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[OLD] changeset 263 (2d448f67eb48)

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schlumpf:

--- Quote from: "iMithos" ---
--- Quote from: "schlumpf" ---
--- Quote from: "anibal226" ---Mac Version not supported on 10.6.8
--- End quote ---
I built it on 10.7 Lion, yes. Its the current OS. Why would I want SLeopard? All my macs are running Lion.
--- End quote ---
I use Lion 10.7.1. And don't works for me


--- Code: ---Dyld Error Message:
  Library not loaded: @executable_path/../Frameworks/SDL.framework/Versions/A/SDL
  Referenced from: /Applications/Noggit 3.app/Contents/MacOS/noggit
  Reason: image not found

--- End code ---

--- End quote ---

Odd, cmake seems to have packed the executable wrong.
Download http://cl.ly/352J2e330K3z0J3b0B2z , extract files to /Applications/Noggit 3.app/Contents/Frameworks/SDL.framework/Versions/A/

iMithos:
ROLF

42 - (Noggit.cpp:129): Noggit Studio - 3.261+
43 - (Noggit.cpp:147): [Error] Can not find arial.ttf.

schlumpf:

--- Quote from: "iMithos" ---ROLF

42 - (Noggit.cpp:129): Noggit Studio - 3.261+
43 - (Noggit.cpp:147): [Error] Can not find arial.ttf.
--- End quote ---
Which OS are you on?

If windows: Does "C:windowsfontsarial.ttf" exist?
If OSX: Does "/Library/Fonts/Arial.ttf" exist?
On both: does a search for "arial.ttf" on your primary HDD come up with any result?

frezer748:
when you fixed it with the water saving function? :P

Mjollna:
Hi there :)

I was accepted in the beta group 4 days ago, so after a little playing around with the beta, here are my first observations.
First of all, I'd like to say it's great, I'm having so much fun with the program, thank you :) I fell in love with the import function, I gain so much time... M2 show up normally ingame without the re-save in Taliis step... And unicode is cool, I can see the accent I added on my "Mjollnà Island" now. I haven't had any crash at all, it runs smoothly.

I use Windows version on up to date Win7 64 bit. I can post my pc specs if relevant.

Nevertheless, I've found some weird behaviours so far, I don't know if it's bugs or not... I haven't made an account on the bugtracker yet, but if you think some of the points are worth reporting I can add them.

---

- Importing from a text file works great. However, I couldn't import from wmv's (Wow Model Viewer) log. I configured my config file to indicate where the log is, Noggit finds the log and reads what's inside, but doesn't find the M2. The error in Noggit's log is "It was not in any MPQ.".

If I copy the path in the import.txt and try to import the model it works, so I think the path to the M2 is right.
I use the latest wmv (0.7.0.1 r614 64-bit), which loads my live 4.2.2 files. However, the path/info doesn't seem to have changed between 3.x and 4.x for that particular model. I tried different models, with the same kind of error.

Full Noggit log : http://mjollna.org/docs/misc/wmv_pb_noggit_log.txt
Full wmv log : http://mjollna.org/docs/misc/wmv_pb_wmv_log.txt
Full config file : http://mjollna.org/docs/misc/noggit.conf
Full import.txt (when I then imported the same model successfully) : http://mjollna.org/docs/misc/wmv_pb_noggit_Import.txt

---

- I also ran into the "extreme texture reflection" problem that was mentioned earlier ( viewtopic.php?f=66&t=916 ) just once, but I couldn't re-create it, and I think I mixed some file names and I lost that particular adt save, sorry -_- I'll try again later.

---

- I think I also had the "really high camera" problem, but to me it's not mfbo (because the map I had the problem on just has no mfbo at all and never had one). Then I realised that the camera problem follows those blue foggy things (but it's not fog) that appear on 263 only with F7 lines activated.
Screenshot : http://mjollna.org/docs/misc/blue_lines.png
I have no clue about what they are (water remains ?), but it looks like very high sort of columns, they're invisible ingame and the camera goes above them, which is indeed very very high. When I activate fly on my testing character, the character seems blocked and can't go "inside". It can walk through it though.
The map is not based on a Blizz one, it has a new entry on map.dbc, no specific area defined, wdt is just plain boring (1 adt in 30_30, no flags activated, of course no wmo), default skybox. I have to say I made some other earlier tests on the adt and I think I used Taliis allwater option on it at some point. mcnk everywhere have 0x04 flag (I don't know how/why O_o), but there's no water anymore and no mclq anywhere, there's no mh2o and no mh2o offset in mhdr either. There's no wdl for this map, btw. I can send the adt if necessary.
I think I'll try to get that effect again on a brand new map, if I can.

---

- When I raised terrain on one of my edited maps (I'm currently trying to create my version of a finished ED canyon :) ), some of the saved chunks appeared clearer the next time I opened the map in Noggit, and I could also see that ingame. It looked like the same problem as in 104 (normals ?), so I used the raising brush with full radius at speed 0 to correct it. However, that action created some weird shadow and light spots everywhere on the map, that more or less follow terrain height. The spots can only be seen ingame or in rev104, not in 263. Here are some ingame screenshots to illustrate that :
http://mjollna.org/docs/misc/spots2.jpg
http://mjollna.org/docs/misc/spots3.jpg
I saved in 104 again with raising brush full radius/speed 0 to get rid of the spots. The upper half of the screenshot (in 104) shows the spots, and I applied the brush on the lower half so the difference can be seen :  
http://mjollna.org/docs/misc/spots1.png
Finally, after the "brush" correction in 104 + saving, I re-opened one adt in 263, raised little terrain and saved. Ingame (and in 104), you can see below some spots again where I slightly raised terrain in the bottom left corner. The rest of the adt is ok :
http://mjollna.org/docs/misc/spots4.jpg
Same result with smooth tool instead of raise/lower terrain one.

---

- I can't open adt saved with 263 with Taliis (sorry, I don't know where I can see in Taliis which version I'm using, if someone has a clue on this... ?). I tried to compare the same adt saved with 104 and 263. The only change I've seen is empty mclq everywhere on the 104 file, and Taliis console mentions "mclq not found", so I don't know if there's a link... ? Vertices/Normals were also different, but I tried to copy/paste some mcvt/mcnr from one 263 file to the 104 one and it didn't seem to have any influence (ie Taliis accepted to open the hex edited file).

---

- It's not much, but some M2 lights/effects don't appear, whereas they do in 104. I noticed that on that particular model I use : worldgenericnightelfpassive doodadslampskalidarstreetlamp02.mdx
Here is one screenshot to show this :
http://mjollna.org/docs/misc/lights.png

---

Hope that helps... Is it better with one big post like this one or several smaller posts for each issue ?

Thanks for reading :)

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