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Thread Statistics | Show CCP posts - 184 post(s) |
RusEVERadio
RusEVERadio Corporation
0
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Posted - 2014.03.26 06:27:00 -
[31] - Quote
CCP FoxFour wrote:Music listened to while making this post:Will update the list as I make posts. :) Amazing! CCP FoxFour listening music of russian DJ"s.
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CCP FoxFour
C C P C C P Alliance
3012
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Posted - 2014.03.26 11:44:00 -
[32] - Quote
Added faction and alliance information to the API on sisi for account/APIKeyInfo: http://api.testeveonline.com/account/APIKeyInfo.xml.aspx CCP SocksFour // Game Designer @regnerba |
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Desmont McCallock
377
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Posted - 2014.03.26 18:41:00 -
[33] - Quote
Great. Looks like my changes for the FW endpoint is working as expected. As soon as this hits TQ I'm gonna release a new version.
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CCP FoxFour
C C P C C P Alliance
3012
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Posted - 2014.03.27 08:45:00 -
[34] - Quote
Added senderName to char/Notifications and removed accountKey 10000 from char/AccountBalance
Availible for testing on Sisi. CCP SocksFour // Game Designer @regnerba |
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CCP FoxFour
C C P C C P Alliance
3012
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Posted - 2014.03.27 08:46:00 -
[35] - Quote
Also, this site should work: http://community.testeveonline.com/support/api-key
To generate an API key for testing on Sisi. CCP SocksFour // Game Designer @regnerba |
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CCP FoxFour
C C P C C P Alliance
3012
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Posted - 2014.03.27 09:15:00 -
[36] - Quote
All seems to be good, so going to deploy these changes to TQ during DT today. :D
- faction and alliance info in the account/APIKeyInfo endpoint
- senderName in the char/Notifications endpoint
- fix for accountKey 10000 showing up in char/AccountBalance
CCP SocksFour // Game Designer @regnerba |
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CCP FoxFour
C C P C C P Alliance
3012
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Posted - 2014.03.27 11:15:00 -
[37] - Quote
Deployment done, all seems well, have updated the list of deployments and removed the features/fixes from the backlog list.
Let me know if anyone runs into any problems. :) CCP SocksFour // Game Designer @regnerba |
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Evanova Android
Traquenard Labs
17
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Posted - 2014.03.27 20:11:00 -
[38] - Quote
I am currently experimenting with the /alliances/ endpoint and I have a remark/suggestion about it:
When not specifying an ID (/alliances/ID), the JSON response returns a list of "items" like in /incursions/ and others, which is nicely consistent.
Now specifying an alliance ID (/alliances/123145/) returns a JSON that is an Alliance descriptor, so the format is way different from the list of alliances, which in turn requires some different parsing for this endpoint and its derivative.
It would be nice if the version with ID returns a list of "items" with only one item and the version of alliance information that the /alliance/id/ endpoint provides.
I only started working with CREST so I do not know if it applies with other calls, but such a consistent JSON format would most likely make some 1st-world lives easier. |
Desmont McCallock
378
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Posted - 2014.03.27 21:58:00 -
[39] - Quote
Idea: Notification Ref Type Name Description: Notifications endpoint return a typeID that refers to what type the notification is. Until now we relied on user input to 'decipher' the ID to a name (the list can be found at http://wiki.eve-id.net/APIv2_Char_Notifications_XML). It would be great if the returned data includes also the 'typeName'. |
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CCP FoxFour
C C P C C P Alliance
3017
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Posted - 2014.03.27 22:43:00 -
[40] - Quote
Desmont McCallock wrote:Idea: Notification Ref Type Name Description: Notifications endpoint returns a typeID that refers to what type the notification is. Until now we are relying on user input to 'decipher' the ID to a name (the list can be found at http://wiki.eve-id.net/APIv2_Char_Notifications_XML). It would be great if the returned data includes also the 'typeName'.
/me facepalms
Those are NOT typeIDs and should NOT be called typeIDs... but I cannot change that... ARG! I don't know if I actually have a way to easily get those strings, but I will take a look. :/ CCP FoxFour // Game Designer // @regnerba
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krickettt
Hounds of War. Hashashin Cartel
19
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Posted - 2014.03.30 05:44:00 -
[41] - Quote
I'm not sure if this has been brought up before or if there is a current way to access this (haven't been able to find anything through my searching)...
Idea: Access to the API key Name Description: When you create an API key, you have to name the key. I would like to be able to access that name in the same way that we can currently access accessMask, type, and expires through /account/APIKeyInfo.xml.aspx |
Jess Technite
Almost Absolute
1
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Posted - 2014.03.31 15:31:00 -
[42] - Quote
Zifrian wrote:Idea: Update that AssetList.xml API to return material level and production level for blueprints in assets.
Description: Many industry applications, asset tracking programs and personal spreadsheets query blueprints but no information is provided on the attributes of the blueprint to use for production calculations - thus, requiring manual updates. Furthermore, the in game copy and paste functionality is more cumbersome than typical asset copy/paste as it also does not contain this information unless opening a new window through the industry interface. Other than manually updating info or the cut/paste method, the only other way to get bp data is to pull from the industry jobs API, which isn't complete and becomes almost useless when using corp pos labs because all jobs are corp and not personal.
Alternative to the above idea:
Idea: Add a new API for blueprint only data.
Description: The asset API does what it says, it provides information on assets, which include blueprints. However, updating the assets API for blueprints doesn't fit because all assets do not have bp type attributes. Since blueprints in game are managed through the industry interface, it makes more sense to repeat the blueprint information contained there in its own API instead of altering the asset API. Furthermore, given the issues with changing information to show different icons for bp copies, any update to the AssetList API May be a bridge too far to cross. This change would provide a mirror to in game data and also solve the problems stated above wrt bp dat in third party apps.
I agree with this feature (the first one). In adittion, I would like to have some way for cache scrapping of the contracts, same that with Market data. And even a feature to search for blueprints (in Market and Contracts) that you can manufacture with your current skills.
OK, I stop, I'm demanding too much :P |
Huang Mo
Tianxia Inc
98
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Posted - 2014.04.01 18:06:00 -
[43] - Quote
Suggestion: Include items from courier contracts in /char/ContractItems.xml.aspx . Currently only items from exchange contracts are included. This prevent accurate accounting. |
Lluerssen
Cthulhus Corsairs
15
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Posted - 2014.04.10 01:53:00 -
[44] - Quote
source: https://forums.eveonline.com/default.aspx?g=posts&m=4454173
Idea: Add all endpoints to /api/Calllist Description: Including ContractItems, ContractBids & other endpoins (MailBodies is inside it -.-)
idea: Add cache types to /api/Calllist Description: No more handwork for us :) Example:
row cache="short" accessMask="134217728" type="Character" name="Locations" groupID="3" description="..." row cache="long" accessMask="67108864" type="Character" name="Contracts" groupID="3" description="..." row cache="long" accessMask="33554432" type="Character" name="AccountStatus" groupID="3" description="..." row cache="mShort" accessMask="16777216" type="Character" name="CharacterInfo" groupID="3" description="..." row cache="mShort" accessMask="8388608" type="Character" name="CharacterInfo" groupID="4" description="..." row cache="short" accessMask="4194304" type="Character" name="WalletTransactions" groupID="1" description="..." Sister of EvE:-áhttp://SisterOfEvE.ru/ Loot History Analyzer:-áhttp://SisterOfEvE.ru/loot_history/ |
Desmont McCallock
379
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Posted - 2014.04.10 19:16:00 -
[45] - Quote
Lluerssen wrote:source: https://forums.eveonline.com/default.aspx?g=posts&m=4454173Idea: Add all endpoints to /api/Calllist Description: Including ContractItems, ContractBids & other endpoins (MailBodies is inside it -.-) idea: Add cache types to /api/Calllist Description: No more handwork for us :) Example: row cache="short" accessMask="134217728" type="Character" name="Locations" groupID="3" description="..." row cache="long" accessMask="67108864" type="Character" name="Contracts" groupID="3" description="..." row cache="long" accessMask="33554432" type="Character" name="AccountStatus" groupID="3" description="..." row cache="mShort" accessMask="16777216" type="Character" name="CharacterInfo" groupID="3" description="..." row cache="mShort" accessMask="8388608" type="Character" name="CharacterInfo" groupID="4" description="..." row cache="short" accessMask="4194304" type="Character" name="WalletTransactions" groupID="1" description="..." No please, these calls don't need to have an accessmask, as they are helper calls (subcalls). If I was CCP FoxFour I would remove access mask for MailBodies and NotificationText. |
Verite Rendition
Rionnag Alba Triumvirate.
136
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Posted - 2014.04.12 23:51:00 -
[46] - Quote
Wollari wrote: [indizies] military/strategic/industry indizies of nullsec systems. To not increase the already huge file of the Sovereignty API you could add an additional api just for the indizies only (solarSystemID + 3x indizies) otherwise combine them (which will make the api call just bigger). It depends on what works better for you and the cache/api system.
I would like to reiterate support for Wollari's request for indices.
If the system indexes were available via API, I would be able to use that information to better draw the influence and coalition maps. That information would allow me to better determine what systems are lived in/utilized, and therefore better weight the influence of systems in my calculations.
This is information that has been available via the in-game maps for years, but sadly has never been in the API.
Though I think it may be better to have the indices altogether, as opposed to a call for each system. Otherwise I don't think you'd like the ~2500 calls it would take to update the map each morning. |
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CCP FoxFour
C C P C C P Alliance
3025
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Posted - 2014.04.13 10:39:00 -
[47] - Quote
I will have a chat with the design department and see how they feel about these being added. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3026
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Posted - 2014.04.14 14:26:00 -
[48] - Quote
Assuming it passes code review I will be releasing the following API update on Tuesday (still has to pass code review but **** it right?)
So, planetary interaction. Before we talk about API stuff I want to discuss PI within EVE. You must understand that when PI was built it did something a bit crazy, it was built in such a way that it actually only updates and simulates when you look at it. Nice for us on server load, not so nice for the API since we only have access to the DB and cannot force a simulation update.
When thinking about PI however and what you want access to there are a few things:
- When do my PI extractor jobs expire expire
- How full/empty are all of my things
So, for #1 we actually store in the DB what the expire time is for extractor control units... so that doesn't take much...
As for #2, I don't know... for now I am hoping #1 makes doing this endpoint valuable enough and then will also spend a bit of time seeing what I can dig up for the contents stuff later.
All of the following endpoints require the characters API key to have access to the asset list.
/char/PlanetaryColonies /char/PlanetaryPins /char/PlanetaryLinks /char/PlanetaryRoutes
All of the endpoints will need characterID attribute, keyID, and vCode. You will then need planetID for all but the colonies endpoint.
Sample returns: http://pastebin.com/ZTmSFZu1
I am telling you this now so that if you have any suggestions you can tell me before I release this stuff and don't want to go back and touch it. :P CCP FoxFour // Game Designer // @regnerba
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Querns
GBS Logistics and Fives Support Goonswarm Federation
278
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Posted - 2014.04.14 15:12:00 -
[49] - Quote
CCP FoxFour wrote:Assuming it passes code review I will be releasing the following API update on Tuesday (still has to pass code review but **** it right?) So, planetary interaction. Before we talk about API stuff I want to discuss PI within EVE. You must understand that when PI was built it did something a bit crazy, it was built in such a way that it actually only updates and simulates when you look at it. Nice for us on server load, not so nice for the API since we only have access to the DB and cannot force a simulation update. When thinking about PI however and what you want access to there are a few things:
- When do my PI extractor jobs expire expire
- How full/empty are all of my things
So, for #1 we actually store in the DB what the expire time is for extractor control units... so that doesn't take much... As for #2, I don't know... for now I am hoping #1 makes doing this endpoint valuable enough and then will also spend a bit of time seeing what I can dig up for the contents stuff later. All of the following endpoints require the characters API key to have access to the asset list. /char/PlanetaryColonies /char/PlanetaryPins /char/PlanetaryLinks /char/PlanetaryRoutes All of the endpoints will need characterID attribute, keyID, and vCode. You will then need planetID for all but the colonies endpoint. Sample returns: http://pastebin.com/ZTmSFZu1I am telling you this now so that if you have any suggestions you can tell me before I release this stuff and don't want to go back and touch it. :P This is very exciting news. I'm glad you guys are willing to take a stab at it, given how bleak the prospects looked for a Planetary Interaction API.
Being able to tell how full launchpads, etc are would be very useful. However, maybe we can work backwards a bit -- would it be easier to expose an event log for launchpads, silos, command centers, and maybe even a customs office, detailing when things were added or removed by the user? If we had an idea of when these were changed manually, and perhaps the amount and types of items that were being moved, we could probably work backwards in the code ourselves to get a decent idea of how full a given pin is at any given time. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |
Two step
Aperture Harmonics No Holes Barred
4571
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Posted - 2014.04.14 15:17:00 -
[50] - Quote
CCP FoxFour wrote:Assuming it passes code review I will be releasing the following API update on Tuesday (still has to pass code review but **** it right?) So, planetary interaction. Before we talk about API stuff I want to discuss PI within EVE. You must understand that when PI was built it did something a bit crazy, it was built in such a way that it actually only updates and simulates when you look at it. Nice for us on server load, not so nice for the API since we only have access to the DB and cannot force a simulation update. When thinking about PI however and what you want access to there are a few things:
- When do my PI extractor jobs expire expire
- How full/empty are all of my things
So, for #1 we actually store in the DB what the expire time is for extractor control units... so that doesn't take much... As for #2, I don't know... for now I am hoping #1 makes doing this endpoint valuable enough and then will also spend a bit of time seeing what I can dig up for the contents stuff later. All of the following endpoints require the characters API key to have access to the asset list. /char/PlanetaryColonies /char/PlanetaryPins /char/PlanetaryLinks /char/PlanetaryRoutes All of the endpoints will need characterID attribute, keyID, and vCode. You will then need planetID for all but the colonies endpoint. Sample returns: http://pastebin.com/ZTmSFZu1I am telling you this now so that if you have any suggestions you can tell me before I release this stuff and don't want to go back and touch it. :P
Suggestions: 1) Add position of pins 2) Would be nice to have the stuff stored in each pin, even if it was only updated the last time you look at it. As long as you have that timestamp in the data, people could build stuff to guess when things were full 3) It seems silly to repeat the planet name, owner and whatnot in the calls that require planet ids. In fact, owner seems silly to have in there at all until I can take over someone's PI or something... :P 4) It is odd to me that upgrade level is on the colonies call but not in the pins call, but it isn't a huge deal. 5) Routes don't say what link(s) they are on, does the waypointX field refer to pins or links? I assume pins. Are we really only allowed 5 waypoints for a route? CSM 7 Secretary CSM 6 Alternate Delegate @two_step_eve on Twitter My Blog
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CCP FoxFour
C C P C C P Alliance
3028
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Posted - 2014.04.14 15:19:00 -
[51] - Quote
Two step wrote:CCP FoxFour wrote:Assuming it passes code review I will be releasing the following API update on Tuesday (still has to pass code review but **** it right?) So, planetary interaction. Before we talk about API stuff I want to discuss PI within EVE. You must understand that when PI was built it did something a bit crazy, it was built in such a way that it actually only updates and simulates when you look at it. Nice for us on server load, not so nice for the API since we only have access to the DB and cannot force a simulation update. When thinking about PI however and what you want access to there are a few things:
- When do my PI extractor jobs expire expire
- How full/empty are all of my things
So, for #1 we actually store in the DB what the expire time is for extractor control units... so that doesn't take much... As for #2, I don't know... for now I am hoping #1 makes doing this endpoint valuable enough and then will also spend a bit of time seeing what I can dig up for the contents stuff later. All of the following endpoints require the characters API key to have access to the asset list. /char/PlanetaryColonies /char/PlanetaryPins /char/PlanetaryLinks /char/PlanetaryRoutes All of the endpoints will need characterID attribute, keyID, and vCode. You will then need planetID for all but the colonies endpoint. Sample returns: http://pastebin.com/ZTmSFZu1I am telling you this now so that if you have any suggestions you can tell me before I release this stuff and don't want to go back and touch it. :P Suggestions: 1) Add position of pins 2) Would be nice to have the stuff stored in each pin, even if it was only updated the last time you look at it. As long as you have that timestamp in the data, people could build stuff to guess when things were full 3) It seems silly to repeat the planet name, owner and whatnot in the calls that require planet ids. In fact, owner seems silly to have in there at all until I can take over someone's PI or something... :P 4) It is odd to me that upgrade level is on the colonies call but not in the pins call, but it isn't a huge deal. 5) Routes don't say what link(s) they are on, does the waypointX field refer to pins or links? I assume pins. Are we really only allowed 5 waypoints for a route?
- You are not the first to ask, so OK but not sure what you guys will do with them.
- Will continue looking.
- Will consider removing that.
- /me shrugs, thats where it is. I could do another join and add it to the pins as well... but thats going to be blank for most.
- Waypoints are pins, so yea seems so.
CCP FoxFour // Game Designer // @regnerba
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Querns
GBS Logistics and Fives Support Goonswarm Federation
278
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Posted - 2014.04.14 15:38:00 -
[52] - Quote
CCP FoxFour wrote:You are not the first to ask, so OK but not sure what you guys will do with them.
With the locations of the pins, we can render pretty images of them. That's about all the locations are useful for since each player's hotspots are salted anyways. If it's easy to expose, it'd be fun to have. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |
Querns
GBS Logistics and Fives Support Goonswarm Federation
278
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Posted - 2014.04.14 16:31:00 -
[53] - Quote
Another request: is it possible to expose how many extractor heads are currently being deployed from the Extractor Control Unit? This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |
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CCP FoxFour
C C P C C P Alliance
3030
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Posted - 2014.04.14 16:33:00 -
[54] - Quote
Querns wrote:Another request: is it possible to expose how many extractor heads are currently being deployed from the Extractor Control Unit?
If you guys think thats of use...
I couldn't figure out what you would use that for. CCP FoxFour // Game Designer // @regnerba
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Querns
GBS Logistics and Fives Support Goonswarm Federation
278
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Posted - 2014.04.14 16:36:00 -
[55] - Quote
CCP FoxFour wrote:Querns wrote:Another request: is it possible to expose how many extractor heads are currently being deployed from the Extractor Control Unit? If you guys think thats of use... I couldn't figure out what you would use that for. It would let you determine how depleted a given setup is. You divide material extracted by number of heads and get an efficiency rating. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |
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CCP FoxFour
C C P C C P Alliance
3030
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Posted - 2014.04.14 16:43:00 -
[56] - Quote
Querns wrote:CCP FoxFour wrote:Querns wrote:Another request: is it possible to expose how many extractor heads are currently being deployed from the Extractor Control Unit? If you guys think thats of use... I couldn't figure out what you would use that for. It would let you determine how depleted a given setup is. You divide material extracted by number of heads and get an efficiency rating.
Will take your word, I don't know PI well enough. CCP FoxFour // Game Designer // @regnerba
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Querns
GBS Logistics and Fives Support Goonswarm Federation
278
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Posted - 2014.04.14 16:48:00 -
[57] - Quote
CCP FoxFour wrote:Querns wrote:CCP FoxFour wrote:Querns wrote:Another request: is it possible to expose how many extractor heads are currently being deployed from the Extractor Control Unit? If you guys think thats of use... I couldn't figure out what you would use that for. It would let you determine how depleted a given setup is. You divide material extracted by number of heads and get an efficiency rating. Will take your word, I don't know PI well enough. Thanks. This should be useful. :) This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |
Verite Rendition
Rionnag Alba Triumvirate.
137
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Posted - 2014.04.14 23:17:00 -
[58] - Quote
CCP FoxFour wrote:I will have a chat with the design department and see how they feel about these being added. Thank you, FoxFour. |
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CCP FoxFour
C C P C C P Alliance
3033
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Posted - 2014.04.15 13:13:00 -
[59] - Quote
Added long lat to pins, added what I *THINK* is quantity to pins (this should be an interesting one), but have not added ECU heads sorry. Will hopefully do that later. CCP FoxFour // Game Designer // @regnerba
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CCP FoxFour
C C P C C P Alliance
3033
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Posted - 2014.04.15 13:25:00 -
[60] - Quote
Verite Rendition wrote:CCP FoxFour wrote:I will have a chat with the design department and see how they feel about these being added. Thank you, FoxFour.
Seem to have approval to do this once I have some spare time. CCP FoxFour // Game Designer // @regnerba
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