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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Sakari Orisi
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Posted - 2009.08.10 13:05:00 -
[1]
Edited by: Sakari Orisi on 10/08/2009 13:14:56 Edited by: Sakari Orisi on 10/08/2009 13:10:07 Python fitting assistant is a fitting tool I've been working on for a few weeks now. It started about a month back as an attempt at getting a decently working fitting tool on Linux (EFT is rather unstable with wine/mono on my box). 26 days later I finally got a fully working prototype and I need the community to test it, report bugs, request features, etc.
Highlights:
- Sleek interface written in GTK
- Fully cross-platform
- Novel Replacement for EFT
- Freely and easely extendable thanks to python
- Full ship and module support [Except for gang support related modules]
- Full Skill support
Enough babbling now, time for some screenshots: Main view
Ship browser
Character browser
Download
Installation instructions An updated README file is always bundled with the packages. But I'll supply instructions here too.
Windows
- Make sure you have the Microsoft Visual C Runtime installed
- Run downloadData.exe
- run pyfa.exe
Linux
- Make sure you have python 2.6, pygtk 2.x and gtk 2.x
- Start downloadData.py
- Start launch.py
Contact information There's usualy some people on our irc channel #pyfa in irc.freenode.org If there isn't, check the trac at: http://sourceforge.net/apps/trac/pyfa/
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Sakari Orisi
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Posted - 2009.08.10 13:07:00 -
[2]
Reserved (just in case)
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Sakari Orisi
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Posted - 2009.08.10 17:30:00 -
[3]
Edited by: Sakari Orisi on 10/08/2009 17:35:48 I've fixed the pathing issues and updated the 0.1b stages. It should be updated on all sourceforge mirrors within a few hours. (in the meantime you can force it to the master mirror)
I'll fix the top lines of downloadData.py and launch.py shortly as well
EDIT: it also fixes a bug where fits & characters were saved in ~/.pyfafits and ~/.pyfacharacters instead of ~/.pyfa/fits and ~/.pyfa/characters respectivly, you'll have to move around the files when updating from a stage without that fix.
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Sakari Orisi
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Posted - 2009.08.10 18:10:00 -
[4]
Originally by: Xianthar
Originally by: Sakari Orisi Edited by: Sakari Orisi on 10/08/2009 17:35:48 EDIT: it also fixes a bug where fits & characters were saved in ~/.pyfafits and ~/.pyfacharacters instead of ~/.pyfa/fits and ~/.pyfa/characters respectivly, you'll have to move around the files when updating from a stage without that fix.
along this same line files.ini is currently stored as ~/.pyfafiles.ini instead of ~/.pyfa/files.ini
That should've been fixed as well. Though about 30 minutes later then the other two.
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Sakari Orisi
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Posted - 2009.08.10 22:02:00 -
[5]
Originally by: Kurt Meyer #!/usr/bin/env python
Isn't this the standard?
I think so, but it wouldn't suit our purpose of using python 2.6, It'd use the default python version, which is usually 2.5 or even 2.4
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Sakari Orisi
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Posted - 2009.08.11 15:09:00 -
[6]
It seems /usr/bin/env python2.6 would be the correct line to add, thanks for the data :)
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Sakari Orisi
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Posted - 2009.08.11 16:28:00 -
[7]
Originally by: Skyvyr first off good work!
I've begun playing around with it, and I quite like it.
I've added a few bug tickets to your trac system. Sadly I don't know python real well, but I began poking around if I'm able to fix them I will submit the patches.
Thanks again,
I've fixed all 3 tickets, you can grab the latest build from git or wait till next monday for a new release to get them. (Don't forget to rerun downloadData after updating)
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Sakari Orisi
Dreams of Desolation Systematic-Chaos
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Posted - 2009.08.11 18:45:00 -
[8]
Originally by: Skyvyr
Originally by: Sakari Orisi
I've fixed all 3 tickets, you can grab the latest build from git or wait till next monday for a new release to get them. (Don't forget to rerun downloadData after updating)
aye, thanks, following the git commits now.
Shield booster amps are also not showing [boosted amts] properly, armor does, and ship bonuses do.
You got the shield booster fix committed as I fixed it locally ;)
Thanks again.
Fixed shield boost amps and the missile projection skills (I don't have any missile skills so those were kinda poorly tested heh)
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Sakari Orisi
Dreams of Desolation Systematic-Chaos
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Posted - 2009.08.11 20:26:00 -
[9]
Edited by: Sakari Orisi on 11/08/2009 20:31:42
Originally by: Xianthar
Originally by: Sakari Orisi
Fixed shield boost amps and the missile projection skills (I don't have any missile skills so those were kinda poorly tested heh)
cheers, allowing me to play more now :) I also openned a couple of new tickets.
i have a general question also, how thread/process safe is the access to the fits/character files? I'm wondering the possibility of running 2 or more instances at the same time to be able to compare multiple setups or ships side by side. right now it appears that writes to disk only occur on application exit but this may be the OS caching in effect.
That's correct, nothing is saved until application exit.
EDIT: Checked your tickets and answered them
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Sakari Orisi
Dreams of Desolation Systematic-Chaos
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Posted - 2009.08.12 14:15:00 -
[10]
Edited by: Sakari Orisi on 12/08/2009 14:16:21
Originally by: Ilyk Halibut Good job!
I'd love to see the fitting classes broken out into a redistributable Python module. It might get used a lot of other places and see a lot more attention. Might also lighten your load so you can just focus on UI stuff.
Everything related to logic is already in a seperate folder (called "model"), It's GPL licensed so anyone that wants to use it should feel free to do so (under the terms of the license, of course). That folder can live on it's own, so just taking it from the git, renaming it to fittinglogic (or whatever) and then putting it together with your other code should allow you to import and use it.
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Sakari Orisi
Dreams of Desolation Systematic-Chaos
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Posted - 2009.08.13 11:01:00 -
[11]
Originally by: Eraggan Sadarr After a short i run i must say: Good initiative!
Pros: - Open source :) - Ship browser is alphabetically sorted
Cons: - I miss the ability to show info on items - No right click and open the whole group of an item - you have to click on the little arrows instead just the group name to open a group in the item browser - you have to click search when type item names. search as you type would be nicer
Bugs: - API section: if i click connect several times i just get duplicate names in character list - If i add a character after i have made my first ship fit, it seems that the ship is gone and cant be reselected. Even though its the only ship in the list.
I will add to this list as i try it more :) Keep up the good work.
Almost all of the cons and bugs have been fixed on the git, which is due for public release on monday.
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Sakari Orisi
Dreams of Desolation Systematic-Chaos
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Posted - 2009.08.13 17:06:00 -
[12]
Originally by: Ilyk Halibut In case anyone was wondering, this does run (albeit with the really ugly looking) on MacOS X using the pyGTK from Macports.
Should be able to fix the ugly looks with a decent GTK+ theme, there should be a few around matching the looks of OS X
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Sakari Orisi
Dreams of Desolation Systematic-Chaos
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Posted - 2009.08.17 14:35:00 -
[13]
Pyfa 0.2a has been released ! It includes the following improvements:
- Gang support
- Projected effects support
- Lots of UI polishing
- Enhanced search capability [search as you type]
- Ability to change incoming damage pattern
- Ability to include gun reload time in dps and cap usage
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Sakari Orisi
Dreams of Desolation Systematic-Chaos
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Posted - 2009.08.17 19:51:00 -
[14]
Originally by: Gouverneur Looks pretty good, thanks for programming.
I'm missing dps on my Abaddon Fitting with Mega Modulated Pulse Energy Beam I's. It seems that the Bonus from Surgical Strike is missing in the Dmg-Multiplier Calculation.
The surgical strike is working for me, I have checked other obvious culprits but haven't seen to find any. Could you be a bit more detailed ?
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Sakari Orisi
Dreams of Desolation Systematic-Chaos
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Posted - 2009.08.17 21:12:00 -
[15]
Edited by: Sakari Orisi on 17/08/2009 21:11:51
Originally by: Gouverneur OK, Stats with Mutifrequency L Ammo and All 5 Char: PyFA: Dmg Multiplier:4,14 , Volley: 198,72, dps: 35,04762, duration unknown EFT: Dmg Mtpl.: 6,46875, Volley: 311, dps: 55, duration: 5,67
Dmg Mtpl.: 3,6*1,25(Large Turret)*1,15(Surg. Strike)*1,25(Amarr BS Shipbonus)= 6,4688 Volley: 6,4688*(28EM+20Therm)=310,5 Rate of Fire: 7,875*0,9(Gunnery)*0,8(Rapid Firing)=5,67sek. DPS: 310,5/5,67=54,7619
This has been fixed in the latest git (commit efb64b8) Cheers for the bug report :)
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Sakari Orisi
Dreams of Desolation Systematic-Chaos
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Posted - 2009.08.19 16:19:00 -
[16]
I'm proud to announce the release of pyfa 0.3a :)
This is the first beta release of pyfa and comes with many improvements and new features.
Major Highlights of 0.3a:
- Updated for apocrypha 1.5
- Full support for implants and boosters
- Import/Export support
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Sakari Orisi
Dreams of Desolation Systematic-Chaos
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Posted - 2009.08.20 04:28:00 -
[17]
Originally by: LordInvisible Edited by: LordInvisible on 19/08/2009 21:00:43 hmm, maybe i'm doing something wrong, but must i always select implants per fit? Can we get implants linked with pilot?
And there are some diferences between EFT and pyfa..
try this fit in both programs:
[Megathron Navy Issue, buffer] Damage Control II Amarr Navy Energized Adaptive Nano Membrane Amarr Navy Energized Adaptive Nano Membrane 1600mm Reinforced Rolled Tungsten Plates I 1600mm Reinforced Rolled Tungsten Plates I 1600mm Reinforced Rolled Tungsten Plates I Gallente Navy Magnetic Field Stabilizer Gallente Navy Magnetic Field Stabilizer
Medium Capacitor Booster II, Cap Booster 400 Domination Stasis Webifier Gallente Navy Stasis Webifier Domination Warp Scrambler
Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L Heavy Unstable Power Fluctuator I
Trimark Armor Pump I Trimark Armor Pump I Trimark Armor Pump I
Garde II x5
I get different EHP, dps, calibration points, not sure where to check shield/armor/hull stats, speed.
And u have a typo in Ressources and Resistance (make it with s, coz we are looking at more then one resist..)
Its would be nice to sum dps into one figure at the end. Show us layers HP, not layers EHP.
can we get some file import from EFT?? Copying and pasting every setup is stupid and boring..
Numbers: The numbers are a bit off due to me having derived my own formulas (as EFT is closed source I couldn't use the ones from there). They should however also be accurate and the numbers should be close enough for comparison. Anyone is free to check the formulas and submit corrections for them though.
EHP: I'll work on that
direct import from EFT: I'll see how hard it is to do. If it's not too hard I'll try to include it.
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Sakari Orisi
Dreams of Desolation Systematic-Chaos
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Posted - 2009.08.20 15:40:00 -
[18]
I'd like to announce the release of pyfa 0.3.1, this is mostly a bug release and fixes the following issues:
- Fix a bug where attributes without category were being ignored. This has the anoying side effect that several attributes regarding the new implants and T3 subsystems were being ignored
- Fix a bug where tech II missiles wouldn't get bonusses correctly
- Fix a bug that prevented shield resistance amplifiers from working
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Sakari Orisi
Dreams of Desolation Systematic-Chaos
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Posted - 2009.08.21 09:17:00 -
[19]
I'd like to announce yet another bugfix release: 0.3.2 This release fixes a number of bugs related to missiles, a crash when fitting ammo into modules (oops) and adds better support for drones.
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Sakari Orisi
Dreams of Desolation Systematic-Chaos
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Posted - 2009.08.21 16:53:00 -
[20]
Originally by: Xoth Freefall I know its probably too early for feature requests, but would it be possible to add something similar to the tracking guide, what would show dps and tracking vs different sized targets?
from playing with it briefly: 1.) would it be possible to set it to load ammo when we add guns or missiles to a ship? 2.) I'm getting diffent dps numbers on a t2 typhoon setup. With all lvl 5 skills and with just cruise and 1200mm, eft says 344, and pyfa says 292. Drones have the same damage. Will look at it more when i get back form work.
1) I accept feature requests as tickets on the trac system, just asking here will just result in me forgetting about it though. 2) Please do, There are a lot of little bugs that managed to sneak in resulting in numbers that are slightly off. :(
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Sakari Orisi
Dreams of Desolation Systematic-Chaos
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Posted - 2009.08.22 08:33:00 -
[21]
Originally by: Davinel Lulinvega
Originally by: jet800 Windows 7 x64 RC1, downloadData.exe runs successfully, but pyfa.exe gives this in the log:
Quote: Traceback (most recent call last): File "launch.py", line 17, in <module> File "gui\mainWindow.pyo", line 16, in <module> File "gui\shipBrowserWindow.pyo", line 15, in <module> File "model\category.pyo", line 15, in <module> File "model\sql.pyo", line 20, in <module> sqlite3.OperationalError: unable to open database file
Where is it installed? It runs fine on my laptop with the same os. I believe that error comes from not having write permission. Try moving it or running as admin.
That error comes from pyfa not finding the database file, this can mean two things: you didn't run downloadData.exe as the same user as pyfa.exe (admin doesn't matter here, just same overall user) OR downloadData.exe failed to write the database file due to some permission problems.
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Sakari Orisi
Dreams of Desolation Systematic-Chaos
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Posted - 2009.08.22 10:25:00 -
[22]
Originally by: Katrina vanTassel Got this error:
Quote: Traceback (most recent call last): File "launch.py", line 20, in <module> File "gui\mainWindow.pyo", line 85, in __init__ File "gui\window.pyo", line 26, in __init__ RuntimeError: could not create GladeXML object
Running Windows 7 RC here, MSVC runtimes are installed.
It seems the main.glade datafile cannot be found, it's normally in <pyfa base folder>/gui/main.glade. This can be caused by two things: You do not have permission to read that file (unlikely) OR you have made a shortcut to pyfa and have not told the shortcut the "run in" folder for pyfa should be the pyfa base folder
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Sakari Orisi
Dreams of Desolation Systematic-Chaos
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Posted - 2009.08.22 12:24:00 -
[23]
Originally by: Gouverneur I'm really missing a way to load/change/unload Ammo into (multiple) Modules without deleting them.
Any plans on adding drag'n'drop in the future? It would be nice to be able to disable Rigs.
If you select the "last" (=most bottom) module to put ammo in and then spam doubleclick the ammo it'll start changing ammo in the first module (=most top) first and then work it's way to the bottom.
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Sakari Orisi
Dreams of Desolation Systematic-Chaos
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Posted - 2009.08.22 14:58:00 -
[24]
Edited by: Sakari Orisi on 22/08/2009 15:01:06
Originally by: AstroPhobic Having trouble selecting ships to setup. Will select a ship, hit okay, then nothing happens.
The whole character import thing wasn't quite intuitive, mouseover labels probably would help there.
You probably forgot to give the fit a name, I haven't had the time to add an errormessage for that yet.
I'd also like to announce the release of pyfa 0.3.3, this is a bug-fix release aimed at addressing crashes and miscalculations in various parts of the application as well as making the export format more human readable.
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Sakari Orisi
Dreams of Desolation Systematic-Chaos
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Posted - 2009.08.22 15:31:00 -
[25]
Originally by: Drake Draconis Is this package available for Mac OS-X?
Surely you can do one considering they share many of the various Linux/Unix programming libraries.
I'd need someone to build a package first. After that I can just reuse it and change relevant files when new releases need to be made.
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Sakari Orisi
Dreams of Desolation Systematic-Chaos
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Posted - 2009.08.22 18:00:00 -
[26]
Edited by: Sakari Orisi on 22/08/2009 18:05:34
Originally by: Drake Draconis I think I could pull that off...
I have the development tools here... but I'm not sure where to start >.>;
Send me an EVEMail and we'll chat....
Because a Fitting tool for Mac's is desperately needed.
Could you join our irc channel ? #pyfa on irc.freenode.org
Originally by: AstroPhobic Edited by: AstroPhobic on 22/08/2009 18:01:19 An absolution is showing incorrect DPS readings, fairly sure the ship bonuses aren't applying.
6x Heavy Pulse II, Amarr Navy MF, 3x HS II, All level 5, drones off
pyfa: 412.2 DPS EFT: 687 DPS
It's exactly 60% of the EFT reading, when applying the all level 5 ship bonus (5% damage, 5% rof) you get .6*1.25/.75 = 1
Also, is there any place to check ship bonuses once you bring the fitting screen up? Without starting to make a new setup, that is.
edit: Also, suggesting any way to display the CPU and PG on mods before fitting... it helps a lot when trying to cram fits.
Fixed
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Sakari Orisi
Dreams of Desolation Systematic-Chaos
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Posted - 2009.08.22 23:51:00 -
[27]
Originally by: Drake Draconis
I'll keep an eye out for you on EVE. : O )
Will do, I should be on tomorrow
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Sakari Orisi
Aliastra
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Posted - 2009.08.23 16:44:00 -
[28]
I'm proud to announce the release of pyfa 0.3.4, this release adds price checking support [enable it by right clicking on the price part of the right pane and checking the checkbox] and fixes some bugs with T3 subsystems.
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Sakari Orisi
Aliastra
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Posted - 2009.08.24 21:35:00 -
[29]
Originally by: Seriously Bored Whoah, how'd I miss this. I look forward to trying to get it work on my Mac later.
I'd love to get news on how it worked, not much people have tried using it on mac so far.
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Sakari Orisi
Aliastra
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Posted - 2009.08.25 14:09:00 -
[30]
I'm proud to announce the release of pyfa 0.3.5, the highlights of this version are:
- Fix several crashes and bugs
- Color modules you don't have the skills for red
- Add a tooltip for scan resolution that lists lock times for often used ships
- Add an import from XML feature
- Add an option to load ammo into all valid modules
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Sakari Orisi
Aliastra
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Posted - 2009.08.25 16:13:00 -
[31]
Originally by: Atreus Tac What would be awesome and would be one extra USP over EFT would be to have the stats of the drones that are active. For example with sentries, it would show their optimal range and tracking. maybe with other combat drones it shows their MWD speed (which is very important) and with the Ewar drones it will show their whatever strenght. Dont know how hard that will be to do but it will help me alot. But anyway, well done
I've just finished adding this in the git, It'll be included in the next release of pyfa :)
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Sakari Orisi
Aliastra
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Posted - 2009.08.25 19:20:00 -
[32]
Originally by: Necrocavus In previous applications, there was an option indicating all related skills to specific ships/modules. It was very useful really. For example, it tell you for Cruise launchers T2 that Cruise Specialization, Guided Missiles, Advanced Weapon Upgrades, etc affect performance of the launcher. Same is valid for ships.
I've just finished adding this to the latest git tree, thanks for remember me to code that, had almost forgotten :p.
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Sakari Orisi
Aliastra
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Posted - 2009.08.25 19:57:00 -
[33]
Originally by: Josorna A bit of testing on my Win XP, using 0.35
First, error info, collected while first importing character through API, then messing around with some Abaddon setups:
H:\pyfa\win\library.zip\gui\mainWindow.py:109: PangoWarning: couldn't load font "MS Shell Dlg Not-Rotated 8", falling back to "Sans Not-Rotated 8", expect ugly output.
About 20 lines whining about missing fonts.
But, onto usage. Seems working basically fine, but at least on XP the bars which show the usage for cpu / grid / drones the text about percentage is almost unreadable. Also, I see no way of displaying actual hp of shields / armor / structure, as the HP listing only shows effective. Then, even though game lists say, energized plates as one big chunk on market, it's really easier to have them sorted like EFT does based on type. It just makes finding that wanted module a lot easier. Another sorting thing I'd like, is on rigs. First should be small / medium / large selection so when fitting you first make the selction of size, then just browse through the different rig types. At least I generally fit only one ship at a time, so there's no need to constantly select which size I'd want.
That's all I could think of now. Good work so far.
Fonts: Those warnings usualy mean you are missing some fonts on your system, as long as pyfa is displaying fine they are harmless.
HP: The actual shields/armor/structure can be displayed by right clicking anywhere in the fitting pane and hitting "view ship stats".
rigs & membranes: I'll look into the structure of the market browser, as it's indeed quite anoying. I'm going to do rigs ordering for sure, I'll also look into membranes but won't make any promesses there.
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Sakari Orisi
Aliastra
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Posted - 2009.08.26 11:30:00 -
[34]
I'm proud to announce the release of pyfa 0.3.6, the highlights of this build are:
- Several Bugfixes
- Add an option to autoset gang skills based on the active character's skills
- Add a section where you can see what items affect a certain item
- More drone stats directly visible in the drone pane instead of having to check the drone's stats
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Sakari Orisi
Aliastra
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Posted - 2009.08.26 14:37:00 -
[35]
Originally by: Seishi Maru Well the requirement of python 2.6 made it definitely useless for me. PAssed 3 hours trying to make it work, but due to the large difficulties of making python 2.6 install properly with binascci to install pygtk on it on any ubuntu.
Was really exited to working with that and even improving. But that si a really unhappy version of pythoon to choose :(
It should just be a matter of installing the python2.6 packages (Linkage for Jaunty) and pygtk.
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Sakari Orisi
Aliastra
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Posted - 2009.08.26 16:50:00 -
[36]
Edited by: Sakari Orisi on 26/08/2009 16:50:39
Originally by: Seishi Maru nope. P2.6 cannto compile correctly on ubuntu without screwing with the default python that is needed for the distribution to work on several systems. Simply cannot build some of the modules that are required for pygtk.
Ok, I just finished pushing a change that should make it work with both python 2.5 and 2.6, please tell me if you run into anymore problems.
edit: It's in the git tree
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Sakari Orisi
Aliastra
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Posted - 2009.08.26 19:13:00 -
[37]
Originally by: jet800
It is installed in C:\Downloads\new\pyfa-0.3.2-bin
DownloadData says "All files up to date!"
But error still occurs. UAC off, tried both admin and normal mode.
Did you try running downloadData.exe as admin as well?
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Sakari Orisi
Aliastra
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Posted - 2009.08.26 20:00:00 -
[38]
Originally by: Biterno Sintaph Oh, another quick note; .ico doesn't fly very well in Linux. Most Linux DE's/WM's want .jpg, .png, or .xpm files for their icons. Hence the choice of the rig icon above. Would it be possible to include both an .ico and a .jpg/.png/.xpm in the root /pyfa directory?
The default pyfa icon is already in the package, so I didn't readd it, it's gui/icons/cpu.png :)
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Sakari Orisi
Aliastra
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Posted - 2009.08.27 06:52:00 -
[39]
Originally by: Drake Draconis So far so good!
No problems... needs error messages to explain the sudden non-responsiveness of clicking OK when its obviously wanting you to give your fit a name and such.
Great job! This has potential to go very far for the Macintosh platform!
Very nice job on getting it to work on mac ! Could I get some screenshots to add to the screenshot section ? (Also, if it looks ugly you can add a gtk theme btw)
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Sakari Orisi
Aliastra
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Posted - 2009.08.27 08:20:00 -
[40]
Originally by: alvazir Works great on Arch, however i get an error when try to add Small Energy Neutralizer to a Sentinel.
Quote: Traceback (most recent call last): File "/home/xxx/Desktop/pyfa-0.3.6-src/gui/mainWindow.py", line 1507, in itemsClicked self.addItem(widget) File "/home/xxx/Desktop/pyfa-0.3.6-src/gui/mainWindow.py", line 1203, in addItem self.fittingChanged() File "/home/xxx/Desktop/pyfa-0.3.6-src/gui/mainWindow.py", line 552, in fittingChanged fit.calculateModifiedAttributes() File "/home/xxx/Desktop/pyfa-0.3.6-src/model/fitting.py", line 537, in calculateModifiedAttributes effect.func(effect, self) File "/home/xxx/Desktop/pyfa-0.3.6-src/model/effects/eliteBonusElectronicAttackShipEnergyNeutRange1.py", line 7, in eliteBonusElectronicAttackShipEnergyNeutRange1 self.item, extraMult = level) File "/home/xxx/Desktop/pyfa-0.3.6-src/model/effects/customEffects.py", line 94, in boostModListByReq helper(module, attrName, bonus, bonusAttrCont, **kwargs) File "/home/xxx/Desktop/pyfa-0.3.6-src/model/effects/customEffects.py", line 84, in boost currAttr = module.attributes[attrName] KeyError: 'maxRange'
I've just fixed this on the latest git
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Sakari Orisi
Aliastra
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Posted - 2009.08.27 14:05:00 -
[41]
Originally by: Attiladehun Edited by: Attiladehun on 27/08/2009 13:47:45 Very nice program, Looks very good.
I think there is a bug with Warfare links installed on command ships. For some reason it is giving me a yellow mark if i install 3 modules on the claymore. Not sure if this should be or not, but i don't see why it is giving that.
Are the bonuses from these modules also calculated into the ship?
Also if you have multiple setups and i want to look through them (top left), the list is arranged in a strange order. The list also disappears when i move my mouse away, this is not really wrong but rather depends on the problem above cause it's difficult to read.
I've fixed the bug where you wouldn't be able to enable more then one module even on command ships.
What do you mean with "strange order" ?
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Sakari Orisi
Aliastra
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Posted - 2009.08.27 20:18:00 -
[42]
Originally by: jet800 Edited by: jet800 on 27/08/2009 15:46:07
Originally by: Sakari Orisi Did you try running downloadData.exe as admin as well?
Yes, this doesn't matter - downloadData.exe works(saying that the files are up) both under normal and admin accounts. And pyfa fails in both of above :)
Originally by: Drake Draconis Wrote a shell script for Mac Users to aide in the launching of the program without the messiness of shell prompt.
Could you check your C:/documents and settings/<username>/.pyfa/ folder and check if files.ini, eve.db and an icons folder are there ?
Check here ---> Linkage
Cheers for all the work on mac so far :)
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Sakari Orisi
Aliastra
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Posted - 2009.08.28 05:49:00 -
[43]
Originally by: jet800 Edited by: jet800 on 27/08/2009 15:46:07
Originally by: Sakari Orisi Did you try running downloadData.exe as admin as well?
Yes, this doesn't matter - downloadData.exe works(saying that the files are up) both under normal and admin accounts. And pyfa fails in both of above :)
Could you check C:/Documents and settings/<your username>/.pyfa/ and see what's in that folder ?
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Sakari Orisi
Aliastra
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Posted - 2009.08.28 13:24:00 -
[44]
Originally by: Attiladehun Something that i found out on my Vista pc, is that when i choose one of my other setups the program does not addapt to it. I can see the setup but all the data related to this ship is not updated. I've not seen this on my XP laptop though.
So far i'm starting to like it, just some minors things :)
Did you get any error messages when closing pyfa when that happened ? (they should be in a file called pyfa.exe.log in the same directory as pyfa.exe)
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Sakari Orisi
Aliastra
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Posted - 2009.08.28 15:15:00 -
[45]
Edited by: Sakari Orisi on 28/08/2009 15:24:14
Originally by: Drake Draconis You didn't answer my question about updating your program.
does the download script do that or do I have to reinstall the program every time?
The downloadData script currently only takes care of updating the extra files, so the program itself still has to be updated manualy unfortunatly :(
Originally by: jet800 Here is it's contetnts: folder icons with subfolder 16_16 and icons in it eve.db file files.ini file
Maybe trouble is in my username - it's cyrrilic. But idk how this may affect - downloader is working as it should as I can see.
This is rather weird, as both use the same code to figure out where the files are.
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Sakari Orisi
Aliastra
|
Posted - 2009.08.28 19:08:00 -
[46]
Originally by: Ancy Denaries
Originally by: Cerui Tarshiel Nice to see an opensource fitting tool being developed. I'll probably continue to use eft for a while because I'm a lazy git but the user interface does look nice.
One thing, could you add a feature which was in quickfit to display the modules that would fit int the slot/slots left with the pg and the cpu you had.
THIS. A feature I sorely miss from Quickfit. Great work so far! \o/ You accept donations?
I'm planning to implement such a feature as a plugin once I get a pluggin system up and running. ISK donations are always very welcome :)
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Sakari Orisi
Aliastra
|
Posted - 2009.08.29 06:15:00 -
[47]
Edited by: Sakari Orisi on 29/08/2009 06:15:51 Edited by: Sakari Orisi on 29/08/2009 06:15:20
Originally by: Keil metwo Edited by: Keil metwo on 28/08/2009 20:04:16
Originally by: Attiladehun I've tested a bit more yesterday and i see that when you start up the program the top left setup list is correctly displayed. However when you select 1 setup and want to check another setup. The list is totally different then before like i mentioned (there is a large space after the icon so that the list gets longer in the width for some reason, also the clicking gets annoying on the button cause the setup list disappears when i short click on the button. I have to keep my mouse button pushed to keep the list open).
Something that i found out on my Vista pc, is that when i choose one of my other setups the program does not addapt to it. I can see the setup but all the data related to this ship is not updated. I've not seen this on my XP laptop though.
So far i'm starting to like it, just some minors things :)
second this. vista machine.32 bit. import setup from eft. then imported a second fitting. can see all the mods and applied skills. however the stats section is totally blank.
also can not save more then one api?
however looks very good. i like it. very nice work.
The app stops whatever it was doing (in your case: updating the fitting pane) when it gets an error. So if you get one it's normal that the data isn't updated. I've fixed the bug you copy/pasted in this thread on the latest git, and will probably release it in a patch later today.
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Sakari Orisi
Aliastra
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Posted - 2009.08.29 13:24:00 -
[48]
I'd like to announce the release of pyfa 0.3.7. It features a lot of bugfixes but also a few new features. It has the following highlights:
- No longer stop processing when an effect crashes
- Fix several crashes and miscalculations
- Add Several missing effects
- Display mining yield instead of firepower if the ship has 0 dps
- Lower python version requirment to python 2.5
- Add the ability to add fits to projected effects and gang bonusses
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Sakari Orisi
Aliastra
|
Posted - 2009.08.29 17:13:00 -
[49]
Originally by: DTson Gauur Very nice program, but atm. totally unusable since getting an error halts the whole execution and hence you cannot do anything. This happens to me when loading a fit imported from EFT.
Please use a font that is universally available, like Verdana / Arial (MS Shell Dlg is ONLY available on Win2k and WinXP)
Implants (atleast crystals) are not taken into account when counting shield boost amount. case in note: Gistii B-Type Small Shield Booster with my skills and low-grade crystals boosts 71.3 hp per cycle , in pyfa it shows up as 61.7 hp / cycle.
Atleast Advanced Long Range Rocket velocities are off by a fair margin, again with my skills and implants (low-grade crystals , ZML100 , ZMS100 , ZMM100: Hawk , Rocket Launcher II , Thorn Javelin Rocket SHOULD BE: Velocity 6813.45 m/s where as it is only: 4866.75 m/s
All of these issues should be fixed with the latest build. Only one issue remains (just noticed it) and that is that import from XML is currently bugged. It'll be fixed by next build. (fix is already on git)
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Sakari Orisi
Aliastra
|
Posted - 2009.08.29 20:58:00 -
[50]
Edited by: Sakari Orisi on 29/08/2009 21:00:49
Originally by: Jim McGregor Edited by: Jim McGregor on 29/08/2009 20:04:56
Good work guys. This is why python rocks (besides it being awesome in terms of ease of use and productivity). You can run the program on all platforms.
I dont think hard linking to python25 is a very good idea. All distributions will have different names for the symbolic links to some kind of version of python. It would be better if you just solved it something like this in the code:
import platform version = platform.python_version_tuple() if int(version[0]) is 2 and int(version[1]) < 6: print "ERROR: Python version needs to be at least 2.5."
I've added this to the latest git, It'll be in the next build
Originally by: Kadesh Priestess Glad to see such active development. Promise to drop some isks when may debts get repaid.
Do you prefer to report bugs using trac or just posting it here, keeping trac only for feature requests?
I'll post new bug here for now:
Quote: darkphoenix@Kreo:~$ python /home/darkphoenix/src/pyfa/launch.py
(launch.py:18125): libglade-WARNING **: could not find glade file 'gui/main.glade' Traceback (most recent call last): File "/home/darkphoenix/src/pyfa/launch.py", line 20, in <module> window = mainWindow.mainWindow() File "/home/darkphoenix/src/pyfa/gui/mainWindow.py", line 93, in __init__ window.__init__(self, "main", signalsDict) File "/home/darkphoenix/src/pyfa/gui/window.py", line 26, in __init__ glade.XML.__init__(self, self.gladeFile) RuntimeError: could not create GladeXML object darkphoenix@Kreo:~$ cd /home/darkphoenix/src/pyfa/ darkphoenix@Kreo:~/src/pyfa$ python launch.py
As you can see, i can launch pyfa only if my current directory points to pyfa folder. Otherwise - i get crash. No a big deal, but for creating launchers it's much more convenient to use launcher features w/o shell scripts.
Iirc, .desktop files have the ability to use a certain directory as working directory, there is a .desktop file to use a bit earlyer in this thread. (the same is true for launchers/shortcuts on most OS for that matter)
edit: linky to the post: Linkage
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Sakari Orisi
Aliastra
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Posted - 2009.08.30 06:22:00 -
[51]
Originally by: Drake Draconis Updated Mac Notes for updating PYFA....
Linkage
Also.. instead of listing specific directories for downloading files... could you list the main directory instead?
http://sourceforge.net/projects/pyfa/files/
Don't know how "git" works... so yeah...
If git is installed, grabbing pyfa should be as easy as running "git clone git://pyfa.git.sourceforge.net/gitroot/pyfa/pyfa" . Afterwards you can update pyfa to the latest version by running "git pull" while in pyfa's directory
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Sakari Orisi
Aliastra
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Posted - 2009.08.30 14:42:00 -
[52]
Originally by: Sakari Orisi
Cool. You may also want to check if your application works with Python 3. Since its another branch, there may be stuff that doesnt work. If it doesnt, add a check for python 3 to the program. :)
It most likely doesn't, but I'm 99% sure the 2to3 tool can convert it.
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Sakari Orisi
Aliastra
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Posted - 2009.08.30 17:24:00 -
[53]
Originally by: Mes Caline I use vista 32bit. What advantages does this tool have over EFT?
I also noticed that whenever i try to fit a medium energy neut II to a curse setup, it just removes the curse setup window and forces me to start again - however i am using an old version.
Maybe add in an automatic updater?
It has over EFT the fact it's actualy updated for the latest patch, the fact it's open source and it's OS-independant.
I've just fixed the bug that caused the fitting screen to blank out, it'll be included in the next release, which will be in the next few days. (probably tuesday)
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Sakari Orisi
Aliastra
|
Posted - 2009.08.30 18:48:00 -
[54]
Originally by: Flavie Arch Edited by: Flavie Arch on 30/08/2009 18:34:41 Edited by: Flavie Arch on 30/08/2009 18:33:45 Edited by: Flavie Arch on 30/08/2009 18:33:06 Don't bite... I tried very hard, but I just can't remove modules I installed on a ship. Right clic only allows me to view the stats, delete key won't delete, etc.
That sound terribly retarded of me, just how do you remove/change a module ?
[Edit : edited to explain the editions] [Edit : previous edit consequently failed]
just doubleclick them
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Sakari Orisi
Aliastra
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Posted - 2009.08.30 19:11:00 -
[55]
Originally by: Attiladehun Hey Sakari,
I've downloaded your new version and tried an interdictor setup (heretic). When i try to load standard rocket ammo into a rocket launcher (arbalest), the setup totally disappears. When i retry, i do get the same issue.
Keep up the good work :)
I've fixed this in the latest git
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Sakari Orisi
Aliastra
|
Posted - 2009.08.31 07:50:00 -
[56]
Originally by: Kadesh Priestess I don't see speed, signature and some other attributes of the ship. As far as i understand these are 'missing effects', right?
Also, for present effects - e.g. DPS. When i overheat turret overall setup DPS is not increased. Is overheat another kind of missing effect?
Signature radius and speed can be seen on the bottom of the right pane, in the "Misc" section. Other things can be found by right clicking on the fitting pane and hitting "View Ship Stats"
What turrets aren't working with overheating exactly ? they *should* be working.
Originally by: Kazacy I am sorry to say but i found a bug. When i fit a medium unstable neutralizer on a pilgrim the fit disappears entirely; i tried even with the latest git snapshot and the bug still remain.
This was already fixed on the latest git somewhere yesterday.
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Sakari Orisi
Aliastra
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Posted - 2009.08.31 11:21:00 -
[57]
Edited by: Sakari Orisi on 31/08/2009 11:23:07
Originally by: Kadesh Priestess Edited by: Kadesh Priestess on 31/08/2009 09:34:20 Got a question regarding trac.
I filled several tickets (user darkfenx) and added myself to cc list in some of them, but i do not get any email notifications, even for issues that have been changed. Does trac have some other form of notifications or it's my email provider problem?
edit: aha, filled couple of fields in preferences, let's see if this helps.
the cc field takes a username, it seems you filled an email directly
EDIT: however, as you're the creator of the tickets, you should get an email to the email adress set in your preferences anyway
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Sakari Orisi
Aliastra
|
Posted - 2009.08.31 12:29:00 -
[58]
Edited by: Sakari Orisi on 31/08/2009 12:29:13
Originally by: Kadesh Priestess 1) When you resolved something in a way that's not 100% correct from my perspective, do you want us to open new ticket or reopen resolved one (with corresponding comments about what needs to be corrected)?
Reopening is the right thing to do in that case.
EDIT: spelling
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Sakari Orisi
Aliastra
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Posted - 2009.08.31 18:10:00 -
[59]
I'd like to announce the release of pyfa 0.3.8, this is strictly a bugfix release.
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Sakari Orisi
Aliastra
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Posted - 2009.09.01 17:18:00 -
[60]
Originally by: Kadesh Priestess Thx for update, at last it became completely usable when running on linux box with python 2.5
Ya, sorry for not noticing that bug earlyer, I don't use python 2.5 myself :(
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Sakari Orisi
Aliastra
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Posted - 2009.09.02 16:10:00 -
[61]
Originally by: Kadesh Priestess
Originally by: Attiladehun Edited by: Attiladehun on 02/09/2009 11:17:25 Hey Sakari,
Can you check out the T3 cruisers? I tried a setup of the loki with "Adaptive Augmenter" which gives a bonus of 5% resist per lvl on armor. When i set my skills to lvl5 or lvl0 nothing changes on the resists. Only on hardeners the situation changes. Log: mainWindow.py:443: GtkWarning: Don't know color `<GdkColor at 0x1866f50>' Traceback (most recent call last): File "gui\mainWindow.pyo", line 1531, in itemsClicked File "gui\mainWindow.pyo", line 1221, in addItem File "gui\mainWindow.pyo", line 549, in fittingChanged File "model\fitting.pyo", line 574, in calculateModifiedAttributes TypeError: unsupported operand type(s) for +: 'exceptions.KeyError' and 'str' library.zip\gui\mainWindow.py:443: GtkWarning: Don't know color `<GdkColor at 0x1873000>' library.zip\gui\mainWindow.py:443: GtkWarning: Don't know color `<GdkColor at 0x186f090>' library.zip\gui\mainWindow.py:443: GtkWarning: Don't know color `<GdkColor at 0x186f000>'
This flaw seems to be fixed in latest git version
Indeed, you can expect a release with the fix (among other things) within a few days.
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Sakari Orisi
Aliastra
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Posted - 2009.09.03 15:14:00 -
[62]
Details of any item/drone/skill/gang bonus/whatever can be seen simply be right clicking the thing in question and clicking "View Stats"
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Sakari Orisi
Aliastra
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Posted - 2009.09.03 17:33:00 -
[63]
Originally by: DZ Cielo problem seems to be the resistance amplifiers, when i take those off my fit the numbers match in eft and pyfa. only when i add the resistance amps in pyfa do they change, in pyfa my shield recharge rate goes up when i add amps, in eft it doesnt,
hope this helps
That makes no sense, the amps should increase your passive tank.
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Sakari Orisi
Aliastra
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Posted - 2009.09.03 18:12:00 -
[64]
Originally by: DZ Cielo The LSE's seem fine for me, ubless you mean its a bug in eve itself which is probably why it only gives me 40.0 in the in game fitting screen but both eft and pyfa give me 51.94hps without any amps, soon as i add "Heat Dissipation Amplifier I", "Kinetic Deflection Amplifier I" and "Magnetic Scattering Amplifier I" it changes in eft it stays at 51.94hps but in pyfa it goes upto 71.0.
so i'm guessing the bug with the LSEs is in eve itself?
The bug with LSEs was in pyfa, it didn't add bonusses from skills to shield capacity to extenders
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Sakari Orisi
Aliastra
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Posted - 2009.09.03 19:25:00 -
[65]
Originally by: DZ Cielo Edited by: DZ Cielo on 03/09/2009 19:01:41 just ran my drake out of curiosity and have 371.6hps passive shield regen in pyfa and 174.16 in eft and 174 in the eve ingame fitting screen again drops to 341 soon as i take the heat dissipation amplifier out and in eve if i unfit it my shields stay at 174hps
Invulnerability Field I Large F-S9 Regolith Shield Induction Large F-S9 Regolith Shield Induction M51 Iterative Shield Regenerator M51 Iterative Shield Regenerator Heat Dissipation Amplifier I
Beta Reactor Control: Shield Power Relay I Beta Reactor Control: Shield Power Relay I Beta Reactor Control: Shield Power Relay I Beta Reactor Control: Shield Power Relay I
Medium Core Defence Field Purger I Medium Core Defence Field Purger I Medium Core Defence Field Purger I
Working fine for me, are you sure your EFT is up to date ?
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Sakari Orisi
Aliastra
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Posted - 2009.09.03 21:50:00 -
[66]
Edited by: Sakari Orisi on 03/09/2009 21:53:09
Originally by: DZ Cielo Edited by: DZ Cielo on 03/09/2009 21:44:10 [Drake, Drake]
Large F-S9 Regolith Shield Induction Large F-S9 Regolith Shield Induction M51 Iterative Shield Regenerator M51 Iterative Shield Regenerator Heat Dissipation Amplifier I Invulnerability Field I
Beta Reactor Control: Shield Power Relay I Beta Reactor Control: Shield Power Relay I Beta Reactor Control: Shield Power Relay I Beta Reactor Control: Shield Power Relay I
Medium Core Defence Field Purger I Medium Core Defence Field Purger I Medium Core Defence Field Purger I
--------------------------------------------------- Ingame fitting screen tells me 174hps EFT tells me 174 hps (224.3 if i select "all level 5 skills") PYFA tells me 371 hps, (559hps if i select "all level 5 skills")
edit: added the all level5 numbers to make comparison easier
EFT with no skills: 269 HP/S EFT with all 5: 614 HP/S pyfa with no skills: 269.5 HP/S pyfa with all 5: 614.5 HP/S
I can see no difference between both programs, are you sure you have settings identical on both pyfa and EFT ? (the 559 HP/S from pyfa in your build is normal though, as you're using a build without a fix for large shield extenders)
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Sakari Orisi
Aliastra
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Posted - 2009.09.04 11:47:00 -
[67]
Originally by: Kadesh Priestess [It will be possible - there'll be special damage profile that cuts thru your resists, ie enabling you to see actual recharge/boost/repair rates.
Indeed, I'm hoping to be able to get that in by monday.
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Sakari Orisi
Aliastra
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Posted - 2009.09.06 17:17:00 -
[68]
I'm proud to announce the release of a small website for pyfa, you can find it at http://pyfa.sf.net
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Sakari Orisi
Aliastra
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Posted - 2009.09.06 18:38:00 -
[69]
Originally by: Biakuzolm When trying the following loadout in Pyfa and EFT, I can't get the same optimal range for Missile launchers. With all skills level 5 and Mjolnir torpedoes ammo, Pyfa says 30.4 Km, whereas EFT says more than 60 Km (which is more relevant).
I have the same issue with other ammo. Any solution, already known bug?
[Purifier, SB]
'Arbalest' Siege Missile Launcher, Mjolnir Torpedo 'Arbalest' Siege Missile Launcher, Mjolnir Torpedo 'Arbalest' Siege Missile Launcher, Mjolnir Torpedo
I've fixed this, the 20% velocity bonus wasn't getting included, thanks for the report !
Originally by: Liang Nuren Does anyone else find this app really alot harder to use than is necessary?
-Liang
What exactly do you find hard to use ? I can try to make it easyer
Originally by: nakKEDK maybe a dumb question, but what does this have compared to the other eft?
Well, it works on all platforms, is updated quite a bit faster after a new patch, is open source and from tomorrow's build on people will be able to write plugins for it !
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Sakari Orisi
Aliastra
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Posted - 2009.09.07 07:58:00 -
[70]
Originally by: Biakuzolm
Originally by: Kismo Download the source with git, and then git pull when he says it's fixed. If you are on windows you will want to download Python 2.6, GTK+ with Glade, and maybe setuptools for any plugins that come along.
Thanks for your answer! I'm a complete noob at using git. I'm not sure I'm doing everything right, but it works! By the way, I'm on Linux.
I'm glad to hear that it works now :)
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Sakari Orisi
Aliastra
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Posted - 2009.09.07 13:25:00 -
[71]
I'd like to announce the release of pyfa 0.4 ! It features a brand new plugin system (along with the usual set of bugfixes and polish) that lets other developers add functionality to pyfa. Anyone wanting help for writing plugins is free to contact me either via mail or via IRC :)
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Sakari Orisi
Aliastra
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Posted - 2009.09.07 17:15:00 -
[72]
Originally by: Necrocavus In windows, it refuse to run.
Quote:
Traceback (most recent call last): File "launch.py", line 20, in <module> File "gui\mainWindow\__init__.pyo", line 44, in __init__ ImportError: No module named characterSelection
Sorry about this, I forgot to include some files in the build, it should be fixed now (use the master mirror)
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Sakari Orisi
Aliastra
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Posted - 2009.09.07 21:53:00 -
[73]
Originally by: NightmareX Edited by: NightmareX on 07/09/2009 19:51:30 Hey Sakari Orisi.
I have a question to you about the Python Fitting Assistant.
Is it possible to add lines between the each Slots, like High-Slot and then Med-Slot with a line with the text in?, like it's in EFT.
It's so much easier to see what's under High-Slot and Med-Slot etc if you can do that.
Anyways, thanks for a great program.
I tried to add this, but it looks rather ugly, I'll however look into some light background coloring, would that be ok for you ?
Originally by: DZ Cielo
Originally by: Sakari Orisi
Originally by: Kadesh Priestess [It will be possible - there'll be special damage profile that cuts thru your resists, ie enabling you to see actual recharge/boost/repair rates.
Indeed, I'm hoping to be able to get that in by monday.
any luck with this yet? cant seem to find it in 0.4
I didn't have time to add this, I'm sorry :( The plugin engine took more time then expected
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Sakari Orisi
Aliastra
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Posted - 2009.09.08 08:33:00 -
[74]
Originally by: Zakgram OSX instructions?
The best way is to get gtx-osx installed and working as well as python (at least 2.5) and pygtk, instructions for gtk-osx can be found at http://sourceforge.net/apps/trac/gtk-osx/wiki/Build and instructions for pygtk can be found at http://sourceforge.net/apps/trac/gtk-osx/wiki/PyGtk.
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Sakari Orisi
Aliastra
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Posted - 2009.09.08 17:16:00 -
[75]
Originally by: Josorna Edited by: Josorna on 08/09/2009 16:46:10 Time for some more bugreports.
First, drone sharpshooting doesn't affect anything, optimal doesn't at all no matter which level you have.
Second, as I've said a few pages back
This is on Windows XP, default theme. The percentages are barely readable. And, not everyone uses a custom theme, so it'd be good if they're undependant of your OS settings / look.
And, umm, the rigs are still sorted like they're in game, instead of first selecting size, then type (like it's in EFT). Though this isn't a real bug as this is how it's in game it'd still be easier that way .
Edit: Strategic cruisers have wrong race icons except for Legion. Proteus is shown Amarr icon, Loki is Bloodraider and Tengu Sansha in the ship browser menu. Edit2: At least Legion, any offensive sub adds correct amount of hardpoints for turrets / missiles. However, when adding guns, each fitted gun / launcher gives additional hardpoints for respective weapons group.
The strategic cruisers icon is a bug in ccp's database dump (all strategic cruiser skills are tagged as amarrian) so I can't fix it :( I fixed the other bugs though and I'll look into filtering rigs eventualy
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Sakari Orisi
Aliastra
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Posted - 2009.09.09 07:49:00 -
[76]
Originally by: Josorna Second, as I've said a few pages back <img> This is on Windows XP, default theme. The percentages are barely readable. And, not everyone uses a custom theme, so it'd be good if they're undependant of your OS settings / look.
Bad idea to make sw indepent of a platform look and feel imo. Instead i think it's possible to change theme included into windows package. Anyway, ticket for this issue is filled in trac.
I think it's actualy possible to chance this in the windows control pannel (not entirely sure though) as the windows theme inherits its settings from there.
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Sakari Orisi
Aliastra
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Posted - 2009.09.09 13:38:00 -
[77]
Edited by: Sakari Orisi on 09/09/2009 13:38:48
Originally by: Biakuzolm Edited by: Biakuzolm on 09/09/2009 10:27:58
Originally by: Kadesh Priestess
Originally by: Biakuzolm Edited by: Biakuzolm on 07/09/2009 22:36:04 Sakari, in my previous post I said the only thing annoying, in my opinion, in Pyfa is that we have to manually reimport API when we want to update our character bonuses.áI just did it again, and I thought once again to exactly the same thing.áDo you plan to add an automatic API update feature?
I.e. you want pyfa to update character skills on periodic basis? Or just to remember character choice once and forever?
I think we could have the best of both.
Update character skills (and implants, in future) on periodic basis, just like GtkEVEMon or EVEMon do, is a must in my opinion. But in addition to that, it would be great if it was possible to distinguish actually known skills from skills manually selected in Pyfa. This way, it would be possible to see directly if a loadout is actually useable with a given character, depending on the skills this characters knows, and what additionnal skills must be trained to improve this loadout or make it useable. I have absolutely no experience with dev, but I see it very simple: actual skills are default skills, written in black, periodically updated; planned skills are manually added in Pyfa skill browser and are written in red, saved (through different profiles? I may be asking too much here :]).
To complete that, a way to export those planned skills into an .emp format or something like that would allow to import them into GtkEVEMon or EVEMon. Currently, we have to spot manually added skills in the Pyfa skill browser (which is difficult since there is not any symbol or color identifying them) as well as plan it manually in GTKEVEMon or EVEMon. Exporting those skills to import them in the appropriate app would be highly more convenient. Indeed, if GtkEVEMon had a importer like EVEMon, allowing to paste a given loadout and plan the associated skills, it would be simpler. But GtkEVEMon doesn't do that for the moment, and this way we could also plan skills which are not absolutely required to fit a loadout, but which are necessary to make it relevant (per instance: reach a minimum capacitor or DPS, etc.).
If you think the latter suggestion is not a good idea or that Pyfa is not expected to do that, maybe you could just add more information in the tooltip corresponding to the skillbook icon beside character selecter. Currently, the icon is red when skills are not known (let's consider the API is updated) and need to be trained to fit some modules, those skills are listed in the tooltip. It would be nice if it also listed the optional skills which were manually selected in the skill browser, which are not required (technically), but which are very useful for the loadout. For example, many loadouts are possible with my current skills, but not relevant at all since my capacitor depletes in 10 seconds with them!
I'm not sure if this'd fit in the "stock" pyfa, but this'd make a pretty wonderful plugin. I'll try looking into implementing it when I got some time.
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Sakari Orisi
24th Imperial Crusade
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Posted - 2009.09.12 07:18:00 -
[78]
Originally by: Josorna And something new that popped up while I messed around with my Legion setups.
This time, it's about armor rigs, and / or the skill. Fitting armor rigs on ships makes the speed to be incorrect. Put 3 armor rigs on any one ship on all lvl 5 character (or any other character for that matter), and you'll get difference in speed in PyFA versus what you get ingame (or EFT).
Fixed, cheers for the bug report :)
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Sakari Orisi
24th Imperial Crusade
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Posted - 2009.09.12 18:24:00 -
[79]
Originally by: Norwood Franskly Edited by: Norwood Franskly on 12/09/2009 18:05:17
Originally by: Liang Nuren Edited by: Liang Nuren on 12/09/2009 16:49:58
Originally by: Norwood Franskly Have you thought about packaging it for various distros?
It's packaged for Windows, and there's a periodic release for Linux. I wouldn't know how to package it up for OSX - I guess I should follow through and buy a macbook like I had been planning.
I was more thinking it may be an idea to write a script to auto build as a .rpm or .deb or whatever every-time theres a new version. I'd offer to host a yum repo for it but don't really have the bandwidth.
As for OS X I have no idea how to package for it either. In typical Apple fashion it's different enough to be annoying.
Quote:
Quote:
edit: if people are having trouble with installation in OS X make sure you update your PATH statement in your bash profile (vi '~/.bash_profile'). Some of the gtk specific stuff requires '~/.local/bin/' which seams a strange place to me.
Good info!
-Liang
Ed: And if you get the opportunity, you could check over http://sourceforge.net/apps/trac/gtk-osx/wiki/Build and add anything that's missing. :)
For the most part that guide was accurate it did warn you to update your bash profile. I just thought some of the newer people may not know how to do that, more people reading hat wiki should be obvious
I've hit an error though
mig299$ python launch.py Traceback (most recent call last): File "launch.py", line 18, in <module> import gtk ImportError: No module named gtk
gtk + pygtk is installed but
mig299$ python Python 2.6.2 (r262:71600, Apr 16 2009, 09:17:39) [GCC 4.0.1 (Apple Computer, Inc. build 5250)] on darwin Type "help", "copyright", "credits" or "license" for more information. >>> import sys >>> sys.modules
has no reference to gtk
so I think python path for loading modules needs to refer to gtk module somehow. I'm not familiar enough with python to know how to force load a module in a different path. If somebody else got this working in os x please let me know what you did.
Bunch of people in the mac forums got it working with gtk-osx. I got no clue how exactly though.
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Sakari Orisi
24th Imperial Crusade
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Posted - 2009.09.13 08:26:00 -
[80]
wow, very nice. Cheers for the screenshot !
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Sakari Orisi
24th Imperial Crusade
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Posted - 2009.09.14 11:41:00 -
[81]
Edited by: Sakari Orisi on 14/09/2009 11:45:58 Although this is a maintenance release it features a whole lot of small improvements, Along with the usual bugfixing and polish we get:
- Ability to select multiple modules at once and affect them all at once
- Ability to change module ammo via a right click menu
- The addition of a "Raw" damage pattern to see ship hp without resistances taken into account
- A Better and more handier damage pattern editor
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Sakari Orisi
24th Imperial Crusade
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Posted - 2009.09.14 21:00:00 -
[82]
Originally by: Korb Biakustra Edited by: Korb Biakustra on 14/09/2009 17:19:34
Originally by: Liang Nuren
Originally by: Sakari Orisi
Although this is a maintenance release it features a whole lot of small improvements, Along with the usual bugfixing and polish we get:
- Ability to select multiple modules at once and affect them all at once
- Ability to change module ammo via a right click menu
- The addition of a "Raw" damage pattern to see ship hp without resistances taken into account
- A Better and more handier damage pattern editor
Hey cool, so what's up for the next release? How about some Heat!
-Liang
This! This! No? Duh. :[
I might work on that once all tickets on pyfa itself are closed :) who knows
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Sakari Orisi
24th Imperial Crusade
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Posted - 2009.09.15 08:55:00 -
[83]
Originally by: DTson Gauur Great progress, though there are still few basic things missing that make me cringe.
1) No "application memory", ie. pyfa doesn't remember it's screen size & position, this makes using it an effort because everytime you start it, you need to move and resize the window.
2) unmovable / resizeable toolbar (setup / character) again the same thing, the setup window works but it's so small that using it is an effort. Either make it atleast twice the length it is now, or give us a way to resize it ourselves (and make it remember its size...)
3) Non-conformal position of application quit/exit/close button, if you really have to have a close button in the main window, atleast put it in a place where most people expect it to be: RIGHT UPPER CORNER. Imho that button is redundant, you can always close the app just by using controls given by your window manager.
1) Having pyfa remember it's location and size is one of the planned features, I just need some time to get to it
2) Could you elaborate a little bit ? Do you mean the fitting pane when saying setup window ? if so, it should autosize and become as large as it can be when you make the window bigger
3) I agree, unfortunatly, the close button is there because on some platforms the window manager kills the app when hitting the X, which causes pyfa to not be able to save it's data.
Originally by: Josorna From 0.4.1, it seems that you can't put almost any modules basides turrets / reppers / propulsion to inactive mode.
All salvagers / analyzers / codebreakers and even things like tracking computers can be only switched between active and offline. When messing with fitting, this isn't good as you want them to be online so you see what fits in terms of cpu / grid, but at the same time things like salvager should be inactive so they won't mess with capacitor usage so you don't fit too much capacitor.
Thanks for the bug report ! I fixed those on git.
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Sakari Orisi
24th Imperial Crusade
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Posted - 2009.09.15 09:06:00 -
[84]
Originally by: DTson Gauur
Originally by: Sakari Orisi
2) Could you elaborate a little bit ? Do you mean the fitting pane when saying setup window ? if so, it should autosize and become as large as it can be when you make the window bigger
I mean the setup selection dropdown box, it's woefully small.
I'll see what I can do
Originally by: Josorna Since you already answered, I'm not editing.
Capacitor batteries seem to give wrong amount of capacitor. All level 5, on Arbitrator Fitting Large Peroxide I Capacitor Power Cell, I get a capacitor of 2410 in Pyfa. In game, it's 2078 (same happens with all cap batteries, but this was when I noticed it).
Fixed
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Sakari Orisi
24th Imperial Crusade
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Posted - 2009.09.15 11:37:00 -
[85]
Originally by: raukesh Hi, trying to install this on a mac though I am not an experienced user for using especially terminal commands...I got macport installed but then trying to do this:
"Note: jhbuild requires Python 2.5 to unpack tar files, but Tiger provides Python 2.3. We provide Python 2.5 in meta-gtk-osx-bootstrap, but that doesn't help for running jhbuild because the non-jhbuild shell doesn't ordinarily see your gtk installation. You can define an alias to get around this problem:
$ alias jhbuild="PATH=gtk-prefix/bin:$PATH jhbuild" Obviously you should substitute the actual path of your gtk installation for gtk-prefix. If you add it to your .bashrc or .bash_profile you won't need to worry about it."
I am at a loss. can't find a gtk or jhbuild file anywhere on the cmp....
Will there eventually be an executable for mac? or a walkthrough for dummies?
Pyfa definately will be long-lived and one of the top apps, the eve-community must be the perfect nursery for it :-)
I have never used a mac, but I think most people that did installed python 2.5 first, which should fix that issue (+ It's needed for pyfa anyway)
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Sakari Orisi
24th Imperial Crusade
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Posted - 2009.09.15 15:26:00 -
[86]
Originally by: Josorna And since we're already at reporting bugs at way too fast pace, let's keep it that way.
Drone Nav Comp / Omnidirectional Tracking Link, they aren't affecting anything.
Fixed as well, feel free to join our IRC btw, it's way handyer to report bugs there :p
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Sakari Orisi
24th Imperial Crusade
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Posted - 2009.09.15 15:49:00 -
[87]
Originally by: Dragonwell Edited by: Dragonwell on 15/09/2009 15:37:51 Greets.
First post in the thread and I'll start by saying that Pyfa is awesome. Slick, simple, and responsive, except for one nag: When typing something in the search box, the program actively searches the database as you type, causing the program to hang for up to a full second and a half at a time. What's the chance this could be changed to a "don't search until I hit enter" sort of system (or even an option to do so)? Also wondering if anyone else has this 'problem' of sorts.
edit: One other thing - there are tabs for search results to display only officer, faction, so forth. Might there be a selection for only items that are not any of these, or even check boxes to say "I want just Officer AND Deadspace" or "Just normal plus faction", etc.
I've been trying to track down why search was lagging like that for a while, I have been able to improve it a bit, but it still lags. I'll look more into it soon. I'm however not planning it to change it to "don't search until I hit enter" as that's unhandy for most people.
Search results not being tabbed was also done on purpose, because if you search for "Amarr Navy Large" you usually don't want to bother to have to switch tabs too. The filters working when clicking on them while searching is however something I'll consider and try to do when I got time.
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Sakari Orisi
24th Imperial Crusade
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Posted - 2009.09.15 18:39:00 -
[88]
I've made some changes to the way the searching works, it should never look sluggish or slow anymore. (technical details can be seen on the git repos ;))
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Sakari Orisi
24th Imperial Crusade
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Posted - 2009.09.15 18:51:00 -
[89]
Edited by: Sakari Orisi on 15/09/2009 18:51:21
Originally by: Davinel Lulinvega
Originally by: Sakari Orisi Edited by: Sakari Orisi on 15/09/2009 17:25:04
Originally by: Dragonwell Edited by: Dragonwell on 15/09/2009 15:37:51 Greets.
First post in the thread and I'll start by saying that Pyfa is awesome. Slick, simple, and responsive, except for one nag: When typing something in the search box, the program actively searches the database as you type, causing the program to hang for up to a full second and a half at a time. What's the chance this could be changed to a "don't search until I hit enter" sort of system (or even an option to do so)? Also wondering if anyone else has this 'problem' of sorts.
edit: One other thing - there are tabs for search results to display only officer, faction, so forth. Might there be a selection for only items that are not any of these, or even check boxes to say "I want just Officer AND Deadspace" or "Just normal plus faction", etc.
I've been trying to track down why search was lagging like that for a while, I have been able to improve it a bit, but it still lags. I'll look more into it soon. I'm however not planning it to change it to "don't search until I hit enter" as that's unhandy for most people.
Search results not being tabbed was also done on purpose, because if you search for "Amarr Navy Large" you usually don't want to bother to have to switch tabs too. The filters working when clicking on them while searching is however something I'll consider and try to do when I got time.
Edit: I however have never experienced such large delays, I usualy get 0.1-0.2 secs tops
If you're like most developers, your computer is far better equipped than the rest of the population.
About actually fixing it: I believe twisted has a wrapper for async sql queries.
I'm actualy using a one year old quite average laptop, so not really. async sql queries shouldn't be needed though, the latest changes I made should have fixed the delay in 99% of cases.
edit: Feel free to check them out on git and tell me the results, have only tested it on 2 computers yet.
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Sakari Orisi
24th Imperial Crusade
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Posted - 2009.09.16 07:06:00 -
[90]
Originally by: Davinel Lulinvega
Originally by: Sakari Orisi I'm actualy using a one year old quite average laptop, so not really. async sql queries shouldn't be needed though, the latest changes I made should have fixed the delay in 99% of cases.
edit: Feel free to check them out on git and tell me the results, have only tested it on 2 computers yet.
Just tried it, looks good.
Cheers for the feedback! I'm glad it works .
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Sakari Orisi
24th Imperial Crusade
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Posted - 2009.09.17 12:57:00 -
[91]
I'm proud to announce the release of pyfa's first test server build, it has been made using the test server database 103012 and should have everything included that's workong on the test server, this includes:
- New titan stats
- New doomsday
- New faction ships
- New assault frigate afterburner bonus
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Sakari Orisi
24th Imperial Crusade
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Posted - 2009.09.17 13:49:00 -
[92]
Originally by: NightmareX Sakari Orisi, not sure if your doing it now, but if not, then please add the new stats for the current Pirate and Faction ships.
The new faction ships are in, the new pirate ships will be in shortly (probably tonight or tomorrow)
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Sakari Orisi
24th Imperial Crusade
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Posted - 2009.09.17 16:04:00 -
[93]
Edited by: Sakari Orisi on 17/09/2009 16:04:38 I just finished the stats for the new pirate ships and the release has been sent to sourceforge, the links on http://pyfa.sf.net and this thread's original post should be working within the next 15 minutes
edit: The builds just went online
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Sakari Orisi
Red White and Blue DEFI4NT
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Posted - 2009.09.20 08:42:00 -
[94]
Originally by: Kadoes Khan Triage module doesn't seem to actually affect anything unless there is something I'm missing...
Fixed in the latest git, It'll be in tomorrow's release, thanks for the report !
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Sakari Orisi
Red White and Blue DEFI4NT
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Posted - 2009.09.20 12:16:00 -
[95]
I've just finished a new test build, it includes the Freki & the Mimir in all their glory as well as a lot of cosmetic changes that will soon (=tomorrow) be included in the stable build.
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Sakari Orisi
Red White and Blue DEFI4NT
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Posted - 2009.09.21 04:15:00 -
[96]
Originally by: demonfurbie cant get it to work on windows 7
What errors are you getting in pyfa.exe.log ? Plenty of people got it working on windows 7 before
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Sakari Orisi
Red White and Blue DEFI4NT
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Posted - 2009.09.21 16:14:00 -
[97]
Edited by: Sakari Orisi on 21/09/2009 16:15:50 I'd like to announce the release of pyfa 0.4.2, it features in no particular order:
- The Freki and the Mimir
- A new improved tag browser that uses togglebuttons instead of tabs (select multiple at once with ctrl + click)
- A lot of other UI Changes
- A lot of bugfixes
- Saving of the pyfa's window's state between sessions
- A powerful override system that lets you change the stats of ships and/or add new ships/items of your own
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Sakari Orisi
Red White and Blue DEFI4NT
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Posted - 2009.09.25 15:06:00 -
[98]
My laptop is in for repairs, this means I won't be able to work on pyfa until the 6th of Oktober, you can expect a release shortly after that date though.
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Sakari Orisi
Aliastra
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Posted - 2009.09.29 07:22:00 -
[99]
Originally by: Kadesh Priestess
Originally by: cargo2000 heya i just fired up version 0.4.2 on a slackware variant linux, python 2.6.1. All the module types (officer, faction, plex, and market) show in the Normal tab with the other tabs empty.
after launching, I created new ship fitting.
searched for the first few mods, on the 3rd i noted all the mod types where showing in the same tab.
went to place the 4th mod using the tree view with all mod types showing in the normal tab.
relaunched the app, problem persisted.
I am not to familiar with python so i thought i'd post a simple description.
coupla of things i think that would me handy would to be able to shrink the name columns, sucks forgetting what ammo i have loaded cuz it is pushed out of the widget. And to show the fitting reqs (cpu/pg or calibration) in the module selection window.
great app so far, thanks for the work.
I think it *might* be fixed in latest git, as since last release Sakari squashed out tight bunch of bugs caused by transition from tabs to toggle buttons.
It now actualy is fixed on the latest git. I'll make a build for it as soon as I got my laptop again.
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Sakari Orisi
Aliastra
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Posted - 2009.10.03 07:53:00 -
[100]
Edited by: Sakari Orisi on 03/10/2009 07:54:37
Originally by: Seriously Bored
Originally by: Drake Draconis
Step 8: Type in the following... sudo port -v install py26-gtk
Though I'd FINALLY get this program working. Got Snow Leopard and installed it, and was hoping to get this running. I had smooth sailing until this like of the install.
After letting it build over night, I came back to this error:
Originally by: Lame Ass Computer
Error: Target org.macports.fetch returned: fetch failed Warning: the following items did not execute (for xorg-libX11): org.macports.activate org.macports.fetch org.macports.extract org.macports.checksum org.macports.patch org.macports.configure org.macports.build org.macports.destroot org.macports.install Error: The following dependencies failed to build: atk gtk-doc gnome-doc-utils py26-libxml2 python26 tk Xft2 xrender xorg-libX11 xorg-renderproto tcl xorg-libXScrnSaver xorg-libXext xorg-scrnsaverproto rarian getopt intltool gnome-common p5-getopt-long p5-pathtools p5-scalar-list-utils gtk2 cairo libpixman libpng jasper jpeg pango shared-mime-info tiff xorg-libXcomposite xorg-compositeproto xorg-libXfixes xorg-fixesproto xorg-libXcursor xorg-libXdamage xorg-damageproto xorg-libXi xorg-libXinerama xorg-xineramaproto xorg-libXrandr xorg-randrproto libglade2 py26-cairo py26-numpy fftw-3 py26-nose py26-setuptools py26-gobject libffi Error: Status 1 encountered during processing.
Guess I'll have to try again tonight! I'll get it eventually.
You might want to try getting it to work with gtk-osx (there's links to the docs of it on http://pyfa.sf.net) instead of going through X11.
edit: I just reread what you wrote and noticed you're using Snow Leopard, For which gtk-osx isn't supported yet, guess you're stuck with X11 for now .
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Sakari Orisi
Aliastra
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Posted - 2009.10.07 15:46:00 -
[101]
The shop at which I brought in my laptop just let me just it'll take them at least till the 14th to get me my laptop back, so I won't be able to work on pyfa untill then. I'm kindof expecting them to take longer though.
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Sakari Orisi
Aliastra
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Posted - 2009.10.17 21:12:00 -
[102]
Originally by: NightmareX
Originally by: Sakari Orisi The shop at which I brought in my laptop just let me just it'll take them at least till the 14th to get me my laptop back, so I won't be able to work on pyfa untill then. I'm kindof expecting them to take longer though.
Any updates yet?.
It got extended, and they're refusing to repair it. If I'm lucky I'll get it back in one piece in a week or so.
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Sakari Orisi
Aliastra
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Posted - 2009.10.27 09:09:00 -
[103]
As I still don't got my laptop back I decided to at least do something useful for pyfa, thus I wrote some documentation: They can be found at http://sourceforge.net/apps/trac/pyfa/wiki/Docs. Currently there are only docs for the override system, but more will appear in the near future.
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Sakari Orisi
Atomic Battle Pigeons
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Posted - 2009.11.16 15:20:00 -
[104]
After all the inactivity I'm proud to announce a double release today, pyfa 0.5 is here. As well as a build based on it with the latest test server data. Major Improvements to note are:
- A Lot Of bugfixes
- Drag & Drop
- Wormhole effects
- The ability to fit Shuttles and Rookie Ships!
This may not seem like that much for all the waiting, but the amounts of bugfixes implemented is not to be underestimated (+ The fact I wasn't around for the last month and a half)
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Sakari Orisi
Atomic Battle Pigeons
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Posted - 2009.11.30 18:23:00 -
[105]
I'm excited to release pyfa 0.6 and the closing of the test branch. The 0.6 version of pyfa is fully updated and ready for dominion. As well having an awful lot of bug-fixes in it and some performance improvements too!
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Sakari Orisi
Atomic Battle Pigeons
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Posted - 2009.12.01 20:38:00 -
[106]
4) Is already in, there is a file available for download at https://sourceforge.net/projects/pyfa/files/extra/dmg/download. Put it in ~/.pyfa/ and pyfa will use it. It contains damage profiles for pirate factions.
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Sakari Orisi
Atomic Battle Pigeons
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Posted - 2009.12.03 13:38:00 -
[107]
Path on windows is C:/Documents and Settings/<username>/.pyfa/ or C:/users/<Username>/.pyfa/ depending on the OS
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Sakari Orisi
Atomic Battle Pigeons
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Posted - 2009.12.14 23:47:00 -
[108]
Originally by: dajagri Hi Guys,
Please excuse my ignorance but I'm not familiar with Python or even Terminal on OSX. I can't get pyfa to work.
I've downloaded and installed:
Python 2.6.4 Git (for OSX10.5)
Then run downloaddata.py whioch finishes OK Then run launch.py which has the following error....
Traceback (most recent call last): File "/Users/darrengraham/Desktop/pyfa/launch.py", line 18, in <module> import gtk ImportError: No module named gtk
Can anyone help, I've downloaded the instructions for building Building GTK-OSX & Gtk+ Python but when i try to run.....
$ jhbuild bootstrap $ jhbuild build meta-gtk-osx-bootstrap $ jhbuild build meta-gtk-osx-core
Terminal says:
-bash: jhbuild: command not found
Cheers Darren (dajagri)
According to this howto https://sourceforge.net/apps/trac/gtk-osx/wiki/Build the script downloadable at http://downloads.sourceforge.net/sourceforge/gtk-osx/gtk-osx-build-setup.sh installs Jhbuild in ~/.local/bin/jhbuild, if you get that command not found error after running it, try running ~/.local/bin/jhbuild bootstrap instead of jhbuild bootstrap (same for the other two commands)
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Sakari Orisi
Atomic Battle Pigeons
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Posted - 2009.12.17 19:08:00 -
[109]
Originally by: StinGer ShoGuN
Question to Sakari: are you planning to update it to Python 3 ? (Yeah, I realize the job that has to be done again...)
There is very little work to be done to get compatible with python 3, It'll be done as soon as python 3 gets in the mainstream, as currently most linux distros are using 2.5/2.6 anyway
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Sakari Orisi
Atomic Battle Pigeons
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Posted - 2009.12.24 19:30:00 -
[110]
Originally by: Syned Vanderog Unfortunately i'm having an issue with pyfa I used it for a while on Leopard some time ago. Now using SL 10.6.2. I installed mac-ports, gtk and all additional libs, yet i'm getting this:
(launch.py:2227): libglade-WARNING **: could not find glade file 'gui/main.glade' Traceback (most recent call last): File "/Users/UN/Downloads/pyfa/launch.py", line 46, in <module> window = mainWindow.mainWindow() File "/Users/UN/Downloads/pyfa/gui/mainWindow/__init__.py", line 32, in __init__ window.__init__(self, "main") File "/Users/UN/Downloads/pyfa/gui/window.py", line 27, in __init__ glade.XML.__init__(self, self.gladeFile) RuntimeError: could not create GladeXML object
main.glade as the gui directory are in place, accessible, and i set the rights to 0777 just to be sure, still the error. Thx.
Are you running pyfa from the same directory launch.py is in ? The current stable version needs that. (The git doesn't however, and will be released soonishly)
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Sakari Orisi
Atomic Battle Pigeons
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Posted - 2009.12.28 11:32:00 -
[111]
New version: 0.7 (bin, src)
Major Highlights:
- Rewrote a part of the backend to be more plugin and developer friendly
- Make a set of changes to the plugin system
- Fix a bunch of modules regarding stacking penalization
- Fix mindlinks and gangs in general
- Add a fix for MAC users using pygtk from macports
- Add several new keys, --directory being the most notable one. See http://sourceforge.net/apps/trac/pyfa/wiki/Docs/Keys for the details or run pyfa with --help
- Several more changes and bugfixes in both backend & frontend
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Sakari Orisi
Atomic Battle Pigeons
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Posted - 2010.01.15 17:52:00 -
[112]
Finaly updated the version number in the title to 0.7, damn I fail.
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Sakari Orisi
Atomic Battle Pigeons
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Posted - 2010.02.22 13:31:00 -
[113]
Edited by: Sakari Orisi on 22/02/2010 13:32:22 Edited by: Sakari Orisi on 22/02/2010 13:31:49 Update for macs: The easiest way to get pyfa to work is installing the py26-gtk package via macports, for this, the following command should do:
Quote: sudo ports install py26-gtk
After doing that, the source (or the git) build of pyfa should work perfectly.
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Sakari Orisi
Atomic Battle Pigeons
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Posted - 2010.03.28 08:56:00 -
[114]
Originally by: NightmareX Is there any plans to let us get some themes to use in pyfa?. I know it's not really needed, but it would be great if we could choose between different types of themes with different colors and stuffs.
Here is an example on what kind of theme i would like to see in pyfa. Also the color theme: Adobe After Effects CS4.
This is already possible, GTK provides theming facilities, the default theme pyfa uses looks quite ordinary, its however possible to use any GTK theme you wish.
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Sakari Orisi
Atomic Battle Pigeons
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Posted - 2010.04.21 21:53:00 -
[115]
Originally by: Ibishima Nachtmahr great tool, very accurate, love it :)
BUT
i've trouble to close (yeah, simple close) the program...
i click the close button, and it hang's... have to kill python with "kill".
Don't know if it's a python or a pyfa problem, but any help would be appreciated :)
Any error messages ?
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Sakari Orisi
Atomic Battle Pigeons
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Posted - 2010.04.23 11:13:00 -
[116]
I have absolutely no idea what could cause this, my closest guess would be that your python is set up to throw an exception when sys.exit() is called. But I have no actual idea .
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Sakari Orisi
Atomic Battle Pigeons
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Posted - 2010.07.28 03:54:00 -
[117]
Originally by: Sable Blitzmann is there any damage profile that I can download? The one mentioned on pg 15 (?) doesn't have the damage profiles
Hey there, You can find a file at http://sourceforge.net/projects/pyfa/files/extra/dmg/download
Just place it in your .pyfa directory (which should be in your My Documents/ or home dir).
For future questions, please refer to the updated thread.
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