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Rubicon SDE is out.

First post
Author
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#41 - 2013-12-04 10:18:37 UTC
iwannadig wrote:
How to get such database, but for Dust 514?



Right now, you can't.

I've heard rumblings from devs that they're working on something, but so far, nothing has emerged.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Udonor
Doomheim
#42 - 2013-12-06 22:06:14 UTC
Sounds like CCP is going carebear stupid again.

Logging off to avoid combat used to be an exploit in itself !!!
Yes I realize its so common and natural a metagaming idea that CCP gave up enforcing it.
CCP turned around and told us how easy it was for players to enforce logging off as being pointless instead.
But that enforcement sort of ties up a lot of forces until the violator logs back on.
Heck it can even be used in ambushes as a way to bait without really risking a ship. (Sounds like another exploit idea to me.)

OK new CCP employees no longer remember the original exploits and are raining down hell because
some clever individuals figured out how to minimize the costs of player enforcement vs exploiters logging on at random times.

Yes CCP has the power to change things as they want.
But with this new announcement CCP has effectively reclaimed responsibility for enforcement of combat logoff exploits.

Yes the invention of PVP timers a couple years ago goes half way.
Twisted Apparently CCP has signed up to preventing log off in the same grid as potential hostiles (non-alliance folk at minimum). Or perhaps a pop-up with emergency auto-destruction should you go ahead and log off. Twisted

Whatever happened to the idea that logging off in open space was considered dangerous even if not actively in combat? What about the idea that logging off in open space right before combat began and where potential enemies could observe your log off location was intended to be suicide?


Whatever happened to the idea that the only way to log off and on safely was to dock in a station or place your ship in a POS maintenance array?
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#43 - 2013-12-06 22:55:06 UTC
Udonor wrote:
Sounds like CCP is going carebear stupid again.

Logging off to avoid combat used to be an exploit in itself !!!
Yes I realize its so common and natural a metagaming idea that CCP gave up enforcing it.
CCP turned around and told us how easy it was for players to enforce logging off as being pointless instead.
But that enforcement sort of ties up a lot of forces until the violator logs back on.
Heck it can even be used in ambushes as a way to bait without really risking a ship. (Sounds like another exploit idea to me.)

OK new CCP employees no longer remember the original exploits and are raining down hell because
some clever individuals figured out how to minimize the costs of player enforcement vs exploiters logging on at random times.

Yes CCP has the power to change things as they want.
But with this new announcement CCP has effectively reclaimed responsibility for enforcement of combat logoff exploits.

Yes the invention of PVP timers a couple years ago goes half way.
Twisted Apparently CCP has signed up to preventing log off in the same grid as potential hostiles (non-alliance folk at minimum). Or perhaps a pop-up with emergency auto-destruction should you go ahead and log off. Twisted

Whatever happened to the idea that logging off in open space was considered dangerous even if not actively in combat? What about the idea that logging off in open space right before combat began and where potential enemies could observe your log off location was intended to be suicide?


Whatever happened to the idea that the only way to log off and on safely was to dock in a station or place your ship in a POS maintenance array?



Wrong post.

Aside from that, you do know that if someone logs off, they ewarp, then you can scan them down (within a minute), shoot them, giving them a pvp flag which keeps them in space for 15 minutes ( extend by shooting them some more) https://forums.eveonline.com/default.aspx?g=posts&m=2079573#post2079573

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Gismork
French Wing
#44 - 2013-12-29 20:08:23 UTC
Hi,

I downloaded the latest SDE icons package and I found that the filenames inside don't use the same pattern that the images in the type package.

Filenames in the icons package are like :

8_64_1.png
8_64_10.png
8_64_11.png
8_64_12.png
8_64_13.png
8_64_14.png
8_64_15.png
8_64_16.png
8_64_2.png
....

As we can see, the size information "64" is in the middle of the filename (instead of at the end).
When we check the iconsID.yaml and take for example the iconID 293 (corresponding to hiSlots attributeID 14 in dgmAttributesTypes table) we find the following informations :

293:
description: Ship slot - HiSlot
iconFile: 08_11

In order to find the icon corresponding to the hiSlot attribute, we will need to put the size information in the middle of the iconFile found in the yaml file, that will give us 08_xx_11 where xx will be the size. The only icon corresponding in the Icons folder is 08_64_11.

I see 2 issues from this behavior :
- Weird to put the size info in the middle of the filename to be able to find the right icon.
- The icon only exists in one size in the icons folder, mostly 64 pixels but sometimes it's 32 or even 16. That means you will have to try multiple size to find the icon you need.
Nothing that we can't deal with but that's a bit weird. The behavior is perfect for the types folder.

Is it an intentional behavior or there is something wrong ?

Would be really appreciated if you could enlighten me on this ;)
Thanks !
Velia Starbeam
Horde Vanguard.
Pandemic Horde
#45 - 2013-12-29 22:48:15 UTC
I cant retrieve the renders when clicking the link provided,

http://cdn1.eveonline.com/data/Rubicon_1.0.8_Renders.zip

gives

"The information you requested could not be retrieved."
DeeJ1
BetaMax Beta
#46 - 2014-01-02 11:08:00 UTC
iwannadig wrote:
How to get such database, but for Dust 514?

CCP FoxFour provides such SDE if you didn't notice already - https://forums.dust514.com/default.aspx?g=posts&t=127907&find=unread

Also CCP Prism X please put SoxFour out of his misery - he's doing the dumps in SQLite!
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#47 - 2014-01-02 14:08:30 UTC
Thak Dallocort
Rogues and Destitutes
#48 - 2014-01-14 14:10:50 UTC
Velia Starbeam wrote:
I cant retrieve the renders when clicking the link provided,

http://cdn1.eveonline.com/data/Rubicon_1.0.8_Renders.zip

gives

"The information you requested could not be retrieved."



I am still having the same issue as you. I've even sent a request for support in via the email links but to no avail.
Thak Dallocort
Rogues and Destitutes
#49 - 2014-01-14 15:01:50 UTC  |  Edited by: Thak Dallocort
Thak Dallocort wrote:
Velia Starbeam wrote:
I cant retrieve the renders when clicking the link provided,

http://cdn1.eveonline.com/data/Rubicon_1.0.8_Renders.zip

gives

"The information you requested could not be retrieved."



I am still having the same issue as you. I've even sent a request for support in via the email links but to no avail.


While the link is now repaired, it appears that the zip file is corrupt.
Quesa
Macabre Votum
Northern Coalition.
#50 - 2014-01-23 02:51:59 UTC  |  Edited by: Quesa
Using MS Sql Server Mngt Studio 2012, it keeps looking for a log file that wasn't in the package.

Never had this much of an issue restoring the backup.

Error Received:
System.Data.SqlClient.SqlError: The logical database file 'ebs_DATADUMP_log' cannot be found. Specify the full path for the file. (Microsoft.SqlServer.SmoExtended)

I ended up using a tool to convert the tables I wanted to an Excel file, then importing the data.
Darkblad
Doomheim
#51 - 2014-01-24 22:30:06 UTC
Couldn't find an announcement so a short note:

The Community Toolkit page now has the SDE of Rubicon 1.1 94321 ready for download.

NPEISDRIP

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#52 - 2014-01-25 01:27:40 UTC
Conversions, now including updated icon data and the new certificates (look for the cert* tables)

https://www.fuzzwork.co.uk/dump/mysql56-rubicon-1.1-94321.tbz2
https://www.fuzzwork.co.uk/dump/rrubicon-1.1-94321rubicon11.sqlite.bz2
https://www.fuzzwork.co.uk/dump/rubicon-1.1-94321/postgres-rubicon-1.194321.sql.bz2

csvs and sql dumps in.
https://www.fuzzwork.co.uk/dump/rubicon-1.1-94321/



Blueprint calculator is updated, though I've not updated the base database, which is used for autocomplete. If you give it the full name, and specify the right db, it'll work. Mobile Scan Inhibitor for example. https://www.fuzzwork.co.uk/blueprints/9/33589/0/5/0/5

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Kid Delicious
Caldari Provisions
Caldari State
#53 - 2014-01-25 03:37:46 UTC
Steve Ronuken wrote:
Conversions...


Did I ever mention how much I appreciate you doing these? I know I have, but let me do it again, thank you so much!

Rob Crowley
State War Academy
#54 - 2014-01-25 17:25:49 UTC
Ooooh! I just ran into a problem regarding ship bonuses missing from invTypes.description, so I searched around a bit and found them in dgmTypeEffects and dgmTypeAttributes now. I don't know yet where the corresponding text for each ship bonus type is hidden, but this is potentially a hugely useful change.
Kid Delicious
Caldari Provisions
Caldari State
#55 - 2014-01-25 18:08:38 UTC
Rob Crowley wrote:
Ooooh! I just ran into a problem regarding ship bonuses missing from invTypes.description, so I searched around a bit and found them in dgmTypeEffects and dgmTypeAttributes now. I don't know yet where the corresponding text for each ship bonus type is hidden, but this is potentially a hugely useful change.


I haven't found the text for the traits tab either. I think the bonus keys you're describing have always been in the dogma tables.

I'm not sure how do differentiate those bonus keys and build the traits tab. Probably missing something here, if anyone figures this out please let us know... diving back in...
Desmont McCallock
#56 - 2014-01-25 19:43:57 UTC
The description for the values can be found in the 'dgmAttributeTypes' table, column "displayName" (ship bonuses are with categoryID = 7) although some lack a proper 'displayName' (e.g. eliteBonusHeavyInterdictors1, eliteBonusElectronicAttackShip1, eliteBonusBlackOps1 etc.)
Kid Delicious
Caldari Provisions
Caldari State
#57 - 2014-01-25 20:37:40 UTC  |  Edited by: Kid Delicious
Unfortunately I don't think the text is in there. Using the Nestor as an example I grepped Steve's dump for "Amarr Battleship bonuses" which appears in the traits tab for that ship and got nothing. Similar strings return come up with nothing. Maybe that's 100% conclusive but I'm going to stop digging for now and start working on a work around. (I image this stuff should appear in the translation tables at least.)


Edit: a simple work around in mysql syntax, will have to set Nestor manually.
Quote:

UPDATE eve_rubicon11.invTypes, eve_rubicon.invTypes
SET eve_rubicon11.invTypes.description = eve_rubicon.invTypes.description
WHERE eve_rubicon11.invTypes.typeID = eve_rubicon.invTypes.typeID;
Rob Crowley
State War Academy
#58 - 2014-01-26 00:20:03 UTC
Desmont McCallock wrote:
The description for the values can be found in the 'dgmAttributeTypes' table, column "displayName" (ship bonuses are with categoryID = 7) although some lack a proper 'displayName' (e.g. eliteBonusHeavyInterdictors1, eliteBonusElectronicAttackShip1, eliteBonusBlackOps1 etc.)
The vast majority of ship bonuses in dgmTypeAttributes have generic attributes from category 7 or 9 that don't have a display name and don't reference the type of bonus at all. What would be required would be a displayName for the ship bonus effect in dgmTypeEffects.

And there's also the problem of linking the bonus values in dgmTypeAttributes with the appropriate entries in dgmTypeEffects. E.g. for a Merlin we have "shipBonusCF = -4" and "shipBonusCF2 = 5", but in dgmTypeEffects there's "shipShield*ResistanceCF2" and "shipHybridDamageBonusCF2". So I don't really see a way to link the right numbers to the corresponding effects.

Kid Delicious wrote:
Using the Nestor as an example I grepped Steve's dump for "Amarr Battleship bonuses" which appears in the traits tab for that ship and got nothing.
Well, the "Amarr Battleship" part is apparently coded as "AB" which would still be somewhat usable, what I'm missing more is the text description of the bonus' effect.
Darkblad
Doomheim
#59 - 2014-01-27 08:33:35 UTC  |  Edited by: Darkblad
The 1.0.4 dump featured a column in that table which was helpful for what I'm doing. The factionID column, next to some others. Unfortunately, there appears to be no way to match up typeIDs of e.g. Pirate faction Ships to their correct faction with the 1.1 dump. raceID only points to the empires. Was this a one time only exception for the 1.0.4 dump? Previous dumps neither did contain these columns.

Edit: that should help it.

NPEISDRIP

Desmont McCallock
#60 - 2014-01-27 20:46:12 UTC
This also.