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New dev blog: Next Unified Inventory Update

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CCP Phantom
C C P
C C P Alliance
#1 - 2012-06-04 19:12:02 UTC  |  Edited by: CCP Phantom
Our developers are working hard to ready another round of Unified Inventory improvements, this time focusing on ramping up the performance of the Inventory considerably.

Follow Lead Game Designer CCP Soundwave, explore his latest dev blog "Next Unified Inventory Update" and learn more about the future improvements.

We welcome your feedback as always!

CCP Phantom - Senior Community Developer

Hannott Thanos
Squadron 15
#2 - 2012-06-04 19:13:29 UTC
Nice

while (CurrentSelectedTarget.Status == ShipStatus.Alive) {

     _myShip.FireAllGuns(CurrentSelectedTarget);

}

Xercodo
Cruor Angelicus
#3 - 2012-06-04 19:17:31 UTC
Second!

The Drake is a Lie

Indahmawar Fazmarai
#4 - 2012-06-04 19:22:57 UTC
I am hoping to see the "LAST UI update" so we can read eventually the WiS devblog, for what is worth... Roll
ShadowMaster
#5 - 2012-06-04 19:25:46 UTC
You guys did fantastic work as it is, looking forward to the June 19th release. :)
Anvil44
Avedis Corporation
The Vanguard Syndicate
#6 - 2012-06-04 19:26:50 UTC
Recognizing the issues, acknowledging them and trying to fix them: All very good. Just hope you don't make a habit of this with every new feature release. +1 to the work to correct the issues. -1 to releasing in beta format.

I may not like you or your point of view but you have a right to voice it.

RealaiX
Dont be a drone
#7 - 2012-06-04 19:39:59 UTC
im also looking forward to the upcoming updates this year :)

thx for all your hard work Attention
Arra Lith
Infinite Point
Pandemic Horde
#8 - 2012-06-04 19:50:42 UTC
Question is when will you fix this horrible idea harassing my poor SHIFT key ?

Make it double-left clickable.
And add an option that if checked on default (without need to press SHIFT) opens new window for every container window opened - so opening ship inventory and then POS corp hangar (or any other container) wont close ship inventory (replacing it with corp hangar).
Hakaru Ishiwara
Republic Military School
Minmatar Republic
#9 - 2012-06-04 19:52:15 UTC
Before I consider taking advantage of the $10 / 30 days account re-activation offer, can somebody confirm that capital ship hangars (carrier, specifically) are:

1) easily accessed by the ship owner either sitting in the ship or when the ship is sitting in a station hangar unoccupied?
2) able to be accessed in-space by corp or fleet mates who either have the roles or are ganged up? Same for the ship hangar?
3) can be accessed via right-clicking the capacitor instead of using the left-nav index column (aka, the abomination)?
4) can be set up in a tabbed window configuration for easy flipping back and forth between corp hangars and the fuel bay?
5) that same tab-filled window be minimized and re-opened / clicked as needed whether in-station or undocked?

Thank you very much, in advance.

+++++++ I have never shed a tear for a fellow EVE player until now. Mark “Seleene” Heard's Blog Honoring Sean "Vile Rat" Smith.

Panhead4411
Rothschild's Sewage and Septic Sucking Services
The Possum Lodge
#10 - 2012-06-04 19:53:29 UTC  |  Edited by: Panhead4411
Wait, so, your telling me that when the Dev's have told us that returning the UI functionality to something even remotely close to what he had before by saying this was the "main focus until this is fixed" really means most of us who lost most of our daily functionality still can't play this game as we have for the past YEARS until a whole MONTH after you release this broken thing onto TQ after almost a MONTH of feedback on SiSi telling you it wasn't ready?

I hope for your learning sake you guys lose even more subs b/c you are too stubborn to see why all of these accounts are unsubbing.

You seem to be forgetting that ppl in corps CAN'T access stuff, who cares if it loads slower for the few that can...you are breaking alot of WH/0.0 corps with this "feature". And now you are telling them they can't operate on the normal level for another 3 weeks?

What happened to this seemingly stellar new attitude that you guys knew you broke it and were going to try hard to fix it? At this stage, forget 'the regular expansion/release" schedule, get this fixed. NOW. Don't complain about how quick you've had to push out releases, when you caused this to begin with. It would not have happened had you listened to feedback to begin with. Period.

http://blog.beyondreality.se/shift-click-does-nothing    < Unified Inventory is NOT ready...

CCP Explorer
C C P
C C P Alliance
#11 - 2012-06-04 19:56:48 UTC
I wanted to expand a bit on CCP Soundwave's comment in his dev blog that "doing frequent updates isn’t really healthy and can’t be maintained for longer periods of time" from a technical perspective. In this particular case then the frequent Inferno 1.0.x releases are starting to press against the staging process of the next main deployment.

Let me explain a bit what I mean by that:

We use a source code revision control system to manage the source code for EVE Online (we use a system called Perforce). We develop each expansion in a code branch called MAIN but shortly before deployment we copy the code (port it) into a different branch for the final fixes; isolating the code being deployed so that future development can continue uninterrupted in MAIN for the future deployments thereafter.

After a deployment we hotfix the server and deploy client patches from the staging branch until the subsequent staging branch is created. The reason why we only have one staging branch active at each time is that code fixes made in a old staging branch can't be ported directly to the new staging branch, but rather must be ported through the MAIN branch, potentially picking up extra/new code in the process that is intended for a later release.

In this diagram you can see the staging branches for Inferno 1.0.x (called DEBBY) and the upcoming Inferno 1.1.x (called ERNESTO):

http://cdn1.eveonline.com/www/newssystem/media/62833/1/Branches_H2_2012_v6a_small.png

We were planning to stage Inferno 1.1.x on 6 June but have pushed that back to 7 June to give the team working on the Unified Inventory all the time possible for updates of Inferno 1.0.x, before we must create the staging branch for Inferno 1.1.x to allow the teams working on that release to finalise their deployment. There are then going to be more updates to Unified Inventory in Inferno 1.1.x as CCP Soundwave detailed in the dev blog.

Erlendur S. Thorsteinsson | Senior Development Director | EVE Online // CCP Games | @CCP_Explorer

Rengerel en Distel
#12 - 2012-06-04 19:58:19 UTC
Hey, sorry we've been hogging up all your time trying to get you to fix something we didn't want released yet. I'm sure most people would have been fine waiting until the next main release for this instead of the half-assed version we've been dealing with.

With the increase in shiptoasting, the Report timer needs to be shortened.

Vincent Athena
Photosynth
#13 - 2012-06-04 20:04:16 UTC
Hakaru Ishiwara wrote:
Before I consider taking advantage of the $10 / 30 days account re-activation offer, can somebody confirm that capital ship hangars (carrier, specifically) are:

1) easily accessed by the ship owner either sitting in the ship or when the ship is sitting in a station hangar unoccupied?
2) able to be accessed in-space by corp or fleet mates who either have the roles or are ganged up? Same for the ship hangar?
3) can be accessed via right-clicking the capacitor instead of using the left-nav index column (aka, the abomination)?
4) can be set up in a tabbed window configuration for easy flipping back and forth between corp hangars and the fuel bay?
5) that same tab-filled window be minimized and re-opened / clicked as needed whether in-station or undocked?

Thank you very much, in advance.


All works for me and an orca. Also a thanny seems OK.

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Panhead4411
Rothschild's Sewage and Septic Sucking Services
The Possum Lodge
#14 - 2012-06-04 20:05:56 UTC
CCP Explorer wrote:
I wanted to expand a bit on CCP Soundwave's comment in his dev blog that "doing frequent updates isn’t really healthy and can’t be maintained for longer periods of time" from a technical perspective. In this particular case then the frequent Inferno 1.0.x releases are starting to press against the staging process of the next main deployment.

We were planning to stage Inferno 1.1.x on 6 June but have pushed that back to 7 June to give the team working on the Unified Inventory all the time possible for updates of Inferno 1.0.x, before we must create the staging branch for Inferno 1.1.x to allow the teams working on that release to finalise their deployment. There are then going to be more updates to Unified Inventory in Inferno 1.1.x as CCP Soundwave detailed in the dev blog.


So is this the real reason the new Inventory was initially PUSHED onto TQ?

I understand and appreciate that you have in house dealines, but you seem to not be understanding that your customers would prefer a fully functional system before you try to work on something new.

Unless i've misread most of the feedback given in all the major threadnaughts thus far.

We pay to enjoy a functional game, not to Beta Test an Alpha Version and spend our time giving feedback on what is still broken. Since that is what you have SiSi and (one would hope) some form of QA department where you pay people to test it, not the other way around.

http://blog.beyondreality.se/shift-click-does-nothing    < Unified Inventory is NOT ready...

Hakaru Ishiwara
Republic Military School
Minmatar Republic
#15 - 2012-06-04 20:09:00 UTC  |  Edited by: Hakaru Ishiwara
Panhead4411 wrote:
Hakaru Ishiwara wrote:
Questions and stuff.

I can confirm that everything is apparently "working as intended" since they are working the way they have been since this release, and the Dev's seem in no rush to change the status quo...
Hehe. I understand your perspective completely. IMHO, the Inventory UI project was either bungled terribly or they had some unpublished factor forcing their hand to publish this stinking turd of a change. Regardless of the reason, CCP ****** their customers prison-style without lube and are grasping at straws in their attempts to plug a severely leaking boat.

Vincent Athena wrote:
Hakaru Ishiwara wrote:
stuff

All works for me and an orca. Also a thanny seems OK.
Thanks much.

+++++++ I have never shed a tear for a fellow EVE player until now. Mark “Seleene” Heard's Blog Honoring Sean "Vile Rat" Smith.

Vincent Athena
Photosynth
#16 - 2012-06-04 20:12:29 UTC
Hakaru Ishiwara wrote:
Vincent Athena wrote:
Hakaru Ishiwara wrote:
stuff


All works for me and an orca. Also a thanny seems OK.
Thanks much.


Well, no tabs. You do have to use the tree. Think of it as tabs that go down the side instead of across the top.

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mrpapageorgio
Cutting Edge Incorporated
#17 - 2012-06-04 20:17:12 UTC  |  Edited by: mrpapageorgio
Wow CCP, you guys really just don't get it. We don't care how hard it is for you to keep doing these updates. We don't care at all about your next major release. The reason we don't care is because you didn't care about us when you released this abortion you call unified inventory, when countless people told you it wasn't ready. But some idiot at the top (CCP Hilmar) must have told you to push it out because this patch had to have a major feature, even if it was completely broken. This is not how good development works.

I seem to remember Soundwave saying that your number one priority was working on fixing this until we are happy with it. Well guess what, we aren't happy with it. So don't expect any sympathy from any of us about how you can't work on the next "feature" we hate.

Add the ability to add shortcuts to the neocom for any container we want.

Add the ability to disable the total value in the bottom of the window.

Fix the dreadful performance issues.

For the love of all things holy, make my corp hangar tree stay maximized at all times and remember the last division open.

There is a huge list of other things still broken. You should be working on restoring every bit of lost functionality from the old inventory, not whatever awful new "feature" the higher ups want. This game is borderline unplayable for anyone who does logistics.
Hakaru Ishiwara
Republic Military School
Minmatar Republic
#18 - 2012-06-04 20:17:34 UTC
Vincent Athena wrote:
Hakaru Ishiwara wrote:
Vincent Athena wrote:
Hakaru Ishiwara wrote:
stuff


All works for me and an orca. Also a thanny seems OK.
Thanks much.


Well, no tabs. You do have to use the tree. Think of it as tabs that go down the side instead of across the top.
I appreciate the guidance. I can live with using the Index en lieu of a tabbed window for a carrier and the $10 re-activation risk might be worth it.... signing up for longer-stint subs not so much worth it yet.

+++++++ I have never shed a tear for a fellow EVE player until now. Mark “Seleene” Heard's Blog Honoring Sean "Vile Rat" Smith.

Sarmatiko
#19 - 2012-06-04 20:18:35 UTC
CCP Explorer wrote:
In this diagram you can see the staging branches for Inferno 1.0.x (called DEBBY) and the upcoming Inferno 1.1.x (called ERNESTO):

http://cdn1.eveonline.com/www/newssystem/media/62833/1/Branches_H2_2012_v6a_small.png

We were planning to stage Inferno 1.1.x on 6 June but have pushed that back to 7 June to give the team working on the Unified Inventory all the time possible for updates of Inferno 1.0.x, before we must create the staging branch for Inferno 1.1.x to allow the teams working on that release to finalise their deployment. There are then going to be more updates to Unified Inventory in Inferno 1.1.x as CCP Soundwave detailed in the dev blog.


Thanks for great explanation.
So we will probably get minmatar ships in ERNESTO branch in June? Roll
Ytamii Arval
#20 - 2012-06-04 20:19:35 UTC

We will watch what you do, not what you say.

So, not a mention that what was promised in the 'Friday' blog wasn't delivered in the patch. Exactly three non-POS improvements were promised:

1. If you use a shortcut to open a specific inventory/bay, that window will open in the compact and separate mode.
'Done' according to 'A' in patch notes below, but still broken; I filed a bug report on this yesterday. Verdict: Not Done
2. Inventories like the ship hangar, item hangar and item containers will maintain their position/layout when separated, even if you undock and then redock. This is the 'big fix' but it magically vanished from the patch. Verdict: Not Done
3. When you want to open an inventory in a separate window, you can now drag and drop it out of the main window as an alternative to the shift + click way of opening it. Also vanished from the patch notes. Verdict: Not Done

The actual patch notes for Friday listed these:

A. Shortcuts to open Inventory locations will now open those locations in a new separate window.
B. The text color in the tree index view of the Unified Inventory is now the same as in other places in the EVE UI, making it more readable when the Inventory is pinned or something other than the default color.
C. Items, Ships, Corporation Divisions and Delivery Inventory windows will now remain open in a station if the user leaves them open when undocking and redocking.
D. Shift click will now focus on or toggle open/closed other windows.

'B' is trivial. 'A' failed. 'C' doesn't affect me, but it's good that it got done. 'D' is more annoyance than improvement.

Bottom Line: P.T. Barnum lives. So much for the 'New CCP.' After all the commotion, I have yet to see a single improvement for looting or mining or even basic inventory management. Canceling my sub just went from 'maybe' to 'yes.' I'll check back after the next expac to see if it ever got fixed all the way.

BTW, Debby and Ernesto and Friends, if it's that hard to fix after the fact, maybe you should have listened to us on SISI and not mucked it up in the first place. But...thanks for the carebear tears.
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