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Author Topic: Noggit bugs  (Read 17512 times)

Skarn

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Re: Noggit bugs
« Reply #15 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.
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salagon

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« Reply #16 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 :(
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Skarn

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Re:
« Reply #17 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.
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salagon

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Re: Re:
« Reply #18 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
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Skarn

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Re: Noggit bugs
« Reply #19 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.
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salagon

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Re: Noggit bugs
« Reply #20 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.
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Amaroth

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Re: Noggit bugs
« Reply #21 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.
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Skarn

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Re: Noggit bugs
« Reply #22 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....
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Syama108

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Re: Noggit bugs
« Reply #23 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.
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Amaroth

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Re: Noggit bugs
« Reply #24 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.:

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.
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Adspartan

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Re: Noggit bugs
« Reply #25 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.
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Skarn

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Re: Noggit bugs
« Reply #26 on: January 11, 2015, 05:54:06 pm »
I don't have any problems with water at all.
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Amaroth

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Re: Noggit bugs
« Reply #27 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.
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Petisoo

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Re: Noggit bugs
« Reply #28 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+
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Amaroth

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Re: Noggit bugs
« Reply #29 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.
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