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Featured => Noggit => Topic started by: Syama108 on September 06, 2014, 07:05:58 am

Title: [QUESTION/BUG] Why does noggit 1.3 create duplicate objects?
Post by: Syama108 on September 06, 2014, 07:05:58 am
(http://i58.tinypic.com/2a5gmlt.png)


I noticed a large amount of lag in my world.. and I found out loads of my wmo's have duplicated them selves over 50 times.. WTF? Please.. enlighten me as to how this happens.. and how I prevent it.. I love sdl 1.3 but it's so buggy it makes me angry.
Title: Re: [QUESTION/BUG] Why does noggit 1.3 create duplicate obje
Post by: phantomx on September 06, 2014, 06:34:38 pm
That's just something that comes with it sadly... best thing to do is not save after placing an object save once everything has been done.

I normally open it in 1.2 before opening it in 1.3 I'm going to be looking into the source and trying to fix some of it's bugs.
Title: Re: [QUESTION/BUG] Why does noggit 1.3 create duplicate obje
Post by: Amaroth on September 08, 2014, 12:18:07 am
In general, noggit duplicates/erases some object when you save more than once per running a program. So save, restart noggit, continue editing. Simple.

Another advice: save everyting you can. That means try to save the entire location, click into all ADTs and save them together. If you will do these 2 thing, you should probably not enoucnter this bug again (or very, very rarely). However, my map is custom and has only 98 ADTs. Saving entire Azeroth would be a bit more... problematic.
Title: Re: [QUESTION/BUG] Why does noggit 1.3 create duplicate obje
Post by: Syama108 on September 08, 2014, 04:47:28 am
Quote from: "Amaroth"
In general, noggit duplicates/erases some object when you save more than once per running a program. So save, restart noggit, continue editing. Simple.

Another advice: save everyting you can. That means try to save the entire location, click into all ADTs and save them together. If you will do these 2 thing, you should probably not enoucnter this bug again (or very, very rarely). However, my map is custom and has only 98 ADTs. Saving entire Azeroth would be a bit more... problematic.


Thanks for the advice.. I've been quitting noggit after every save.. but havnt tried saving every adt the wmo's inhabit.. thanks
Title: Re: [QUESTION/BUG] Why does noggit 1.3 create duplicate obje
Post by: ProfVice on October 07, 2014, 07:37:38 pm
Is there any way to delete this multiple Objects faster then one by one in Noggit? Tried it with Cryec Tools but it only displaced my water and deletes my WMOs but not the M2 like i want....
Title: Re: [QUESTION/BUG] Why does noggit 1.3 create duplicate obje
Post by: schlumpf on October 07, 2014, 08:43:18 pm
Quote from: "ProfVice"
Is there any way to delete this multiple Objects faster then one by one in Noggit? Tried it with Cryec Tools but it only displaced my water and deletes my WMOs but not the M2 like i want....
if file info&loadinfo does not work, you're fucked, unless you have an own tool for it, like ...

http://pastie.org/9628702 (http://pastie.org/9628702" onclick="window.open(this.href);return false;)
Title: Re: [QUESTION/BUG] Why does noggit 1.3 create duplicate obje
Post by: Lurivar on June 30, 2015, 03:32:01 pm
Hi,

So, I know I probably should'nt bring back old posts like these, but I've been struggling to find a way to delete all the duplicates I've had with Noggit in the past in one of my map (and there's easily around 40k of them, so no way I'm going to delete them one by one) and I stumbled upon this :

Quote from: "schlumpf"
if file info&loadinfo does not work, you're fucked, unless you have an own tool for it, like ...

http://pastie.org/9628702 (http://pastie.org/9628702" onclick="window.open(this.href);return false;)


If I understand correctly, this should do the job. The thing is... I can't seem to compile it.
I'm no expert in those types of thing, but I've tried to open it with WxDev and CodeBlock then compile it, but both tells me there's an error :

[spoiler:3f7panav]C:UsersLucDocumentsLunaworkDuplicate Deletepastie-9628702 (1).cpp|43|warning: multi-character character constant [-Wmultichar]|
C:UsersLucDocumentsLunaworkDuplicate Deletepastie-9628702 (1).cpp|44|warning: multi-character character constant [-Wmultichar]|
C:UsersLucDocumentsLunaworkDuplicate Deletepastie-9628702 (1).cpp|47|warning: multi-character character constant [-Wmultichar]|
C:UsersLucDocumentsLunaworkDuplicate Deletepastie-9628702 (1).cpp|48|warning: multi-character character constant [-Wmultichar]|
C:UsersLucDocumentsLunaworkDuplicate Deletepastie-9628702 (1).cpp||In function 'int main(int, char**)':|
C:UsersLucDocumentsLunaworkDuplicate Deletepastie-9628702 (1).cpp|65|error: 'memset' was not declared in this scope|
C:UsersLucDocumentsLunaworkDuplicate Deletepastie-9628702 (1).cpp|78|error: 'memset' was not declared in this scope|
C:UsersLucDocumentsLunaworkDuplicate Deletepastie-9628702 (1).cpp|85|error: 'memcpy' was not declared in this scope|
C:UsersLucDocumentsLunaworkDuplicate Deletepastie-9628702 (1).cpp|88|error: 'memset' was not declared in this scope|
||=== Build failed: 4 error(s), 4 warning(s) (0 minute(s), 0 second(s)) ===|[/spoiler:3f7panav]

So, my questions are : Am I doing something wrong ? Could someone help me use this correctly ?

In advance, thanks for the help.
Title: Re: [QUESTION/BUG] Why does noggit 1.3 create duplicate obje
Post by: schlumpf on June 30, 2015, 05:50:25 pm
It appears that on your platform memset and memcpy are in a different header. Try adding '#include <cstring>'.
Title: Re: [QUESTION/BUG] Why does noggit 1.3 create duplicate obje
Post by: Skarn on June 30, 2015, 07:48:48 pm
There is a button in SDL 1.4 to clean duplicates.
Title: Re: [QUESTION/BUG] Why does noggit 1.3 create duplicate obje
Post by: Lurivar on June 30, 2015, 08:05:48 pm
Hi again, and thanks for the quick answers.

I've tried to add '#include <cstring>' and it worked indeed. Too much, in fact, as it even delete the original object, leaving nothing behind, and even some that werent duplicated.

Quote from: "Skarn"
There is a button in SDL 1.4 to clean duplicates.

I wans't aware of the kill duplicate button on SDL 1.4, as I was still at the 3.0.15, i'm gonna try it right now and see what happens. ( I'm a bit scared that it'll make Noggit crash because of the too high number of duplicates, but we'll see).
Thank you anyway, I'll tell you if it worked.

Edit : It... It worked.... Thank you so much, you have no idea how much I love you right now. I've been trying tons of things in the past year to try and delete those fuckers, and there it is, finally. I'll forever be in your debt :D
Title: Re: [QUESTION/BUG] Why does noggit 1.3 create duplicate obje
Post by: Skarn on June 30, 2015, 09:05:05 pm
Thank you for such a feedback. There is a bug in SDL 1.4 v3.0.22 that makes some models randomly removed sometimes. So, better use something else for spawning and that version for cleanup and water editing. I think 3.0.15 is more stable in terms of model spawning but I am not sure.
Title: Re: [QUESTION/BUG] Why does noggit 1.3 create duplicate obje
Post by: Lurivar on June 30, 2015, 09:32:41 pm
Quote from: "Skarn"
Thank you for such a feedback. There is a bug in SDL 1.4 v3.0.22 that makes some models randomly removed sometimes. So, better use something else for spawning and that version for cleanup and water editing. I think 3.0.15 is more stable in terms of model spawning but I am not sure.


Roger that cap'n, althought I'll still use All Water for my water as I have to convert my maps to Cataclysm and / or WOD, and Mjollna's converter doesn't seem to like Noggit's water. (Tho I haven't tried with the 3.022 water, I should try it sometime, see if it still doesn't work).
Title: Re: [QUESTION/BUG] Why does noggit 1.3 create duplicate obje
Post by: Skarn on June 30, 2015, 09:36:49 pm
Noggit water is similar to the original one while AllWater's one is at the end of the file.
Title: Re: [QUESTION/BUG] Why does noggit 1.3 create duplicate obje
Post by: Lurivar on June 30, 2015, 11:15:19 pm
Quote from: "Skarn"
Noggit water is similar to the original one while AllWater's one is at the end of the file.

I've just tried, and it still doesnt work. But I think Mjollna said it was the converter that was at fault anyway.
Otherwise it works perfectly, it'd just be nice to be able to choose water level / opacity for each red square instead of only one / adt (like in All Water).

Keep up the good work.