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Author Topic: [RELEASE] Latest Version: SDL 1.3  (Read 52076 times)

iindigo

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Re: [RELEASE] Latest Version: SDL 1.3
« Reply #90 on: December 14, 2013, 08:57:23 pm »
Wouldn't problems like this be nonexistent if Noggit had its own custom ADT-based file format to optionally save projects in? It would allow for things like change tracking amongst other neat features. Just rename the current ADT save function to "Export" or "Publish" or some such and then have Save/Save As write to the noggit format.
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Steff

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Re: [RELEASE] Latest Version: SDL 1.3
« Reply #91 on: December 16, 2013, 12:52:19 am »
This has nothing to do with file formats. If you edit and ADT you MUST always save the surrounded. Because models are ALWAYS linked in all ADTs they hit with bounding box.

And what situation would you need where you HAVE to save asingel ADT?

I build much and use noggit since 3 years nearly every week for houres. And never had the need for this.

For the future the next gen noggit will ahve a projectfile to store not file related stuff like model layers or groups.
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resinate

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Re: [RELEASE] Latest Version: SDL 1.3
« Reply #92 on: December 19, 2013, 06:12:12 am »
is there a proper way to extract maps for servers so mobs dont fall thru WMO objects pr go thru trees?
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Steff

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Re: [RELEASE] Latest Version: SDL 1.3
« Reply #93 on: December 19, 2013, 08:17:49 am »
Recode extractor. As fare I know in latest CI the data for vmaps get created right.
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Gurluas

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Re: [RELEASE] Latest Version: SDL 1.3
« Reply #94 on: December 19, 2013, 09:09:15 am »
Quote from: "Steff"
This has nothing to do with file formats. If you edit and ADT you MUST always save the surrounded. Because models are ALWAYS linked in all ADTs they hit with bounding box.

And what situation would you need where you HAVE to save asingel ADT?

I build much and use noggit since 3 years nearly every week for houres. And never had the need for this.

For the future the next gen noggit will ahve a projectfile to store not file related stuff like model layers or groups.

A good example is stuff like...Making holes. (Which tends to make a shitton of holes all over the map for some reason)
Rotating a single model and not wanting to bloat up your patch with half of Kalimdor and so on.

I never had a problem with the 1.2 system, unless you modified a wmo intersecting two ADTs, or added models inbetween two adts. Otherwise it always worked fine, no matter what I removed and added.
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Steff

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Re: [RELEASE] Latest Version: SDL 1.3
« Reply #95 on: December 19, 2013, 09:40:00 am »
A good example is stuff like...Making holes. (Which tends to make a shitton of holes all over the map for some reason)

- THis is known. (still not listet by anybody in the bugtraker) And depends on the way of selection. New selection i implemented in 1.1 works fine but can only select existing renderd triangles. Nad holes dont exist So we use there the OLD noggit selection that cause this effect. So if you are a openGl pro and read this, feel free to help.

Rotating a single model and not wanting to bloat up your patch with half of Kalimdor and so on.
- Again it is needed. And not half Kalimdor but only 9 adts.

I never had a problem with the 1.2 system, unless you modified a wmo intersecting two ADTs, or added models inbetween two adts. Otherwise it always worked fine, no matter what I removed and added.
- NIce to here. And the boarder problem should also be fixed in latest CI version.
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schlumpf

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Re: [RELEASE] Latest Version: SDL 1.3
« Reply #96 on: December 19, 2013, 09:47:49 am »
Quote from: "Steff"
Rotating a single model and not wanting to bloat up your patch with half of Kalimdor and so on.
- Again it is needed. And not half Kalimdor but only 9 adts.
That's wrong and may result in broken ADTs: you need to probably rewrite uids of the while map, as models may overlap on the secondary-saved ADTs as well.
And this assumes that you assign ids that are not present in the surrounding tiles of the 9 surrounding tiles, as well.

You can't generate globally or even locally unique ids without touching all ADTs, in the end, unless you generated them in the first place.
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Gurluas

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Re: [RELEASE] Latest Version: SDL 1.3
« Reply #97 on: December 19, 2013, 10:31:49 am »
Quote from: "Steff"
A good example is stuff like...Making holes. (Which tends to make a shitton of holes all over the map for some reason)

- THis is known. (still not listet by anybody in the bugtraker) And depends on the way of selection. New selection i implemented in 1.1 works fine but can only select existing renderd triangles. Nad holes dont exist So we use there the OLD noggit selection that cause this effect. So if you are a openGl pro and read this, feel free to help.

Rotating a single model and not wanting to bloat up your patch with half of Kalimdor and so on.
- Again it is needed. And not half Kalimdor but only 9 adts.

I never had a problem with the 1.2 system, unless you modified a wmo intersecting two ADTs, or added models inbetween two adts. Otherwise it always worked fine, no matter what I removed and added.
- NIce to here. And the boarder problem should also be fixed in latest CI version.

Yes but...As I said, in 1.2 I rarely saved everything and never had a problem except for the afforementioned border thingy, in which I'd have used save all instead of save current.

I still don't see why it is needed to save 9 adts when it was definitely not needed in 1.2 and save current worked fine.
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schlumpf

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Re: [RELEASE] Latest Version: SDL 1.3
« Reply #98 on: December 19, 2013, 11:40:47 am »
Quote from: "Gurluas"
I still don't see why it is needed to save 9 adts when it was definitely not needed in 1.2 and save current worked fine.
We call that luck.
As said: To actually work without errors, one would have to save _all_ ADTs of a continent or have a global unique counter. Everything else just works by luck.
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Steff

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Re: [RELEASE] Latest Version: SDL 1.3
« Reply #99 on: December 19, 2013, 01:11:32 pm »
How I do it now and how it works fine:

1. If you change a ADT it gets marked to save type 1.
2. All surrounded adts get marked to save type 2
3. If one of the needed ADTs in still not loaded it gets loaded and marked.

On save I

1. Recalculate all UIDs of all type 1 ADTS with the pattern XXYY0000001 where XX and YY are the cords of the adt. So never duplicated ids on one map. The rest is simple a counter over all m2s and wmos.
2. The marked as 2 get NOT recalculated. But models that are with origin on marked 1 and with bounding box on marked 2 will have new UID in this adts.
3. Save all ADTs marked to save

So you will

1. Never have duplicated UIDs on one map
2. Get existing problems fixed during work
3. Don´t have to care about it and don´t need an extra server for UIDs

And Gurluas if you get duplicated UIDs (and you will with 1.2 and earlyer) you will get dissaperaing models ingame. You login at one point. Walk to other with same UID and there models are missing. Relog and this models are there again. Wlak back to first spot and then there are models missing.
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schlumpf

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Re: [RELEASE] Latest Version: SDL 1.3
« Reply #100 on: December 19, 2013, 03:53:01 pm »
It will break with existing ADTs or as soon as you move them without resaving them all.
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Steff

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Re: [RELEASE] Latest Version: SDL 1.3
« Reply #101 on: December 21, 2013, 12:16:51 am »
No uid recalcation in surrounded not edited adts.  So no problem with the adts next to them because nothing changed.
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schlumpf

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Re: [RELEASE] Latest Version: SDL 1.3
« Reply #102 on: December 21, 2013, 12:40:03 am »
But the surrounding ADTs or an ADT one further your "mode 2" range may contain the same ID. If not all ids are generated by the same algorithm -- and they are not --, you can't guarantee anything. And having tile coordinates in the UIDs is not prone to moving, as said.
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Ametrix

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Re: [RELEASE] Latest Version: SDL 1.3
« Reply #103 on: December 26, 2013, 12:57:07 am »
Whenever I launch noggit it shows up and it's closing by itself ??

Help :/
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Dracbane

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Re: [RELEASE] Latest Version: SDL 1.3
« Reply #104 on: December 26, 2013, 03:47:21 am »
Quote from: "Ametrix"
Whenever I launch noggit it shows up and it's closing by itself ??

Help :/

Did you read the setup manual? Sounds like you didnt do the first step....making the config file.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »