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Author Topic: BETA V 120 B 20 - changeset 174 (4d0574ae3ae1)  (Read 5613 times)

Steff

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BETA V 120 B 20 - changeset 174 (4d0574ae3ae1)
« on: March 22, 2011, 11:47:10 pm »
After some days of silence here is the next version.

http://www.file-upload.net/download-330 ... 0.zip.html

- Revert UID stuff to avoid model duplication.
- Fix problem with WMO import from modelviewer by seperating M2 and WMO import.
- Rework 2d view. Only paint mode work there now. You must hold SHIFt for painting so you can size the brush with ALT mouse move. Left mouse move the map now like googlemaps. Right mouse scroll the map.
- Impassible painter (the spider net). Left mouse paint impassible flag right clear it again.
- Add AreaID painter (the map icon) different AreaIDs are displayed with different overlay colores. Left click paint the current AreaID. Rightclick pick the AreaID form the clicked chunk. With x you can open the AreaID browser to get an ID over the name. You will get here only IDs from the current map!
- Add assist function to set areaID of the complet adt.
- Rebuild detail window. Shift X open it up.
- Add some special chars to view them right.

As ever - no screens, videos or informations gett out please.
Happy testing.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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schlumpf

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Re: BETA V 120 B 20 - changeset 174 (4d0574ae3ae1)
« Reply #1 on: March 23, 2011, 12:07:08 am »
Lets give people a complete log..

  • Change some functions as Bernd post me in ICQ. Add setAreaID to Maptile class to set teh AreaID of the ADT or of a specific chunk. same name it is overloaded. Add menu entry for testing this. It is only temp.
  • Now the latest patches get checked first for existance of files. So new version of the files will get loaded if available.
  • Changed my crapcode from yesterday to ReverseIterator.
  • Started implementing MTFX, now it saves a 1 in MTFX for every texture in "Terrain Cube Maps".
  • Some changes to formatting etc.
  • Added Enum for MCLY-Flags.
  • Add Impassible chunk painter on the Net icon.
  • Started Reimplementation of MH2o, still sucks.
  • Change form Impassibel painter to flag painter. Lava, Slime and Impassible is current in.
  • Discard selection window again becaus all other flags except Impassible are no longer used.
  • Fixing some compiler warnings: Unused parameters are now commented out where I noticed them. Managers now also link with GCC. Moved StackWalker to windows only files. Minor CMakeFile adjustments.. Moved selectedTexture to TexturingUI::SelectedTexture. Fixed some occasions of min() and max() without using std::min/max. Now including stdint.h instead of the tr1 cstdint from boost. Please fix the Makefile if its not found! Fixed possible error in World::setAreaID Removed useless code from InsertObject and beautified a bit.
  • Fixed StackWalker Log include Path.
  • No longer treat ctrl-c as error.
  • MAPCHUNK_RADIUS renamed to MAPCHUNK_DIAMETER Painting textures now does not fuck up at ADT borders anymore. Rewrote texture painting. We are now removing unused layers to have better usability. Removed old code for a bad try on unused layer removing.
  • Water looks better, but still wrong.
  • As wished, you can now handle UI events in a class method. A sample implementation can be found in Toolbar as well as ToolbarIcon. Or ask me. (Yes, its a bit of magic and weirdness.)
  • Icon moved to ToolbarIcon
  • Dead and useless code removal in MapChunk::paintTexture().
  • UIEvents are now using macros for nicer code and portability in case of problems. Added documentation on UIEvents.
  • Fix UIEvent handler together with Bernd to run under Win.
  • Reverted bad changes from last commit.
  • Reverting to my old log.cpp from somewhen before the "windows changes". Now also searching for .
  • Reverting to my old freetype print functions from somewhen before the "windows changes".
  • Removed APP_ defines from noggit.h Added a cmake-script to get the HG revision. Used this revision in several places. removed class misc. added namespace misc. moved no-console-linker-flags in cmakelist in order to let it run. removed two unused parameters.
  • Stop crashing on exiting. Thanks. (Also actually removing the SIGINT handler as stated previously.)
  • Commitconfusion. This is actually change #2 from the last commit. The second change of the last commit actually was a crashprevention on startup when clicking while it is not having gWorld.
  • With the removal of -c, we can do this a bit easier. Also removed the old and never used -goto.
  • The log is now also giving a timestamp (ms since startup) (mostly for benchmarking). bool fullscreen as well as std::wowpath moved into int main() instead of being global in noggit.cpp. Moved frand, randfloat, randint to misc::. Now quitting, when no config file is given and no registry path read. Maybe add check for something being in the directory to be sure. Now no longer resize-firing, when poping an appstate. ~MapChunk had a weird crash, log added.
  • MPQArchives are now loading listfiles async which speeds up loading. main() does now end the async loader threads. main() does no longer have its own references to mpqarchives. texturingUI is now waiting for all listfiles being loaded. the menu bar is now correctly showing fps again.
  • Move some Gui elements to the gui class. Add ZoneID painter and the view of existing ZoneIDs with different colors on te ground. Move some funcions 2 misc. Start to implement the ZoenIDBrowser ui element.
  • Windows hack for MPQ ASync loader.
  • Add new ui files.
  • Finish ScrollbarUI. Scrolls now also if you use the knob. Start Implement ZoneBrowser and ListView UI. Testing: Add the rendering of Light sources to the mapview if inside a map.
  • Impement the basic list view. Some changes on scrollbar to implement the changeFunc.
  • Add list of AreaIds to the listview.
  • Water now seems correct, please check if there are some bugs anywhere.
  • Fix some psmale placement bug with the scroll knob. Now the listView stop to scroll if the last entry is on the bottom of the list. Not if it is on the top and the list is empty except the last entry. Add function to set the mapid of the ZeonIDBrowser. Put the fill routine for the list in a seperate function. Ad setMapId function. Browser shows now only the AreaIDs depending on the current loaded map. Add mathod to world that return the current MapID. Since the last changes noggit crash - 80%. Don´t know why. Water perhaps :)
  • So Water is now getting saved - bugged. Some changes to Liquid.cpp/.h to be able to restore and change the data in it. Changed vector<*Liquids> to map<int, *Liquids> for being able to access the Liquids of each chunk properly.
  • Some changes according to Bernd. MH2O is no longer saved. Liquids needs some changes and the saving routine needs to become reimplemented partly.
  • Add Map, Zone and SubZone selection Buttons. Selection of Zone and SubZone work. Add ClickFunc to the Zonebrowser and conect to the AreaID var in Environment.
  • Start to rework gui and userhandling. - 2d mod now need also to hold down SHIFT to paint. So you can use ALT + move to set brush siz without painting. - Left mouse move now the map like google maps. - Right moise and up/down zooms the map. (is it possible to use the mouse wheel for this with c++ ?)
  • Added OpenGL namespace. Changed some i++ to ++i. Changed some TODO: to todo. Prevented shadowing variables by changing names. Removed .c_str() where std::string already is used. Added OpenGL::Texture and OpenGL::CallList to video.cpp. in video.cpp: Commented out #ifdef _WIN32 doing some 24 bit instead of 32 bit rendering thingey on linux which is not really needed. ui_ListView::recalcElements() is now getting a unsigned int. Using vector-iterators instead of array-accessing at some places. Removed unused arguments at some places. Added async-loading for MPQ archives. Model::draw now checks if the model is loaded for future async-loading. Commented out rendering the innermost function call in Liquid::draw() to prevent throwing thousands of GL_INVALID_OPERATION. This needs to be fixed! Starting only one async-loading thread. FreeType is now loading all files in one init method. More FreeType changes to come. Some more FreeType changes.
  • Added OpenGL namespace. Changed some i++ to ++i. Changed some TODO: to todo. Prevented shadowing variables by changing names. Removed .c_str() where std::string already is used. Added OpenGL::Texture and OpenGL::CallList to video.cpp. in video.cpp: Commented out #ifdef _WIN32 doing some 24 bit instead of 32 bit rendering thingey on linux which is not really needed. ui_ListView::recalcElements() is now getting a unsigned int. Using vector-iterators instead of array-accessing at some places. Removed unused arguments at some places. Added async-loading for MPQ archives. Model::draw now checks if the model is loaded for future async-loading. Commented out rendering the innermost function call in Liquid::draw() to prevent throwing thousands of GL_INVALID_OPERATION. This needs to be fixed! Starting only one async-loading thread. FreeType is now loading all files in one init method. More FreeType changes to come. Some more FreeType changes.
  • sdlmain: Fixed useless memory leak. listview: fixed bad merge liquid: added missing using std::max; zoneidbrowser: made zoneID unsigned.
  • Changed some casts to use less evil casts (static_cast instead of reinterpret_cast) where possible. TODO: Add more c++ style cast to the code.
  • Useless things removed.
  • Moved most of MapView::display...2D and ...3D to Gui, where it belongs.
  • Fixed 2*sizeof(int)*(numObjects+numDoodads) bytes leaking from our precious memory each time saving.
  • In order of doing some great changes to the freetype implementation, the font_data variables are now pointers which get a constructor call.
  • Removed the mostly useless "mustresize" variable. We solve this via inheritance and overloading. There is no variable needed. Resizing fucks everything up hell a lot anyway on OSX.
  • pointer-to-member-function now work correctly on windows out of the box using /vmg.
  • Correctly showing tile as integer again.
  • As we wont ever use two MPQ implementations at once, renamed mpq_stormlib to mpq.
  • Stupidity. Also change names _in_ files.
  • pay no attention to the man behind the curtain AsyncLoader can now remove Objects on request. Automatically removing objects is now done nicer.
  • MPQFile access now has a mutex to prevent from fucking up in threads.
  • Spinning up the hamster... mainGUIPointer (which should not exist to be honest) now is set to NULL upon deletion of the object.
  • I did it for the lulz! Small changes in the Matrix class. Multiplication should be faster now. Also, float*() now really gives the correct pointer, not just by luck.
  • I don't get paid enough for this shit. Removed some useless things in ADT saving and #if 0ed out bad parts that really should be done differently.
  • Finished fondling. Hotkeys are now going to be implemented this way. Should be nicer.
  • put code that worked where the code that didn't used to be Maybe improved FreeType rendering a bit. May be faster now. Still is ugly and shit.
  • I'm just a grunt. Don't blame me for this awful PoS. MPQ.h fix step #1
  • Moved something to somewhere... goodnight... MPQ.h fix step #2
  • c&p fail Font rendering is now doing n correctly again.
  • Change some key events.
  • Add al the local stuff.
  • Comit some stuff.
  • Revert UID fuck and add a change to makefile.
  • Expand the special char lsit in the misc function. Add a function to set the adts areaID at once over the assist menu. Expand the detail windows.
  • Fix WMO Modelviewer Import. You can now import last WMO and last M2 over seperate menu points. So the problem with the WMO doodads is fixed.
  • Change zone browser. x open the zoneBrowser or texture palet depending on terrainmode. SOme updates in scroll pan and listview.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Steff

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Re: BETA V 120 B 20 - changeset 174 (4d0574ae3ae1)
« Reply #2 on: March 23, 2011, 12:21:17 am »
Its not about log but what they should test.
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Diantonix

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Re: BETA V 120 B 20 - changeset 174 (4d0574ae3ae1)
« Reply #3 on: March 23, 2011, 01:10:44 pm »
Yeah!
Nice!!!

I test it right now.

Edit:

Here the map is well

but when this happens I move a little
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

TheBuG

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Re: BETA V 120 B 20 - changeset 174 (4d0574ae3ae1)
« Reply #4 on: March 23, 2011, 01:35:40 pm »
Personally having problems trying to pain in 2d mode already, using shift + click doesn't do anything to me. The other options described work, just painting doesn't. (Or I'm just plain stupid, could be possible aswell :()
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Diantonix

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Re: BETA V 120 B 20 - changeset 174 (4d0574ae3ae1)
« Reply #5 on: March 23, 2011, 01:44:03 pm »
In 2D mode, you can only paint by pressing "alt" if you hit just click the map moves.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

TheBuG

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Re: BETA V 120 B 20 - changeset 174 (4d0574ae3ae1)
« Reply #6 on: March 23, 2011, 01:59:53 pm »
Quote from: "Diantonix"
In 2D mode, you can only paint by pressing "alt" if you hit just click the map moves.

Well, using alt changes the brush size for me.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Steff

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Re: BETA V 120 B 20 - changeset 174 (4d0574ae3ae1)
« Reply #7 on: March 23, 2011, 03:21:54 pm »
Paint mode is on in toolbar?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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TheBuG

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Re: BETA V 120 B 20 - changeset 174 (4d0574ae3ae1)
« Reply #8 on: March 23, 2011, 04:59:10 pm »
Quote from: "Steff"
Paint mode is on in toolbar?

Ehrm, as in 3d paint? Or am I just retarded?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Steff

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Re: BETA V 120 B 20 - changeset 174 (4d0574ae3ae1)
« Reply #9 on: March 23, 2011, 07:13:51 pm »
There is now only one paint mode. You must activate it. tested it now here and works fine.
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TheBuG

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Re: BETA V 120 B 20 - changeset 174 (4d0574ae3ae1)
« Reply #10 on: March 23, 2011, 07:41:59 pm »
Quote from: "Steff"
There is now only one paint mode. You must activate it. tested it now here and works fine.

I was just being retarded, tried it again and it just worked properly :).
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Steff

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Re: BETA V 120 B 20 - changeset 174 (4d0574ae3ae1)
« Reply #11 on: March 23, 2011, 07:56:55 pm »
Nice.

I still cant get this gosth water what ever layer problem here on my pc.
Strange. And what about the areaID and mpassible painter?
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TheBuG

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Re: BETA V 120 B 20 - changeset 174 (4d0574ae3ae1)
« Reply #12 on: March 23, 2011, 08:04:01 pm »
Quote from: "Steff"
Nice.

I still cant get this gosth water what ever layer problem here on my pc.
Strange. And what about the areaID and mpassible painter?

Impassable painter seems to work, looking into the areaID, however my custom zone doesn't have any yet (besides the one it starts with), switching to azeroth.

Edit: Tested both the impassable thingy and the areaID ingame and they both work!
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gorq

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Re: BETA V 120 B 20 - changeset 174 (4d0574ae3ae1)
« Reply #13 on: March 24, 2011, 01:21:01 am »
Thanks a lot guys! Greatest work! :D

- Doodad does not duplicate ^^
- Copy size&rotation still not working
- Import from txt still workin
- Copy-paste still workin
- Left-click and drag on 2d texturing moves the map around ok. It moves the camera too when u click over a menu item
- Left click and left shift painiting texture on 2d texturing ok
- Areaid painting and showing ok. Tested in Elwyyn. All Areaid are in different color ^^ List of Areaid ok and selecting/painting ok. I have problems with it in my custom maps. I have added some Areaids before with taliis but there are not in the Areaid list. Assist-> Set Areaid fills the current adt with the selected Areaid from list ok
- Impassible flag painting seems to work, i have to try it ingame
- Object deleting now does not freezes or crashes noggit. I have deleted more than 100 objects and it has worked 100%
- Detail info window now seems to work ok; it does not freezes my noggit when i select a WMO. Maybe could u add a list of used textures on selected chunk?
- Water is not rendered
- Lines (F7) seems to work better but sometimes when i move over the terrain i see some weird "fake water lines". But it is really less than before. It does not render normal water
- Set to the ground is ok (i have not tried it before haha)
- Oups! Reload current adt closes noggit!
- Infos in help menu is still rendering something strange at the left of the screen
- Key bindings in help menu shows me the login screen for a second and returns to my current adt
- Is blur function working? I have noticed that it does not do anything. or maybe have u moved the key to a new one?

I have not tried importing from MV. I will but i want to say that not all objects are showed in this program.


- both 2d and 3d texturing are really bugged. I cannot delete textures on a chunk. When i paint over another texture it seems that the new texture is under the old one... It closes noggit sometimes when i try to add a new texture to somewhere.


I will edit this post and add what i notice ;)
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Steff

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Re: BETA V 120 B 20 - changeset 174 (4d0574ae3ae1)
« Reply #14 on: March 24, 2011, 05:59:45 am »
To delete the texture you must hold SHIFT and CTRL together now. I implement a texture pcicker and need the CTRL key alone for this. So you can pick a texture from the ground.
So Shift will be paint. CTRL pick a texture and SHIFT + CTRL clear the chunk.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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