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

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  1. #1
    zaafar's Avatar ★ Elder ★
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    GameHelper: A light version of PoeHUD/Exile-Api

    Introduction

    GameHelper is an overlay created from scratch for league start scenario. It's not created to replace existing overlays (Public/Private ExileApi). Basically, every league it takes few hours to few days to fully update ExileApi 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

    Following are some ground rules:

    • Offsets/Poe Memory Objects will only be added into GameHelper if they helps existing plugins/features.
    • GameHelper will always have limited number of features/plugins available to use. If you want new/bleeding-edge features/plugins/exploits/automation go to ExileApi.
    • Enhancing existing features/plugins will be top priority (e.g. there is a new flask in the game, please add that etc)
    • Fixing bugs/Usability Issues will be top priority.


    Some cool things about GameHelper

    • GameHelper uses VSYNC/GSYNC, so it basically execute on the FPS your monitor can support (e.g. 60FPS, 120FPS, 144FPS etc.)
    • There is no unnecessary cache is GameHelper, so all the data read from the game is fully-up-to-date.
    • GameHelper memory reading is around 30+% faster than other overlays memory ready (all credit goes to the library I am using).
    • GameHelper doesn't use SharpDX and every library it uses is fully up to date. It's created on .NET Core 3.1 but can easily be updated to .NET 5.
    • It doesn't use Win-Form, it basically uses SDL2 for creating the transparent window.
    • All the offsets/nested-offsets/constants/conditions is moved to one GameOffset.dll
    • 99% of it is updated using static-analysis-tool so it can be updated before league is officially started.
    • Whole software that reaches your computer is complied directly in GitHub pipeline (i.e. Actions).


    List of Opensource libraries that GameHelper is using

    In all of these libraries I have contributed so I can make GameHelper on top of them. You can easily google them or search them in GitHub. I would recommend using these libraries if you want to create your own overlay (for POE or any other game) from scratch.

    • ClickableTransparentOverlay
    • Coroutine
    • ProcessMemoryUtilities.Net


    List of Plugins and their features

    Before I talk about plugins and features in GameHelper. I do wanna mention that one plugin in GameHelper is not equal to one plugin in ExileApi. To really understand what a plugin does in GameHelper you have to look at the feature that the plugin provides. For example one radar plugin in GameHelper covers ExileApi minimapicons, delve, heist, radar (this is private in exileapi) plugins.

    Core Plugin

    The purpose of this plugin is to configure and debug GameHelper. Basically, any configuration you do in this plugin will impact all other plugins. For example, when you set key-press delay over here, it will impact all the plugins that wants to press a key. Also, (for debugging purposes) all the data that GameHelper is reading from POE is visible in this plugin. Following are the list of features this plugin provides.

    • Allows configuring the key-press delay on GameHelper (for triggering flasks/skills)
    • Show performance (fps/ram/time) related stats
    • Allows exploring POE Game UI Elements. Details on how to use it given below.
    • Visualize all the data read from the POE game. This allows you to do things like find new preloads, find conditions to trigger flask, debug issues etc etc.
    • Allows changing fonts/themes
    • Allows testing of auto-quit feature


    Preload Alert

    This is the most basic/simple plugin in GameHelper. It's purpose is to is to show what's in the map/area/zone as soon as you enter the map/area/zone. Following are the list of features this plugin provides.

    • Allows you to add/modify/remove preloads from the Overlay menu
    • Allows you to move the preload-alert window anywhere on the map


    Radar Plugin

    The purpose of this plugin to display everything in a current map/area/zone on the Large and Mini map. It displays them intelligently such that you can easily figure out what they are and where they are just by looking at the large/mini map. Doesn't matter if they are in the network bubble or not. So basically if you miss a monster or group of monsters you can easily see where they are. Basically, radar plugin draws anything you can think of in the game. if it doesn't draw it, post a message in this thread and and I will look into it. OR if the icon isn't accurate, do the same.

    • Maphack without modifying game data/memory/code -> Draws the game map on the overlay. It's basically pixel perfect w.r.t in-game-poe large/mini map and as far as I know there is no other (public/private) Overlay/Plugin that displays pixel perfect map. There is a private one out there but it's not pixel perfect w.r.t in-game-large/mini map.


    • Allows users to change icon or icon size of any monster/chest/player/npc/etc it's drawing on the map.
    • Draws all the monster and chests icons on the large/mini map.
    • Draws all league specific (e.g. delirium, legions, heist, delve etc etc) Icons to help people with that league content.
    • Allows you to display other players name on the map.


    • Draws important tiles of the map. This allows you to draw waypoints, next/side area transitions, lab-trials etc etc.
    • Allows the user to configure what tile is important to them.
    • Allows the user to display custom text for the important tile/transition (e.g. "SideQuest~Skip~No SkillPoint")


    • Allows user to set culling window to limit the drawing on the screen.
    • Radar works with in-game-map zoom/movements & any game resolution.


    Simple Flask Manager Plugin

    The purpose of this plugin is to automatically drink any flask or trigger any skills in the game. It also allows you to autoquit on low life/ES (W.I.P feature). I know the plugin name is bad, should have been "Flask and Skill Manager" but when I started working on this plugin I didn't know that it will be able to trigger skills as well.


    • Allows user to drink any flask or use any skill based on certain events/conditions.
    • Can have infinite number of conditions on a flask/skills.
    • Can have infiinite number of ways of using a flask/skill.
    • Allows user to create multiple profiles.
    • Debug mode to tell the user why flask/skill isn't working OR are we spamming flask/skill?


    HOW-TO

    There is lots of configurations the user is expected to do before they can use this program at it's full potential. This is due to 2 reasons: (1) Game helper is using limited number of offsets, it can't auto configure some things. (2) To ensure it resolves everyone needs/wants. My best advice is that you get this program before the start of the league and configure it to how you want to use it, so that during league start you don't have to worry about configurations you can just focus on getting the new version and replacing existing version with that version. Following are the list of windows that opens when GameOverlay first opens and isn't configured.



    Core Configuration

    First thing you need to do is focus on window (1) and configure your Key timeout. You can set it to 2 * your average POE game latency. The reason I am not reading the latency from the game and asking user to configure it is to reduce 1 offset (each offset matter). NOTE: For core configurations you can ignore window (2) and window (3), do not click/move them for now.

    Preload Alert Configuration

    This configuration is quiet simple, basically there are only 2 things to do over here.

    • Figure out the preload alert window size, location and background colour that best works for you.
    • Find and add preloads that are important to you.


    For the first I would recommend doing it while the game is running and you are in the game ( not login screen). You can basically drag and drop window 2 to where ever you want also, there is a button on window 2 to help you setup the background colour. Once you are satisfied with everything, just double click that window. In case you have accidentally double clicked the window or you want to change things again, you can press the "Lock/Unlock preload window" checkbox in the PreloadAlert setting window as shown below.



    For the second, there are 2 options:

    • You already know the preload you want to add
    • You found something nice on the map and want to add that as a preload


    if you already know the preload you want to add, u can add it by copy pasting it and selecting the best display text and color as shown below. If you don't know the preload you want to add check out the F.A.Q for details on how to find a preload. NOTE: you can modify existing preloads by clicking on them and you can delete the preloads by pressing the preload button. Also, there is already a request to bulk-import the preload from ExileApi, I will add that feature once I get to it.




    Radar Configuration

    There are a couple of configurations you need to do in Radar plugin before it's ready to use.

    You need to figure out how much of your computer screen should draw/display large map and it's icons. This is done by using the large map culling window (i.e. window 2). So drag and drop OR change the dimension of the large map culling window and then double click it to make it go away. Once it's properly configured there should not be any Large Map Culling Window visible on your screen. In case you have accidentally double clicked the large map culling window or you want to set the dimensions/location again you can bring it back from the radar plugin setting window as shown below. Personally, I cover the whole screen by it.


    You need to configure Large Map Fix slider. However, if you are using "Windowed Full Screen" mode then default value is good enough. If you are using wide screen monitor (e.g. 3440x1440 screen (21:9)) than 0.137 is a good value to use. Everything about this slider is already written in the radar plugin setting as shown below.


    Normally the default value is good enough but in case you want to configure the map drawing (i.e. maphack) Color/Transparency you can do it as shown below.


    You need to configure the tile settings but before you do that let me explain what is a tile? In POE, the area/zones/maps are generated randomly (this will be more true in POE 2). The way GGG generates the area/zone/maps is that they have a very large grid (e.g. 6072 x 6072 in Battle Royale) and rather than randomly changing each and every cell of that grid (e.g. cell X is a top part of the tree, cell Y is left half of the water, cell Z is a top side of the waypoint etc etc) they group 23 x 23 cells together and call it a tile. So, in order to randomly generate a map, they randomly put different things on different tiles (e.g. tile x would contain a river, tile y would contain a waypoint, tile z would contain trees). Now if they randomly put each and every tile on the map, there is a chance that a map will not contain something important e.g. the quest item, the waypoint or the transition to the next map. So what they do is that they hard code some important tiles so they have 100% probability of being on the map. These hard coded tiles have a Path and a Name associated with them. So how does this story (i.e. tiles) benefit you? Well, GameHelper allows you to see the tile name on the large map. So let's say there is a waypoint/quest tile somewhere on the map, GameHelper will show you that tile name on the large map. So you will know that the waypoint/quest-item is suppose to be there. All you need to do is, configure GameHelper and tell it which tiles are important to you and what to display on the large map when GameHelper see that important tile. Unfortunately, every Area/Zone tile name is different (e.g. transition/vaal-side-area tile name in act-1/area-1 would be different than in act-1/area-2) so you would have to do it for every Area/Zone in the campaign. The good news is that you would only have to do it once, or even better there is a default one attached at the end of this post, use that. Following is the step-by-step guide on how to add a tile that's important to you.

    • Go to the area/zone whos important tile you want to add and click "show all tile names". This will start showing all the tile names in that area as shown below.

    • Now find the tile you are interested and add it to the game helper as shown below.

    • Change area to see your newly added tile and don't forget to click "Show important tile names".

    • NOTE: You can delete the tile by pressing the delete button as shown below.

    • NOTE: You can change tile colour/transparency and also add black background to the tile as shown below.



    The last thing to configure in radar plugin is Icons and their size as shown below. Just make sure icon size looks good on the mini-map. For large map, icons are automatically scaled up.



    Simple Flask Manager

    Flask manager configuration is all about setting up the profiles, rules, conditions and keys. A key is basically the keyboard button that you want the flask manager to press. It can be a hotkey for drinking flask or it can be a hotkey for triggering a skill. A condition is something that a flask manager ensures is true before pressing the key. There are different type of conditions targeting different aspect of the game. A rule is basically a group of conditions with a key associated to it. For a single rule to press the key associated with it, all the conditions in that rule must be true. A profile is basically a group of rules. Only one profile can be active in the flask manager at any given time. However, you can create as many profiles as you want (e.g. 1 for each player or 1 for league start and 1 for end game etc). Also, you can have as many rules as you want in a given profile (e.g. few for flasks, few for skills, few for alignments etc). You can also have as many conditions as you want for any given rule (e.g. drink my flask when life is low AND flask is not empty AND that flask isn't currently active etc).




    In flask manager there are different types of conditions that target different part of the game, as shown below.


    - Vitals: A condition that is based on player life, es, mana.
    - Animation: A condition that is based on what the player is doing i.e. what action the player is performing
    - Status Effect: A condition that looks at what different buffs/debuffs/Effects that the player has.
    - Flask Effect: A condition based on the fact that if the flask is in use or not.
    - Flask Charges: A condition that is based on number of flask charges that are left to use.
    - Cooldown timer: A dumb timer that makes sure the flask manager waits for certain amount of time.
    - Ailment: Basically a wrapper of the status effect condition so that the user doesn't have to know what ailments gives which debuffs to the player.

    while condition types like Vitals, Flask Effect, Flask Charges, Cooldown timer and Ailment are easy to configure so I won't write anything about them but for configuring Animation, Status Effect read the F.A.Q section.

    F.A.Qs

    1) How can I find a new preload?

    In order to find a new preloaded file path, first you need to understand when are the preloaded files path updated in the GameHelper tool. In other overlays e.g. ExileApi/PoeHUD preloads are updated right after you see the loading screen. This is not the case when it comes to GameHelper. In this tool preloads are only updated after the loading screen if that loading screen doesn't take you to town, hideout or last-map/area/zone. So what this means is that you can complete the whole map, go to town/hideout and then come back to your map and the preloads in the gamehelper wouldn't change. This also mean that if you get a loading screen and that loading screen doesn't take you to town, hideout or last map (e.g. Zana new map, vaal side area) the game helper will update/change the preload.

    So with that being said, the best time to find a preload is not when you enter the map, it's when you find the thing you are looking for on the map (e.g. when you see harvest encounter). Also, going to town or hideout is perfectly fine in this process. So at that point in time, all you need to do is open the "Data Visualization" window and go to "Loaded Files" heading as shown below.


    Next step is to search what you are looking for as shown below.


    Now, click on the item (it will automatically copy that item) and add it (paste it) into the preload alert.

    Repeat this process again and again (e.g. in a map where there is no harvest encounter to validate that your file is not loaded there or in a second map where there is harvest encounter to validate that your file is being loaded over there) until you find a good file that is only loaded once that thing is on the map. NOTE: from my experience, if a path has the word "Terrain" it's normally a good preload to add. Also, make sure path starts with "Metadata", otherwise it's a bad path to add.

    2) How can I find the Status Effect ID/Name to use in status effect condition?

    Open "Data Visualization" from the Core plugin setting menu and go to Buff item as shown below. Now do whatever you want to do in order to gain that buff/debuff. NOTE: You can just click the buff item to copy the buff name/id (no need to manually record the name/id).


    3) How can I find the animation type to use in my animation condition?

    Open "Data Visualization" from the Core plugin setting menu and go to animation item as shown below. Now do whatever you want to do in order to know the animation id of that action.


    4) I am getting the following Exception when starting the overlay, how can I fix it?
    Code:
    09.09.2021 10:48 Program exited with message:
     System.NullReferenceException: Object reference not set to an instance of an object.
       at Vortice.Direct3D11.D3D11.RawD3D11CreateDeviceNoContext(IntPtr adapterPtr, DriverType driverType, DeviceCreationFlags flags, FeatureLevel[] featureLevels, ID3D11Device& device, FeatureLevel& featureLevel)
       at Vortice.Direct3D11.D3D11.D3D11CreateDevice(IntPtr adapterPtr, DriverType driverType, DeviceCreationFlags flags, FeatureLevel[] featureLevels, ID3D11Device& device)
       at Veldrid.D3D11.D3D11GraphicsDevice..ctor(D3D11DeviceOptions options, Nullable`1 swapchainDesc)
       at Veldrid.D3D11.D3D11GraphicsDevice..ctor(GraphicsDeviceOptions options, D3D11DeviceOptions d3D11DeviceOptions, Nullable`1 swapchainDesc)
       at Veldrid.GraphicsDevice.CreateD3D11(GraphicsDeviceOptions options, SwapchainDescription swapchainDescription)
       at Veldrid.StartupUtilities.VeldridStartup.CreateDefaultD3D11GraphicsDevice(GraphicsDeviceOptions options, Sdl2Window window)
       at Veldrid.StartupUtilities.VeldridStartup.CreateGraphicsDevice(Sdl2Window window, GraphicsDeviceOptions options, GraphicsBackend preferredBackend)
       at ClickableTransparentOverlay.Overlay.<Start>b__10_0()
       at System.Threading.Tasks.Task.<>c.<ThrowAsync>b__139_1(Object state)
       at System.Threading.QueueUserWorkItemCallbackDefaultContext.Execute()
       at System.Threading.ThreadPoolWorkQueue.Dispatch()
       at System.Threading._ThreadPoolWaitCallback.PerformWaitCallback()
    ------------------------------
    5) From time to time my overlay is hanging for few seconds, how can I fix it?
    6) I am getting black screen when I start the overlay, how can I fix it?

    All of these issues basically mean that

    1: There is something wrong with your Graphic Card driver so re-install/update it please.
    2: GameHelper overlay isn't using the correct graphic card when creating the overlay. To fix this, add the Overlay folder in the Nvidia Control panel as shown below.



    and force Nvidia to use correct graphic card by changing primary graphic card and OpenGL renderer to Nvidia card as shown below.



    if this doesn't fix the issue, format your windows and install a new one.

    7) How do I show Icons in Delve rather than path names or vice versa?

    Go to the Setting Window -> Radar plugin -> Icon Setting -> Delve Icons. Click on the chests icon whos path name you want to convert to an icon or vice versa, and select first icon from the list of icons to show Delve Chest Path Names. Select any other icon from the list to show that icon. This is only valid for Delve Chests.

    8 ) Why don't I see any quest/waypoints/transitions stuff?

    You must put the "All Important Tiles" (attached at the end of this post) in the Radar folder and then restart the overlay.

    9) How do I update GameHelper such that my configs/preloads are safe?

    New versions of GameHelper zip file doesn't come with any configuration file or txt file. So basically all you need to do is as following:

    1: Open the zip file
    2: Copy all files/folders in that zip file
    3: Paste it on top of existing GameHelper folder



    NOTE: StatusEffectGroup.json and FlaskNameToBuff.json files will be updated during GameHelper upgrade process but I don't expect anyone to modify those files. If you do modify those files, let me know, I will update them on my side as well.

    10) Is there a way to remove an icons?

    Set the icon size to 0 from 30.

    11) I am using other POE Client, can you make this tool work on that?

    Other POE Client = Tencent, Steam, Garena, Korean Kakao, EPIC Game.

    I do not use these client so I can not guarantee that GameHelper will work on these clients. If it works, good for you, if it doesn't, it is what it is, live with that. Anyway, PM me the following things every time GameHelper break (i.e. you have to do this at league start):

    1) "PathOfExile.exe" file
    2) process name on the task manager (e.g. in standard version it's "PathOfExile.exe")
    3) POE window title when poe runs in windowed mode (e.g. in standard version it's "Path of Exile")


    Credits

    • Sychotix/Stridemann - for creating the static analysis tool
    • pushdx - for guidance and keeping me on track
    • Qvin -- for ExileApi I am basically using 2 ideas that he implemented in ExileApi
    • abratema - for finding all the important tgt files of all the POE campaign.
    • TehCheat - He has done a lot of things for this community, can't write in 1 line.
    • SuhzWarmane - for creating script that convert exile-api preload alerts to GameHelper preload alerts
    • arturino009 - Improve the software by giving me feedback
    • KVon - Improve the software by giving me feedback
    • Developers of all the open source libraries I am using.


    Latest Version Released

    Download: GameHelper-windows-latest.zip (date released: Oct 22, 2021)
    All ExileApi/PoeHUD Preloads: preloads.txt (put this file in GameHelper -> plugin -> preloadalert folder) (last updated: Oct 16, 2021)
    All Important Tiles: important_tgt_files.txt (put this file in GameHelper -> plugin -> Radar folder) (last updated: Oct 16, 2021)

    Donation: PayPal or Patreon
    Please donate every POE expansion to keep this project alive. Donators OwnedCore Name/Nickname will appear on the software for that league. Don't forget to write that in donation message.

    STATUS: Working 3.16 Non-Steam + Western Version of the game

    VirusTotal Reports:
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    DON'T FORGET TO USE LIMITED USER METHOD
    Last edited by zaafar; 13 Hours Ago at 11:57 PM.

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  2. #2
    hienngocloveyou's Avatar Site Donator
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    waiting this

  3. #3
    sight's Avatar Member
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    Glad to see the HuD is still alive.

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    datz's Avatar Active Member
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  5. #5
    zaafar's Avatar ★ Elder ★
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    Quest Objectives, Waypoints and Transitions are all visible on the map.

    Last edited by zaafar; 09-03-2021 at 10:52 PM.

  6. Thanks miracle1, SyphonAU, levelmax, datz, Forumuser1000, Ervis, noneyatemp, kisapl, armory236 (9 members gave Thanks to zaafar for this useful post)
  7. #6
    SyphonAU's Avatar Active Member
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    I never knew I needed this, looks amazing mate, can't wait to try it!

  8. #7
    datz's Avatar Active Member
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    Originally Posted by zaafar View Post
    Quest Objectives, Waypoints and Transitions are all visible on the map.

    Lmk if u need a tester 😅

  9. #8
    Shadow26Wolf's Avatar Active Member
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    Looks pretty promising! Looking forward to this :)
    Last edited by Shadow26Wolf; 09-05-2021 at 07:49 AM.

  10. #9
    zaafar's Avatar ★ Elder ★
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    Originally Posted by datz View Post
    Lmk if u need a tester 😅
    Thanks for stepping up! Yeah I do need the support from the community for testing and configuring this software. It’s a very configurable software.


    Once it’s ready, I will post the software here with list of things to test/configure. Whoever wants to do it can just download the software and configure/test it for me.
    Last edited by zaafar; 09-04-2021 at 10:46 AM.

  11. Thanks datz (1 members gave Thanks to zaafar for this useful post)
  12. #10
    xhulic's Avatar Member
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    Very nice! Is your poehud fork going to be closed source? Or will you have an api that developers can build plugins for?

    Also curious, I see a lot of people drawing the map from memory as opposed to writing to memory, is this motivated by safety or due to the fact you can get more information in memory (like area transitions and waypoints)?

  13. #11
    zaafar's Avatar ★ Elder ★
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    Originally Posted by xhulic View Post
    Very nice! Is your poehud fork going to be closed source? Or will you have an api that developers can build plugins for?

    Also curious, I see a lot of people drawing the map from memory as opposed to writing to memory, is this motivated by safety or due to the fact you can get more information in memory (like area transitions and waypoints)?
    Closed source and will have very limited number of plugins available in it ( flask manager, skill manager, radar, preload alert etc etc ). The whole reason I created this from scratch is to make sure it can be updated within 5mins-60mins of league start. Adding more plugins goes against that goal.


    On your second question, for most ppl it’s first reason. For me, personally, it’s second reason.

  14. Thanks levelmax (1 members gave Thanks to zaafar for this useful post)
  15. #12
    datz's Avatar Active Member
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    Originally Posted by zaafar View Post
    Closed source and will have very limited number of plugins available in it ( flask manager, skill manager, radar, preload alert etc etc ). The whole reason I created this from scratch is to make sure it can be updated within 5mins-60mins of league start. Adding more plugins goes against that goal.


    On your second question, for most ppl it’s first reason. For me, personally, it’s second reason.
    no cap.. flasks and mob icons on map and above heads is all i care about lol.. radar is nice too but dunno how urs works.. can be sketch

  16. #13
    SyphonAU's Avatar Active Member
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    The main things I use the hud for are the dots on the map, and the preloads.

  17. #14
    zaafar's Avatar ★ Elder ★
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    Originally Posted by datz View Post
    no cap.. flasks and mob icons on map and above heads is all i care about lol.. radar is nice too but dunno how urs works.. can be sketch
    Originally Posted by SyphonAU View Post
    The main things I use the hud for are the dots on the map, and the preloads.
    yeah, those are gonna be there.





    First version is almost ready. I will upload it on this website on Tuesday.
    Last edited by zaafar; 09-05-2021 at 12:43 AM.

  18. Thanks SyphonAU, NoodlesAreTheBest (2 members gave Thanks to zaafar for this useful post)
  19. #15
    NoodlesAreTheBest's Avatar Member
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    Personally, as a PoeHUD user who has always just used the absolute minimum of plugins (basically nothing but preload, minimap icons, sometimes pickit), I am so excited and interested for this release. Especially for league-start scenarios.

    Eagerly looking forward to it! Good luck on release!

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