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Author Topic:  [RELEASE] [BETA] Noggit SDL 1.4  (Read 39295 times)

Lawes

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #45 on: February 06, 2015, 02:14:03 am »
water opacity dont works exept at 100
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Steff

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #46 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.
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Skarn

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #47 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.
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Steff

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #48 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.
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larrylaffer

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #49 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
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Petisoo

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #50 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). 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.
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Steff

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #51 on: February 07, 2015, 11:40:05 pm »
For wireframe just skip textur rendering and activate chunks
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Krang Stonehoof

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #52 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.
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TheBuG

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #53 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.
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Petisoo

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #54 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.
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Vayne

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #55 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. :)
« Last Edit: February 13, 2015, 03:41:35 pm by Admin »

Skarn

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #56 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
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Vayne

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #57 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.
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Skarn

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #58 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?
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Vayne

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Re:  [RELEASE] [BETA] Noggit SDL 1.4
« Reply #59 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. :)
« Last Edit: January 01, 1970, 01:00:00 am by Admin »