Back when I left the game back in 2011-12, the idea that solo PVP was dying had already started to take shape. Coming back to New Eden three to four years later I expected that I would not find any fights on even odds or anywhere close to it. I was wrong.
Two days ago I bought six or seven Ruptures and fitted them for some brawling action. The reason for choosing the Rupture is simple-I can’t fly anything else except a Loki, and I’m not quite ready to start throwing Lokis away just yet. My fit is as follows:
Not the greatest fit in the world, but I thought it could get the job done. Its buffer is paper thin, but with crystals and heat it can tank about 755dps (933dps with strong blue pill) for the 30 seconds or so that the XALSB runs for before it runs out of cap boosters.
I took a couple of these bad boys down to the Tama area looking for anyone who would be willing to engage a 6 month old toon. And it didn’t take long:
Not bad considering solo PVP is supposed to be dead.
But then…I got blobbed: https://zkillboard.com/kill/40997823/
At the end of the day getting blobbed was my fault. I got too complacent and was trying to bait a couple of the ceptors from the blob to engage me. I should have made a decision instead of waiting around for so long. Lost my pod too in the process. It is going to take some time to get the rust off.
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Today marks the end of my third month trading as I wait for my other character to be skilled up enough to be able to do WH and other action in EVE. This month I’ve mostly continued the same thing I was doing in month two, except that now I have tycoon leveled to 4 and can make use of a few more buy/sell orders. My capital is also higher, which allows me to buy higher priced items which yield a better profit sometimes. This month I’ve changed my routine a little bit since trading is getting kind of boring. Instead of updating my orders both in the morning and in the evening, I have been updating them only once a day. Because of this, the amount of profit per month that I am making is less than what I should be making when taking into account the higher amount of buy and sell orders that I have available. With that said, the amount of profit is still good enough to PLEX 8 or so accounts which is not too shaby for spending 30-45 minutes per day on this.
Networth In ISK
The total profit this month was 5.645 bil, which comes out to about 188 mil per day in 30-45 minutes of low-risk/semi AFK work. This month coincided with the Burn Jita thing, so that might have caused the amount of goods being traded to decrease a bit which could mean that next month’s profits may be higher.
Today I ran into this game called Verpser.5. I guess the idea behind it is that you spend about one hundred days playing it to reach the end of the game. Every day you get the chance to take one step down a long corridor/maze thing, and you get to look at pictures along the way. I’m not really sure what would cause someone to create this type of game, let alone play it, but for whatever reason I felt like playing it to the end.
Today marks the end of my second month trading as I wait for my other character to be skilled up enough to be able to do WH and other action in EVE. I’ve spent the majority of the month trading in higher priced items, mainly faction and deadspace mods. I now have Wholesale leveled up to level 5 and I am working on getting Tycoon to level 4 before I start a new character on this account. I spend about 30 minutes in the morning trading before going to work, and another 30 minutes at night before going to bed.
Networth In ISK
I am now at the point of making about 3 billion ISK a month with minimum effort. This should be more than enough to sustain a moderate PVP habit. Once I get Tycoon leveled to 4 I will have double the amount of orders to trade with. By making use of all my available orders I should be able to make 6 billion a month. Not really sure why I didn’t try trading earlier, but this is definitely the way to go for passive ISK-making.
Since posting the original article some people have asked how I was able to build up that level of passive income with a 0 day character. In this second part of the series I lay out exactly what I did to get the system going and start making passive ISK.
It has been a while since I last played EVE. Sometime in 2012, after years of playing the game and having experienced almost every aspect of it I got bored of it. On one side, every aspect of the game except PVP had grown stale, on the other I had gotten caught up in the middle of a SOV grind in Impass with my alliance. I couldn’t even tell you who we were fighting back then but every night was filed with an unending amount of IHUBS, cynojammers, POSes and other boring stuff that needed shooting at.
So I ended up making client hacks and engaging in some activities that I shouldn’t have which ended up in my accounts being banned. Fast forward to February 2014. After seeing all the cool changes that CCP has implemented in the last two years since I’ve been out, I decided to come back to the game and see what it has to offer. The problem? It is EVE Online after all, so it is going to take months before I can head out there and do the things I want to do. So that means I’m stuck in the station watching my skill queues empty up.
If you read part 2 of this series, you have yourself a bunch of indices and vertices for 3d geometry in a game. The question now is, how are you going to do anything with them? That’s where this final part of the tutorial comes in. Here we turn the geometry vertex data into a usable format- Wavefront OBJ, which is a format that is readily understood by most 3D modeling software.
In this part we’ll talk about what needs to be done under the hood to implement a directx9 model ripper. To implement 3d geometry I used hooking. I won’t get into the details of how to hook directx calls here since that subject has been more than covered online. You should be familiar with that subject before continuing this tutorial.
If you’re like me you’ve seen games with really cool looking models and wondered how they were put together. You might have searched online and seen a couple of tools that allowed you to get the models you were interested in. And once you did that you couldn’t help but wonder how the process of ripping a 3D model from a game goes down.
In this tutorial I’ll show you what it takes to code something like this, and send you on your way to experiment with the world of directx9.
I’ll be splitting this tutorial into parts since otherwise it would get pretty long. This first part will cover the concepts involved so that you can have the understanding required to implement a 3d ripper for directx9.