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Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Drailen
New Eden Technology Services
26
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Posted - 2014.09.06 18:10:00 -
[1] - Quote
As updates to EveHQ had been stopped, I decided to resume development myself and bring it up to date for the Crius and Hyperion patches. This is currently available as a beta release as I'm still working on fixing things for the massive industry update. The download is available from https://bitbucket.org/NewEdenTech/new-evehq/downloads but please note:
- This is a test version so backup your %AppData%/EveHQ folder before using this just in case.
- Do report any errors/incorrect calculations/general funkiness, not only does this help you and me, but also everyone else.
- If you get any GÇ£Module ErrorsGÇ¥ while running, this is being caused by Windows security preventing access to the files simply because they have been downloaded from the web. To fix this, right-click the .dll files causing the problems, select Properties, then click the Unblock button. Everything should run as normal after that.
As I couldn't get the existing EveHQ domain, I have used my existing corp website to create a place where additional information can be found and discussed. There are still a few things to sort out (such as updating source code, making links etc) but most of the site is working.
http://newedentech.com |
Gethin Rex
Tributum Fraudisque
3
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Posted - 2014.09.06 18:22:00 -
[2] - Quote
Things can only get better from here on out :)
Wish you the best of luck and please continue the good work. |
Sieonigh
Vengance Inc. Space Warriors
16
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Posted - 2014.09.06 19:16:00 -
[3] - Quote
awsome, still need a feture for mind links to apply to fleet bonuses tab |
Nash MacAllister
Anomalous Existence Low-Class
165
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Posted - 2014.09.07 05:13:00 -
[4] - Quote
Great to hear EveHQ is still alive. By far my favorite Eve tool. Yes, if you have to ask yourself the question, just assume we are watching you... |
Pesadel0
the muppets DARKNESS.
84
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Posted - 2014.09.07 11:00:00 -
[5] - Quote
Thank you for your support on HQ :D |
Tony Sunz
Imperial Academy Amarr Empire
0
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Posted - 2014.09.08 01:51:00 -
[6] - Quote
Thank you for the continued work on EvE HQ. Much appreciated!! |
Logix42
Taxation Damnation
190
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Posted - 2014.09.08 03:40:00 -
[7] - Quote
Thank you for continuing to work on this! Will direct people here who are looking for EveHQ, maybe your fork can become the new primary?
Also, I don't see any code in that bitbucket repo? Go beyond the edge of space... Explore |
Samantha Elicia
Aliastra Gallente Federation
0
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Posted - 2014.09.09 10:35:00 -
[8] - Quote
Drailen wrote:If you get any GÇ£Module ErrorsGÇ¥ while running, this is being caused by Windows security preventing access to the files simply because they have been downloaded from the web. To fix this, right-click the .dll files causing the problems, select Properties, then click the Unblock button. Everything should run as normal after that.
Just FYI, this can quite easily be automated, saving you a good number of clicks
To automatically unblock all files, open a PowerShell commandline (either search for "Windows PowerShell" or just "PowerShell" in the start menu), navigate to the folder you've installed EveHQ in (e.g. cd 'C:\Program Files (x86)\EveHQ') and run the command "gci | Unblock-File" (gci = get child items aka list all items in folder, Unblock-File performs the unblocking). If you want to, you can also unblock all files in the StaticData folder, but that should cause no problems.
If you don't trust my explanation, feel free to check out this TechNet blog explaining the same commands: Microsoft TechNet |
Drailen
New Eden Technology Services
36
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Posted - 2014.09.09 19:14:00 -
[9] - Quote
Logix42 wrote:Thank you for continuing to work on this! Will direct people here who are looking for EveHQ, maybe your fork can become the new primary?
Also, I don't see any code in that bitbucket repo?
I had to figure out a way of making my fork public while retaining the commit history. Seemed to have sorted that now and updated the OP with the new link to downloads and source code. |
Magic Crisp
Amarrian Micro Devices Curatores Veritatis Alliance
164
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Posted - 2014.09.10 07:50:00 -
[10] - Quote
Thanks for putting effort into EveHQ, it's very good to see someone caring about it. When I get the chance, i'll test your updates :)
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Deimos Ovaert
Center for Advanced Studies Gallente Federation
18
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Posted - 2014.09.10 14:10:00 -
[11] - Quote
Many thanks for picking the development of EVEHQ back up. Due to RL commitments I've been unable to play recently and EVEHQ has been my crutch for fits, training queues and logistics (stuff logistics, not the ship type).
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Drailen
New Eden Technology Services
38
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Posted - 2014.09.10 21:53:00 -
[12] - Quote
I've updated the beta to fix HQF WH effects and to enable the blueprint manager to utilise the new blueprints API to obtain specific ME/TE/Run details.
It is available from the download site stated in the OP.
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Magic Crisp
Amarrian Micro Devices Curatores Veritatis Alliance
165
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Posted - 2014.09.11 06:43:00 -
[13] - Quote
So far so good.
thanks for updating it, and bringing it back to life :)
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Patrick Yaa
Starcade Group Elemental Tide
15
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Posted - 2014.09.11 06:51:00 -
[14] - Quote
Okay, because windows is apparently an a**** (news, news!) I can now no longer edit the files to unblock them. The WIndows Shell command doesn't work either... does anyone have suggestions to this? (Admin mode didn't help) |
Kacik Trest
Hypergalactic Holdings Ltd.
4
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Posted - 2014.09.11 13:12:00 -
[15] - Quote
I downloaded the new version yesterday and played with it. I am very grateful that you are doing this for the community.
I calculated several T2 ship blueprints in prism: blueprint calculator and encountered the following:
In the production resources tab, I clicked "build all resources if possible" and noted that the BP ME lvl of required input mats still allows for levels beyond 10.
After adjusting the input blueprint ME lvls in the poduction resources tab and selecting the batch resources tab, all t2 items disappeared from the batch resources tab; however rock requirements remained for t1 ship input items.
However, t2 items remain in the batch resources tab if I look at a t2 bp without adjusting the input BP ME lvls on the production resources tab. Adjusting the ME lvl of the actual T2 blueprint itself had no effect on the appearance or disappearance of the t2 items in the batch resources tab.
If I am doing something wrong, please let me know. |
Selous
Evil Turtles Chelonaphobia
0
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Posted - 2014.09.11 16:39:00 -
[16] - Quote
Samantha Elicia wrote:
To automatically unblock all files, open a PowerShell commandline (either search for "Windows PowerShell" or just "PowerShell" in the start menu), navigate to the folder you've installed EveHQ in (e.g. cd 'C:\Program Files (x86)\EveHQ') and run the command "gci | Unblock-File" (gci = get child items aka list all items in folder, Unblock-File performs the unblocking). If you want to, you can also unblock all files in the StaticData folder, but that should cause no problems.
This command does not work in Windows 7
I found the easiest way to do this was
download the zip file
goto the download directory / folder
right click on the zip file
click on the `unlock` button
click on apply
extract to directory
it runs fine yay profit
thanks for continuing the work on the most useful eve tool I have used. |
Drailen
New Eden Technology Services
40
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Posted - 2014.09.11 18:19:00 -
[17] - Quote
Kacik Trest wrote:I downloaded the new version yesterday and played with it. I am very grateful that you are doing this for the community.
I calculated several T2 ship blueprints in prism: blueprint calculator and encountered the following:
In the production resources tab, I clicked "build all resources if possible" and noted that the BP ME lvl of required input mats still allows for levels beyond 10.
After adjusting the input blueprint ME lvls in the poduction resources tab and selecting the batch resources tab, all t2 items disappeared from the batch resources tab; however rock requirements remained for t1 ship input items.
However, t2 items remain in the batch resources tab if I look at a t2 bp without adjusting the input BP ME lvls on the production resources tab. Adjusting the ME lvl of the actual T2 blueprint itself had no effect on the appearance or disappearance of the t2 items in the batch resources tab.
If I am doing something wrong, please let me know. Thanks for the info, I will look into this and try and get a fix out asap.
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Drailen
New Eden Technology Services
40
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Posted - 2014.09.11 20:31:00 -
[18] - Quote
OK, another update will be posted shortly. This will fix a number of issues in the BPCalc, including:
- Not being able to select/deselect an individual component of a T2 item to manufacture
- Subjob ME levels now confined to between 0 and 10
- Subjob material saving quantities now reported correctly
- Batch resources now working again
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Nolak Ataru
Incursion Osprey Replacement Fund LLC
200
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Posted - 2014.09.11 23:10:00 -
[19] - Quote
You are awesome! |
Vixorz
Cabronazos
60
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Posted - 2014.09.12 15:26:00 -
[20] - Quote
Thank you Drailen. Thank you so much. ;) |
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Eric Erle
Imperial Academy Amarr Empire
0
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Posted - 2014.09.12 20:43:00 -
[21] - Quote
I like this! |
Drailen
New Eden Technology Services
42
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Posted - 2014.09.12 21:10:00 -
[22] - Quote
I can appreciate that these beta versions don't have an installer so there may be some apprehension as to how this affects things.
First of all, back up your old settings. These beta versions look at the same user folder as the previous versions so best to keep these safe just in case. The easiest way to do this is to type %AppData%/EveHQ into the address bar of Windows Explorer and copy all the files in there to somewhere where you can get at them easy if something goes wrong.
I don't believe it really matters where you extract the files to. If you want to keep the older version files, then you can extract these new files to a separate folder such as like Documents/EveHQBeta. Otherwise, you can overwrite your existing EveHQ files that are in the Program Files folder.
Personally, I'm using the beta in it's own folder for now until I can figure out a new auto-upgrade routine. Future beta versions can be unzipped to the same location which will continue to use the same settings files in the AppData folder mentioned above.
Just to reiterate a crucial point as mentioned in the OP, if you get any GÇ£Module ErrorsGÇ¥ while running this beta, this is being caused by Windows security preventing access to the files because they have been downloaded from the web. To fix this, right-click the .dll files causing the problems, select Properties, then click the Unblock button. Everything should run as normal after that.
Hope that answers your question but let me know if you're still unsure about anything and I'd be happy to help.
Edit: Ah well, hope this is useful info for others |
6ie
The Kiwis
11
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Posted - 2014.09.12 21:50:00 -
[23] - Quote
Drailen, you rock - thank you. |
Drailen
New Eden Technology Services
43
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Posted - 2014.09.12 21:51:00 -
[24] - Quote
If anyone has any ideas on how to update EveHQ and store settings for remote/mobile use, please feel free to make comments on the website.
http://newedentech.com/forum/index.php?topic=7.0
I know it's another website to register with but with the disappearance of the old one, I'd like to try and build a community around this and upcoming versions. Not only does this provide some benefits to open-source developers (like me ), but also provides a central location for all EveHQ information and help.
Thanks!
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Drailen
New Eden Technology Services
43
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Posted - 2014.09.12 22:01:00 -
[25] - Quote
I'd also just like to say thank you to everyone who has commented, eve-mailed or donated.
The support has been great (as it always has been) and I hope to continue to improve EveHQ as we move into a new era for Eve.
Roll on these 6-weekly Eve patches!!
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Sieonigh
Vengance Inc. Space Warriors
18
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Posted - 2014.09.13 15:27:00 -
[26] - Quote
any chance you can add a module editor to the fitting tool? like the ship editor |
Drailen
New Eden Technology Services
44
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Posted - 2014.09.13 19:57:00 -
[27] - Quote
It's an interesting idea but I probably won't get round to looking at it for a while. If you can post an issue on the tracker (as a proposal), I will know to look at it at some point.
Cheers.
https://bitbucket.org/NewEdenTech/evehq/issues |
Nolak Ataru
Incursion Osprey Replacement Fund LLC
202
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Posted - 2014.09.14 16:38:00 -
[28] - Quote
Drailen wrote:It's an interesting idea but I probably won't get round to looking at it for a while. If you can post an issue on the tracker (as a proposal), I will know to look at it at some point. Cheers. https://bitbucket.org/NewEdenTech/evehq/issues
IIRC the reason the original guy didn't do it was something to do with the legacy code and how it kept crashing the build. I forget as it was a while ago when i last saw it. |
Drailen
New Eden Technology Services
45
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Posted - 2014.09.14 18:42:00 -
[29] - Quote
Technically, it should only require the changing of numbers in the specific HQF cache files. The most difficult part is creating the user interface to allow the modules to be modified or added. At least that's how it works when I designed the ship editor so unless anything has changed in the last couple of years.
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Drailen
New Eden Technology Services
45
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Posted - 2014.09.15 05:33:00 -
[30] - Quote
Just uploaded a revised version which fixes the import of blueprint details in the blueprint manager for corporations.
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