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Featured => Noggit => Topic started by: Steff on September 03, 2010, 01:07:13 am

Title: Noggit Rev 120
Post by: Steff on September 03, 2010, 01:07:13 am
Some beta testers get the new rev. 120 beta 4 version yesterday.
Please use the bugtraker if you find bugs that are not already listed.


It should be more stable and erase the 2 big bugs MCRF writing error and white textures that happened most with enUS clients.

Changes:
- Switch from libMPQ to Stormlib for managing MPQs. The old libMPQ can´t load many files form newer MPQs and force crashes and leads to the missing textures in noggit.
- Fix MCRF writing (M2s now appear direct in-game. No need to fix with Taliis)
- Handle some crash bugs.
- New main menu with a real menu for selecting maps and bookmarks.
- Rework the selection map in the main-menu because you sometimes did not see where to click to get on the map. Especially when you create a new map and have no wdl created.


Screens:

(http://imagr.eu/up/4c7f934933a0b7_NGMain1.jpg)

http://imagr.eu/up/4c7f934933a0b7_NGMain1.jpg

(http://imagr.eu/up/4c7f938edce246_NGMain2.jpg)

http://imagr.eu/up/4c7f938edce246_NGMain2.jpg
Title: Re: Noggit Rev 120
Post by: Diantonix on September 03, 2010, 12:51:21 pm
Where can we download it?
Title: Re: Noggit Rev 120
Post by: Breakdawn on September 03, 2010, 05:07:32 pm
Is the 3D paint being polished up?

And does it save water too?

That's the two last questions I had after readin the bug fixes :)
Title: Re: Noggit Rev 120
Post by: Eluo on September 03, 2010, 07:57:37 pm
Quote from: "Breakdawn"
Is the 3D paint being polished up?

And does it save water too?
1. No
2. No
^^
The next bug that will be removed is the water bug :)
Title: Re: Noggit Rev 120
Post by: Breakdawn on September 04, 2010, 01:34:29 am
Oh well Stability should be the primary fix anyway :P then the water.. and then the 3D.. because the glitch in 3D paint also affects 3D moulding :P
Title: Re: Noggit Rev 120
Post by: Steff on September 04, 2010, 11:28:36 am
No the next bug is the shadow, then the rendering stuff like sky and light flickering.
To see what is not done just look at the bugtraker. We just swapped the project to cmake and try now to insert a clean doxygen documentation. And mem leaks and stability is now the stuff we want to fix first.

Then fix some bugs in the copy feature and add insert models.
Title: Re: Noggit Rev 120
Post by: Crashed on September 05, 2010, 11:12:19 am
Can't wait for R120, if the startupproblems are solved for me I finally can work with a version above 91.   :ucheers:
Title: Re: Noggit Rev 120
Post by: TheBuG on September 05, 2010, 12:55:38 pm
Looks pretty nice already, keep it up!
Title: Re: Noggit Rev 120
Post by: Herbalism on September 05, 2010, 02:09:44 pm
Awesome, I can't wait.

I hope it will work with Vista... one question though: Cryect's Tools will still be usable, right?
Title: Re: Noggit Rev 120
Post by: Lowfyr on September 05, 2010, 07:20:50 pm
First:
Yes, it is surely Vista Supported. Im using Vista 32x myself and it is working properly.
Second:
Cryect Tools are still useable. I tried it at me and ive got the spawned Objects in Noggit. So dont worry, everything will be ok ;)

Greetz

Lowfyr~
Title: Re: Noggit Rev 120
Post by: Steff on September 05, 2010, 09:00:31 pm
As tigu said loadinfo is not full 3.xx compatible. But we will soon implement to add models.
Title: Re: Noggit Rev 120
Post by: Blackplayer27 on September 07, 2010, 04:15:29 pm
when will the Beta version come ?
Title: Re: Noggit Rev 120
Post by: Steff on September 07, 2010, 04:32:56 pm
I have to fix a bug with then holes then it can go out i think.
Title: Re: Noggit Rev 120
Post by: Crashed on September 07, 2010, 04:44:18 pm
Quote from: "Steff"
I have to fix a bug with then holes then it can go out i think.
Pure love! Though, take all the time you need of course.
Title: Re: Noggit Rev 120
Post by: Diantonix on September 07, 2010, 10:58:18 pm
When will the noggit?
Title: Re: Noggit Rev 120
Post by: Steff on September 08, 2010, 12:25:44 pm
What will the noggit then :)

a. painted
b. thrown in trash
c. released

The right answer will get a mail with a picture of a washer for FREE!
:)

If i find why one hole hide the complete chunk in noggit render.
Fixed the copy function last night and i think this must be fixed before give out this version.
Title: Re: Noggit Rev 120
Post by: Diantonix on September 08, 2010, 04:25:00 pm
Choose the "C" xD
By the way I point to the group noggit tester, but I an not say anything.
Title: Re: Noggit Rev 120
Post by: Heartbeat88 on September 08, 2010, 08:38:58 pm
C!!! :D been waiting for a new noggit to come out
Title: Re: Noggit Rev 120
Post by: Ultradeth on September 12, 2010, 02:20:44 pm
Anyone got an idea of when this will be released? (Like, a number of days, or weeks)  :ulol:
Title: Re: Noggit Rev 120
Post by: Lowfyr on September 12, 2010, 02:37:06 pm
Its done, when its done.
Title: Re: Noggit Rev 120
Post by: Ultradeth on September 12, 2010, 07:33:48 pm
Ok, any chance I can get a copy of the beta   ;)
Title: Re: Noggit Rev 120
Post by: Lowfyr on September 13, 2010, 11:59:25 am
And again: Wait until it is done!

It is Marrum and Noggit3 and some Beta Test Members only. So be patient and you will get a fully working, new version of Noggit3 :)
Title: Re: Noggit Rev 120
Post by: Ultradeth on September 13, 2010, 10:16:14 pm
Quote from: "Lowfyr"
And again: Wait until it is done!

It is Marrum and Noggit3 and some Beta Test Members only. So be patient and you will get a fully working, new version of Noggit3 :)


ok :( Ill wait like everyone else
Title: Re: Noggit Rev 120
Post by: alfred96 on October 08, 2010, 03:54:11 pm
I can't wait for this to be relased :D i hope it'll be done before cristhmas :D

You do an awesome work guys, keep it up!
Title: Re: Noggit Rev 120
Post by: Steff on October 09, 2010, 01:37:52 pm
I hope so too :)
We run again in a render problem.
In the moment everything is black. Lighting problem i think.
Title: Re: Noggit Rev 120
Post by: Herbalism on October 17, 2010, 01:27:35 pm
Bump. How's it going?
Title: Re: Noggit Rev 120
Post by: schlumpf on October 21, 2010, 08:16:04 pm
I'm in Spain. No changes currently as Steff is unavailable as well.

Also: there will never be a rev 120..
Title: Re: Noggit Rev 120
Post by: Herbalism on October 25, 2010, 04:40:33 pm
Wait, what, why? D:
Title: Re: Noggit Rev 120
Post by: schlumpf on October 26, 2010, 10:25:14 am
Because we are currently at r62:91fce70a4944.
Title: Re: Noggit Rev 120
Post by: Herbalism on October 26, 2010, 08:09:50 pm
Errr.. riiiight   :uok:
Title: Re: Noggit Rev 120
Post by: schlumpf 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.
Title: Re: Noggit Rev 120
Post by: Khira 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 ^^
Title: Re: Noggit Rev 120
Post by: Jack 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?  ;)
Title: Re: Noggit Rev 120
Post by: gorq 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 ;)
Title: Re: Noggit Rev 120
Post by: Skullbot 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 =)
Title: Re: Noggit Rev 120
Post by: schlumpf 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?
Title: Re: Noggit Rev 120
Post by: Skullbot 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.
Title: Re: Noggit Rev 120
Post by: Kremler 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
Title: Re: Noggit Rev 120
Post by: whartley on November 03, 2010, 09:50:01 am
Google sdl.dll you can download it!

http://www.libsdl.org/download-1.2.php (http://www.libsdl.org/download-1.2.php" onclick="window.open(this.href);return false;)

Get the runtime libs
Title: Re: Noggit Rev 120
Post by: Khira 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" ?
Title: Re: Noggit Rev 120
Post by: schlumpf on November 03, 2010, 01:13:17 pm
Yes, report bugs! (You can use the bugtracker aswell.)
The revision is b36bc679c4f6.
Title: Re: Noggit Rev 120
Post by: Khira 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.
Title: Re: Noggit Rev 120
Post by: Skullbot 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 ^^.
Title: Re: Noggit Rev 120
Post by: Khira 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 ?
Title: Re: Noggit Rev 120
Post by: Skullbot 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 :)
Title: Re: Noggit Rev 120
Post by: Psygoat on November 12, 2010, 12:08:56 am
is anyone else having problems with DLLs on win7 64?
Title: Re: Noggit Rev 120
Post by: medi4 on November 13, 2010, 11:10:55 pm
Quote from: "Psygoat"
is anyone else having problems with DLLs on win7 64?
I have win7 64 ,too. I dowloaded the latest SDL.dll and everything works :)

btw.. where noggit get the gamepath from?
Title: Re: Noggit Rev 120
Post by: Skullbot on November 14, 2010, 12:34:38 am
From registry by default, or from config file with the "-c" launch parameter
Title: Re: Noggit Rev 120
Post by: medi4 on November 14, 2010, 10:06:26 am
do you know the whole path?

"HKEY_LOCAL_MACHINESOFTWAREBlizzard EntertainmentWorld of WarcraftInstallPath"
doesn't work  :?

or how the config file shoud look like?

Noggit.conf
Code: [Select]
#Edit this to your WoWFile!!!
#Path = C:Program FilesWOW DE ENWorld of Warcraft_dell
#Edit this to your Project-Directory and uncomment if you want to use it!
#ProjectPath = C:Program FilesWOW DE ENWorld of Warcraft_delledited

Code: [Select]
(srcnoggit.cpp:169): Noggit3 Studio Rev: 120
(srcvideo.cpp:160): [Debug] GL: Version: 3.2.9232
(srcvideo.cpp:161): [Debug] GL: Vendor: ATI Technologies Inc.
(srcvideo.cpp:162): [Debug] GL: Renderer: ATI Radeon HD 5450
(srcnoggit.cpp:256): Game path:
(srcnoggit.cpp:261): Project path:
(srcnoggit.cpp:307): [Error] Could not find locale directory. Be sure, that there is one containing the file "realmlist.wtf".

 :cry:
Title: Re: Noggit Rev 120
Post by: Tigurius on November 14, 2010, 09:16:31 pm
You must remove the "#" as this starts a comment.
Title: Re: Noggit Rev 120
Post by: medi4 on November 14, 2010, 09:29:12 pm
It works  :!:  

Tigurius, you are my hero  :)
Title: Re: Noggit Rev 120
Post by: Psygoat on November 23, 2010, 05:08:11 pm
which version of the wow client is release 120 designed for?
Title: Re: Noggit Rev 120
Post by: schlumpf on November 23, 2010, 05:26:40 pm
All versions on this forum are for 3.*. There are no versions for 4.* nor 5.*.
Title: Re: Noggit Rev 120
Post by: Psygoat on November 24, 2010, 05:35:34 pm
haha 5.x? :o
Title: Re: Noggit Rev 120
Post by: medi4 on November 24, 2010, 09:22:34 pm
Quote from: "Psygoat"
haha 5.x? :o
read the whole sentences
Quote
There are no versions for 4.* nor 5.*.
Title: Re: Noggit Rev 120
Post by: Psygoat on November 25, 2010, 09:45:08 am
i just didn't know that there is a 5.x version of Wow, sorry for the confusion
Title: Re: Noggit Rev 120
Post by: medi4 on November 25, 2010, 10:02:41 am
you're welcome  :lol:
Title: Re: Noggit Rev 120
Post by: Frequentic on June 26, 2011, 05:26:20 pm
How do you become a beta tester?
Title: Re: Noggit Rev 120
Post by: Frequentic on June 26, 2011, 06:54:58 pm
#Edit this to your WoWFile!!!
#Path = C:World of Warcraft
#Edit this to your Project-Directory and uncomment if you want to use it!
#ProjectPath =
#Set this to the file where you will impor models from (the modelviewer log for example :) )
#ImportFile= C:UsuariosKilianEscritorioHerramientasModel Viewer

What am I supposed to do at the ImportFile thing, should I get the treepath or the model viewer path?
Title: Re: Noggit Rev 120
Post by: Steff on June 26, 2011, 07:34:13 pm
No double posts please!
Title: Re: Noggit Rev 120
Post by: Frequentic on June 26, 2011, 07:34:52 pm
Sorry steff, also could you check my private message?
Title: Re: Noggit Rev 120
Post by: Steff on June 26, 2011, 07:35:50 pm
I have answerd in the other thread and will add you later to msn.
Title: Re: Noggit Rev 120
Post by: Frequentic on June 26, 2011, 07:36:22 pm
Alright. Thank you.
Title: Re: Noggit Rev 120
Post by: TheRealDavidTwo on July 02, 2011, 09:40:12 pm
(from reading the posts): I presume Revision 120 is still in some sort of beta, or is there a way to achieve such an amazing program... thingamabob?
Title: Re: Noggit Rev 120
Post by: Steff on July 03, 2011, 08:22:37 pm
viewtopic.php?f=48&t=37 (http://modcraft.io/viewtopic.php?f=48&t=37" onclick="window.open(this.href);return false;)
Title: Re: Noggit Rev 120
Post by: TheRealDavidTwo on July 06, 2011, 12:08:00 am
Oh well, I'll apply for that then...
Title: Re: Noggit Rev 120
Post by: MeL182 on July 12, 2011, 10:51:29 pm
and i am too=)