This is a read only copy without any forum functionality of the old Modcraft forum.
If there is anything that you would like to have removed, message me on Discord via Kaev#5208.
Big thanks to Alastor for making this copy!

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Messages - monsune

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1
But NPC phasing in WOTLK won't work for particular player, right? It's more like all or nothing.

2
Level Design / Re: [Help] ADT ADDER offsetfix not working?!
« on: June 28, 2016, 12:40:21 pm »
Error code 0xc000012d typically means out of virtual memory. Not sure if it applies in your case but worth checking.

3
Thank you.

4
Level Design / Re: [NOGGIT] My map won't open anymore with newest SDL
« on: June 27, 2016, 11:32:16 pm »
This is just GREAT. Thanks alot for fixing this one. Together with other cool fixes it makes me want to compile new Noggit now instead of waiting for another release :) (i wouldn't really mind if you decided to release newer builds on a regular basis though). And my apologies for connecting the bug with swapper while it didn't belong in there. It just felt like that as you could see it when swapping.

And how about the "my map doesn't open on freshly started Noggit SDL if i don't open another map before" bug? Is there a hope that you see where the problem comes from based on my poor explanation? I would happily help testing possible solutions. This is kinda strange and funny at the same time that opening another map causes Noggit to skip seeing a problem for the whole session (but not longer).

Code: [Select]
9146 - (Video.cpp:230): [Error] OpenGL: (at Model::draw:: after the draw list): GL_INVALID_VALUE
9150 - (errorHandling.h:64): [Error] There was an exception of type "SIGSEGV"
So it can't handle a model initially on my map but when i open another (original) map (possibly containing that model but i don't know what model it means or if it matters at all) then it will work.

5
Level Design / Some models are visible in shorter range than others?
« on: June 27, 2016, 05:26:44 pm »
Is there a rule for this (like specific kind of objects or their size or else) or some setting in certain m2s causing them to have more limited visibility than other objects? Any chances to have them fixed to the same visibility distance?

I found this topic: viewtopic.php?f=7&t=9008&p=45018

...but it doesn't solve the issue completely. Seems like some models are "superlongvisible" compared to others so i'm digging into this.

6
Level Design / Re: [NOGGIT] My map won't open anymore with newest SDL
« on: June 27, 2016, 05:07:11 pm »
Yes indeed, i was playing with terrain and swapping a little. Maybe it is related to texture swapping in fact and the empty (white) texture bug. Even though it wasn't visible this time it could still happen that some texture was swapped out improperly. I will definitely test with older version to see how it loads and let you know! Thanks alot!

Today my map didn't open again in latest SDL and caused Noggit to quit but this time i didn't bang it and just tried to load another map (went fine) and then my map again... which worked at once. I exit my map then and tried loading it again (without quitting Noggit) - no problem. I then quit Noggit and started it and tried to load my map - it failed to load! So i tried the previous map and it worked. And after that my map again and it also worked! So this is like 100% working solution but questions remain: how does it work and why does it work and why it stops working when i quit Noggit and then i need to "refresh" with that other map before i can load mine and it holds until i quit Noggit? Hope this will help coders to track down the issue.

BTW the bug in texture swapper is critical imho and should be taken care of with highest priority possible.

7
Level Design / [NOGGIT] My map won't open anymore with newest SDL
« on: June 26, 2016, 01:04:36 am »
I have been working on a custom map for more than a week. There are lots od m2s and some wmo in there, also many terrain changes, water, etc. Yesterday i saved after latest work and quit Noggit. Today i'm not able to open that map. It opens, i can see terrain and some models, then Noggit closes and that's it. Not sure what has happend because the last work was mostly terrain modelling and adding water, nothing else.

Did anyone have similar issue? What could go wrong? Any suggestions how to fix this? I can walk around there in client with no probs so ADTs seem fine, just not for Noggit anymore :/

Latest tail from the log:

Code: [Select]
8945 - (MapTile.cpp:304): [Debug] Done loading tile 31,32.
8947 - (MapTile.cpp:56): Opening tile 32, 32 ("WorldMapsmonsunemonsune_32_32.adt") from disk.
9081 - (MapTile.cpp:304): [Debug] Done loading tile 32,32.
9083 - (MapTile.cpp:56): Opening tile 33, 32 ("WorldMapsmonsunemonsune_33_32.adt") from disk.
9142 - (MapTile.cpp:304): [Debug] Done loading tile 33,32.
9146 - (Video.cpp:230): [Error] OpenGL: (at Model::draw:: after the draw list): GL_INVALID_VALUE
9150 - (errorHandling.h:64): [Error] There was an exception of type "SIGSEGV"
"Invalid storage access; most frequently caused by attempting to store some value in an object pointed to by a bad pointer. (Segment violation.)".
Please excuse the inconvenience. You may want to report this error including the log to the developers.

9151 - (StackWalker.cpp:1133): [Error] OS-Version: 6.1.7601 (Service Pack 1) 0x100-0x1
9256 - (StackWalker.cpp:1133): [Error] 012B3B8C (noggit): (filename not available): (function-name not available)
9256 - (StackWalker.cpp:1133): [Error] 0127D53B (noggit): (filename not available): (function-name not available)
9256 - (StackWalker.cpp:1133): [Error] 6B8B4DE1 (ucrtbase): (filename not available): seh_filter_exe
9256 - (StackWalker.cpp:1133): [Error] 012BC4D6 (noggit): (filename not available): (function-name not available)
9256 - (StackWalker.cpp:1133): [Error] 74FC33CA (kernel32): (filename not available): BaseThreadInitThunk
9256 - (StackWalker.cpp:1133): [Error] 77209ED2 (ntdll): (filename not available): RtlInitializeExceptionChain
9256 - (StackWalker.cpp:1133): [Error] 77209EA5 (ntdll): (filename not available): RtlInitializeExceptionChain

EDIT:

I tried loading 2 other maps and they loaded just fine. Then i went again to try my map and... it loaded, too. I tried like 10 times before and no luck but it easily loaded after i tried a few others. Is this a known behaviour of Noggit? Like it needed a kind of cleanup of some buffers or something which happened when loading those other maps? I just don't want to get stucked again...

8
Resources and Tools / Re: [TOOL]PlayerBytes calculator 0.1a
« on: June 25, 2016, 03:23:14 am »
This is a very useful and needed tool. Many thanks for releasing it :)

9
Thank you for your kind response, Kaev. I had many errors, e.g. lib stuff reported to be missing while it wasn't to the best of my knowledge. I'm not used to errors on Win when compiling and it caused my head to spin. Could be a 5 min. job for an experienced person that is in the know of what's going on.

I will try again today and supply you with detailed logs of compilation, ok?

10
I even took Stormwind map out of client and put it into the folder. I then physically removed SW map from client's MPQ. I made changes to the map (objects, terrain) and i saved it. And client still shows original, unchanged map. Where does it even get it from then? Same happend to development map. While i use same technique to edit my custom map, build from scratch, and it works like a charm with every single edit. So, even though i trust your experience, i simply can't trace it down and find out what on earth am i doing wrong.

11
Level Design / Re: [SUGGESTION] [NOGGIT] Object duplication option
« on: June 22, 2016, 02:06:54 pm »
That's why i don't like compiling on Win. It is such a mess to me, so many options, windows, etc. and of course tons of libs that are always missing and misterious errors plus it just seems much slower to compile. On linux it somehow works in a few simple steps and without GUI even.

BTW why changes/improvements only to QT and not SDL?

12
Absolutely agreed with both posts above. Couldn't have said it better. The progress is clearly visible and so is the activity. I was really surprised seeing such a number of commits in very short time. And i'm sure that suggestions about GUI, key bindings or new functions will be accepted when the time is right.

And yes yes yes i know, i can press that X and close swapper. But just do it 30 times in a row when looking for right textures and you will see what i mean. The thing is to have GUI designed in a way so you need a minimum number of clicks to achieve your goal as this boosts productivity. It's just same thing as with "add object to file" when you need to open menu and click that option because there is no key binding for it while it exists for many other options. I recently had to do that like 100 times... i could have saved myself 200 clicks and 30 meters of mouse movement if there was a simple bind available.

While talking about objects. I would absolutely love the ability to multi-select them. Just imagine how fun would it be to move, rotate, scale or just delete groups of objects or add those groups to file with a single click or key stroke. And those things aren't hard to implement i think. It would simply take an enthusiast who wants to concentrate on such things. This way main coders wouldn't need to be involved and waste time on this.

13
Software Development / Re: [QUESTION/Problem] ADTAdder-Cracked 
« on: June 21, 2016, 09:42:50 pm »
Quote from: "Alastor"
RIP in Win7 i personaly would never recommend higher Win for WoWmodding since all possible tools we use are homie programing and Micrusuft is in these days creating systems that controls you not you them so RIP in OS with so many lame protections and crapy improvements just to literally cock block all sandboxers
Amen. And not just for modding but anything else, too. Win10 is evil like no other. Stay with Win7 people which, anyway, also needs many tweaks to be safe to use but at least you can do it. In case of Win10 you can't do jack.

14
Would you be able to help me compile the code? It should be easy while it's not for me. I need this particular map extractor due to the server core running on older version of maps. I have the maps of course but this time i need to process a custom map so this extractor is very needed.

I will kindly appreciate your help.

15
I'm having loads of fun and improving skills every day, thanks! Hope to publish some preview soon. I just wish someone yet helped me to understand why modding blizzard maps doesn't work and i always get original map displayed by client. I tried in another topic but got no satisfactory response.

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