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Featured => Noggit => Topic started by: Steff on March 22, 2011, 11:47:10 pm
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After some days of silence here is the next version.
http://www.file-upload.net/download-330 ... 0.zip.html (http://www.file-upload.net/download-3307001/Noggit3_v120_B20.zip.html" onclick="window.open(this.href);return false;)
- Revert UID stuff to avoid model duplication.
- Fix problem with WMO import from modelviewer by seperating M2 and WMO import.
- Rework 2d view. Only paint mode work there now. You must hold SHIFt for painting so you can size the brush with ALT mouse move. Left mouse move the map now like googlemaps. Right mouse scroll the map.
- Impassible painter (the spider net). Left mouse paint impassible flag right clear it again.
- Add AreaID painter (the map icon) different AreaIDs are displayed with different overlay colores. Left click paint the current AreaID. Rightclick pick the AreaID form the clicked chunk. With x you can open the AreaID browser to get an ID over the name. You will get here only IDs from the current map!
- Add assist function to set areaID of the complet adt.
- Rebuild detail window. Shift X open it up.
- Add some special chars to view them right.
As ever - no screens, videos or informations gett out please.
Happy testing.
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Lets give people a complete log..
- Change some functions as Bernd post me in ICQ. Add setAreaID to Maptile class to set teh AreaID of the ADT or of a specific chunk. same name it is overloaded. Add menu entry for testing this. It is only temp.
- Now the latest patches get checked first for existance of files. So new version of the files will get loaded if available.
- Changed my crapcode from yesterday to ReverseIterator.
- Started implementing MTFX, now it saves a 1 in MTFX for every texture in "Terrain Cube Maps".
- Some changes to formatting etc.
- Added Enum for MCLY-Flags.
- Add Impassible chunk painter on the Net icon.
- Started Reimplementation of MH2o, still sucks.
- Change form Impassibel painter to flag painter. Lava, Slime and Impassible is current in.
- Discard selection window again becaus all other flags except Impassible are no longer used.
- Fixing some compiler warnings: Unused parameters are now commented out where I noticed them. Managers now also link with GCC. Moved StackWalker to windows only files. Minor CMakeFile adjustments.. Moved selectedTexture to TexturingUI::SelectedTexture. Fixed some occasions of min() and max() without using std::min/max. Now including stdint.h instead of the tr1 cstdint from boost. Please fix the Makefile if its not found! Fixed possible error in World::setAreaID Removed useless code from InsertObject and beautified a bit.
- Fixed StackWalker Log include Path.
- No longer treat ctrl-c as error.
- MAPCHUNK_RADIUS renamed to MAPCHUNK_DIAMETER Painting textures now does not fuck up at ADT borders anymore. Rewrote texture painting. We are now removing unused layers to have better usability. Removed old code for a bad try on unused layer removing.
- Water looks better, but still wrong.
- As wished, you can now handle UI events in a class method. A sample implementation can be found in Toolbar as well as ToolbarIcon. Or ask me. (Yes, its a bit of magic and weirdness.)
- Icon moved to ToolbarIcon
- Dead and useless code removal in MapChunk::paintTexture().
- UIEvents are now using macros for nicer code and portability in case of problems. Added documentation on UIEvents.
- Fix UIEvent handler together with Bernd to run under Win.
- Reverted bad changes from last commit.
- Reverting to my old log.cpp from somewhen before the "windows changes". Now also searching for .
- Reverting to my old freetype print functions from somewhen before the "windows changes".
- Removed APP_ defines from noggit.h Added a cmake-script to get the HG revision. Used this revision in several places. removed class misc. added namespace misc. moved no-console-linker-flags in cmakelist in order to let it run. removed two unused parameters.
- Stop crashing on exiting. Thanks. (Also actually removing the SIGINT handler as stated previously.)
- Commitconfusion. This is actually change #2 from the last commit. The second change of the last commit actually was a crashprevention on startup when clicking while it is not having gWorld.
- With the removal of -c, we can do this a bit easier. Also removed the old and never used -goto.
- The log is now also giving a timestamp (ms since startup) (mostly for benchmarking). bool fullscreen as well as std::wowpath moved into int main() instead of being global in noggit.cpp. Moved frand, randfloat, randint to misc::. Now quitting, when no config file is given and no registry path read. Maybe add check for something being in the directory to be sure. Now no longer resize-firing, when poping an appstate. ~MapChunk had a weird crash, log added.
- MPQArchives are now loading listfiles async which speeds up loading. main() does now end the async loader threads. main() does no longer have its own references to mpqarchives. texturingUI is now waiting for all listfiles being loaded. the menu bar is now correctly showing fps again.
- Move some Gui elements to the gui class. Add ZoneID painter and the view of existing ZoneIDs with different colors on te ground. Move some funcions 2 misc. Start to implement the ZoenIDBrowser ui element.
- Windows hack for MPQ ASync loader.
- Add new ui files.
- Finish ScrollbarUI. Scrolls now also if you use the knob. Start Implement ZoneBrowser and ListView UI. Testing: Add the rendering of Light sources to the mapview if inside a map.
- Impement the basic list view. Some changes on scrollbar to implement the changeFunc.
- Add list of AreaIds to the listview.
- Water now seems correct, please check if there are some bugs anywhere.
- Fix some psmale placement bug with the scroll knob. Now the listView stop to scroll if the last entry is on the bottom of the list. Not if it is on the top and the list is empty except the last entry. Add function to set the mapid of the ZeonIDBrowser. Put the fill routine for the list in a seperate function. Ad setMapId function. Browser shows now only the AreaIDs depending on the current loaded map. Add mathod to world that return the current MapID. Since the last changes noggit crash - 80%. Don´t know why. Water perhaps :)
- So Water is now getting saved - bugged. Some changes to Liquid.cpp/.h to be able to restore and change the data in it. Changed vector<*Liquids> to map<int, *Liquids> for being able to access the Liquids of each chunk properly.
- Some changes according to Bernd. MH2O is no longer saved. Liquids needs some changes and the saving routine needs to become reimplemented partly.
- Add Map, Zone and SubZone selection Buttons. Selection of Zone and SubZone work. Add ClickFunc to the Zonebrowser and conect to the AreaID var in Environment.
- Start to rework gui and userhandling. - 2d mod now need also to hold down SHIFT to paint. So you can use ALT + move to set brush siz without painting. - Left mouse move now the map like google maps. - Right moise and up/down zooms the map. (is it possible to use the mouse wheel for this with c++ ?)
- Added OpenGL namespace. Changed some i++ to ++i. Changed some TODO: to todo. Prevented shadowing variables by changing names. Removed .c_str() where std::string already is used. Added OpenGL::Texture and OpenGL::CallList to video.cpp. in video.cpp: Commented out #ifdef _WIN32 doing some 24 bit instead of 32 bit rendering thingey on linux which is not really needed. ui_ListView::recalcElements() is now getting a unsigned int. Using vector-iterators instead of array-accessing at some places. Removed unused arguments at some places. Added async-loading for MPQ archives. Model::draw now checks if the model is loaded for future async-loading. Commented out rendering the innermost function call in Liquid::draw() to prevent throwing thousands of GL_INVALID_OPERATION. This needs to be fixed! Starting only one async-loading thread. FreeType is now loading all files in one init method. More FreeType changes to come. Some more FreeType changes.
- Added OpenGL namespace. Changed some i++ to ++i. Changed some TODO: to todo. Prevented shadowing variables by changing names. Removed .c_str() where std::string already is used. Added OpenGL::Texture and OpenGL::CallList to video.cpp. in video.cpp: Commented out #ifdef _WIN32 doing some 24 bit instead of 32 bit rendering thingey on linux which is not really needed. ui_ListView::recalcElements() is now getting a unsigned int. Using vector-iterators instead of array-accessing at some places. Removed unused arguments at some places. Added async-loading for MPQ archives. Model::draw now checks if the model is loaded for future async-loading. Commented out rendering the innermost function call in Liquid::draw() to prevent throwing thousands of GL_INVALID_OPERATION. This needs to be fixed! Starting only one async-loading thread. FreeType is now loading all files in one init method. More FreeType changes to come. Some more FreeType changes.
- sdlmain: Fixed useless memory leak. listview: fixed bad merge liquid: added missing using std::max; zoneidbrowser: made zoneID unsigned.
- Changed some casts to use less evil casts (static_cast instead of reinterpret_cast) where possible. TODO: Add more c++ style cast to the code.
- Useless things removed.
- Moved most of MapView::display...2D and ...3D to Gui, where it belongs.
- Fixed 2*sizeof(int)*(numObjects+numDoodads) bytes leaking from our precious memory each time saving.
- In order of doing some great changes to the freetype implementation, the font_data variables are now pointers which get a constructor call.
- Removed the mostly useless "mustresize" variable. We solve this via inheritance and overloading. There is no variable needed. Resizing fucks everything up hell a lot anyway on OSX.
- pointer-to-member-function now work correctly on windows out of the box using /vmg.
- Correctly showing tile as integer again.
- As we wont ever use two MPQ implementations at once, renamed mpq_stormlib to mpq.
- Stupidity. Also change names _in_ files.
- pay no attention to the man behind the curtain AsyncLoader can now remove Objects on request. Automatically removing objects is now done nicer.
- MPQFile access now has a mutex to prevent from fucking up in threads.
- Spinning up the hamster... mainGUIPointer (which should not exist to be honest) now is set to NULL upon deletion of the object.
- I did it for the lulz! Small changes in the Matrix class. Multiplication should be faster now. Also, float*() now really gives the correct pointer, not just by luck.
- I don't get paid enough for this shit. Removed some useless things in ADT saving and #if 0ed out bad parts that really should be done differently.
- Finished fondling. Hotkeys are now going to be implemented this way. Should be nicer.
- put code that worked where the code that didn't used to be Maybe improved FreeType rendering a bit. May be faster now. Still is ugly and shit.
- I'm just a grunt. Don't blame me for this awful PoS. MPQ.h fix step #1
- Moved something to somewhere... goodnight... MPQ.h fix step #2
- c&p fail Font rendering is now doing n correctly again.
- Change some key events.
- Add al the local stuff.
- Comit some stuff.
- Revert UID fuck and add a change to makefile.
- Expand the special char lsit in the misc function. Add a function to set the adts areaID at once over the assist menu. Expand the detail windows.
- Fix WMO Modelviewer Import. You can now import last WMO and last M2 over seperate menu points. So the problem with the WMO doodads is fixed.
- Change zone browser. x open the zoneBrowser or texture palet depending on terrainmode. SOme updates in scroll pan and listview.
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Its not about log but what they should test.
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Yeah!
Nice!!!
I test it right now.
Edit:
Here the map is well
(http://img824.imageshack.us/img824/6873/dibujosina.png)
but when this happens I move a little
(http://img836.imageshack.us/img836/7654/dibujocona.png)
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Personally having problems trying to pain in 2d mode already, using shift + click doesn't do anything to me. The other options described work, just painting doesn't. (Or I'm just plain stupid, could be possible aswell :()
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In 2D mode, you can only paint by pressing "alt" if you hit just click the map moves.
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In 2D mode, you can only paint by pressing "alt" if you hit just click the map moves.
Well, using alt changes the brush size for me.
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Paint mode is on in toolbar?
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Paint mode is on in toolbar?
Ehrm, as in 3d paint? Or am I just retarded?
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There is now only one paint mode. You must activate it. tested it now here and works fine.
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There is now only one paint mode. You must activate it. tested it now here and works fine.
I was just being retarded, tried it again and it just worked properly :).
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Nice.
I still cant get this gosth water what ever layer problem here on my pc.
Strange. And what about the areaID and mpassible painter?
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Nice.
I still cant get this gosth water what ever layer problem here on my pc.
Strange. And what about the areaID and mpassible painter?
Impassable painter seems to work, looking into the areaID, however my custom zone doesn't have any yet (besides the one it starts with), switching to azeroth.
Edit: Tested both the impassable thingy and the areaID ingame and they both work!
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Thanks a lot guys! Greatest work! :D
- Doodad does not duplicate ^^
- Copy size&rotation still not working
- Import from txt still workin
- Copy-paste still workin
- Left-click and drag on 2d texturing moves the map around ok. It moves the camera too when u click over a menu item
- Left click and left shift painiting texture on 2d texturing ok
- Areaid painting and showing ok. Tested in Elwyyn. All Areaid are in different color ^^ List of Areaid ok and selecting/painting ok. I have problems with it in my custom maps. I have added some Areaids before with taliis but there are not in the Areaid list. Assist-> Set Areaid fills the current adt with the selected Areaid from list ok
- Impassible flag painting seems to work, i have to try it ingame
- Object deleting now does not freezes or crashes noggit. I have deleted more than 100 objects and it has worked 100%
- Detail info window now seems to work ok; it does not freezes my noggit when i select a WMO. Maybe could u add a list of used textures on selected chunk?
- Water is not rendered
- Lines (F7) seems to work better but sometimes when i move over the terrain i see some weird "fake water lines". But it is really less than before. It does not render normal water
- Set to the ground is ok (i have not tried it before haha)
- Oups! Reload current adt closes noggit!
- Infos in help menu is still rendering something strange at the left of the screen
- Key bindings in help menu shows me the login screen for a second and returns to my current adt
- Is blur function working? I have noticed that it does not do anything. or maybe have u moved the key to a new one?
I have not tried importing from MV. I will but i want to say that not all objects are showed in this program.
- both 2d and 3d texturing are really bugged. I cannot delete textures on a chunk. When i paint over another texture it seems that the new texture is under the old one... It closes noggit sometimes when i try to add a new texture to somewhere.
I will edit this post and add what i notice ;)
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To delete the texture you must hold SHIFT and CTRL together now. I implement a texture pcicker and need the CTRL key alone for this. So you can pick a texture from the ground.
So Shift will be paint. CTRL pick a texture and SHIFT + CTRL clear the chunk.
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ok thx steff it works now. Have u changed the blur key too? I cannot use it :S
- Texturing is really bugged or changed..i cannot paint some textures with b20 but i can with b19. Maybe some stuff from the layers opacity? I have painted with full opacity.
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when u spawn and when ur flying it like flys u down fast and very far down...
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Found some minors issues :
- When you right-drag to zoom in 2D View, it also moves the camea in 3D View (then when you switch back to 3D view, you'll most likely look to the sky)
- Moving an UI Item in 2D View also moves the view.
- In the "File" Item tooltip, the text is a bit too long and get out of the button.
- Experienced an Appcrash when texturing an area with 100-sized brush on untextured chunks, dunno if it come from me or not.
Special chars replacement works very well, finally can read zone name correctly ;p
Other issues I've found have already been reported =)
I'll try to build some little things to see if that works well IG.
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Can not leave empty boxes in 2D mode.
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So I now have the pleasure to test out the 120 Beta, and I have a few bugs to report! Since I did not see a bugs topic in this sub-forum, I have made this topic exactly for that reason. So here we go:
I encountered this glitch shortly after downloading Noggit (and playing around with it), it appears when "Lines" are enabled.
(http://i1178.photobucket.com/albums/x362/ToyokaX/linesglitch01.png)
(http://i1178.photobucket.com/albums/x362/ToyokaX/linesglitch03.png)
But of course, it disappears when "Lines" is disabled
(http://i1178.photobucket.com/albums/x362/ToyokaX/linesglitch02.png)
A strange glitch occurs when I try to texture in a certain way. It happens when I try to overlay a texture onto a texture that has, in turn, overlapped it (ie applying layer 1 texture on layer 2 texture that is over layer 1 texture). This might not be the problem, but there is a solution; simply wipe all the textures in the chunk and reapply the texture in the correct order. Fortunately for me, the area that had this problem didn't require much re-texturing.
(http://i1178.photobucket.com/albums/x362/ToyokaX/holeglitch01.png)
More to come if I can find any :)
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I found a bug.. when you go into noggit you can move and modify .m2s normally however when you save you can no longer move the .m2s (but you can move .wmos)
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Please use the bugtraker. Take a look if the bug is in and add it if not.
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Cool. Does i need taliis to resave adt for m2 models appering?
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If you had read the release notest in the other revs......
You should do this and test all functions listed there.
No you don not need to save in taliis. :)
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Yay!)
I`ve got one idea. To make menu in which will be shown all models)
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Hwill you display all models in a menu :)
We will implement a model browser later but there are many other problems we have to solve before.
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Yes, the Render-Bug on W7 x64. My Noggit crashes every time, so i cant test it.
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What do you meen with crashs every time. What meens every time. On startup or....?
I develop noggit on Win7 X64 and on my testmap everything works fine. Noggit seems to have problems with special models (m2) so if you move to some parts of the wow world it crash on my pc.
But on other reagions i can move without problems.
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Its the Rendering-bug. Its crash after Loading the map, when it is rendering the objects i think.
Pastebin Code
http://pastebin.com/nQJxdE4g (http://pastebin.com/nQJxdE4g" onclick="window.open(this.href);return false;)
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"The rendering bug". Wat?
Also: Stephan, I told you. Stackwalker is useless as long as you don't give them debugging symbols / the PDB. Just completely useless. As useless as "the rendering bug".
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Debug works now. I will see if i get it fixed this weekend.
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i have repaired my last camera bug. I used AllOcean3.0; allocean3.0fix and then open-save with taliis. All ok. So this problem was not because of Noggit. Yo can discart it. I'm sorry.
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Ne n problem. Its nice that not all bugs have to to with noggit ;)
Thanks for the feedback.
I just found the crash problem with the m2 rendering.
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another bug is,the water^^ when you make a terrain higher than the water isn't exist on the adt,and in Noggit 120 you can't see water,and another bug is the F7 button with the grid lines the sky are really confused also when you move the camera there some light bugs or don't know how i can say it :D
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another bug is,the water^^ when you make a terrain higher than the water isn't exist on the adt,and in Noggit 120 you can't see water,and another bug is the F7 button with the grid lines the sky are really confused also when you move the camera there some light bugs or don't know how i can say it :D
All of these have already been reported/notified of previously.
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It wolud be nice if ALL beta teste creat a account on the bugtraker and read the existing stuff. The board is for discussion problems and the traker is to handel them. Every bug should be in the traker. And if you read them you see that your bug is perhaps already recognised.
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The problem with this one is. I have this bug not!
Never seen it in a running noggit. And as i seen in some pictures it hase nothing to do with water.
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i get a crash
-Please use pastbin for logs!
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Please post also your config file.
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well i do not want to repeat my own words but.. How can i use blur option with b20? Control+lclick is not workin for me
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You can´t. There was a bug that I have fixed in next version (B21)
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fantastic ^^ thanks steff