[Archive] Noggit, only save one Map Tile?
[Archive] Noggit, only save one Map Tile?
Quote: Just now, Kaev1695989297 said:Okay mate, I will do that
I fixed all the duplications a while ago, if you notice a situation where they still will duplicate, please message me (PM or in skype, i think we still have us in skype)
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Archived author: Funkybeatz • Posted: 2017-01-15T12:59:17+00:00
Original source
Quote: Just now, Kaev1695989297 said:Okay mate, I will do that
I fixed all the duplications a while ago, if you notice a situation where they still will duplicate, please message me (PM or in skype, i think we still have us in skype)
.
Quote: 57 minutes ago, Kaev1695989297 said:I am aware of that, but I don't know if saving neighbour ADTs is still needed to make this fix work or not. I hope it is not. In that case, that whole system of saving ADTs which are neighbours of edited ADTs should be removed anyway, as it now produces just masses of unneeded files when blizzlike maps are being edited. And it gets into way of projects like Funkybeatz's one as well.
I fixed all the duplications a while ago, if you notice a situation where they still will duplicate, please message me (PM or in skype, i think we still have us in skype)
Quote: 20 hours ago, Amaroth said:Especially if saving of neighbours is no longer needed, this might be a neat feature for the future. Sometimes, for various reasons, we simply don't want to make any edits to some ADTs and being able to simply lock them to ensure they won't get saved and thus edited in any way would be simple to implement, yet useful. Even possibility to actually block them from even being LOADED might be usefull, too, when some ADTs crashes a Noggit but we still want to attempt some edits around them.
What might work would be locking some ADTs so changes done to them won't be saved.
Archived author: Amaroth • Posted: 2017-01-15T13:49:11+00:00
Original source
Quote: 57 minutes ago, Kaev1695989297 said:I am aware of that, but I don't know if saving neighbour ADTs is still needed to make this fix work or not. I hope it is not. In that case, that whole system of saving ADTs which are neighbours of edited ADTs should be removed anyway, as it now produces just masses of unneeded files when blizzlike maps are being edited. And it gets into way of projects like Funkybeatz's one as well.
I fixed all the duplications a while ago, if you notice a situation where they still will duplicate, please message me (PM or in skype, i think we still have us in skype)
Quote: 20 hours ago, Amaroth said:Especially if saving of neighbours is no longer needed, this might be a neat feature for the future. Sometimes, for various reasons, we simply don't want to make any edits to some ADTs and being able to simply lock them to ensure they won't get saved and thus edited in any way would be simple to implement, yet useful. Even possibility to actually block them from even being LOADED might be usefull, too, when some ADTs crashes a Noggit but we still want to attempt some edits around them.
What might work would be locking some ADTs so changes done to them won't be saved.
Quote: 26 minutes ago, Amaroth said:Adspartan will get back the "Save only Current ADT" in the future
I am aware of that, but I don't know if saving neighbour ADTs is still needed to make this fix work or not. I hope it is not. In that case, that whole system of saving ADTs which are neighbours of edited ADTs should be removed anyway, as it now produces just masses of unneeded files when blizzlike maps are being edited. And it gets into way of projects like Funkybeatz's one as well.
. (Source: #modcraft IRC Chat)Archived author: Funkybeatz • Posted: 2017-01-15T14:14:51+00:00
Original source
Quote: 26 minutes ago, Amaroth said:Adspartan will get back the "Save only Current ADT" in the future
I am aware of that, but I don't know if saving neighbour ADTs is still needed to make this fix work or not. I hope it is not. In that case, that whole system of saving ADTs which are neighbours of edited ADTs should be removed anyway, as it now produces just masses of unneeded files when blizzlike maps are being edited. And it gets into way of projects like Funkybeatz's one as well.
. (Source: #modcraft IRC Chat)
Archived author: wungasaurus • Posted: 2017-01-15T15:32:47+00:00
Original source
You will end up with issues of having the same UID used twice, rather than duplication. Also objects on ADT borders will be missing collision on one of them. In the end, just have someone save all tiles once a week or so and stuff will be fine again.
To avoid UID-duplication, you can have a non-synced 63_63 ADT in the folder with a different (large) UID per designer. That way, Noggit will use that one as smallest rather than the same for everyone.
Quote: 52 minutes ago, wungasaurus said:Ok, got it! Then I will quickly create a "Save All Loaded" Function and assign every Teammember a unique Range of UIDs
You will end up with issues of having the same UID used twice, rather than duplication. Also objects on ADT borders will be missing collision on one of them. In the end, just have someone save all tiles once a week or so and stuff will be fine again.
To avoid UID-duplication, you can have a non-synced 63_63 ADT in the folder with a different (large) UID per designer. That way, Noggit will use that one as smallest rather than the same for everyone.
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Archived author: Funkybeatz • Posted: 2017-01-15T16:24:54+00:00
Original source
Quote: 52 minutes ago, wungasaurus said:Ok, got it! Then I will quickly create a "Save All Loaded" Function and assign every Teammember a unique Range of UIDs
You will end up with issues of having the same UID used twice, rather than duplication. Also objects on ADT borders will be missing collision on one of them. In the end, just have someone save all tiles once a week or so and stuff will be fine again.
To avoid UID-duplication, you can have a non-synced 63_63 ADT in the folder with a different (large) UID per designer. That way, Noggit will use that one as smallest rather than the same for everyone.
.