#after downloading my game has a weird brown tint and is dark
683 messages · Page 1 of 1 (latest)
Also I don't really see a difference to normal game tbh
Dungeon routes with ether warp and stonk stuff access to experimental version and non public releases
Ye
There is only one iirc
Yes the other stuff is cosmetics
You will prob need to buy a token to generate pre calc file
Basically dungeons guide experimental has a pre calc feature which safes a copy of every room in every state and to generate these you will have to buy a token cuz generating them costs money for Sye, the tokens make no profit btw cuz they simply cover the calculation cost while auto updater is a way to show support to Sye
What mods and launcher are u using?
MC launcher? U mean forge?
Uhm maybe texture pack issue idk @low oar any idea?
Nah
This is rendering issue which is painful to solve
Since there are like billion options
Dungeons Guide Experimental is an experimental version of Dungeons Guide with etherwarp, pearl, stonking support for dynamic path planning. It is available on the store as Auto updater for $5, and you also need to pay $2 on top of that later for precalculating routes. (Instructions can be found : #❗download❗ message ) Precalculation is required for using experimental version.
This has all info
Idk
No guarantees
Token is not on store
You need to launch experimental to buy token
Some people say the route is so good no human has capability to follow it efficiently
Basically you reach secret within like 4 etherwarps....
And stonking might have a lot of corners
Annnd enderpearl would be really hard to throw
But generally people like it
Or maybe those who don't don't speak about it

Yea
Yes
And it's on by default
😱
I copied better map config and added few things on top of it
U can't expect the Dev (Sye) of a mod to say if their stuff is good or not they obv will say it's the best
(me who currently isn't using DG)
No idea
Prob BM
Oh
Experimental version
Has etherwarp routes for trap
Aka it doesnt help you
Just use dg's ig
Pls no better map endorsement
^^
It's accessible from
Config -> request precalculation
And theres button for purchasing token
Use the command for opening config
Search it
If invisible you prob loaded wrong version
From loader config
Accessible via mods button in your ESC menu
Which version would load experimental?
I don't think you can load latest version?
Latest is beta12.1-experimental5.0 which require loader version 5.0
But your loader is 4.0
Your button to load should be grayed out
Um
Cool
Oke that's werid
Which mod jar are you using
-=-=-= Dungeons Guide 4.0.0-beta11.0 =-=-=-
- Oneflow Waterboard Dynamic Solver / Uses native libraries. I put a lot of effort into making this feature so 😄
- Custom Spirit Leap Gui
- Fix icefill solver not working
- Fix bunch of map bugs
- Fix profiler related crashes, and add overlays to profiler so that you can actually see what's lagging
Full Changelog: https://github.com/Dungeons-Guide/Skyblock-Dungeons-Guide/compare/4.0.0-beta10.1...4.0.0-beta11.0
dungeonsguide-4.0.0-beta11.0-standalone.jar.asc is signature file.
Download dungeonsguide-4.0.0-beta11.0-standalone.jar for the mod.
Please Support DG development by purchasing cosmetics from the [store](https://store.dungeons.guide/)! We offer custom nickname color, custom nickname prefix, and custom player models! Also we provide early access to beta AND experimental versions through the autoupdater!
@Update Ping
Download Link: https://modrinth.com/mod/dungeons-guide/version/4.0.0-beta11.0
or https://github.com/Dungeons-Guide/Skyblock-Dungeons-Guide/releases/tag/4.0.0-beta11.0
(both works)
A mod designed to help hypixel skyblock dungeons players find secrets and solve puzzles. Also comes with lots of QOL Features - Comparing 4.0.0-beta10.1...4.0.0-beta11.0 · Dungeons-Guide/Skyblock-D...
Download Dungeons Guide 4.0.0-beta11.0 on Modrinth. Supports 1.8.9 Forge. Published on Aug 13, 2024. 41087 downloads.
no
Delete that one and
Get new jar from #supporter-download-and-announcements
Yes
The download
Only lasts for 7 days
no
You download it and keep it forever
Cloud storage does cost money
Noooooooo
Download button is only alive for 7 days
You just download within that time frame
And keep it in your computer
Um
Don't lose it
It means 1 token is for 1 pathfind precalc request with zip file
It means that
Oh gosh I have a bad feeling that you are going to upload wrong file
And then I will have to pull out my laptop to reset your thing
Oke
Pathfind precalculation exists because calculating routes take soooo much time
You first generate pathfind calculation request files
Using the button
And you go purchase a single token
Also using the button
And you click on request precalc with the generated zip file to generate pathfind precalculation files
Yes
BUT
Before you do that
Before generating request files
Make sure your pathfind settings are correct
In experimental pathfind settings
It's in same category as request precalc thing
Open your config again and search for it dud
It is there
Configure things
Make sure
You configure correctly
Because if you don't you will be just wasting a token
So if you have eff10 pick,mark it
If you dont want pearls, disable it
And you did check stonking options and etherwarp?
Um
Those calculations are tailored to the config
Annnd calculations does take a lot of resources
It is like 256 cores of cpu tortured to 100% for 30m straight
Now generate precalc files
On aws
Cloud
If it was on your cpu I wouldn't charge you
When you buy token doesn't really matter
As long as you have one when requesting pathfind
Anyways
Generate pf req files
Will take around 2~5m
Your PC prob bad...
Dw
It doesn't take too long
Your PC is currently
Taking your settings
And applying it to all rooms in all configurations
That's like billions of operati
There is no way it doesn't lag
Btw 3060 is gpu not cpu smh
Buy a token of you haven't alrdy
You need to do what
Download the result?
I don't think you are going procrastinate til next week
If you launched webpage from mod
It will be correct
Or
Wtf
Username: speed222
UUID: 46dbc899e4944629b4936d830bda71e8UUID with dashes: 46dbc899-e494-4629-b493-6d830bda71e8
If you want to buy them early
That's an option
But I don't really understand why someone would do that
Request pathfind now bruh
Yes
Wtf
How are you so fast
Did you choose zip file?
Now find file dialog hidden somewhere
Resources say it's behind all windows
Yes
Find the file selection popup bruhhhhh
I'm being stuck here for so long
Idk
That's what you have to find
Minimize windows until you see one
It's a popup
Dude
Oke good
Choose precalc request zip
Idk
Yes
Finally
Choose pfreq-blahblah.zip
Now it's uploading right?
Oke
Click refresh to view progress ig
No
A button above that
Smth next to request precalc
I think so
Should show you some progress
Try again?
Click it
Why do you still have 1 token tho
Try requesting pathfind again
Your token count won't go into negative
Yes
Find file popup and select the file again
Come back to mc and see if you have progress bar for uploading
Click reload
What does it say
U sure?
How did uploading a multi gb file only take a second
Send log
It's in .Minecraft/logs
Should be called latest.log
no
even as a file?
open the file
and send last 500 lines or so
did you click on check missing?
or reload precalculations?
click on Request Calculation
select file
wait for it do complete upload
and send last 500 lines of log
bruh...
why did you click on that
that removed relevant parts from the log
also are you really sure you did get a thing that siad Requested calculation! Track status in config?
I never told you to restart
CLICK ON REQUEST CALCULATION
SELECT FILE
wait for it to complete upload
and send last 500 lines of log
without clicking anything else
please
why did you say it said it was done
here are all things it could say
Getting upload url...
Uploading...
Requesting Calculation
Requested calculation! Track status in config
OK
So it was never complete
bruhhhhhhhh
no
stop
i don't need it
just come back an hour later
it should be complete by then
do not close minecraft
while your thing is still uploading
smh
then finishes with what
does your chat say
An error occured while doing stuff: contact dg support
oke
how about this
I refund you everything you paid and stop helping you
this is too time consuming
do you really want this?
bruh
so
you're saying
it was saying "uploading..." with progress bar
and when it got to the end
the entire thing just disappeared
and now what does it say
only the bar?
or the box?
you're not showing me top right bruh
how can I figure anything out from this
so
what you're saying is that
when the progress bar got to the end
the progress bar and the text and the thing surrounding it just disappeared?
and it disappears and never says Requested calculation! Track status in config
fine
send last 500 lines of log again
without clicking anything else on screen
you scroll to the bottom
it doesn't have to be exactly 500
just get sufficiently enough lines
or can you just zip it and send it here?
if that works
how is your log more than 50MB... tho
558/INFO]: [java.lang.ThreadGroup:uncaughtException:1052]: java.lang.OutOfMemoryError: Java heap space
[21:48:47] [Thread-558/INFO]: [java.lang.ThreadGroup:uncaughtException:1052]: at java.util.Arrays.copyOf(Arrays.java:3236)
[21:48:47] [Thread-558/INFO]: [java.lang.ThreadGroup:uncaughtException:1052]: at java.io.ByteArrayOutputStream.grow(ByteArrayOutputStream.java:118)
[21:48:47] [Thread-558/INFO]: [java.lang.ThreadGroup:uncaughtException:1052]: at java.io.ByteArrayOutputStream.ensureCapacity(ByteArrayOutputStream.java:93)
[21:48:47] [Thread-558/INFO]: [java.lang.ThreadGroup:uncaughtException:1052]: at java.io.ByteArrayOutputStream.write(ByteArrayOutputStream.java:153)
[21:48:47] [Thread-558/INFO]: [java.lang.ThreadGroup:uncaughtException:1052]: at sun.net.www.http.PosterOutputStream.write(PosterOutputStream.java:78)
[21:48:47] [Thread-558/INFO]: [java.lang.ThreadGroup:uncaughtException:1052]: at kr.syeyoung.dungeonsguide.mod.features.impl.secret.pfrequest.FeatureRequestCalculation.lambda$uploadToService$8(FeatureRequestCalculation.java:432)
[21:48:47] [Thread-558/INFO]: [java.lang.ThreadGroup:uncaughtException:1052]: at kr.syeyoung.dungeonsguide.mod.features.impl.secret.pfrequest.FeatureRequestCalculation$$Lambda$2832/1282122.run(Unknown Source)
[21:48:47] [Thread-558/INFO]: [java.lang.ThreadGroup:uncaughtException:1052]: at java.lang.Thread.run(Thread.java:745)
lmao...
turn off your mc
give it more ram
and try again
did you give all 16 to mc?
just give it like 4GB
just try request calculation again
and see if it succeeds
oh btw
how large is pfreq zip?
oke
quite surprising it ran out of memory from just that
oh k kb
that's 538MB
oke
sounds like it oculd crash from that
anyways 4GB should work
it has 1GB more to work with
Yes
Finally
Yes
Yeah
Did you forget what we were doing again
Choose pf req file dud
And it says uploading.... On top right?
And it said requested calculation?
Bruh
Click reload
Does it show new stuff?
Send last lines of log again
Btw
Go back to normal mc screen
Press f3
Send entire screenshot
Annnd log pls?
Give mc 8gb of ram and try again...
how long does it take
Experimental version does take a lot of ram
Should be done by now?
You should play with 4G of ram and 8GB of off heap ram
Just wait more
That looks promising
I'll tell you how to set it up after that's done
GG
Now you can come back 35m later
Fixed
now about that off-heap ram
it usually takes around 30m
+5m to be sure
yes
you can close mc if you want
anyways
how did you put 4GB of ram into mc
you prob did that by specifying -Xmx4G
yeah
right?
you just put -XX:MaxDirectMemorySize=8G next to that
-Xmx8G -XX:+UnlockExperimentalVMOptions -XX:+UseG1GC -XX:G1NewSizePercent=20 -XX:G1ReservePercent=20 -XX:MaxGCPauseMillis=50 -XX:G1HeapRegionSize=32M
just anywhere
-Xmx4G -XX:MaxDirectMemorySize=8G -XX:+UnlockExperimentalVMOptions -XX:+UseG1GC -XX:G1NewSizePercent=20 -XX:G1ReservePercent=20 -XX:MaxGCPauseMillis=50 -XX:G1HeapRegionSize=32M
there you go
it was 10G where I copied it from
it uses 4GB for mc
but for loading precalculation files it uses separate 8G
i mean
you can do whatever you want now
just make sure to come back after 35m
to download the file from where you requested calculation
just mass ping me
I'll be online
hopefully automod won't timeout you
yeah sure
finally i've got some break
Like 5m ish
Yea
When it's done download button will appear
Should be done
Try checking
@nocturne saddle
click on download
and download the file
after that go to config/dungeonsguide/pfResult
and unzip the file there
after you successfully unzipped the whole file
click on reload precalculation in the request calculation menu
annnd then click check missing
there
in completed pathfinds
I'm thinking of timing you out rn
because that wasn't chinese
kinda racist to assume any weird squiggly character is chinese
yeah you can but why
you'll have to launch it again
here's the best part
actually
nvm
autoupdater versions do be like that
because it is downloading entire version every launch
I just wait it out btw
no
do you think it will grow and grow until it becomes a blackhole or smth
it is loaded onto your ram
anyways did it complete download
or is it at like 50%
just follow these instructions when you're done
and ping me
Yes
And unzip it
You can keep it somewhere safe in case you accidently delete files
Yeah
It's 3694 files
No wonder it takes a bit
Click open dir
And take ss of that pls
Take everything inside that folder out
Yeah everything inside that execution folder
Out to the folder you are in
So that there are 3694 files in pfresult dir
What the
What did you do
Ok
Ake everything inside the new folder
Out to the folder you are in
Didn't know it was double nested
lol
Yea
After you're done reload precalculations and check missing
Yes
Correct
Gg
Now let's setup actual pathfindjg
Close config
And open config again
Open up pathfinding & secrets
Go smart route
And enable smart route
You can choose there
Do you want paths visible when you enter the room?
Or after you press the key
Then enable the auto pathfind to newsefret
And disable the one belownit
Click on line settings there to configure colors and stuff
Gobback
And open pathfind to one
Disable everything there
Go back
Open pathfind to all
Disable everything there
Dw about pathfind algorithm
It's not used at all
If you look up
There is category called pathfind to one
Pls send me ss
It should be named like pathfind to one
Dude
Don't search it
Go to pathfinding secrets
Dude don't searcghhgg
Stop
Close your config
Open it up agaib
Click pathfinding and secrers
Click display one
Disable everything there
Go back
Click display all
Disable everything there
Now you are all set
no
Just disable features
It is calculating prob
Where?
In smart route? No
In display one? Yes
But you do have the route
Just follow route
Anyways support sessiom ends here
fire tags
feather, store, bannable, fastrender, experimental, feetpics, amongus, cat, patcher, twix, beacons, cmd, latestlog, eta, pathfind, crashlog, carry, action, sparkc
To disable the text go into the settings with /dg -> Pathfinding & Secrets -> Action Viewer (bottom) -> off
wait i believe its debug info
its blocking my view
action dag btw
that ofc is dg and you can't disable it lol
um just live with it
the big thing on this screen is called action dag btw
yeah kinda
but you do you
just seeing dg work towards optimal solution
if you don't care, just disable it
no
maybe
but that's not urgent matter
soooo maybe in few months
the text isn't even that big
without it you don't know where you're going bruh
you're in a big room?
why tho
some people report that as a problem
because you enabled it
or it is enabled by default
probably
fps issue is not a bug
it is necessary part of getting this to work
you'll see when you reach your destination?
it will prob tell you to kill the bat or smth
why
I spent too much effort into this thread I kinda don't want to delete it
just closing this
how can a dungeon room take up 4gb of ram? what is going on here?
Um
Here's a thing
First, each block is split into 2*2*2 smol blocks
Each smol block has connection to parent block and type, so it is 4 byte per block
What is stored on memory is not a dungeon room but a precalculated pathfind map
So each room has like total of 20 pathfinds for each of secret, door, levers, stuff per
Every possible big block mutations of the room (doors open - closed)
That is why the entire pathfind result is 25GB uncompressed
(this does become a problem for 1x2 doors-5, this room has like 32 room states each with several pathfinds totaling up to more than 500)
Maybe there's a better way but I chose to sacrifice memory for result quality
Could try dividing room into chunks but people want stonking and there is no good way to support micro level stonking while doing pathfinding in macro level
Sooooo it is how things are for now
ok this sounds horrible haha
id split the rooms into a node graph, like the one we already use in sh for all the islands
Can't manage micro level stonking
wdym
The point of DG is that
just lay the network accordingly
I throw cpu at this obscure searching problem
Honestly that could be done but I don't think I have enough braincells to write such a thing
our graph format is just a json file with nodes. this is the line data for crimson isle, our biggest graph
and the json file is 550kb
Um sounds like drm way of doing stuff
DG was always like oke here's the goal, computer go calculate optimal route
i would immediatley throw that node feature into dungeon room pathfinding, but i dont have the logic for room detection/rotation
Honestly that sounds like death of dg
Anyways
I don't think I'm going to go with that way
I know it's cool and it works
its so cool it even gets stolen by lunar
But original goal of the DG since beginning was that
Humans are too stupid to do search, so instead let's throw computer at it
Your routes maybe easier for humans to follow
Might take lower amount of ram and create good experience for users
i just map out the entire path. every possible way someone might move around
the rest is simple djjkstra
But I like my way of automatically generating very fine grained node graph
Technically my approach is similar as yours except, Dijkstra is done in the cloud and node is assigned to every half block
we recalculate Dijkstra every time the user is moving to a new node
when teleporting a lot, this is happening like 3-4 times a second
We don't need to recalculate Dijkstra, because it is already done
So pathupdate is blazingly fast too
Anyways
For dungeons, people want micro block level optimization
And I dont think I'm up for manually documenting every single stuff
I would just let machine do it
i see
Anyways with stonking added map is no longer an obstruction
Everything effectively air
Even harder for me to document lol
I'm fine with all these secret documentation with optional dependencies
Wanna hear the good part about smart pathfindjng
It has a dag Solver which generate initial solution
dag?
Directed acycljc graph
A solver topologically sorts it
And I run a simulated annealing on the initial solution
i dont understand those terms sry 😄
i just know how to create paths, name nodes, and know the function that runs djjkstra 😄
I mean this could be very useful to you
Imagine crafting dependency thing
That is effectively dag
There is a solution, satisfying all the traversal order constraints by dag, and has pretty minimal cost that user can follow
I learned all these stuff building DG lol
Yes
But dag is there because
You need to pull lever to open door and stuff
Those dependencies are embedded into dag
oh yeah
Technically DG has several dags per room with all different ways people could skip doors
would need to create a separate logic around "lever connected to that path opening" that only parially touches the actual network
sounds more effort
since you prefer "one" perfect solution, dag is maybe better
Yeah
just not sure how about when dealing with different entry and exit doors
Btw you should try looking at DG c++ pathfinder
like the path should be optimized from the entry door to the exit door, not show you a path to the start of the dag, right?
Yep
or do you have many different dags depending on what door someone is entering though?
this sounds like so much work 😦
Oh dag is for secret dependencies
There are many different ways that could be fulfilled
Using Simulated Annealing, DG randomly searches through that space
And finds traversal order that minimizes cost
is this done client side?
Yes
So
Basically how you get to one point from all other points is precalculated
Now how you chain these pathfinds is calculated on client
i would just throw the postman algorhytm at the graph and hard code the preconditions (lever for door) etc
since some are already done?
Since all are alrdy done
Pathfind destinations are known prior
Since... There are only few places you want to pathfind to lol
Total # Secrets, lever, doors etc in a room doesn't go over 20 or so
So pretty feasible to do calculation prior
I put a lot of effort to making sure DG would generate precalculation request files for all pathfinds it could request later
Because pathfinding is really costly
what is the actual pathfind logic be like?
It takes 256 Amazon vcpus 30 minutes to complete 3695 pathfinds
the djjkstra one we have only takes 0.5-2ms for the whole graph
and dga is supposed to be faster
We have
Etherwarp
Which require shadowcasting.....
Etherwarp takes 90% of pathfinding time last time I ran profiler
so
you calculate on client where to etherwarp to?
i thought this is already precalculated
Yes it's precalcularwd
What is done in client is only order to traverse mechanics in a room
Mechanics being levers, doors, secrets
What is done in server is calculating path to those mechanics from every single point of room in every single state of room
So etherwarp is done in server
i still dont understand: when the path from evrey spot in aroom to every poinit of interest in the room is alrady done on server, what is there for the client to do except look up what path to take according to the start location and the preferred target?
Plan order to traverse secrets
It still has to choose between which secret to go get first
cant it get up all routes to all secrets, then simply search for the quickest?
or do you use postman here?
DG used to use greedy approach like you described
Go to nearest secret first
But DG in experimental
Cares if doing chest 1 and then 2 is faster than 2 than 1
If you were going for a single secret it wouldn't matter, and client wouldn't have to do any work
But since DG plans for total path player would traverse in a room
That's where simulated annealing comes
Is this like conditionalized postman?
Normal traveling salesman on a graph would work wonders I assume. But not for lever doors
Yep
But simulated annealing works
Since I can just reject change if it doesn't make sense
(um digging deeper, DG doesn't just use simulated annealing, it also chooses to do exhaustive search if search space is small)
(also why I wrote cuda code... For etherwarp routine but I'm not sure if it is going to be cheaper on aws lol / it is definitely faster tho)
Simulated annealing with 2-opt algorithm with some modifications is what I am using
For big rooms
Our graph network can't one way routes or weighted routes expect by distance
So this is stil something different
Yeah
Btw try looking at this too, it has pathfinding with etherwarp support
Maybe you can copy it into skyhanni? idk
I don't know what room I'm in
I don't think etherearp support is the current problem in sh XD
I have already started working on a room detection logic with hard coded ray trade like detection
Especially big islands since blocks don't change
But it's still not optimized and needs a ton of initial data
So I've stopped working on dungeon features for many years now XD
lol
Isn't DRM also having waypoints?
But room detection 😄
Imo 90% of the effort in dungeon routes is room detection. Simply taking that from drm and labelling the resulting features feels weird to me
We try for months to cut NEU dependency, no time to add drm dependency haha
How do you do room detection?
Oke don't tell anyone
What is y of door floor?
68 is block you stand on
Oh
70 is center of door
Then my earlier solution has a very similar approach
I did X ray like block detection to find the door coordinates by starting from the entrance door
Then just check if there are air/bedrock/barrier blocks at the right spot to confirm there is actually a door
Then I could also support the direction the door is in. And what side of the door you are
So only the ray tracing stuff for detection WHAT room you are in was missing
But the detection was working perfectly fine for the special rooms (puzzle yellow red etc)
So I could have had a proper "are you in blood room yet" check
But as I said, abandoned the solution after thinking how hard it would be to store proper ray trace data for every room for every door in every direction
Wow 2 level ups in one conversation
Could not find an uuid for speeed222.