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Author Topic:  [RELEASE] [BETA] Noggit SDL 1.4  (Read 39272 times)

Skarn

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #90 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.
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Nupper

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #91 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
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Steff

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #92 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.....
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PhilipTNG

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #93 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:




--This is Ingame Before Save In Noggit:



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



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
-It was too large to attach.
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PhilipTNG

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #94 on: March 14, 2015, 07:04:25 pm »
bump?
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The_Tauren

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #95 on: April 03, 2015, 09:30:00 pm »
nevermind
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Elinora

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #96 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!
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Skarn

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #97 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
Elinora, thanks for the feedback ;)
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Elinora

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #98 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 ^^
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Currently studying Game Design at Copenhagen University. I also have a big project going on, sadly I have no portfolio of it (yet).

Skarn

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #99 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.
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Elinora

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #100 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)
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Skarn

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #101 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.
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Elinora

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #102 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.
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Skarn

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #103 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.
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Elinora

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #104 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?
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Currently studying Game Design at Copenhagen University. I also have a big project going on, sadly I have no portfolio of it (yet).