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CCP Fallout

Posted - 2011.05.31 13:55:00 - [1]
 

EVE Online: Incursion 1.5 brought a number of backend changes to both BPOs and BPCs. CCP Explorer's newest dev blog gives us the scoop. Read all about it here.

Kidzukurenai Datael
Imperial Collective
Celestial Shadows
Posted - 2011.05.31 14:06:00 - [2]
 

Edited by: Kidzukurenai Datael on 31/05/2011 14:10:39
Edited by: Kidzukurenai Datael on 31/05/2011 14:10:06
First.

So when can see the difference in killmails..?

Also IBC (only just, though, it seems! Laughing)

Chribba
Otherworld Enterprises
Otherworld Empire
Posted - 2011.05.31 14:07:00 - [3]
 

Edited by: Chribba on 31/05/2011 14:16:43
\o/

edit/also you know what would be even more awesome when it comes to blueprints... being able to like install more than one at a time. Eg select 10 and it performs the same action for all of them (stacked).

Gun Hog
Caldari
APEX ARDENT COALITION
C0NVICTED
Posted - 2011.05.31 14:19:00 - [4]
 

The tech blogs are always my favorite! :D

Kidzukurenai Datael
Imperial Collective
Celestial Shadows
Posted - 2011.05.31 14:19:00 - [5]
 

Originally by: Chribba
being able to like install more than one at a time. Eg select 10 and it performs the same action for all of them (stacked).


That would make my day

Tasjesdief
Posted - 2011.05.31 14:19:00 - [6]
 

nice job!

Is is going to be possible to see the difference when using a cargo scanner?

Kara Sharalien
Gallente
Federal Navy Academy
Posted - 2011.05.31 14:21:00 - [7]
 

Its an elegant, if not entirely perfect, solution. I like it.

kKayron Jarvis
Caldari
Tech 3 Constructions
Posted - 2011.05.31 14:22:00 - [8]
 

Quote:
And now you know how.


And we thank you for doing it.

It is good how long it tack to do it.

Dacil Arandur
Habitual Euthanasia
Pandemic Legion
Posted - 2011.05.31 14:25:00 - [9]
 

This is a great change, and I enjoy seeing all the steps that went into making it happen.

Thank you very much!

Rakshasa Taisab
Caldari
Sane Industries Inc.
Posted - 2011.05.31 14:27:00 - [10]
 

Originally by: Kara Sharalien
Its an elegant, if not entirely perfect, solution. I like it.

The story of all Computer Science....

Sino Sarn
THORN Syndicate
BricK sQuAD.
Posted - 2011.05.31 14:33:00 - [11]
 

This seems pretty complicated. Though the game is better for it.

In fact, I bet it would have been a whole lot easier to nerf scaps and would make the game alot more fun for many more people.

Lore Varan
Caltech Shipyards
Posted - 2011.05.31 14:36:00 - [12]
 

Thanks for all your hard work.
Makes our ( Industrialists ) lives a lot easier.

Much appriciated.


Meissa Anunthiel
Redshift Industrial
Rooks and Kings
Posted - 2011.05.31 14:40:00 - [13]
 

Many thanks to you and the teams involved Explorer.

I now found where a few of my BPOs were hidden in my BPC containers. :-)

Gnulpie
Minmatar
Miner Tech
Posted - 2011.05.31 14:44:00 - [14]
 

Edited by: Gnulpie on 31/05/2011 14:44:38
AWESOME!!!


I mean, yay for the BPO and BPC (though the BPC icons look like they were done in 5 minutes by some cheap gone, something more spiffy would have been certainly better Mad) distinction!


But even more YAAAY for telling us how it all works. Writing these devblogs is surely serious work and consumes time. But they are sooooooo worth it.


Thank you!

Daedalus II
Helios Research
Posted - 2011.05.31 15:12:00 - [15]
 

Given all those extra ids you got from the 64 bit conversion, wouldn't it have been easiest to just give the blueprint copies their very own item ids?

Given, you would have to figure out which item id a copy should have given an original with a different id, but this must be easy to add as an attribute to the original?

This would then work universally in cargo holds, in hangars and in the LP store.

Grimpak
Gallente
Midnight Elites
Echelon Rising
Posted - 2011.05.31 15:17:00 - [16]
 

that was actually quite complex and time consuming just to be able to tell originals from copies apart.

Uncanny Valley
Posted - 2011.05.31 15:17:00 - [17]
 

Thank you CCP! Greatest change ever! Now I can kill off the numerous containers I use to split everything.

Speaking of which, can we get a container that ONLY holds blueprints and is really tiny? Like a blueprint wallet or somesuch? Having so many BPOs and BPCs makes them impossible to transport from place to place. I keep running into the item count cap FAR before I hit the cargohold capacity, and you cant load expanded tiny containers into haulers anymore.

Hyperforce99
Gallente
The Scope
Posted - 2011.05.31 15:28:00 - [18]
 

Reads tech blog...

Mind = Blown Shocked

T'Senthor
Posted - 2011.05.31 15:38:00 - [19]
 

Ok, so. Now that you got this far. Make use of some more of these 30 bits you got available to play with and store the ME and PE values in there so that the client is easily able to show them as sortable columns in the item windows and as overlays when just displaying the large icons.

Bagehi
Association of Commonwealth Enterprises
Posted - 2011.05.31 15:39:00 - [20]
 

\o/

Many thanks to those who helped make this possible.

Usagi Tsukino
Stimulus
Rote Kapelle
Posted - 2011.05.31 15:42:00 - [21]
 

Originally by: Grimpak
that was actually quite complex and time consuming just to be able to tell originals from copies apart.

No wonder they didn't want to do it. Shocked Razz

Thank you though. I will say I will be sending CCP the bill for my first PTSD therapy session after the bright flash of light that was generated after I opened my alt's 'BPC' hanger after the change.

Great googley-moogely. Bright. Cool

Wollari
Phoenix Industries
Wicked Nation
Posted - 2011.05.31 15:50:00 - [22]
 

Will this singleton flag change (1/2) be readable via API aswell? That would help lots of people with managing their industry and assets externally.

Haven't checked the API yet.

fgft Athonille
Posted - 2011.05.31 15:50:00 - [23]
 

when are you a*sholes going to fix lag?!

Drakarian
Viziam
Posted - 2011.05.31 16:18:00 - [24]
 

Sounds like this fix was just a big hack done to save some dev time. Not a good thing.

Valrandir
Gallente
Distant Thunder
Perihelion Alliance
Posted - 2011.05.31 16:35:00 - [25]
 

I very much like this kind of devblog.

Herschel Yamamoto
Agent-Orange
Nabaal Syndicate
Posted - 2011.05.31 16:37:00 - [26]
 

Much as I love this change, this is absolutely staggering to me. It took you eight years to figure out how to use negative numbers? I mean, it's not like this is really an obscure thing - as soon as I read that you had an Singleton database column, I knew exactly what the fix was, and my programming experience consists of a couple classes I squeaked by in undergrad. You didn't even use the 64-bit typeIDs, or any of the other difficult and recent stuff. You just deleted a worthless column, did an obvious extension of it, and then did some work to integrate it all. That last step probably ate a lot of man-hours, but nonetheless the process still completely belies all the stuff you've been saying since I started this game about how hard it was.

I know that you guys aren't the garage coders from 2001 that caused these problems in the first place, so I'm not blaming you for absurdities like the singleton column. And I know that the scut work to get a fix like this implemented can take quite a while. But why did you play it off like it was a technically challenging problem? It's the four years of dev comments that annoy me most here.

Elsa Nietchize
Posted - 2011.05.31 17:21:00 - [27]
 

Edited by: Elsa Nietchize on 31/05/2011 17:22:41
Quote:
So, saving DB space and bandwidth, these two got merged into an integer 'quantity' column with the new semantic that negative quantities implied a singleton. We just mass-updated the inventory table turning all 'singleton==1' items into 'quantity=-1'.


So the quantity value is an integer...
And the maximum value of an integer is 2,147,483,646(signed)
so what happens if i have a stack of ammo greater than this value?

Somerset Mahm
Somer's Omnibus Exploration and Reclamation
Cognitive Distortion
Posted - 2011.05.31 17:44:00 - [28]
 

Originally by: Elsa Nietchize
Edited by: Elsa Nietchize on 31/05/2011 17:22:41
Quote:
So, saving DB space and bandwidth, these two got merged into an integer 'quantity' column with the new semantic that negative quantities implied a singleton. We just mass-updated the inventory table turning all 'singleton==1' items into 'quantity=-1'.


So the quantity value is an integer...
And the maximum value of an integer is 2,147,483,646(signed)
so what happens if i have a stack of ammo greater than this value?

I assume you've asked this because you've never tried. I, on the other hand, have lots of trit lying around and have tried. The game doesn't let you stack more than maxint items.

Baneken
Gallente
The New Knighthood
Apocalypse Now.
Posted - 2011.05.31 17:53:00 - [29]
 

Edited by: Baneken on 31/05/2011 17:53:43
Originally by: Elsa Nietchize
Edited by: Elsa Nietchize on 31/05/2011 17:22:41
Quote:
So, saving DB space and bandwidth, these two got merged into an integer 'quantity' column with the new semantic that negative quantities implied a singleton. We just mass-updated the inventory table turning all 'singleton==1' items into 'quantity=-1'.


So the quantity value is an integer...
And the maximum value of an integer is 2,147,483,646(signed)
so what happens if i have a stack of ammo greater than this value?


Nothing the game automatically sizes the stack in two stacks of which one contains 2,147,483,646 units and the second one everything beyond that of the original stack.

Elzon1
Caldari
Shadow Boys Corp
Bloodbound.
Posted - 2011.05.31 17:55:00 - [30]
 

Edited by: Elzon1 on 31/05/2011 17:56:06
Originally by: fgft Athonille
when are you a*sholes going to fix lag?!


During the fall with time dilation.

Great blog... its missing graph bacon though ugh

So, since it seems there is the capability... when are we going to be able to modify our internal ship hulls and crew to sell in our incarna store fronts? Twisted Evil

Wish there were some secret modules and ships out there to sell through the storefronts.

Imagine the day that moon goo is just as unprofitable as tech 1 manufacturing and the way you make your REAL isk is to dig up those secret files and artifacts and apply them to your understanding of various module and ship hulls in order to make something truly potent Twisted Evil

Make sure there is lots of lore and intuitive thinking involved to avoid the push button recieve bacon situations we always get with eve Laughing


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