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Featured => Noggit => Topic started by: Steff on December 04, 2014, 09:45:03 am

Title: Noggit bugs
Post by: Steff on December 04, 2014, 09:45:03 am
I work in the moment on Noggit SDL 1.4 and want to ask around to collect some bugs still or newly exist in 1.3.

Please no feature requests! This will be next after I sorted my lists :)

List of bugs:

- A second save delete or double models.
- Add,delete or move WMOs do not select all needed ADTs for saving.
- Chunk hole lines. During Ground editing there appear small height differences at teh adt and chunk borders.
- Big alpha support is missing.
- ADT Unloading is missing and lead to crash the app.
- mfbo cam bug fix.
- both mouse buttons start fly mode continuing.

Needs testing:

- paint textures with the pressure less then 50 create lines between texture chunks.
Title: Re: Noggit bugs
Post by: Steff on December 05, 2014, 01:54:08 pm
Not all at the same time please :)

+ Chunk hole lines.
Title: Re: Noggit bugs
Post by: axel0099 on December 05, 2014, 04:15:39 pm
i think those are the main problems atm.
Title: Re: Noggit bugs
Post by: Skarn on December 05, 2014, 07:29:04 pm
Well, that's really awesome that somebody is developing noggit. I (and I hope most of modcraft guys) really appreciate that.  
Okay, list of bugs except the mentioned ones that I've found so far.

* Noggit terraforming doesn't work properly. Sometimes it creates a king of "sharp" edges. I wish I could provide a pic now. I will do it later when I am on my PC.
* Sometimes WMOs disappear after saving.
* Some models disappear in the game. (I believe it has smth to do with model UIDs, like the duplication bug).
* Noggit crashes after it reaches a certain amount of memory. (Not a really serious problem).
* If you paint textures with the pressure less then 50, textures don't appear the right way in the game. There are a kind of big crosses on the chunk borders. (It can be fixed manually but it's still a bug.)
* Noggit doesn't render "big alpha" alphamaps on maps like Northrend.

I think these are all the bugs I remember.
Title: Re: Noggit bugs
Post by: Steff on December 07, 2014, 08:50:38 pm
Thansk for your post :)

Quote
* Noggit terraforming doesn't work properly. Sometimes it creates a king of "sharp" edges. I wish I could provide a pic now. I will do it later when I am on my PC.

This was fixed in version 1.3. Noggit used internal not the exact same vertics data then wow. Hanfer changed this so the spikes should no longer show up.

Quote
* Sometimes WMOs disappear after saving.

Is already in the list.


Quote
* Some models disappear in the game. (I believe it has smth to do with model UIDs, like the duplication bug).

Yes UID and related to the UID bug in list.


Quote
* Noggit crashes after it reaches a certain amount of memory. (Not a really serious problem).

Good point add to list. ADT Unloading. And bug and feature :)


Quote
* If you paint textures with the pressure less then 50, textures don't appear the right way in the game. There are a kind of big crosses on the chunk borders. (It can be fixed manually but it's still a bug.)

Ok new to me that the preassure has to wo with this. I will make some tests.


Quote
* Noggit doesn't render "big alpha" alphamaps on maps like Northrend.

Yes No big Alpha support till now. Add this,
Title: Re: Noggit bugs
Post by: Supora on December 08, 2014, 05:23:44 pm
Don't know how for others but for me I need to hold SHIFT + CTLR + Alt + mouse1 for cleaning the textures. Not just Shift + Ctrl + mouse1 as mantioned in keybindings. In case of holding only ctrl + shift and mouse it show the texture used on this chunk just as the ctrl + mouse. And not kind of bug but more as a feature I really miss the function for changing texture for chunk not only for whole adt.
Title: Re: Noggit bugs
Post by: Skarn on December 09, 2014, 07:23:50 pm
There is already a function to change one texture on one chunk. Just select the texture, open swapper model and paint these chunks with right mouse button. It will swap the selected texture chunk by chunk.
Title: Re: Noggit bugs
Post by: Steff on December 10, 2014, 05:51:50 am
Swapping textures by chunk was in since swapper was added.

The key thing was a change in sdl 1.3 becaus you normaly should not delete textures.  I dont use this feature anymore and it often happend that i delete them not wanted during texturing work.  So i added an extra key to the shortcut.  It is a feature not a bug :)

Swapper release video.



 http://m.youtube.com/results?q=Noggit%2 ... apper&sm=3 (http://m.youtube.com/results?q=Noggit%20texture%20swapper&sm=3" onclick="window.open(this.href);return false;)
Title: Re: Noggit bugs
Post by: Supora on December 10, 2014, 08:00:59 am
yeah, thnx for the tip
Title: Re: Noggit bugs
Post by: Amaroth on December 20, 2014, 10:12:11 pm
(http://imageshack.com/a/img540/6785/YnKfFN.jpg)
So, I come here with saving bug. My island is marked with green here, it is made of 9 ADTs. I grew a bit lazy and stopped marking all of them before saving, and I started to just mark these 4 on screen as edited. After marking these 4 ones I just did what I needed (so in the end nearly never were all 9 ADTs marked as white, some of them just sometimes were only "gray"). But I had ALWAYS ALL 25 ADTs white or gray. Still, objects on red marked boarder were duplicated massively, on boarder where southern ADT was always gray marked (sometimes even white) and northern sometimes gray, but quite often white. You might say it is absolutely no difference between edited and surrounding ADT saving. Well, 512 ships at one place say something else.
Title: Re: Noggit bugs
Post by: mathias234 on December 20, 2014, 10:38:33 pm
I also get the "below 50% pressure bug", i am not sure if its at 50% it happens or what but i get it from time to time

also a future i would love to see in noggit is that i can drag windows outside of noggit like you see in Photoshop, blender etc
Title: Re: Noggit bugs
Post by: Steff on December 22, 2014, 07:38:13 am
And you always close noggit after save? And reopen it.
Title: Re: Noggit bugs
Post by: mathias234 on December 22, 2014, 05:00:03 pm
Quote from: "Steff"
And you always close noggit after save? And reopen it.
i dont save then close then reopen no i save then continue working
Title: Re: Noggit bugs
Post by: Amaroth on December 22, 2014, 08:15:09 pm
Quote from: "Steff"
And you always close noggit after save? And reopen it.
Ofc I do Steff, I wasn't doing so, I would really recognize it :D. The only duplicated objects around were only on that boarder. None were lost. And I never saved my work twice, those 2 ADTs were always saved together in 1 save and yes, I always restart Noggit after saving. I am really careful with such things, mostly because I am one of those guys who really read everything new in Noggit section.
Title: Re: Noggit bugs
Post by: Amaroth on December 23, 2014, 02:09:16 pm
Another one, not very important but sometimes quite annoying, selecting/copying objects quite often marks ADTs as edited and sometimes you just don't want to save half of a continent because of this. Can by really annoying when put together with need of saving all ADTs containing 1 object at once.

Well, tbh, I would just create some ADT cleaner which simply erases all objects saved twice. I think it would be more simple than some another crazy remaking of saving system.
Title: Re: Noggit bugs
Post by: Skarn on December 23, 2014, 09:32:17 pm
I've recently noticed another important bug and I think it's not that hard to fix it. When you're in 2d mode it's enough to press the mouse button to paint the texture (shift is not required). It is not really convinient because sometimes you paint more than you wanted to even by switching between different tools. I think it's just enough to add the shift button to the key combination.
Title:
Post by: salagon on December 24, 2014, 07:18:18 am
The unloading of Adts would be amazing. It became really demotivating when I build an area and have the terrain shaped out and I accidentally move too much in a certain direction, load another adt, and my 16gb of ram goes bye bye and noggit crashes. It would be a really helpful addition. Only other bug I can think of is sometimes if you place a m2 on the border line of 2 adts it multiples hundreds and thousands of times.I have not encountered any noggit generated bugs other than that. Amazing work on the program so far though, and thank you for providing me and all other world builders with a tool that is the next best thing after the Blizzard made wow editor. But we all know we will never get our hands on that :(
Title: Re:
Post by: Skarn on December 24, 2014, 01:22:38 pm
Quote from: "salagon"
The unloading of Adts would be amazing. It became really demotivating when I build an area and have the terrain shaped out and I accidentally move too much in a certain direction, load another adt, and my 16gb of ram goes bye bye and noggit crashes. It would be a really helpful addition. Only other bug I can think of is sometimes if you place a m2 on the border line of 2 adts it multiples hundreds and thousands of times.I have not encountered any noggit generated bugs other than that. Amazing work on the program so far though, and thank you for providing me and all other world builders with a tool that is the next best thing after the Blizzard made wow editor. But we all know we will never get our hands on that :(
Salagon, I have already reported most of the bugs you mentioned in the beginning of this thread. ADT unloading is a good idea but it is more a feature request than a bug report. Steff asked not to request any new features at least for now.
Title: Re: Re:
Post by: salagon on December 24, 2014, 07:08:34 pm
Quote from: "Skarn"
Salagon, I have already reported most of the bugs you mentioned in the beginning of this thread. ADT unloading is a good idea but it is more a feature request than a bug report. Steff asked not to request any new features at least for now.
I do realize you posted about the Adt unloading feature but in truth it should be considered a bug or at least a feature that would make the application more stable and user friendly. Having to save every time you place 10 objects because noggit might crash is a bit agitating at times. Only tried to solidify the reason unloading adts should be one of the top priorities  As for dupped objects, I never encouraged objects duplicating if you save twice. So I do not think, at least, that the bug of saving twice is the same bug as placing an object on the line of 2 adts. May be a different bug or may be the same, just listed my experiences and let steff go from there.

I also remember when I was detail texturing, such as placing charred dirt textures under firepits, that the texture rendering in noggit was a bit off from the texture rendering in Wow. I am not 100% certain but I believe the textures appeared slightly farther to the east in Wow
Title: Re: Noggit bugs
Post by: Skarn on December 24, 2014, 08:14:34 pm
Duplication is a much more serious bug than the unloading. My Noggit never really crashes because of the memory. I usually work on 4-5 adts at once and it's pretty much enough to handle that without any crashes.
Title: Re: Noggit bugs
Post by: salagon on December 24, 2014, 10:35:39 pm
And for me it is exactly the opposite. I usually make maps from scratch so I work on an average of 5-7 adts in one session, and with 16 gb of ram noggit crashes after about 20 minutes of work. Gets annoying to keep remembering to save, and even worse if I forget and keep working and then it crashes. Only ran into object dup once which was 4-5 months ago, easy bug to avoid but nonetheless, still is a bug.
Title: Re: Noggit bugs
Post by: Amaroth on December 25, 2014, 12:38:25 am
I work from time to time with 90 ADTs at once, and about 25 of them are completely full of objects, there are hundreds of objects (most of them Cata/MoP/WoD) on every one of them. And I never ever had memory crash with 8GB RAM.
Title: Re: Noggit bugs
Post by: Skarn on December 25, 2014, 09:00:18 pm
Quote from: "salagon"
And for me it is exactly the opposite. I usually make maps from scratch so I work on an average of 5-7 adts in one session, and with 16 gb of ram noggit crashes after about 20 minutes of work. Gets annoying to keep remembering to save, and even worse if I forget and keep working and then it crashes. Only ran into object dup once which was 4-5 months ago, easy bug to avoid but nonetheless, still is a bug.
I also make all the maps from scratch but even 15 adts can't take your 16 gb of RAM....
Title: Re: Noggit bugs
Post by: Syama108 on January 05, 2015, 03:23:27 am
One main issue that needs to be fixed is the duplicating objects, when you have an m2 or a wmo on the border of an adt.

It's very frustrating wanting to use 1.3, but you have to mark every single adt for saving unless you want 1 stray object to start causing lag because there are 100 in 1 place. When editing large maps this becomes a huge problem.
Title: Re: Noggit bugs
Post by: Amaroth on January 05, 2015, 01:48:35 pm
OK, another 2 ones from me, both of them are really old, I hope you can fix at least the second and much more important one:

#1 whenever you try to paste model which was deleted (select model > copy model > delete model > try to paste model) you get crash. Try sequence/adding model path + returns from a few getters to memory instead of pointer to model (or what is currently there) would be just great.

#2 it was already said here, textures are rendered elsewhere in Noggit than in client.:
(http://imageshack.com/a/img538/5216/Lxrc3f.jpg)
As you can see texturing goes a little bit to the south-east from the cursor. It, however, is on the right place ingame, but problem is, that a it goes because of this a little bit of models/terrain. For me it can be quite problematic whenever I try to do mountains and cliffs similiar to howling fjord style. With this bug its just nearly impossible.
Title: Re: Noggit bugs
Post by: Adspartan on January 11, 2015, 02:23:27 pm
Two bugs that haven't been listed in this post :
- the corrupted water (wow crash when we start to swim in the water saved in noggit)

- when creating a big hole in a map I've noticed that the hole tool was creating holes elsewhere in the map when I was clicking on an already empty chunk.

Some other less important thing I've seen is that  perspective is not always rendered correctly, it seems like wmo are rendered in front of the m2s even if they're behind them.
And sometimes, with a few m2, only the structure of the m2 is rendered, and it seems to be depending on the camera position in some case.
Title: Re: Noggit bugs
Post by: Skarn on January 11, 2015, 05:54:06 pm
I don't have any problems with water at all.
Title: Re: Noggit bugs
Post by: Amaroth on January 11, 2015, 09:40:15 pm
Neither I. Create new topic for this problem of yours and include such things like full WoWError log and more info. I don't think its really noggit problem, more likely some GEs or something like that.
Title: Re: Noggit bugs
Post by: Petisoo on January 25, 2015, 12:28:46 am
I'm having save bugs.

For example: my entire map is 1 adt, but in the save Noggit add 4 or 6+
Title: Re: Noggit bugs
Post by: Amaroth on January 25, 2015, 12:30:10 pm
I just don't think so. Create new topic about this and describe your whole problem, provide more information and we will find solution for sure. I don't think its any noggit bug.
Title: Re: Noggit bugs
Post by: Steff on January 26, 2015, 04:55:11 am
You mean you change only one adt and noggit save more..  That is normal and needed. Models on boarders are located on 2 till 4 adts.  So you need always one row adts saved plus around yoir edit to proof that all is clean.
Title: Re: Noggit bugs
Post by: slyceR on August 06, 2015, 02:15:30 pm
• Dont delete Groundtextures
Title: Re: Noggit bugs
Post by: Steff on August 06, 2015, 10:01:37 pm
?  better description please.
Title: Re: Noggit bugs
Post by: slyceR on August 06, 2015, 11:54:32 pm
Quote from: "Steff"
?  better description please.

Its a Windows 10 Bug only

Windows 10 Bugs in Noggit

• Texture deleting didn't work
• Water edit didn't work
..coming more :)
Title: Re: Noggit bugs
Post by: Skarn on August 07, 2015, 08:17:18 am
Those bugs cannot appear because of Windows 10. It is impossible.
Title: Re: Noggit bugs
Post by: Reynaud on September 24, 2015, 02:01:00 pm
Hello!

I'm a worldbuilder from the "Schattenhain-Project" (Luzifix) and have a problem in Noggit. Accidentially I imported a raindbow model from the modelviewer into Noggit. (sholazar_rainbow.m2) I can't see it in noggit, its invisible and not clickable, so I can't delete it. At ingame test, there is a rainbow now. Is there a way to delete this item in Noggit without resetting all m2 models at the .ADT? Would be awesome, if there's a solution because the backup from this ADT is one week old.

Thanks for replies!
Title: Re: Noggit bugs
Post by: Ascathos on September 25, 2015, 03:32:23 pm
Quote from: "Reynaud"
Hello!

I'm a worldbuilder from the "Schattenhain-Project" (Luzifix) and have a problem in Noggit. Accidentially I imported a raindbow model from the modelviewer into Noggit. (sholazar_rainbow.m2) I can't see it in noggit, its invisible and not clickable, so I can't delete it. At ingame test, there is a rainbow now. Is there a way to delete this item in Noggit without resetting all m2 models at the .ADT? Would be awesome, if there's a solution because the backup from this ADT is one week old.

Thanks for replies!
Fileinfo. Wondering why luzifix didn't think about that.

That aside, wondering why it's not clickable.
Title: Re: Noggit bugs
Post by: x13lackcatxlllx on September 25, 2015, 11:11:43 pm
Hey there, my Noggit is crashing whenever I'm near Alterac, yet isn't crashing for the others I work with.
The only error I'm seeing is -
9339 - (Video.cpp:280): [Error] OpenGL: (at Model::draw:: after the draw list): GL_INVALID_VALUE
Here's my entire crash log.
http://pastebin.com/dp4TicN0 (http://pastebin.com/dp4TicN0" onclick="window.open(this.href);return false;)
Could anyone please provide some insight on what is causing the crashing or any tips? I'd really appreciate it.
Thank you.
Title: Re: Noggit bugs
Post by: Adspartan on September 26, 2015, 08:15:46 am
Quote from: "Reynaud"
Hello!

I'm a worldbuilder from the "Schattenhain-Project" (Luzifix) and have a problem in Noggit. Accidentially I imported a raindbow model from the modelviewer into Noggit. (sholazar_rainbow.m2) I can't see it in noggit, its invisible and not clickable, so I can't delete it. At ingame test, there is a rainbow now. Is there a way to delete this item in Noggit without resetting all m2 models at the .ADT? Would be awesome, if there's a solution because the backup from this ADT is one week old.

Thanks for replies!

Noggit only render the rainbow on one side, try to set the time to the night it will be easier to spot it and circle around the position of the object, when you see it you can select it.


On a side note, I don't think this has been repported but swapping textures doesn't mark adt as edited (only when swapping the whole adt).
Title: Re: Noggit bugs
Post by: Vortalex on November 06, 2015, 06:49:40 am
A map that has been only slightly altered by the newest version of Noggit causes my game to crash after making only a few brief movements.

I think it is related to the water not saving, because the water didn't appear in Noggit when I reopened the recently edited map.
Title: Re: Noggit bugs
Post by: Amaroth on November 06, 2015, 07:19:07 am
That depends on Noggit version, SDL 1.3 and especially 1.4 do save water. Post crash log (can be found in Errors in WoW folder). Were you editing blizzlike maps? Is your exception looking like this?:
Code: [Select]
ERROR #132 (0x85100084) Fatal Exception
Program: C:FilesWorld of Warcraft 3.3.5aWow.exe
Exception: 0xC0000005 (ACCESS_VIOLATION) at 0023:007B31F8
If it does, its long know problem and solution can be found here (3rd crash in main post, solution may be found there even if this crash I posted is not your case).:
http://modcraft.io/viewtopic.php?f=12&t=2971
Title: Re: Noggit bugs
Post by: Vortalex on November 06, 2015, 07:25:46 am
Quote from: "Amaroth"
That depends on Noggit version, SDL 1.3 and especially 1.4 do save water. Post crash log (can be found in Errors in WoW folder). Were you editing blizzlike maps? Is your exception looking like this?:
Code: [Select]
ERROR #132 (0x85100084) Fatal Exception
Program: C:FilesWorld of Warcraft 3.3.5aWow.exe
Exception: 0xC0000005 (ACCESS_VIOLATION) at 0023:007B31F8
If it does, its long know problem and solution can be found here (3rd crash in main post, solution may be found there even if this crash I posted is not your case).:
http://modcraft.io/viewtopic.php?f=12&t=2971


This application has encountered a critical error:

ERROR #132 (0x85100084) Fatal Exception
Program:   D:Camerons PlaygroundArena-tournament.com 3.3.5 qqqqWow.exe
Exception:   0xC0000005 (ACCESS_VIOLATION) at 0023:007B31F8

The instruction at "0x007B31F8" referenced memory at "0x00000010".
The memory could not be "read".
Title: Re: Noggit bugs
Post by: Amaroth on November 06, 2015, 07:27:51 am
You didn't have to post whole log, just top of it :D. Its exactly like I said. Follow quoted Ascathos' advice in main post in topic I linked above - keep all chunks in all edited ADTs filled with 4 different textures used, otherwise those ADTs crash after being saved in Noggit (if they have ground effects on, and nearly all blizzlike ADTs have ground effects).
Title: Re: Noggit bugs
Post by: Vortalex on November 06, 2015, 07:32:24 am
Quote from: "Amaroth"
You didn't have to post whole log, just top of it :D. Its exactly like I said. Follow quoted Ascathos' advice in main post in topic I linked above - keep all chunks in all edited ADTs filled with 4 different textures used, otherwise those ADTs crash after being saved in Noggit (if they have ground effects on, and nearly all blizzlike ADTs have ground effects).

Well here's the thing. I opened an existing WoW map, and the only change I made to it was that I added an AreaID Paint onto 3 chunks, then I saved. The crash occurs anyway.

The other thing too, is that this problem DOES NOT occur when I use the old version of Noggit.
Title: Re: Noggit bugs
Post by: Amaroth on November 06, 2015, 07:40:04 am
You really can trust me with this. It doesn't matter what you do on ADT, wheter you remake all texturation and modelling or just one-click on one model. What matters is that you save it in Noggit. Older version also doesn't help, for one reason, new version saves ADTs you edited and also all ADTs around it. Which means that what happened to you is that you have edited ADT without ground effects, saved it and:

- newer version - saved ADTs around and at least one of them had ground effects while not having all chunks completely filled and thus started crashing in game.

- older version - didn't save ADTs around and it worked for now fine. But only because you were very lucky, try to also edit those 8 ADTs around the one you have edited and there you go - you will get crash again.
Title: Re: Noggit bugs
Post by: Vortalex on November 06, 2015, 07:42:47 am
Quote from: "Amaroth"
- newer version - saved ADTs around and at least one of them had ground effects while not having all chunks completely filled and thus started crashing in game.

- older version - didn't save ADTs around and it worked for now fine. But only because you were very lucky, try to also edit those 8 ADTs around the one you have edited and there you go - you will get crash again.

The reason I know that's not true, is because when I save any map in noggit, I go over every single ADT and save them individually. So in other words, when I edited the map with the Old version of Noggit, I saved every ADT on the map.
Title: Re: Noggit bugs
Post by: Amaroth on November 06, 2015, 07:50:53 am
Even that doesn't matter (aside that this is just not a good idea to do but... whatever). I don't remember rev120 well enough, but I know that I have been having this crash with SDLs 1.1, 1.2, 1.3 and 1.4. Sometimes ground effects were messed up after 1st save, sometimes after 5th safe. Just try to do what Ascathos found out. It will make crashes stop and yes, you can get those crashes with all Noggit versions, there are dozens of help request topic with this crash and with all possible Noggit (at least SDLs for sure) versions being used.
Title: Re: Noggit bugs
Post by: Poisonleaf on February 01, 2017, 07:37:31 pm
With the ladest version of noggit I currently have a bug that I can not select all the ADTs on my custom map to be saved. at a certain amount they just replace another.

(http://i.imgur.com/D2punt2.jpg)
Title: Re: Noggit bugs
Post by: Amaroth on February 01, 2017, 08:16:20 pm
1. Its happening because ADTs are getting unloaded from memory.
2. Your Noggit Beta is likely to be outdated. There is much newer version on repo which should have this fixed.
3. You no longer need to save whole map always together, as models are no longer being duplicated/erased. This is actually qutie an old change and should apply even to your version of Noggit.