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Kenz Rider
J Club
Posted - 2009.12.01 18:27:00 - [301]
 

Suggestion

Can you clean up the damage type / tanking information a bit?

1) When right clicking the area of the screen where the response is the damage type against your tank selection box, that selection box tends to open outside the window partially so that half the box is not viewable.
2) It's not very obvious what to right click on to get that damage type box up.
3) It may be nice to have that box be more condensed, which goes along with point 4
4) Can the damage types of the various factions be pre-programmed in like in EveHQ?

I like the overall feel of the program because it's light on resources, simple and fast.

Kadesh Priestess
Scalding Chill
Posted - 2009.12.01 19:30:00 - [302]
 

Originally by: Kenz Rider
1) When right clicking the area of the screen where the response is the damage type against your tank selection box, that selection box tends to open outside the window partially so that half the box is not viewable.
It must be some bug in the GUI toolkit we're using. I get it from time to time too, but usually after few clicks menu is opened correctly. Most probably we can't do much here, but i use several other software products based on this toolkit and menus are opened properly even after 1st click - we can check how their developers achieved such result.
Originally by: Kenz Rider
2) It's not very obvious what to right click on to get that damage type box up.
Well, that area is huge... you can click virtually anything related to tank to get that menu. Eve taught us 'if doubt - right-click', such approach is applicable in pyfa i guess.
Originally by: Kenz Rider
3) It may be nice to have that box be more condensed, which goes along with point 4
Agree here, layout of that menu annoys me too so we will come to its revamp sooner or later.
Originally by: Kenz Rider
4) Can the damage types of the various factions be pre-programmed in like in EveHQ?
This shouldn't be a problem; however, please mention that these profiles are just average values; different NPCs have different damage proportions. Also, this way default menu would be bloated - not all ppl need PvE stuff (eg i don't need npc damage profiles at all). I think best way to satisfy everyone would be making 2 ticks in profile editor; one to show 4 'pure' damage types, another for npc factions.
Originally by: Kenz Rider
I like the overall feel of the program because it's light on resources, simple and fast.
I'd never call this as main advantage of pyfa :P

Sakari Orisi
BIG
Gentlemen's Agreement
Posted - 2009.12.01 20:38:00 - [303]
 

4) Is already in, there is a file available for download at https://sourceforge.net/projects/pyfa/files/extra/dmg/download. Put it in ~/.pyfa/ and pyfa will use it. It contains damage profiles for pirate factions.

Kadesh Priestess
Scalding Chill
Posted - 2009.12.03 08:59:00 - [304]
 

Bump for the greater justice!

Norwood Franskly
Minmatar
Fleet of the Damned
Eternal Ascension
Posted - 2009.12.03 10:29:00 - [305]
 

Originally by: Sakari Orisi
4) Is already in, there is a file available for download at https://sourceforge.net/projects/pyfa/files/extra/dmg/download. Put it in ~/.pyfa/ and pyfa will use it. It contains damage profiles for pirate factions.


Awesome worked great for me, cheers for this.

May want to explain to the windows suckers where ~/.pyfa/ is for them...

If you have a mac you need to use the terminal for this operation as hidden directories can't easily be viewed by OS X's gui (****ty I know)

Quote:
curl -o ~/.pyfa/dmg http://internode.dl.sourceforge.net/project/pyfa/extra/dmg


Will do it for you, assuming the file stays on that mirror for a while.

Linux peoples can use wget or curl =) or even their file manager of choice :P yet another reason why Linux > OS X (sorry I'll end my rant here, but OS X has been ****ing me off lately, if only CCP hadn't killed the linux eve client)...

Sakari Orisi
BIG
Gentlemen's Agreement
Posted - 2009.12.03 13:38:00 - [306]
 

Path on windows is C:/Documents and Settings/<username>/.pyfa/ or C:/users/<Username>/.pyfa/ depending on the OS

Kadesh Priestess
Scalding Chill
Posted - 2009.12.03 19:01:00 - [307]
 

I've made some adjustments to button order (ship and character management panels), check screenshot. Atm we're gathering some feedback, and if nobody has objections we'll consider this layout as final.

NightmareX
Nomads
Nulli Secunda
Posted - 2009.12.03 19:44:00 - [308]
 

Originally by: Kadesh Priestess
I've made some adjustments to button order (ship and character management panels), check screenshot. Atm we're gathering some feedback, and if nobody has objections we'll consider this layout as final.

Because your changing with PYFA now. Is it possible for you to add a line between High slot, Med slot and low slot, so we can have more control over what is what?. So it looks much better.

EFT have this and it's even written with text on the lines what's under the line, like High-Slot.

dajagri
Amarr
Death on Arrival
Posted - 2009.12.13 07:12:00 - [309]
 

Hi Guys,

Please excuse my ignorance but I'm not familiar with Python or even Terminal on OSX. I can't get pyfa to work.

I've downloaded and installed:

Python 2.6.4
Git (for OSX10.5)

Then run downloaddata.py whioch finishes OK
Then run launch.py which has the following error....

Traceback (most recent call last):
File "/Users/darrengraham/Desktop/pyfa/launch.py", line 18, in <module>
import gtk
ImportError: No module named gtk

Can anyone help, I've downloaded the instructions for building Building GTK-OSX & Gtk+ Python but when i try to run.....

$ jhbuild bootstrap
$ jhbuild build meta-gtk-osx-bootstrap
$ jhbuild build meta-gtk-osx-core

Terminal says:

-bash: jhbuild: command not found

Cheers
Darren (dajagri)

Sakari Orisi
BIG
Gentlemen's Agreement
Posted - 2009.12.14 23:47:00 - [310]
 

Originally by: dajagri
Hi Guys,

Please excuse my ignorance but I'm not familiar with Python or even Terminal on OSX. I can't get pyfa to work.

I've downloaded and installed:

Python 2.6.4
Git (for OSX10.5)

Then run downloaddata.py whioch finishes OK
Then run launch.py which has the following error....

Traceback (most recent call last):
File "/Users/darrengraham/Desktop/pyfa/launch.py", line 18, in <module>
import gtk
ImportError: No module named gtk

Can anyone help, I've downloaded the instructions for building Building GTK-OSX & Gtk+ Python but when i try to run.....

$ jhbuild bootstrap
$ jhbuild build meta-gtk-osx-bootstrap
$ jhbuild build meta-gtk-osx-core

Terminal says:

-bash: jhbuild: command not found

Cheers
Darren (dajagri)



According to this howto https://sourceforge.net/apps/trac/gtk-osx/wiki/Build the script downloadable at http://downloads.sourceforge.net/sourceforge/gtk-osx/gtk-osx-build-setup.sh installs Jhbuild in ~/.local/bin/jhbuild, if you get that command not found error after running it, try running ~/.local/bin/jhbuild bootstrap instead of jhbuild bootstrap (same for the other two commands)

StinGer ShoGuN
Pragmatic Kernel
Posted - 2009.12.16 18:31:00 - [311]
 

First of all, this soft rocks ! I have several computers and when I am not in EVE, I run under Linux. So far, I prefer PyFA rather than Mono + EFT. As I always swap between computers, Python is THE solution. Really, Pyfa rocks ! (Ohh, I said it already ?)

That was the first point. Then, come a second point, the bad part. ugh In fact PyFA is not involved directly, it's its database. I created a Brutix setup and I was amazed : I could fit 4 Heavy Neutron Blasters and 3 Heavy Ion blasters !!! Shocked I checked the power grid and it appeared to be quite high. I log in to EVE to verify the figures and indeed, PyFA gives higher PG for the Brutix than it has really. I redownloaded data with downloadData.py but it still has too many PG. I didn't check if there were other errors like this one, but here is one !

Anyway, go on ! This soft is just amazing !!! WinkExclamation

Liang Nuren
Posted - 2009.12.16 18:43:00 - [312]
 

Originally by: StinGer ShoGuN
First of all, this soft rocks ! I have several computers and when I am not in EVE, I run under Linux. So far, I prefer PyFA rather than Mono + EFT. As I always swap between computers, Python is THE solution. Really, Pyfa rocks ! (Ohh, I said it already ?)

That was the first point. Then, come a second point, the bad part. ugh In fact PyFA is not involved directly, it's its database. I created a Brutix setup and I was amazed : I could fit 4 Heavy Neutron Blasters and 3 Heavy Ion blasters !!! Shocked I checked the power grid and it appeared to be quite high. I log in to EVE to verify the figures and indeed, PyFA gives higher PG for the Brutix than it has really. I redownloaded data with downloadData.py but it still has too many PG. I didn't check if there were other errors like this one, but here is one !

Anyway, go on ! This soft is just amazing !!! WinkExclamation


What is your engineering skill, and did you import your character into Pyfa?

-Liang

StinGer ShoGuN
Pragmatic Kernel
Posted - 2009.12.17 11:48:00 - [313]
 

To answer to your questions : yeah.
But the problem is not here. I was speaking about the raw PG, before applying any skill. And it is higher in the PyFA DB than on EVE.

StinGer ShoGuN
Pragmatic Kernel
Posted - 2009.12.17 14:29:00 - [314]
 

Be careful, extreme noobism hereafter...
I had a little trip into eve.db with Python to check the DB : it is fine ! Everything is fine in fact.
The only one who is not fine is me. I did not see the bottom of the fit window: I had a Ancillary Current Router rig... EmbarassedEmbarassedEmbarassedEmbarassedEmbarassed

I wish I could edit my posts to delete these...

So, everything is great (but me) ! PyFA is the perfect tool I ever wanted !

Question to Sakari: are you planning to update it to Python 3 ? (Yeah, I realize the job that has to be done again...)

Sakari Orisi
BIG
Gentlemen's Agreement
Posted - 2009.12.17 19:08:00 - [315]
 

Originally by: StinGer ShoGuN

Question to Sakari: are you planning to update it to Python 3 ? (Yeah, I realize the job that has to be done again...)


There is very little work to be done to get compatible with python 3, It'll be done as soon as python 3 gets in the mainstream, as currently most linux distros are using 2.5/2.6 anyway

Xailz
Godless Horizon.
Nomads Alliance
Posted - 2009.12.18 13:02:00 - [316]
 

Thought I'd give abit of Feedback Smile

So far very nice program, had no problems in terms of its ability to correctly implement effects/skills/etc.

Only downsides I have for it is the interface so far, it could use a little more defining to make it clear where everything is, as well as perhaps more drop down boxes for certain mods e.g. in the EANM department, as well as making it easier to add implants to setups.

Alot of this is mostly ;petpeeve; and perhaps I will get more used to it in time.

Very nice program nevertheless - thanks for taking the time to build it Very Happy Will be sure to donate as soon as I have some isk myself Razz

Xz

Syned Vanderog
Gallente
Posted - 2009.12.23 01:33:00 - [317]
 

Unfortunately i'm having an issue with pyfa Sad
I used it for a while on Leopard some time ago. Now using SL 10.6.2.
I installed mac-ports, gtk and all additional libs, yet i'm getting this:

(launch.py:2227): libglade-WARNING **: could not find glade file 'gui/main.glade'
Traceback (most recent call last):
File "/Users/UN/Downloads/pyfa/launch.py", line 46, in <module>
window = mainWindow.mainWindow()
File "/Users/UN/Downloads/pyfa/gui/mainWindow/__init__.py", line 32, in __init__
window.__init__(self, "main")
File "/Users/UN/Downloads/pyfa/gui/window.py", line 27, in __init__
glade.XML.__init__(self, self.gladeFile)
RuntimeError: could not create GladeXML object

main.glade as the gui directory are in place, accessible, and i set the rights to 0777 just to be sure, still the error.
Thx.

Sakari Orisi
BIG
Gentlemen's Agreement
Posted - 2009.12.24 19:30:00 - [318]
 

Originally by: Syned Vanderog
Unfortunately i'm having an issue with pyfa Sad
I used it for a while on Leopard some time ago. Now using SL 10.6.2.
I installed mac-ports, gtk and all additional libs, yet i'm getting this:

(launch.py:2227): libglade-WARNING **: could not find glade file 'gui/main.glade'
Traceback (most recent call last):
File "/Users/UN/Downloads/pyfa/launch.py", line 46, in <module>
window = mainWindow.mainWindow()
File "/Users/UN/Downloads/pyfa/gui/mainWindow/__init__.py", line 32, in __init__
window.__init__(self, "main")
File "/Users/UN/Downloads/pyfa/gui/window.py", line 27, in __init__
glade.XML.__init__(self, self.gladeFile)
RuntimeError: could not create GladeXML object

main.glade as the gui directory are in place, accessible, and i set the rights to 0777 just to be sure, still the error.
Thx.


Are you running pyfa from the same directory launch.py is in ? The current stable version needs that. (The git doesn't however, and will be released soonishly)

Jasdar Doberia
Posted - 2009.12.24 21:20:00 - [319]
 

i dl and everything is fine but it doesnt pull my api info to allow for skills. I have visited several sites and ffollowed all instructions but to no avail.please help if can

GateScout
Posted - 2009.12.26 20:52:00 - [320]
 

Originally by: Jasdar Doberia
i dl and everything is fine but it doesnt pull my api info to allow for skills. I have visited several sites and ffollowed all instructions but to no avail.please help if can


Same for me. I cannot get API info into the client

gob bluthe
Posted - 2009.12.27 05:12:00 - [321]
 

Originally by: GateScout
Originally by: Jasdar Doberia
i dl and everything is fine but it doesnt pull my api info to allow for skills. I have visited several sites and ffollowed all instructions but to no avail.please help if can


Same for me. I cannot get API info into the client



If the problem is that the connect button is faded and unclickable, then make sure that you are creating a character skillset that isn't "All 5". In the character editor, click the button next to the name of the character you are editing (All 0 or All 5 by default) and make a new character. Once you make a new char, it should work fine.

I just downloaded the latest version (from git), and it worked fine on Gentoo Linux (32 bit, python 2.6.4).

And to the author: thanks a lot for making this! It's very nice for us Linux folk. =)

Sakari Orisi
BIG
Gentlemen's Agreement
Posted - 2009.12.28 11:32:00 - [322]
 

New version: 0.7 (bin, src)

Major Highlights:

  • Rewrote a part of the backend to be more plugin and developer friendly

  • Make a set of changes to the plugin system

  • Fix a bunch of modules regarding stacking penalization

  • Fix mindlinks and gangs in general

  • Add a fix for MAC users using pygtk from macports

  • Add several new keys, --directory being the most notable one. See http://sourceforge.net/apps/trac/pyfa/wiki/Docs/Keys for the details or run pyfa with --help

  • Several more changes and bugfixes in both backend & frontend


weeknieunknowing
Posted - 2009.12.28 12:08:00 - [323]
 

Edited by: weeknieunknowing on 28/12/2009 12:50:36
Edited by: weeknieunknowing on 28/12/2009 12:09:02
Good news people!

I have been working with Sakari over the last 2 months, and I am very pleased to announce the release of the very first 2 plugins for Pyfa!

You will be able to find them both here:
https://sourceforge.net/projects/pyfaplugins/files/

The ZIP's contain the folder with the plugin code in them and also 2 files, LICENSE.txt (with the...license of course) and a README.txt.
I strongly suggest to read the latter, just to get used to the way you need to install plugins in Pyfa;)

If you ask me, they came out very well, and I'm open for fan AND hate mail @ maartenslenter AT gmail DOT com

NOTE: the plugins contain Python code, so they're open source. Some of it might though hurt the eyes, mainly because this is the first thing I've written in Python:P

Descriptions of the plugins:

1. Batch EFT Import
Name speaks for itself if you ask me, it's a batch EFT fit importer.
You can find it in the regular import window, under the appropriate tab.
Just point it to the Setups folder in your EFT install, and it will import all fits from the directory.
IF, for some reason, the plugin fails to import some of the fits and you can't determine why, please send me an email containing the fit itself (in w/e format you want, a .xml file is preferable though)

2. DPS Profile Calculations
I admit, the name is a little strange, but you'll have to live with that (or send me an email with a good name!)
Anyway, what this plugin does, is show you some statistics about your DPS and also apply resist patterns to those statistics.
You can find the output of this plugin under the regular DPS display, though for those of you who have very little space left on their screens, this plugin will probably push some of the bottom statistics out of your display.

This can however be fixed by the settings part of the whole menu that this plugin offers.
This menu is vital for selecting resistance patterns applied to your DPS, but also for tweaking the plugin through the settings.
The menu is very much like the damage pattern menu from the eHP block, so you shouldn't have trouble finding your way around.

Enjoy!

EDIT: Didn't have much time when posting the original post, so I just added the descriptions

Kadesh Priestess
Scalding Chill
Posted - 2009.12.28 21:01:00 - [324]
 

Edited by: Kadesh Priestess on 28/12/2009 21:01:46
Besides already mentioned updates, i have to say that i failed to add separators to fitting pane (which i promised to add :E ) - stuff turned out to be much more complex than i expected. Holidays start in our country soon (10 days in Jan), i'm planning to spend some time implementing separators - so they should be in the following release or one after it.

NightmareX
Nomads
Nulli Secunda
Posted - 2009.12.28 23:30:00 - [325]
 

Originally by: Kadesh Priestess
Edited by: Kadesh Priestess on 28/12/2009 21:01:46
Besides already mentioned updates, i have to say that i failed to add separators to fitting pane (which i promised to add :E ) - stuff turned out to be much more complex than i expected. Holidays start in our country soon (10 days in Jan), i'm planning to spend some time implementing separators - so they should be in the following release or one after it.

Thanks for bringing this up.

Yeah i heard earlier that Sakari told that it was not that easy to add those seperators. It looks easy to add, but in reality, it's not that easy after what i have understand heh.

weeknieunknowing
Posted - 2009.12.29 07:44:00 - [326]
 

Edited by: weeknieunknowing on 29/12/2009 07:49:25
Well, I have been told I'm gonna give it a go soon, so I'll hope for the best:P
Let's just hope that IF I can do it (which I doubt nevertheless), every one will love me for it:D

weeknieunknowing
Posted - 2010.01.03 19:49:00 - [327]
 

Just to bring you up to speed, I've made a lot of progress on the separators, but it seems I hit a wall, just a little further up the road.

About the plugins, as some might have noticed, the batchEftImport plugin has raced up the version numbers and I'm sorry for that, just kept walking into bug after bug (thanks all others for helping me find (and fix) them!:D).

Please take a look at them, but even more please, tell me what you guys think about them!

Ah yes, before I forget
BUMP!:D

MrGarak
Caldari
Zar'rocc
Posted - 2010.01.10 06:10:00 - [328]
 

Just wanted to drop a thanks for this, while Eve Fitting Tool is a program we're all grateful for, this suits me more.

Sakari Orisi
BIG
Gentlemen's Agreement
Posted - 2010.01.15 17:52:00 - [329]
 

Finaly updated the version number in the title to 0.7, damn I fail.

djernobyl
Posted - 2010.01.18 07:57:00 - [330]
 

i'm new to ubuntu and the last days i'm facing a lot of trouble installing software and adjusting to it. last night i tried a lot to get pyfa running, but without any success. i got the last ubuntu version, i installed python 2.6 via terminal and a couple of commands i googled.. i'm very proud of this achievement.
on the other hand, before i realized there was already a newer version of python installed (but i continued anyway).. is it replaced now (and might this cause problems in the future)?

pygtk 2.x and gtk 2.x, i didn't quite get how to install them, and maybe they're installed anyway already? i then just proceeded with pyfa. i unpacked the folder and started downloaddata.py "run in terminal". but then.. when trying to start launch.py ("Run", "Run in Terminal", "Display"), whatever i choose, nothing seems to happen. how to get it running?


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