It works consistently with eoc interfaces without transparency and without timestamps. Right now it *should* work with transparent interfaces, legacy skinned eoc interfaces and with timestamps. It won't work on legacy mode.
The goal is to have it work on all possible combinations but jagex has been making some changes to them.
I havn't created documentation for this yet, but the statustext string is parsed as xml and rendered much like html. What you're seeing is mostly intentional (except for error being cut off and the offset being off by 8)
Shared.js from the notifications app has some example usage.
I actually tested for this bug and thought i fixed it. There are some really weird interactions when you take multiscreen support into account. Are you just using a single 4k screen?
You temporarily fix it by pressing ctrl - or ctrl + to zoom the apps.
Display scaling bugs in alt1:
The current overlay system was initially designed for debugging and just kind of expanded as other apps needed small additions.
I'm looking at making a new separate overlay api. It will allow you to target individual overlay elements and the forced timeout will be removed.
AA fonts are currently not possible as i can't draw things with alpha value. That will be for another rework related to the rendering.
You have to set your stance in-game to sheathed and equip the pickaxe you want to use. when you start mining you stance will go to unsheathed. Make sure you set the trigger stance in afkwarden to unsheathed.
The help page has a table with possible combinations. (the same page opens when you click the 'i' on the sheathe alerter in afkwarden.)
I got a partial fix ready for this with the next alt1 update which is getting really close. However i got some uni deadlines next week so the update will probably be the week after.
Right now OBS will work fine if you use directx or desktop capture, however i know those are not available for everyone. Also, once this bug happens you can only reset it by restarting the rs client.
More technical explanation:
Alt1 uses OBS' code for opengl capture which means that right now both programs are flawed. The first program to start capturing will basically kick any others out every 5 seconds or so. After this update the Alt1 version will no longer do this, however if you start OBS before Alt1 it will still kick Alt1 out.
I believe the coordinates above ground are actually also the same, however the map around them changed.
The reason why i haven't fixed it yet is that there are no landmarks left at all on the map so it's very hard to make the positions match. I also had some problems with the nxt client not having the same glitches on the world map as the java client.
I'll try to not postpone this to much longer
You need to add all colors in the line of text for it to work. It will start reading from the left and stop if it doesn't find text with the right color. So you'll also have to add white (255,255,255) for the player name and possibly any title colors. As for the progress number, a percentage of the bar filled after reading the text. The alarm will trigger at 100, anything under that is just for the bar visuals. It doesn't support cumulative progress atm so you can't make it trigger after 5 times for example.
As for legacy, it used to work but then jagex broke it . Not sure when i have time to fix it.
I probably means that you have a problem with you .NET installation. You might have to reinstall it. You can find the latest .NET framework (4.6.2) here: https://www.microsoft.com/en-us/downloa … x?id=53344.
The problem with opengl capture could be a conflict with another capture/overlay program. I know that OBS can cause some problems, it might also be another overlay program. If you're testing different combinations of capture programs keep in mind that changes only take effect after restarting the rs client.
The screenshot you sent does have the correct render settings to work.
Whoops, seems like i copy pasted a bit to much for the castle wars alerter. It thought it was an action bar alerter when you reload the app. Fixed now.
The logic for the castle wars timer goes something like the following:
Not in game or lobby - after end of game? Always trigger.
In lobby? Never trigger, count down last 3 min in the progress bar
In respawn room? trigger if less than 1 min left, only show red bar if more than 1 min.
In game and not in respawn? never trigger, count down last 3 min in progress bar.
It doesn't support the thing where you let yourself lobby currently.