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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Sable Blitzmann
In Exile. Imperial Outlaws.
119
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Posted - 2014.04.20 17:15:00 -
[331] - Quote
Akiko Ichosira wrote:Is it just me or when you search for a keyword or a ship ingame from the pyfa html you dont get what you are searching for instead you get the hole ship class. Here's a pic: http://prntscr.com/3bs1uiAnd i have my pyfa names set up really neat and easy to find. i call them like "deimos armor buffer rail" i would love to be able to search for like "armor buffer" and only get all the fits with armor buffer in the name showing. http://prntscr.com/3bs2j5
You are correct. While it searches the fit name, it returns the entire ship 's catalog along with fits that don't match the name. This was he same behavior with the old HTML export - it is using jQuery's built in list searching feature, and it would need a bit of extra tweaking and custom filtering to display only those that match. I would like to revisit this soon. |
NearNihil
Dreddit Test Alliance Please Ignore
124
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Posted - 2014.04.21 21:33:00 -
[332] - Quote
Speaking of HTML exports, is it possible to include charges (like ammo, scripts, probes et al) when I import the fits in-game? Fits saved in-game have them, Pyfa exported ones don't, and for the sake of convenience and laziness it'd be nice to have. |
Sable Blitzmann
In Exile. Imperial Outlaws.
119
|
Posted - 2014.04.22 00:26:00 -
[333] - Quote
NearNihil wrote:Speaking of HTML exports, is it possible to include charges (like ammo, scripts, probes et al) when I import the fits in-game? Fits saved in-game have them, Pyfa exported ones don't, and for the sake of convenience and laziness it'd be nice to have.
This would be accomplished with support for storing Charges or Cargo, which Pyfa currently does not. It's something I've looked into a few times but I always fall behind. Perhaps support for the loaded charges / scripts on the modules can be worked into the standard DNA export - it's something that I can look into, but no promises. =) |
Sable Blitzmann
In Exile. Imperial Outlaws.
119
|
Posted - 2014.04.22 05:52:00 -
[334] - Quote
NearNihil wrote:Speaking of HTML exports, is it possible to include charges (like ammo, scripts, probes et al) when I import the fits in-game? Fits saved in-game have them, Pyfa exported ones don't, and for the sake of convenience and laziness it'd be nice to have.
This was actually insanely easy to implement: https://github.com/DarkFenX/Pyfa/commit/260737013a2930d68113b0e55fbf42b4a3aa6c8a
Note: This is not implementing the requested feature of a cargo bay. This simply takes the charges already loaded into the fitted modules and sums them, dumping them in a way that the EVE client can see. |
Lord X3n0s Aeon
Brave Newbies Inc. Brave Collective
23
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Posted - 2014.04.23 01:15:00 -
[335] - Quote
Sable Blitzmann wrote:NearNihil wrote:Speaking of HTML exports, is it possible to include charges (like ammo, scripts, probes et al) when I import the fits in-game? Fits saved in-game have them, Pyfa exported ones don't, and for the sake of convenience and laziness it'd be nice to have. This was actually insanely easy to implement: https://github.com/DarkFenX/Pyfa/commit/e873f1b88e36f7199686797a2f7dffa1567a5651Note: This is not implementing the previously requested feature of a cargo bay. This simply takes the charges already loaded into the fitted modules and sums them, dumping them in a way that the EVE client can see.
OH PLEASE. Neither pyfa or EFT can do this currently and it would make my life 10000x easier. You wouldn't believe the number of "FC what ammo should I have on this ship" questions I get... (not that I mind at first but it does get annoying over time). Some of the ships in my fleet doctrines I can't fit myself and for some reason there's no way to modify those fits in-game (that I know of) post-import.
When will this change be live? |
Sable Blitzmann
In Exile. Imperial Outlaws.
119
|
Posted - 2014.04.23 03:03:00 -
[336] - Quote
Are you talking about adding general charges in cargo to the fit? Work on that stalled a while back, and I'm working on a few other things for Pyfa. Hopefully I can continue with it soon, but no promises.
However, the latest commit will include LOADED charges on the modules in the fit's DNA export (which is used by the HTML export). When you open the fit in EVE from the HTML export, the client will interpret these as charges belonging to that fit and list them in the appropriate section. However, as Pyfa doesn't yet have proper support for cargo bay, we must use the currently loaded charges in the modules, and so we are limited by the amount of charges the export can show. For example, you cannot include 4 different missile types when you only have 2 missile launchers. I hope this makes sense.
As for getting the export changes, try http://blitzmann.it.cx/pyfa-nightly/ (latest) or wait until official release (or apply commit yourself -- it's only a few lines of code) |
Lord X3n0s Aeon
Brave Newbies Inc. Brave Collective
23
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Posted - 2014.04.23 03:18:00 -
[337] - Quote
Sable Blitzmann wrote:Are you talking about adding general charges in cargo to the fit? Work on that stalled a while back, and I'm working on a few other things for Pyfa. Hopefully I can continue with it soon, but no promises. However, the latest commit will include LOADED charges on the modules in the fit's DNA export (which is used by the HTML export). When you open the fit in EVE from the HTML export, the client will interpret these as charges belonging to that fit and list them in the appropriate section. However, as Pyfa doesn't yet have proper support for cargo bay, we must use the currently loaded charges in the modules, and so we are limited by the amount of charges the export can show. For example, you cannot include 4 different missile types when you only have 2 missile launchers. I hope this makes sense. As for getting the export changes, try http://blitzmann.it.cx/pyfa-nightly/ (latest) or wait until official release (or apply commit yourself -- it's only a few lines of code)
I'm talking about {created fit in pyfa with LOADED ammo/charge/script} - > export to desktop -> place file in proper folder for EVE to see -> import fit into EVE -> have saved fit show "rocket launcher II" + "scourge rage rockets" in-game.
The cargo hold thing isn't such a big deal to me, though it would be a nice way to remind people to bring nanite :D
EDIT: and thanks for the nighly link, I'll check it out! Will installing it nuke my loaded fits? |
Lord X3n0s Aeon
Brave Newbies Inc. Brave Collective
23
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Posted - 2014.04.23 03:48:00 -
[338] - Quote
Looking through your code I don't see how those changes modify the XML file that eventually gets imported by EVE... I must be missing something here. |
Sable Blitzmann
In Exile. Imperial Outlaws.
119
|
Posted - 2014.04.23 04:55:00 -
[339] - Quote
Lord X3n0s Aeon wrote:Looking through your code I don't see how those changes modify the XML file that eventually gets imported by EVE... I must be missing something here.
Oh, no, this only changes the HTML export of the fits. I thought the XML exports already exported with charges! I will definitely look into adding it for XML export as well (also, you should check out the HTML export - it's easier than the whole export to XML -> import to eve thing: https://github.com/DarkFenX/Pyfa/wiki/HTML-Export)
Also, yes, IIRC the nightly build will work off of your existing database. So back up and be careful, and let us know of any breakage! |
Lord X3n0s Aeon
Brave Newbies Inc. Brave Collective
23
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Posted - 2014.04.23 05:01:00 -
[340] - Quote
I'm looking through it now. Sorry for the confusing language earlier
I've only had python in undergrad but this seems like an easy fix
This method only needs a simple modification to conditionally include the "slot="cargo"" and qty="xxx" attributes in the elements at the end of the file.
I can play around with it if you like, do you have anything like "fit.cargo" I that can fetch a list of cargo elements?
This method here:
# sample while loop 'cause it's how I'd do it # fit.cargo=[('Nanite Repair Paste',50)] ## store cargo as list of tuples somewhere else in your code timer=len(fit.cargo) i=0 while i < timer : ThisTime = fit.cargo[i] numC = ThisTime[1] itemN = ThisTime[0] hardware = doc.createElement("hardware") hardware . setAttribute("qty", numC) hardware . setAttribute("slot", "cargo") hardware . setAttribute("type", itemN) fitting . appendChild(hardware) i = i+1
So yeah, if you could create a "fit.cargo" list of tuples then that code *should* be able to import it and append it to your XMl output in a format EVE will understand.
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Sable Blitzmann
In Exile. Imperial Outlaws.
119
|
Posted - 2014.04.23 05:20:00 -
[341] - Quote
Fittings in Pyfa do not currently have a cargo attribute -- this is going back to the cargo feature that I would like to implement but just haven't had time to work on.
I just commited this feature to my local branch. https://github.com/blitzmann/Pyfa/commit/943ddd3da1a715184a8d39d88c731054c62dec8d
The modules themselves have the charge information that we need, so as we loop through the modules, we collect that info and store in a dict. Then we simply loop that dict and add them to the XML file. You almost got it in your example. =) Feel free to continue to poke around and patch stuff!
I'm on my laptop without an EVE installation, so I cannot verify that it imports into EVE correctly. Once I can verify it, I'll push this commit upstream |
Lord X3n0s Aeon
Brave Newbies Inc. Brave Collective
23
|
Posted - 2014.04.23 05:25:00 -
[342] - Quote
Sable Blitzmann wrote:Fittings in Pyfa do not currently have a cargo attribute -- this is going back to the cargo feature that I would like to implement but just haven't had time to work on. I just commited this feature to my local branch. https://github.com/blitzmann/Pyfa/commit/943ddd3da1a715184a8d39d88c731054c62dec8dThe modules themselves have the charge information that we need, so as we loop through the modules, we collect that info and store in a dict. Then we simply loop that dict and add them to the XML file. You almost got it in your example. =) Feel free to continue to poke around and patch stuff! I'm on my laptop without an EVE installation, so I cannot verify that it imports into EVE correctly. Once I can verify it, I'll push this commit upstream
Awesome! I've never worked in a dev environment (first internship this summer!) and thats the only code of yours I've looked at lol.
On your test XML as long as you have tags similar to this at the end it IS importable into Eve:
//hardware type="Nanite Repair Paste" slot="cargo" qty="50"/////hardware//
//hardware type="Scourge Rage Rocket" slot="cargo" qty="500"/////hardware//
I may or may not have exported fits from EVE to figure out how they organized it, then copy/pasted it in Pyfa exports to
// == "<" or ">" because GRR CCP forum filters lol. |
Lord X3n0s Aeon
Brave Newbies Inc. Brave Collective
23
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Posted - 2014.04.23 05:42:00 -
[343] - Quote
On first try copy/psating your changes into the eos/fit.py didn't generate an XML output that had the cargo tags in it. No error messages or anything... just exported an XML without the tags.
Perhaps I made a mistake somewhere. |
Sable Blitzmann
In Exile. Imperial Outlaws.
119
|
Posted - 2014.04.23 05:50:00 -
[344] - Quote
Lord X3n0s Aeon wrote:On first try copy/psating your changes into the eos/fit.py didn't generate an XML output that had the cargo tags in it. No error messages or anything... just exported an XML without the tags.
Perhaps I made a mistake somewhere.
works for me. http://pastebin.com/ULtkWy71
Make sure charges are added to the modules. Also, here's the raw file to avoid copy/paste errors: https://raw.githubusercontent.com/blitzmann/Pyfa/943ddd3da1a715184a8d39d88c731054c62dec8d/eos/saveddata/fit.py |
Lord X3n0s Aeon
Brave Newbies Inc. Brave Collective
23
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Posted - 2014.04.23 05:56:00 -
[345] - Quote
Got the new file, here's an XML export:
http://pastebin.com/EspDtiMG
Weird... (I replaced my file with the one you uploaded)
Another pastebin with a new crow fit, just rocket launcher IIs, and scourge rage rockets on it and the new file fit.py in program files/pyfa/eos
http://pastebin.com/FbQ2yHqc
Screen shot of the fit pre-export: http://imgur.com/nzc5B43 |
Lord X3n0s Aeon
Brave Newbies Inc. Brave Collective
23
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Posted - 2014.04.23 06:10:00 -
[346] - Quote
Also, imgur of the new file in-place:
http://imgur.com/aXbI0bc
I'm scratching my head at this one...
EDIT: DAMMIT I was putting the file in the wrong place :) My bad! One sec I'll test it now |
StinGer ShoGuN
Pragmatic Kernel Rat Pack Renegades
8
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Posted - 2014.04.23 11:07:00 -
[347] - Quote
Just wanted to submit a bug (or more exactly a missing code part I guess): charges in projected modules are not taken into account.
For instance, remote sensor boosters: if projected onto a fit, stats are modified correctly. But if you load let's say, a scan resolution script in it, stats remain unchanged compared to the non-scripted ones. Hope what I'm saying makes sense. Tested remote tracking computer as well, does not work neither.
I do not have time to dig it so I'm posting it here. If it ever happens that I can have a look at it, I will. |
Sable Blitzmann
In Exile. Imperial Outlaws.
119
|
Posted - 2014.04.23 14:33:00 -
[348] - Quote
StinGer ShoGuN wrote:Just wanted to submit a bug (or more exactly a missing code part I guess): charges in projected modules are not taken into account.
For instance, remote sensor boosters: if projected onto a fit, stats are modified correctly. But if you load let's say, a scan resolution script in it, stats remain unchanged compared to the non-scripted ones. Hope what I'm saying makes sense. Tested remote tracking computer as well, does not work neither.
I do not have time to dig it so I'm posting it here. If it ever happens that I can have a look at it, I will.
This has been a known bug for quite a while. It's been "wontfix" because the new engine is being developed which would take care of this issue and Kadesh wanted full focus on that. I'm not a developer of the new engine (that's all Kadesh's handiwork), and so until the Pyfa rewrite starts and swings into full force I can devote my energy into working on the current codebase of Pyfa to try to fix these little things that have been stuck on "wontfix" status. I am not exactly sure why this particular issue happens but it is something I hope to look into soon
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Blodhgarm Dethahal
Transcendent Sedition Dustm3n
103
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Posted - 2014.04.24 13:44:00 -
[349] - Quote
Unsure if this has been mentioned but Pyfa does not calculate Siege Module effects correctly on guns, it is stating that my Revelation max skilled with 4 Faction Heatsinks only does 9900 approximately. In game my max skilled Revelation does 11k..
Please fix! I like your graphs way better than EFT :( -Bl+¦d
http://bloodytravels.blogspot.com/ -á-- My travels through space. |
Sable Blitzmann
In Exile. Imperial Outlaws.
119
|
Posted - 2014.04.24 14:05:00 -
[350] - Quote
Blodhgarm Dethahal wrote:Unsure if this has been mentioned but Pyfa does not calculate Siege Module effects correctly on guns, it is stating that my Revelation max skilled with 4 Faction Heatsinks only does 9900 approximately. In game my max skilled Revelation does 11k..
Please fix! I like your graphs way better than EFT :(
It's already been fixed and will be out with next release. If you wish to have a fixed version yourself, please apply this patch to the correct file: https://github.com/DarkFenX/Pyfa/commit/e00941b2c568915b6762a7416afdd129e3952727
Or, look here for recent builds: http://blitzmann.it.cx/pyfa-nightly/ |
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Sable Blitzmann
In Exile. Imperial Outlaws.
119
|
Posted - 2014.04.24 14:16:00 -
[351] - Quote
Also, projected modules no longer ignore charges: https://github.com/DarkFenX/Pyfa/commit/83c0bbe37b883ffaf21a80db55fdb4625680053a
I think this commit was just missed on last nights build, but should be included in tonights if anyone wants to give it a go. =) |
NearNihil
Dreddit Test Alliance Please Ignore
124
|
Posted - 2014.04.24 21:38:00 -
[352] - Quote
Coolbeans! Nice to see a suggestion makes it though (the cargo one). Another suggestion/request: a compare tool like the one in-game. I find myself adding/removing modules on the same ship all the time just to see the differences (other than fitting cost).
Preferably something that can sort by all attributes the items have, but also include cost (something the in-game compare tool doesn't show). |
StinGer ShoGuN
Pragmatic Kernel Rat Pack Renegades
8
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Posted - 2014.04.24 23:20:00 -
[353] - Quote
Nice ! That one was fairly easy... :P |
Sable Blitzmann
In Exile. Imperial Outlaws.
119
|
Posted - 2014.04.25 04:35:00 -
[354] - Quote
StinGer ShoGuN wrote:Nice ! That one was fairly easy... :P
Yeah... I wasn't expecting it to be that easy. I guess no one ever looked into it >_> |
StinGer ShoGuN
Pragmatic Kernel Rat Pack Renegades
8
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Posted - 2014.04.25 05:41:00 -
[355] - Quote
While I'm at it and as it seems you are a fast patcher , I have another one for you.
If you project a fit that contains a remote effect, like a remote sensor booster, boosts seem to be applied twice. In addition, if you project fit A on fit B, and add the same remote effect, like remote sensor booster again, on fit A, B seems to receive a double booster twice but stacking is taken into account.
Let me give an example, it will be clearer: project a remote sensor booster on fit A. Then, fit a remote sensor booster on fit A and enable it. Then, create fit B and project fit A on it. Fit B will be boosted as it received 4 remote sensor boosters !
I'm talking about remote sebos because they're the one I spotted immediately, I've not tested if with other remote effects but I guess it would be affected the same way because it relies on the same piece of code. |
Sable Blitzmann
In Exile. Imperial Outlaws.
119
|
Posted - 2014.04.25 23:16:00 -
[356] - Quote
StinGer ShoGuN wrote:While I'm at it and as it seems you are a fast patcher , I have another one for you. If you project a fit that contains a remote effect, like a remote sensor booster, boosts seem to be applied twice. In addition, if you project fit A on fit B, and add the same remote effect, like remote sensor booster again, on fit A, B seems to receive a double booster twice but stacking is taken into account. Let me give an example, it will be clearer: project a remote sensor booster on fit A. Then, fit a remote sensor booster on fit A and enable it. Then, create fit B and project fit A on it. Fit B will be boosted as it received 4 remote sensor boosters ! I'm talking about remote sebos because they're the one I spotted immediately, I've not tested if with other remote effects but I guess it would be affected the same way because it relies on the same piece of code.
This is indeed a bug, thank you for pointing it out! I've confirmed it as well as confirmed that this seems to happen with all effects. https://github.com/DarkFenX/Pyfa/issues/84
As for speedy patches, it really depends on what kind of bug it is. This particular bug may be a little more involved, but on the surface it looks similar in theory to another bug that has a fix pending commit. Will look into it. =)
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Krominal
The New Order Gamis Affiliates CODE.
0
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Posted - 2014.04.26 18:59:00 -
[357] - Quote
I'm running into an odd issue somewhat regularly with Pyfa lately - When I first install it it runs great for a few days/weeks - after some time though, Ill launch pyfa but nothing happens, the program just doesn't start, no errors or anything just "silence". It first started happening about a month ago when I was on Win7. I ended up formatting my comp and installing Win8 and installed Pyfa and it started working again, however as of today its gone back to just not doing anything when I go to launch it. I've tried downloading the latest releases zip package and overwriting everything in the pyfa directory, and I've also tried downloading the executable and installing pyfa, however pyfa just refuses to launch in both cases. Any ideas whats causing the issue? |
Sable Blitzmann
In Exile. Imperial Outlaws.
119
|
Posted - 2014.04.26 21:48:00 -
[358] - Quote
Krominal wrote:I'm running into an odd issue somewhat regularly with Pyfa lately - When I first install it it runs great for a few days/weeks - after some time though, Ill launch pyfa but nothing happens, the program just doesn't start, no errors or anything just "silence". It first started happening about a month ago when I was on Win7. I ended up formatting my comp and installing Win8 and installed Pyfa and it started working again, however as of today its gone back to just not doing anything when I go to launch it. I've tried downloading the latest releases zip package and overwriting everything in the pyfa directory, and I've also tried downloading the executable and installing pyfa, however pyfa just refuses to launch in both cases. Any ideas whats causing the issue?
Perhaps it's database corruption. Overwriting the pyfa directory won't fix this as user database and settings are saved in ~/.pyfa (on Windows, C:/Users/< user >/.pyfa). If there is something wrong with the database, then pyfa might fail silently
1) Backup .pyfa directory. 2) Look for any log files that might be here. 3) Upload saveddata.db somewhere. Since this contains potentially sensitive information (fittings, api details), I recommend sending me a mail ingame with a link to the upload for privacy, so that I may investigate 4) Delete directory and start Pyfa. Does it work now?
Let me know. =) |
StinGer ShoGuN
Pragmatic Kernel Rat Pack Renegades
9
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Posted - 2014.04.27 10:59:00 -
[359] - Quote
Just posted some comments regarding fits projection on 2 currently open bugs on Github (1 of which is the one you open for me ).
Have a look at it Sable because I think you are reverting changes made after I reported a bug on former PyFa website (evefit.org). |
Sable Blitzmann
In Exile. Imperial Outlaws.
119
|
Posted - 2014.04.27 16:00:00 -
[360] - Quote
Thanks for your comments. I'm still testing the various fixes, but would be interested in hearing feedback if you run into issues. I've responded with a test release here: https://github.com/DarkFenX/Pyfa/issues/84#issuecomment-41499332 |
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