#tooldev-general

1 messages ยท Page 136 of 1

formal kraken
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Performance is way better, but still a bit laggy when dragging not sure why, could be just some sync event handling?

livid mist
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Verrrrrry minor bug, but it looks like the line decorators can sometimes be off-center

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@compact isle

oak estuary
livid mist
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Not sure if it's the same issue

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but yeah

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MY GAMING EXPERIENCE IS FOREVER RUINED

carmine merlin
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All the more reason for us not to support them in PoB

livid mist
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lol

civic crane
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templarLul Obligated to share this pasta templarLul

carmine merlin
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Please be pasta

livid mist
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Much pasta

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Coding is easy right. No way making last minute changes is hard at all

grave wren
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AlwaysFloat please stop withholding my filtration

long sky
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Wiki search console performance ๐Ÿ“ˆ

formal kraken
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I've been getting poewiki.net results right next to the old one on google, which is a FeelsGoodMan

long sky
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Noice

formal kraken
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Anybody know where the wiki gets its assets for gems, items etc from?

long sky
formal kraken
long sky
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Yep

mortal bone
formal kraken
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thanks!

formal kraken
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I have a poe asset database in mind, where you can easily get an image for an item by name, nothing like this exists yet, I assume?

mortal bone
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I have no idea if that would be allowed. That is why I always tell people the paths to the assets lol

formal kraken
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fair point

mortal bone
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GGG used to expose that, but that changed 2 leagues ago I think.

formal kraken
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it's just very annoying, it seems like every tool has to reinvent the wheel, poedb has it, the wiki, poeplanner, poe.ninja, ....

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now I need (some) assets and have to do it all over again

formal kraken
mortal bone
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Yeah, that is what I was saying. You used to be able to do poecdn/Art/**/filename, but they removed that a few months back. I am assuming because people were using them a ton

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PoESkillTree also grabs the assets, but we used the old wiki to scrape all of that

formal kraken
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feels a bit unfortunate

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maybe it's still possible

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In [10]: base64.b64decode(
    ...:     "WzI1LDE0LHsiZiI6IjJESXRlbXMvQXJtb3Vycy9TaGllbGRzL1NoaWVsZFN0cjciLCJ3IjoyLCJoIjo0LCJzY2FsZSI6MX1d"
    ...: )
Out[10]: b'[25,14,{"f":"2DItems/Armours/Shields/ShieldStr7","w":2,"h":4,"scale":1}]'
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but there is still another string behind that

mortal bone
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It was in 3.15 as you can see here

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You would have to generate the url

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That part is the easy one haha there is the second bit which is a secret

formal kraken
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ah thanks, too bad

mortal bone
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https://web.poecdn.com/gen/image/WzIyLCJhMTViZWQzNGI2ZGZiODFiODQ3YjFiZDgyNGExMmY1YyIseyJ0IjowLCJzcCI6MC4zODM1fV0/020563f85c/Skill_Frame_Unallocated.png

I don't think anyone knows how to generate the 020563f85c

formal kraken
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it looks like it could just be part of a hash

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but yeah, no point in figuring out if ggg doesn't like it

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it's just really really bad for anyone building a new tool who doesn't have access to a bunch of infrastructure already

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poedb seems to have figured it out (maybe?) at least it links to the poecdn

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@velvet fog how are you getting the poecdn asset links for poedb?

mortal bone
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I would assume through the trade api?

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either ingesting them from the river or just searching for the item and pulling back the icon

formal kraken
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yeah I thought of that too, just search for the item, pull the image and move on

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or follow the river to update a db

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but that's just terrible

velvet fog
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trade api

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or you can export it with libggpk2 and store it

fluid wave
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Does anyone know the schema of the progress field in Character?

velvet fog
formal kraken
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ah nice!

worthy cape
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The hash:y part of CDN URLs is as far as I understand it supposed to be opaque and not constructible by mortals, the only source for them is GGG.

formal kraken
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yeah it probably has a secret included, but it could have been as easy as being a file hash

worthy cape
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For asset extraction, the wiki indeed uses PyPoE with Ooz libraries or executables to decompress bundles and a DDS->PNG slicer I wrote for transcoding BC7 and other DXT formats.

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PoB uses bun_extract_file in a similar vein to extract files but as all image assets there are via the passive tree JSON URLs, no current need to read/convert DDS files.

formal kraken
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pypoe cli currently can only extract json (data) and export to wiki, if I needed the assets on a filesystem I assume I have to just do that myself with pypoe as a lib?

mortal bone
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I do have the location of all the assets for the tree if anyone needs them ๐Ÿ˜„

worthy cape
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Either try to use PyPoE as a library, or automate something around Bun:

bun_extract_file list-files GGPK_OR_STEAM_DIR
bun_extract_file extract-files [--regex] GGPK_OR_STEAM_DIR OUTPUT_DIR [FILE_PATHS...]

GGPK_OR_STEAM_DIR should be either a full path to a Standalone GGPK file or the Steam game directory.
If FILE_PATHS are omitted the file paths are taken from stdin.
If --regex is given, FILE_PATHS are interpreted as regular expressions to match.
mortal bone
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sadly, we can't do 4k because not all the assets are large enough

worthy cape
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Not gonna recommend trying to use Bun as a library via FFI, as it's very quirky and I made mistakes when designing it ๐Ÿ˜„

carmine merlin
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How much bigger than the web assets are they?

worthy cape
mortal bone
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here is a spreadsheet I made...

worthy cape
formal kraken
worthy cape
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Yep.

mortal bone
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for example, the jewel frame for the proxy nodes don't have a 4k asset (at least not one I could find)

formal kraken
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puts it on the list

worthy cape
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Ooh, I wonder if I ever pushed the fixes to sporadic data corruption on Linux if built with more than -O2... might not have.

carmine merlin
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What's the target size row for?

worthy cape
worthy cape
mortal bone
# carmine merlin What's the target size row for?

Target Size is what the end result at a 1.0 zoom level would be. For exmaple, Notables and Keystones are the same actual size when you view the original image, but Notables are smaller than Keystones when you generate the art

formal kraken
worthy cape
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It's deep inside the ooz decompressor itself, which is based on reverse-engineering of Oodle code.

carmine merlin
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Looks like the ingame assets are about 3x the width of the web ones

mortal bone
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The reason why I don't really want to do this is you end up in the case where "hey, this one thing shouldn't be scaled by the number of nodes" which is really annoying.

worthy cape
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It's kind of plain undefined behaviour as it walks underlying storage and assigns via overlapping uint64_t* pointers with arbitrary alignment.

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The source and destination is in the decompression target buffer generated from the compressed bitstream.

carmine merlin
mortal bone
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Yep

worthy cape
mortal bone
carmine merlin
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I bought a 3080 for a reason

mortal bone
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You can't even generate a screenshot because it overflows the buffer ๐Ÿ˜„

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That is the maximum non-4k that you can do

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you can do 4k, but you would have to deal with non-4k assets at times which means you don't get a better zoom level

carmine merlin
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Side to side with PoB, I thought it would look noticeably nicer by a large amount. Looks pretty similar imo

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Pob left, yours right

lunar crypt
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theyโ€™re the same picture

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Not that big of a difference

formal kraken
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the keystone looks better, imo

mortal bone
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Also, one thing to note, I have to generate the "disabled" nodes, so they are slightly darker I think than what the official tree generates

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Yeah, the only real difference at this level is the keystone. I could try pointing to the 4k assets and generating the same zoom level. It might give a bit sharper of an image on the nodes at least

worthy cape
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One of these is not like the others... gonna be interesting to see if it persists at launch ๐Ÿ˜„

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@compact isle I guess Steam rich presence is outside of your team's wheelhouse?

mortal bone
carmine merlin
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The 4k one is noticeably sharper

mortal bone
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The keystone frames should be the same, I am not sure why it is sharper? compression maybe

formal kraken
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The mastery also looks better

mortal bone
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the icons look much better though

carmine merlin
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Weird zoom levels for the previous one? I would love PoB to look like that if it could

mortal bone
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Oh, it could be. I tried to match the size when I took the screenshot ๐Ÿ˜„

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the weird thing is masteries don't have a 4k version

carmine merlin
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Which part of the mastery? The pic you showed has the hand symbol in the middle looking much sharper

mortal bone
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All 110 masteries don't have 4k versions. I feel like this is a compression issue ๐Ÿ˜„

formal kraken
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yeah far right looks really really good

mortal bone
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It is much more noticeable when you are comparing the sprite sheets. They are much sharper

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fun note, there are 21 passive skills that are missing 4k versions (at least from the extract I have)

fallow zinc
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Not sure if this fits here, but does anyone happen to know when poedb updates typically show up? I imagine they need the torrent at the very least, but I've never paid attention to how long it takes for them to update

worthy cape
fallow zinc
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That implies it's automatic?

worthy cape
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While there's lots of assets and stuff in the torrent, almost all the key data tables are intentionally scrubbed to give players a chance to enjoy the content.

worthy cape
fallow zinc
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๐Ÿ˜„

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How long does it take? Like, ballpark figure

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are we talking minutes, hours?

worthy cape
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Depends on how much has changed.

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Minimum amount of work is having to download the update, extract the files needed, run some test imports to see what's broken, figure out specs for all those things, figure out all the new stuff for the league, etc.

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It's done when it's done.

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Same goes for PoB but at a way smaller scope.

oak estuary
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Chuan usually gets the stuff that is already working uploaded while they figure out the new changes. I've never paid attention to how long that takes though, since we're doing the same thing for PoB...

fallow zinc
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got it

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thanks!

carmine merlin
mortal bone
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I didn't upload the 4k ones, but I can

mortal bone
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one thing to note: the 4k assets are rendered as if they were to be at the 0.9013 zoom level

carmine merlin
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Cursed skill tree

grave wren
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Tree.zip

mortal bone
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Yeah, POB doesn't render the tree correctly ๐Ÿ˜„

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everything should be based on the zoom level, but it looks like it assumes that everything is drawn at 0.3835

carmine merlin
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Yeah, I'm trying to find the code that assumes that and change it

carmine merlin
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Found it further down on line 761 and 2 for nodes

mortal bone
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I was just about to link that one as well ๐Ÿ˜„

dense shore
mortal bone
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There are a lot of places in this code where asset size is being scaled weird

carmine merlin
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Yeah got it working now though

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The colours are a lot darker than the web tree assets though

mortal bone
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Yeah, that was one thing I mentioned earlier. I don't know what filter they use for the disabled nodes. I currently scale the saturation to 0.4 and the brightness to 0.6

carmine merlin
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Old tree

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New Tree

mortal bone
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Oh, also, I messed up the groups apparently

worthy cape
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I wonder if there's some linear vs. srgb mismatch somewhere.

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Always a crapshoot when it comes to 8-bit assets and PoE is a quite mixed bag.

mortal bone
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I don't manipulate any of the other assets though, so it is a bit weird that they are darker

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oh, I see, you guys are using the old group backgrounds

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I think with 3.16 they changed to the faded out versions

carmine merlin
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Yeah, I updated or dev branch to those the other day

mortal bone
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also, the icons look like they are 1px off for some reason...

slim pilot
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where pob

worthy cape
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Cat ate its face.

slim pilot
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noooo

carmine merlin
mortal bone
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I don't think it is POB. I think I am dumping them to the sprite sheet wrong or something

worthy cape
# slim pilot where pob

A proper PoB update with the data-mined things can only happen at earliest around launch. Other releases could happen of course with intermediary changes, but it's also a bit risky.

mortal bone
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The icons look a ton better though. Do you see a difference at zoom level 0.3835? I can always generate the higher res sprite sheets at the normal zoom levels

carmine merlin
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Yeah everything looks sharper

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Got a bunch of weird missing background wheels I've noticed

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meant to have this background asset

mortal bone
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that is very strange

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One thing I do noticed is the base JewelCircle1 has a black background ๐Ÿ˜„

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instead of being transparent

carmine merlin
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Is only happening to groups with no mastery on them

civic crane
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game has 50% to crash when I use prophecy, should I report it templarLul
-1 issue for devs

carmine merlin
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Your JSON file is different to the one that we usually get with the web tree

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That's why it's not working

mortal bone
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Yeah, assets and skillSprites will have additional stuff. outside of that, they should be the same

carmine merlin
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Our JSON to lua script didn't work too well for some reason so it wasn't picking up the node groups

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Fixed now

mortal bone
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Oh, I do output a bunch of stuff wrong actually...

carmine merlin
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Ahh, that would make sense lol

mortal bone
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I don't put the flavourText back to hex and stuff

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the nodes and groups are correct though

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oh, maybe not...I output things as an int when they are strings ๐Ÿ˜ฆ

carmine merlin
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I'm heading to bed, let me know if you find /fix the dark textures

mortal bone
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Yeah, I don't know if I can fix the dark assets ๐Ÿ˜„

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that is just how they come when I extract them

slim pilot
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Not related to you guys are talking but I am bashing my head with trade API like for 2 days, can anyone help me, if someone is familiar with this API lmao

dense shore
primal schooner
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is anyone working on an Atlas tree tab for POB ?

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or a website where you can save / load tree progression?

worthy cape
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@primal schooner The consensus is kind of that it's not really a good fit for PoB.

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The things that affect characters are quite marginal and it convolutes a lot.

grave wren
worthy cape
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There's already a flurry of websites dedicated to it.

primal schooner
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yeah, jsut figured the funtionality would be easily replicated since yo ucan jsut copy the tree tab

grave wren
worthy cape
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"just" is a four letter word.

primal schooner
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neither of those have version control

mortal bone
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poeplanner?

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I think they offer a save build function

primal schooner
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I don't see one

mortal bone
primal schooner
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oh i didn't see that notification. it went away too fast

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cool i'll check it out, thanks!

grave wren
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wdym they all save state in the url

slim pilot
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Because laptop's trackpad zoom in/out literally doesnt work

grave wren
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no

primal schooner
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I'm looking for something similar to POB's Passive Tree management control

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Who devs poeplanner?

cursive haven
primal schooner
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right, i know the URLs contain the variables.

cursive haven
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that's the closest you'll get with these tools

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so far

primal schooner
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I'm just bookmarking htem currently

cursive haven
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also a great idea

primal schooner
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but i'm hoping some service will allow for tree management within their site / app

mortal bone
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That will probably happen eventually lol just be patient. We got the data like 3 days ago

slim pilot
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through a web page

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but one more brain cells appeared out of nowhere and done post part, now need to work on return results and dunno if I can do that

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Does anything change when running local?

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Or still same template?

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Thanks a lot mate!

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10 hashes/minute probably

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oh.

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yeah this shit just became easier on my mind lol

compact isle
compact isle
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and the website won't generate those links anymore

compact isle
lean phoenix
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What is Class of items giving ArchnemesisMod to monsters ??

worthy cape
#

Torment time \o/

oak estuary
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That was 2015....smh

odd sail
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No โ€œ_.index.binโ€?

velvet fog
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to prevent dataminers

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or they have new index tech

balmy flame
odd sail
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can it navigate without the index?

velvet fog
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can't, but ggpk update still works without it

odd sail
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I don't have the energy today to carve out the data...

velvet fog
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we don't know what's inside the .bin file until the index.bin released

worthy cape
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Of marginal interest without the right bundles anyway, I reckon.

odd sail
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the Metadata is in there, about all

worthy cape
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Hrm, harder to carve than binary formats, that's for sure.

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Lots of them tend to be in the bulk bundles too.

mortal bone
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Yeah, it would be hard to figure out your boundaries

velvet fog
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thanks, but I will fix it when patch launched

hazy fog
prime flint
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Trying to interact with the drop down menu when adding items. Any ideas?

oak estuary
prime flint
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I can't test anything right now but i want to get it working by the time i get on again

oak estuary
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Are you on the beta version?

prime flint
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No idea. Just know i updated it earlier and it's the community fork (if that is relavent anymore)

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Had computer on for a while on so something might have broke

oak estuary
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What does the bottom left say:

prime flint
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No warnings. I will check later. Gonna try sleep soon

oak estuary
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...I'm going to assume you're on the beta

prime flint
oak estuary
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Yeah

prime flint
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Should have just said so

oak estuary
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I was only able to reproduce it after I knew it was happening only on the beta version

fluid wave
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I love those kind of features, makes event making really fun ๐Ÿ™‚

grizzled seal
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@mortal bone Not sure if this has been pointed out already, but the Show/Hide button for skillTreeStats has issues at lower resolutions where it goes off the top of the screen

candid bobcat
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Any news about PoB fork update?

velvet fog
carmine merlin
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We are working on getting an update out before patch goes up though. Soon*

frank drift
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Soonโ„ข

drifting merlin
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about 10 hours left to release my tool ๐Ÿค”

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this is going to be a long day

dense shore
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ENERGYYYYY

slim pilot
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I hope that ninja dev can update API's really fast

mortal bone
#

can you just chill?

slim pilot
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yeah message sounded a bit offensive

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sry.

civic crane
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happy dat digging

formal kraken
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Patch out MonkaShake

worthy cape
#

Tools doesn't seem to have exploded at least.

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I need to get some intermediary storage and rebuild all my RAIDs, I'm having abysmal performance doing anything pack-wise.

odd sail
#

@compact isle sorry, not sure you are the right person to ping on this, but did you guys really mean to drop the "Ground Slam has" part of the line in it's Helm Enchant?

                ["MERCILESS"] = {
                        "25% increased Ground Slam Damage",
                        "16% increased Ground Slam Area of Effect",
-                       "Ground Slam has a 16% increased angle",
+                       "16% increased angle",
                },
                ["ENDGAME"] = {
                        "40% increased Ground Slam Damage",
                        "24% increased Ground Slam Area of Effect",
-                       "Ground Slam has a 24% increased angle",
+                       "24% increased angle",
                },
civic crane
#

should drop numeric value too and call it a "Slightly increased angle"

worthy cape
civic crane
#

@pastel marten zoom step is too big

pastel marten
#

at all zoom levels or just closer to max zoom?

civic crane
#

@pastel marten I mean zoom change delta you do by mousewheel

pastel marten
#

it will have undo/redo and search before league launch, thats my queue project tunnerCujj

steel glen
#

yo, hows datamining going?

timber path
#

I'm looking into changes in BaseItemTypes atm, I only just started though, so I'm nowhere yet ๐Ÿ™ƒ

grave wren
#

@worthy cape Mr tooldev man can you fetch our new lads some green names

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Pobbin deserves it sealpeek

worthy cape
#

Oh right, fresh meat.

hazy fiber
#

I mean wires and nostra dont have the role either, and they been a while

drifting merlin
#

fuck timezone I thought it was one hour later

hazy fog
#

whom

mortal bone
#

I like the masteries ๐Ÿ˜ฎ

hazy fog
#

the what now

mortal bone
#

I almost want the tool dev one more ๐Ÿ˜„

worthy cape
mortal bone
worthy cape
#

Highlight party \o/

mortal bone
#

๐Ÿ‘‹

worthy cape
#

For developing pobb.in, the awesome new build pastesite, and the other two for being PoB peeps.

hazy fog
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oh

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neat

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For developing pobb.in, the awesome new build pastesite, and the other two for being PoB peeps.
@formal kraken , @oak estuary @odd sail are now tool devs. everyone pretend to be excited

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not KEKW

hazy fiber
#

it was pretty funny seeing wires in here for ages with white name trying to help people with PoB stuff, when hes a Maintainer, but looks like a rando

formal kraken
worthy cape
#

That sticker... my braaain.

hazy fog
formal kraken
#

I should drop pobb.in again, I have 0 planning for this league and I still have vim open ๐Ÿ˜ฆ

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no lootfilter, no build, no preparations LUL

hazy fog
#

wanna see my build

formal kraken
#

sure

formal kraken
#

I have a fallback (Poison Conc Occ), but honestly I am down to yolo something

hazy fog
#

that's my planning

#

went to ninja grabbed the tree for lightning arrow

formal kraken
#

Bleed bow?

hazy fog
#

imagine playing something actually playable LULW

formal kraken
#

are you gonna use a single target 6L?

hazy fog
#

Shrug that's it that's my plan right there that image

formal kraken
#

nice OMEGALUL

hazy fog
#

and the words lightning arrow

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got a whole atlas tree prepped though

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gonna be great for aoe clears

formal kraken
#

I don't. I have an idea, but idk

hazy fog
#

no click just run and gun NODDERS

formal kraken
#

I wanted to pick up delirium and blight (left side ish), then I saw grimro's tree and kinda liked that

hazy fog
#

right side expedition (ok some click) harb,shrines, abyss(not depths)

formal kraken
#

I am over expedition, too much reading

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shrines could be cool

snow whale
#

@mortal bone how do you handle PSGroupBackground for max === 4? E.g., cluster 42. looking through https://github.com/EmmittJ/SkillTree_TypeScript/blob/528f73ebf7bd6f9927346d34d6d4a630c1bed32a/models/PIXISkillTreeRenderer.ts#L329

GitHub

An example project on how to use and render the Path of Exile skill tree data - SkillTree_TypeScript/PIXISkillTreeRenderer.ts at 528f73ebf7bd6f9927346d34d6d4a630c1bed32a ยท EmmittJ/SkillTree_TypeScript

mortal bone
#

4 means you don't draw the background

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at least from what I have seen

snow whale
#

on the official site, group 42 has a background though? (Synthesis cluster with Neural Pathways, top-left)

snow whale
#

ic, basically just ignore those orbits. thanks!

mortal bone
#

Yep! I would have to dig out an example, but this has happened in past trees which is why I put that there

snow whale
#

that makes sense. i just didn't put :327 and :329 together in my head for max of 4 ๐Ÿ˜›

simple ravine
#

yo, you got some nice CDNs there

civic crane
#
Ritual      | 933167845-944185046-905521920-1020175480-975961711
Ultimatum   | 1124189575-1131486309-1090698076-1222941913-1172554100
Expedition  | 1227369173-1231965578-1189849183-1331074882-1279269888
Scourge     | 1298361813-1303823249-1259482630-1407101139-1353656797
Archnemesis | 1391397302-1395893196-1349308915-1504250364-1450458423
worthy cape
formal kraken
grave wren
#

Pohx RF with buffed fire trap with 4k base dot

#

Single target went from not found to it can kill stuff with patience

pastel marten
worthy cape
#

3.16.last vs. 3.17.0

lost cobalt
#

how do I downgrade pob from 2.13.0 beta to 2.13.0? I can't load skill trees from account chars in the beta

formal kraken
lost cobalt
#

awesome, thanks

dull laurel
#

anyone already found in the data the possibilities of the forbidden flesh/flame jewels for scion?

oak estuary
dull laurel
carmine merlin
formal kraken
#

that would be awesome though, if you suddenly can start at another location

rapid pagoda
#
% pogo data2json Content-3.17.0.ggpk:Data/Prophecies.dat
pogo: open Data/Prophecies.dat: file does not exist
#

*sad trombone*

carmine merlin
#

PoB updated with 3.17 stuff and heaps more

hazy fog
#

wew that is a lot

oak estuary
#

We've kinda neglected pushing out an update over the holiday season... ๐Ÿ˜ฉ

hazy fog
#

๐Ÿ˜…

velvet fog
#

divide_by_ten_1dp_if_required

rapid pagoda
rapid pagoda
#

raises an eyebrow at .itemblob files

worthy cape
rapid pagoda
#

Referenced from LeagueInfo. Appears to be some sort of internal representation of the teaser items in league announcements, replacing static images that were previously used

#

For example, Metadata/LeagueInfoPanelItems/Archnemesis/ApocalypseWard.itemblob represents the crafted item shown in https://www.pathofexile.com/siege under "Eldritch Implicit Modifiers".

carmine merlin
#

@mortal bone what di you do to the JSON in order to have the 4k textures work?

dusk coral
#

is high idle CPU standard behavior for an idle but open PoBCF

#

I think there is some weirdness with PoB and alderlake. I set core affinity to the e-cores only and problem resolved. shrugR

mortal bone
#

Is there something specific you are looking for? Spritesheets are fairly easy compared to the assets. You basically pull in all the icons that are in the spritesheets, load them, dump them back out into a spritesheet, and add a json block to the correct spritesheet section

#

The curved connections are the actual worse because they are all in the same png, and you have to cut/export them individually

drifting merlin
#

Oy, anyone wants to beta-test my atlas builder in about an hour ?

#

it's standalone

civic crane
#

why?

drifting merlin
#

why standalone or why test ?

civic crane
#

standalone

drifting merlin
#

why not ยฏ_(ใƒ„)_/ยฏ

carmine merlin
mortal bone
#

Oh, technically there isn't anything you should have to do to be able to support higher zoom levels. I would just need to make the process a bit more fluid. Right now I just dump all the art to a hard drive then run a script that tries to load all the images from disk.

nova hamlet
#

Has anyone managed to get an updated RePOE dataset for 3.17?

drifting merlin
#

Hello, me again ๐Ÿ‘‹
If anyone wants to give a try at my atlas builder, you can grab it here https://github.com/keyzou/POEAtlasBuilder/releases/tag/v1.0.1 (but please don't look at the code it's a mess from the stack to the splitting ;_; )
If you have some feedback, tag me here or DM me, I'll try fixing when I've got time
(Use is pretty simple, you have a summary button top left that expands and list the current modifier; they are grouped; if some are missing please shoot me a DM !)
(Also if there's no summary button also shoot me a DM ๐Ÿคจ )
(Also if you click the nodes too fast sometimes it won't connect to the rest, it's a known issue)

GitHub

Fixes

Auto-updater fetching the wrong URL, breaking it in the process

Full Changelog: v1.0.0...v1.0.1

fickle yew
#

They changed all the synthesis unique maps to "Synthesised Map" base type.

#

Which caused problems for filterblade who reported it to me earlier - I was stripping Synthesised so it just became Map.

#

So it should be aligned soon so they're all correct.

#

Before Cortex was a Relic Chambers map I believe?

worthy cape
drifting merlin
woeful sphinx
drifting merlin
#

Do we know how to get the data from official site trees ? (apart from the get-passive-skills endpoint, btw is there an equivalent for atlas trees ?)
For example do we know which encoding is:

AAAABgMBSQQHCPQQWBCuEQ8UsBZvFy8XVBpsHwIkqiTYLJwvXTI0NsU26TpYPmVEq0wtUpdTjVPUVa5VxlXWXypk52VyadhqQ3RVffF-oYCkghCCHoPbhW2Gd42Cj6aP-pUEna6d958Bn0ilZ6cIrJivm7hdu_a86sHFza_PGs_E0NDR5NWB2CTa3d-w42rkIuwY99f60vtjAAa6Gi9dUJZSl_t9ffG2UJ33hk-4Xf1rz8Q=

It looks like base64 but there's probably another layer

velvet fog
#

https://www.pathofexile.com/developer/docs/reference#types
Atlas Skill Tree
The Atlas Skill Tree introduced in Path of Exile: Siege of the Atlas (3.17.0) follows the same format as the regular passive tree and can also be loaded by the official Atlas Skill Tree viewer.
The class and ascendancy bytes should be set to 0, and the extended and mastery hash lists should be empty.
Example: https://www.pathofexile.com/atlas-skill-tree/AAAABgAAAfdPAAA=

drifting merlin
#

holy shit how have I never seen this documentation, thanks

mortal bone
drifting merlin
#

ah, it's when i'm finally done after fighting for a few hours that I see this, thanks !

mortal bone
dusk coral
#

are there any helps that overlay a command pallete type tool for quick lookup. Kinda liked a runner that quickly navigates PoE man pages

#

any concise game mechanic tool would be sweet

worthy cape
#

Augment the wiki with some sort of cheat-sheet sections, harvest those for a launcher-like, profit ๐Ÿ˜‰

dusk coral
#

yesss, im new to code but not CLI, maybe this is good project

#

Im assuming I can just fork man and create a new man db

#

poeman [mechanic] -e=exceptions -i=interactions -u=uniques(compat) -v=show all

#

shortcut keybinding to autofill and search current item on clipboard

rapid pagoda
red urchin
#

Kirac Bugged fixed yet?

#

Im unable to open atlas.

worthy cape
#

I presume you're not talking about a tool?

mild sable
#

Hi! Asking here because no one seem to know about filters in question channels, and no one is answering.
Would anyone happen to know how to filter archnemesis parts?

Show # Opulent exalt sound, very rare powerful mod needed for a challenge
    Class "Archnemesis Mod"
    BaseType == "Opulent"
    SetFontSize 45
#

This is apparently not right, "Basetype opulent" isn't found and I get an error message.

#

The filter info anouncement saiud we could filter the parts by "name", however there no mention of a "name" filter on the filter doc on the wiki, closest is "Basetype"

frank drift
#

should just be

worthy cape
#

There's a specific ArchnemesisMod directive for the names.

frank drift
#

ArchnemesisMod "Permafrost"

frank drift
#

don't need anything else

#

it'll be in FilterBlade soon

mild sable
#

Oh ok, I'll try this.

#

By "Soon", like are we seeing an archnemesis section in filterblade within the week?
I wonder what it'll be like, it will require users understanding what they want to hide and show for their specific goals, and I don't see many people taking the time to do that...

#

Incoming highlight treant and scarabs things and hide all the rest

slate rover
#

Anyone know where the text While a Pinnacle Atlas Boss is in your Presence comes from for the new implicit mods? Like for example the mod IncreasedAttackSpeedEldritchImplicitPinnaclePresence3 has stats: attack_speed_+% and local_influence_mod_requires_celestial_boss_presence, but there is no reference to local_influence_mod_requires_celestial_boss_presence in any in the stat description files for as far as I can see. So when I try to get the text for these stats I just get 18% increased Attack Speed instead of While a Pinnacle Atlas Boss is in your Presence, 18% increased Attack Speed. Also cant find the text in the dat tables for so far I checked.

frank drift
echo rover
#

Is screen scraping within bounds of TOS? (eg, to make a recipe detecting tool)

worthy cape
#

The third-party policy on OCR has this to say about automating reactions based on content:

Macros must be invoked manually by the user (automated invocations such as but not limited to: timers, reacting to file changes, or from reading the screen are not allowed).

echo rover
#

I'm asking about policy, I know it's technically feasible

worthy cape
#

There's nothing in particular about working off screendumps, and there's some precedent in things like the TFT Harvest aids.

echo rover
#

So no invoking a macro that takes an in game action from it, but an information overlay seems ok. Thanks!

#

I will do that to double check, thanks!

worthy cape
#

So, which one of you fine people is making trade slow and even 502:ing occasionally? ๐Ÿ˜›

#

I bet three pinecones that it's the chaos recipe people again ^_^

civic crane
#

just queue price-checks and spread over 24h so people receive results over mail at working time templarthumbsup

frank drift
worthy cape
#

Maybe that's the one I'm thinking of.

frank drift
#

the chaos recipe tool recommended people use local after realizing updating a filter online multiple times a minute was unfeasible

worthy cape
#

Would make more sense for bogging down the frontend.

echo rover
#

Support got back quickly, but unfortunately with a non-answer. "In general, we do not encourage the creation or use of third-party tools because they provide advantages for players that use them. I'm afraid, due to the dynamics of our policies, we're unable to guarantee if a tool is allowed or would remain allowed in the future."

dull roost
#

Typically, they'll never say its allowed, but they will tell you if its disallowed. Deniability incase their stance changes so they don't have to go back and tell people "hey we told you it was ok, but now its not anymore" and stops people from going "GGG APPROVED TOOL"

frank drift
#

that's the stock answer, it means "sure, but we don't guarantee anything"

rapid pagoda
#

๐Ÿ‘‹ https://oriath.net/Audio/ updated for 3.16 and 3.17. trying to decide whether it's even worth updating the atlas tool -- feels much less necessary without watchstones in the picture

#

still need to do some cleanup to disambiguate between all the different overlapping versions of Zana

worthy cape
#

Historically I've liked knowing at a glance what the tier sets are for each map.

civic crane
#

omg, ggg stop ruining my scripts why all new basetypes are drop disabled facepalm

long sky
#

I had to move the wiki onto Cloudflare yesterday, ran the risk of a big bandwidth overage bill ๐Ÿ˜‚

This is 24 hours on CF

hazy fog
#

๐Ÿ˜“

slate rover
civic crane
slate rover
#

yeah exactly

#

as far as i know these mods are the only ones which are handled this way

rapid pagoda
#

the real question is, is the mod actually conditional or is this just a display issue? ๐Ÿ™‚

slate rover
#

well i guess all mods with buffs are handeled a bit weird

slate rover
#

i assume its just a display issue and stat that was there before the gilded fossile was applied still works

mortal bone
#

this is the very wrong channel for this question

merry cliff
#

oh my bad

mortal bone
merry cliff
#

delete

#

okay

crimson mountain
#

Does anyone know of any tool or macro I can use to run through every Archnemesis thingie and give me a list of how many of each of them I have? Maybe an Awakened Poe Trade widget?

#

I've been playing around with them APT widgets but they're a bit hard to understand for me

worthy cape
#

Tooling would probably hinge on having access to the data in the API, or possibly OCR on the icons.
Not sure if either of those exist.

crimson mountain
#

I've been feeling like using the caveman approach

#

Make a macro that goes through each slot, ctrl+c, go to notepad, ctrl+v, rinse, repeat

worthy cape
#

Note that it's against ToU to have a single macro perform multiple actions in response to user input, or perform a different action for the same user action.

crimson mountain
#

Hmm, does hovering the mouse over items to copy their data locally count as an action that can be ruled upon? Damn

worthy cape
#

The only real way I see to do it is bulk OCR of icons, they're fixed in location and size per resolution and somewhat distinct.

crimson mountain
#

I thought that one button-one action policy was purely for "server" actions, like attacks, toggling auras, potions, etc

worthy cape
#

You can't sweep the mouse and hit ^C multiple times, that's multiple server actions.
You can't keep state and aim at a different place and hit ^C once for every user action.

crimson mountain
#

Wait, ctrl+c is a server action??

worthy cape
#

Kind of ambigious what a copy involves, but in spirit it's fishy.

crimson mountain
#

I thought the data was all on the client side and that macroing that was kosher

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Good thing I asked lol

worthy cape
#

Reading the dev docs:

Automation of key-strokes (or other inputs) that affect the game in any way must follow our macro rules:

  • Macros must be invoked manually by the user (automated invocations such as but not limited to: timers, reacting to file changes, or from reading the screen are not allowed).
  • Each macro invocation must have one set function (it cannot cycle between actions).
  • The resulting function must only perform one action that interacts with the game (sending a single chat message or command counts as one action).
#

So yeah, "server action" or not, counts rather clearly against these.

smoky kraken
#

The west version of Poe is not allowed to macro. However Chris has said himself on a stream that GGG will not take action against anyone that uses Awakened PoE Trade or Overwolf overlay

civic crane
#

ctr+c doesn't work in many places ๐Ÿ˜ข

smoky kraken
#

Chinese version of PoE is allowed to macro and they have a built in macro section in their settings

worthy cape
#

What's up with the tiering there, are those in the game or is it just WIP art?

civic crane
#

wip I think

south spruce
#

.

lunar crypt
light ridge
#

hey, i'm wondering if anyone knows if there is a price-checking tool which runs on wayland? (i know...)
I understand that generally overlays will be hard to implement due to no clear way to target and focus a specified window (e.g xorg classes/ids) and i also understand that it's not mandatory to support a very small usergroup in an already niche operating system.

For me though, a normal application or terminal window on my second screen would suffice

#

and btw, if you're in here, thanks to the devs of awakened and Exilence for supporting us! and sorry if i missed a tool which also supports it <3

civic crane
#

I'm actually using browser to develop most of it, but other than core feature it's not usable

light ridge
#

uuuh, i didn't even think about running it in dev mode. core features might be enough for me

#

now that i think of it, capturing keypresses on wayland could also be a bit of a headache

frank drift
#

checked PoE Overlay Community? seems like quite a few linux people use it but never heard someone using Wayland

light ridge
#

thanks for the tip, i'll check it out

#

yeah, i'm mainly on wayland for the freesync support with multiple displays :) most xorg applications can be run on wayland with no problem whatsoever, however overlays are a completely different beast

#

and depending on how many people choose to play PoE on the Steam Deck (which already is a longshot without controller support from GGG) a need for wayland-based PoE tools could definitely exist

frank drift
#

controller support is in the works and pretty close to done apparently

#

just lower priority

light ridge
#

hell yeah, that's great to hear

smoky kraken
#

I only brought it up because I spent a long time on the Chinese version. Vastly different and they have way more functionality than we do

velvet trail
#

not sure if this is the right channel

#

but i'm having troubles with latest exilence version, is anyone having the same problems? any fix?

wanton pebble
#

is there any way to know the weights of rare mob affixes and where those affixes can spawn? seeing as those influence the type of archnemesis item that drops a rarity could be "derived"

velvet fog
#

I have tried to find the tag relationship before with no luck

proud mirage
#

hey guys, I know GGG changed their webcdn URLS a while back, anyone know where I can find the image assets, I specifically looking for ui frames and buttons

formal kraken
#

arent they in the tree json?

worthy cape
#

Depends on what elements you're looking for, most chrome tends to be in atlases indexed by files like UIImages1.txt.

proud mirage
#

specifically looking for assets that used to be in 2DArt/UIImages

worthy cape
#

If you want to extract yourself, you'd do something like:
extract Art/UIImages1.txt;
find the texture file and rectangle corresponding to the Id you want;
use something like process-image to convert to PNG and slice out x/y/w/h.

#

Noting that entries in the sprite sheet are x1 y1 x2 y2 while process-image takes x y w h.

worthy cape
#

Just noticed that the guild stash tab audit history now includes the stash tab name. That's super nice.

oak estuary
#

@slate rover did you figure out how the "in your presence" mod descriptions tie to the stat keys?

grave current
#

So I'm thinking and saying they need to hurry up and finish poe 2, I'm saying how hard can it be? Grinding gears is probably the type of play that let's the dev team come to work wearing there PJ's. Get the lead out ppl

oak estuary
fickle yew
#

I usually don't remove currency even when the game does. But yeah looks someone is selling ex or chaos and wanting maven orbs... I have a good idea for a fix.

rapid pagoda
fickle yew
#

No I've dispatched my carrier pigeon...

slate rover
velvet fog
# slate rover No, still have no clue how to handle it properly
const ELDRITCH_STATS = [
    'local_influence_mod_requires_unique_monster_presence' => 'InfluenceStatConditionPresenceUniqueMonster',
    'local_influence_mod_requires_celestial_boss_presence' => 'InfluenceStatConditionPresenceCelestialBoss',
];

ClientsStrings::NameToStats($txts, ELDRITCH_STATS['local_influence_mod_requires_unique_monster_presence']);
worthy cape
#

Documenting it is going to be a pain ^_^

velvet fog
#

I just give up on this ... too complex

worthy cape
#

Also moved to glTF instead of .obj for my debug output, apart from a few format constraints it's quite a bit nicer to work with than .obj.

oak estuary
slate rover
#

buffs and stats on mods have some weird interaction

ancient heron
#

I've finally thrown out my poe trade macro. Does anyone know if there exist a standalone ahk script or similar that lets me calculate weapon dps without a website?

grave wren
#

awakaned trade macro is good

ancient heron
#

yeah I use it but that doesn't let me calculate weapon dps

grave wren
#

works fine for me?

ancient heron
#

oh wait you're right, it just doesn't work for my void battery for some reason (not that it's relevant)

#

thanks ๐Ÿ™‚

grave wren
sleek relic
ancient heron
merry crescent
#

Anyone got a json/whatever with all the Archnemesis crafting recipes?

wise forge
#

found a bug in PoB. adding a pair of magic str/dex two-toned boots gives you a pair of str/int two-toned boots

primal schooner
#

anybody here know how to use regex syntax for stash filtering?

#

how do you evaluate 2nd digit in a value?

#

"+[16].% to All Elemental Resistances"

#

that triggers if the astral plate has 10/11/12 all res implicit

#

i can just blessing orb to < 10

#

so astral plate has the same implicit as i'm trying to roll

#

'all elemental resitances'

#

so I'm trying to evaluate for `16-18 all elemental resistances'

#

so the value will be 16/17/18

velvet fog
#

1[6-8]% to All Elemental Resistances

primal schooner
#

ah

velvet fog
frigid thorn
worthy cape
#

I'm gonna file that idea in the round archive, too many tangents already ๐Ÿ˜‰

#

However, FMTs for drop meshes tend to be rather friendly to work with, so shouldn't be that hard...

frigid thorn
#

Do you have working audio as well?

worthy cape
#

Nope, that's Barks' domain.

rapid pagoda
serene belfry
#

ty

hazy fog
weary briar
rapid pagoda
#

don't mind me, all taken care of :3

molten hatch
#

could this be unified? ๐Ÿ˜ฆ

long sky
molten hatch
#

for players # of x charges is directly underneath corresponding "do you use x charges?" whereas for minions # of charges is under endu charges and not the corresponding charge

molten hatch
#

@formal kraken i see gem links have been updated pogchimp

formal kraken
#

don't look at the css

#

this is literal black magic

#

conic-gradient(from 90deg at 1px 1px,#0000 90deg,currentColor 0) 0 .69rem

#

the 0.69rem isn't even a meme

timber path
#

There seems to be a text discrepancy between the PoE API modifiers for Forbidden Flame/Flesh.
API text: Allocates # if you have matching modifier on Forbidden Flame
Stat description in-game: Allocates Sign of Purpose if you have the matching modifier on Forbidden Flame
Note the removal of the between have and matching for the trade api text.
Is this intentional? or a bug/out-dated trade api stat text?

civic crane
#

all "option" stats on trade are maintained by hand, so it's outdated

timber path
civic crane
#

see it's actually good that they're maintained by hand with meaningful description

timber path
mortal bone
formal kraken
#

but this does make sense

mortal bone
#

I didn't see much difference between 0.675rem and 0.69rem, but there might be at large scales

formal kraken
#

probably should change it to a calc(50% + correction) anyways

#

(if that's even necessary)

mortal bone
#

I don't think it is possible to define it as a % of line height

formal kraken
#

I think the container scales to the line height

#

(the ::before)

unkempt oyster
#

Hey guys, how do I go about getting various assets for my tool (cdn or from game files)? I've had a bit of a google and a search through discord but I haven't really been able to work it out

civic crane
#

Options:

  1. extract and serve assets yourself (like wiki does)
  2. constantly monitor public stash tabs for images (poedb, ninja does)
  3. use trade api to get images, first time it will take a couple of hours because of rate limiting, every next game patch is incremental (awakened poe trade does this)
#

(this is only about item images, any UI assets you'll need serve yourself because they're no longer accessible from poecdn)

worthy cape
#

If you're going for (1), note that some item art is composed at runtime, like the contents of flasks and the colouring and composition of map area sigils onto the map plate.
Cases (2) and (3) do it for you.

#

(1) has more flexibility in resolution and is a bit more immediately accessible, but requires more work to keep up with DAT changes and dedicated tooling to extract and convert it.

unkempt oyster
#

Yeah that's fine. At this stage I'm not too worried about colouring of maps. I only need archnemesis icons and map icons at this stage, and I can colour the maps as I like

#

I'm using the steam client, is the stand-alone version preferred for extraction? I used the ggpk editor in the past but now it's all .bundle.bin that obviously doesn't work

worthy cape
#

Competent tooling ought to handle both, the Standalone GGPK contains bundles so it's just a bit of an extra layer around the goods.

#

One thing of note is that the DDS files are typically BC7 and not supported by most converters.
XnViewMP's converter supports it, and my process-image is purpose-built to do so.

#

For extraction of files, either my Bun or VisualGGPK2 should do.

unkempt oyster
worthy cape
#

Correct.

unkempt oyster
#

Nice one, I did see that but I don't know the path to any of the assets I want and it was talking about dds files so thought it was for something else

worthy cape
#

You're looking for Art/2DItems/Currency/Archnemesis for AN mod icons, note that there's several unused ones in there, the mapping is probably in ItemVisualIdentity somewhere.
As for map sigils, heaven knows, the Maps directory is a mess.

#

My approach to finding files tends to be:
bun_extract_file list-files "C:\Games\Path of Exile\Content.ggpk" | findstr /I bleh

#

Or go ham and just extract-files all 766k files into a tree on disk.

#

It takes some experience to get used to the directory structure, the game is huge.

unkempt oyster
#

hahaha yeah I probably won't do that one. From the looks of it, it's Art/2DItems/Maps/Atlas2Maps/New for the glyph and somewhere in there the base. Archnemesis seems pretty obvious as you've said above

worthy cape
#

Ah, even easier to relate the mod images and mods:
ArchnemesisMods.dat64 has Mod referencing Mods.dat64 row IDs and the image path is in Icon.
Mods.dat64 has human-readable name and description, among other things.
https://snosme.github.io/poe-dat-viewer/ is great for inspecting and exporting tables.

unkempt oyster
#

Fantastic, thank you!

compact isle
worthy cape
#

That's indeed way easier.

#

(your cat is adorable by the way)

unkempt oyster
slate rover
#

does anyone know where i can find/get the ggpk's for all major updates? i need the stat description files from each of those

worthy cape
#

The only source for past releases is Steam. All releases ever clocks in at around 11 TiB.

slate rover
#

i dont really need every release ever, just the mayor releases for league starts

worthy cape
#

I'm so close to being able to provide the relevant files, but my data store isn't quite there.

pseudo ocean
#

Does anyone know how to identify alt-arts on the publish stash tab api, I found that some people have alt-arts that don't have any race reward flag set, and the only way I can identify them is by the icon URL

#

But this gets really tedious because not all items (even if they are the same basetype, art version etc) use the same icon path when fetched from the api.

civic crane
#

ngl you should have some interesting use-case for items in Standard

pseudo ocean
#

I am not doing any trading if that's what you're implying, the search functions on the official website can search for alt arts.

#

I just track peoples uniques for the sake of providing the unique item collecting ladder.

#

What I used to do is track the coordinates of the items in the tab, as every unique has a slot (even if that slot is normally hidden), and this worked for a while, but this doesn't seem to entirely work when people have multiple unique tabs and alt arts get involved.

civic crane
#

I still don't get what role alt art is playing here. Isn't it just (name, basetype) to have full unique collection. Or you can go as far as alt art, not dropable, event only, legacy rolls, all possible variants (watcher's eye, new jewel) and basically noone will ever be able to collect all items.

frank drift
#

he said ladder, so I presume the point is to be the highest ranked

civic crane
#

According to my export there is 1156 droppable unique items now. According to https://ladder.cld.moe/Standard only top 10 people have more than this. Not sure if it worth it marauderthinking

#

funny part I don't even know what are those 150 items first place has, kinda defeats purpose of being a collector and not showcase your items. (yes I can see some relic versions, but nothing else that other don't have)

rapid pagoda
sharp lark
#

is there a map of which support gems work with which active skills somewhere? or are the tags accurate enough to use them (in most cases)?

sharp lark
pseudo ocean
valid parcel
#

is this an appropriate place to share a PoB bug i found?

gray glade
#

Hi, is there a way to export an atlas tree actually? Kinda like skill tree for characters? Or maybe it is not yet implemented? If it is, I would like to integrate the result of this exportable atlas tree inside a small web app

worthy cape
gray glade
#

Thanks, looks like there is already some documentation done on it which looks really good.
Have a good day!

gray glade
#

I see the documentation is still a bit obscure for the atlas passives as the return type provided on the documentation website is actually only an ?object. As I don't have an access to the OAuth API, is there a sandbox/testing environment that GGG provide?
I may need some very specific data and I don't want to request a OAuth access if I will not be able to use it.

drifting merlin
#

it's alive

#

possible recipes from the panel

oak estuary
#

Just in time for the game update ๐Ÿ˜„

drifting merlin
#

yeah well I started this yesterday a few hours before the announcement

oak estuary
#

Yeah I know, just giving you a hard time

drifting merlin
#

but if I make it recursive it's better

#

like if you have only t1 maybe you could get an innocence-touch without knowing it

#

the algorithm behind is very funny though

#

what I do is take the upper half of each nemesis (so the numbers don't fuck with the system) and comparing it to every archnem image to match it

#

i'm doing this with opencv

civic crane
#

@drifting merlin ggg haven't added sorting, so... detect and highlight duplicate items.

drifting merlin
#

but duplicates might be a good thing no ? some recipes have duplicates in them

#

but yeah that might go on par with "making it recursive"

#

when i'm done looking for recipes every useless nem could be flagged shrugR

#

a BFS might do the trick there ๐Ÿค”

lunar crypt
drifting merlin
# lunar crypt Sounds expensive ๐Ÿ˜†

meh, i'm discovering the python ecosystem so there might be better alternatives, but since we're comparing at most 64 entries to the amount of arches available, it's not that much imo

molten jacinth
mortal bone
oak estuary
mortal bone
#

@oak estuary Yeah, that tree is actually 11.2

#

I didn't realize people still looked at that post haha

#

This was before I added a drop down

oak estuary
#

I don't, but it was linked on one of our PRs ๐Ÿคท

mortal bone
#

Which one? Lol

oak estuary
mortal bone
#

Just a warning the website only generates v4 urls right now

oak estuary
#

Actually if you edit your URL format to be like pathofexile.com that PR isn't even necessary. i.e. slash separated vs. query param (not saying you need to, just an observation)

#

Yeah we handle all versions

mortal bone
#

Um, I can't because it is all client side unless you can modify the window location without navigating to that page

oak estuary
#

Kinda what I figured

mortal bone
#

Hmm, I might look into it haha

oak estuary
#

Ping me if you add it, I'll hold off on merging that PR for now ๐Ÿ˜„

rapid pagoda
#

fwiw: this is what youtube uses for almost all "navigations", which is how they can do seemingly impossible things like keeping videos playing across pages

worthy cape
#

Yay for SPA shenanigans.

mortal bone
#

This would be really nice for tree state management too

#

location.hash is a pain in the ass because it doesn't trigger a change event when navigating back/forward

worthy cape
#

Anchors are so lovely.

rapid pagoda
mortal bone
#

It might. I just know I have had problems in the past with it, but I haven't messed with the url stuff in a hot minute

#

It has been about 2 years since I have actually looked into it, and a lot has changed since then

mortal bone
mortal bone
mortal bone
#

Not everything will work perfect, but the skill tree generator works ๐Ÿ˜„

sharp pendant
#

Is there a standalone for the Atlas tree?

sharp pendant
#

Thank you very much WidePeepoHappy

past merlin
#

I built an atlas tree preview website. Breakdown by leagues, masters, travel vs. clusters, etc. Just paste in your atlas tree link and it will pop right up! Hoping to get people using this to share their builds around. Feel free to check it out: https://atlas.omri.io/ and PM me your feedbacks, thanks

frank drift
#

nice

past merlin
#

oh fancy seeing you here XD

primal schooner
#

what information does the POE client return that you have access to with an overlay?

hazy fog
#

none, all data overlays have access to comes from reading the client.txt chat log

primal schooner
#

is there documentation on what that info is?

hazy fog
#

none official

primal schooner
#

got a link to that unofficial info?

hazy fog
#

nope. I meant there isn't any official but didn't rule out someone else having written some I just wouldn't know where it would be found

primal schooner
#

ah gottcha

#

do you know, generally, what info is in there?

hazy fog
#

zone changes, whispers, debug stuff to do with graphics

#

all chatlog actually I think

primal schooner
#

ok yeah, I see it now. I was hoping there was more information about the map

#

I was thinking of doing some sort of overlay where it would read in what things were affecting maps

#

like metamorph / harvest / etc

#

and make a check list

#

to show once you've comepleted those items

#

or have a manual check

frank drift
#

probably the best you could do is a user-initiated OCR

merry crescent
#

If I want to make a trade macro program, what's the best way to send commands to poe? Just simulate userinput and write out the text into poe?

merry crescent
civic crane
#

that's cool idea

merry crescent
#

But I may borrow some code from one of the existing tools

pseudo ocean
civic crane
#

by hand

rapid pagoda
unkempt lagoon
velvet fog
#

@compact isle Use Mac to select Traditional Chinese language, you can receive Chinese message in the official market, but the trade settings page does not have Chinese Whisper Language.

dense shore
rapid pagoda
#

@fickle yew time to get rid of the "Prophecies" and "Watchstones" categories?

grizzled seal
weary cobalt
#

yep, that's me. I'm taking a bit of a break from PoE due to Lost Ark, but I'm planning to expand on the tool more before next league

graceful barn
#

trying to fix my aurabot exporter to work with the harbinger action speed buff, but I can't seem to find an 'action speed' modifier that works in the community fork of PoB, am I just bad at looking, or is there not a supported mod for that yet?

oak estuary
#

There isn't a mod in-game that directly affects action speed, so PoB doesn't have a reason to support parsing for it. It's all done through other skills or buffs

graceful barn
#

its a new mod, so it might just not have been added

oak estuary
#

TIL, yeah it'll be added eventually, then

graceful barn
#

alright, ill just pretend the harb buff isn't real for now on my aurabot exporter fork

#

but ill remember it to add support for it later

#

Thanks!

oak estuary
#

Feel free to open a PR to add it yourself ๐Ÿ˜„

graceful barn
#

I have a PR for my exporter, but I've only used Lua once, so its super janky

#

functional, but janky

#

might try to hack something together for action speed at some point too, but not today

oak estuary
#

Yeah, I more meant for parsing the action speed mod, since it's comparatively simple

graceful barn
#

oh, for sure

candid ridge
#

@velvet fog everything ok with poedb?

#

getting a while screen

oak estuary
#

@civic crane would it be possible to add auto-complete or a dropdown for poe-dat-viewer? I don't usually know all the minor versions so it yells at me that it can't find the exact version I typed in

dusty fractal
rapid pagoda
rapid pagoda
civic crane
worthy cape
#

I'm guessing it's about the patch version field for the CDN, but does that even do anything but the latest and possibly whatever you have cached in local storage or something?

civic crane
#

yes, only latest one is valid. When patch is out you either don't change version and use whatever bundles was cached (and get error when it's not), OR copy-paste new version (double-click)

oak estuary
#

Oh, my misunderstanding, then. I thought you were pulling old bundles down based on that input. Why even have that field editable, then? Just load the latest every time or show the cached version number if there is one

candid ridge
#

is there a custom rule or something we can add to make it work

rapid pagoda
#

(assuming you mean poedb being blank)

candid ridge
#

perfect thanks

#

i wonder why that's complex enough to trick ublock's default settings

#

i'm a poedb patreon supporter, i don't mind supporting tools i use but that's ridiculous

#

my monthly patreon is all gas no breaks and like 4 poe tools lol

rapid pagoda
civic crane
#

quivers are no longer drop disabled templarthumbsup

civic crane
civic crane
#

yay, introducing new stats

frank drift
#

my kind of code

rapid pagoda
#

that's some powerful React.__SECRET_INTERNALS_DO_NOT_USE_OR_YOU_WILL_BE_FIRED energy there

slate rover
#

and fishing rod as well i guess

civic crane
#

yes, the real name of column from video (https://youtu.be/XNN0RLIfg-Y?t=2689) is "Hide from site".
Fishing rod for obvious reason is hidden, two-* base items need special handling anyway, so I'm okay with these

slate rover
#

oh that makes more sense if it is hide from site

viscid talon
#

Hello folks. Just curious as a historian: What did came first, the chicken or the egg: https://github.com/grindinggear/skilltree-export vs https://github.com/poe-tool-dev/passive-skill-tree-json ? Or are those different?

GitHub

Exported data for Path of Exile's Passive Skill Tree. - GitHub - grindinggear/skilltree-export: Exported data for Path of Exile's Passive Skill Tree.

GitHub

This repository contains passive skill tree json data for Path of Exile - GitHub - poe-tool-dev/passive-skill-tree-json: This repository contains passive skill tree json data for Path of Exile

grave wren
#

click on commits and find out ๐Ÿ˜‰

viscid talon
#

that I know how to do ๐Ÿ˜‰

#

but I am still curious what triggered the change ... when GGG started to publish, would it have made sense to use exclusively it?

#

I guess the reason must be "why change something that works..." ๐Ÿ™‚

visual verge
#

Does anyone know where there is a tool for generating terrain?

rapid pagoda
visual verge
#

tiles + seed to terrain

rapid pagoda
#

While I'm interested, I have a feeling this is probably a ToS violation.

visual verge
#

What is ToS?

hazy fiber
#

terms of service

pseudo ocean
#

Hello mate

#

How are you guys doing

rich escarp
#

hey im trying to code something similar to POE's skill tree. I have a question, do skills in the skill tree connect with each other in a map<(int SkillId, List<SkillId>)

#

Basically this forces the player to unlock 1 skill, before unlocking all the other skills that are locked behind it

indigo loom
#

Take my answer with a pinch of salt, since I've not seen any of the code for these trees... but I imagine it'd be represented as a graph, where each node knows which other nodes are connected to it. You'd then just check whether one or more of the connected nodes are enabled.

worthy cape
#

The primary public resources on terrain generation are in the Exilecon, NZ GDC, and GDG presentations.

indigo loom
#

A map is probably enough, with a lookup on each of the IDs in the list to see if one or more are enabled.

worthy cape
#

I'm doing some terrain-generation adjacent work on my hideout editor, but am trying to avoid doing too much in-depth generation, rather hardcode which tilekeys are used and where rooms are shifted.

frank drift
#

the PoE skill tree is on github, as are a lot of viewers for it people have made

worthy cape
#

Currently a bit stuck figuring out the multi-tile file format as the collision information is still in an unknown encoding for v4-v6.

#

Pivoted into making an interactive viewer for graphs/tilesets/multitiles/rooms/overlays where I'll be trying to match tile keys.

#

I'm intentionally not touching anything around the actual terrain generation logic of the game, rather work off first principles and data.

worthy cape
#

And no, extremely uninterested in assisting any form of cheating or interfacing with the application memory and logic.

#

It's probably a good thing that this is extremely hard ๐Ÿ˜„

hazy fog
whole ruin
#

@civic crane how can i open settings on awakened poe trade when its bound to a key thta doesnt work/exist?

worthy cape
whole ruin
#

oh ty lifesaver!

visual verge
#

@worthy cape Have you finished making the interactive viewer for the tiles?

#

Will it be open source?

#

The terrain generator I created is client dependent and currently not very stable

worthy cape
#

Iโ€™ve got two parallel codebases right now, one in Python with a web front end for mass parsing and format exploration with parsers written for exploration, and one in C++ for the hideout editor which is a bit more narrowly scoped in what it needs to handle.
Iโ€™m currently working on getting the 3D view going there so I can investigate how much manual work Iโ€™m going to have to do to match the existing hideout generation.

#

I havenโ€™t decided on how open things should be yet, may it be source or format specs. Depends a bit on how nefarious people can be with the information.

#

With how very flexible and smart things are made, Iโ€™m gonna have to tighten the scope a lot. I used to think that rooms had direct tile references but nah, they use tile keys too.

#

Not even sure what actually makes up a tile key, Iโ€™ve assumed that itโ€™s the tag and the four sides of edge and ground types, but they in themselves have a bunch of nested data, especially virtual edges.

#

Progress is generally slow, slammed with work and still working toward the 38th challenge.

stone flare
#

Does anyone know who's maintaining pob.party? The skill tree version is out of date.

#

I think it's xyz but not sure what his discord name is

mortal bone
#

@chrome topaz, but he hasn't been around for some time

indigo loom
#

Is it open sourced? It's such a useful tool, especially in conjunction with the poe.sale extensions that use it, that it'd be great to see it updated.

oak estuary
#

It's not open source

chrome topaz
#

as I don't read this discord often, best way to reach out to me is through the forums

eager rivet
#

is there a json file with item mods and weights?

worthy cape
#

Did you check if repoe had anything?

eager rivet
#

no, I didn't know this existed. Looks very nice

#

thanks

carmine merlin
#

What's this got to do with tool development?

oak estuary
velvet fog
hexed mesa
velvet fog
#

and synthesis

hexed mesa
#

and the only way to get spawn weights for those is to make a list manually, just like poedb did

#

ive been working on a list(in repoe format) like this for a while but due to uni i dont have much time rn

carmine merlin
#

@compact isle I think there's an issue with how cluster nodes are included in the character JSON. There's no node ID's in the JSON sometimes for small clusters that are allocated in game. e.g https://pob-http.herokuapp.com/dronebreeder/crnjo does not include the IDs for these 3 nodes (66880, 66882, 66884)

compact isle
compact isle
carmine merlin
#

Character crnjo account dronebreeder

#

The link was just the raw JSON I think

compact isle
#

it's not the JSON we provide

carmine merlin
#

Unless it's something to do with the hashes_ex we're not handling correctly?

compact isle
#

hashes_ex is missing. Those are the allocated "generated hashes" of the cluster nodes

#

the skill id in the JSON isn't related to allocation for the small nodes as there are multiple copies of them

carmine merlin
#

Ahh something wrong on our side then, time to go down the rabbit hole

velvet fog
compact isle
#

no

velvet fog
# compact isle no

Use Mac to select Traditional Chinese language, you can receive Chinese message in the official market, but the trade settings page does not have Chinese Whisper Language. Could you add Traditional Chinese to Whisper Language?

compact isle
#

being able to select Traditional Chinese on mac is a bug and will be removed in 3.17.3

velvet fog
#

Because Garena doesn't provide any way to install Poe executable on Mac

gloomy palm
#

Was life regen removed from PoB?

civic crane
#

if (name == "Torn") hide_life_regen = true

worthy cape
gloomy palm
#

I dunno, this is all I'm seeing:

<<<<<<< Updated upstream
{ stat = "TotalEHP", label = "Effective Hit Pool", fmt = ".0f", compPercent = true },
{ stat = "SecondMinimalMaximumHitTaken", label = "Eff. Maximum Hit Taken", fmt = ".0f", compPercent = true },
=======
{ stat = "AverageTotalEHP", label = "Average EHP", fmt = "d", compPercent = true },
{ stat = "PhysicalTotalEHP", label = "Physical EHP", fmt = "d", compPercent = true },
{ stat = "ElementalTotalEHP", label = "Elemental EHP", fmt = "d", compPercent = true },
{ stat = "ChaosTotalEHP", label = "Chaos EHP", fmt = "d", compPercent = true },
{ stat = "Life", label = "Total Life", fmt = "d", compPercent = true },
{ stat = "Spec:LifeInc", label = "%Inc Life from Tree", fmt = "d%%", condFunc = function(v,o) return v > 0 and o.Life > 1 end },
{ stat = "LifeUnreserved", label = "Unreserved Life", fmt = "d", condFunc = function(v,o) return v < o.Life end, compPercent = true },
{ stat = "LifeUnreservedPercent", label = "Unreserved Life", fmt = "d%%", condFunc = function(v,o) return v < 100 end },
{ stat = "LifeRegen", label = "Life Regen", fmt = ".1f" },
{ stat = "LifeLeechGainRate", label = "Life Leech/On Hit Rate", fmt = ".1f", compPercent = true },
{ stat = "LifeLeechGainPerHit", label = "Life Leech/Gain per Hit", fmt = ".1f", compPercent = true },
>>>>>>> Stashed changes
worthy cape
#

Actual game mechanics are modeled as best as they can, you may be seeing something around the recently revamped EHP logic?

gloomy palm
#

Works in the program. (After I remove the node that disables life regen.) Should've checked that first. ๐Ÿ˜…
I'll uh, take a longer look at the source. Maybe it was moved around a bit.

worthy cape
#

Dear internet...

formal kraken
#

same issues, thought my freshly installed windows was bugging @worthy cape

worthy cape
#

@gloomy palm Your conflict is probably from the PR that added colours to the sidebar/config/calcs pages, as that changed those entries into things like:
{ stat = "Life", label = "Total Life", fmt = "d", color = colorCodes.LIFE, compPercent = true },

gloomy palm
#

Oh, you bothered to check on my behalf.
Thank you, that was indeed the case.

worthy cape
#

Ever curious ^_^

gloomy palm
#

The damage taken seems rather arbitrary, and this allows effective HP to only be multiples of this random number?

#

Thus, counter-intuitively, health nodes do not always increase your effective health, and resistance nodes never increase your effective health?

worthy cape
#

No idea about this, only saw it being worked on from afar.

slim pilot
#

@carmine merlin sorry for ping but

#

Is the transcandence or whatever the fuck it is

#

is broken on pob?

oak estuary
#

Looks like it ends up making your resistance go below zero. If you increase the hit damage you take it'll fix itself. Not sure how the formula works at that level of resistance

slim pilot
#

oh shit, general complexity of the keystone then

#

sorry for ping again localidentity! and thanks wires.

hazy fiber
oak estuary
#

That's kind of what I figured, knee deep in Dancing Dervish stuff right now, so thanks for confirming that

hazy fiber
#

@gloomy palm I was the one who did it, and btw the old ehp calc also was only multiples of the hit, but it was hidden and as the hit was a much smaller value (default of non-boss) it was more "smooth" (smaller breakpoints), I have discussed multiple times lowering the boss dmg in PoB even if its unrealistic for the boss, just to have more meaningful breakpoints

slim pilot
#

Shit seems complex as fuck.

#

huge kudos to you all devs

gloomy palm
#

It's a personal problem, sure, but I had a system set up where I could calculate the effective health pool from the weighted sum of the other health pools, which I found acted as a reasonable optimization target.

hazy fiber
#

yeah im the one who wrote the original ehp as well

#

uh that diff link wont work becouse the changes are too big, line 1450-1486 of the removed red stuff at the end of calc defence

#

particularly line 1466 is basically what changed
it use to be just max hit taken * block/avoidance etc * chance to not be hit etc
multiple people have asked to bring back old split ehp, but I dont see much use in keeping it when max hit taken is split and new ehp is much more useful when looking at specific enemy skills (rather than leaving the config blank and letting ti guess how much damage is incomming)

gloomy palm
#

That is a shame. I'd love some solution which solves the problem of:

counter-intuitively, health nodes do not always increase your effective health, and resistance nodes never increase your effective health

hazy fiber
#

although again, like I said before, if you want more granularity, you can always just look at the max hit takens

rapid pagoda
hazy fiber
#

also I assume it massivly drops if you set boss config to somthing like sirus?

rapid pagoda
#

yeah, it's only ridiculous with a non-boss config

tawny agate
#

Hi

There is a chance I did an obvious mistake or some API paths don't work at all?

HTTP/2 404 
date: Wed, 16 Mar 2022 06:07:58 GMT
content-type: application/json
expires: Thu, 19 Nov 1981 08:52:00 GMT
cache-control: no-store, no-cache, must-revalidate
pragma: no-cache
strict-transport-security: max-age=63115200; includeSubDomains; preload
access-control-allow-origin: *
cf-cache-status: DYNAMIC
expect-ct: max-age=604800, report-uri="https://report-uri.cloudflare.com/cdn-cgi/beacon/expect-ct"
server: cloudflare
cf-ray: 6ecb4fbdbbf699f1-CDG

{"error":{"code":1,"message":"Resource not found"}}```
hexed mesa
#

do we have a list of what stats go into which pseudo stat on a trade website? ideally with their value, cuz strength to life shenanigans

hexed mesa
#

yeah thought of that but that's a whole lot of queries so would rather avoid that if possible, but i don't think a list like this exists because it's probably not necessary on the frontend so it's probably buried somewhere in the backend which us mortals can't access

gloomy palm
compact isle
tawny agate
#

Not a problem for me, but idk, seems the good opportunity to report it if you have to work on it soon

vague aurora
#

quick question about item pricecheck.. if i understand correctly programs like Awakened POE Trade send a "ctrl+c" to 'windows' to use the ingame copy command and reads the clipboard to get the hovered item - or is there a other way? this is the reason why it doesnt work in heist for curio displays cause you cant copy them?

hazy fog
#

the first part at least, I have no idea why it wouldn't work for the curios, pretty sure mathil pcs them in the curio all the time

vague aurora
#

ok guess i have to run a BP to test xD

frank drift
#

nah you can't ctrl+c items on the ground

#

and curio items are "on the ground"

vague aurora
#

yep copying ground items doesnt work

#

and curio as well

#

just tested again

#

so i guess ocr is the only way

frank drift
#

yep

compact isle
slate rover
#

@compact isle Would it be possible to get groups-x.png and the respective "skillSprites" data in the json back for the skill tree exports? Because if I am correct these would still be used by the cluster jewel mastery nodes. I guess these were removed because the website doesnt render cluster jewels, but I would like to use them ๐Ÿ˜…

compact isle
#

they should all be in there already. Do you have an example of one that isn't?

slate rover
#

in skillsprites it used to be under "mastery"

compact isle
#

ah right that would've gotten nuked when masteries became a selectable thing

slate rover
#

yeah exactly

compact isle
#

we should be able to restore it, cheers for letting me know

slate rover
#

Great, thanks and no problem

tawny agate
oak estuary
#

Anyone have insight on why orbitIndex on cluster jewel nodes in a character's passive tree json can be 1, 3, or 5, while in PassiveTreeExpansionJewels.dat the list of indices is only 0, 2, and 4? (This is just for small cluster jewels)

formal kraken
#

guesses just a different start of indices

odd sail
#

that would be cool, but it's inconsistent

#

I see a single JSON of someone with Voice unique cluster and the JSON has 3 small clusters in the 3 sockets and 2 of them are orbit indexed 1,3,5 while the other one is 0,2,4

velvet fog
#

@worthy cape

C:\Games\bun-x64-Release-g462332b>bun_extract_file.exe extract-files "E:\Games\WeGameApps\ๆตๆ”พไน‹่ทฏไฝ“้ชŒๆœ\Content.ggpk" "Bundles2\Metadata\StatDescriptions\"
Could not read _.index.bin
Could not open index
worthy cape
#

Ooh, sounds fun.

#

Any idea what might be off? I guess it's fairly hard to download from over here?

velvet fog
#

cross drive issue?

E:\Games\WeGameApps\ๆตๆ”พไน‹่ทฏไฝ“้ชŒๆœ>bun_extract_file.exe extract-files Content.ggpk "Bundles2\Metadata\StatDescriptions\" "Bundles2\Metadata\StatDescriptions\"
Index bundle decompressed, 20281745 bytes
Bundle count in index binary: 31406
File count in index binary: 743917
Decompressed inner size: 15542630
worthy cape
#

Ah, of course. The command line is probably turned into mojibake.

velvet fog
#

stuck for about 20 minutes without any files or directories being created

worthy cape
#

You can either stand in the game directory and run bun_extract_file.exe as you noticed, or something like this to do use per-drive CWDs:

cd E:\Games\WeGameApps\ๆตๆ”พไน‹่ทฏไฝ“้ชŒๆœ\
C:\Games\bun-x64-Release-g462332b>bun_extract_file.exe list-files E:Content.ggpk
#

Ah!

worthy cape
#

If no file paths (or patterns) are given it expects them at standard input.

#

On selecting the correct files you probably want something like:
bun_extract_file extract-files --regex path\to\Content.ggpk OutputDir "^Metadata/StatDescriptions/.*"
or:
bun_extract_file list-files Content.ggpk | findstr Metadata/StatDescriptions | bun_extract_file extract-files Content.ggpk DestDir

#

I could possibly use GetCommandLineW and CommandLineToArgvW to more reliably get the arguments I guess, not sure if the VFS can handle it.

velvet fog
#
C:\Games\bun-x64-Release-g462332b>bun_extract_file.exe extract-files --regex E:Content.ggpk DestDir "^Metadata/StatDescriptions/.*"
Index bundle decompressed, 20281745 bytes
Bundle count in index binary: 31406
File count in index binary: 743917
Decompressed inner size: 15542630
Done, 31/31 extracted, 0 missed.
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thanks

worthy cape
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I should probably add a diagnostic message for the stdin case, so that if someone invokes it interactively, they know that it's waiting for input.

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I have done that mistake several times myself when wanting to extract the whole pack ๐Ÿ˜„

odd sail
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@oak estuary also points out two message above that one that 1,3,5 indexes are inconsistent with what we see in the PassiveTreeExpansionJewels.DAT

waxen musk
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hey is there a table of item class -> influence tags somewhere in game files?

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i had stuff like "shaper_tag": "belt_shaper" in my old RePoE data but i dont remember if i modified the script to extract that

waxen musk
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ye it seems ItemClasses.dat had columns like Shaper_TagsKey but its gone now

rapid pagoda
rigid oxide
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hmm, is there a link in ggpk between an item id (like UniqueBelt7) and its display name (Headhunter in this case)? trying to map icon (.dds) => readable unique name and stuck after applying ItemVisualIdentity
i know there's UniqueStashLayout, but that just seems... wrong

rapid pagoda
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which is how alt-art items and art for bricked uniques work, as well as a few really weird kiwihalt-era items on standard

rigid oxide
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ah fair enough
thanks, i'll map it through the unique tab data then

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for anyone searching, UniqueStashLayout has both WordsKey and ItemVisualIdentityKey, should be trivial after that

compact isle
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nothing here seems wrong with the APIs

waxen musk
oak estuary
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That offset makes some sense, but I also found this message about keystones having orbitIndex of 1 way back when. I'm guessing that is affected by the socket offset somehow, too? I found a couple of instances of cluster jewel keystones having indices of 4 and 5, so this message was confusing

compact isle
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can you (or someone else) link me your current understanding of the PassiveJewelSlots.dat file?

compact isle
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cheers

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the last integer array in that table are the "start indices". First is for small, second for medium, third for large (assuming the array goes that high)

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hopefully you can figure from that what the indices are adjusted by

compact isle
worthy cape
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Curse the 1% ๐Ÿ˜›

compact isle
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hmm something didn't uncache :/

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should be fixed soon

slate rover
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Looks to be working again ๐Ÿ‘

gilded tree
rapid pagoda
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What do you mean, the prefix/suffix names like "Punishing <...> of Frenzy", or the random rare item names like "Death Precinct"?