The v2.12 beta has been updated with the Odyssey patch data as well as fixes from the 2.11.x release. The latest beta installer is now available via the new beta download page.
The v2.12 beta has been updated with the Odyssey patch data as well as fixes from the 2.11.x release. The latest beta installer is now available via the new beta download page.
In order to make it easier for the beta users & testers to get the latest EveHQ beta installer, a page focused on the beta has been created @ http://evehq.net/beta/, and there is a menu link on the top menu now too. As well as creating this page, which really is at the moment a warning and link to the download, EveHQ beta installs will now pull system messages and updates from a separate feed. This will allow the EveHQ team to be able to message the beta users directly and not clutter the main release users with potentially confusing messages and updates.
The v2.12 update for EveHQ has more to it than the standard bug fixes, so I want to get a few “beta” versions out there to gather feedback (and bug reports) early on, while leaving the existing 2.11.7 version as the preferred stable installation.
So, if running the cutting edge builds of EveHQ which might have some (more) rough edges sound like your thing, the v2.12 beta build can be downloaded from http://evehq.net/beta.
Summary of Changes:
- The Market data system has undergone a massive overhaul. XML digest files are no longer downloaded from battleclinic, but instead utilize EVE-Central’s market data services for retrieving “near” up to date data as needed.
- The price data download/update screen has been replaced with a market order screen, allowing for the ad hoc querying of an item’s market orders (scoped to the system or regions specified in market settings).
- Price groups have been removed (as they don’t fit with the new way data is retrieved).
- Price & Market options have been moved to the primary Eve Settings screen.
- Market log export watcher and uploader have been retired, and replaced with an Eve cache parser. This processor will monitor your Eve cache and parse new market data in real time, uploading it to EVE-Central and EMDR (Eve Market Data Relay). Note: The real time parser and uploader are disabled by default currently, but can be turned on in the Market Data Settings screen.
- New Installer software! Note: It should uninstall the old MSI just fine if you have 2.11.X installed, however the reverse is not true. So if you decide later to go back to 2.11.7, you need to make sure to manually uninstall 2.12
- Various bug fixes discovered since 2.11.7
Update #1: An upgrade bug due to item data caches not being rebuilt has been fixed, as well as a bug in the installer that wasn’t detecting previous 2.11.7 installs correctly. If you have these issues, please just re-install using the links in this post.
Update #2: The market ticker start up bug has been fixed. Note: The market ticker will for now just be displaying mineral data, as the previous version queried random item prices and that wouldn’t be a good practice to continue against remote data providers like eve-central. The ability to customize what items are shown in the ticker will be added soon.
Update #3:
Cheers,
Quantix
There have been a few notices I’ve gotten about some people getting errors about cache data from HQF and Prism modules after they upgrade to the Retribution data set.
The errors in question should look like these :
The cause is that some names and relationships have changed, as well as there being some irregularities in the CCP data (there are some market groups data errors in their published data).
If you get these errors when you load EveHQ after you’ve upgraded, the work around is simple.

Hopefully that corrects your installation back to expected working order.
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.
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:
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.