Kaev

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Noggit Qt

1 hour ago, Adspartan said:

I have that on a "private" version, I'll be adding this to the official repo soon along with other functionality.

that would be epic

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i have a question i have a powerfull gpu but the noggit goes at 5 fps in a environment that isn't very charged why?

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45 minutes ago, dashker said:

i have a question i have a powerfull gpu but the noggit goes at 5 fps in a environment that isn't very charged why?

I had the same problem. Check which videocard it's using

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6 hours ago, kekie said:

This is awesome! Great work :D

 

Btw, will the feature of smaller water squares and diffrent heights within one adt ever be added?

or has it already been added, but am i to stupid to have seen the commands for this..

Anyway, thx  :D:D

 

There is a way around the diffrent heights.

Add the area's of water from high amount to low and always select the area's you are working on.
That's how I get it to work.

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22 hours ago, wungasaurus said:

What exactly are you trying to show us here?

I want to know why all the adt is black can I remove all the standard shader

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3 hours ago, MR.Farrarie said:

I want to know why all the adt is black can I remove all the standard shader

What is "all the standard shader"? Can you give an example file that shows the broken behaviour?

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Standard shader color for MCCV is 7F7F7FFF which makes 1 for every channel, so it effects nothing. If as you say your ADT is black, it means that your whole MCCV chunk contains 000000FF values which is wrong and cannot be actually called a standart shader.

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ehm, is one of the new features of noggit, that it has a limit of wmos per adt? because it seems that when i place wmos and then save the world, noggit despawns a random other wmo.

and if i were to place 2 new wmos, noggit despawns 2 other random wmos...

 

Not sure if its a bug... might just be me nover noticing things dissapering X D

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hm acctually it seems my m2 are starting to disapear aswell...

I'm starting to think this isn't supposed to work this way...

 

does anyone else have these problems?

 

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33 minutes ago, kekie said:

hm acctually it seems my m2 are starting to disapear aswell...

I'm starting to think this isn't supposed to work this way...

 

does anyone else have these problems?

 

Are you sure you are on this version?

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Sry for my English

Не могу понять логики работы палитры тайтлов: в окне загрузки наборов только кривой dragonblight. Загрузка всех тайтлов загружает только уже использованные adt текстуры. Это фича или баг?

И вопрос знатокам - баг с удалением объектов из мира при сохранении исправлен? Если сохранять несколько раз, не перезапуская Ногит.

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1 hour ago, Gratural said:

Sry for my English

Не могу понять логики работы палитры тайтлов: в окне загрузки наборов только кривой dragonblight. Загрузка всех тайтлов загружает только уже использованные adt текстуры. Это фича или баг?

И вопрос знатокам - баг с удалением объектов из мира при сохранении исправлен? Если сохранять несколько раз, не перезапуская Ногит.

1) Я сам не тестил версию. Но про баг с палитрой что-то говорил Kaev. 

2) Должен быть исправлен. Производится пересчет всех UID на карте.

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First of all, thank you to the people who put work into this! It's awesome.

A problem I've run into:
On the Flatten/Blur function I can't adjust the brush radius, the bar isn't clickable and changing the size with ALT+mouse doesn't work either. Got the same problem on the pressure handle of the 3D Paint option.

Apart from that it works splendidly.

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Amazing update works great, i just need to know why i can't pull all my tilesets up? it only grabs the tileset for the current maps im working on. probally just a noob move from me so anyone knows let me know :)

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8 hours ago, megamoocow said:

Amazing update works great, i just need to know why i can't pull all my tilesets up? it only grabs the tileset for the current maps im working on. probally just a noob move from me so anyone knows let me know :)

I'm encountering the same thing, but it seems like that this doesn't happen for everyone. Good to know that this doesn't only happen to me. I'll check the commits if someone messed up the texture loading somehow.

EDIT: Hm, at least from the commit messages i can't find a commit which changes something there. Maybe we both do something wrong? s:

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9 hours ago, Elster said:

First of all, thank you to the people who put work into this! It's awesome.

A problem I've run into:
On the Flatten/Blur function I can't adjust the brush radius, the bar isn't clickable and changing the size with ALT+mouse doesn't work either. Got the same problem on the pressure handle of the 3D Paint option.

Apart from that it works splendidly.

That comes from the fact that you have a tablet control driver installed on your PC. So, tablet users for now have to suffer as tablet control is not implemented properly and either way prevents from work. It needs to be properly intergrated into all the tools that use brushes and tweakable sensivity settings for radius and speed separately.

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Aaah, I see. I did read about the initial tablet support, I just didn't make the connection because the program doesn't crash.

Thank you for clearing it up though! I'll work around it for now.

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4 hours ago, Kaev said:

I'm encountering the same thing, but it seems like that this doesn't happen for everyone. Good to know that this doesn't only happen to me. I'll check the commits if someone messed up the texture loading somehow.

EDIT: Hm, at least from the commit messages i can't find a commit which changes something there. Maybe we both do something wrong? s:

this may be true :P it's only a little annoying considering with all the fixes that has made world building so much better it's an ok trade off. maybe it has something to do with filters.txt file? i will tinker with stuff see what happens.

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2 hours ago, megamoocow said:

this may be true :P it's only a little annoying considering with all the fixes that has made world building so much better it's an ok trade off. maybe it has something to do with filters.txt file? i will tinker with stuff see what happens.

Schlumpf said that this could be a listfile issue. Do you have any custom patches in your client? If so, delete them or move them somewhere else for testing purposes.
I'll try my deDE client when i'm at home. Afaik Noggit SDL 1.4 worked without any problems with this client. Maybe the client i've downloaded really has some broken listfiles.

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On ‎5‎/‎28‎/‎2016 at 11:43 AM, Skarn said:

Standard shader color for MCCV is 7F7F7FFF which makes 1 for every channel, so it effects nothing. If as you say your ADT is black, it means that your whole MCCV chunk contains 000000FF values which is wrong and cannot be actually called a standart shader.

weird because when I use the pre noggit Versions the adt is not black I want to try the new noggit so do you know how to fix it ?

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1 hour ago, MR.Farrarie said:

weird because when I use the pre noggit Versions the adt is not black I want to try the new noggit so do you know how to fix it ?

Just remove the shaders on the adt, I don't know why some adt are black... I haven't got this problem on my custom maps and blizzard's maps.

The reason is the one Skarn said but I don't know how you got that.

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5 hours ago, Kaev said:

Schlumpf said that this could be a listfile issue. Do you have any custom patches in your client? If so, delete them or move them somewhere else for testing purposes.
I'll try my deDE client when i'm at home. Afaik Noggit SDL 1.4 worked without any problems with this client. Maybe the client i've downloaded really has some broken listfiles.

Schlumpf and me found what's wrong: A commit fucked up listfile loading somehow (probably threading problems). I reverted the commit and uploaded a new version. You can find it in the starting post or here: https://mega.nz/#!qU01SZ4Y!YQvbjXQTo2_aAG1zqw_QL3ervYvy-YRWp0AaINbzXq0

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On 28-5-2016 at 10:34 PM, Skarn said:

Are you sure you are on this version?

nope, youre right X D

I was running on 3.0.22 instead of 3.1021

 

thx :)

 

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