The State Of TrenchBroom
I just wanted to let everyone know what's going on with TB lately and why there haven't been any updates for a while.
The currently released version is written in C++ and based on wxWidgets, a cross-platform GUI toolkit. I have written this version in quite a hurry without knowing either C++ or wxWidgets too well, and unfortunately it shows. There are all kinds of hacks and shortcuts in the code that make it hard to maintain. The worst effect of this is that whenever I touch something to add a new feature or fix a bug, I often get new bugs and problems.
This is the case with the current codebase of the next release (TB 1.1), which doesn't work properly on Windows (can't use arrow keys) and has a lot of problems on Linux as well. I would like to fix the Windows bugs and release this version, but it has been quite difficult to track them down, so it might take a while (or not happen at all - read on).
At the same time I have started over completely from scratch. This new codebase is much better structured and easier to maintain. It will become TB 2.0 and it will have (almost) all of the features of the current 1.1 codebase. On top of that it will support multiple games (probably Hexen2 and Quake2 out of the box, with Quake3 and Half Life support coming later). Also, I'm making sure that this version will work fine on all three major platforms from that start. This version is coming along well, but it will be several months until it's ready for release.
So, as you can see, I have been silently working on TB, but I can't say when the next release is going to happen, or what it will entail. I'll try to get the 1.1. release out of the door so that you can keep using TB until 2.0 is ready, but I can't promise anything.
Sounds Great
#1055 posted by ijed on 2013/08/07 13:27:15
Sweet. We may see a resurgence of maps for other games!
Oooh
#1057 posted by than on 2013/08/07 15:14:26
You need any more people to test on linux?
I eventually got TB working on my laptop some time ago, but various bugs and incompatibilities with my particular ageing machine made it a bit of a chore to use tbh. I'm using my desktop a bit more often now though.
Out of curiosity, what is your main/favourite programming language? You said you don't know C++ that well, but you managed to write a Quake editor :)
By Now It's C++
Until three years ago, I mostly used Java. Then I switched to Objective-C to write TB, and about 1.5 years ago I started learning C++ in order to make TB portable to other platforms. C++ is however quite different from purely OO languages like Objective-C and Java because it has meta programming facilities. Because of that and the manual memory management it requires, I find C++ quite difficult to learn. I guess TB 1 was my testbed, and now that I know a bit more about the language, I hope that TB 2 will be better.
Great News On TB2.0
#1059 posted by poVoq on 2013/08/07 20:36:29
Thanks for the update... just one request: Instead of targeting other more or less dead games, how about support for Xonotic, Warsow etc.?
Once Multi Game Support Is Done
you are free to add support for these games, or find someone who will ;-)
Other Games Are No More Dead Then Quake...
and id-based .map format is pretty similar across all their .map tech.
A neat feature would be to use GTKRadiant game info in TB to support games.
But, glad to hear you're still plugging away at it! Looking forward to TB 2.0!
Committed To Making A Proper Map With This Now
#1062 posted by rj on 2013/08/08 19:46:47
appreciated you aren't in the place to be implementing insignificant little suggestions at the moment with the rebuild going on. but here's one anyway (feel free to shoot it down if it's just me being really lazy)
it would be nice if the clip tool remembered the most recent previously used 'mode'. case in point, if you use it to split a brush in two without deleting anything, with this functionality you wouldn't need to tab twice each time you wanted to repeat the operation. normally when i use the split function i use it multiple times in succession (eg. for cutting up a floor in order to lower part of it)
Agree
#1063 posted by ijed on 2013/08/08 19:55:22
This would be handy. Small time savers like this can add up to big ones, especially with something as fundamental as clipping.
Please Add It To The Issue Tracker
Otherwise it will get lost.
Will Do
#1065 posted by rj on 2013/08/08 22:06:42
just making sure it wasn't a completely retarded idea first. wouldn't want to clog the tracker up otherwise!
#1066 posted by necros on 2013/08/10 05:05:17
is the broken transparent textures a known bug or is it only for some video cards? (nvidia 250gts)
Known Problem
It's not really a bug, though. It sometimes happens when there are intersecting transparent polys.
#1068 posted by necros on 2013/08/10 22:01:15
i meant how transparent brushes aren't actually transparent, but selected brushes have their faces drawn and models are always visible through them.
I Don't Understand
Can you show me a screenshot?
#1070 posted by necros on 2013/08/10 23:48:12
Its Useful
#1071 posted by ijed on 2013/08/11 01:39:06
in many cases. There when i need to isolate stuff i'm using the view options - with models for example.
In other cases, like multiple water brushes fighting with each other, it can get confusing quickly.
#1072 posted by necros on 2013/08/11 02:13:25
oh, is this intentional??? i thought it was just bad drawn order.
Not Intentional
It is bad draw order, and I don't really know how to fix it. I'll have to think about it. Can you please submit a bug report?
#1074 posted by necros on 2013/08/11 16:22:37
sure. i've just been away from TB for so long that I didn't know if it was known or not. :)
I Don't Get That Bad Draw Order.
http://imageshack.us/photo/my-images/12/5bm9.jpg/
You can see that I have the same entity and a brush selected, it all looks like I'd expect it to.
ATI 3850, Catylist 13.4, Win XP-32.
Didn't happen in the 12.x driver series either.
It's More Or Less Random
necros, I'll look into it, and if you are saying that you're spending a bit more time with the editor now, that would make me quite happy ;-)
Happy Friar, I don't think the problem depends on the graphics adapter. It's just that sometimes the faces will be sorted correctly and sometimes they won't. It depends on where the camera is and where you're looking.
That said, I could be wrong and maybe I have broken something.
#1077 posted by necros on 2013/08/12 00:53:20
doesn't look random to me. i've never seen it work. :)
however, even though it is being drawn in the right order for happy friar, the brushes are not actually transparent in his screenshot either.
Never Seen It Work?
Which Version are you using, anyway?
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