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Thread Statistics | Show CCP posts - 15 post(s) |
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CCP Optimal
C C P C C P Alliance
213

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Posted - 2012.10.17 16:55:00 -
[1] - Quote
As promised, Team Game of Drones has been working hard to improve the inventory UI. Last time around we may have focused too much on trying to simplify the inventory in order to make it more accessible to new players, in some cases at the expense of making life harder for people with more complex usage patterns. So, it is only natural that for this release weGÇÖve been focusing on making life easier for those who rely on more complex inventory setups to get their New Eden jobs done. Additionally we are throwing in healthy mix of tweaks, improvements, new features and bug fixes that we hope will benefit everyone. It is our goal that as of this release, the EVE inventory will remain simple for new users, but be configurable enough to meet the high demands veterans who want to get things done as fast as possible. To help us make sure that happens, please drop by our test server, Duality, which is going to be open from around noon Friday October 19th until the morning of Tuesday October 23rd and then tell us what you think.
Oh, yeah GǪ hereGÇÖs a list of some of the more prominent changes:
- New GÇ£InventoryGÇ¥ group added to the EVE menu containing Inventory, Item Hangar, Ship Hangar, Corporate Hangar, Deliveries and Active Ship. You can then drag any or all of those buttons to the Neocom itself for one click access to your most used inventories.
- Primary (the one opened up through ALT+C or Neocom shortcut) and secondary (the ones opened up through SHIFT+click and such) inventory window pattern has been cleared up so that it makes more sense. As a result, primary and secondary windows will behave exactly the same in almost all aspects, with only one major exception:
- The primary window will always show the entire tree view (all available inventory locations at a given time) but secondary windows will only show parts of it. So, for example, if you open up the Station Corp Hangar in a new window (you can now, you can in fact open up anything in a separate window) the tree view will only show the Corp hangar and its descendants (this essentially means youGÇÖve got the old corp hangar window (I said essentially, I know divisions are a bit more vertical)).
- All windows will now persist all of their settings (not just some of them), based on what they represent. If you want to use the tree view for Corp Hangars but nothing else, you can configure it so.
- The Active Ship Cargo inventory window will now follow the active ship around when switching.
- The cargo button in the Ship HUD will now open said window instead of the primary inventory window.
- New GÇ£Compact modeGÇ¥ for inventory windows, which hides EVERYTHING except for the items. ThatGÇÖs of course persisted as well per window type and is toggled through a button in the top-right corner.
- Implemented scroll-on-drag-hover for the tree view (and in fact all scrolls in EVE).
- Removed switch-between-inventories-on-drag-hover feature for tree view, so no more accidental switches.
- Scrolling with a mouse wheel will now apply to the window under the mouse instead of the window with focus (applies to all windows and not just the inventory).
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Matthew97
Pro Synergy ARK.
57
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Posted - 2012.10.17 16:59:00 -
[2] - Quote
*Insert OMG FIRST post here*
Looks promising, can't wait to get onto Dual to test them out :)
CCP Optimal wrote:
Scrolling with a mouse wheel will now apply to the window under the mouse instead of the window with focus (applies to all windows and not just the inventory).
So does this mean we *have* to have the mouse over the window we want to scroll at all times now? |
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CCP Optimal
C C P C C P Alliance
213

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Posted - 2012.10.17 17:10:00 -
[3] - Quote
Yes, it has to be one or the other, and most modern software seems to be trending towards mouse-over, so it makes sense to follow. It does eliminate a lot of unnecessary clicks.
Matthew97 wrote:*Insert OMG FIRST post here* Looks promising, can't wait to get onto Dual to test them out :) CCP Optimal wrote:
Scrolling with a mouse wheel will now apply to the window under the mouse instead of the window with focus (applies to all windows and not just the inventory).
javascript:if (typeof posting=='undefined'||posting!=true) {posting=true;__doPostBack('forum$ctl00$PostReply','');} So does this mean we *have* to have the mouse over the window we want to scroll at all times now? |
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Infinite Force
Hammer Of Light Covenant of the Phoenix Alliance
159
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Posted - 2012.10.17 17:25:00 -
[4] - Quote
First page is first?? :)
In regards to UI performance -
If I warp away from a heavily structured POS (think 150+ structure & gun modules) and I have my ship cargohold open, I can warp and land nearly 30 AU away before my client starts responding again. If I close my cargohold, and warp, there is a slight delay about 2 seconds out, then it's all good.
I believe a bug report was filed for this (if not by me, then by others), but I don't remember any #'s.
Thanks HROLT CEO Live Free; Die Proud
Hammer Mineral Compression - The only way to go! |

Matthew97
Pro Synergy ARK.
57
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Posted - 2012.10.17 17:43:00 -
[5] - Quote
CCP Optimal wrote:Yes, it has to be one or the other, and most modern software seems to be trending towards mouse-over, so it makes sense to follow. It does eliminate a lot of unnecessary clicks. Matthew97 wrote:*Insert OMG FIRST post here* Looks promising, can't wait to get onto Dual to test them out :) CCP Optimal wrote:
Scrolling with a mouse wheel will now apply to the window under the mouse instead of the window with focus (applies to all windows and not just the inventory).
javascript:if (typeof posting=='undefined'||posting!=true) {posting=true;__doPostBack('forum$ctl00$PostReply','');} So does this mean we *have* to have the mouse over the window we want to scroll at all times now?
Nice java in your quote and:
This may cause issues a bit as I know that a lot of my corp mates are sometimes scrolling down things while moving the mouse over to the next overview entry, this change would effectively make that process slightly longer, but it all adds up |

Maraner
The Executioners Capital Punishment.
219
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Posted - 2012.10.17 19:47:00 -
[6] - Quote
Very excited to see these changes, will take a look when I get home... Any chance that this might ship before the winter expansion?
I note that one of your options is new 'compact' mode with everything turned off, does this reduce lag on opening inventory? Also when you say everything off, this includes filter view and the isk value of the contents also off? (please random deity).
Thanks for these excellent updates. Tippia is gonna be very very pleased.
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Elijah Craig
Trask Industries Li3 Federation
44
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Posted - 2012.10.17 19:52:00 -
[7] - Quote
The additions look promising. But please tell me if you have fixed the bug which causes the index tree to ignore its previous width and open at its most narrow when the 'my filters' window is minimised? |

Grey Stormshadow
Starwreck Industries
1445
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Posted - 2012.10.17 21:18:00 -
[8] - Quote
Everything @ the list looks very promising and there seem to be very great improvements. but I want to test that corp window properly and also check if windows stay open when you clone jump from place a to b.
Installing duality client atm and will edit in some most likely positive comments to this post during the weekend after the server has opened.
Get |

Salpun
Paramount Commerce
397
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Posted - 2012.10.17 21:22:00 -
[9] - Quote
Hopefully the filter opening when its set to closed got fixed  |

Kusum Fawn
State War Academy Caldari State
221
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Posted - 2012.10.17 22:09:00 -
[10] - Quote
left right scroll bar? Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.
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Atomic Option
Taggart Transdimensional Virtue of Selfishness
25
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Posted - 2012.10.17 22:27:00 -
[11] - Quote
CCP Optimal wrote:
- Scrolling with a mouse wheel will now apply to the window under the mouse instead of the window with focus (applies to all windows and not just the inventory).
I for one think this is awesome. I can't count how many times I've been looking at something (often the overview or chat) and tried to scroll, and been puzzled and annoyed for 2s until I realized the window didn't have focus and I needed to click first. |

Grey Stormshadow
Starwreck Industries
1445
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Posted - 2012.10.17 22:35:00 -
[12] - Quote
Atomic Option wrote:CCP Optimal wrote:
- Scrolling with a mouse wheel will now apply to the window under the mouse instead of the window with focus (applies to all windows and not just the inventory).
I for one think this is awesome. I can't count how many times I've been looking at something (often the overview or chat) and tried to scroll, and been puzzled and annoyed for 2s until I realized the window didn't have focus and I needed to click first. Yea... mouse over scroll is pretty much standard in any new software and is logical behavior for human brain.
Get |

Panhead4411
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
232
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Posted - 2012.10.17 23:33:00 -
[13] - Quote
CCP Optimal wrote:
- New GÇ£InventoryGÇ¥ group added to the EVE menu containing Inventory, Item Hangar, Ship Hangar, Corporate Hangar, Deliveries and Active Ship. You can then drag any or all of those buttons to the Neocom itself for one click access to your most used inventories.
Again, why can't you put it back where it used to be? On the station services menu? Why do we have to have a separate Icon on your new crappier more crowded Neocom for everything we used to have single click access to as it was? Adding more clutter is not the same as 'making it simple and easy'.
CCP Optimal wrote:
The primary window will always show the entire tree view (all available inventory locations at a given time) but secondary windows will only show parts of it. So, for example, if you open up the Station Corp Hangar in a new window (you can now, you can in fact open up anything in a separate window) the tree view will only show the Corp hangar and its descendants (this essentially means youGÇÖve got the old corp hangar window (I said essentially, I know divisions are a bit more vertical)).
Again, yes definitely not the same. And by that i mean less functional. Also, if one does pull out and stack each corp hanger in a separate window, upon redocking, the order of the hanger tabs gets all jumbled and ends up in seemingly no particular order. Also, less than helpful
CCP Optimal wrote:
The Active Ship Cargo inventory window will now follow the active ship around when switching.
The cargo button in the Ship HUD will now open said window instead of the primary inventory window.
FINALLY. This was asked for since DAY ONE of SiSi testing, why wait 6 months to tell us we have to wait another 2 months for this?
CCP Optimal wrote:
New GÇ£Compact modeGÇ¥ for inventory windows, which hides EVERYTHING except for the items. ThatGÇÖs of course persisted as well per window type and is toggled through a button in the top-right corner.
Removed switch-between-inventories-on-drag-hover feature for tree view, so no more accidental switches.
See above reply.
CCP Optimal wrote:
Implemented scroll-on-drag-hover for the tree view (and in fact all scrolls in EVE).
Scrolling with a mouse wheel will now apply to the window under the mouse instead of the window with focus (applies to all windows and not just the inventory).
This was only a problem in Eve AFTER you forced that bloody tree down our throats. Why change something to make the tree easier, but everything more awkward?
And again, What happened to the "weekly updates until this is as good as the old one"....??? Why did you make that promise, and then not follow through, or even respond for months at a time? (Vacations are not a valid excuse, as i'm sure everyone that took vacation had some idea that they were taking vacation before they actually left) http://blog.beyondreality.se/shift-click-does-nothing -á-á < Unified Inventory is NOT ready... |

Maraner
The Executioners Capital Punishment.
220
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Posted - 2012.10.18 02:40:00 -
[14] - Quote
Ohh yes and btw can we get a button on the station services for this please? perhaps even a corp hanger button (go on you know you really want to).
I'm glad as the above poster is to see the beginnings of the death of the tree. I'd like to think that you guys learned a bit from all of this, the uniderped inventory from a flea ridden mutt from day one, it blows arse that it's taken nearly a year to fix this botched **** to return it to essentially nearly what we had before it was shafted.
I'd seriously like to see the above raft of changes hit TQ well before winter, I have been running my inventory and hanger of the station services tab since you launched the Uniderp. It kind of sucks that the most exciting thing for me at the moment in the upcoming expansion is a fix to something that hadn't been broken.
Nevertheless I'm very happy to see the above changes heading our way, and thanks to the Devs that have worked on this. |

Rock Kicker
Full Bore Inc
51
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Posted - 2012.10.18 05:19:00 -
[15] - Quote
CCP Optimal wrote:
The primary window will always show the entire tree view (all available inventory locations at a given time) but secondary windows will only show parts of it. So, for example, if you open up the Station Corp Hangar in a new window (you can now, you can in fact open up anything in a separate window) the tree view will only show the Corp hangar and its descendants (this essentially means youGÇÖve got the old corp hangar window (I said essentially, I know divisions are a bit more vertical)).
By vertical, I take it the tree is the only way to access divisions short of spending time dragging divisions out to their own windows, and then stacking them to re-create the more efficient tab environment of the previous inventory system? If I do this for every array at my POS, will the stacked windows stay put in this future release so I can chop down the Tree? Or perhaps an option to turn tabs on for an array with divisons?
I for one shrink the tree away, as it takes up screen space that is best used for other things, it's ineffecient to use, especially at a POS with alot of arrays. IMHO, the tree is the worst part of the new inventory. It's most annoying to have to expand the tree, scroll around to find the proper array, select division, and then shrink it back versus simply clicking on a tab once I've opened the inventory for that array.
- Edit -
Not sure if this has been suggested before, but a cool feature would be that if I drag inventories to the neocom when I'm at a POS, and then warp away, they drop off. But return when I get back in range. Could apply to stations as well. The new UniFUBAR Inventory.-á Where Clickfest rules and Usability fails. |
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CCP Optimal
C C P C C P Alliance
219

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Posted - 2012.10.18 15:24:00 -
[16] - Quote
If you're running EVE on a low-end PC then the sheer amount of UI elements might be the culprit, in which case the new isolated trees are going to help a lot. Edge case lag defects can be hard to fix because they're usually hard for us to repro, so I encourage you to FRAPS a video and link it in a bug report, as such videos can come in real handy to figure out what's actually going on.
Infinite Force wrote:First page is first?? :)
In regards to UI performance -
If I warp away from a heavily structured POS (think 150+ structure & gun modules) and I have my ship cargohold open, I can warp and land nearly 30 AU away before my client starts responding again. If I close my cargohold, and warp, there is a slight delay about 2 seconds out, then it's all good.
I believe a bug report was filed for this (if not by me, then by others), but I don't remember any #'s.
Thanks
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CCP Optimal
C C P C C P Alliance
219

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Posted - 2012.10.18 15:30:00 -
[17] - Quote
Are you talking about framedrop (decreased FPS for a limited time) or unusually long server response time (spinning wheels)? If the former, then the compact mode will help somewhat, but what will help even more is the tree isolation of secondary windows.
The compact mode will hide the tree, capacity gauge, quick filter box and estimated prices. That's about everything aside from the items if I'm not mistaken.
Maraner wrote:Very excited to see these changes, will take a look when I get home... Any chance that this might ship before the winter expansion?
I note that one of your options is new 'compact' mode with everything turned off, does this reduce lag on opening inventory? Also when you say everything off, this includes filter view and the isk value of the contents also off? (please random deity).
Thanks for these excellent updates. Tippia is gonna be very very pleased.
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CCP Optimal
C C P C C P Alliance
219

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Posted - 2012.10.18 15:37:00 -
[18] - Quote
I'm pretty sure that we now have all such cases covered, but could you give me a step by step repro? If it's along those lines: 1) Open a wreck in a seperate inventory window 2) Expand tree and configure width 3) Close window and open another wreck 4) Expand tree view and notice that tree width hasn't persisted ... then I just fixed that minutes ago.
Elijah Craig wrote:The additions look promising. But please tell me if you have fixed the bug which causes the index tree to ignore its previous width and open at its most narrow when the 'my filters' window is minimised?
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Scrapyard Bob
EVE University Ivy League
1136
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Posted - 2012.10.18 15:50:00 -
[19] - Quote
CCP Optimal wrote:If you're running EVE on a low-end PC then the sheer amount of UI elements might be the culprit, in which case the new isolated trees are going to help a lot. Edge case lag defects can be hard to fix because they're usually hard for us to repro, so I encourage you to FRAPS a video and link it in a bug report, as such videos can come in real handy to figure out what's actually going on.
This happens even on a normal PC (AMD FX-6100 3.3GHz, 16GB RAM, Win7 64bit, NVIDIA GTX 460 1GB). If you have inventory windows open when you warp away from a research or death-star POS, your client's FPS will drop to about 3 (down from 60 FPS) for 20-30 seconds. To be specific, we're talking about a POS tower with:
- At least 4+ manufacturing arrays, each with 20-30 stacks of items in it spread across the divisions - 30+ weapon batteries, each with 1 stack of ammo - 8+ research labs with 10+ stacks of datacores / interfaces / decryptors in each along with 100+ BPCs in each from copy jobs
Which is about average for a research tower as you tend to only tend to them every 3-4 days (unloading BPCs, restocking datacores or other consumables, or restocking the arrays and hauling away finished goods).
...
Two other major performance issues in the current Unified Inventory on TQ are:
- A hangar with 3 bookmarks sitting on a corporate hangar floor results in a multi-second lag every time you dock and attempt to open up the corporate hangar tree. Even if there's nothing else in the corporate hangar, the bookmarks cause a slowdown.
- A corp hangar with 25,000+ BPCs or other item stacks, even though those BPCs are nicely tucked away in multiple containers, takes 20-30 seconds for the tree to respond to user input. (Why so many BPCs? Because they don't stack and they tend to accumulate over time and are a hassle to try and sell.) Under the old UI, access to the corporate division hangar was instant because it was well behaved and didn't look inside the containers until it needed to.
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Infinite Force
Hammer Of Light Covenant of the Phoenix Alliance
160
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Posted - 2012.10.18 15:50:00 -
[20] - Quote
CCP Optimal wrote:If you're running EVE on a low-end PC then the sheer amount of UI elements might be the culprit, in which case the new isolated trees are going to help a lot. Edge case lag defects can be hard to fix because they're usually hard for us to repro, so I encourage you to FRAPS a video and link it in a bug report, as such videos can come in real handy to figure out what's actually going on. Infinite Force wrote:First page is first?? :)
In regards to UI performance -
If I warp away from a heavily structured POS (think 150+ structure & gun modules) and I have my ship cargohold open, I can warp and land nearly 30 AU away before my client starts responding again. If I close my cargohold, and warp, there is a slight delay about 2 seconds out, then it's all good.
I believe a bug report was filed for this (if not by me, then by others), but I don't remember any #'s.
Thanks I run a DELL XPS 17, 1gb Video Card an i5 proc, 8gb's RAM and Win 7 x64. I have the video FX's set to low and I can run anywhere between 1 and 7 clients with ease. The only time I get this type of lag is when warping from a POS as I indicated -- and it occurs with 1 client or multiple clients.
Regardless of the number of UI elements, be it 1 or 1000, I should not be able to warp & land 30 AU away while having an unresponsive client.
I'll see what I can do about a fraps vid.
Scrapyard beat me to the basic answer ... lol HROLT CEO Live Free; Die Proud
Hammer Mineral Compression - The only way to go! |
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Salpun
Paramount Commerce
398
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Posted - 2012.10.18 15:52:00 -
[21] - Quote
FPS drops even when warping away from a mining belt on a super rig but the inventory makes it worse. |

Infinite Force
Hammer Of Light Covenant of the Phoenix Alliance
160
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Posted - 2012.10.18 15:54:00 -
[22] - Quote
Salpun wrote:FPS drops even when warping away from a mining belt on a supper rig  but the inventory makes it worse. Don't get me started on the "you must use an Orca as a hauler" that's warping between the belt and the POS. You have the Cargo, Ore and Corp Hangars open just so you can grab cans and go. Talk about FPS lag!
ed: Also is an issue if you use a "normal" hauler to do this as well. The "work-around" of closing all you open cargo windows just to warp away from the POS is lame and very shoddy programming. HROLT CEO Live Free; Die Proud
Hammer Mineral Compression - The only way to go! |
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CCP Optimal
C C P C C P Alliance
220

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Posted - 2012.10.18 16:00:00 -
[23] - Quote
You're right that the tree is incredibly inefficient to use when it has a lot of entries. That's why I'm certain that the tree isolation feature will come in handy as it allows you to work within any branch of the tree in a separate window which will persist it's settings based on what branch of the tree you are working within.
Rock Kicker wrote:CCP Optimal wrote:
The primary window will always show the entire tree view (all available inventory locations at a given time) but secondary windows will only show parts of it. So, for example, if you open up the Station Corp Hangar in a new window (you can now, you can in fact open up anything in a separate window) the tree view will only show the Corp hangar and its descendants (this essentially means youGÇÖve got the old corp hangar window (I said essentially, I know divisions are a bit more vertical)).
By vertical, I take it the tree is the only way to access divisions short of spending time dragging divisions out to their own windows, and then stacking them to re-create the more efficient tab environment of the previous inventory system? If I do this for every array at my POS, will the stacked windows stay put in this future release so I can chop down the Tree? Or perhaps an option to turn tabs on for an array with divisons? I for one shrink the tree away, as it takes up screen space that is best used for other things, it's ineffecient to use, especially at a POS with alot of arrays. IMHO, the tree is the worst part of the new inventory. It's most annoying to have to expand the tree, scroll around to find the proper array, select division, and then shrink it back versus simply clicking on a tab once I've opened the inventory for that array. - Edit - Not sure if this has been suggested before, but a cool feature would be that if I drag inventories to the neocom when I'm at a POS, and then warp away, they drop off. But return when I get back in range. Could apply to stations as well.
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Magic Crisp
Amarrian Micro Devices Silent Infinity
42
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Posted - 2012.10.18 16:07:00 -
[24] - Quote
Overall nice stuff, glad to get these, was more than time, but here're a few suggestions:
CCP Optimal wrote:
- Primary (the one opened up through ALT+C or Neocom shortcut) and secondary (the ones opened up through SHIFT+click and such) inventory window pattern has been cleared up so that it makes more sense. As a result, primary and secondary windows will behave exactly the same in almost all aspects, with only one major exception:
- The primary window will always show the entire tree view (all available inventory locations at a given time) but secondary windows will only show parts of it. So, for example, if you open up the Station Corp Hangar in a new window (you can now, you can in fact open up anything in a separate window) the tree view will only show the Corp hangar and its descendants (this essentially means youGÇÖve got the old corp hangar window (I said essentially, I know divisions are a bit more vertical)).
The other way around, please? We usually keep an inventory open, with alt-c, and close the tree view. in space, we need space, and that damn tree takes it from us. we need to see what we are shooting. However, when docked, on the secondary window, we usually have the treeview open, because we have the space.
The secondary window should adopt, like if any was open in a station previously, one should be open upon next docking. If the new station doesn't have the facility that the previous had, then focus back on the personal hangar. I hate when it always closes, because the current station has nocorphangars, but the previous had.
And get rid of this auto-scaling madness please.
CCP Optimal wrote:
- The cargo button in the Ship HUD will now open said window instead of the primary inventory window.
And will it sill be labelled on a mouse with "Cargo [Alt-C]" ? because this suggests that alt-c has the same functionality as alt-c. you're currently breaking this consitency.
And additional few things: - Make that "open in a new window" setting per-type. Like separetly applied for wrecks, cans, corphangars, capship bays, whatever. This way we can set ourselves, what should open in a separate window in general. this would be the best ever for salvagers. - Alt-C should focus on the cargo, as it did before pre-unified. you said you're not taking away functionality with this new unifiied thingie. I constantly use alt-c to get my ship's cargo, now it just focuses on a window, but doesn't switches to the active ship's one. this is also annoying. - Make us able to make our defaults!. I want to be able to set the default view type (i prefer listed) the default columns to display (remove size, meta, whatever that is just taking up place), and set the default ordering field (group for me). And i don't want to do this every damn bloody time i open something, or when this new praised unified inventory forgets the setting for something. Give us a menu where we can set these, PLEASE! who do i need to bribe to make thisunified inventory something that works? i've got the cookies... - make stacking a lot faster - make it to load when the container has bookmarks in it.
I had another post, in another ccp-originated topic, i can't find it right now, that's a more complete post. Please don't ignore us now. It's very tiresome when you're asking our opinions and then ignoring it. that won't make happy customers.
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CCP Optimal
C C P C C P Alliance
221

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Posted - 2012.10.18 16:07:00 -
[25] - Quote
I'll personally make sure to look into those issues. FRAPS recordings would be highly appreciated.
Scrapyard Bob wrote:CCP Optimal wrote:If you're running EVE on a low-end PC then the sheer amount of UI elements might be the culprit, in which case the new isolated trees are going to help a lot. Edge case lag defects can be hard to fix because they're usually hard for us to repro, so I encourage you to FRAPS a video and link it in a bug report, as such videos can come in real handy to figure out what's actually going on.
This happens even on a normal PC (AMD FX-6100 3.3GHz, 16GB RAM, Win7 64bit, NVIDIA GTX 460 1GB). If you have inventory windows open when you warp away from a research or death-star POS, your client's FPS will drop to about 3 (down from 60 FPS) for 20-30 seconds. To be specific, we're talking about a POS tower with: - At least 4+ manufacturing arrays, each with 20-30 stacks of items in it spread across the divisions - 30+ weapon batteries, each with 1 stack of ammo - 8+ research labs with 10+ stacks of datacores / interfaces / decryptors in each along with 100+ BPCs in each from copy jobs Which is about average for a research tower as you tend to only tend to them every 3-4 days (unloading BPCs, restocking datacores or other consumables, or restocking the arrays and hauling away finished goods). ... Two other major performance issues in the current Unified Inventory on TQ are: - A hangar with 3 bookmarks sitting on a corporate hangar floor results in a multi-second lag every time you dock and attempt to open up the corporate hangar tree. Even if there's nothing else in the corporate hangar, the bookmarks cause a slowdown. - A corp hangar with 25,000+ BPCs or other item stacks, even though those BPCs are nicely tucked away in multiple containers, takes 20-30 seconds for the tree to respond to user input. (Why so many BPCs? Because they don't stack and they tend to accumulate over time and are a hassle to try and sell.) Under the old UI, access to the corporate division hangar was instant because it was well behaved and didn't look inside the containers until it needed to.
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Aryth
GoonWaffe Goonswarm Federation
609
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Posted - 2012.10.18 16:17:00 -
[26] - Quote
I would like to restate this again also. The #1 issue for me has been the huge performance hit with the new system. Corp hangers with lots of assembled ships (for UI purposes a container) result in massive lag times. Assembling ships is godawful on performance, mass dragging them, godawful. This was not the case in the old inventory system that did not make a little tree stub for every container.
Can someone please tune this part of the system? Leader of the Goonswarm Economic Cabal |

Elijah Craig
Trask Industries Li3 Federation
44
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Posted - 2012.10.18 16:27:00 -
[27] - Quote
CCP Optimal wrote:I'm pretty sure that we now have all such cases covered, but could you give me a step by step repro? If it's along those lines: 1) Open a wreck in a seperate inventory window 2) Expand tree and configure width 3) Close window and open another wreck 4) Expand tree view and notice that tree width hasn't persisted ... then I just fixed that minutes ago. Elijah Craig wrote:The additions look promising. But please tell me if you have fixed the bug which causes the index tree to ignore its previous width and open at its most narrow when the 'my filters' window is minimised? OK steps to recreate:- 1) Sit docked in a station and open inventory (click icon or use Alt-C) 2) Expand tree and configure width 3) Make sure the "My Filters" menu at the bottom of the Tree is closed. 4) Close Inventory. 5) Now open inventory again (click icon or use Alt-C) 6) Note that the Tree is at its most narrow width and the previous width has not persisted.
The key point for this bug is that the "My Filters" menu is closed. By having the "My Filters" menu open when closing the inventory, the Tree width persists with no problems. |
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CCP Optimal
C C P C C P Alliance
222

|
Posted - 2012.10.18 16:41:00 -
[28] - Quote
I'm someone. How many assembled ships are we talking about here?
Aryth wrote:I would like to restate this again also. The #1 issue for me has been the huge performance hit with the new system. Corp hangers with lots of assembled ships (for UI purposes a container) result in massive lag times. Assembling ships is godawful on performance, mass dragging them, godawful. This was not the case in the old inventory system that did not make a little tree stub for every container.
Can someone please tune this part of the system?
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Infinite Force
Hammer Of Light Covenant of the Phoenix Alliance
160
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Posted - 2012.10.18 17:11:00 -
[29] - Quote
CCP Optimal wrote:I'm someone. How many assembled ships are we talking about here? Aryth wrote:I would like to restate this again also. The #1 issue for me has been the huge performance hit with the new system. Corp hangers with lots of assembled ships (for UI purposes a container) result in massive lag times. Assembling ships is godawful on performance, mass dragging them, godawful. This was not the case in the old inventory system that did not make a little tree stub for every container.
Can someone please tune this part of the system? I have seen performance hits with assembling 1 ship to [ multiple ] ships. Refer to Scrapyards post for a typcial POS setup in WH / Deep Null space. HROLT CEO Live Free; Die Proud
Hammer Mineral Compression - The only way to go! |

Maraner
The Executioners Capital Punishment.
220
|
Posted - 2012.10.18 19:07:00 -
[30] - Quote
CCP Optimal wrote:Are you talking about framedrop (decreased FPS for a limited time) or unusually long server response time (spinning wheels)? If the former, then the compact mode will help somewhat, but what will help even more is the tree isolation of secondary windows. The compact mode will hide the tree, capacity gauge, quick filter box and estimated prices. That's about everything aside from the items if I'm not mistaken. Maraner wrote:Very excited to see these changes, will take a look when I get home... Any chance that this might ship before the winter expansion?
I note that one of your options is new 'compact' mode with everything turned off, does this reduce lag on opening inventory? Also when you say everything off, this includes filter view and the isk value of the contents also off? (please random deity).
Thanks for these excellent updates. Tippia is gonna be very very pleased.
Primarily frame rate drop, spinning wheel for me at least seems to have much improved over time, will fraps one and link when able |
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Aryth
GoonWaffe Goonswarm Federation
609
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Posted - 2012.10.18 20:03:00 -
[31] - Quote
CCP Optimal wrote:I'm someone. How many assembled ships are we talking about here? Aryth wrote:I would like to restate this again also. The #1 issue for me has been the huge performance hit with the new system. Corp hangers with lots of assembled ships (for UI purposes a container) result in massive lag times. Assembling ships is godawful on performance, mass dragging them, godawful. This was not the case in the old inventory system that did not make a little tree stub for every container.
Can someone please tune this part of the system?
Varies, but as little as 30 when assembling, to 200+ when trying to move/trade them. For example, on a Sunday (yes I know this was a bad idea given peak day) trying to transfer 1k ships between players or hangers in Jita is futile and doesn't complete even if you wait 30 minutes.
For assembled ships, from 0, it is twice as long to assemble a ship with new UI as before. I know this as I had to double my G19 macro that does it. Once you assemble more than 30 or so, it gets progressively worse, to the point that at 100+ ships in the tree, it starts lagging very bad on each assemble as it rerenders the tree.
In the old system, I regularly assembled 200-300 ships in a few minutes with no issues. The new slowness seems to come when it has to "insert" the new ship container into your tree at all, regardless if I minimize the tree. The one workaround sorta is to shift-open the ship hanger, and make sure you do not have tree anywhere at all open or even minimized. This helps. Leader of the Goonswarm Economic Cabal |

Altrue
Exploration Frontier inc
40
|
Posted - 2012.10.18 20:37:00 -
[32] - Quote
Very good job CCP !
Please, give us the opportunity to loot while accelerating after having initiated a warp ! (Like before :p) This caused me to loose a ship a few days ago, after having bombed a noctis :D *Yelling "Manticooore !" on teamspeak* |

Rock Kicker
Full Bore Inc
52
|
Posted - 2012.10.18 20:45:00 -
[33] - Quote
CCP Optimal wrote:You're right that the tree is incredibly inefficient to use when it has a lot of entries. That's why I'm certain that the tree isolation feature will come in handy as it allows you to work within any branch of the tree in a separate window which will persist it's settings based on what branch of the tree you are working within. Rock Kicker wrote:[quote=CCP Optimal]
The primary window will always show the entire tree view (all available inventory locations at a given time) but secondary windows will only show parts of it. So, for example, if you open up the Station Corp Hangar in a new window (you can now, you can in fact open up anything in a separate window) the tree view will only show the Corp hangar and its descendants (this essentially means youGÇÖve got the old corp hangar window (I said essentially, I know divisions are a bit more vertical)).
By vertical, I take it the tree is the only way to access divisions short of spending time dragging divisions out to their own windows, and then stacking them to re-create the more efficient tab environment of the previous inventory system? If I do this for every array at my POS, will the stacked windows stay put in this future release so I can chop down the Tree? Or perhaps an option to turn tabs on for an array with divisons? Not as good as the old tabs, (will still eat more screen space having to keep a tree open), but given the only other option of spending several minutes dragging and stacking windows to create easy-access tabs each time I go to my research POS, it will be less painful.
Question : Once I break a branch off to a secondary window for say, a corp hangar at a POS, will it persist that way when I return to the POS later and just access corp hangar inventory from the right click menu or will I have to open the primary each time and drag out the needed arrays? I know, probably splitting hairs for the amount of time involved, but research/manufacturing at a tower went from just tedious to simply terrible when the new inventory came out. Anything to reduce the time/click requirements will be appreciated.
The new UniFUBAR Inventory.-á Where Clickfest rules and Usability fails. |

Magic Crisp
Amarrian Micro Devices Silent Infinity
42
|
Posted - 2012.10.19 08:14:00 -
[34] - Quote
One new stuff. The multi-use capabilities. When a someone has a unified open, with a few stuff collapsed in the treeview (like the ship's corp hangar), and some else starts to switch ships from an SMA, then the first said's inventory's trees starts to open and blink all around. This is very annoying when i'm moving stuff around, someone decides to switch ships and suddenly i'm moving all the stuff to the wrong places.
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CCP Optimal
C C P C C P Alliance
226

|
Posted - 2012.10.19 10:10:00 -
[35] - Quote
If you open up a secondary window for POS corp hangar X, the window will persist it's settings, using X as id, so it doesn't matter how you open up the window. So, yes, you don't need to use the primary window to access it and it will always use the same settings no matter how you opened it up.
Rock Kicker wrote:CCP Optimal wrote:You're right that the tree is incredibly inefficient to use when it has a lot of entries. That's why I'm certain that the tree isolation feature will come in handy as it allows you to work within any branch of the tree in a separate window which will persist it's settings based on what branch of the tree you are working within. Rock Kicker wrote:[quote=CCP Optimal]
The primary window will always show the entire tree view (all available inventory locations at a given time) but secondary windows will only show parts of it. So, for example, if you open up the Station Corp Hangar in a new window (you can now, you can in fact open up anything in a separate window) the tree view will only show the Corp hangar and its descendants (this essentially means youGÇÖve got the old corp hangar window (I said essentially, I know divisions are a bit more vertical)).
By vertical, I take it the tree is the only way to access divisions short of spending time dragging divisions out to their own windows, and then stacking them to re-create the more efficient tab environment of the previous inventory system? If I do this for every array at my POS, will the stacked windows stay put in this future release so I can chop down the Tree? Or perhaps an option to turn tabs on for an array with divisons? Not as good as the old tabs, (will still eat more screen space having to keep a tree open), but given the only other option of spending several minutes dragging and stacking windows to create easy-access tabs each time I go to my research POS, it will be less painful. Question : Once I break a branch off to a secondary window for say, a corp hangar at a POS, will it persist that way when I return to the POS later and just access corp hangar inventory from the right click menu or will I have to open the primary each time and drag out the needed arrays? I know, probably splitting hairs for the amount of time involved, but research/manufacturing at a tower went from just tedious to simply terrible when the new inventory came out. Anything to reduce the time/click requirements will be appreciated.
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CCP Optimal
C C P C C P Alliance
226

|
Posted - 2012.10.19 10:11:00 -
[36] - Quote
We have a defect for this already.
Magic Crisp wrote:One new stuff. The multi-use capabilities. When a someone has a unified open, with a few stuff collapsed in the treeview (like the ship's corp hangar), and some else starts to switch ships from an SMA, then the first said's inventory's trees starts to open and blink all around. This is very annoying when i'm moving stuff around, someone decides to switch ships and suddenly i'm moving all the stuff to the wrong places.
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DJ P0N-3
Table Flippendeavors
48
|
Posted - 2012.10.19 13:04:00 -
[37] - Quote
Are there any plans to look at the thorny code behind bookmarks as items lagging out their containers forever? The spinny wheel doesn't even activate. It's especially bad when they're in a corp hangar and a lot of other people are accessing corp hangars around you. |

Rengerel en Distel
Amarr Science and Industry
467
|
Posted - 2012.10.19 18:12:00 -
[38] - Quote
On Duality now, and the inventory doesn't switch when you switch ships. It remains on the previous inventory item.
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Zagdul
Clan Shadow Wolf Fatal Ascension
1069
|
Posted - 2012.10.19 18:53:00 -
[39] - Quote
@CCP Optimal
Please, I beg you to look into implementing a dual panel.
Something like this: http://i.imgur.com/j8Jyn.jpg Dual Pane idea: Click!
CCP Please Implement |

Salpun
Paramount Commerce
398
|
Posted - 2012.10.19 22:13:00 -
[40] - Quote
Looting still opens a large new ships cargo bay window even if i have a minimized one already open. |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
89

|
Posted - 2012.10.20 15:09:00 -
[41] - Quote
Salpun wrote:Looting still opens a large new ships cargo bay window even if i have a minimized one already open.
Do you have the "Open in a separate window" option enabled? If not it will still use the primary window and whatever settings that has. We have a tweak that didn't make it into this build where if you have the tree view of your main window collapsed wrecks/containers will always open in another window.
Wrecks not opening after approaching them is a defect. We'll get that fixed, though unlikely to be for this version of the client. |
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Salpun
Paramount Commerce
398
|
Posted - 2012.10.20 15:14:00 -
[42] - Quote
CCP RubberBAND wrote:Salpun wrote:Looting still opens a large new ships cargo bay window even if i have a minimized one already open. Do you have the "Open in a separate window" option enabled? If not it will still use the primary window and whatever settings that has. We have a tweak that didn't make it into this build where if you have the tree view of your main window collapsed wrecks/containers will always open in another window. Wrecks not opening after approaching them is a defect. We'll get that fixed, though unlikely to be for this version of the client. That option was not checked. Hitting loot all should close the window if the necom ships cargo hold window is open.
Compact view needs a way to tell how full it is even if its on the hud on the left hand side. |

Drew Li
Space Exploitation Inc Get Off My Lawn
36
|
Posted - 2012.10.21 01:26:00 -
[43] - Quote
Server is down right now so I cannot test, but I have seen nothing mentioned about this feature so I will mention it again.
Give us the option to remove the inventory part of the window so ONLY the tree remains. There is now a "Compact" view for the inventory, but what I am asking for is a "Compact" view for the tree.
People do not stack the windows so they can quickly switch between them, they stack them so they can quickly sort their current window and drag items into the tabs. Having a narrow tree running the side of the screen showing every division would be perfect! It would allow players to drag items into a specific location, or open a window for the target location to be sorted. This would be an alternative to dragging out the desired tabs and having them listed horizontally. |

Grey Stormshadow
Fistful of Finns Ewoks
1455
|
Posted - 2012.10.21 08:14:00 -
[44] - Quote
Test completed and feedback edited in to page 1. Took little longer than expected as needed account reactivation.
Get |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
90

|
Posted - 2012.10.22 11:05:00 -
[45] - Quote
Grey Stormshadow wrote:Test completed and feedback edited in to page 1. Took little longer than expected as needed account reactivation.
Thanks that looks great!
For issue two, we are already planning to implement filter text persisting between folders in the tree view (so good to know we're on the right track). Regard your first issue, what about using just single click to select the division if you are not opening them in new windows?
I'll follow up on the bugs you noted, thanks again.
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Lors Dornick
Kallisti Industries Solar Assault Fleet
266
|
Posted - 2012.10.22 11:26:00 -
[46] - Quote
CCP RubberBAND wrote:Grey Stormshadow wrote:Test completed and feedback edited in to page 1. Took little longer than expected as needed account reactivation. Thanks that looks great! For issue two, we are already planning to implement filter text persisting between folders in the tree view (so good to know we're on the right track). Regard your first issue, what about using just single click to select the division if you are not opening them in new windows? I'll follow up on the bugs you noted, thanks again. Would it be hard/stupid to allow short cuts (and possibly even icons, that we can chose to drag to the bar) for specific views?
Like Ye Olde quick access to cargo, items, ships and corp hangar?
Filters are very nice and very useful, the problem is that they only control what you see, not what you can access.
And there's a serious difference between keeping gadget A and gadget B in different hangars, or keeping them visible with different filters.
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Salpun
Paramount Commerce
399
|
Posted - 2012.10.22 11:28:00 -
[47] - Quote
CCP RubberBAND wrote:Grey Stormshadow wrote:Test completed and feedback edited in to page 1. Took little longer than expected as needed account reactivation. Thanks that looks great! For issue two, we are already planning to implement filter text persisting between folders in the tree view (so good to know we're on the right track). Regard your first issue, what about using just single click to select the division if you are not opening them in new windows? I'll follow up on the bugs you noted, thanks again. Did you look at my Filter still opening bug report. 145516 |

Salpun
Paramount Commerce
399
|
Posted - 2012.10.22 11:29:00 -
[48] - Quote
Lors Dornick wrote:CCP RubberBAND wrote:Grey Stormshadow wrote:Test completed and feedback edited in to page 1. Took little longer than expected as needed account reactivation. Thanks that looks great! For issue two, we are already planning to implement filter text persisting between folders in the tree view (so good to know we're on the right track). Regard your first issue, what about using just single click to select the division if you are not opening them in new windows? I'll follow up on the bugs you noted, thanks again. Would it be hard/stupid to allow short cuts (and possibly even icons, that we can chose to drag to the bar) for specific views? Like Ye Olde quick access to cargo, items, ships and corp hangar? Filters are very nice and very useful, the problem is that they only control what you see, not what you can access. And there's a serious difference between keeping gadget A and gadget B in different hangars, or keeping them visible with different filters. You can drag them to the neocom already. Had to do it with my ore hold becouse that is not listed in the neocom yet. |

Prime FLux
The Rising Stars Initiative Mercenaries
36
|
Posted - 2012.10.22 12:06:00 -
[49] - Quote
This! I have found runing 2 inventory window side by side is the most efficient way to do it.
Same as it were the only way to make explorer in windows usefull
*born and rise with Norton commander* |

Pinky Denmark
The Cursed Navy
226
|
Posted - 2012.10.22 13:13:00 -
[50] - Quote
From the listed changes alone this looks very promising.
Getting rid of accidental hangar change is nice - I would however have made it an window option with a selectable time for a hover to open a hangar... But Im sure this will be sufficient. Also having a scroll in the tree activated on hover while dragging stuff is a huge request. Thank you!!
Have you considered placing ship hangar in the bottom of the tree to avoid having to scroll past hundreds of ships dragging from active ship to corp hanagr or the other way while having a huge ship tree folded out?
Anyway I am looking forward to see this for myself. Good work and good luck with the polishing.
Pinky |
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CCP Arrow
C C P C C P Alliance
186

|
Posted - 2012.10.22 16:48:00 -
[51] - Quote
Prime FLux wrote:This! I have found runing 2 inventory window side by side is the most efficient way to do it. Same as it were the only way to make explorer in windows usefull *born and rise with Norton commander*
Would this method not work the same as a dual panel?
1. Open up two Inventory windows, 'Inventory' and 'Active ship' for example. 2. Set the Active Ship window to Compact mode. 3. Snap the Active Ship inventory window to the Right edge of the Inventory window, making both same height and stick together. 4. Hold 'Shift' to drag both windows as one.
Additionally, you can set windows to open in new window (or hold shift when double clicking them) and move those window into a stack in the window to the right. That way all window you open will appear in the 2nd window, in different tabs.
We are also working on Back & Forward mechanics for the Inventory CCP Arrow-á-á|-á Senior Game Designer-á|-á @CCP_Arrow |
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Tippia
Sunshine and Lollipops
10070
|
Posted - 2012.10.22 16:57:00 -
[52] - Quote
CCP Optimal wrote:All windows will now persist all of their settings (not just some of them), based on what they represent. If you want to use the tree view for Corp Hangars but nothing else, you can configure it so.
Is this supposed to include the display of the filter list? Because right now, it doesn't seem to be doing that.
It looks like it's GÇ£tryingGÇ¥ to remember it, but failing, because if I have an inventory open, hide the filters, close the inventory and then re-open it, I would expect it to either a) remember that I hid the filter list and open up with the list closed, or b) not remember it and open up with the filter list open so I have to close it again.
What actually happens is c) it opens with the filter list showing, but trying to hide it makes display a very quick (as in flickering closed and then half-open for only one or two frames) GÇ£unfoldGÇ¥ animation the first time I click on the arrow, requiring a second click to actually hide it. It will not stay permanently hidden no matter what. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan.
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Salpun
Paramount Commerce
399
|
Posted - 2012.10.22 16:59:00 -
[53] - Quote
Tippia wrote:CCP Optimal wrote:All windows will now persist all of their settings (not just some of them), based on what they represent. If you want to use the tree view for Corp Hangars but nothing else, you can configure it so.
Is this supposed to include the display of the filter list? Because right now, it doesn't seem to be doing that. It looks like it's GÇ£ tryingGÇ¥ to remember it, but failing, because if I have an inventory open, hide the filters, close the inventory and then re-open it, I would expect it to either a) remember that I hid the filter list and open up with the list closed, or b) not remember it and open up with the filter list open so I have to close it again. What actually happens is c) it opens with the filter list showing, but trying to hide it makes display a very quick (as in flickering closed and then half-open for only one or two frames) GÇ£unfoldGÇ¥ animation the first time I click on the arrow, requiring a second click to actually hide it. It will not stay permanently hidden no matter what. Got a bug report in on that  |

Grey Stormshadow
Fistful of Finns Ewoks
1457
|
Posted - 2012.10.23 00:24:00 -
[54] - Quote
CCP RubberBAND wrote:Grey Stormshadow wrote:Test completed and feedback edited in to page 1. Took little longer than expected as needed account reactivation. Thanks that looks great! For issue two, we are already planning to implement filter text persisting between folders in the tree view (so good to know we're on the right track). Regard your first issue, what about using just single click to select the division if you are not opening them in new windows? I'll follow up on the bugs you noted, thanks again.
Hmm I don't think I described my 1st issue well enough.
I meant that when I double click the "division"-label I would like the behavior to be "expand that label in index tree and show all containers under it" (exactly the same behavior what the small arrow on left side of the label does).
This behavior is there by default when "always open to new"-setting is disabled. When the setting is enabled, this no longer works.
This is the reason why I asked for "always open to new"- setting which would affect only containers. It would make usage of the the index tree much more convenient. Double clicking the label is really only user friendly way to expand it immediately and smoothly without interrupting the workflow. I did play with it quite a while and also tried to use the small arrow for the task. Nothing else than double clicking just didn't feel right and convenient. Perhaps that's the reason why it is the default behavior .)
...and I'm happy to hear that the text filter is already on the pipe. Dunno about others but at least I use it tens of times in a day and that upgrade will really make difference :)
Get |

Zagdul
Clan Shadow Wolf Fatal Ascension
1071
|
Posted - 2012.10.23 02:15:00 -
[55] - Quote
CCP Arrow wrote:Prime FLux wrote:This! I have found runing 2 inventory window side by side is the most efficient way to do it. Same as it were the only way to make explorer in windows usefull *born and rise with Norton commander* Would this method not work the same as a dual panel? 1. Open up two Inventory windows, 'Inventory' and 'Active ship' for example. 2. Set the Active Ship window to Compact mode. 3. Snap the Active Ship inventory window to the Right edge of the Inventory window, making both same height and stick together. 4. Hold 'Shift' to drag both windows as one. Additionally, you can set windows to open in new window (or hold shift when double clicking them) and move those window into a stack in the window to the right. That way all window you open will appear in the 2nd window, in different tabs. We are also working on Back & Forward mechanics for the Inventory
What you suggest may be a bit short sighted, no offense.
What I've got in mind would be a more permanent iteration into the entire inventory system that would open it up for future development.
By implementing a full on dual pane window, you'd open up the ability for a keybind to move items from one container to another.
Furthermore, the ability to setup ship specific filters
1.Filters
Filters for my Jump Freighter:
Tower Fueling: would remember the corp hangar + cargo bay.
Cap Fueling: would remember 'fuel container' (and filter for fuel types) + fuel bay
Manufacturing: would remember 'mineral container' (and filter for building materials) + cargo hold
Carriers could have drone filter, fueling, fitting... etc.
2. Mouse Something the inventory needs is more use of the mouse. Many of us use our mouse for back/forward/open new tab (middle click). These features would be awesome to have in conjunction with the tree view. Dual Pane idea: Click!
CCP Please Implement |

Logicycle
Terra Incognita Intrepid Crossing
75
|
Posted - 2012.10.23 04:21:00 -
[56] - Quote
Duality is Offline, what gives? |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
96

|
Posted - 2012.10.23 15:45:00 -
[57] - Quote
Tippia wrote:CCP Optimal wrote:All windows will now persist all of their settings (not just some of them), based on what they represent. If you want to use the tree view for Corp Hangars but nothing else, you can configure it so.
Is this supposed to include the display of the filter list? Because right now, it doesn't seem to be doing that. It looks like it's GÇ£ tryingGÇ¥ to remember it, but failing, because if I have an inventory open, hide the filters, close the inventory and then re-open it, I would expect it to either a) remember that I hid the filter list and open up with the list closed, or b) not remember it and open up with the filter list open so I have to close it again. What actually happens is c) it opens with the filter list showing, but trying to hide it makes display a very quick (as in flickering closed and then half-open for only one or two frames) GÇ£unfoldGÇ¥ animation the first time I click on the arrow, requiring a second click to actually hide it. It will not stay permanently hidden no matter what.
This is a bug definitely (what is happening in C). All window settings (should) persist. There will be a new build on Duality for this coming weekend (26th of October)I would be curious to know if you are still experiencing this, as I am unable to get a reproduction on our internal development server.
Fake EDIT: Just managed to reproduce this. We will get a defect in and try to get this fixed for this weekend build. Thanks for your vigilance. I have also attached Salpun's bug report to this.
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Callidus Dux
School of Applied Knowledge Caldari State
571
|
Posted - 2012.10.26 16:38:00 -
[58] - Quote
Will it be possible again to open new windows with simple double clicks as promised? I hate shift+click or ANY other mysterious hidden SHORTCUT. I hate shortcuts at whole!
Does a new window pop up if I double click at wrecks in space and does this window AUTOCLOSE itself after looting?
I do not like the whole concept of primary and secondary windows. I just want windows. ALL equal and emerging via double clicks. My inventory is a mess. I use containers and to use SHIFT+Click is horrible. I just want double clicks for new windows. I want more than one or two windows! |
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CCP Arrow
C C P C C P Alliance
188

|
Posted - 2012.10.26 16:51:00 -
[59] - Quote
Callidus Dux wrote:Will it be possible again to open new windows with simple double clicks as promised? I hate shift+click or ANY other mysterious hidden SHORTCUT. I hate shortcuts at whole! CCP Arrow said that he and his team is willed to bring an option, compareable to an "autoShift", to be able to open new seperate windows WITHOUT any shift+click again. I do not see this in your description. Does a new window pop up if I double click at wrecks in space and does this window AUTOCLOSE itself after looting? I do not like the whole concept of primary and secondary windows. I just want windows. ALL equal and emerging via double clicks. My inventory is a mess. I use containers and to use SHIFT+Click is horrible. I just want double clicks for new windows. I want more than one or two windows!
The Inventory Settings option in the top-left corner of the Inventory window allow you to 'Always open in separate window'. If you check that ON, you should get exactly what you want. You don't need to wait for this feature, it's already on TQ 
CCP Arrow-á-á|-á Senior Game Designer-á|-á @CCP_Arrow |
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Callidus Dux
School of Applied Knowledge Caldari State
571
|
Posted - 2012.10.26 16:54:00 -
[60] - Quote
CCP Arrow wrote:Callidus Dux wrote:Will it be possible again to open new windows with simple double clicks as promised? I hate shift+click or ANY other mysterious hidden SHORTCUT. I hate shortcuts at whole! CCP Arrow said that he and his team is willed to bring an option, compareable to an "autoShift", to be able to open new seperate windows WITHOUT any shift+click again. I do not see this in your description. Does a new window pop up if I double click at wrecks in space and does this window AUTOCLOSE itself after looting? I do not like the whole concept of primary and secondary windows. I just want windows. ALL equal and emerging via double clicks. My inventory is a mess. I use containers and to use SHIFT+Click is horrible. I just want double clicks for new windows. I want more than one or two windows! The Inventory Settings option in the top-left corner of the Inventory window allow you to 'Always open in separate window'. If you check that ON, you should get exactly what you want. You don't need to wait for this feature, it's already on TQ 
Thank you very much CCP Arrow. That was all I wanted.  Lets have a try. |
|

Callidus Dux
School of Applied Knowledge Caldari State
571
|
Posted - 2012.10.27 12:24:00 -
[61] - Quote
CCP Arrow wrote:The Inventory Settings option in the top-left corner of the Inventory window allow you to 'Always open in separate window'. If you check that ON, you should get exactly what you want. You don't need to wait for this feature, it's already on TQ 
I have now tried this option and enabled it. And I have to say that it is WONDERFUL!!!!!!! It is nearly exact the same thing that I wanted since the first version of this unified inventory hits TQ. If you now could really bring:
CCP Optimal wrote: New GÇ£InventoryGÇ¥ group added to the EVE menu containing Inventory, Item Hangar, Ship Hangar, Corporate Hangar, Deliveries and Active Ship. You can then drag any or all of those buttons to the Neocom itself for one click access to your most used inventories.
I can say that it is, for me, perfect again! It would simulate a perfect copy of the old non-unified Inventory with all benefits of the old UI. Two or more windows - Drag&Drop and job done! Thank you CCP. REALLY THANK YOU (this time). 
But I have to ask one thing.. how long is this option available? I try to read all patch notes but never noticed such a, for me important, functionality. Strange....  |

Salpun
Paramount Commerce
404
|
Posted - 2012.10.27 12:27:00 -
[62] - Quote
Callidus Dux wrote:CCP Arrow wrote:The Inventory Settings option in the top-left corner of the Inventory window allow you to 'Always open in separate window'. If you check that ON, you should get exactly what you want. You don't need to wait for this feature, it's already on TQ  I have now tried this option and enabled it. And I have to say that it is WONDERFUL!!!!!!!It is nearly exact the same thing that I wanted since the first version of this unified inventory hits TQ. If you now could really bring: CCP Optimal wrote: New GÇ£InventoryGÇ¥ group added to the EVE menu containing Inventory, Item Hangar, Ship Hangar, Corporate Hangar, Deliveries and Active Ship. You can then drag any or all of those buttons to the Neocom itself for one click access to your most used inventories.
I can say that it is, for me, perfect again! It would simulate a perfect copy of the old non-unified Inventory with all benefits of the old UI. Two or more windows - Drag&Drop and job done! Thank you CCP. REALLY THANK YOU (this time).  But I have to ask one thing.. how long is this option available? I try to read all patch notes but never noticed such a, for me, important functionality. Strange....  Its been available for 4 months or so. |

Callidus Dux
School of Applied Knowledge Caldari State
571
|
Posted - 2012.10.27 12:33:00 -
[63] - Quote
Salpun wrote:Callidus Dux wrote:CCP Arrow wrote:The Inventory Settings option in the top-left corner of the Inventory window allow you to 'Always open in separate window'. If you check that ON, you should get exactly what you want. You don't need to wait for this feature, it's already on TQ  I have now tried this option and enabled it. And I have to say that it is WONDERFUL!!!!!!!It is nearly exact the same thing that I wanted since the first version of this unified inventory hits TQ. If you now could really bring: CCP Optimal wrote: New GÇ£InventoryGÇ¥ group added to the EVE menu containing Inventory, Item Hangar, Ship Hangar, Corporate Hangar, Deliveries and Active Ship. You can then drag any or all of those buttons to the Neocom itself for one click access to your most used inventories.
I can say that it is, for me, perfect again! It would simulate a perfect copy of the old non-unified Inventory with all benefits of the old UI. Two or more windows - Drag&Drop and job done! Thank you CCP. REALLY THANK YOU (this time).  But I have to ask one thing.. how long is this option available? I try to read all patch notes but never noticed such a, for me, important functionality. Strange....  Its been available for 4 months or so.
WTF? Dammit! I must have missed this.  Thank you for the information. But couldn't you give me this information 4 month earlier?  |

Rengerel en Distel
Amarr Science and Industry
483
|
Posted - 2012.10.27 16:23:00 -
[64] - Quote
Shift double click a container in space on TQ will move you to the container, but not open it. On Duality, you move to the container, it opens, but now when you loot it, it again opens your cargo hold instead of closing the window. Loot all = loot and close; that should be the default way the window works.
|

Alexila Quant
Strategic Acquisitions Group
12
|
Posted - 2012.10.28 01:44:00 -
[65] - Quote
CCP Optimal wrote::lost of words:
Can you guys please PLEASE add the revamped features to the merged items panel in stations (you know, that little check box in General Settings that merges your station hangar and ship hangar with the station panel on the right) ?
E.G. Est. Value, Total volume and the left hand rollout.
I may be a small minority here but I actually like having my inventory accessible without needing to open YET ANOTHER window and it fits nicely in the station panel which I would otherwise have minimized at all times (damn thing pops up every time I dock regardless though).
[Less likely idea]
Also, adding more top tabs would be neat (for instance, instead of only Items and Ships you could also have the Cargohold of your active ship as a clickable tab.)
I'll reply again later with a mach up of what I mean later.
[/less likely idea] |

Perris Korat
PKor A.T. Metals and Mechanical The Interstellar Contract Agency
0
|
Posted - 2012.10.28 14:36:00 -
[66] - Quote
Elijah Craig wrote:CCP Optimal wrote:I'm pretty sure that we now have all such cases covered, but could you give me a step by step repro? If it's along those lines: 1) Open a wreck in a seperate inventory window 2) Expand tree and configure width 3) Close window and open another wreck 4) Expand tree view and notice that tree width hasn't persisted ... then I just fixed that minutes ago. Elijah Craig wrote:The additions look promising. But please tell me if you have fixed the bug which causes the index tree to ignore its previous width and open at its most narrow when the 'my filters' window is minimised? OK steps to recreate:- 1) Sit docked in a station and open inventory (click icon or use Alt-C) 2) Expand tree and configure width 3) Make sure the "My Filters" menu at the bottom of the Tree is closed. 4) Close Inventory. 5) Now open inventory again (click icon or use Alt-C) 6) Note that the Tree is at its most narrow width and the previous width has not persisted. The key point for this bug is that the "My Filters" menu is closed. By having the "My Filters" menu open when closing the inventory, the Tree width persists with no problems.
Please fix this; its the single most annoying bug in the game for me right now. I'm willing to pay extra. :D
|

Panhead4411
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
244
|
Posted - 2012.10.29 19:07:00 -
[67] - Quote
Can we please have the cargo amount bar back on the 'compact' window...it sucks having to have the window large enough to have that displayed, then all that wasted space around it.
Also, from what i've seen on Duality today, ever time i opened a wreck, it opened with the tree and filters open, and the window was rather large. I then hit the compact button, made it smaller and moved it to the side. The next wreck i opened was the same way, large with full tree/filters. PLEASE if we have 'open in new window' selected, we are trying to avoid the large screenspace killing Main inventory window. http://blog.beyondreality.se/shift-click-does-nothing -á-á < Unified Inventory is NOT ready... |

Grombutz
Treasures Collectors Solar Citizens
2
|
Posted - 2012.10.29 19:31:00 -
[68] - Quote
Looks ok so far, but my personal "main issue" hasn't been adresses from what I see.
Do windows still close if you leave the grid?
As an example: If you warp to a PoS array, open it up and warp to a celestial - will the PoS-array window close? If yes, please change this, or give us an option to pin down such windows. |

Cheekything
Dark-Rising
107
|
Posted - 2012.10.29 19:51:00 -
[69] - Quote
Could we possibly get the corp hanger button back.
And maybe a way to add tabs to sort items the (ship item) part of the station UI?
As I and many people used to sort items with station containers but now it's just a pain with the current menu system.
Would love you all long time. |

Pierced Brosmen
Obstergo Exhale.
105
|
Posted - 2012.10.30 14:11:00 -
[70] - Quote
Would it really be so hard to add a small horizontal expandable/collapsible pane on top of corp hangar inventory windows where the hangar divisions are available as tabs? Yes it would add multiple interfaces to perform a task already available through the tree, but it will also let people chose how to navigate their corp hangars, in a way that is the most natural or efficient to them, based on their individual preferences.
Could it be possible to have an addition to the settings for inventory windows (on a per character basis, not account basis) to set a globaly default hangar division for corp hangars? That is, the division you are in if you open a corp hangar for the first time. If you have used one hangar and then left it while being in a different division, the last used should persist over the default. |
|

Altrue
Exploration Frontier inc
46
|
Posted - 2012.10.31 15:42:00 -
[71] - Quote
Being able to loot while accelerating to enter warp would be the return of a nice feature lost with this new UI. *Yelling "Manticooore !" on teamspeak* |

Rammix
FreeWorkers HeII Gate Alliance
13
|
Posted - 2012.11.02 04:51:00 -
[72] - Quote
Need ability to export/import custom filters. OpenSUSE 12.2, wine 1.5 |

Tess La'Coil
Lightbringer's Sanctuary RAZOR Alliance
29
|
Posted - 2012.11.02 12:50:00 -
[73] - Quote
Has the browser finally recieved a lock to the horizontal resizing on window resizing instead of scaling?
https://forums.eveonline.com/default.aspx?g=posts&m=1542009#post1542009 https://forums.eveonline.com/default.aspx?g=posts&m=1706363
CCP Arrow wrote:Inventory Usability Iteration
- Resizing the Inventory window will behave like other windows instead of scaling all tabs proportionally
That was a post of 20-September, was this planned for implementation for a previous release or for retribution?
Also,
https://forums.eveonline.com/default.aspx?g=posts&m=1836283#post1836283
Pretty please? I feels lame that an out of game app needs to help me do it while I'm logged into the game. Someone once said I was a muppet. If that's so, I'm quite sure the Swedish Chef is my brother.-á |

Adrian Dixon
The Scope Gallente Federation
68
|
Posted - 2012.11.04 13:03:00 -
[74] - Quote
I would like to see a toggle setting for ship hangers, "hide un-assembled ships" |

Rommiee
Mercury Inc.
494
|
Posted - 2012.11.05 13:20:00 -
[75] - Quote
Alexila Quant wrote:Can you guys please PLEASE add the revamped features to the merged items panel in stations (you know, that little check box in General Settings that merges your station hangar and ship hangar with the station panel on the right) ?
Don't tell me they removed that check box ?? |

BlitZ Kotare
Ars ex Discordia Test Alliance Please Ignore
21
|
Posted - 2012.11.05 18:00:00 -
[76] - Quote
Requested Change~
The old inventory UI handled dragging ships into the "Item Hangar" and simply sorted them into the Ship Hangar all by itself.
Example: I have a Jump Freighter full of items, fuel, ships, etc. I shift-click the top and bottom inventory items and drag them all to the Items hangar, either in the Tree or it's own separate window. The ships are left behind, and sometimes items that are 'below' the ships in the list are as well (just like when you inject skillbooks, it stops as soon as it has an error on one, regardless if some of the others can be injected or not).
Please return the previous functionality of the inventory auto-sorting ships into their separate hangar. |

Tiregn
New Eden Mining and Industry Inc.
6
|
Posted - 2012.11.05 19:51:00 -
[77] - Quote
Definitely agree with the above poster of being able to select everything, drop it into 'item hangar' and have it auto-sort the ships into the ship hangar.
However, what is the feasibility of removing the 'snap-to' feature for the icons on the UI bar? I would love to have the ability to separate them into separate areas (i.e. ship/item hangar off on their own for ease of access). Is this something that could be done relatively easily, or at all?
I'm sure I am not the only one interested in this particular functionality being added. |

Rommiee
Mercury Inc.
496
|
Posted - 2012.11.06 09:39:00 -
[78] - Quote
Tiregn wrote:Definitely agree with the above poster of being able to select everything, drop it into 'item hangar' and have it auto-sort the ships into the ship hangar.
However, what is the feasibility of removing the 'snap-to' feature for the icons on the UI bar? I would love to have the ability to separate them into separate areas (i.e. ship/item hangar off on their own for ease of access). Is this something that could be done relatively easily, or at all?
I'm sure I am not the only one interested in this particular functionality being added.
Correct, you are not the only one. We have been asking for this since the New UI fiasco |

BlitZ Kotare
Ars ex Discordia Test Alliance Please Ignore
27
|
Posted - 2012.11.06 15:47:00 -
[79] - Quote
Aryth wrote:I would like to restate this again also. The #1 issue for me has been the huge performance hit with the new system. Corp hangers with lots of assembled ships (for UI purposes a container) result in massive lag times. Assembling ships is godawful on performance, mass dragging them, godawful. This was not the case in the old inventory system that did not make a little tree stub for every container.
Can someone please tune this part of the system?
I'm going to also go ahead and bump this post, as I agree completely with it. I've been handling courier contracts lately and with ~30 or more of them in my hangar I get a significant amount of interface lag opening my inventory and/or moving containers around. As the # of packages goes up so does the lag, when I had 80+ yesterday it took several minutes just to open my inventory in Jita and moving the packages around was painfully slow. The old inventory system handled containers, including packages, with grace and poise. The new one system barfs on package's shoes and asks for a TicTac. Please address it's slowness and poor manners. |

ArmEagle Kusoni
Knights of Nii The 20 Minuters
0
|
Posted - 2012.11.09 06:32:00 -
[80] - Quote
CCP Optimal wrote:
Scrolling with a mouse wheel will now apply to the window under the mouse instead of the window with focus (applies to all windows and not just the inventory).
      
Where can I pledge my firstborn!? Thank you so very much! |
|

Panhead4411
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
246
|
Posted - 2012.11.09 18:25:00 -
[81] - Quote
Inventory Feedback:
For the 'in station' main window, why does it keep defaulting to my ship's cargohold every time i dock. Every time, i have to select my 'item hanger' and fit up whatever modules i need, or drop the ones i don't. Then i undock (with the "item hanger" being the last focal point). Then when i dock again, its back to the ship's cargo. Very annoying.
Please let it remember what state it was in when last used in the station. I know the reason this is happening is likely because the 'space' and 'station' instances of the inventory are still tied together, so when i undock, eventhough it remembers i had it closed in space, it still tries to access the 'item hanger' as it was in station. Though because that is not possible while in space, it defaults back to yet another copy of my ship's cargo. If you could please properly seperate the 'space' and 'station' versions so this no longer happens, that would be awesome.
Also, why does my 'ship hanger' usually forget that i had the list collapsed so i could actually see what is on my Tree of Everlasting Painfulness?
And why does my 'fleet hanger' close itself on every session change? (this also begs the question, how did you test this, and not notice it closed on session change (gate jump)???) Just another shovel of dirt that is starting to show that some of you Dev's need to get your heads out of La-La-Land and actually USE the game you are designing. 'Designing in a bubble' tactic is not known historically to work all that well. http://blog.beyondreality.se/shift-click-does-nothing -á-á < Unified Inventory is NOT ready... |

dischordia
Specter Syndicate Persona Non Gratis
8
|
Posted - 2012.11.11 20:10:00 -
[82] - Quote
Havent seen a post about it BUT when using "compact" mode for ship cargo holds and you close it down and try to open up again with the cargo hold button on the cap console it just minimizes and doesn't come up What we're actually doing is removing both hisec and PvP from the game entirely. It seems like the fairest way to solve this problem. - CCP Grayscale -á- CCP troll BEST troll <3 |

Blue Harrier
129
|
Posted - 2012.11.11 23:01:00 -
[83] - Quote
dischordia wrote:Havent seen a post about it BUT when using "compact" mode for ship cargo holds and you close it down and try to open up again with the cargo hold button on the cap console it just minimizes and doesn't come up I did make a comment about this here; My Comment
I also asked while testing in game if anyone else had this problem and the only reply I had was negative. There does seem to be a small problem with this and may require further testing to reproduce. I'll see if I can bug report it on Monday. "You wait - time passes, Thorin sits down and starts singing about gold." from The Hobbit on ZX Spectrum 1982. |

Panhead4411
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
247
|
Posted - 2012.11.12 19:21:00 -
[84] - Quote
I've noticed a substantial lack of function when dealing with any window that was 'shift-click' opened...as in, none of my secondary windows are working...until i undock, then i get my ship/items windows pop up in the middle of my screen...
http://i217.photobucket.com/albums/cc181/panhead4411/wut.png
Also, still waiting to see constructive CCP responses on some of the functional use-case feedback we've given lately... http://blog.beyondreality.se/shift-click-does-nothing -á-á < Unified Inventory is NOT ready... |

Blue Harrier
129
|
Posted - 2012.11.12 21:25:00 -
[85] - Quote
@dischordia, this seems to be fixed in the latest client on Buck.
But I still can't double click to open a cargo container from the merged 'items' window while docked in station. "You wait - time passes, Thorin sits down and starts singing about gold." from The Hobbit on ZX Spectrum 1982. |

Grombutz
Treasures Collectors Solar Citizens
13
|
Posted - 2012.11.21 13:29:00 -
[86] - Quote
Grombutz wrote:Looks ok so far, but my personal "main issue" hasn't been adresses from what I see.
Do windows still close if you leave the grid?
As an example: If you warp to a PoS array, open it up and warp to a celestial - will the PoS-array window close? If yes, please change this, or give us an option to pin down such windows.
Can someone give me a light on this?
Do such windows persist once the new features are online?
|

Grombutz
Treasures Collectors Solar Citizens
15
|
Posted - 2012.12.21 22:01:00 -
[87] - Quote
Grombutz wrote:Grombutz wrote:Looks ok so far, but my personal "main issue" hasn't been adresses from what I see.
Do windows still close if you leave the grid?
As an example: If you warp to a PoS array, open it up and warp to a celestial - will the PoS-array window close? If yes, please change this, or give us an option to pin down such windows. Can someone give me a light on this? Do such windows persist once the new features are online?
Still no answer on this one 
|

Rain6637
Team Evil
41
|
Posted - 2012.12.22 10:00:00 -
[88] - Quote
in the case of warping away from a jettison can that I had open, the window closes. (both pinned and un pinned) http://wiki.eveonline.com/en/wiki/Buckingham <-all items in market cost 100 ISK on the test server ;-) [[I found my capital ship PVE, and carebear utopia]] |
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