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Featured => Noggit => Topic started by: Skarn on January 30, 2015, 07:54:12 pm

Title:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Skarn on January 30, 2015, 07:54:12 pm
(https://pbs.twimg.com/profile_images/1522550895/noggit.png)

Noggit SDL 1.4 (beta)


Hello, Modcraft community. Today I am going to release a beta version of Noggit SDL 1.4. I hope that you will like the results of our work because now there are some new features you have been waiting for quite a long time.

First of all, I want to say thanks to AxelSheva who coded almost all the changes on his own with me just searching stuff, helping around and testing. And a special thanks to Cromon, Schlumpf and some other people here and there who were helping us, and to axel009, Drikish (Eversio team), tehrob, Allifeur, Kranimal and other guys who got an early access to test the version.

Amaroth: I have uploaded my Noggit for you guys on Dropbox.
https://www.dropbox.com/s/2eyuyzedvvlpxpt/NoggitSDL1.4.rar?dl=0

 :arrow: The archive contains everything you need to run Noggit. So, just setup a config file properly (you can take the one from your older Noggit version.
 :!: This is still a BETA version which was not properly tested. I don't recommend you to use it on your works because it might ruin them. If you're using it not for testing purposes, no one is responsible for the safety of your data. However, I hope it won't happen.

Open source



https://github.com/axelsheva/noggit (https://github.com/axelsheva/noggit" onclick="window.open(this.href);return false;)

Bitbucket update is coming soon.

Bugtracker



We have a bugtracker on Modcraft. You can access it from the top menu of the page. Feel free to make bug reports if you find something, but please write in your Noggit version. I don't want to search for the solutions of the already fixed bugs ;)

Changelog



==Fixed bugs==

o Model duplication - feel free to save as much times as you want (requires testing).
o Chunk cracks (terrain fault, chunk gaps) - the reason that causes this bug is not fixed, but if you have them you can run "Fix gaps" or "Fix gaps (all adts)" functions from the Assist menu. It will remove all the cracks from the ADT(s).
o 2D mode painting - now you have to press Shift to paint textures in 2D mode, so you won't have anything occasionally painted while touching the UI.
o We have also fixed a lot of warnings in the code, so it is much cleaner now.

==New features==

o Water chunk-by-chunk editor - when you are in the water editing mode you can add water with Shift + Lmouse and remove it with Ctrl + Lmouse. To select some chunks you need you can press Alt + Lmouse, and Alt + Ctrl + Lmouse to deselect them. It is possible to change the height of the selected chunks, fill the selection with water. If nothing is selected, you will move the water on the entire ADT. There is also a water crop function that removes all the useless water under the terrain, so that fishing can work properly on your custom maps now. By the way, Noggit crops the water absoultely identically to the way Blizzard does it, so it's a blizzlike feature for sure.

o Vertex shader painter (alpha) - there is a new editing mode that allows you to paint vertex shaders on the terrain. I doubt that it works how it is supposed to do, so we are still working on this feature.

o The toolbar rework - now we have a new toolbar that is aligned to the left side of your screen and does not cover half of your precious rendering space on small screen resolutions. (It used to be a huge problem for me as I work on a laptop  :) )

There are still so much work to do, and we are not giving up yet.  ;)  I hope that you enjoy working with this Noggit version. Have a nice worldbuilding time! Don't forget to request new features and report bugs.
 ;)

Skype conversation for Noggit testing. Feel free to join



skype:?chat&blob=INWBuLRkZJwxa3rj6zFQmk7E78QLZtRTg6NzaWMK4PZoAQ4gp03Dl-1Zi4lVGvMVMvz_eaBlx8c7Jd2Ompg (send this to someone and then click on the link)

~Skarn (skype - live:skarnproject)
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: phantomx on January 30, 2015, 08:17:41 pm
Nice release man, going to test it I can't wait for open source.  :)
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: axel0099 on January 30, 2015, 08:18:19 pm
Great job skarn. keep it up
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: tehrob on January 30, 2015, 09:21:10 pm
Like said a hundred times in Skype, GREAT Job!
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Skarn on January 30, 2015, 09:24:03 pm
Thanks for feedback, everyone.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Bravelad on January 30, 2015, 09:48:44 pm
You should use MEGA to host downloads. These backwater upload sites are full of unnecessary content and confusing ads.

MEGA gives you 50+ GB storage for free and the download process is so much cleaner (no ads, etc.).

Great release regardless :-)
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Syama108 on January 30, 2015, 10:01:43 pm
THANK YOU SO MUCH, IF THE DUPE GLITCH IS FIXED!! I LOVE YOU!!!!!!!!!!!!!!!!!

BTW, Water by chunk is so great! Finally TY!

Ahgg! Words cannot describe how grateful I am.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Lawes on January 31, 2015, 02:09:56 am
thx !

the kill shadow is planned ?
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: MR. Farrare on January 31, 2015, 05:21:44 am
ty
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Milly on January 31, 2015, 07:03:11 am
Awesome job guys :)
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Skarn on January 31, 2015, 07:45:14 am
Quote from: "Lawes"
thx !

the kill shadow is planned ?
yes. It is in todo list after vertex shading rendering fix, big alpha support and alphamap import/export.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Makpptfox on January 31, 2015, 08:34:34 am
Thanks, i'll test this one asap.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Amaroth on January 31, 2015, 09:53:18 am
I would also suggest chaning of "show wireframe" function. Terrain is simply uneditable while this is turned on. I would not make it completely invisible in this mode and I would make sure that even clicking into face will move it (not some behind). If current version of wireframe is like this on purpouse (I have no idea why would that be so), just add another function.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Hobbilis on January 31, 2015, 10:15:36 am
Would anyone mind posting this on some other hosting site... http://en.file-upload.net/ (http://en.file-upload.net/" onclick="window.open(this.href);return false;) perhaps?
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Lawes on January 31, 2015, 01:42:48 pm
what is the sharder ?

will u add a option in paint mode for clear texture on a chunk or a solution to replace texture with the new one ? bcs i cant paint with new texture
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Skarn on January 31, 2015, 02:41:48 pm
Amaroth, wire frame is on the list since we started. However, I don't promise anything because it is opengl and we are not really good at it.

Lawes, all you mentioned is already implemeted for ages, and I won't  explain you how to do it because you did not even try to read a user's manual of noggit.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Lawes on January 31, 2015, 03:23:09 pm
hum yea i will read.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: kael on February 01, 2015, 01:06:20 am
Great job ;).
Thanks!
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: larrylaffer on February 01, 2015, 03:41:45 am
I dindt expect a new version of noggit! Very happy about it.

Love the crop water functionalitty, however there's some bugs in the water chunk editing...

Random holes problem is still a problem...

I posted a couple of tasks in the bug tracker...
One is about water chunk editing
The other is about textures.. however it was not a bug, just the key binding is wrong...

Regards and keep up the good work!
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Hobbilis on February 01, 2015, 12:21:04 pm
For anyone having problems with original link, I have re-uploaded Noggit SDL 1.4 here

Update: I've posted it on Mediafire, you can download it here
Noggit-SDL-1.4--beta-.rar (http://www.mediafire.com/download/1g7itp3q9pp0tg6/Noggit-SDL-1.4--beta-.rar)
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Skarn on February 01, 2015, 07:00:42 pm
Thanks, but as for me your link produces two times more advertisments than mine. ;)
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Skarn on February 01, 2015, 07:25:11 pm
Skype conversation for Noggit testing. Feel free to join


skype:?chat&blob=INWBuLRkZJwxa3rj6zFQmk7E78QLZtRTg6NzaWMK4PZoAQ4gp03Dl-1Zi4lVGvMVMvz_eaBlx8c7Jd2Ompg (send this to someone and then click on the link)

~Skarn (skype - live:skarnproject)
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Lawes on February 01, 2015, 11:04:09 pm
can we remove a texture in a chunk ? bcs texture swapper replace et not remove
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Darkkang on February 01, 2015, 11:58:36 pm
Hopefully Noggit soon ADT of Cataclysm opened or converted :(
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Skarn on February 02, 2015, 06:56:21 am
Lawes, read the user's manual please. It is possible.
Darkkang, what? It is not a version for cataclysm.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Lawes on February 02, 2015, 01:31:52 pm
i talk about to remove only 1 texture / 4 in a chunk, pm2+ctrl alt shift dont works, that remove every textures
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Darkkang on February 02, 2015, 03:15:49 pm
I say that if we could get ADTs structure of Mjollna Converter Cataclysm, and enter it into the code of Noggit... Wotlk converter to Cata does not work, There is no way to convert maps?
Thx
Sorry for my english
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Steff on February 03, 2015, 04:39:12 am
Replace textures is in since sdl 1.1

Great job folks.  Keep up the good work!
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Krako on February 03, 2015, 12:01:35 pm
Incredible job! You guys are awesome!
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: larrylaffer on February 03, 2015, 02:46:31 pm
Quote from: "Darkkang"
I say that if we could get ADTs structure of Mjollna Converter Cataclysm, and enter it into the code of Noggit... Wotlk converter to Cata does not work, There is no way to convert maps?
Thx
Sorry for my english

Use CTRL + SHIFT + ALT + left click (the manual just says ctrl + shift, but u need the ALT too)
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Lawes on February 03, 2015, 11:27:50 pm
I want to remove only 1 texture in a chunk, not all

Quote from: "Steff"
Replace textures is in since sdl 1.1

I dont want to replace
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Skarn on February 04, 2015, 07:54:17 am
I don't want bother adding features no one except you really needs. I am not trying to be a prick but this feature is completely useless.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Lawes on February 04, 2015, 02:27:44 pm
water auto opacity option is fucked in 1.4
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: larrylaffer on February 04, 2015, 04:16:58 pm
Can you consider the following features?:

-Multiple m2/wmo selection for editing (moving/rotating multiple objects at the same time).
-Import/Export alpha maps (Futa currently do this)
-Kill shadows (taliis did this, dont remember if there's another cmd app for this)
-Filter textures by both type and zone. Currently you can use just one filter at the time (a very minor feature but may be useful sometimes and i dont think is hard to implement).
-Add different brushs for texture painting
-doodad sets adder (this is something i saw on Crysys map editor): it means to add multiple decorative doodad sets (trees, bushes, flowers, etc.) in a area, instead of adding them one by one.

Keep up the good work!!

Quote from: "Lawes"
water auto opacity option is fucked in 1.4

True, sometimes it works... sometimes not...
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Petisoo on February 05, 2015, 12:14:38 am
I can map with it now or it is still in beta and able to destroy my adts?
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Skarn on February 05, 2015, 08:11:07 am
Quote from: "larrylaffer"
Can you consider the following features?:

-Multiple m2/wmo selection for editing (moving/rotating multiple objects at the same time). No.
-Import/Export alpha maps (Futa currently do this) Yes.
-Kill shadows (taliis did this, dont remember if there's another cmd app for this) Yes.
-Filter textures by both type and zone. Currently you can use just one filter at the time (a very minor feature but may be useful sometimes and i dont think is hard to implement). Maybe, but no a proprity.
-Add different brushs for texture painting. Most likely no but I want it too.
-doodad sets adder (this is something i saw on Crysys map editor): it means to add multiple decorative doodad sets (trees, bushes, flowers, etc.) in a area, instead of adding them one by one. Maybe.

Keep up the good work!!

Quote from: "Lawes"
water auto opacity option is fucked in 1.4

True, sometimes it works... sometimes not...
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Skarn on February 05, 2015, 08:12:39 am
Quote from: "Lawes"
water auto opacity option is fucked in 1.4
works fine for me but Hanfer's algorythm is a bit wrong. We will look into it.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: larrylaffer on February 05, 2015, 03:23:24 pm
Quote from: "Skarn"
Quote from: "larrylaffer"
Can you consider the following features?:

-Multiple m2/wmo selection for editing (moving/rotating multiple objects at the same time). No.
-Import/Export alpha maps (Futa currently do this) Yes.
-Kill shadows (taliis did this, dont remember if there's another cmd app for this) Yes.
-Filter textures by both type and zone. Currently you can use just one filter at the time (a very minor feature but may be useful sometimes and i dont think is hard to implement). Maybe, but no a proprity.
-Add different brushs for texture painting. Most likely no but I want it too.
-doodad sets adder (this is something i saw on Crysys map editor): it means to add multiple decorative doodad sets (trees, bushes, flowers, etc.) in a area, instead of adding them one by one. Maybe.

Keep up the good work!!

Quote from: "Lawes"
water auto opacity option is fucked in 1.4

True, sometimes it works... sometimes not...

Too bad about not doing the multiple objects selection, it would be a great feature, but i understand that it may be a little to hard to implement...

Some other features i forgot:

-Edit textures ground effects (both animation and objects). Futa and Taliis do this (but Taliis dont get right the ground objects for textures..., just works for the first texture level). The edition should have the option to either edit the whole ADT textures or by chunk. You should consider also the option to render the ground effects (texture animations are rendered but no the ground doodads).

-Increase/decrease ADT height: This means to modifiy the whole height map level (and their objects too). It would be useful when you import/export ADTs from others maps, but the level is not quite right with the rest of the map. Or when you are working on a map and you  realize that you wanted some ADTs be a little more higher/lower in order to match with the rest of the map.

-Hide/Unhide single objects: Sometimes you have so many objects in a map that is hard to select and edit one without selecting other by accident. (Specially with some doodads like fog...), so i was thinking if it is possible to have the option to hide single objects. The object hided it would have a "flag" in noggit that indicate that it should not be rendered (however it would still exists in the ADT), and ergo, you cant select it.
Then there would be a "unhide all" option (that in facts already exists) to show all the hidden objects.
I think that this would be useful sometimes.

-Minimap generator: Dont know if it is possible, but would be good that noggit can automatically export the minimap files of the map.


And please... if you can fix the holes bug (it makes random holes everywhere) would be great, i think is currently the most annoying bug right now since there's no workaround for it (unlike others map features that have others apps for them in case the one in noggit is bugged).

Regards and keeup up the excelent work!!
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Skarn on February 05, 2015, 04:12:41 pm
Quote from: "larrylaffer"
Quote from: "Skarn"
Quote from: "larrylaffer"
Can you consider the following features?:

-Multiple m2/wmo selection for editing (moving/rotating multiple objects at the same time). No.
-Import/Export alpha maps (Futa currently do this) Yes.
-Kill shadows (taliis did this, dont remember if there's another cmd app for this) Yes.
-Filter textures by both type and zone. Currently you can use just one filter at the time (a very minor feature but may be useful sometimes and i dont think is hard to implement). Maybe, but no a proprity.
-Add different brushs for texture painting. Most likely no but I want it too.
-doodad sets adder (this is something i saw on Crysys map editor): it means to add multiple decorative doodad sets (trees, bushes, flowers, etc.) in a area, instead of adding them one by one. Maybe.

Keep up the good work!!

Quote from: "Lawes"
water auto opacity option is fucked in 1.4

True, sometimes it works... sometimes not...

Too bad about not doing the multiple objects selection, it would be a great feature, but i understand that it may be a little to hard to implement...

Some other features i forgot:

-Edit textures ground effects (both animation and objects). Futa and Taliis do this (but Taliis dont get right the ground objects for textures..., just works for the first texture level). The edition should have the option to either edit the whole ADT textures or by chunk. You should consider also the option to render the ground effects (texture animations are rendered but no the ground doodads).

-Increase/decrease ADT height: This means to modifiy the whole height map level (and their objects too). It would be useful when you import/export ADTs from others maps, but the level is not quite right with the rest of the map. Or when you are working on a map and you  realize that you wanted some ADTs be a little more higher/lower in order to match with the rest of the map.

-Hide/Unhide single objects: Sometimes you have so many objects in a map that is hard to select and edit one without selecting other by accident. (Specially with some doodads like fog...), so i was thinking if it is possible to have the option to hide single objects. The object hided it would have a "flag" in noggit that indicate that it should not be rendered (however it would still exists in the ADT), and ergo, you cant select it.
Then there would be a "unhide all" option (that in facts already exists) to show all the hidden objects.
I think that this would be useful sometimes.

-Minimap generator: Dont know if it is possible, but would be good that noggit can automatically export the minimap files of the map.


And please... if you can fix the holes bug (it makes random holes everywhere) would be great, i think is currently the most annoying bug right now since there's no workaround for it (unlike others map features that have others apps for them in case the one in noggit is bugged).

Regards and keeup up the excelent work!!

Thanks for feature requests.

1) No rendering for sure. It was a huge pain in the ass to make a stupid MCCV rendered which is more simple in its sturcture, and even now it is not properly rendered in noggit. Editing - yes, maybe. By the way, you shoud not use either FuTa or Taliis for making grass because there is a nice tools called groundeffectadder.

2) Yes.

3) No.

4) Most likely no, for the same reason. We're not going to touch opengl anymore. If you have some experience in opengl or know someone who has, we can implement it.

5) There is no random holes bug. You're just using this feature improperly. You need to be careful with it.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: larrylaffer on February 05, 2015, 06:10:50 pm
Quote from: "Skarn"

1) No rendering for sure. It was a huge pain in the ass to make a stupid MCCV rendered which is more simple in its sturcture, and even now it is not properly rendered in noggit. Editing - yes, maybe. By the way, you shoud not use either FuTa or Taliis for making grass because there is a nice tools called groundeffectadder.

That tool it is very very nice, however it has some issues:

1-It is a cmd app with no visual interface
2-It asks the effect ID for every texture in the map (if you have like 20 textures in the map and just want to edit 2, is annoying), also if you screw up the ID for a single texture, you need to run it again for the 20 of them
3-It can only add effects for a single ADT at the time. If you have a map with 40 ADTs.... with several textures in every one of them... is a annoying.
4-It add the same effect on all the chunks of the ADT. You cant have differents chunks with the same texture using differents effects (with taliis at least you can do that).

However, it is a great tool anyway cause the effects are properly added regarding all the textures levels of a chunk.
But it would be great that noggit can add this feature, so it would be easy and faster to adding/modifing the effects, and you wont need another app.

Quote from: "Skarn"

5) There is no random holes bug. You're just using this feature improperly. You need to be careful with it.

Mmm then how's the way to using it properly? Cause i tried to set the camera above the hole, looking directly over it, and then create the hole with a single mouse click... and that sometimes creates a random hole anyway in some place of the map...

I think that problem is that when you create the hole, the mouse cursor end up being over nothing...
So what happens when you edit terrain when the cursor is not over terrain? The editing happens randomly in other part of the map. For instance, when you are editing either textures... or terrain level (making mountains of stuff...) and you suddenly pass the mouse over one of those damn cracks, you end up with some terrain pool or a texture stain in other part of the map (is not exactly random, is just when the cursor "was" when you pass it over a map crack).

So i think that the same thins is happening with holes. You create a hole, but now the cursor is no longer over terrain. And since you can maintaing pressing the mouse click in order to create multiple holes at the same time... since you are constantly passing the mouse cursor over nothing, you end up generating holes everywhere, even when you use just a single mouse click.

Try it, it happens and is annoying.
However as you just said, maybe i am using the tool wrong. If you know a way to properly use the tool without screwing up like me, please tell me.


Anyway, im anxious over future versions of noggit with new features.
Keep up with the great work.

Regards!
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Skarn on February 05, 2015, 06:39:27 pm
Can you please join our group on skype? I will explain you there. The link is in the first post here.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Magnus on February 05, 2015, 06:44:49 pm
Thank you for working on Noggit. Thumbs up.

However after some tests I can report as follows:

1.
Water (Ocean) is saved but not in Blizzard style with semi-transparent coast line (don't know to describe it better). After saving it's a flat layer of ocean water.

2.
The client crashs immediately. I made a completely new project, only flatten some small chunks or place an object. Couldn't open that in the client.

Now I'm using Noggit 1.2 without any problems in this part of the map. For the water issues I use stuff like exportMh2o.exe  / importMh2o.exe / AllWater_wotlk.exe
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Skarn on February 05, 2015, 06:50:07 pm
Magnus, can you please try it once more because I am not getting your errors on my pc.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: larrylaffer on February 05, 2015, 06:57:49 pm
Quote from: "Skarn"
Can you please join our group on skype? I will explain you there. The link is in the first post here.

Im not currently at home, and i dont know how to add contacts or join a chat in the hotmail web chat...

I send you a private message with my hotmail so you can add me to skype and invite me to the chat group

Regards
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Magnus on February 05, 2015, 07:15:32 pm
@skarn
Tried it several times in different variations. With existing project, than the same location but as a new project. Tried to reload the 1.4 project in 1.2 and saved it new. But still crash of client.

Edit:
A pict of the ocean. Left the original blizz coast. Right the ocean after saving and reloading in 1.4
[attachment=0:2xy9j9bi]ocean.png[/attachment:2xy9j9bi]
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Lawes on February 06, 2015, 02:14:03 am
water opacity dont works exept at 100
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Steff on February 06, 2015, 06:56:10 am
There is a holes bug ;)  even 2

1 if you use raisen lower and have a hole (open subchunk)  and move the mouse over this during editing,  noggit get for a short time coordinates some miles under the ground and you get a very deep sink somwhere ahead of your current cammera position.

2 same if you open holes and click on an already opend one you get somewhere else holes becaus of the in depth selection.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Skarn on February 06, 2015, 10:12:40 am
That is not a hole related bug. It is just the selection bug or smth, I do not even have an idea how to fix it.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Steff on February 06, 2015, 02:21:17 pm
Yes the bug is generated by the selection but it creats holes :) so the name is not to bad.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: larrylaffer on February 06, 2015, 07:12:07 pm
Quote from: "Skarn"
That is not a hole related bug. It is just the selection bug or smth, I do not even have an idea how to fix it.

How about to change the funtion in order to make a single hole with each click? In that way, even if you keep pressing the mouse button, you will just get one hole per click and reduce the chances to make random holes
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Petisoo on February 07, 2015, 08:52:20 am
I'd really appreciate a tool to auto-fix error 0x007B31F8 read 0x00000010 (viewtopic.php?f=12&t=2971 (http://modcraft.io/viewtopic.php?f=12&t=2971" onclick="window.open(this.href);return false;)). Because is an usual error and repair every adt is a really tedious work.


EDiT: Fix gasps isn't working for this type of error.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Steff on February 07, 2015, 11:40:05 pm
For wireframe just skip textur rendering and activate chunks
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Krang Stonehoof on February 10, 2015, 02:26:32 am
Really a lovely release. But I'm still standing here waiting for scalable textures, that's something I would really love to see done in Noggit.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: TheBuG on February 10, 2015, 02:07:47 pm
Quote from: "Krang Stonehoof"
Really a lovely release. But I'm still standing here waiting for scalable textures, that's something I would really love to see done in Noggit.

Not happening until Noggit supports MOP, since the WoW engine did not support it up until that point.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Petisoo on February 10, 2015, 06:10:52 pm
Hm... Idk if this can be possible or not, but I'd grantly appreciate a buttom to kill and to add grass, you know... the ground effects.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Vayne on February 13, 2015, 12:23:46 pm
I know the duplication bug is solved by saving all the adts around the one you change, but is there a way to make this option a little more effective ?
I mean, with big modifications, almost all the map have to be updated to fix that.

So, my question is : is it possible for noggit not to save the models that are located in modded adts AND untouched ones ?

Or maybe deleting them ? Noggit seems to detect, before saving, modded adt and only loaded ones. Maybe you can "add something" that will also detect models wich are in both ? And then delete them ?

For now, I do it by hand, but it's kind of anoying. So, I'm wondering if there's an automatic way to do this.

And of course, thanks for the release, very appreciate. :)
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Skarn on February 13, 2015, 03:19:18 pm
The newest version does not produce any duplication at all. https://drive.google.com/file/d/0B-6Vae ... sp=sharing (https://drive.google.com/file/d/0B-6Vaewxxz9aMTYtT25HdTlZbjQ/view?usp=sharing" onclick="window.open(this.href);return false;)
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Vayne on February 13, 2015, 04:26:31 pm
It doesn't when you keep all the adts it saves, isn't it ?

My suggestion was about not keeping the adt that are not really modded and only saved for the "non-duplication" purpose, but still avoiding duplication.
Mainly for the weight problem it causes.

Maybe it's already implemented but isn't working for me ?
Or just impossible to add ?

For the linked screenshot : The right adt is modded, not the left one.
The left adt is saved by noggit 3.0.22 and there's, indeed, no duplication when I keep it in noggit's folder. But when I delete it -to lighten the patch- here's the result.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Skarn on February 13, 2015, 06:16:20 pm
That's because you're doing it wrong. Don't delete any files. Noggit _HAS_ to save adts around the modified one, otherwise it won't work. Moreover, it is not only about duplication. I am pretty sure that WoWEdit does it the same way. Why do people even care about the size? Will you die of downloading extra 100 mbs of data?
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Vayne on February 13, 2015, 06:46:47 pm
Quote from: "Skarn"
Don't delete any files. Noggit _HAS_ to save adts around the modified one, otherwise it won't work.
Quote from: "Vayne"
I know the duplication bug is solved by saving all the adts around the one you change

As I said, I was just wondering if there was another way to solve the duplication thing, without taking "useless" space on a patch. Because yes, some people care about size.

Anyway, thanks for your answers and time. Keep up the good work. :)
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: axel0099 on February 13, 2015, 10:35:44 pm
man if you can't afford a few gigabytes than you can better stop wowmodding,
Take this advice into a count, and stop contacting people about useless things.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Vayne on February 13, 2015, 11:55:24 pm
I can afford a lot of space for MY modding, don't worry. But I mainly do that for a server, for a community, for people who, THEM, can't afford all that space.

Beside, it seems kinda logic, for me, to save space if I can, which was just my original question. Nothing more, nothing less.

Anyway, "thanks" again for the responses and that special and very, very warm welcome. A very impressive and friendly one, really.

Now going back to my hills, simply watching the mighty men you guys are.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Petisoo on February 14, 2015, 12:02:22 am
Quote from: "axel0099"
man if you can't afford a few gigabytes than you can better stop wowmodding,
Take this advice into a count, and stop contacting people about useless things.

He asked for help, if u don't know how to solve it, just don't post that kind of things.

ENGLISH IS NOT MY MAIN, SORRY.

Btw, the only way that I know to solve this problem is:

Right ADT is yours, left is the one that you don't want.

[attachment=3:kw1ykybs]image1.jpg[/attachment:kw1ykybs]

First, look at the white lines over left adt, that means that the tree is in both adts.

then, you need to delete that tree because if u use only right adt in your patch, that results in a duplication.

[attachment=2:kw1ykybs]image2.jpg[/attachment:kw1ykybs]

at last, delete all the m2s and wmos that are over both, three, four, etc, adts. Don't worry, this wouldn't delete the gob at all. (USE THE WHITE LINES TO RECOGNIZE THEM)

The only problem of doing that is this:
[attachment=1:kw1ykybs]image3.jpg[/attachment:kw1ykybs]
[attachment=0:kw1ykybs]image4.jpg[/attachment:kw1ykybs]

M2s will be invisible in certain angles, but is a tiny error compare to a duplication, don't worry. (ONLY M2s!!!!!!!!!!)

EDIT: DO THIS IN THE LAST EDITING, WHEN YOU'RE ABOUT TO RELEASE YOUR MAP.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Skarn on February 14, 2015, 07:57:59 am
Stop posting this crap in the thread teaching people wrong things about the editor usage. Any editor NOT JUST SAVES EXTRA ADTs it also writes the actual data to them. It solves a lot more problems than duplication. If you want to edit the world you should be able to handle such sizes of data. If you are not, then give up on this idea.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: mathias234 on February 17, 2015, 11:57:41 am
Something i wish noggit had was a future that let you make a map from the beginning without all these other applications
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: larrylaffer on February 19, 2015, 01:02:36 am
Well there's this bug:

When saving an ADT that have ground effects, if the ADT have one chunk without 4 textures, it will cause a WoW Error 132 on game.

It shouldnt matter the quantity of textures on all chunks... the ground effects soulndt reference to a texture that doenst exists in a chunk.
This error will often happens while saving Blizz maps.

And i know that the workaround is fill the 4 textures in all chunks, but is a pain in the ass... it shouldnt be necessary
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Skarn on February 19, 2015, 08:09:00 am
I know about this bug but we have very little time to look at it at the moment, so it has to wait a bit.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Amaroth on February 19, 2015, 09:52:58 am
Quote from: "Skarn"
If you want to edit the world
Thats the most important thing about your "size and not-editd ADTs". You are editing WORLD, not some crappy 1 ADT. Deal with it. Some data is shared by more ADTs and deleting it only from a few of them will always, no matter what you do, lead to bugs.

If you want to edit world, be ready for actually editing the whole world. Thats why I advice to everyone to not use blizzard maps. Yes, I know, some projects can't avoid that and it can lead to a lot of other, SS based problems when you are not completely familiar with some DBC, DB, core and even interface things, but when we speak only about noggit and level design, editing (and only part of) blizzlike map is always problem. Its sad, I know, but keep on mind that we are trying to edit only a few parts of game which was created as one complex system - and is made to be edited as one complex system. Sad but true.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Vorillj on February 19, 2015, 01:54:40 pm
Must say this update looks very interesting. Although it has been over a year since I last worked with Noggit, could say I gave up since I wasn't the brightest at learning how to do stuff. Well, mainly because I barely ever asked for help from anyone.

Buuut if I ever get around, I sure as hell might try it again and hopefully get a lil' better at it than before. :P And who knows, that time may come next week for all I know. Depends on my mood, as I usualy say. And my mood can vary quite a lot from time to time. But I wish ya'll good luck with your projects and Skarn, I wish you and your team, I suppose, the best of luck with developing Noggit! Great job so far :)
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Amaroth on February 21, 2015, 11:03:50 am
I finally have time for testing this tool. So, my first 8 points:
1. You can no longer acces texture pallete by clicking on selected texture, you just have to go there via that stupid View menu. Can't it work again as button?

2. I generally hate those top dropdown menus which close always after clicking on anything there, we would need toolbars with buttons, not actually 1 toolbar with 9 huge buttons and everything other in those damned dropdowns which close everytime you click on anything there... At least things like turn visible/invisible and random rotations/size toggles should be somewhere else than in dropdown menu.

3. ctr+alt+shift (for clearing textures from chunk) causes in 2D mode crazy moving around map.

4. Just a stupid minor thing, Detail infos (F8) window currently always apperas over toolbar and needs to be everytime moved manually.

5. There was still not fixed one duplication bug. Whenever you don't save all ADTs containing some models (it happens on boarders of edited areas) you got duplication with next save of before unsaved ADTs.

6. I would also welcome descriptive buttons. Those spell icons stolen from client are really "cute", but simple vector image with hill and arrow would be better in my opinion.

7. It would be great if things like toolbar, detail info F8 window, import from window and such things would be all resizeable and moveable (toolbar currently can't be move).

8. Whenever you are in areaID paint mode and move into new ADT, your "currently painted" area is set to some which is on ADT you wen't into. I am not sure if it happens only when new ADTs are being loaded or really whenever, but its pretty anoying to always select again correct areaID.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Skarn on February 21, 2015, 02:09:45 pm
Thanks for reporting. Can you give me your skype? I want to ask you a few questions.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Amaroth on February 21, 2015, 03:18:17 pm
Striker159753
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: schlumpf on February 24, 2015, 02:48:53 pm
Quote from: "Skarn"

Open source



Coming soon enough  ;)

Please let this happen and make a pull request to the official repository, or request accounts there. There has been at least one person interested in helping on noggit since this release, and I can only tell him that his changes will unlikely be seen by anyone as you are doing closed-source development.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: larrylaffer on February 24, 2015, 05:10:36 pm
I will ask to add another features for next ver:

-Change nameset flag for WMO. As you may know, some WMO have a flag that is related to a DBC that defines the name and type (pvp, conquest, sanctuary) of the area inside the WMO.

Check the MODF chunk, uint16_t nameset flag:

http://www.pxr.dk/wowdev/wiki/index.php ... MODF_chunk (http://www.pxr.dk/wowdev/wiki/index.php?title=ADT/v18#MODF_chunk" onclick="window.open(this.href);return false;)

Currently change that flag is only is possible using 010 Editor (after properly creating the area in the nameset DBC)


-Clear/Fill holes of the ADT

An option to clear all/fill all holes in the current ADT. The fill is needed cause sometimes, when you need and instance that is only an WMO, the  UV Maps and Vmaps enter in conflict with the Vmaps of the WMO.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Skarn on February 24, 2015, 09:59:58 pm
This flag is hardcoded to wmos, so I need to change wmos then. I won't do that because Noggit does not have any basic wmo editing and saving. That's just too much to implement and also pointless because Cromon is doing pretty fast with Neo.
Speaking about holes, we might look into that if we have time.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: schlumpf on February 24, 2015, 10:12:04 pm
Quote from: "Skarn"
This flag is hardcoded to wmos, so I need to change wmos then.
No, it is in MODF.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: sikerow on February 25, 2015, 04:24:15 pm
i dont get ti how to get noggit working can someone plz make a video
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Skarn on February 25, 2015, 05:58:00 pm
No.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Petisoo on March 02, 2015, 07:13:28 pm
Quote from: "sikerow"
i dont get ti how to get noggit working can someone plz make a video

Follow the steps, it is pretty simple.

P.S: Or go there viewforum.php?f=48 (http://modcraft.io/viewforum.php?f=48" onclick="window.open(this.href);return false;) and post your problem.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: schlumpf on March 05, 2015, 12:48:36 am
Quote from: "schlumpf"
Quote from: "Skarn"

Open source



Coming soon enough  ;)

Please let this happen and make a pull request to the official repository, or request accounts there. There has been at least one person interested in helping on noggit since this release, and I can only tell him that his changes will unlikely be seen by anyone as you are doing closed-source development.

Bumping this.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Milly on March 05, 2015, 03:38:21 am
Quote from: "schlumpf"
Quote from: "schlumpf"
Quote from: "Skarn"

Open source



Coming soon enough  ;)

Please let this happen and make a pull request to the official repository, or request accounts there. There has been at least one person interested in helping on noggit since this release, and I can only tell him that his changes will unlikely be seen by anyone as you are doing closed-source development.

Bumping this.
Doesn't the Open Source License legally require all derivative works to remain open source?

As soon as 1.4 was distributed, the source code should been published, or so I understand.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Skarn on March 05, 2015, 09:14:51 am
Sorry for not pushing the source. I was having problems with bitbucket lately, also have little time. I will push as soon as I can. You can find the latest code here: https://github.com/axelsheva/noggit (https://github.com/axelsheva/noggit" onclick="window.open(this.href);return false;)
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Lawes on March 05, 2015, 08:54:06 pm
Quote
73397 - (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.

73399 - (StackWalker.cpp:1133): [Error] OS-Version: 6.1.7601 (Service Pack 1) 0x300-0x1
73541 - (StackWalker.cpp:1133): [Error] 00320F5C (noggit_3.0.15): (filename not available): (function-name not available)
73542 - (StackWalker.cpp:1133): [Error] 002EB60B (noggit_3.0.15): (filename not available): (function-name not available)
73542 - (StackWalker.cpp:1133): [Error] 62A04E38 (MSVCR120): (filename not available): XcptFilter
73542 - (StackWalker.cpp:1133): [Error] 0032916D (noggit_3.0.15): (filename not available): (function-name not available)
73542 - (StackWalker.cpp:1133): [Error] 7564338A (kernel32): (filename not available): BaseThreadInitThunk
73542 - (StackWalker.cpp:1133): [Error] 77A69F72 (ntdll): (filename not available): RtlInitializeExceptionChain
73542 - (StackWalker.cpp:1133): [Error] 77A69F45 (ntdll): (filename not available): RtlInitializeExceptionChain

I need help :(

someone know ?
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Skarn on March 06, 2015, 01:47:58 pm
Post the full log please.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Lawes on March 06, 2015, 05:52:36 pm
Quote
1 - (Noggit.cpp:449): Noggit Studio - 3.Archive
2 - (Noggit.cpp:250): Using config file.
3 - (Noggit.cpp:458): Game path: D:World of warcraft 3.3.5aworld of warcraft
3 - (Noggit.cpp:462): Project path: C:UsersLur Is CrystalDesktopNoggitSDL1.2Project
3 - (Noggit.cpp:295): Locale: frFR
369 - (MPQ.cpp:47): [Debug] Opened archive D:World of warcraft 3.3.5aworld of warcraftData/common.MPQ
581 - (MPQ.cpp:47): [Debug] Opened archive D:World of warcraft 3.3.5aworld of warcraftData/common-2.MPQ
639 - (MPQ.cpp:47): [Debug] Opened archive D:World of warcraft 3.3.5aworld of warcraftData/expansion.MPQ
718 - (MPQ.cpp:47): [Debug] Opened archive D:World of warcraft 3.3.5aworld of warcraftData/lichking.MPQ
916 - (MPQ.cpp:47): [Debug] Opened archive D:World of warcraft 3.3.5aworld of warcraftData/patch.MPQ
978 - (MPQ.cpp:47): [Debug] Opened archive D:World of warcraft 3.3.5aworld of warcraftData/patch-2.MPQ
994 - (MPQ.cpp:47): [Debug] Opened archive D:World of warcraft 3.3.5aworld of warcraftData/patch-3.MPQ
998 - (MPQ.cpp:47): [Debug] Opened archive D:World of warcraft 3.3.5aworld of warcraftData/patch-e.MPQ
1041 - (MPQ.cpp:47): [Debug] Opened archive D:World of warcraft 3.3.5aworld of warcraftData/frFR/locale-frFR.MPQ
1043 - (MPQ.cpp:47): [Debug] Opened archive D:World of warcraft 3.3.5aworld of warcraftData/frFR/expansion-locale-frFR.MPQ
1044 - (MPQ.cpp:47): [Debug] Opened archive D:World of warcraft 3.3.5aworld of warcraftData/frFR/lichking-locale-frFR.MPQ
1075 - (MPQ.cpp:47): [Debug] Opened archive D:World of warcraft 3.3.5aworld of warcraftData/frFR/patch-frFR.MPQ
1084 - (MPQ.cpp:47): [Debug] Opened archive D:World of warcraft 3.3.5aworld of warcraftData/frFR/patch-frFR-2.MPQ
1088 - (MPQ.cpp:47): [Debug] Opened archive D:World of warcraft 3.3.5aworld of warcraftData/frFR/patch-frFR-3.MPQ
1578 - (DBCFile.cpp:22): [Debug] Opening DBC "DBFilesClientAreaTable.dbc"
1579 - (DBCFile.cpp:22): [Debug] Opening DBC "DBFilesClientMap.dbc"
1579 - (DBCFile.cpp:22): [Debug] Opening DBC "DBFilesClientLoadingScreens.dbc"
1580 - (DBCFile.cpp:22): [Debug] Opening DBC "DBFilesClientLight.dbc"
1640 - (DBCFile.cpp:22): [Debug] Opening DBC "DBFilesClientLightParams.dbc"
1641 - (DBCFile.cpp:22): [Debug] Opening DBC "DBFilesClientLightSkybox.dbc"
1664 - (DBCFile.cpp:22): [Debug] Opening DBC "DBFilesClientLightIntBand.dbc"
1890 - (MPQ.cpp:89): [Debug] Completed listfile loading.
1899 - (DBCFile.cpp:22): [Debug] Opening DBC "DBFilesClientLightFloatBand.dbc"
1900 - (DBCFile.cpp:22): [Debug] Opening DBC "DBFilesClientGroundEffectDoodad.dbc"
1901 - (DBCFile.cpp:22): [Debug] Opening DBC "DBFilesClientGroundEffectTexture.dbc"
1903 - (DBCFile.cpp:22): [Debug] Opening DBC "DBFilesClientLiquidType.dbc"
2738 - (Video.cpp:202): [Debug] GL: Version: 3.3.0
2738 - (Video.cpp:203): [Debug] GL: Vendor: NVIDIA Corporation
2738 - (Video.cpp:204): [Debug] GL: Renderer: GeForce GTS 360M/PCIe/SSE2
2753 - (Noggit.cpp:482): [Debug] Creating Menu
2786 - (World.cpp:158): World 451: development has no WDT file!
2807 - (World.cpp:158): World 582: Transport176244 has no WDT file!
2807 - (World.cpp:158): World 584: Transport176231 has no WDT file!
2807 - (World.cpp:158): World 586: Transport181645 has no WDT file!
2808 - (World.cpp:158): World 587: Transport177233 has no WDT file!
2808 - (World.cpp:158): World 588: Transport176310 has no WDT file!
2808 - (World.cpp:158): World 589: Transport175080 has no WDT file!
2808 - (World.cpp:158): World 590: Transport176495 has no WDT file!
2808 - (World.cpp:158): World 591: Transport164871 has no WDT file!
2808 - (World.cpp:158): World 592: Transport186238 has no WDT file!
2808 - (World.cpp:158): World 593: Transport20808 has no WDT file!
2808 - (World.cpp:158): World 594: Transport187038 has no WDT file!
2809 - (World.cpp:158): World 596: Transport187263 has no WDT file!
2816 - (World.cpp:158): World 610: Transport_Tirisfal _Vengeance_Landing has no WDT file!
2817 - (World.cpp:158): World 612: Transport_Menethil_Valgarde has no WDT file!
2817 - (World.cpp:158): World 613: Transport_Orgrimmar_Warsong_Hold has no WDT file!
2817 - (World.cpp:158): World 614: Transport_Stormwind_Valiance_Keep has no WDT file!
2819 - (World.cpp:158): World 620: Transport_Moa'ki_Unu'pe has no WDT file!
2819 - (World.cpp:158): World 621: Transport_Moa'ki_Kamagua has no WDT file!
2819 - (World.cpp:158): World 622: Transport192241 has no WDT file!
2819 - (World.cpp:158): World 623: Transport192242 has no WDT file!
2822 - (World.cpp:158): World 641: Transport_AllianceAirshipBG has no WDT file!
2822 - (World.cpp:158): World 642: Transport_HordeAirshipBG has no WDT file!
2822 - (World.cpp:158): World 647: Transport_Orgrimmar_to_Thunderbluff has no WDT file!
2825 - (World.cpp:158): World 672: Transport197347 has no WDT file!
2825 - (World.cpp:158): World 673: Transport197348 has no WDT file!
2825 - (World.cpp:158): World 712: Transport197349 has no WDT file!
2825 - (World.cpp:158): World 713: Transport197350 has no WDT file!
2825 - (World.cpp:158): World 718: Transport201834 has no WDT file!
2866 - (Noggit.cpp:485): [Debug] Entering Main Loop
4188 - (World.cpp:244): [Debug] Loading world "zsw".
6034 - (Model.cpp:88): [Debug] Unloading model "interfacegluesmodelsui_orcui_orc.m2".
6053 - (MapTile.cpp:53): Opening tile 22, 23 ("WorldMapszswzsw_22_23.adt") from disk.
6207 - (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.

6208 - (StackWalker.cpp:1133): [Error] OS-Version: 6.1.7601 (Service Pack 1) 0x300-0x1
6357 - (StackWalker.cpp:1133): [Error] 001C0F5C (noggit_3.0.15): (filename not available): (function-name not available)
6357 - (StackWalker.cpp:1133): [Error] 0018B60B (noggit_3.0.15): (filename not available): (function-name not available)
6357 - (StackWalker.cpp:1133): [Error] 002F4E38 (MSVCR120): (filename not available): XcptFilter
6357 - (StackWalker.cpp:1133): [Error] 001C916D (noggit_3.0.15): (filename not available): (function-name not available)
6357 - (StackWalker.cpp:1133): [Error] 75DB338A (kernel32): (filename not available): BaseThreadInitThunk
6357 - (StackWalker.cpp:1133): [Error] 77379F72 (ntdll): (filename not available): RtlInitializeExceptionChain
6358 - (StackWalker.cpp:1133): [Error] 77379F45 (ntdll): (filename not available): RtlInitializeExceptionChain
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: mrsoundstick on March 07, 2015, 08:25:59 pm
Hey guys, how do I load ADTs of PVPzone02 - azshara crater ?
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: mrsoundstick on March 07, 2015, 08:43:53 pm
Quote from: "mrsoundstick"
Hey guys, how do I load ADTs of PVPzone02 - azshara crater ?

oh, I see, under "azeroth" in continents... wut ? why ?
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Skarn on March 08, 2015, 08:42:21 am
Ask Blizzard about it, not us. Noggit just loads stuff from map.dbc.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Lawes on March 08, 2015, 11:07:19 am
Someone know for my log error ?
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Namok on March 08, 2015, 12:23:34 pm
Woaow, such a work! Congrats! Any way to get this one on Mac ?
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Skarn on March 08, 2015, 10:59:23 pm
If you have a Mac and is able to compile the code yourself, most likely yes. I don't have a Mac, neither my friends do, so I can't really help you with that.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Nupper on March 09, 2015, 04:34:35 pm
Quote from: "mrsoundstick"
Quote from: "mrsoundstick"
Hey guys, how do I load ADTs of PVPzone02 - azshara crater ?

oh, I see, under "azeroth" in continents... wut ? why ?

All zones are listed as Continents for alpha/beta purposes then are moved to there respective areas like dungeon,raid,PVP.
Since Azeroth Never made it into the live game as Azshara Crater it would be listed as Continent
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Steff on March 11, 2015, 05:40:53 am
Quote
Ask Blizzard about it, not us. Noggit just loads stuff from map.dbc.

So the answer would be. Add the maps to map.dbc.....
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: PhilipTNG on March 13, 2015, 10:12:45 am
Want to make a Suggestion, Could it be possible to get Noggit to be able to read and re-save out MH2O that have multiple layers?  If Noggit does read MH2O with multiple layers, can you tell me an ADT File where this happens at so I can see what's wrong with my ADT files?

--That's why this blizzard map is showing missing water in Noggit:

(http://puu.sh/gyipL.png)
(http://puu.sh/gyipU.png)

--This is Ingame Before Save In Noggit:

(http://puu.sh/gyiq2.png)

--But when I Save Here is new look ingame:

(http://puu.sh/gyiw7.png)

The other layers are now deleted. :(

If you want the ADT I used in the pictures, I have attached it. :), it has it's MCRF, MMDX, MMID, MWMO, MWID, MDDF, MODF removed though, so as to not crash in noggit. It's set to the QA_DVD Mapname.  Tile is 25_30

Here's the Tilesets for the ADT: http://puu.sh/gyiYU.rar (http://puu.sh/gyiYU.rar" onclick="window.open(this.href);return false;)
-It was too large to attach.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: PhilipTNG on March 14, 2015, 07:04:25 pm
bump?
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: The_Tauren on April 03, 2015, 09:30:00 pm
nevermind
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Elinora on April 07, 2015, 02:54:05 pm
Since the model dupe was never a problem with me, i'd like to express my joy over the Chunk-by-Chunk water adder! That is actually something I had been wishing for, for a while! :D ty!
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Skarn on April 07, 2015, 06:05:43 pm
The actual problem now is not the duping. There is a new bug: sometimes models randomly disappear from the map which is very bad, even worse than duping. Fortunately, at least duping is gone since 1.4. We currently have no time to fix it now but if anybody is willing to help, contact me on skype: live:skarnproject.
Also latest version is there: https://drive.google.com/folderview?id= ... aring#list (https://drive.google.com/folderview?id=0B-6Vaewxxz9aMVlyTkpuOFZzd3c&usp=sharing#list" onclick="window.open(this.href);return false;)
Elinora, thanks for the feedback ;)
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Elinora on April 08, 2015, 11:17:03 am
I just played around with the new noggit yesterday, and I liked it a lot. The 'fix gap' tool doesn't always fix gaps, I assume it's because some gaps are calculated different to others?

I also saw you added vertex shading, is there a possibility that you could continue the development of it, so perhaps we could get a pressure modifier? (No clue whether that's possible).

Keep up the good work ^^
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Skarn on April 08, 2015, 11:20:33 am
Thanks. The problem is that I lack some knowledge and I have absolutely no time for this at the moment. Fix gaps does not work for  the gaps on the closest chunks to the adt border. I know about this issue but it should remove 95% percent of all other gaps. If you know someone who is capable of c++ coding and willing to help the community I can show the parts of the code where the mistakes are.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Elinora on April 08, 2015, 11:46:41 am
Quote from: "Skarn"
Thanks. The problem is that I lack some knowledge and I have absolutely no time for this at the moment. Fix gaps does not work for  the gaps on the closest chunks to the adt border. I know about this issue but it should remove 95% percent of all other gaps. If you know someone who is capable of c++ coding and willing to help the community I can show the parts of the code where the mistakes are.

I am on a first year level with programming, but I might know someone from my school, will ask him if he's interested.

The gaps don't seem to be an issue to me since i've grown used to it, but I was still interested.

Also i've only learned very little C# so far x)
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Skarn on April 08, 2015, 11:49:42 am
Okay, then contact me on skype as live:skarnproject and let me know if you find someone to help with this. Now these are not really huge bugs but model removal makes 1.4 senseless. Sometimes it just begines ruining your work by removing models from your map.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Elinora on April 08, 2015, 12:17:18 pm
Quote from: "Skarn"
Okay, then contact me on skype as live:skarnproject and let me know if you find someone to help with this. Now these are not really huge bugs but model removal makes 1.4 senseless. Sometimes it just begines ruining your work by removing models from your map.

I totally agree, despite all the good features I still use the 1.1 version to place my doodads, simply because I know all the bugs in it and how to work around them, so I feel comfortable working with it, despite being outdated and not really that great.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Skarn on April 08, 2015, 12:33:07 pm
Versions less than 1.3 write model data incorrectly, so later you will have difficulties in generating mmaps/vmaps. Also there is a UID bug in old versions. So, if we somehow make 1.4 not to remove models we won't face these bugs anymore as they are already fixed.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Elinora on April 08, 2015, 12:47:16 pm
Quote from: "Skarn"
Versions less than 1.3 write model data incorrectly, so later you will have difficulties in generating mmaps/vmaps. Also there is a UID bug in old versions. So, if we somehow make 1.4 not to remove models we won't face these bugs anymore as they are already fixed.

But if I load the map up in a later version before adding it to the game, will it be able to render the maps?
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Skarn on April 08, 2015, 01:16:42 pm
You will have to move all models at least a little bit to add this red kind of bounding box which is required for generating server map data.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Elinora on April 08, 2015, 01:19:34 pm
Quote from: "Skarn"
You will have to move all models at least a little bit to add this red kind of bounding box which is required for generating server map data.

Hmm that's a bummer.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Skarn on April 08, 2015, 01:24:10 pm
If we had time we could add automatic resaving but as I said none of us has free time at the moment.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Steff on April 09, 2015, 06:05:59 am
Source - - - - - - - - > repository.......

And i hope  you did clean comits after new stuff pices.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Elinora on April 09, 2015, 11:22:07 am
I've started to recieve this error pretty frequent lately and it doesn't matter what version of Noggit that I use.

Is it my PC/OS crashing it, or is it an ancient bug that just started to show up?

The only models I have on my map is HumanScale.m2

Code: [Select]
0 - (Noggit.cpp:449): Noggit Studio - 3.Archive
0 - (Noggit.cpp:250): Using config file.
0 - (Noggit.cpp:458): Game path: C:UsersAmandaDocumentsrodElinora_WorldmapsBlue Ember StudiosWorld of Warcraft 3.3.5a (no install)
0 - (Noggit.cpp:462): Project path: C:UsersAmandaDocumentsrodElinora_WorldmapsBlue Ember StudiosWorld of Warcraft 3.3.5a (no install)
0 - (Noggit.cpp:295): Locale: enUS
279 - (MPQ.cpp:47): [Debug] Opened archive C:UsersAmandaDocumentsrodElinora_WorldmapsBlue Ember StudiosWorld of Warcraft 3.3.5a (no install)Data/common.MPQ
422 - (MPQ.cpp:47): [Debug] Opened archive C:UsersAmandaDocumentsrodElinora_WorldmapsBlue Ember StudiosWorld of Warcraft 3.3.5a (no install)Data/common-2.MPQ
461 - (MPQ.cpp:47): [Debug] Opened archive C:UsersAmandaDocumentsrodElinora_WorldmapsBlue Ember StudiosWorld of Warcraft 3.3.5a (no install)Data/expansion.MPQ
512 - (MPQ.cpp:47): [Debug] Opened archive C:UsersAmandaDocumentsrodElinora_WorldmapsBlue Ember StudiosWorld of Warcraft 3.3.5a (no install)Data/lichking.MPQ
643 - (MPQ.cpp:47): [Debug] Opened archive C:UsersAmandaDocumentsrodElinora_WorldmapsBlue Ember StudiosWorld of Warcraft 3.3.5a (no install)Data/patch.MPQ
679 - (MPQ.cpp:47): [Debug] Opened archive C:UsersAmandaDocumentsrodElinora_WorldmapsBlue Ember StudiosWorld of Warcraft 3.3.5a (no install)Data/patch-2.MPQ
689 - (MPQ.cpp:47): [Debug] Opened archive C:UsersAmandaDocumentsrodElinora_WorldmapsBlue Ember StudiosWorld of Warcraft 3.3.5a (no install)Data/patch-3.MPQ
730 - (MPQ.cpp:47): [Debug] Opened archive C:UsersAmandaDocumentsrodElinora_WorldmapsBlue Ember StudiosWorld of Warcraft 3.3.5a (no install)Data/patch-j.MPQ
768 - (MPQ.cpp:47): [Debug] Opened archive C:UsersAmandaDocumentsrodElinora_WorldmapsBlue Ember StudiosWorld of Warcraft 3.3.5a (no install)Data/patch-x.MPQ
796 - (MPQ.cpp:47): [Debug] Opened archive C:UsersAmandaDocumentsrodElinora_WorldmapsBlue Ember StudiosWorld of Warcraft 3.3.5a (no install)Data/enUS/locale-enUS.MPQ
798 - (MPQ.cpp:47): [Debug] Opened archive C:UsersAmandaDocumentsrodElinora_WorldmapsBlue Ember StudiosWorld of Warcraft 3.3.5a (no install)Data/enUS/expansion-locale-enUS.MPQ
798 - (MPQ.cpp:47): [Debug] Opened archive C:UsersAmandaDocumentsrodElinora_WorldmapsBlue Ember StudiosWorld of Warcraft 3.3.5a (no install)Data/enUS/lichking-locale-enUS.MPQ
815 - (MPQ.cpp:47): [Debug] Opened archive C:UsersAmandaDocumentsrodElinora_WorldmapsBlue Ember StudiosWorld of Warcraft 3.3.5a (no install)Data/enUS/patch-enUS.MPQ
821 - (MPQ.cpp:47): [Debug] Opened archive C:UsersAmandaDocumentsrodElinora_WorldmapsBlue Ember StudiosWorld of Warcraft 3.3.5a (no install)Data/enUS/patch-enUS-2.MPQ
825 - (MPQ.cpp:47): [Debug] Opened archive C:UsersAmandaDocumentsrodElinora_WorldmapsBlue Ember StudiosWorld of Warcraft 3.3.5a (no install)Data/enUS/patch-enUS-3.MPQ
1603 - (MPQ.cpp:89): [Debug] Completed listfile loading.
1607 - (DBCFile.cpp:22): [Debug] Opening DBC "DBFilesClientAreaTable.dbc"
1608 - (DBCFile.cpp:22): [Debug] Opening DBC "DBFilesClientMap.dbc"
1608 - (DBCFile.cpp:22): [Debug] Opening DBC "DBFilesClientLoadingScreens.dbc"
1609 - (DBCFile.cpp:22): [Debug] Opening DBC "DBFilesClientLight.dbc"
1609 - (DBCFile.cpp:22): [Debug] Opening DBC "DBFilesClientLightParams.dbc"
1610 - (DBCFile.cpp:22): [Debug] Opening DBC "DBFilesClientLightSkybox.dbc"
1632 - (DBCFile.cpp:22): [Debug] Opening DBC "DBFilesClientLightIntBand.dbc"
1641 - (DBCFile.cpp:22): [Debug] Opening DBC "DBFilesClientLightFloatBand.dbc"
1641 - (DBCFile.cpp:22): [Debug] Opening DBC "DBFilesClientGroundEffectDoodad.dbc"
1653 - (DBCFile.cpp:22): [Debug] Opening DBC "DBFilesClientGroundEffectTexture.dbc"
1654 - (DBCFile.cpp:22): [Debug] Opening DBC "DBFilesClientLiquidType.dbc"
1821 - (Video.cpp:202): [Debug] GL: Version: 4.4.0
1821 - (Video.cpp:203): [Debug] GL: Vendor: NVIDIA Corporation
1821 - (Video.cpp:204): [Debug] GL: Renderer: GeForce GTX 850M/PCIe/SSE2
1832 - (Noggit.cpp:482): [Debug] Creating Menu
1856 - (World.cpp:158): World 451: development has no WDT file!
1871 - (World.cpp:158): World 582: Transport176244 has no WDT file!
1871 - (World.cpp:158): World 584: Transport176231 has no WDT file!
1871 - (World.cpp:158): World 586: Transport181645 has no WDT file!
1871 - (World.cpp:158): World 587: Transport177233 has no WDT file!
1871 - (World.cpp:158): World 588: Transport176310 has no WDT file!
1871 - (World.cpp:158): World 589: Transport175080 has no WDT file!
1871 - (World.cpp:158): World 590: Transport176495 has no WDT file!
1872 - (World.cpp:158): World 591: Transport164871 has no WDT file!
1872 - (World.cpp:158): World 592: Transport186238 has no WDT file!
1872 - (World.cpp:158): World 593: Transport20808 has no WDT file!
1872 - (World.cpp:158): World 594: Transport187038 has no WDT file!
1872 - (World.cpp:158): World 596: Transport187263 has no WDT file!
1877 - (World.cpp:158): World 610: Transport_Tirisfal _Vengeance_Landing has no WDT file!
1877 - (World.cpp:158): World 612: Transport_Menethil_Valgarde has no WDT file!
1877 - (World.cpp:158): World 613: Transport_Orgrimmar_Warsong_Hold has no WDT file!
1877 - (World.cpp:158): World 614: Transport_Stormwind_Valiance_Keep has no WDT file!
1878 - (World.cpp:158): World 620: Transport_Moa'ki_Unu'pe has no WDT file!
1878 - (World.cpp:158): World 621: Transport_Moa'ki_Kamagua has no WDT file!
1878 - (World.cpp:158): World 622: Transport192241 has no WDT file!
1878 - (World.cpp:158): World 623: Transport192242 has no WDT file!
1880 - (World.cpp:158): World 641: Transport_AllianceAirshipBG has no WDT file!
1880 - (World.cpp:158): World 642: Transport_HordeAirshipBG has no WDT file!
1880 - (World.cpp:158): World 647: Transport_Orgrimmar_to_Thunderbluff has no WDT file!
1882 - (World.cpp:158): World 672: Transport197347 has no WDT file!
1882 - (World.cpp:158): World 673: Transport197348 has no WDT file!
1882 - (World.cpp:158): World 712: Transport197349 has no WDT file!
1882 - (World.cpp:158): World 713: Transport197350 has no WDT file!
1882 - (World.cpp:158): World 718: Transport201834 has no WDT file!
1885 - (Menu.cpp:377): [Debug] No bookmarks file.
1941 - (Noggit.cpp:485): [Debug] Entering Main Loop
9525 - (World.cpp:244): [Debug] Loading world "TheUnderholdDev".
9602 - (World.cpp:268): [Error] file "WorldMapsTheUnderholdDevTheUnderholdDev.wdl" does not exist.
10996 - (World.cpp:553): [Error] Error in reading low res terrain. MAOF not found.
11040 - (Model.cpp:88): [Debug] Unloading model "interfacegluesmodelsui_mainmenuui_mainmenu.m2".
11045 - (MapTile.cpp:53): Opening tile 2, 6 ("WorldMapsTheUnderholdDevTheUnderholdDev_2_6.adt") from disk.
11069 - (MapTile.cpp:301): [Debug] Done loading tile 2,6.
11070 - (MapTile.cpp:53): Opening tile 3, 6 ("WorldMapsTheUnderholdDevTheUnderholdDev_3_6.adt") from disk.
11098 - (MapTile.cpp:301): [Debug] Done loading tile 3,6.
11099 - (MapTile.cpp:53): Opening tile 4, 6 ("WorldMapsTheUnderholdDevTheUnderholdDev_4_6.adt") from disk.
11122 - (MapTile.cpp:301): [Debug] Done loading tile 4,6.
11123 - (MapTile.cpp:53): Opening tile 5, 6 ("WorldMapsTheUnderholdDevTheUnderholdDev_5_6.adt") from disk.
11146 - (MapTile.cpp:301): [Debug] Done loading tile 5,6.
11147 - (MapTile.cpp:53): Opening tile 2, 7 ("WorldMapsTheUnderholdDevTheUnderholdDev_2_7.adt") from disk.
11169 - (MapTile.cpp:301): [Debug] Done loading tile 2,7.
11170 - (MapTile.cpp:53): Opening tile 3, 7 ("WorldMapsTheUnderholdDevTheUnderholdDev_3_7.adt") from disk.
11311 - (MapTile.cpp:301): [Debug] Done loading tile 3,7.
11311 - (MapTile.cpp:53): Opening tile 4, 7 ("WorldMapsTheUnderholdDevTheUnderholdDev_4_7.adt") from disk.
11340 - (MapTile.cpp:301): [Debug] Done loading tile 4,7.
11341 - (MapTile.cpp:53): Opening tile 5, 7 ("WorldMapsTheUnderholdDevTheUnderholdDev_5_7.adt") from disk.
11366 - (MapTile.cpp:301): [Debug] Done loading tile 5,7.
11367 - (MapTile.cpp:53): Opening tile 2, 8 ("WorldMapsTheUnderholdDevTheUnderholdDev_2_8.adt") from disk.
11392 - (MapTile.cpp:301): [Debug] Done loading tile 2,8.
11392 - (MapTile.cpp:53): Opening tile 3, 8 ("WorldMapsTheUnderholdDevTheUnderholdDev_3_8.adt") from disk.
11420 - (MapTile.cpp:301): [Debug] Done loading tile 3,8.
11421 - (MapTile.cpp:53): Opening tile 4, 8 ("WorldMapsTheUnderholdDevTheUnderholdDev_4_8.adt") from disk.
11449 - (MapTile.cpp:301): [Debug] Done loading tile 4,8.
11450 - (MapTile.cpp:53): Opening tile 5, 8 ("WorldMapsTheUnderholdDevTheUnderholdDev_5_8.adt") from disk.
11508 - (MapTile.cpp:301): [Debug] Done loading tile 5,8.
11509 - (MapTile.cpp:53): Opening tile 2, 9 ("WorldMapsTheUnderholdDevTheUnderholdDev_2_9.adt") from disk.
11532 - (MapTile.cpp:301): [Debug] Done loading tile 2,9.
11533 - (MapTile.cpp:53): Opening tile 3, 9 ("WorldMapsTheUnderholdDevTheUnderholdDev_3_9.adt") from disk.
11591 - (MapTile.cpp:301): [Debug] Done loading tile 3,9.
11592 - (MapTile.cpp:53): Opening tile 4, 9 ("WorldMapsTheUnderholdDevTheUnderholdDev_4_9.adt") from disk.
11651 - (MapTile.cpp:301): [Debug] Done loading tile 4,9.
11653 - (MapTile.cpp:53): Opening tile 5, 9 ("WorldMapsTheUnderholdDevTheUnderholdDev_5_9.adt") from disk.
11713 - (MapTile.cpp:301): [Debug] Done loading tile 5,9.
11717 - (Video.cpp:280): [Error] OpenGL: (at Liquid::draw:: after the draw list): GL_INVALID_VALUE
12230 - (Video.cpp:133): [Debug] resize(1920, 1017);
56581 - (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.

56582 - (StackWalker.cpp:1133): [Error] OS-Version: 6.2.9200 () 0x300-0x1
56663 - (StackWalker.cpp:1133): [Error] 00140F5C (noggit_3.0.15): (filename not available): (function-name not available)
56663 - (StackWalker.cpp:1133): [Error] 0010B60B (noggit_3.0.15): (filename not available): (function-name not available)
56663 - (StackWalker.cpp:1133): [Error] 68004E38 (MSVCR120): (filename not available): XcptFilter
56663 - (StackWalker.cpp:1133): [Error] 0014916D (noggit_3.0.15): (filename not available): (function-name not available)
56663 - (StackWalker.cpp:1133): [Error] 76C4919F (KERNEL32): (filename not available): BaseThreadInitThunk
56663 - (StackWalker.cpp:1133): [Error] 7735B54F (ntdll): (filename not available): RtlInitializeExceptionChain
56663 - (StackWalker.cpp:1133): [Error] 7735B51A (ntdll): (filename not available): RtlInitializeExceptionChain
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Skarn on April 09, 2015, 11:51:32 am
Try resizing the window before loading the map.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Klein on April 09, 2015, 04:11:33 pm
Firstly, loving the new version. Truly enjoying it.

I just wish to share a weird moment I had with this revision.

There I was, just popping go's in and molding the landscape for a zone I'm working on.
Then I save, FPS goes up to 60 something and everything is running so smoothly, I've never had my FPS over 30, even with flatout empty ADT's.
And then I save again and FPS drops to the usual 10-20. I've tried to get 60 again numerous times but to no avail.

Not complaining, simply thought I had to share this. If anyone does have an explanation for this though, I'd love to hear it!
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Skarn on April 09, 2015, 04:26:36 pm
The reason is very simple. Most functions in Noggit does not unload their temporary useless data after saving. So, every time you save your RAM usage increases and it starts consuming more pc resources and it slows down your FPS. The problem is the lack of memory management/allocation or whatever it is called. I am not really a programmer, so maybe it is wrong.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Klein on April 09, 2015, 04:32:34 pm
Quote from: "Skarn"
The reason is very simple. Most functions in Noggit does not unload their temporary useless data after saving. So, every time you save your RAM usage increases and it starts consuming more pc resources and it slows down your FPS. The problem is the lack of memory management/allocation or whatever it is called. I am not really a programmer, so maybe it is wrong.

Seems like a sound explanation. Thanks, Skarn. :)
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Steff on April 10, 2015, 01:11:45 pm
Save is written by schlumpf from scratch.  I dont think it leaks.  But adt unloading is a big point.

Repo ;)
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Skarn on April 10, 2015, 01:31:15 pm
It does leak. Everywhere. No saving function unloads its data. Just to test it. Create 4x4 adt map (everything is always loaded) and start editing and saving for multiple times. Watch your RAM usage in task manager.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Velikan on April 10, 2015, 01:50:59 pm
Quote from: "Skarn"
It does leak. Everywhere. No saving function unloads its data. Just to test it. Create 4x4 adt map (everything is always loaded) and start editing and saving for multiple times. Watch your RAM usage in task manager.

Can confirm.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: schlumpf on April 10, 2015, 04:18:29 pm
When looking at saving, on the qt-no-old-ui branch there is no possible leak. On other branches that still use my i-dont-know-why-it-even-exists sExtendableArray, there is a call to Destroy missing. Just rename `void Destroy()` to `~sExtendableArray()`.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Elinora on April 11, 2015, 11:10:50 am
My Noggit still randomly shuts down even when I resize prior to loading map. Giving me the same error, what is wrong? Is it the system or the software that is broken? Only started happening recently so i'm curious.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Skarn on April 11, 2015, 03:19:52 pm
I need to have a look with a teamviewer or skype screensharing. Very hard to guess what it is according only to the log.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: schlumpf on April 11, 2015, 04:07:47 pm
The logs contain a backtrace. Please just fix the compilation flags so that the trace has symbols (i.e. include debug information in release build), and finding errors is pretty much indefinitely easier.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Elinora on April 13, 2015, 11:50:50 am
It happens less frequently now after resetting shaders and water, and moving noggit to an empty harddrive. I've got no idea about which ones it would be, but after seeing visual studio crash on my 99.9% full harddrive, I assumed it would be a cause for the noggit crashing XD
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Firerfan on April 13, 2015, 03:20:45 pm
i've a question about the Hotkeys.
I try to replace a Texture on a chunk with another but i can only find the button to replace the texture on the whole ATD. But i just want to replace the texture on one only chunk.

I did not find any Manual for noggit 1.4 and the Keys from the noggit 1.3 manual do'nt work.
help would make me glad :)
best regards, Firerfan
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Zflink on April 24, 2015, 02:17:28 am
Hello guys ! What programs do I need to run Noggit properly ?
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Amaroth on April 24, 2015, 12:55:53 pm
Any kind of app for opening tutorial here:
wiki/index.php5?title=Noggit_user_manual (http://modcraft.io/wiki/index.php5?title=Noggit_user_manual" onclick="window.open(this.href);return false;)

And 2010 runtime library if my memory serves me well? You should be pretty much able to run it on any kind of PC with Windows, other OSs might have problems.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Basto&co on April 26, 2015, 03:46:45 am
Thanks guys =)

The Water by chunk-option is a real nice gimick. I hope you countine!

Greets
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: scott07 on May 06, 2015, 01:00:37 pm
Great to see thats its sill being developed.

Awesome work to all involved!
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: PassCody on May 30, 2015, 02:58:13 pm
I Have an problem with the Noggit SDL 1.4. I can't start it so when I start it Nogit SDL 1.4 Closd right now them...

Pleas help me to fix it.

Yours truly

Dev. PassCody
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Ascathos on May 31, 2015, 12:55:15 am
Quote from: "RyffLe"
I Have an problem with the Noggit SDL 1.4. I can't start it so when I start it Nogit SDL 1.4 Closd right now them...

Pleas help me to fix it.

Yours truly

Dev. RyffLe
I don't want to count just how many threads cover that topic. Check the area.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Skarn on May 31, 2015, 07:33:40 am
I've already helped him with a teamviewer. No idea why he is asking that again.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Poisonleaf on June 09, 2015, 05:37:57 pm
Thanks for the new release, I love it!
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: fadnis on July 01, 2015, 02:53:54 am
Hi,

Thank you.

I will try.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Vortalex on July 21, 2015, 06:26:48 am
Is it safe for me to simply replace my old noggit files in my WoW folder with these?
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Skarn on July 21, 2015, 09:34:23 am
I think so.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: schlumpf on July 21, 2015, 12:40:51 pm
Quote from: "Vortalex"
Is it safe for me to simply replace my old noggit files in my WoW folder with these?
There is no reason to have noggit in your wow folder, or to replace the old version.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Krang Stonehoof on July 21, 2015, 02:41:36 pm
Greetings!

I have a question, would it possible to add a search function on the model list "from the text file"? It would come in handle. For example I've extracted all Expansion 03 / 04 / 05 models and imported them and there are like 10.000 models.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: ladiszlai on July 22, 2015, 01:01:17 pm
Reupload please
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Noodlesoup on July 22, 2015, 01:18:04 pm
Quote from: "ladiszlai"
Reupload please

Current dowload is working perfectly why reupload ;o?
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: ladiszlai on August 02, 2015, 10:06:54 am
Quote from: "Noodlesoup"
Quote from: "ladiszlai"
Reupload please

Current dowload is working perfectly why reupload ;o?

http://www.filedropper.com/noggitsdl14beta (http://www.filedropper.com/noggitsdl14beta" onclick="window.open(this.href);return false;) HTTP error
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Skarn on August 02, 2015, 01:36:48 pm
Works perfectly for me.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Steff on August 03, 2015, 10:59:02 am
@Krang Stonehoof : Why not jsut use modelvieer for this. It has a serach build in and Works fine. Alos for converted models.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: ladiszlai on August 08, 2015, 11:15:05 am
Quote from: "Skarn"
Works perfectly for me.

http://www.mediafire.com/download/1g7it ... -beta-.rar (http://www.mediafire.com/download/1g7itp3q9pp0tg6/Noggit-SDL-1.4--beta-.rar" onclick="window.open(this.href);return false;)

ok now this working
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Valikage on August 24, 2015, 07:27:45 pm
Is this still being worked on? Is the skype chat where we should go if we want to help with the project and ask questions, or is that just for testing new releases?

Thanks!
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Steff on August 24, 2015, 09:10:29 pm
i work on sdl 1.5 in the moment.
please use our bug tracker on the top of the site to review
existing bugs and add some that you perhaps know.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Valikage on August 24, 2015, 10:49:13 pm
Quote from: "Steff"
i work on sdl 1.5 in the moment.
please use our bug tracker on the top of the site to review
existing bugs and add some that you perhaps know.

--Oh, well awesome. And the bugs I was focusing on are already reported in various threads, mainly the <4 texture issue that makes blizz editing near impossible with 1.4.

I would use the bugtracker but it itself seems to be bugged: When I open it up it opens a blank html with a query statement -

Query {INSERT INTO `bugtracker_users` ( user_name, user_pass, real_name, jabber_id, magic_url, email_address, notify_type, account_enabled, tasks_perpage, register_date, time_zone, dateformat, dateformat_extended) VALUES ( ?, ?, ?, ?, ?, ?, ?, 1, 25, ?, ?, ?, ?)} with params {Valikage,XXXX,,,,XXXXX@gmail.com,1,1440449187,,,} Failed! (Incorrect integer value: '' for column 'time_zone' at row 1)
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Steff on August 25, 2015, 11:09:36 am
that makes blizz editing near impossible with 1.4.

You should not :)

But if you want. Just delete the groundeffects with cmd tool before.
I will have a look to cut of ge link to Textur if they get deleted.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: schlumpf on August 25, 2015, 08:54:20 pm
Quote from: "Valikage"
Quote from: "Steff"
i work on sdl 1.5 in the moment.
please use our bug tracker on the top of the site to review
existing bugs and add some that you perhaps know.

--Oh, well awesome. And the bugs I was focusing on are already reported in various threads, mainly the <4 texture issue that makes blizz editing near impossible with 1.4.

I would use the bugtracker but it itself seems to be bugged: When I open it up it opens a blank html with a query statement -

Query {INSERT INTO `bugtracker_users` ( user_name, user_pass, real_name, jabber_id, magic_url, email_address, notify_type, account_enabled, tasks_perpage, register_date, time_zone, dateformat, dateformat_extended) VALUES ( ?, ?, ?, ?, ?, ?, ?, 1, 25, ?, ?, ?, ?)} with params {Valikage,XXXX,,,,XXXXX@gmail.com,1,1440449187,,,} Failed! (Incorrect integer value: '' for column 'time_zone' at row 1)

This issue should be resolved.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Valikage on August 26, 2015, 05:24:33 am
It is indeed resolved and functional once more. Thank you. Just encountered an issue with Noggit and will use the bugtracker, though I am unsure if a forum post is more suitable.

Quote from: "Steff"
that makes blizz editing near impossible with 1.4.

You should not :)

But if you want. Just delete the groundeffects with cmd tool before.
I will have a look to cut of ge link to Textur if they get deleted.

groundeffectadder.exe? That tool? I'm unsure how to delete ground effects with those.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Steff on August 26, 2015, 05:58:49 am
you can delete them by use -1 as groundeffects id on the textures.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Chaoseater on September 05, 2015, 02:13:02 pm
This is awesome great work  :D
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Indahood on September 06, 2015, 05:52:17 pm
Wann wird es eine MoP version davon geben?
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Steff on September 10, 2015, 01:38:45 pm
Ich denke von noggit nie.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: ladiszlai on October 22, 2015, 07:22:18 am
Quote from: "Indahood"
Wann wird es eine MoP version davon geben?

Speak in english, this is an english website.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Valkryst on October 22, 2015, 07:11:16 pm
Quote from: "ladiszlai"
Quote from: "Indahood"
Wann wird es eine MoP version davon geben?

Speak in english, this is an english website.

It may be an English speaking website, but Schlumpf, Steff, and a number of other members speak German, so it's perfectly fine if someone wants to ask a question in German IMHO.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Skarn on October 23, 2015, 11:58:26 am
Quote from: "Valkryst"
Quote from: "ladiszlai"
Quote from: "Indahood"
Wann wird es eine MoP version davon geben?

Speak in english, this is an english website.

It may be an English speaking website, but Schlumpf, Steff, and a number of other members speak German, so it's perfectly fine if someone wants to ask a question in German IMHO.
It is just funny how some people bitched back in time about people speaking russian.
(And yeah, I personally think that you should not speak either russian or german here but  I recall a lot of time when people asking stuff in russian were warned).
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Ascathos on October 24, 2015, 05:27:52 pm
Quote from: "Skarn"
Quote from: "Valkryst"
Quote from: "ladiszlai"
Quote from: "Indahood"
Wann wird es eine MoP version davon geben?

Speak in english, this is an english website.

It may be an English speaking website, but Schlumpf, Steff, and a number of other members speak German, so it's perfectly fine if someone wants to ask a question in German IMHO.
It is just funny how some people bitched back in time about people speaking russian.
(And yeah, I personally think that you should not speak either russian or german here but  I recall a lot of time when people asking stuff in russian were warned).
I can only speak for myself, but I never warned people for speaking other languages. Though I ask for it to be kept to a minimum, a few posts are fine. Then again, that is my personal opinion.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Amaroth on October 24, 2015, 05:50:22 pm
Quote from: "Ascathos"
I can only speak for myself, but I never warned people for speaking other languages. Though I ask for it to be kept to a minimum, a few posts are fine. Then again, that is my personal opinion.
I definitely agree.

There are not sections for all languages (and those which are there are currently not even visible for at least some common users), translated sections are for tutorials and questions about them (not for common discussions) and reacting to some originaly english topic in language-specific thread in another section of forum would be quite stupid system. In the end, there's simply no way for people who don't speak english well, except one - PMs.

So, while I would also preffer to see such questions asked in PMs, I understand that people who are having really hard time with writing in english just don't want to speak english everywhere. Just calm down, it was only one question.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Vortalex on November 06, 2015, 06:59:23 am
I see an option to download the most updated version of Noggit's exe file, but none of the other files that go with it.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Amaroth on November 06, 2015, 07:11:58 am
You don't need any other files. Just put that new exe into old Noggit folder and run it.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Vortalex on November 06, 2015, 07:14:46 am
Quote from: "Amaroth"
You don't need any other files. Just put that new exe into old Noggit folder and run it.

It doesn't run when I do that sir. Immediately crashes.

"The procedure entry point _glewInti@0 could not be located in the dynamic link library glew32.dll"

So in other words, my old DLL file is outdated and needs to be replaced with the new files.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Amaroth on November 06, 2015, 07:21:38 am
I never had that problem... You can try to google and download that dll and replace it in Noggit folder, just download version for your OS. Skarn will maybe know what to do if this doesn't work.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Vortalex on November 06, 2015, 07:24:11 am
Quote from: "Amaroth"
I never had that problem... You can try to google and download that dll and replace it in Noggit folder, just download version for your OS. Skarn will maybe know what to do if this doesn't work.

Well here's the thing, somebody linked a full version of noggit 3.0.15 and when I use the dll files from that with 3.0.22 it works just fine, however I get bugs that occur ingame after having modified maps with this version. So I figured that perhaps the bugs I was experiencing was related to not having the correct DLL files.

Btw the bugs I'm experiencing are listed in the Noggit bug thread.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Amaroth on November 06, 2015, 07:31:47 am
Then Noggit does nothing wrong when you run .22 version in .15 folder. Those bugs ingame are long known, they are caused by all Noggit versions and I gave you solution in that topic. I am posting this just to make it clear for other readers, too - download folder wih .15 exe and put .22 (or newer if it ever is released) exe into it, and always run that new one.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Haccylccion on November 11, 2015, 12:42:33 am
Hello, I am completely new, I just found out about this the other day. This seems to be one of the only active threads so that's why I'm asking here. I downloaded the link but that isn't all I seem to need, can anyone link me to a guide that will show me how to install Noggit?
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Amaroth on November 11, 2015, 08:22:00 am
The whole forum is at least a little bit active, you just need to ask a question and you can do so anywhere :P.

User manual is here:
wiki/index.php5?title=Noggit_user_manual (http://modcraft.io/wiki/index.php5?title=Noggit_user_manual" onclick="window.open(this.href);return false;)

Tutorials themselves are here:
viewforum.php?f=78 (http://modcraft.io/viewforum.php?f=78" onclick="window.open(this.href);return false;)


I suggest you to just reading from first tut and learn as much as possible about WoW. It makes job a lot easier if you can always at least guess what is done where, what tools are needed and where knowledge how to use them can be found if you don't posses it on your own. Just making Noggit run isn't all you need to succesfuly create your own (working) world.


If you will still keep having problems with installing Noggit after walking through tutorials, you can either start some help/question topic or PM me on forum or on Skype.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: UltraNic on November 13, 2015, 01:24:15 pm
Is it possible to use Noggit SDL 1.4 with the Wowmodding folder from Steff's Tutorial?
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Amaroth on November 13, 2015, 01:59:02 pm
There's absolutely no reason why it should not work there, if you set noggit.conf correctly.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Magnus on November 14, 2015, 01:01:27 pm
By adding some more commenting lines in the config file with some descriptions or examples may could reduce the support of such problems.

Missing slashes at the end of the path also could be added by the software itself.
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Steff on December 10, 2015, 04:15:57 pm
Just cpy over conf to sdl 1.4 folder located in same directory as  the 1.2
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Amaroth on February 01, 2016, 10:30:49 pm
I have uploaded my Noggit for you guys on Dropbox.
https://www.dropbox.com/s/2eyuyzedvvlpx ... 4.rar?dl=0 (https://www.dropbox.com/s/2eyuyzedvvlpxpt/NoggitSDL1.4.rar?dl=0" onclick="window.open(this.href);return false;)
Title: Re:  [RELEASE] [BETA] Noggit SDL 1.4
Post by: Amaroth on March 28, 2016, 02:35:02 pm
https://www.dropbox.com/s/2eyuyzedvvlpx ... 4.rar?dl=0 (https://www.dropbox.com/s/2eyuyzedvvlpxpt/NoggitSDL1.4.rar?dl=0" onclick="window.open(this.href);return false;)
Updated link, sorry.