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BETA V 120 B 19 - changeset 91 (bafa324c29de)
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Topic: BETA V 120 B 19 - changeset 91 (bafa324c29de) (Read 6559 times)
schlumpf
Administrator
Creator of Worlds
Posts: 2967
Re: BETA V 120 B 19 - changeset 91 (bafa324c29de)
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Reply #15 on:
February 05, 2011, 05:54:01 pm »
Stephan, try also giving them the pdb files etc so names show up in the stackwalker.
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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Steff
Administrator
Creator of Worlds
Posts: 4551
Re: BETA V 120 B 19 - changeset 91 (bafa324c29de)
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Reply #16 on:
February 05, 2011, 08:33:50 pm »
Ok i will include them on next beta.
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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Discord: steff#6954
Diantonix
Registred Member
BLP Convertor
Posts: 13
Re: BETA V 120 B 19 - changeset 91 (bafa324c29de)
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Reply #17 on:
February 06, 2011, 05:54:33 pm »
I do not limp leaves or move .m2 in Durotar selection and not selected.
While in other places if you let me.
PD: And please if you could add a square brush would help me a lot.
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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SirFranc
Contributors
Model Change Addict
Posts: 209
Re: BETA V 120 B 19 - changeset 91 (bafa324c29de)
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Reply #18 on:
February 07, 2011, 01:24:59 pm »
Found a terrible bug, really important to fix:
when saving an ADT creates a copy of every object that is close to another ADT, so when an object is placed on multiple ADTs get duplicated: result
Worldtree.wmo is shared between 4 adts in seradane, every time i save (and i'm not editing seradane but one of the border adts) Worldtree.wmo entre gets multiplied 4 times on all wmos.
Second time there will be 16 wmos in the same place
And so it goes.. exponentially.
Before i noticed i saved around... 4-5 times, and now i have an ADT with around 400 copies of worldtree.wmo shared on all 4 adts (each ADT had 400 world trees) next time i would have got 400*400 world trees on EACH adt.
This happens with all doodads, trees to get multiplied exponentially, i had to delete a big deal of trees spawned continuously on the same place
I solved temporarily swapping 400 worldtrees with the most insignificant wmo i had in mind (that is a simple cube with no texture) and now works, even with some lag, because is under the world tree, while i try to remove the world tree to delete the wmos, noggit crashes ofc, as the game did many times because it can't simply load all that stuff.
This bug may doom all world buildings made in noggit 120, so should be fixed really fast!
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schlumpf
Administrator
Creator of Worlds
Posts: 2967
Re: BETA V 120 B 19 - changeset 91 (bafa324c29de)
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Reply #19 on:
February 07, 2011, 03:19:28 pm »
We are aware of that issue. Meanwhile do some fileinfo -> excel -> sort -> delete -> loadinfo magic.
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SirFranc
Contributors
Model Change Addict
Posts: 209
Re: BETA V 120 B 19 - changeset 91 (bafa324c29de)
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Reply #20 on:
February 07, 2011, 05:09:19 pm »
Quote from: "schlumpf"
We are aware of that issue. Meanwhile do some fileinfo -> excel -> sort -> delete -> loadinfo magic.
I didn't got much of that O.o'
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schlumpf
Administrator
Creator of Worlds
Posts: 2967
Re: BETA V 120 B 19 - changeset 91 (bafa324c29de)
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Reply #21 on:
February 07, 2011, 06:22:27 pm »
Use fileinfo to get a listing of doodads.
Open up in Excel.
Sort by position etc.
See there are duplicates.
Delete these.
Save.
Merge back into the ADT using loadinfo.
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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ringtail2390
Registred Member
BLP Convertor
Posts: 10
Re: BETA V 120 B 19 - changeset 91 (bafa324c29de)
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Reply #22 on:
February 07, 2011, 09:18:35 pm »
It runs a whole lot smoother overall.
I barely get any crashes but, it seems sometimes if you toggle lines on while you have fog on it makes that ground a little.. bugged? I don't lnow how to explain it other than a transparent fog like layer flashing (like then you mix two textures together.. for instance a rug overlaying a rug) if that makes any sence
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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Tigurius
Registred Member
Wiki Incarnate
Posts: 126
Re: BETA V 120 B 19 - changeset 91 (bafa324c29de)
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Reply #23 on:
February 07, 2011, 09:24:50 pm »
that's most likely because of bugged water.
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ringtail2390
Registred Member
BLP Convertor
Posts: 10
Re: BETA V 120 B 19 - changeset 91 (bafa324c29de)
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Reply #24 on:
February 07, 2011, 10:02:13 pm »
oh also.. a minor problem.. Help>key bindings does not work.. it instantly closes
however pressing "H" shows the key bindings without closing (until you close it yourself)
EDIT: There is also a lot of tearing between chunks that goes on.. typically when using the smooth tool
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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gorq
Contributors
Wiki Incarnate
Posts: 141
Re: BETA V 120 B 19 - changeset 91 (bafa324c29de)
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Reply #25 on:
February 10, 2011, 04:44:44 am »
If you save adts when F7 is active u get this:
After saving all adts with no F7 active it is solved ^^
But as you can see the lines between adts are a bit f***ed up...
After a bit fixing (blur) the terrain is right
Atm Noggit is working nice with our Emerald Canyon ^^ Thx guys!
hieeek hiek hiek hiek!
DP: I have added some trees and collision is working for them!! ^^
I have noticed as someone said that doodads near to another adt are duplicated at each saving
To import a new object better select another object before, so the new imported one will appear over the selected
Import from txt OK
Doodad copy-paste OK
EDIT: As I see the object duplicate becomes when the exterior bounding box aproaches over another adt.
When you delete a big amount of objects, noggit crashes (freezes)
EDIT2: I have no duplicated WMO near adt
EDIT3: I have noticed that when u press F7 and then deactivate it; when u save all saved adt get "chunk texture lines" You have not to save with F7 activated. It will get the lines by pressing F7 everytime.
When u use Fileinfo/loadinfo u HAVE TO resave all adts with noggit before testing ingame (or it will crash)
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Last Edit: February 22, 2011, 07:19:47 pm by Admin
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gorq
Contributors
Wiki Incarnate
Posts: 141
Re: BETA V 120 B 19 - changeset 91 (bafa324c29de)
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Reply #26 on:
February 22, 2011, 07:18:20 pm »
Some edits posted; please delete this one when read. Thanks
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Psauxw
Registred Member
GM Isle Explorer
Posts: 22
Re: BETA V 120 B 19 - changeset 91 (bafa324c29de)
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Reply #27 on:
March 04, 2011, 07:49:00 pm »
just saying saving with noggit beta as your "last save" instead of taliis solves the collisions problem on some M2s
thanks for the program its awesome =)
keep up the good work
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Psauxw
Registred Member
GM Isle Explorer
Posts: 22
Re: BETA V 120 B 19 - changeset 91 (bafa324c29de)
«
Reply #28 on:
March 07, 2011, 08:24:29 pm »
sorry for double posting my last post was 3 days ago so i dont wanna edit the old one.
Someone reported that some M2s gets duplicated like 50x when saving. I was wondering if theres a way to remove all those duplicates faster than clicking them and pressing delete? ... I tried with CMD tools loadinfo-fileinfo but even if i delete them all they are still there when i open noggit (really wierd)
Also another short question, when is the next commit of noggit =) ?
thxthx
edit:
You can't remove the duplicated M2s because when you save again after, they get duplicated again.
It only happens when the M2s is near the border of an ADT and it gets duplicated by 2 everytime you save so youre stuck with 2x models for now.
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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Steff
Administrator
Creator of Worlds
Posts: 4551
Re: BETA V 120 B 19 - changeset 91 (bafa324c29de)
«
Reply #29 on:
March 09, 2011, 11:32:47 am »
I know this and will fix this with the next beta. I had 4 weeks no time to do something but started again coding yesterday. So there will be a new version soon.
Renember that this is a beta. So such problems can happen often.
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Last Edit: January 01, 1970, 01:00:00 am by Admin
»
Logged
Please mark as solved if solved.
Don't ask if you could ask a question... JUST ask the Question.
You can send me also offline messages. I will answer if I get online.
Skype: project.modcraft
Discord: steff#6954
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BETA V 120 B 19 - changeset 91 (bafa324c29de)