The 2.13.6 update is now available for download. It includes the Rubicon 1.1 data update, plus a number of bug fixes. Full patch notes can be found at http://evehq.net/wiki/doku.php?id=guide:history:history_2.x#section213626752812014 .
Just in time for the Rubicon expansion, the EveHQ dev team is happy to release EveHQ 2.13.
Not only does this release contain a number of bug fixes and other tweaks, but includes a major update in the data system. MSSQL (both compact and full) requirement has been removed, as the static data EveHQ needs is now stored in structured data files that ship in the install package. This has a large effect on the application performance where ever it had accessed SQL previously. The huge amount of work required to do this was spearheaded by Drailen, and we all think he did a great job on a very needed area of the application.
The format of settings files have also been changed in this release from their brittle binary formats, into a JSON text format that should be more tolerant of change in the future. These new files will also be humanly readable & debug-able should the need happen. When you upgrade from 2.12, your settings files will be converted to the new format by a one time wizard tool that will show up on initial startup.
The full patch notes : http://evehq.net/wiki/doku.php?id=guide:history:history_2.x&#section2130253919112013
Download location : https://bitbucket.org/EveHQ/evehq/downloads
The next version update to EveHQ is almost ready, and if you are interested in trying out the next version early, you are welcome to do so.
Current list of changes, which will be added to as new items become ready:
- No more SQL. The requirement for having SQL CE or SQL server has been removed.
- Performance enhancements on loading
- Various bug fixes.
To get the latest beta builds of EveHQ, visit our beta download page.
The EveHQ team would like to announce the general availability for EveHQ v2.12. This release has some big improvements to core functionality of EveHQ, so it is hoped that you will find them as useful as we have.
Download location: https://bitbucket.org/EveHQ/evehq/downloads/evehq-188.8.131.526-setup.exe
Upgrading From Previous Versions
Because of the change in minimum system requirements to now include .NET 4.0 as well as changing the installation framework used, existing users will need to download the 2.12 installer manually and run it. This will perform needed checks on the system as well as update any beta version installations.
Note: If the last time you ran the EveHQ installer was a long time ago ( 2.10.x and earlier, or you can’t remember), it is best if you make a backup of your settings and manually uninstall the program first. The new installer may not find the registry entries for the really really old versions.
Summary of Key Changes
- EveHQ now runs on .NET Framework v4.
- New market price data system, which automatically updates market data based on the specific data provider.
- Eve Market Data Relay (EMDR) uploader for contributing market data back into the EMDR data pool.**Note: This is turned off by default. See below for how to activate it and start contributing.
- New installation system. Gone are the clunky and old style MSI executables, and now EveHQ will have a more modern installer based on NSIS.
- Automatic, time based saving of data that can be configured from settings.
- Simplified patch and update system.
Full release notes are available on the wiki.
Your feedback and comments are always welcome on our forums @ http://forums.evehq.net.
Overview of New Market Screens
This is the screen where you will find the settings that will determine where the market data comes from that is used in EveHQ.
- Data Provider – This is the source of the market data, and with 2.12.0 there are two sources available: Eve-Central and EveHQ. The EveHQ data source operates in a similar way to the previous system in that it will download a package of data for the region or system, and use it as a local data source. This is great for people on slower connections on in disconnected situations.The Eve-Central provider will query Eve-Central’s systems on the fly when data is needed, and cache results for a specific time. Using this on a slow connection will result in performance of plugins like HQF and Prism to really degrade.
- Default Transaction Type – This setting determines what kind of transaction is used when requesting a market price for an item
- Default Price Metric – The aggregate metric used from the price transactions to determine the price value shown for an item.
- Data Sample Source – This is the region or system that the market data will be scoped to.
- Enable Market Data Uploader: This check box determines whether you have “opted in” to send market data from your local EVE cache files to EMDR.
Market Data Overrides
This settings screen allows you to specify items that should use a different transaction type and/or metric when requesting a price value for a given item. This is not the same as the custom price settings, but only modify how the market price for an item is determined.
Market Prices UI
This new screen replaces the old screen where you would download market data from a given source. It now acts as an ad-hoc price check screen for a single item. You will get some general aggregate statistics about the sell and buy orders, as well as the outstanding market orders.
Primary contents of the patch are the Odyssey 1.09 data updates from CCP and bug fixes. Full patch notes are on the wiki.
Frankly, the software that the forums run on stinks. It doesn’t work well with many browsers,the settings are quite draconian and it’s not OSS. I am in the process of setting up a totally new forum platform now and will switch the site to use that soon. I will not however be migrating the data or accounts… the current platform doesn’t support this very well, so I will be locking the old forums once the switch is made and leaving them available in read-only mode for historical reference.
So v2.11.4 has been published to fix a serious crash bug on install some people were getting with v2.11.3 (I really apologize for that one). Also fixed was some of the HQF ship bonus settings that were set to similarly named, but wrong attributes. Please keep listing any fitting errors related to the new bonuses on the issue tracker and we will address them.
On top of all this, the CCP data that was exported for Retribution has some serious bugs relating to market groups of items (eve-o forums). This will manifest itself in the HQF plug in as market groups in the navigation tree that are missing sub-branches or items, or no results when you right click on a fitted module and select “Show Market Group” from the menu (there are reports of errors on this action too). I’ve tried to fix some of the data holes, but there are quite a few and I am hoping CCP issues another data export file soon instead. A data base update will be published as soon as CCP issues a new file.
Searching for modules by name still work, so you can get around the lack of market groups by using the text input.
This release gets the database and ship information updated for Eve Online: Retribution. If you’ve been waiting to work on those Mining frigate fits or modelling a new destroyer, your wait is over!
November had been a busy month for myself with family, so I’d like to thank Arkan for contributing a lot of extra fixes into this patch!
Note: With the database changes, some items and skills may have had their names changed. Some users may get an error notice from the HQF or Prism plugins on the initial load after the upgrade. Click the “Rebuild Cache” button on the main command bar, and then restart EveHQ. The problem should go away after that.
Core: Database updated to Retribution 1.0
Fixes & Improvements:
Prism: use cumulative probability in Quick Invention Calc
Prism: fixed bug with new invention chance calculation
HQF: fixed erroneous removal of drones/cargo when loading T3 fits
HQF: improved drone/cargo/ship bay plausibility checks when loading fits
HQF: Fix for issue #99: HQF using different CPU and PG calculations than Eve
HQF: Fixed unrelated bug regarding numerical stability in percentage calculations
HQF: Fix for #72: Stasis drone rig bonus not working
HQF: Fix for issue #83 : Out of range exception encountered when main pilot collection is emptied after initial load.
HQF: Fix for issue #40: Added validation check in HQFPilot.vb to ensure skill data for HQF matches the valid skills known to EVE.
HQF: Improved formatting of active ship tooltip
HQF: Mitigation for Issue #104 – Validates that a fitting still exists when it is exported.
Core: Mitigation for Issue #107 – Checks that the skill is not already in the collection before adding it again.
Core: Fixed saved training bar size not loading if EveHQ is started minimized
Core: Fix for issue #85: added display safe default value when the time element of a market log is corrupt/invalid.
Core: Fixed Twitter account access. The old account was never transferred and then was taken over by a spammer.
tl;dr : The next major EveHQ version project is starting, to improve the software’s code quality. Also if you are developer read below on how to contribute.
It has been just over a month now since EveHQ went through its ownership transition. Over that time, I’ve been going through the code (and there is a lot of it) to understand its workings while fixing some of the bugs you have reported. I have also been working on a roadmap plan on where I would like to see the EveHQ project go in the future.
A significant part of that plan requires a code base that is in a very manageable state. EveHQ’s codebase, which was started in 2006 has been evolving in a way that new functionality is added (and fixed) as needed, but it hasn’t gone through any cycles of architectural review and refactoring (at least from my perspective). This has lead the code to become a bit of a spaghetti ball, where code in one place affects code in a seemingly unrelated place, or in performing an action in the software runs a bunch of logic it really shouldn’t need to (but that logic was listening for events). Automated testing also plays a big part in manageable (and high quality) code bases, and the EveHQ code currently isn’t designed for quality automated tests. This makes it difficult at times to fix bugs, because one cannot easily tell if an accidental negative side effect happens somewhere else in the code due to the fix.
It is my immediate primary goal in the road map plan to do some “house cleaning” and “remodeling” of the EveHQ code base to get it up to the quality bar I hold my RL work code at. However this is a large amount of work and I cannot just stop producing minor updates to the current user base, so I am planning to kick start the v3 project and develop it in parallel with v2.x.
This is the code base as it is today. Bug fixes, feature enhancements and minor improvements will continue to be added into this code base. The amount of feature work that goes into this code base will be determined by the estimated time, but most major feature proposals will be looked at in the v3 code base.
This will be a new code base and not just a branch of the v2 code. Having a clean break allows for features and functions to be ported over with a new component design at the functional level, using v2.x as a template of user expectation.
Contributions from the community
Since taking over the codebase in September, I’ve been contacted by quite a number of EveHQ users who are also developers and beta testers, asking if & how they can contribute. I am always happy to have more hands helping with fixing bugs, writing improvements, etc. I will be opening the v2 code base to outside submissions immediately, with the v3 codebase in the near future after I get the developer documentation done (ie: expectations, styles, etc). The general process for writing a fix or enhancement for the v2 code base is as follows:
- Setup an account on the Bug tracker.
- Find a bug or other work item not explicitly tagged for v3, and post a comment that you want to work on it. I will assign it to you.
- Make a fork of the source code on BitBucket into your own work space.
- Work on the changes in your own fork, and when you are done, file a Pull request from the main fork.
- I will review the code changes and accept the requests pending any feedback or change discussions we have about the request.
Contributors after completing a work item will be added to the “team” in the bug tracker, so they can assign work items to themselves. I will also be setting up a forum section
I will post this information to the v2 developer wiki, along with details on any software & tools required.
For people interested in beta testing (or testing in general), I will have something for you in the nearish future. I am planning to get an automated build system put in place that will create daily (or weekly) “pre” builds of the code bases, so that brave people can try out potentially unstable code to see if a bug has been fixed or new functionality is working as intended. I will make an announcement when that facility is ready.
I am really looking forward to the future of EveHQ, and this is first step on the path to that future. I know not everyone gets excited about computer code as a software engineer does, but I hope you will be pleased at the end of this work with the improvements.
The site transfer is completed, and I have unlocked the forums for posting. Vessper has changed the www.evehq.net domain to point at the new servers, so as that change propagates out across the internet, more people should be directed here than to the old servers.
Please contact me if you encounter on the site. I believe I ran a complete check on things, but sometimes there is the odd setting or configuration someone has that doesn’t like the new environment.
Thank you again for your patience during this transition. EveHQ development will be ramping up soon, so expect to hear more from me shortly.