#after downloading my game has a weird brown tint and is dark

683 messages · Page 1 of 1 (latest)

foggy hinge
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Does this still happen even when u launch without DG?

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Also I don't really see a difference to normal game tbh

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Dungeon routes with ether warp and stonk stuff access to experimental version and non public releases

heavy roseBOT
foggy hinge
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Ye

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There is only one iirc

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Yes the other stuff is cosmetics

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You will prob need to buy a token to generate pre calc file

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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

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What mods and launcher are u using?

foggy hinge
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MC launcher? U mean forge?

foggy hinge
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Uhm maybe texture pack issue idk @low oar any idea?

low oar
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This is rendering issue which is painful to solve

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Since there are like billion options

heavy roseBOT
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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.

low oar
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This has all info

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Idk

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No guarantees

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Token is not on store

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You need to launch experimental to buy token

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Some people say the route is so good no human has capability to follow it efficiently

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Basically you reach secret within like 4 etherwarps....

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And stonking might have a lot of corners

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Annnd enderpearl would be really hard to throw

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But generally people like it

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Or maybe those who don't don't speak about it

low oar
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Yea

foggy hinge
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Better Map

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Dungeons Guide does so as well tho I think

low oar
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Dungeons guide has too

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Pls no better map endorsement

foggy hinge
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Yes

low oar
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And it's on by default

foggy hinge
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😱

low oar
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I copied better map config and added few things on top of it

foggy hinge
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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

low oar
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Should be good to use

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Altho my dungeon sweat friends don't agree with me

foggy hinge
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(me who currently isn't using DG)

low oar
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No idea

foggy hinge
low oar
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Oh

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Experimental version

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Has etherwarp routes for trap

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Aka it doesnt help you

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Just use dg's ig

low oar
low oar
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Any jar works

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I mean

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You have to have only 1 jar

low oar
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It's accessible from

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Config -> request precalculation

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And theres button for purchasing token

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Use the command for opening config

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Search it

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If invisible you prob loaded wrong version

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From loader config

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Accessible via mods button in your ESC menu

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Which version would load experimental?

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I don't think you can load latest version?

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Latest is beta12.1-experimental5.0 which require loader version 5.0

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But your loader is 4.0

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Your button to load should be grayed out

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Um

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Cool

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Oke that's werid

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Which mod jar are you using

open pebbleBOT
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-=-=-= 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)

GitHub

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...

GitHub

Oneflow Waterboard Dynamic Solver / Uses native libraries. I put a lot of effort into making this feature so :D
Custom Spirit Leap Gui
Fix icefill solver not working
Fix bunch of map bugs
Fix profi...

low oar
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no

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Delete that one and

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Get new jar from #supporter-download-and-announcements

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Yes

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The download

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Only lasts for 7 days

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no

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You download it and keep it forever

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Cloud storage does cost money

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Noooooooo

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Download button is only alive for 7 days

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You just download within that time frame

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And keep it in your computer

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Um

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Don't lose it

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It means 1 token is for 1 pathfind precalc request with zip file

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It means that

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Oh gosh I have a bad feeling that you are going to upload wrong file

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And then I will have to pull out my laptop to reset your thing

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Oke

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Pathfind precalculation exists because calculating routes take soooo much time

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You first generate pathfind calculation request files

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Using the button

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And you go purchase a single token

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Also using the button

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And you click on request precalc with the generated zip file to generate pathfind precalculation files

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Yes

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BUT

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Before you do that

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Before generating request files

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Make sure your pathfind settings are correct

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In experimental pathfind settings

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It's in same category as request precalc thing

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Open your config again and search for it dud

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It is there

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Configure things

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Make sure

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You configure correctly

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Because if you don't you will be just wasting a token

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So if you have eff10 pick,mark it

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If you dont want pearls, disable it

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And you did check stonking options and etherwarp?

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Um

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Those calculations are tailored to the config

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Annnd calculations does take a lot of resources

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It is like 256 cores of cpu tortured to 100% for 30m straight

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Now generate precalc files

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On aws

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Cloud

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If it was on your cpu I wouldn't charge you

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When you buy token doesn't really matter

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As long as you have one when requesting pathfind

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Anyways

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Generate pf req files

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Will take around 2~5m

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Your PC prob bad...

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Dw

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It doesn't take too long

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Your PC is currently

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Taking your settings

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And applying it to all rooms in all configurations

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That's like billions of operati

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There is no way it doesn't lag

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Btw 3060 is gpu not cpu smh

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Buy a token of you haven't alrdy

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You need to do what

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Download the result?

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I don't think you are going procrastinate til next week

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If you launched webpage from mod

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It will be correct

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Or

frosty vaultBOT
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error Could not find an uuid for speeed222.

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error Could not find an uuid for speed222.

low oar
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Wtf

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Username: speed222
UUID: 46dbc899e4944629b4936d830bda71e8UUID with dashes: 46dbc899-e494-4629-b493-6d830bda71e8

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If you want to buy them early

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That's an option

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But I don't really understand why someone would do that

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Request pathfind now bruh

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Yes

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Wtf

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How are you so fast

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Did you choose zip file?

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Now find file dialog hidden somewhere

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Resources say it's behind all windows

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Yes

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Find the file selection popup bruhhhhh

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I'm being stuck here for so long

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Idk

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That's what you have to find

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Minimize windows until you see one

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It's a popup

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Dude

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Oke good

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Choose precalc request zip

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Idk

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Yes

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Finally

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Choose pfreq-blahblah.zip

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Now it's uploading right?

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Oke

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Click refresh to view progress ig

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No

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A button above that

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Smth next to request precalc

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I think so

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Should show you some progress

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Try again?

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Click it

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Why do you still have 1 token tho

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Try requesting pathfind again

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Your token count won't go into negative

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Yes

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Find file popup and select the file again

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Come back to mc and see if you have progress bar for uploading

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Click reload

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What does it say

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U sure?

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How did uploading a multi gb file only take a second

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Send log

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It's in .Minecraft/logs

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Should be called latest.log

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no

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even as a file?

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open the file

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and send last 500 lines or so

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did you click on check missing?

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or reload precalculations?

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click on Request Calculation

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select file

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wait for it do complete upload

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and send last 500 lines of log

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bruh...

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why did you click on that

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that removed relevant parts from the log

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also are you really sure you did get a thing that siad Requested calculation! Track status in config?

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I never told you to restart

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CLICK ON REQUEST CALCULATION

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SELECT FILE

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wait for it to complete upload

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and send last 500 lines of log

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without clicking anything else

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please

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why did you say it said it was done

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here are all things it could say

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Getting upload url...
Uploading...
Requesting Calculation
Requested calculation! Track status in config
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OK

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So it was never complete

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bruhhhhhhhh

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no

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stop

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i don't need it

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just come back an hour later

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it should be complete by then

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do not close minecraft

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while your thing is still uploading

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smh

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then finishes with what

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does your chat say

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An error occured while doing stuff: contact dg support

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oke

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how about this

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I refund you everything you paid and stop helping you

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this is too time consuming

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do you really want this?

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bruh

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so

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you're saying

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it was saying "uploading..." with progress bar

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and when it got to the end

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the entire thing just disappeared

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and now what does it say

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only the bar?

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or the box?

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you're not showing me top right bruh

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how can I figure anything out from this

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so

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what you're saying is that

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when the progress bar got to the end

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the progress bar and the text and the thing surrounding it just disappeared?

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and it disappears and never says Requested calculation! Track status in config

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fine

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send last 500 lines of log again

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without clicking anything else on screen

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you scroll to the bottom

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it doesn't have to be exactly 500

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just get sufficiently enough lines

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or can you just zip it and send it here?

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if that works

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how is your log more than 50MB... tho

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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)

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lmao...

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turn off your mc

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give it more ram

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and try again

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did you give all 16 to mc?

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just give it like 4GB

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just try request calculation again

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and see if it succeeds

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oh btw

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how large is pfreq zip?

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oke

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quite surprising it ran out of memory from just that

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oh k kb

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that's 538MB

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oke

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sounds like it oculd crash from that

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anyways 4GB should work

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it has 1GB more to work with

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Yes

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Finally

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Yes

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Yeah

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Did you forget what we were doing again

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Choose pf req file dud

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And it says uploading.... On top right?

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And it said requested calculation?

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Bruh

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Click reload

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Does it show new stuff?

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Send last lines of log again

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Btw

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Go back to normal mc screen

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Press f3

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Send entire screenshot

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Annnd log pls?

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Give mc 8gb of ram and try again...

nocturne saddle
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how long does it take

low oar
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Experimental version does take a lot of ram

low oar
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You should play with 4G of ram and 8GB of off heap ram

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Just wait more

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That looks promising

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I'll tell you how to set it up after that's done

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GG

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Now you can come back 35m later

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Fixed

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now about that off-heap ram

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it usually takes around 30m

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+5m to be sure

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yes

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you can close mc if you want

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anyways

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how did you put 4GB of ram into mc

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you prob did that by specifying -Xmx4G

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yeah

low oar
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you just put -XX:MaxDirectMemorySize=8G next to that

nocturne saddle
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-Xmx8G -XX:+UnlockExperimentalVMOptions -XX:+UseG1GC -XX:G1NewSizePercent=20 -XX:G1ReservePercent=20 -XX:MaxGCPauseMillis=50 -XX:G1HeapRegionSize=32M

low oar
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just anywhere

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-Xmx4G -XX:MaxDirectMemorySize=8G -XX:+UnlockExperimentalVMOptions -XX:+UseG1GC -XX:G1NewSizePercent=20 -XX:G1ReservePercent=20 -XX:MaxGCPauseMillis=50 -XX:G1HeapRegionSize=32M

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there you go

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it was 10G where I copied it from

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it uses 4GB for mc

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but for loading precalculation files it uses separate 8G

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i mean

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you can do whatever you want now

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just make sure to come back after 35m

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to download the file from where you requested calculation

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just mass ping me

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I'll be online

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hopefully automod won't timeout you

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yeah sure

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finally i've got some break

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Like 5m ish

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Yea

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When it's done download button will appear

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Should be done

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Try checking

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@nocturne saddle

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click on download

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and download the file

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after that go to config/dungeonsguide/pfResult

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and unzip the file there

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after you successfully unzipped the whole file

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click on reload precalculation in the request calculation menu

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annnd then click check missing

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there

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in completed pathfinds

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I'm thinking of timing you out rn

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because that wasn't chinese

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kinda racist to assume any weird squiggly character is chinese

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yeah you can but why

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you'll have to launch it again

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here's the best part

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actually

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nvm

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autoupdater versions do be like that

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because it is downloading entire version every launch

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I just wait it out btw

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no

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do you think it will grow and grow until it becomes a blackhole or smth

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it is loaded onto your ram

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anyways did it complete download

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or is it at like 50%

low oar
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and ping me

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Yes

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And unzip it

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You can keep it somewhere safe in case you accidently delete files

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Yeah

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It's 3694 files

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No wonder it takes a bit

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Click open dir

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And take ss of that pls

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Take everything inside that folder out

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Yeah everything inside that execution folder

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Out to the folder you are in

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So that there are 3694 files in pfresult dir

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What the

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What did you do

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Ok

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Ake everything inside the new folder

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Out to the folder you are in

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Didn't know it was double nested

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lol

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Yea

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After you're done reload precalculations and check missing

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Yes

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Correct

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Gg

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Now let's setup actual pathfindjg

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Close config

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And open config again

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Open up pathfinding & secrets

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Go smart route

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And enable smart route

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You can choose there

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Do you want paths visible when you enter the room?

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Or after you press the key

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Then enable the auto pathfind to newsefret

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And disable the one belownit

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Click on line settings there to configure colors and stuff

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Gobback

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And open pathfind to one

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Disable everything there

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Go back

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Open pathfind to all

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Disable everything there

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Dw about pathfind algorithm

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It's not used at all

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If you look up

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There is category called pathfind to one

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Pls send me ss

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It should be named like pathfind to one

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Dude

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Don't search it

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Go to pathfinding secrets

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Dude don't searcghhgg

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Stop

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Close your config

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Open it up agaib

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Click pathfinding and secrers

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Click display one

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Disable everything there

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Go back

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Click display all

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Disable everything there

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Now you are all set

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no

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Just disable features

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It is calculating prob

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Where?

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In smart route? No

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In display one? Yes

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But you do have the route

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Just follow route

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Anyways support sessiom ends here

serene pagoda
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fire tags

heavy roseBOT
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Dungeons Guide's tags

feather, store, bannable, fastrender, experimental, feetpics, amongus, cat, patcher, twix, beacons, cmd, latestlog, eta, pathfind, crashlog, carry, action, sparkc

serene pagoda
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idk, i dont remember what i set mine to

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fire tag action

heavy roseBOT
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To disable the text go into the settings with /dg -> Pathfinding & Secrets -> Action Viewer (bottom) -> off

serene pagoda
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wait i believe its debug info

nocturne saddle
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its blocking my view

low oar
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action dag btw

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that ofc is dg and you can't disable it lol

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um just live with it

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the big thing on this screen is called action dag btw

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yeah kinda

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but you do you

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just seeing dg work towards optimal solution

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if you don't care, just disable it

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no

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maybe

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but that's not urgent matter

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soooo maybe in few months

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the text isn't even that big

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without it you don't know where you're going bruh

low oar
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you're in a big room?

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why tho

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some people report that as a problem

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because you enabled it

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or it is enabled by default

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probably

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fps issue is not a bug

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it is necessary part of getting this to work

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you'll see when you reach your destination?

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it will prob tell you to kill the bat or smth

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why

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I spent too much effort into this thread I kinda don't want to delete it

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just closing this

void stream
low oar
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Here's a thing

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First, each block is split into 2*2*2 smol blocks

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Each smol block has connection to parent block and type, so it is 4 byte per block

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What is stored on memory is not a dungeon room but a precalculated pathfind map

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So each room has like total of 20 pathfinds for each of secret, door, levers, stuff per

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Every possible big block mutations of the room (doors open - closed)

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That is why the entire pathfind result is 25GB uncompressed

low oar
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Maybe there's a better way but I chose to sacrifice memory for result quality

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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

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Sooooo it is how things are for now

void stream
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ok this sounds horrible haha

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id split the rooms into a node graph, like the one we already use in sh for all the islands

void stream
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wdym

low oar
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The point of DG is that

void stream
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just lay the network accordingly

low oar
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I throw cpu at this obscure searching problem

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Honestly that could be done but I don't think I have enough braincells to write such a thing

void stream
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our graph format is just a json file with nodes. this is the line data for crimson isle, our biggest graph

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and the json file is 550kb

low oar
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Just need to group blocks

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Did you do that manually? Or ran algo?

void stream
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we have a graph editor in sh

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with it i can edito stuff around

low oar
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Um sounds like drm way of doing stuff

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DG was always like oke here's the goal, computer go calculate optimal route

void stream
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i would immediatley throw that node feature into dungeon room pathfinding, but i dont have the logic for room detection/rotation

low oar
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Anyways

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I don't think I'm going to go with that way

void stream
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this is part of the crimson area

low oar
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I know it's cool and it works

void stream
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its so cool it even gets stolen by lunar

low oar
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But original goal of the DG since beginning was that

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Humans are too stupid to do search, so instead let's throw computer at it

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Your routes maybe easier for humans to follow

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Might take lower amount of ram and create good experience for users

void stream
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i just map out the entire path. every possible way someone might move around

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the rest is simple djjkstra

low oar
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But I like my way of automatically generating very fine grained node graph

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Technically my approach is similar as yours except, Dijkstra is done in the cloud and node is assigned to every half block

void stream
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we recalculate Dijkstra every time the user is moving to a new node

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when teleporting a lot, this is happening like 3-4 times a second

low oar
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We don't need to recalculate Dijkstra, because it is already done

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So pathupdate is blazingly fast too

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Anyways

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For dungeons, people want micro block level optimization

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And I dont think I'm up for manually documenting every single stuff

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I would just let machine do it

void stream
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i see

low oar
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Anyways with stonking added map is no longer an obstruction

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Everything effectively air

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Even harder for me to document lol

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I'm fine with all these secret documentation with optional dependencies

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Wanna hear the good part about smart pathfindjng

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It has a dag Solver which generate initial solution

void stream
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dag?

low oar
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Directed acycljc graph

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A solver topologically sorts it

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And I run a simulated annealing on the initial solution

void stream
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i dont understand those terms sry 😄

low oar
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Technically solving TSP with a lot more constraints

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And then boom

void stream
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i just know how to create paths, name nodes, and know the function that runs djjkstra 😄

low oar
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I mean this could be very useful to you

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Imagine crafting dependency thing

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That is effectively dag

low oar
# low oar And then boom

There is a solution, satisfying all the traversal order constraints by dag, and has pretty minimal cost that user can follow

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I learned all these stuff building DG lol

void stream
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looks like dag doesnt allow cycles

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this is an entirely different approach to ours

low oar
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Yes

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But dag is there because

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You need to pull lever to open door and stuff

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Those dependencies are embedded into dag

void stream
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oh yeah

low oar
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Technically DG has several dags per room with all different ways people could skip doors

void stream
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would need to create a separate logic around "lever connected to that path opening" that only parially touches the actual network

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sounds more effort

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since you prefer "one" perfect solution, dag is maybe better

low oar
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Yeah

void stream
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just not sure how about when dealing with different entry and exit doors

low oar
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Btw you should try looking at DG c++ pathfinder

void stream
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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?

low oar
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Yep

void stream
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or do you have many different dags depending on what door someone is entering though?

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this sounds like so much work 😦

low oar
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Oh dag is for secret dependencies

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There are many different ways that could be fulfilled

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Using Simulated Annealing, DG randomly searches through that space

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And finds traversal order that minimizes cost

void stream
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is this done client side?

low oar
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Yes

void stream
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oof

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sounds very costly

low oar
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I mean

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That's why pathfinding is precalculated on server

void stream
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so its not client side?

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im confused xD

low oar
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So

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Basically how you get to one point from all other points is precalculated

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Now how you chain these pathfinds is calculated on client

void stream
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i would just throw the postman algorhytm at the graph and hard code the preconditions (lever for door) etc

void stream
low oar
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Pathfind destinations are known prior

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Since... There are only few places you want to pathfind to lol

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Total # Secrets, lever, doors etc in a room doesn't go over 20 or so

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So pretty feasible to do calculation prior

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I put a lot of effort to making sure DG would generate precalculation request files for all pathfinds it could request later

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Because pathfinding is really costly

void stream
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what is the actual pathfind logic be like?

low oar
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It takes 256 Amazon vcpus 30 minutes to complete 3695 pathfinds

void stream
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the djjkstra one we have only takes 0.5-2ms for the whole graph

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and dga is supposed to be faster

low oar
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We have

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Etherwarp

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Which require shadowcasting.....

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Etherwarp takes 90% of pathfinding time last time I ran profiler

void stream
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so

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you calculate on client where to etherwarp to?

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i thought this is already precalculated

low oar
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Yes it's precalcularwd

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What is done in client is only order to traverse mechanics in a room

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Mechanics being levers, doors, secrets

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What is done in server is calculating path to those mechanics from every single point of room in every single state of room

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So etherwarp is done in server

void stream
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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?

low oar
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Plan order to traverse secrets

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It still has to choose between which secret to go get first

void stream
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cant it get up all routes to all secrets, then simply search for the quickest?

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or do you use postman here?

low oar
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DG used to use greedy approach like you described

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Go to nearest secret first

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But DG in experimental

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Cares if doing chest 1 and then 2 is faster than 2 than 1

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If you were going for a single secret it wouldn't matter, and client wouldn't have to do any work

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But since DG plans for total path player would traverse in a room

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That's where simulated annealing comes

void stream
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Is this like conditionalized postman?

low oar
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There is well known name for this problem

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Traveling salesman problem

void stream
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Not postman

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Salesman

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Thanks

low oar
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Yeah

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Postman is smth else altho similar

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I traverse all nodes not edges

void stream
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Normal traveling salesman on a graph would work wonders I assume. But not for lever doors

low oar
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But simulated annealing works

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Since I can just reject change if it doesn't make sense

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(um digging deeper, DG doesn't just use simulated annealing, it also chooses to do exhaustive search if search space is small)

low oar
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Simulated annealing with 2-opt algorithm with some modifications is what I am using

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For big rooms

void stream
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Our graph network can't one way routes or weighted routes expect by distance

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So this is stil something different

low oar
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Yeah

low oar
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Maybe you can copy it into skyhanni? idk

void stream
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I don't know what room I'm in

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I don't think etherearp support is the current problem in sh XD

low oar
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lol

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Could be great for crystal hollows or big islands

void stream
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I have already started working on a room detection logic with hard coded ray trade like detection

low oar
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Especially big islands since blocks don't change

void stream
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But it's still not optimized and needs a ton of initial data

low oar
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Copy from drm?

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I think it is cc licensed

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Or mit idr

void stream
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So I've stopped working on dungeon features for many years now XD

low oar
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lol

void stream
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Isn't DRM also having waypoints?

low oar
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But room detection 😄

void stream
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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

low oar
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Someone

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Once upon a time

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Took pathfinding code from DG and pr'd it to drm

void stream
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We try for months to cut NEU dependency, no time to add drm dependency haha

low oar
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Considering 90% of DG is about pathfinding, also felt weird

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lol

void stream
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How do you do room detection?

low oar
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Oke don't tell anyone

void stream
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Dem?

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Drm

low oar
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I take slice of y=70

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Drm raycasts

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Exact logic is in RoomMatcher.java

void stream
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What is y of door floor?

low oar
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68 is block you stand on

void stream
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Oh

low oar
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70 is center of door

void stream
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Then my earlier solution has a very similar approach

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I did X ray like block detection to find the door coordinates by starting from the entrance door

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Then just check if there are air/bedrock/barrier blocks at the right spot to confirm there is actually a door

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Then I could also support the direction the door is in. And what side of the door you are

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So only the ray tracing stuff for detection WHAT room you are in was missing

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But the detection was working perfectly fine for the special rooms (puzzle yellow red etc)

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So I could have had a proper "are you in blood room yet" check

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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

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Wow 2 level ups in one conversation

low oar
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lol

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I use map and mort location to correlate boundaries