (e.g. {"name":"value"}) into type 'System.ValueTuple`3[System.Boolean,System.Single,System.Numerics.Vector4][]' because the type requires a JSON array (e.g. [1,2,3]) to deserialize correctly. To fix this error either change the JSON to a JSON array (e.g. [1,2,3]) or change the deserialized type so that it is a normal .NET type (e.g. not a primitive type like integer, not a collection type like an array or List<T>) that can be deserialized from a JSON object. JsonObjectAttribute can also be added to the type to force it to deserialize from a JSON object. Path 'AbyssPath.Item1', line 4, position 12.) ---> Newtonsoft.Json.JsonSerializationException: Cannot deserialize the current JSON object (e.g. {"name":"value"}) into type 'System.ValueTuple`3[System.Boolean,System.Single,System.Numerics.Vector4][]' because the type requires a JSON array (e.g. [1,2,3]) to deserialize correctly. To fix this error either change the JSON to a JSON array (e.g. [1,2,3]) or change the deserialized type so that it is a normal .NET type (e.g. not a primitive type like integer, not a collection type like an array or List<T>) that can be deserialized from a JSON object. JsonObjectAttribute can also be added to the type to force it to deserialize from a JSON object. Path 'AbyssPath.Item1', line 4, position 12. at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateObject(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateValueInternal(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.SetPropertyValue(JsonProperty property, JsonConverter propertyConverter, JsonContainerContract containerContract, JsonProperty containerProperty, JsonReader reader, Object target) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.PopulateObject(Object newObject, JsonReader reader, JsonObjectContract contract, JsonProperty member, String id) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateObject(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateValueInternal(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.Deserialize(JsonReader reader, Type objectType, Boolean checkAdditionalContent) at Newtonsoft.Json.JsonSerializer.DeserializeInternal(JsonReader reader, Type objectType) at Newtonsoft.Json.JsonSerializer.Deserialize(JsonReader reader, Type objectType) at Newtonsoft.Json.JsonConvert.DeserializeObject(String value, Type type, JsonSerializerSettings settings) at Newtonsoft.Json.JsonConvert.DeserializeObject[T](String value, JsonSerializerSettings settings) at Newtonsoft.Json.JsonConvert.DeserializeObject[T](String value) at WorldDrawing.WorldDrawingCore.OnEnable(Boolean isGameOpened) in D:\a\GameOverlay\GameOverlay\WorldDrawing\WorldDrawingCore.cs:line 62 at GameHelper.Plugin.PManager.EnablePluginIfRequired(PluginContainer container) in D:\a\GameOverlay\GameOverlay\GameHelper\Plugin\PManager.cs:line 214 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.ForEachWorker[TSource,TLocal](IEnumerable`1 source, ParallelOptions parallelOptions, Action`1 body, Action`2 bodyWithState, Action`3 bodyWithStateAndIndex, Func`4 bodyWithStateAndLocal, Func`5 bodyWithEverything, Func`1 localInit, Action`1 localFinally) at System.Threading.Tasks.Parallel.ForEach[TSource](IEnumerable`1 source, Action`1 body) at GameHelper.Plugin.PManager.InitializePlugins() in D:\a\GameOverlay\GameOverlay\GameHelper\Plugin\PManager.cs:line 44 at GameHelper.GameOverlay.PostInitialized() in D:\a\GameOverlay\GameOverlay\GameHelper\GameOverlay.cs:line 80 at ClickableTransparentOverlay.Overlay.InitializeResources() 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()
Is it possible for this plugin support tencent server? Now it could only successfully load when I log in ggg server, and always shows "GameNotLoaded" when tried in tencent server.
Anyone mind sharing ways of making good currency using this tool?
If I did not reply to you, it mean the question you are asking is stupid.
what an interesting reference and a good idea. And what a delusional implementation and implausible information.
But thanks anyway - didn't know about this page!
Your application has a bug or a feature, or maybe I haven't figured it out and you can tell me how to fix it.
If you open an additional window - for example, the one with debugging information on components, etc. and press it against one of the program walls - I think it's called docking, then after restarting the program next time the addition window is not shown and it is not in its place. As far as I remember, if you don't do docking, it opens correctly after restarting the program.
I need help, app crashed once enter map
Version: v4.0.5.
Error.log:
[ CODE ]
SharpGen.Runtime.SharpGenException: HRESULT: [0x80070057], Module: [General], ApiCode: [E_INVALIDARG/Invalid arguments], Message: [The parameter is incorrect.
]
at SharpGen.Runtime.Result.ThrowFailureException()
at SharpGen.Runtime.Result.CheckError()
at Vortice.Direct3D11.ID3D11Device.CreateTexture2D(Texture2DDescription desc, Void* initialData)
at Vortice.Direct3D11.ID3D11Device.CreateTexture2D(Texture2DDescription description, SubresourceData[] initialData)
at ClickableTransparentOverlay.ImGuiRenderer.CreateImageTexture(Image`1 image, Format format)
at ClickableTransparentOverlay.Overlay.AddOrGetImagePointer(String name, Image`1 image, Boolean srgb, IntPtr& handle)
at Radar.Radar.GenerateMapTexture() in D:\a\GameOverlay\GameOverlay\Radar\Radar.cs:line 1070
at Radar.Radar.ClearCachesAndUpdateAreaInfo()+MoveNext() in D:\a\GameOverlay\GameOverlay\Radar\Radar.cs:line 946
at Coroutine.ActiveCoroutine.MoveNext()
at Coroutine.ActiveCoroutine.OnEvent(Event evt)
at Coroutine.CoroutineHandlerInstance.RaiseEvent(Event evt)
at Coroutine.CoroutineHandler.RaiseEvent(Event evt)
at GameHelper.RemoteObjects.States.AreaLoadingState.<>c.<UpdateData>b__12_0() in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\AreaLoadingState.cs :line 78
at Coroutine.CoroutineHandlerInstance.InvokeLaterImpl(Wait wait, Action action)+MoveNext()
at Coroutine.ActiveCoroutine.MoveNext()
at Coroutine.ActiveCoroutine.Tick(Double deltaSeconds)
at Coroutine.CoroutineHandlerInstance.<>c__DisplayClass15_0.<Tick>b__0(ActiveCorout ine 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.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()
------------------------------
[ / CODE ]