#tooldev-general
1 messages ยท Page 57 of 1
so the end result
actually fairly usable in chrome, unusably slow in firefox and other browsers have no webgl2 support so it doesn't work at all in edge/etc
it eats like 20% cpu idle and crashes after a minute or two
20% cpu usage while nothing happends, damn dude. Why?
Looking through my list of leagues
one of these is not like the other
Anyone had the same problem?
Hm, any league that is found in the stash api river is added to my list
might just be a bug on my end
what does false have in it?
are you accounting for when you get caught up to the front of the river?>
Could've been "league": false
is what I'm thinking
But I don't have enough data to prove that that's actually what happened
looks like it can return false if the backend is down but the website is still up

not ideal
ye
@chrome topaz hehe, you madman ๐
@gritty olive SImpleGraphic may not be open sourced yet, but I do provide the source on demand
I will likely make it properly open source eventually, but the project structure makes it a little tricky to isolate
@winter fossil it still redraws everything even when idle
"category": "jewels",
"category": {"armour": ["gloves"]},
"category": {"weapons": ["bow"]},
New category tag seems a bit inconsistent
well i could probably make it pause when the user alt tabs away from it
poe seriously has to be the only game in existence where people complain that they can sell items TOO easily
getting bottlenecked by Lua now sigh
@timid hemlock alright, wanted to overhaul the interface
@chrome topaz lua -> js
make life easier
@gritty olive what do you mean?
Eh, after reading through the transpiler it's not worth it
"VMs" are better which is what you're probably already doing
https://github.com/kripken/emscripten or are you doing this?
I think you're doing this iirc
yes
I hate the trade argument so much. It all operates on the stupid assumption that we can somehow prevent people from writing apps that will consume resources faster than a human with a browser can.
you can
how?
bots...
right, that's my part
point**
bots will always exist
so they're making changes to the API to stop a problem that can't be stopped. Thus, making it worse for the legit uses of the API.
you do realize that private indexers, or people with access to them, were beating out the public right?
humans were beating humans
ya
the delay fixes that
no it doesn't
the bots will still currency trade
...
everyone is now on a level playing field
you have 3 options
pick the fastest
or create your own, and make it public
you just switch from using a simple API to having ot parse HTML
these 3 sites are optimized for searching not live searching
sure, then you get banned from those sites
now you are shit out of luck
then you have the same delay as everyone else
but you can open up a ton of searches
so can anyone
ya cause that's what people want to do, open up 300 tabs in their browser
be real here
people will continue to write apps that give them an advantage
just because you don't want to open a bunch of tabs doesn't mean others won't
I know a lot of people that have ~20 tabs open
you aren't really going to be seaching 300+ items
40-50
and how fast is someone's reaction time for clicking on 1 of 50 tabs?
poe.trade doesn't always clear the browser toast either
so you may have multiple tabs with the red notification symbol
how to know which one dinged at you?
not trying to get into the details, just making the point that people will do it. Because it's what i'd do
you are complaining about an issue that doesn't happen with the majority
so they're trying to stop an already highly motivated minority
that still has more than one way to accomplish their goal
with the same delay as everyone else
the problem was 3rd processing
now everyone has to go through a 3rd party
meaning the same delay for everyone
we'll see
I'll end up on the front page of reddit again because some kid is complaining that "this guy" is still beating everyone else somehow!
you can't decrease teh time it takes poe.trade to send you a message
poe.trade is still normally just as fast as my indexer even now
when things are running smoothly
the advantage is only super noticable when it's not smooth
that doesn't stop me from being more optimized even when things are smooth though
good for you
just saying that equal delay doesn't fix the problem
it fixes one of the problems
you still have humans copy and pasting
if you can do it faster, cool
if you write a bot to copy/paste, shame on you
you discuss trade mechanics a lot for hating the discussion ๐
it sucks having work invalidated, so I get it
I'm torn. I agree with both of you to an extent.
of course
the currency flipping bots will still be in play though
60s doesn't matter much when flipping huge amounts
looks like trouble looking up the linking stuff
it's one of these --^
ooh, they have embedded chat support in the admin interface
nifty
alright check this out https://xyzz.github.io/pob-web/index.html (only chrome works reasonably well)
yeah it will be less laggy if you zoom in
how does it handle saving?
it doesn't
ah
it's just poc at this point
@chrome topaz regarding the rendering - is the code separated enough that you could rip out the current rendering logic and replace it with something that would be more catered to webgl, maybe?
dunno, haven't looked at pob code
on my chrome, lua takes 30ms every frame
jesus
it's pretty smooth for me actually
I get about 10fps in firefox
it's way better in chrome
@timid hemlock check it out too https://xyzz.github.io/pob-web/index.html
interetsting, ctrl+v doesn't work in the craft thing
it doesn't handle ctrl at all, and ctrl+v isn't even possible afaik
would need to implement some tricks like window prompt or a textbox
all the text/number inputs seems to be off from the cursor, no selection/backspace/delete support
I like the whole "everyone is on the same level" trade argument
They always were
You just shifted the level 60 seconds
๐
gotta get that poe.trade integration where you can directly drag and drop items or something
You can still scrape searches if you really care and be on a higher level
You can argue all you want it doesn't change that fact
For me, it's just about user experience
@chrome topaz do your live searches get processed at all?
I guess user experience can be better with a delay
But fuck me I put a bright beak up and got instant requests
No, I mean from a trading perspective
i'll probably just put the code on github and forget about it for a few more months
@mortal bone what do you mean?
I just want an auction house
At this point
I understand everyones feelings but like, I just don't care enough
Do your live searches pull from your own db or do they get served from the river?
thinks about what he actually buys...
there will always be some process time, but I wasn't sure if your live searches were a spereate system or not
I buy starter items more than late game items
it's separate system
real time bois
and of course there's always going to be a delay
yeah, but I wasn't sure if there was an extra delay because of writing/reading from a db
it bypasses the usual "db"
it goes from indexer into redis into live backend
the main delay is when the live backends runs live searches against new items
for example, right now there's 11k searches running, and if there's say 500 new items, it takes around 1.5s to do the searches
is there any optimizations you can make?
seems a bit long
i think i might be playing the wrong game
when 1.5s delay for a live search is too much
I'm assuming @mortal bone is thinking if you can reduce the latecy, it leaves less room for others to make a better implementation
Na, I just like optimization
fair
but it's true, if poe.trade was just as fast as the fastest indexer, makes it not worth it to make your own
if you like optimization you should try optimizing that pob-web thing :))))))))))))
chrome doesn't support webgl?
think this might have been something discussed earlier that I missed
ah nevermind, just have to have hardware acceleration enabled in chrome
that won't help
lua rendering issue?
yes the bottleneck's lua, i'm not sure what exactly
have you tried bgfx?
no, what's that and how would that help?
Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
supports mostly all rendering backends
and how would that make lua faster?
@chrome topaz post it on github and I will take a look
gonna clean up it and write a proper readme
Let's get Auction House, and I can create an HFT bot, ggwp
restrict AH trades to 10 per day, rip your HFT bot :p
and figure how to add a crypto miner
im not a fan of btc
EOS will be interesting.
yes, problem with Ethereum applications is that you pay per execution
EOS solves that.
gas keeps dapps from running out of control though
how do they prevent infinite loops being run on the network?
takes up a 'ton' of processing power
I haven't dug deep into the specifics, not that interested
ton being relative
My business partner bought a ton of EOS tokens in the initial release
@mortal bone https://github.com/xyzz/pob-web-src
basically you need pob to be faster
might be
just throw timers everywhere and hope for the best lol
you write the draw code yourself?
yeah, i copied a lot from the linux port though
ah, ok
though that linux thing is written using old opengl stuff that shouldn't be used anymore so i had to change a lot
but it's basically just rendering quads so very simple
Yeah, I saw. It doesn't look too bad
how bad is it without culling? lol
PoESkillTree doesn't use culling, and the tree redraws in ~1-5ms depending on how much you are spamming it
it's a bit slower, same as if you zoom out
that culling was just one line of code so no reason not to have it
true
well i guess it does eat stuff too aggressively sometimes
fixed
oh it seems endframe actually takes a lot of time
draw.cmds.sort(draw._cmpfunc);
yeah that actually takes surprisingly long, like 5ms
Yeah, you could just do an insertion sort or something in push
is it sorting by layer?
another thing i was thinking is to split rendering into two steps, one would be collecting all vertices (instead of writeBuffer now), another actually drawing
so that instead of ton of glBufferSubData we call it once
yeah it sorts by layer and renders back to front
i should probably make it two level deep array
just make them bins
each layer gets their own array
no process overhead needed
[draw.layer][draw.sublayer]
yeah that's what I meant
aren't multidimensional arrays quicker tho
ah, yes
I just wanted to get something quick because I don't know if pob might skip layers or w/e and then it would explode somewhere
Yeah, that makes sense
he might have a sublayer he skips or something
I know I skip the ascendancy layer if it isn't displayed
it has layers 0, 1, 5, 1000
You could do caching of the keys and diff
I would bet you one of those layers isn't redrawn very often
well, doesn't need redrawn very often
.apply is slower than direct application btw
1000 is probably ui with sub layers
By quite a lot
the ones at the bottom, are apply / call
the other colors are direct / by string
um your tooltip overlaps the first one
You can look up the direct vs apply js performance but I am not sure how many calls are being made
apply can do 150m ops a second
if its over that look at doing direct
I think batching the buffer / grouping the requests is best though
writeBuffer is going to impact performance the most
you could cache that too, no ?
yeah i'm going to batch writes to the buffer
i'd like to batch DrawArrays as well but not sure how
even just batching layers would be helpful
you could also if you wanted "smartly" cache buffer offsets and re-use them later, but I haven't done it with webgl
what do you mean by batching layers?
the draw layers
yes, what do you mean?
each layer should have it's own buffer
you could easily cache layers that don't change much/at all
yeah but pob's gonna calculate its coordinates anyway
We are talking about an app that does this when dragged https://i.imgur.com/qaHfcpO.png
writing geometry data is pretty fast i think the bottleneck is lots of draw calls / lots of bufferSubData (what i'm trying to solve)
Oh, I see. May as well update the layers then
but since it's using TRIANGLE_FAN for rendering i'm not sure how to batch draw calls
for everything
well that's what the qt thing uses, i'm not sure maybe you can replace it
did the api recently change maps to use name instead of typeLine?
pebkac
is wiki broken for everyone atm?
yes
How are group sizes defined in the passive tree json? @mortal bone ? ๐ I tried looking at PoeSkillTree, but hmm..
what do you mean?
But the actual size of the group..
JavaScript:
var orbitAngle = 2 * Math.PI * node.oidx / tree.constants.skillsPerOrbit[node.o];
node.x = group.x - tree.constants.orbitRadii[node.o] * Math.sin(-orbitAngle);
node.y = group.y - tree.constants.orbitRadii[node.o] * Math.cos(-orbitAngle);
Right, so the circle of the group is just an image rendered from the center?
Yeah, the code above is just calculating the position on the circle from a given starting position
Alright, thanks. I was just trying to render the groups as circles, which turned out not to be easy ๐
or at least not from the data in the groups array.
I just calc the x/y of each node. No reason to try and draw the circle
All the data you need is in groups
Novynn also put all the constants you need into the tree which is nice
Yeah I noticed ๐
actually the coordinates are in pixels if you use original assets
in case you have trouble getting everything to be the right size
What is the oo thing?
the associative array of orbitals
it is basically what size of background the orbit has
0 = None, 1 = Small, 2 = Medium, 3 = Large
PSGroupBackground<maxr>
"251": {
"x": 9073.24,
"y": -1196.8,
"oo": {
"0": true,
"2": true,
"3": true,
"4": true
},
"n": [ 28535, 51462, 39834, 26446, 25167, 5087, 18635, 16940, 64842, 41081, 47366 ]
},
Why does it need both 0, 2, 3 and 4 though?
maybe @sudden tiger can answer that. I just consume it
I've always imagined that 'oo' simply stands for 'orbit occupied' or something similar; it merely indicates which orbits have nodes in them
That is how I treat it
get rekt
gotta love scion
any connection from an ascendancy node to a non-ascendancy node shouldn't have the connection drawn
no that makes sense ๐
it was a pain in my ass because I didn't have support for connections without drawing them
๐
that was also the league they changed the orbit radii
Mmm, I had an early version of PoB running by that point; that was fun to figure out
Well Scion was a mess back then ๐
i still have this http://poe.rivsoft.net/sandbox/ the code is pretty messy though
will be rewriting it soon
isnt it better to use original data than the JS they provide?
yeah thats why its better to use original data, so you dont have to hardcode orbits >.>
This was at a time when things weren't in the json...
you have it pretty good with tree data now
which reminds me, I need to add that to poeksilltree. It is still hardcoded
i didnt like their images though
they have 3 sets
i found that the quality gets pretty bad if you try to scale them though
I just use the largest ones
i made my own set with like 50% zoom
I never scale them
huh how do you zoom then
the entire canvas is scaled
so you render an image with max scale
or you mean you set a global transform
which is essentially the same as scaling the images
basically you render a big ass image and move it closer/further from the viewport
doesnt it use too much memory
i tried rendering the whole tree and it just froze everything
~190mb
if you only redraw on zoom its not too bad
no point in redrawing on zoom
Be like me; redraw the whole damn tree 60 times a second and hope people don't notice ๐
do you bother drawing line decorators? ๐
I don't
I don't
Noone will notice them anyway
i even made animated circles for radius jewels lol
I just use a nice blue line or whatever color they choose
more readable
If I wanted to I could redraw everything as it alone takes about 1ms
Heat map of top 10 Raiders using Kinetic Blast
Nice
path of life nodes
@waxen musk looks good. Is that based on what you have in the sandbox as well?
no its from my old tree tool, it shows a heatmap of all saved builds at poe.rivsoft.net/usage
theres like 150 builds saved since august (when i last updated the tree data)
That heat map is nice
nice [2017-12-12 14:01:15.108908] Pushed 114177307-119674261-112217868-129493265-120928048 : 5724 items; fetch took 227.281147003 (time to first byte 225.879717827) API rate 25.1846669883 items/s
yeah
it is certainly a nice unlabelled graph of what exactly?
let's help dora find when ggg backs up their servers
@timid hemlock I noticed this morning Minion life gems don't seem to be changing minion life -> DPS values This appropriat place to report or do you have a Github I can raise an issue against?
Actually, I think I just found the github for it -> https://github.com/Openarl/PathOfBuilding
Someone beat me to the punch -> https://github.com/Openarl/PathOfBuilding/issues/745
oops wrong channel
ex:chaos ratio on poe.trade is causing weird sort by price issues where 170c shows up as less than 3ex
what ratio does the official site use?
@compact isle do you know what pathofexile.com/trade uses for a chaos:exile ratio for sorting?
i mean, it's going to change over the course of the league
we don't sort by equivilent price on the exchange page
i thought you manually updated it from time to time
oh on the normal page
yeah we do, but it's probably out of date
I'll check it out later today
Make it randint(30, 60) ๐
ya it's even worse than poe.trade lol
pretty much
250c < 4ex 
beautiful
make it random and confuse a lot of people ๐
c:ex ratio changes rapidly early in the league so it's probably outdated by tommorow
it usually goes up for a while, then stagnates, then goes down again
yeah i need a better way to update the rate
yup same
the only way I can think of is to figure out which trades are actually happening and base ratio on that
Don't ask me how though. Novynn can probably do some GGG magic though
I mean better as in dynamically on the backend, not a higher quality rate
yeah but when you can dynamically figureout the rates via trades happening, you can use that as basis on the backend
I wonder if I can ask ggg to add a map tab to my account so I can totally test acquisition with it and not because I want a free map tab
I suppose if they wanted to do that they'd could give it to you on a test server so it's essentially useless outside of that
๐
me 2, k thx
I'm especially concerned about performance when an account has multiple, say, 10 or 20, map stash tabs
if only people had access to such an evironment
they don't have a website implementation that works outside of the public stash api yet
how big is the tab?
and they act is individual tabs as far as the public stash api is concerned
17
each basetype is a tab
Ow
oh god
@wind garden okay I started The Process, eta 10-20 hours
The Processโข?
of updating currency ratios
72 per subtab
But wait, there's more! Unique maps ๐
yeah that is nuts
yup
plus shaped maps
so if they buy this tab and use acquisition, they will always be throttled for like 4 minutes per refresh?
that's why the website implementation isn't done yet
how are the tabs named?
they inherit their parent's name
there's only main tab -> base type
so all just <main tab>
the tiers are fake
oh the buttons are filters
yeah
essentially if the subtabs name is empty then it'll use the parents
so ~price 3c on the tab as a whole will show all subtabs with that price, and since the public stash api treats them as separate tabs it all works out in the end
see? possible performance issues
yes, it is a lot of data if the main tab changes
exactly, now that we're on the same page, I'd like to request the addition of 10 (ten) map tabs to my account for performance testing
oh actually I happen to have exactly 150 points
something important to note is that the subtabs only exist if there are items in them
What happens when all the items are removed? does it show that in the river?
yeah, just like tabs that are deleted normally
read-only ones for example
they just show up with the same ID as before but with no items or information
๐
hehehe
so if people start filling their Standard league maps into those
and then rename them
you're gonna have a slight problem
same
several hundreds of remove only tabs
wtb "send to tab ->" feature on other tabs
ya that's been requested forever and apparently it's really a hard problem to solve
half my premium tabs have become useless with new tabs and QoL features
Does anyone else have Visual Studio frequently stop responding and then thinking to themselves "Burn in hell devenv.exe!" as they kill the process via task manager?
but but....no resharper
I had an issue when I upgraded to win 10 creators
2017 wouldn't start up unless I opened it from the console
odd
Would have to click the exe then open up the devenv cmd
I wouldn't be surprised if my issues are resharper related
but I don't know what I'd do without resharper
My bet is on Resharper
wish Jetbrains would just rewrite their engine for roslyn
Jetbrains is a dumpster fire
@polar island is that a #tooldev-general meme?
we had a slight disagreement around debugging practices the other day ๐
lol ya I didn't read all of it but saw a bunch of print stuff
was it just arguing about whether to debug using a debugger vs adding print statements?
but you were so pro at programming you never had to use a debugger, iirc
smh
in python lol
there we go again
Yeah, I never write a single line of buggy code /s
I use the C/C++/C# debuggers all the time
they have their place
procedural ftw
real programmers use fortran
haskell
I did write an x86-64 jit for it though
omg i want the nvidia titan v
can it run burning ground at 60 fps though?
probably not
missingno ๐ค
@compact isle so one map tab is 17 private stash tab requests?
that's going to suck ๐ฆ
I actually need one to test...
150 points...
I have 15
put stuff in it
think you have to set it up for map sets first
It has stuff in it
There is quite a bit inside of it
Returns nothing in the response
This is through the Private Stash Tab API btw
Looks like Maps tab is broken there
they don't have a website implementation that works outside of the public stash api yet
Makes sense since you would be rate limited just trying to fetch that single tab
Looks like rate limits are either going to go up or a merged result ๐
thinks whether he could do the network calls the game does for tabs
that's likely a bannable offense
As long as its not nefarious I'm not sure why it would get someone banned
start reverse engineering the network protocol and the encryption
If there even is
there is
Dunno some parts of the interface are doing basic API requests
not in-game
@chrome topaz encryption or api-calls?
api calls
Yeah it's a tcp tunnel
majority of payloads from PoE stay the same, (in game) but I feel thats the chat
it's very chatty
Like logging into the game is a consistent 7 byte payload that could be used to decrypt but im too lazy
halfway through it swapped over to a softlayer reverse proxy

rewrote the pob-web renderer to use way less draw calls and it got like 50x slower
idk that does not look like an improvement
why?
wait i think i got it
well maybe not
@gritty olive it's not a problem this part is very fast
looks like this issue
thats what I thought yesterday the bufferdata vs sub
@chrome topaz nah I don't think that's slow
It just looks bad ๐
thing is, allocating a new buffer on every multiquad makes it faster
PS D:\Grinding Gear Games\Path of Exile> .\PackCheck.exe
Checking pack file Content.ggpk...
Fatal error: Your pack file has become corrupted. Currently the only way to fix this is to delete Content.ggpk and download it again by running the client.
That's always fun
don't use Vaal Orb on Content.ggpk
@timid hemlock Any easy way to link builds into Path of Building which doesn't involve copy/pasting massive blobs of base64? Was considering something like a custom protocol pob://poe/<account>/<char> or pob://blob/<base64>..
Doesn't the pastebin feature rather solve that problem?
Well, an "Open in PoB" link would be pretty nifty in my build indexer (not online yet).
I guess I could create a ton of pastebins, but..
Oh, I suppose that use case is a little different
But still, the current system works fine for general usage
But even so, a custom protocol would make it very easy to link an import link from reddit.
But yeah, agreed ๐
Custom protocols have a few challenges though; for one, it really requires that the program is installed
It does.
I could create a blob of base64 on my own site I guess.
and just make it easy to copy
I haven't looked into the format you're using yet, so I'd have to create that too.
base64'ed json?
It's just the build XML file deflated and converted to base64
Ah, xml.
I could probably create that.
Would be pretty nifty when you find an interesting build to quickly transition into PoB for further digging.
True
+1 for "open in ..."
so gamepedia disabled semantic mediawiki on poe wiki, nice
and by nice i mean not fucking nice at all
Yeah, it is a real pain in the ass
It was causing performance problems when they switched to aws I guess
Lifting and shifting to cloud isn't just "copy vm" "put it in the cloud" "done", that's a real life lesson a lot of companies learns the hard way
I don't think curse could give two shits
that's pretty funny considering curse/gamepedia is amazon now
Well, acquiring a company and getting shit transitioned and streamlined is really difficult sometimes. That's at least my personal experience
we actually have a guy from the curses team that hangs out in #wiki but he hasn't talked much
They were probably pushed to aws before it was ready and told to deal with problems as they came up
My guess is that the curse wiki code is a ball of mud
that's pretty ridiculous for an "official" wiki
Well, ours is an official wiki, but a lot of them are just community wikis
the absolute lack of communication from gamepedia
It is pretty par for the course iirc
the gamepedia admins don't communicate at all with omega
while their business model is taking free community content (do wiki contributors get paid?) and placing ads on top
the people running our wiki don't get paid as far as I know
nor do the people adding content
yeah that's ridiculous
I should say, I have added some content and never received payment lol
i mean omega is like 95% of that wiki
So who'se ultimately responsible for the PoE wiki?
omega is the main admin
he should definitely get paid
but considering he can't even get in touch with gamepedia admins lol
his bot does all the work and then people have to link mods to items
He is trying as far as I have read
or we can just chip in for a $3 vps and cloudflare it
throwing a mediawiki on a server isn't a large project, but i do wonder how popular it is
boom wiki done
very much doubt $3/mo would cut it haha
lol
ovh has some nice tiers
do you know how many hits it gets per day?
GGG should just shell out a few hundred bucks for something solid and be done with it
Is this the place to ask POE.trade questions? Do they have their own discord?
the place to ask poe.trade questions is on the forum https://www.pathofexile.com/forum/view-thread/109153/page/490
not sure how many hits, nope
right... Whetstone tags aren't supported in Premium stash tabs?
i'd estimate $100-200 per month should be enough for poe wiki
based on what metrics?
likely even less
they have very few changes
most people i assume use it without logging in, so you can just cache output html most likely
Yeah it only changes for the first few weeks then content slow gets added after that
could be pretty heavily cached
long time ago when the wiki was not hosted by gamepedia but by some dude
Yeah, he sold it to gamepedia
pretty salty about it too
why?
they promised him a position running the wiki iirc, and it fell through
they didn't give him the full admin rights they had talked about and a whole bunch of other stuff
intellectual property wise, who legally owns the content on the poe wiki?
I think there was a write up either here or on reddit about it
and what license is it?
curse
oh it's easy, you can just look at the bottom of the page
Content is available under CC BY-NC-SA 3.0 unless otherwise noted.
This site is a part of Curse, Inc. and is not affiliated with Grinding Gear Games.
lol what, "official wiki"
well, official in my opinion, is when GGG actually puts some effort in and maintain it
so they can just take their content and go away
there was an annoucement and everything lol
two different things in my point of view
so if you make a wiki and want to put ads on it (which would not be allowed under NC clause), you can contact all contributors and ask for permission to relicense
So let's host it with bitcoin on bulletprood moldovan hosting company, and just give them the finger
I hate that they use an NC license when they are using it for a commercial purpose
I know some guys
at one point in my life i was hosting like 3 mediawikis and i felt miserable
never again
the hell
mediawiki from what I have discerned, is a piece of bleh
it works
what i mean is there's very low added value by curse
Fiat Punto works too, but I prefer a Mercedes
if you look at https://pathofexile.gamepedia.com/Special:Version
we could straight copy paste
i guess a decent anti spam is good
because normally mediawikis get a shit ton of spam
would be fun to create something custom
Well, Cargo is installed, so I have a feeling they are switching to that
yeah but next month they decide cargo is too slow and migrate to the next best thing
or rather, they just remove it and it's YOU who migrate the wiki
@chrome topaz what Emmitt said isn't really true, some admins do get paid, and regular contributors get a pro subscription (if you want to consider that payment) automatically . Curse not communicating at all isn't true either, it's just that the SMW problems have been fairly sudden and communication was bit slow (and I don't think they talked much to vini at all, you'll have to ask him). They've been looking into trying to make SMW work again (so far no success, it just bricks when turned back on...)
but regarding migrating smw to cargo, yes it's me who's stuck with it, some of the other curse wiki mangers that would be able to help migrating don't have the experience with lua so :/ But offered to help elsewhere regardless
Eventually switching from SMW to cargo was a long term plan, but it somehow it manged to kill the wiki and gamepedia with it so they had to turn it off suddenly
Hmm, are the admins getting paid picked from the community or are they curse employees assigned to the wiki?
It's contractor work from community members
Interesting, glad you guys are getting paid at least
i see, that makes it way better
that aside
is poe/trade live search bricked?
@obtuse citrus is there a way to extract all unique names from ggpk?
unique name + base name
that's the "competitive advantage" part
uniques aren't in the ggpk
you could try to get something by looking at image names, but that's about it
i see
i noticed they renamed(?) coward's trial and people are complaining now because my autocomplete is wrong
well if we share it in a github account
and then someone use that part to do whatever they want
seems poe.com/trade is like 5 minutes behind in live search
and i can't update my unique item list because it's retrieved from the wiki and that's down
and i don't care enough to do it by hand
that one you can at least rewrite yourself semi decently
but when it's ventor's gamble it goes to shit
wow you want me to just take that and just copy paste it in? what if it's got poetradesucks somewhere in there huh?
design a unique with a fated upgrade
lol
@chrome topaz not really no, the unique names themselves are in Words.dat IIRC, but there is no association between base types and unique properties
okay
On a side note, it will be a while until I can fix items, it's huge and I dont know yet how I'll do the table
and api will have to use cargo ... but I dont have checked if the api actually has a cargo function
yeah it has it so got that covered
at least you dont have to familarize with SMW anymore
since it's essentially SQL
minus half the SQL functions
cool
@chrome topaz why do you need the wiki to generate unique names/bases?
just parse it from the river
anytime something changes you wouldn't have to touch it
names you don't see in ~30 days probably don't exist anymore
the timeline is probably much less that that in reality
that doesn't help because most activity is first few weeks of a new league which is when changes happen and people complain the most
@chrome topaz can't you use this to get all uniques + their bases? https://www.pathofexile.com/api/trade/data/items I expect this to be always updated.
I would assume that is the official trade sites list for items
but I wouldn't assume anything on the official site is up-to-date
dumb question probaly, @chrome topaz did youpush down the tier of all life mods on body armors with the new i86 mod?
Well, you might be right about it not being reliable, at least it's better than a wiki that is "down" ๐
@hazy fog I don't think he cares about mod tiers lol
@chrome topaz you know when you type youtube.com into the chrome address bar and hit tab it goes to a "Search YouTube Video Search" bar. Would it be difficult to do something similar for poe.trade?
well he lists them on the side of items ๐ค
Technically the community is wrong about the mod tiers anyway so :p
Yeah T1 is the worst
does ggg count them as t1 being worst?
damn ninja I was typing
makes more sense that way'
you'll never add a lower tier but adding higher tiers is likely
otherwise there isn't really a concept of tiers
people use tiers as rank not the actual tier
I like tier -13 mods.
I was thinking of doing it correctly on the wiki at some point and wait until it catches on
but it probably takes a while and not sure if I can stand the bitching
Besides, it's not too practical always... there are annoying cases
essence?
no, as I said it doesn't have a concept of tiers, so you have to make up the rules
The mod names are conviently named like Strength1 ... Strength2
but then there are names like Strength3_
or whatever
or disabled ones etc
lol
If you make a "sophisticated" rule like mods that do the same thing, with the same name... then you end up having mods that dont work
there is a hybrid accuracy mod I think that was T1, T2 flat and T3 percent orsomething
or the other way around
besides tiers I think might be actually misleading
their mod generation has become pretty complicated for something
I don't think -any- site besides the wiki actually showed some of the groups, there was this crafting simulator took them into account
Nope
I can't give an example via the wiki right now because they're pushing some updates to login system
The mod groups are very apparent on flask mods
for example in the list above, some mods only roll on certain items
only body armours can roll the highest tier of life rolls
Oh, you mean what rolls together?
I mean the "group" of mods, there are mutually exclusive groups
it's mostly used for "tiers", but things like added dmg to spells on daggers/wand is in the same group
so you can't have fire/cold/light added at once
Ah, yeah
yep, one example of the same group
I'm glad they haven't removed the weights from the data, I know they/some wanted to
it's a clusterfuck I dont know how anyone is supposed to figure this out reall
y
using currency
you could also read the river at this point
basically like using mass currency
it's not an easy feat though, stash api helps yeah so you dont have to spend billions of orbs
still
I don't think it necessarily helps to figure out some of the intrensics of "if jewel has mod x, spawn chance for mods a,b,c are lower/higher"
but really though? the mods seem to be evaluated in sequence
when you have 4 modifiers, the chances on each are changing for those specific cases even drastically
I'm not sure if it's enough figure out when you just see the end result
and not the process 1 to 4
You could see the correlation between the mods, but you wouldn't see the spawn chances of if you have 4 mods it is x% likely to get this mod
In any case I usually don't see this kind of 'research' done by the community, there are sometimes people trying but they disregard a lot of things
I believe the one really good case I'Ve seen was someone trying to figure out 6L chance
with a good sample size and proper methods
I have a feeling the stash api would learn towards good mods
and, the worst thing is if GGG changes a value all your data collected is useless
I mean they sneak inchanges midleague without patchnotes so you can't rely on that being correct either
you would be able to see the drop over time
... why are my api calls waiting 1.3 minutes before returning..? O_o
your data would never be useless because it would change with the times
that is true, you would have to have a decent size before the change
but yeah the problem with stash api is that people are baised towards putting particular items there
the one thing you wouldn't be able to see is the tier distribution
you might be able to infer them though
the level of complications is why I'm mostly glad it's still in there
no guessing, mostly correct unless they change it server side
@dark heron same problem here
Request 1: took 15.636503219604492 seconds
Data read took 0.9233269691467285 seconds
http://api.pathofexile.com/public-stash-tabs?id=2524-4457-4108-4844-1426
Request 2: took 40.078959941864014 seconds
Data read took 0.7531919479370117 seconds
http://api.pathofexile.com/public-stash-tabs?id=5000-6692-7440-10050-3898
seems pretty varied lol
Main site doesn't seem to work atm
poe crashing, poe website/api going down every so often, wiki dead
Great release D:
Lot of chatter today
@fickle yew pretty cool
@misty merlin funny thing the official site has wrong names
i wrote a parser once and it had some wrong unique name
For some reason I'm not even that surprised...
@hazy fog don't remember, what's the new mod?
higher number
what's the name i mean
oh... uh
@wind garden not difficult
Prime
no i don't have it
@wind garden you can also right click any text box and "add keyword for search". You can then search something like trade: Bubonic Trail Murder Boots and it will take you directly to poe trade with that search
create a t-sql query thing with intellisense, and I'll use it everyday
LINQ-to-PoETrade plz kthx
yep
you would basically just convert the search terms to a query string and get it
on poe.trade, we're going to support s-expressions for arbitrarily complex queries
and because lisp is cool
good luck with the adoption of that ๐
shops
.Where(item => item.BaseType.Contains("Bow") &&
item => item.PhysDps > 290)
.OrderBy(c => c.PriceChaosEquivalent)
.GroupBy(c => c.ImplicitMods)
.ToList()
๐
actually a little verbose for quick searches
Well, now just convert that to ?baseType=Bow&minPhysDps=290&sort=desc
lol
not sure how you would do the group by. THat actually would need more than one query I think
I'd create my own indexer to support that tho
@polar island why you no support firefox
I think I'll see how the stash tabs will perform with the new column store thing in sql server 2016+
oh i see
@fickle yew release!
@polar island why do i get different results on poeapp than poe.trade for Hallowed Ground map?
yours shows a bunch for some chisels and 1c where the lowest on poe.trade is 2c
@wind garden You need to get poe.trade premium account, bruh
lol wat
odd word to filter
anyways, I was searching on standard because I was using the speed search and didn't specify league
gg
even 9s is too long tbqh it should have notified me after hovering over the item in the inventory
i don't even see a live search feature on poe/trade
oh, intriguing
Well, it was 9s from placing the item in the stash?
The stashes could have updated on your first or second zoning. How long from when you received the data?
His websocket search is directly from the river
He said the other day he has a different processor for live searches
Yeah, that is what he was saying
He is processing all the live searches then sending data
He had like 11k and it was taking 1.5s
Polling?
@compact isle
Maybe it is taking that long to process?
Idk, seems nuts
priorities, man ๐
gonna have to actually select your inner elements lol
at least they still support /deep/
oh, rip. nope
๐ฆ
you can create a shadow dom and use :host
well that might be a bit trickier lol
figured it might just be the dropdowns
any idea why PoE sometimes caps framerate at half my screen's refresh rate?
v-sync on?
so you're saying, i need a better graphics card?
or just turn off v-sync
please give me a reason to buy a new graphics card :D
you don't need it on unless you see screen tearing
v-sync is just a limited to cap the draw rate of the gpu to your refresh rate. It does nothing else. This generally prevents artifacts or screen tearing (if you have them), otherwise it just caps the framerate
well, that's not the entire truth
