Forum > Noggit
[RELEASE] [BETA] Noggit SDL 1.4
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larrylaffer:
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
Skarn:
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.
Amaroth:
--- Quote from: "Skarn" ---If you want to edit the world --- End quote --- 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.
Vorillj:
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 :)
Amaroth:
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.
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