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Author Topic: Sudden shutdown of noggit  (Read 1888 times)

Evan

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Sudden shutdown of noggit
« on: September 03, 2014, 06:08:43 pm »
hell-o, guys.

so, yeah - I'm working with quite big project atm (editting Alterac, Hillsbrad, Tirisfal and Silverpine; Making a city in a place of Dalaran crater) and... A problem just appeared. I placed some fences from Northrend and two-three trees from Zulaman in almost done city, restarted noggit (1.2!) and... Boom! It closes everytime when I'm trying to open this part of the world.

Log: http://pastebin.com/0fbPMYjd

Can you help me, please? :)


PS.

Having same issue with noggit 1.3 since I placed a waterfall from Sholazar.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Steff

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Re: Sudden shutdown of noggit
« Reply #1 on: September 03, 2014, 07:23:57 pm »
Admin mode?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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Evan

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Re: Sudden shutdown of noggit
« Reply #2 on: September 03, 2014, 07:25:58 pm »
It doesn't help, boss.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Steff

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Re: Sudden shutdown of noggit
« Reply #3 on: September 03, 2014, 07:30:26 pm »
It never help.  It caus such a problem.  So if you had used admin or comp.  mode noggit crash.
Did you use the modelviewer from modding pack?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
Please mark as solved if solved.
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Evan

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Re: Sudden shutdown of noggit
« Reply #4 on: September 03, 2014, 08:01:39 pm »
Oh, okay.

Yup, I do. I'm using whole pack already.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Steff

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Re: Sudden shutdown of noggit
« Reply #5 on: September 03, 2014, 08:29:42 pm »
Do nkggit also crash on other maps.  If not then your adts are corrupted.
Then just restore a backup of your files before you added the new stuff.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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Evan

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Re: Sudden shutdown of noggit
« Reply #6 on: September 03, 2014, 08:30:37 pm »
Roger that, thanks!
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Evan

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Re: Sudden shutdown of noggit
« Reply #7 on: September 05, 2014, 03:02:55 am »
So, yeah... Another problem appeared just in the same day I deleted my old map (3 days of work Q_Q).

Anyway! The problem is a crash in-game after I loaded the .mpq patch to it. There's no bug / crash in Noggit.

Everything I did was terraforming a lake around Fenris Keep (which I also deleted and sunk) to make it deeper and conect it with ocean (was going to make a city with a port in a place of Dalaran Crater)


PS. I used noggit 1.3.

PS2. Here's a screen of the problem: http://vpx.pl/i/2014/09/05/Przechwytywanie.png

PS3. Here's a screen of this lake (not whole). This is the area of the problem I guess. My character looks here and... Tadam! Error. http://vpx.pl/i/2014/09/05/Przechwytywaniefc58d.png
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Steff

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Re: Sudden shutdown of noggit
« Reply #8 on: September 05, 2014, 07:02:11 am »
Editing existing blizzard stuff,  special with 1.3s water functions lead often to problems.
I cant tell you muxh more as i never edit blizzard maps.  Have a look here.  Perhaps there is a solution.

viewtopic.php?f=12&t=2971
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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Evan

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Re: Sudden shutdown of noggit
« Reply #9 on: September 05, 2014, 12:08:27 pm »
Okay! Did it!

To whoever with the same problem, here comes the solution (it is copied from a link given by Steff):

0x007B31F8 read 0x00000010
This issue is caused by the ADT referencing a detail doodad ID that is not given in the DBC, either by saving incorrectly or not editing the DBC correctly. This can be fixed by adding an entry to the DBC for all IDs or by removing the id from the ADT.
Ascathos wrote:
This is one of the more hairy topics to approach. However, I have a failsafe way to handle it. Basically, each chunk can contain 4 textures (each on a layer), which each can have a specific applied groundeffect ID. The ID is further defined within the .dbc, however, this is not important. The most important thing is simple; Wow tries to visual a groundeffect for a texture that is not existing. On a chunk with 3 layers, but 4 ground effects noted, it is bound to lead to a "false", leading to a crash.
A simple fix is easy; simply use the texture painter, apply some texture, set it to some size but the lowest speed and apply it onto the adt, until every chunk has 4 layers. The crashes stop.
Another possibility is to remove all the groundeffects IDs (MCLY) for every chunk, or even specific chunks, to avoid the problem. Refer to the 010 Editor for that.
The last one is to completely change the groundeffects according to needs. Either by hex, or getting a tool (post it once you have it.)
« Last Edit: January 01, 1970, 01:00:00 am by Admin »