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Featured => Noggit => Topic started by: Syama108 on January 09, 2015, 04:55:33 am
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I was wondering if there were any plans to add db editing to noggit, so that maybe you can directly add gameobjects to the map like signs (E.G: Sign posts for roads that give directions.)
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This would be amazing as far as decorating areas with clickable benches and whatnot. Sounds pretty complicated though
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Even possibility to import world.gameobject table would be great. I'm not sure if it would be so hard, just import function (server, port, login, password, name of world DB) - getting GUIDs, IDs, xyzo, displayIDs and scales... And well, thats all you need. Just to find a way how to make gameobjects recognizible.
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The hard thing is that this ties noggit to a specific server.
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The hard thing is that this ties noggit to a specific server.
Not necessarily, noggit can have its own database that you can import/export from. It is not hard to dump data in the format you want.
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Why? Still you need to establish connection and session, that means you need to spcify where to connect etc. One window with filling data and ding. Connected. Bigger problem would be possibility that connection would go dead during work. It really might be better to leech data to your local database. Updating edited data in local DB would be problematic a bit too, because while you will be editing your local version, GMs would do so ingame too. Well...
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I think a universal server admin protocol might be in order. This would allow developers to build server-agnostic admin tools which would be a huge boon for the community. Getting those in charge of the various server emulator projects to agree may be much more difficult… Another alternative would be developing a WoW server administration library that acts an arbitration layer and handles server-specific bits, it could be called libwowadmin or something.
To deal with connection problems, instead of working directly with a connected server simply cache both the GO and GO spawn tables locally and only write to the server on save.
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There are a lot of other more important features and bugs that should be worked out.
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Basically you want what blizzard has is real time in-game updates while working on the world editor?
I to want this and I also gave it a small shot but like skarn said there are more important things to add.
Now as for the adding game objects directly from the database would be as simple as adding a GUI when starting up Noggit and it asking for database information and once the information is added you would be able to start world editing then you would have a UI I.E like the texture palette where you would see an icon of the model on the left and a larger scale version on the right.
Then Noggit would make a local backup version of your object every time you spawned one in case connection with database is lost, before saving the map it would ping the database to check for a connection and if it's down then it would ask for your database information again and when saving it would ask you to import optional coordinates for in-game teleporting.
Since the object would be using the same id in the database the database would know what it is and spawn it in game.
Now this sounds simple enough but it has a lot of room for error and the saving time for the map would be depending on how big the map is and how many objects you've added.
Any way that's just what I've thought about doing in the past to add along side dbc editing.