This is a read only copy without any forum functionality of the old Modcraft forum.
If there is anything that you would like to have removed, message me on Discord via Kaev#5208.
Big thanks to Alastor for making this copy!

Menu

Author Topic: Noggit Rev 120  (Read 12736 times)

schlumpf

  • Administrator
  • Creator of Worlds
  • *****
  • Posts: 2967
    • View Profile
Re: Noggit Rev 120
« Reply #30 on: October 26, 2010, 08:50:47 pm »
But well, with 4.0.1 being here and me updating my client, development may be stuck a bit once again. In order to make Noggit work with 4.*, there is a lot of work to be done. And developing for 3.* is a bit stupid and also hard without client.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Khira

  • Registred Member
  • GM Isle Explorer
  • *****
  • Posts: 18
    • View Profile
Re: Noggit Rev 120
« Reply #31 on: October 27, 2010, 08:06:46 am »
Hi

Why don't share the hg repo ?
Maybe some people can make patches. Like MaNGOS, Ascent, Trinity, etc..., they add patches from the community.

It is just an idea ^^
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Jack

  • Registred Member
  • Model Change Addict
  • *****
  • Posts: 258
    • View Profile
Re: Noggit Rev 120
« Reply #32 on: October 27, 2010, 10:07:57 am »
Anyone wanting to work with noggit can apply in these forums and start helping, but so far noone did, so what makes you think it would be different the way you suggested?  ;)
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

gorq

  • Contributors
  • Wiki Incarnate
  • *****
  • Posts: 141
    • View Profile
Re: Noggit Rev 120
« Reply #33 on: October 29, 2010, 08:19:12 pm »
i dont know it 100% (im still using old bekets noggit) but i have looked at some adt's modified with this new rev and there are 4000 copies of some doodads. File is a lot bigger and i had to send this copies to z= -5000 to make wow not load them. They cause low fps rate.

I don't know if this problem is caused by noggit but i wanted to report it.thanks ;)
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Skullbot

  • Registred Member
  • Polygonshifter
  • *****
  • Posts: 54
    • View Profile
Re: Noggit Rev 120
« Reply #34 on: October 29, 2010, 09:53:11 pm »
It seems that Noggit is still alive ? =)
I hope I'll could help and bugtrack like I did before on older rev (mainly on MMOwned) ^^
So I've joined the Beta Test group in order to do this.

One question :
The last rev I got is r109 (a little bit modified by myself ^^), is this rev completely outdated or is the core still written the same way ?
Because it'll need more time for me to help if I have to learn the new app structure :p

Anyway, thanks for your work, again =)
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

schlumpf

  • Administrator
  • Creator of Worlds
  • *****
  • Posts: 2967
    • View Profile
Re: Noggit Rev 120
« Reply #35 on: October 31, 2010, 11:18:11 am »
Quote from: "gorq"
i dont know it 100% (im still using old bekets noggit) but i have looked at some adt's modified with this new rev and there are 4000 copies of some doodads. File is a lot bigger and i had to send this copies to z= -5000 to make wow not load them. They cause low fps rate.

I don't know if this problem is caused by noggit but i wanted to report it.thanks ;)

Its the way, Beket implemented "deleting" models. He moves them down to -5000 and ignores the rest. Noggit in the current versions actually deletes them.

Quote from: "Skullbot"
It seems that Noggit is still alive ? =)
I hope I'll could help and bugtrack like I did before on older rev (mainly on MMOwned) ^^
So I've joined the Beta Test group in order to do this.

One question :
The last rev I got is r109 (a little bit modified by myself ^^), is this rev completely outdated or is the core still written the same way ?
Because it'll need more time for me to help if I have to learn the new app structure :p

Anyway, thanks for your work, again =)

There have been more than 70 commits since that version. So you may say, things are a bit different now.
Also: What did you modify by yourself?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Skullbot

  • Registred Member
  • Polygonshifter
  • *****
  • Posts: 54
    • View Profile
Re: Noggit Rev 120
« Reply #36 on: November 01, 2010, 05:47:52 pm »
Quote from: "schlumpf"
There have been more than 70 commits since that version. So you may say, things are a bit different now.
Also: What did you modify by yourself?

Nothing important xD

I've just tried to fix water saving by replacing MH2O with the old MCLQ (with seems to be saved correctly), but failed ^^'
Also took a look to the TreeView, and added a filter to display only M2 and WMO.
Removed a GlueScreen which crash for me (can't remember which one).
I was willing to fix 3D View bugs but I still don't know GL enough ^^.
Errr ... I think that's all ^^

As you can see, nothing important, I was still C++ beginner at this time :p

Edit : I think making Noggit usable under 4.0.1 and further is good, but a backward compatibility with 3.3.X could be great, or at least a 3.3.X version of Noggit, cause many projects still run under those clients (Yes, mine too >_<). But you said it, it'll will nedd more work, probably because of many  file format updates.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Kremler

  • Registred Member
  • BLP Convertor
  • *****
  • Posts: 7
    • View Profile
Re: Noggit Rev 120
« Reply #37 on: November 02, 2010, 10:54:07 pm »
Quote from: "Tigurius"
http://www.file-upload.net/download-2939755/MinSizeRel.7z.html

This noggit have error on the SDL.dll
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

whartley

  • Registred Member
  • MWCS Enthusiast
  • *****
  • Posts: 1
    • View Profile
Re: Noggit Rev 120
« Reply #38 on: November 03, 2010, 09:50:01 am »
Google sdl.dll you can download it!

http://www.libsdl.org/download-1.2.php

Get the runtime libs
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Khira

  • Registred Member
  • GM Isle Explorer
  • *****
  • Posts: 18
    • View Profile
Re: Noggit Rev 120
« Reply #39 on: November 03, 2010, 11:07:13 am »
Quote from: "Tigurius"
http://www.file-upload.net/download-2939755/MinSizeRel.7z.html
Thanks!
Can we report bugs ? And for the rev, we precise only "rev 120" ?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

schlumpf

  • Administrator
  • Creator of Worlds
  • *****
  • Posts: 2967
    • View Profile
Re: Noggit Rev 120
« Reply #40 on: November 03, 2010, 01:13:17 pm »
Yes, report bugs! (You can use the bugtracker aswell.)
The revision is b36bc679c4f6.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Khira

  • Registred Member
  • GM Isle Explorer
  • *****
  • Posts: 18
    • View Profile
Re: Noggit Rev 120
« Reply #41 on: November 03, 2010, 02:17:31 pm »
Ok, so quick report :
-Impossible to select WMOs (ok for M2).
-Impossible to texture (in 3D and in 2D)
-Little bug of display text in menus

All this bugs are in bugtracker.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Skullbot

  • Registred Member
  • Polygonshifter
  • *****
  • Posts: 54
    • View Profile
Re: Noggit Rev 120
« Reply #42 on: November 07, 2010, 01:56:59 am »
It's possible for me to texture, even in 3D View :o
Didn't tried objects selection because there's no object at this time in my test map ^^.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Khira

  • Registred Member
  • GM Isle Explorer
  • *****
  • Posts: 18
    • View Profile
Re: Noggit Rev 120
« Reply #43 on: November 07, 2010, 09:39:07 am »
Quote from: "Skullbot"
It's possible for me to texture, even in 3D View :o

Arf :/ I tried on the GM Island and on a custom map. What are you doing exactly to texture ?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Skullbot

  • Registred Member
  • Polygonshifter
  • *****
  • Posts: 54
    • View Profile
Re: Noggit Rev 120
« Reply #44 on: November 07, 2010, 11:36:19 am »
Nothing special, adding new textures, deleting layers (Ctrl+Mouse) etc.
But I've tried on an old map I made before (map 606, QA_DVD), and I've the same problem, can't select WMO, and can't texture : 3D Paint doesn't work and 2D View is fully black.

First, I've tried on GMIsland, but after editing it, I can't go there anymore, it crash my Client xD
But I was able to select WMO / Texture :o

About display bugs : Buttons stay graphically clicked after the first click, and the Bookmarks tooltip is displayed even if it's empty, which result in a broken tooltip ^^.
Also, the exit button is partly fucked up, it display something like "exit□□□□□□□□□□□ESC".
Finally, the continents tooltip contains some instances/raids, which result in a very long tooltip (too long for my screen in fact :p)

That's all for bug report, I'm going to check if they are on the bugtracker =)
Anyway, great work since the older rev :)
« Last Edit: January 01, 1970, 01:00:00 am by Admin »