NeverSink's LOOTFILTER v8.13.x♦ in-depth ♦ endgame+leveling 2in1 ♦ user-friendly ♦ SC/HC versions

"
kompaniet wrote:
"
Antnee wrote:
For the next person who has the Black Text bug, please screenshot, and answer the following:

* What is the itemlevel of the item
* What class of item
* What Rarity
* What basetype
* Sockets/links
* What version of Neversink's filter are you using, and did you modify it in any way (that includes opening it just to look, and maybe hitting save?)


From top to bottom:

1.
2. Orbs
3.
4.
5.
6. VERSION 3.3 - FULL VERSION. Not modified.

Happened mostly for orbs and occasionally some random item too.

Which orbs specifically?
A comprehensive, easy on the eyes loot filter:
http://www.pathofexile.com/forum/view-thread/1245785

Need a chill group exiles to hang with? Join us:
http://www.pathofexile.com/forum/view-thread/1251403
For all of the hard work put into this filter, there sure are alot of problems of late... will add my issues to the litany of others that people are experiencing: strings of weird text on rings, 2h swords, orbs of all kinds; sometimes not appearing at all (text), sometimes it's just rings, or just swords, many more times it's a combination of said items. Occasionally logging out and back in will fix it, but then the problem will crop up in the same play session. Didn't have these issues prior to the latest patch, though I'm not sure what, if any correlation exists there. Working with 3.3a... what exactly is going on?

*EDIT* Sorry Neversink, just read a few pages back and the message from GGG re: the weird text/font stuff. It sure would be nice of them to fix it soon.
Last edited by maboroshix on Jul 5, 2016, 9:53:36 PM
"
Antnee wrote:
"
kompaniet wrote:
"
Antnee wrote:
For the next person who has the Black Text bug, please screenshot, and answer the following:

* What is the itemlevel of the item
* What class of item
* What Rarity
* What basetype
* Sockets/links
* What version of Neversink's filter are you using, and did you modify it in any way (that includes opening it just to look, and maybe hitting save?)


From top to bottom:

1.
2. Orbs
3.
4.
5.
6. VERSION 3.3 - FULL VERSION. Not modified.

Happened mostly for orbs and occasionally some random item too.

Which orbs specifically?


chroms, jews and alts from what i remember.

this problem started with the sound engine patch like the previous user says so i don't think it is the filter.
I posted the same problem a few pages ago, and while I wasn't trying to blame the filter, I was hoping something in the filter could fix it. If you unload the filter, all items show up fine. But I don't think a specific font or setting has been identified as the component having problems.
Guild Leader The Amazon Basin <BASIN>
Play Nice and Show Some Class www.theamazonbasin.com
dell//
Не умеющему соображать, информация к размышлению ни к чему.
Last edited by Allcheats on Jul 6, 2016, 4:41:44 PM
"
mark1030 wrote:
I posted the same problem a few pages ago, and while I wasn't trying to blame the filter, I was hoping something in the filter could fix it. If you unload the filter, all items show up fine. But I don't think a specific font or setting has been identified as the component having problems.


I believe a few pages back I saw what looked like a kerning issue with one guy's font. It showed the text squashed together oddly, the letters almost trying to over / underlap each other. Also, with the black text boxes, this seems to point to something similar dealing with text rendering on hardware. Obviously, neversink's system doesn't have the issue, so this issue comes about from different, possibly older, systems. Since it seems to deal with a certain subset of computers running the filter, my experience points to hardware / driver issues moreso than programming issues with poe itself. I don't have issues either with poe using neversink's filter(I loaded it just to test this situation), but again, I'm using a newer system with a relatvely up-to-date graphics card (gtx 970).

We can see here that this is not an issue specific to path of exile:

http://www.cocos2d-x.org/issues/3669

Since I'm not sure what kind of framework GGG uses for the UI layer, I'm not sure exactly how they're handling text rendering. If it's openGL, then the situation could get into how GGG handles the rendering - what libraries they might have created or use to handle.

http://learnopengl.com/#!In-Practice/Text-Rendering

"
"Since there is no support for any text capabilities within OpenGL it is up to us to define a system for rendering text to the screen. Since there are no graphical primitives for text characters, we have to get creative. Some example techniques are: drawing letter shapes via GL_LINES, create 3D meshes of letters or render character textures to 2D quads in a 3D environment."


Since we know for sure it's not an issue on all systems, that seems to point to an old driver and older hardware issue. I would say to those having the issues with text overlay, or black box text issue, leave a note about your hardware. That would help me research from that angle.

Also, for those with these issues, please contact neversink or myself by sending a PM, and we can create a few tests with filter font text size adjustments to test the potential for font size kerning issues. At this point, I believe the issue manifests from the odd font sizes I've seen in neversink's filter. But, this is just off the top of my head, and we won't know until we can work with people having the issue to validate my hypothesis.

Addendum - I sent in to GGG regarding this issue with my hypothesis and a solution they could implement to resolve.
YOUTUBE - http://www.youtube.com/richardbmiller2
TWITCH - http://www.twitch.tv/hellcat5gaming
Last edited by Hellcat5 on Jul 7, 2016, 9:51:57 AM
"
Antnee wrote:
For the next person who has the Black Text bug, please screenshot, and answer the following:

* What is the itemlevel of the item
* What class of item
* What Rarity
* What basetype
* Sockets/links
* What version of Neversink's filter are you using, and did you modify it in any way (that includes opening it just to look, and maybe hitting save?)


To add, isolating which items have the issue will point to which font sizes might generate text rendering issues, and if the player might have accidentally changed a font size or something related. To note: if a filter has syntax errors, it won't load at all, and all items will render in the standard way GGG designed. If, however, you've loaded a working filter before one with syntax error, the client will revert to using the last working filter, which includes the previous state of a filter you might have recently altered.

In short, there's no way for you to screw up syntax in a filter without knowing. It's probably to do with non-standard text sizes
YOUTUBE - http://www.youtube.com/richardbmiller2
TWITCH - http://www.twitch.tv/hellcat5gaming
Last edited by Hellcat5 on Jul 7, 2016, 9:46:50 AM
Here's a list of font sizes I'd like you to try:

6 - 7 - 8 - 9 - 10 - 10.5 - 11 - 12 - 13 - 14 - 15 - 16 - 18 - 20 - 22
24 - 26 - 28 - 32 - 36 - 40 - 44 - 48 - 54 - 60 - 66 - 72 - 80 - 88 - 96
YOUTUBE - http://www.youtube.com/richardbmiller2
TWITCH - http://www.twitch.tv/hellcat5gaming
can someone helps me ?


i dont get why i get a sound with maps, even too i removes it .....

i get a sound for every map... but it should only happen for T10+ Maps :/


Spoiler
#----------------------------------------------------
# 0202 # MAP TIER LIST
#----------------------------------------------------

Show # Maps:Unique
Class Maps
Rarity Unique
SetFontSize 40

Hide # Maps:T1
Class Maps
BaseType "Crypt" "Desert" "Dunes" "Dungeon" "Grotto" "Pit Map" "Tropical Island"
SetFontSize 34

Hide # Maps:T2
Class Maps
BaseType "Arcade" "Cemetery" "Channel" "Mountain Ledge" "Sewer" "Thicket" "Wharf"
SetFontSize 34

Hide # Maps:T3
Class Maps
BaseType "Ghetto" "Mud Geyser" "Museum" "Quarry" "Reef" "Spider Lair" "Vaal Pyramid"
SetFontSize 35

Hide # Maps:T4
Class Maps
BaseType "Arena" "Overgrown Shrine" "Promenade" "Shore" "Spider Forest" "Tunnel" "Phantasmagoria"
SetFontSize 35
Hide # Maps:T5
Class Maps
BaseType "Bog Map" "Coves" "Graveyard" "Pier" "Underground Sea" "Villa Map"
SetFontSize 36

Hide # Maps:T6
Class Maps
BaseType "Arachnid" "Catacomb" "Colonnade" "Dry Woods" "Temple"
SetFontSize 38

Hide # Maps:T7
Class Maps
BaseType "Jungle Valley" "Terrace" "Torture Chamber" "Waste Pool" "Abandoned Cavern"
SetFontSize 40
# SetBackgroundColor 100 100 0 255
# SetBorderColor 200 200 0 255

Show # Maps:T8
Class Maps
BaseType "Cells" "Orchard" "Strand" "Dark Forest" "Dry Peninsula" "Canyon"
SetFontSize 41
# SetBackgroundColor 100 100 0 255
# SetBorderColor 200 200 0 255

Show # Maps:T9
Class Maps
BaseType "Residence" "Underground River" "Malformation"
SetFontSize 41
# SetBackgroundColor 100 100 0 255
# SetBorderColor 200 200 0 255

Show # Maps:T10
Class Maps
BaseType "Bazaar" "Necropolis" "Plateau" "Volcano" "Chateau" "Arid Lake" "Gorge"
SetFontSize 42
PlayAlertSound 4 300
# SetBackgroundColor 100 100 0 255
# SetBorderColor 200 200 0 255

Show # Maps:T11
Class Maps
BaseType "Academy" "Crematorium" "Precinct" "Springs"
SetFontSize 42
PlayAlertSound 4 300
# SetBorderColor 0 0 0 255
# SetBackgroundColor 255 255 255 255

Show # Maps:T12
Class Maps
BaseType "Arsenal" "Overgrown Ruin" "Shipyard" "Village Ruin"
SetFontSize 43
PlayAlertSound 4 300
SetTextColor 0 0 0 255
SetBackgroundColor 200 200 200 255
SetBorderColor 0 0 0 255


Show # Maps:T13
Class Maps
BaseType "Courtyard" "Excavation" "Wasteland" "Waterways"
SetFontSize 44
PlayAlertSound 4 300
SetTextColor 0 0 0 255
SetBackgroundColor 200 200 200 255
SetBorderColor 0 0 0 255

Show # Maps:T14
Class Maps
BaseType "Shrine" "Conservatory" "Palace" "Plaza" "Vaal Temple"
SetFontSize 45
PlayAlertSound 4 300
SetTextColor 0 0 0 255
SetBackgroundColor 200 200 200 255
SetBorderColor 0 0 0 255

Show # Maps:T15
Class Maps
BaseType "Abyss" "Colosseum" "Core"
SetFontSize 45
PlayAlertSound 6 300
SetTextColor 0 0 0 255
SetBorderColor 0 0 0 255
SetBackgroundColor 255 255 255 255

# This shouldn't be happening, but just in case:

Show
Class Maps
SetFontSize 44
30 Shores with Double Pack / Breach / Max Sextants https://www.pathofexile.com/forum/view-thread/2006424/page/1
First Selfmade Build as Sparker ( MF ) https://www.pathofexile.com/forum/view-thread/1637690
1 Million Tool Tip Dps Sparker https://www.pathofexile.com/forum/view-thread/1761162

Last edited by KillerKrug on Jul 7, 2016, 11:48:32 AM
"
KillerKrug wrote:
can someone helps me ?


i dont get why i get a sound with maps, even too i removes it .....

i get a sound for every map... but it should only happen for T10+ Maps :/


Spoiler
#----------------------------------------------------
# 0202 # MAP TIER LIST
#----------------------------------------------------

Show # Maps:Unique
Class Maps
Rarity Unique
SetFontSize 40

Hide # Maps:T1
Class Maps
BaseType "Crypt" "Desert" "Dunes" "Dungeon" "Grotto" "Pit Map" "Tropical Island"
SetFontSize 34

Hide # Maps:T2
Class Maps
BaseType "Arcade" "Cemetery" "Channel" "Mountain Ledge" "Sewer" "Thicket" "Wharf"
SetFontSize 34

Hide # Maps:T3
Class Maps
BaseType "Ghetto" "Mud Geyser" "Museum" "Quarry" "Reef" "Spider Lair" "Vaal Pyramid"
SetFontSize 35

Hide # Maps:T4
Class Maps
BaseType "Arena" "Overgrown Shrine" "Promenade" "Shore" "Spider Forest" "Tunnel" "Phantasmagoria"
SetFontSize 35
Hide # Maps:T5
Class Maps
BaseType "Bog Map" "Coves" "Graveyard" "Pier" "Underground Sea" "Villa Map"
SetFontSize 36

Hide # Maps:T6
Class Maps
BaseType "Arachnid" "Catacomb" "Colonnade" "Dry Woods" "Temple"
SetFontSize 38

Hide # Maps:T7
Class Maps
BaseType "Jungle Valley" "Terrace" "Torture Chamber" "Waste Pool" "Abandoned Cavern"
SetFontSize 40
# SetBackgroundColor 100 100 0 255
# SetBorderColor 200 200 0 255

Show # Maps:T8
Class Maps
BaseType "Cells" "Orchard" "Strand" "Dark Forest" "Dry Peninsula" "Canyon"
SetFontSize 41
# SetBackgroundColor 100 100 0 255
# SetBorderColor 200 200 0 255

Show # Maps:T9
Class Maps
BaseType "Residence" "Underground River" "Malformation"
SetFontSize 41
# SetBackgroundColor 100 100 0 255
# SetBorderColor 200 200 0 255

Show # Maps:T10
Class Maps
BaseType "Bazaar" "Necropolis" "Plateau" "Volcano" "Chateau" "Arid Lake" "Gorge"
SetFontSize 42
PlayAlertSound 4 300
# SetBackgroundColor 100 100 0 255
# SetBorderColor 200 200 0 255

Show # Maps:T11
Class Maps
BaseType "Academy" "Crematorium" "Precinct" "Springs"
SetFontSize 42
PlayAlertSound 4 300
# SetBorderColor 0 0 0 255
# SetBackgroundColor 255 255 255 255

Show # Maps:T12
Class Maps
BaseType "Arsenal" "Overgrown Ruin" "Shipyard" "Village Ruin"
SetFontSize 43
PlayAlertSound 4 300
SetTextColor 0 0 0 255
SetBackgroundColor 200 200 200 255
SetBorderColor 0 0 0 255


Show # Maps:T13
Class Maps
BaseType "Courtyard" "Excavation" "Wasteland" "Waterways"
SetFontSize 44
PlayAlertSound 4 300
SetTextColor 0 0 0 255
SetBackgroundColor 200 200 200 255
SetBorderColor 0 0 0 255

Show # Maps:T14
Class Maps
BaseType "Shrine" "Conservatory" "Palace" "Plaza" "Vaal Temple"
SetFontSize 45
PlayAlertSound 4 300
SetTextColor 0 0 0 255
SetBackgroundColor 200 200 200 255
SetBorderColor 0 0 0 255

Show # Maps:T15
Class Maps
BaseType "Abyss" "Colosseum" "Core"
SetFontSize 45
PlayAlertSound 6 300
SetTextColor 0 0 0 255
SetBorderColor 0 0 0 255
SetBackgroundColor 255 255 255 255

# This shouldn't be happening, but just in case:

Show
Class Maps
SetFontSize 44


You can't turn off the base sound for items through filter, only add to it. With filters, GGG designed them in a way to be additive only (so you can make things stand out more), not subtractive to their design.
YOUTUBE - http://www.youtube.com/richardbmiller2
TWITCH - http://www.twitch.tv/hellcat5gaming
Last edited by Hellcat5 on Jul 7, 2016, 4:53:42 PM

Report Forum Post

Report Account:

Report Type

Additional Info