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  1. #406
    schlumpf's Avatar Retired Noggit Developer

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    You will be able to choose models to add in a treeview like this in the future:

    [Development] NoggIt from now on.
  2. #407
    Bjarke's Avatar Contributor

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    Awsome It works? or is it just ideas?
    Last edited by Bjarke; 11-03-2009 at 05:35 AM.

  3. #408
    schlumpf's Avatar Retired Noggit Developer

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    Originally Posted by Bjarke View Post
    Awsome It works? or is it just ideas?
    As you can see some plus-buttons are clicked. That thing works.

  4. #409
    Cromon's Avatar Legendary


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    Here is what i found:
    - When you try to create a hole it often selects a quad left, right, above, below the selected quad instead of the selected.
    - There seem to be some light-errors when loading new adts. The window begins to flicker in a yellow color.

  5. #410
    Aryzar's Avatar Member
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    I've found a bug similar to the bug the other versions have:
    When saving certain adt's it produces such results:



    I have also noticed that the rest of the versions corrupt other adt's which when modified in this new noggit have no such reactions.

  6. #411
    schlumpf's Avatar Retired Noggit Developer

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    Originally Posted by Cromon View Post
    Here is what i found:
    - When you try to create a hole it often selects a quad left, right, above, below the selected quad instead of the selected.
    - There seem to be some light-errors when loading new adts. The window begins to flicker in a yellow color.
    Holes: I see no errors. Sadly. May I check that at some time via teamviewer?
    Light: Uhm .. Its not the ADTs. Its something wrong when rendering the models. That's all. You may also encounter blue light when a model is selected.

    Originally Posted by Aryzar View Post
    I've found a bug similar to the bug the other versions have:
    When saving certain adt's it produces such results:

    I have also noticed that the rest of the versions corrupt other adt's which when modified in this new noggit have no such reactions.
    Saving still is ****ed up and is not intended to be used.

  7. #412
    svedin's Avatar Contributor
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    I like the improvements so far Keep it up

  8. #413
    Aryzar's Avatar Member
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    Originally Posted by schlumpf View Post
    Saving still is ****ed up and is not intended to be used.
    even tho its better than in previous versions

  9. #414
    Tigurius's Avatar Member
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    "I have also noticed that the rest of the versions corrupt other adt's which when modified in this new noggit have no such reactions."

    Ya, Beket made a = instead of a += which lead to ****ed up ADTs.
    Like my work? Support Me! ;D

  10. #415
    schlumpf's Avatar Retired Noggit Developer

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    I think, you might be interested in what's going on with development.

    I start at revision 30. Changes that are italic are most likely not visible to the user.

    30: Steff
    Delete the down function from ctrl + R key.
    31: Steff
    Move the status bar to the Gui files and Class.
    32: Tigurius
    Added printing of the text to bar
    33: Steff
    Finish Status bar. Move main menu object to OOP Files.
    34: Steff
    UI clicks now no longer effect elements behind the UI elements.
    Add menu point for "object set to ground" in edit menu.
    Change the rotation function so that only x and z will be reseted.
    Calculate the menu hight automatic.
    Update revision to 34
    Update bin.
    35: Steff
    Click outside of an UI element close now the menu windows if thy are open.
    Update Rev 35. Update bin.
    36: Steff
    Add object movement with the numpad keys to adjust the object position and y rotation.

    7/9 up/down
    8/4/6/2 Move horizontal
    1/3 rotate y axis.

    This should be helpfully for fine adjusting of the final object position
    37: schlumpf
    Modified toolbar. Improved performance there. Additionally, you should use MinimizeButton now for close buttons instead of custom ones.
    38: schlumpf
    Holes are now working when trying to remove.
    39: schlumpf
    Selected Models now look better. Lightning still is wrong sometimes when moving. What the hell? ._.
    40: Steff
    Fix Crash bugs Gerry send in.
    Change the selection thing.
    Now we have only to replace the triangle with a circle on the ground.
    41: Steff
    Add box for detail infos. Will go on later at home.
    42: Tigurius
    Added Saving of Doodad and Object Filenames
    43: schlumpf
    wowmapview: Added Directory and File for treeview. There is a global gFileList with all files in the MPQs.
    ui: Added getText() to textUI.
    ui: Changed private to protected at some points. TODO: Remove variables that are both - inherited and private for the class.
    ui: MinimizeButton not inherits public from buttonUI.

    ui: Added TreeView and TreeViewButton for Treeviews. To see an example look in the menu ("/// TODO: Take this out.")
    ui: textUI now sets width and height when rendering.
    MapView: Now there is a MapView::mViewMode that replaces mapmode, tilemode, helpmode etc. TODO: help from menu needs a workaround for the viewmode. This should be done somehow else.
    MapView: setGroundMode() and setBlurMode() are now available. These take the mode as integer. TODO: Get the old ones out and call the new one directly from the buttons.
    MapView: resizewindow() now iterates using a vector. (once again, did it wrong last time)
    MapView: display now does a switch-case and calls functions for drawing.
    MapView: Keyhandlers are commented now. You should do that too. By yourself.
    MapView: Also slight formating changes.

    maptile: Now the brush is no triangle anymore but a cylinder. That cylinder should be infinite in future and only be rendered where it intersects terrain. Until then, its just a small cylinder, scaling with the brush.
    General: Added a lot of TODOs. You may want to get a task plugin (eclipse) to see them.
    44: schlumpf
    TODO: Save before comitting.
    45: schlumpf
    maptile: Made holes nicer. Why would you want 2*4 variables if you can just do it all with a bit of shifting? Oo
    maptile: Fixed a possible crash with the strip not inited when drawing the cylinder.
    mapview: Again, a bit of formating.
    mapview: Made some integers or doubles to float. Please do that yourself too. Its not efficient to have a float + double_constant if you could do float + float_constant.
    menu, wowmapview: Removed trace logs. Its taking up performance a lot. Maybe add it at some places again.
    model: Fixed the selection boxes. They were a bit wrong at the z coordinate.
    46: schlumpf
    ui: MinimizeButton now closes the parent given in the constructor on click.
    47: schlumpf
    maptile: You should use local variables when looping.
    wowmapview: Added timer start and stop for global performance timing. void TimerStart(); int TimerStop();
    wowmapview: gListfile is now a std::list instead of a std::vector for
    sorting faster.
    wowmapview: Checking for needed files is now the first thing done. Also, the window is created earlier.
    wowmapview: patch-%c moved where it should be. got backup and base out as they dont contain any real game data.
    wowmapview: TODO: Load MPQs faster?
    wowmapview: Added an example on how to get a treeview / filelist being filtered as comment.
    wowmapview: inlined InitFonts, made gLogs comments.
    wowmapview: added some performance timers. You might want to have a look at them or use them yourself.
    video: improved BLP loading a bit. bottleneck: MPQFile::MPQFile(). Strange performance issues there.
    ui_3d: moved treeview in here
    ui_3d: Added Menu classes. Have a look in MapView::MapView for usage. Its a lot clearer now. The whole menu initialisation takes 2 ms.
    ui: Fixed MinimizeButton. I missed mParent = pParent; ._.
    ui: When clicked on a frame and a child is in the range (and therefore recieves processLeftClick(), but returns 0, checking for a Ui element continues.
    texturingUI: fixed == to = where it should be an assignment.. also changed listfile to std::list of course.
    mpq_libmpq: loading might be a biiiiit faster. No real change. as said: TODO: Find problem in opening files. (libmpq_file_getdata( &mpq_a, fileno, (unsigned char*)buffer )
    model: Nothing. Just a few changes doing nothing while measuring performance.

    menu: I took the treeview out. The example still remains there as comment until its adapted into the ui.
    menu: Also: TODO: Maybe get the loop for getting the map names faster?
    MapView: Quite a few changes regarding the new menu. Removed useless toggleing functions etc.

  11. #416
    Lostulmaion's Avatar Member
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    Most excellent guys! I'm really looking forward to getting back into world building. Thanks and keep up the great work!

  12. #417
    schlumpf's Avatar Retired Noggit Developer

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    48: schlumpf
    wowmapview: Removed useless (example) class for getting a treeview with no loading in main() (and therefore faster startup)
    49: schlumpf
    ui: moved all classes to different files. ui.h now includes all possible ui elements. ui_3d removed.
    ui: you can now group checkboxes. The ToggleGroups also automatically modify the needed value you pass in. You can define the value stored to the
    ui: Removed #define UI_JUSTIFY_* and created an enum with eJustify*. variable when a checkbox is selected in the checkboxUI constructor.
    MapView: Added the ToggleGroups for brush and ground brushes.
    MapView: Removed void submenu_palette(frame *button,int id). What was this for?

    MapView: Decreased maximum brush size (for ground) to 500. This is still 4 ADTs at one time. Thats also the maximum of ADTs in RAM. Therefore, everything higher is just stupid. (was 1000).
    menu: Loading takes long as of Model::Model being slow (see MPQFile, performance issue, last revision) and the checking for possible maps. Doubled performance of checking if editable by replacing the WDTLib with something more lightweight there. Maybe have a look at WDTLib's performance (or its fine but just too much for just checking if there are ADTs).
    vcproj: Added UI files. IMPORTANT: Changed compiler flags. You may want to get the old ones back via diff, if its slower or something else is bad. You may want to tell me if there is an issue with these changes.
    50: Tigurius
    Started implementation of MH2O
    Last edited by schlumpf; 11-05-2009 at 04:17 PM.

  13. #418
    schlumpf's Avatar Retired Noggit Developer

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    51: schlumpf
    wowmapview: TEST: Revision should now update automatically.
    52: schlumpf
    General: Moved Directory and File to directory.h.
    General: Moved GroundEffects to dbc.
    General: Minor formating.
    53: schlumpf
    General: Namespaced both, libmpq and libworld.
    General: Removed parts of groundeffects being left over from last revision.
    54: schlumpf
    MapView, textUI: Named enums.
    textUI: Had stupid crash with strcpy(0,0); TODO: Get this whole shit to use std::string.
    world: On parsing the WDL file it now uses integer comparisions instead of string ones being slower.

    world: Fixed low-res terrain loading. It now actually loads it again.
    world: Improved low-res terrain loading. It now takes A ****ING PERCENT OF WHAT ITS BEEN BEFORE. Yes, thats right. From 2000ms to 20ms on DeathKnightStart. WTF?

  14. #419
    svedin's Avatar Contributor
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    dam nice schlumpf can't wait for a new release on NoggIt

  15. #420
    Reflection's Avatar Legendary
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    wewt, great work guys, once again. I love the new fixes

    A question, where will the download link be placed? In comments?

    Freelance Digital Artist
    https://reflectionartwork.deviantart.com
    You did not desert me
    My brothers in arms


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