#2480 posted by Pritchard [110.148.118.214] on 2017/01/13 09:25:57
It is MODS and not MOD, and after I typed that in it worked.
The documentation for TB seems a little spotty - http://i.imgur.com/xDKUFpk.png I simply copy-pasted the lines from here into the editor to get the results I did. Notice the correct "MODS" in the table above, though.
If someone (perhaps me) were to go through the docs and try and proof read them, would that be appreciated? I might give it a shot.
 That Would Be Greatly Appreciated
#2481 posted by SleepwalkR [80.153.248.211] on 2017/01/13 10:38:53
In fact, that would make me very happy! You can create issues on github for errata in the manual btw. Please create one for this, too.
#2482 posted by Pritchard [110.148.118.214] on 2017/01/13 11:18:42
How was the documentation originally written? I'm guessing it wasn't just written in HTML.
 No, It's Markdown
#2483 posted by SleepwalkR [80.187.104.114] on 2017/01/13 11:22:44
With pandoc enhancements. If you wish to edit the docs and submit pull requests, we should chat so that we can set up the toolchain.
#2484 posted by Pritchard [110.148.118.214] on 2017/01/13 11:26:05
Alright, shoot me an email or hit me up on IRC. I've been meaning to learn how to get around Github better so it'd be nice to get the chance to educate myself.
 Awesome
#2485 posted by Bloughsburgh [75.151.243.225] on 2017/01/13 11:42:02
Thanks SleepwalkR!
#2486 posted by ranhcase [201.78.103.144] on 2017/01/16 01:40:51
i'm having a huge problem with Trenchbroom (2.0.0 RC1)
my compilating and launching profiling aren't being saved, i can set them, and use them, but if i close the program, and open it again, they are gone.
also, i'm having one more related issue, there is this old compiling profile that i wan't to delete, but i can't, it crashes trenchbroom instantly.
#2487 posted by mukor [73.94.116.245] on 2017/01/16 01:51:35
sadly its a known issue: https://github.com/kduske/TrenchBroom/issues/1640
I THIIIIINK you could get them to save by opening a previous version of Trenchbroom, creating them in there and then they SHOULD transfer to the new version as well.
same for deleting the unneeded one.
 @mukor
#2488 posted by ranhcase [201.78.103.144] on 2017/01/16 02:03:30
okay thanks
 Ranhcase
#2489 posted by SleepwalkR [87.146.51.165] on 2017/01/16 07:21:28
also, i'm having one more related issue, there is this old compiling profile that i wan't to delete, but i can't, it crashes trenchbroom instantly.
This is not a known issue. Can you please submit a crash report on github that includes the file which contain your compilation profiles for Quake? The file is named "CompilationProfiles.cfg" and where exactly you can find it depends on the platform.
#2490 posted by mukor [66.87.76.196] on 2017/01/16 14:35:16
I figured the two issues to be related to one another? Settings not saving or deleting?
 TrenchBroom 2.0.0 Release Candidate 2
#2491 posted by SleepwalkR [87.146.44.104] on 2017/01/23 01:01:11
Download here: TrenchBroom 2.0.0 Release Candidate 2 is out: https://github.com/kduske/TrenchBroom/releases/tag/v2.0.0-RC2
Changes
- #1655: Ensure that worldspawn colors are treated correctly in smart entity color editor.
- #1655: Show color editor for any entity property matching `*_color`, `*_colour`, or `*_color2`.
- #1655: Properly set selected colors in smart color editor. Switch smart editors in idle event as opposed to in reaction to row selections.
- #1659: Ensure that points on the boundary are not added to a polygon. (#1662)
- #1661: Make sure to reset fly keys when 3D view loses focus. (#1663)
- #1653: Create a log file and add it to crash report. (#1657)
- #1656: Don't start a face drag in brush tool if there is no face under the mouse. (#1658)
- #1649: Fix bounding boxes of item_artifact_* in Quake.fgd
- #1646: Set selected texture when the user clicks on a texture in the texture browser. (#1647)
- #1648: Remove unused image from Linux build.
- #1640: Fix a bug that prevented game engine profiles from being persisted properly. (#1643)
- #1641: Print an error message when an error occurs while interpolating EL expression in compilation window. (#1644)
- #1638: Show message dialog when an exception occurs while launching a game engine (#1642)
- #1624: Change website to redirect to github for downloading releases.
 Thank You Sir!
#2492 posted by Bloughsburgh [71.61.61.77] on 2017/01/23 01:08:52
#2493 posted by topher [190.210.159.117] on 2017/01/23 01:49:56
nice
i will continue to report new crashes
RC1 is crashing a lot less than the previous builds
 SleepwalkR
#2494 posted by humanbean [86.187.167.12] on 2017/01/23 12:22:57
It's fantastic to see how much progress has been made, thanks SleepwalkR and everyone else involved.
Could you also provide SHA256's alongside the releases? pretty please
 I'm Sure That's Possible
#2495 posted by SleepwalkR [87.146.55.1] on 2017/01/23 14:06:47
 TrenchBroom 2.0.0 Release Candidate 3
#2496 posted by SleepwalkR [87.146.33.238] on 2017/01/28 22:15:59
https://github.com/kduske/TrenchBroom/releases/tag/v2.0.0-RC3
Getting fewer bug reports lately... either it's getting stable, or fewer people use TB.
#2497 posted by mukor [73.94.119.28] on 2017/01/28 22:17:32
its defintely getting more stable and i cant wait for you to start hammering out those 2.1 features ;)
 Getting More Stable
#2498 posted by Bloughsburgh [71.61.61.77] on 2017/01/28 23:35:21
 Good
#2499 posted by SleepwalkR [87.146.33.238] on 2017/01/29 00:37:44
Glad to hear it.
#2500 posted by FifthElephant [213.205.253.205] on 2017/01/29 02:16:13
I dipped into tb2 a bit more recently. Will probably consider changing to it full time on my main machine. The ui stuff is a bit cramped on my surface though
 We Need Md5 Hashes Of The Md5 Hashes
#2501 posted by Pritchard [110.148.118.214] on 2017/01/29 05:51:14
 SleepwalkR
#2502 posted by humanbean [86.187.175.199] on 2017/01/30 13:59:43
Thanks, unfortunately MD5 has been unsafe for quite a long time now.
I apologize for not contributing but I'm away from my desktop and there's no release for my current os. (I've never had much luck compiling)
 MD5 Is All Cmake Supports ATM
#2503 posted by SleepwalkR [80.153.248.211] on 2017/01/30 17:36:19
So that's all I can do. Anyway, I think these checksums can only ever be used to verify the integrity of the downloaded file. They cannot be used to check whether the file was tampered with on the server. If someone was able to do that, they would also be able to change the checksum files.
#2504 posted by Pritchard [101.160.171.215] on 2017/02/04 03:58:08
Still a bit of a Github Noob, even after all this time spent submitting TB issues (over 30 now I think!), so I'm not sure if contributing a comment to a closed issue will be seen...
https://github.com/kduske/TrenchBroom/issues/1560#issuecomment-277413575
#2505 posted by ericw [108.173.17.134] on 2017/02/04 06:25:21
Yep, I get notifications on Github and emails for comments on closed issues, should be the same for SleepwalkR
 Adding Textures
#2506 posted by ranhcase [201.78.103.87] on 2017/02/05 02:12:45
could some one explain to me how to add textures to trenchbroom (q2)? I have a a .png of Duke Nukem 3D textures, and i would like to add those to my map
#2507 posted by mukor [73.94.116.94] on 2017/02/05 04:01:14
https://www.quaddicted.com/files/tools/wally_155b.exe
Wally will let you convert/export that .png to the Quake2 .wal format.
Just open it up in Wally, and File>Export to .wal.
Wally will also be what youll want to use to edit and make your own textures and texture packs, etc. Its a really good, stable tool.
 Trench Broom Supported !
#2508 posted by [173.254.216.66] on 2017/02/05 04:31:36
 @mukor
#2509 posted by ranhcase [179.241.193.15] on 2017/02/05 20:11:45
thanks, but how to add the textures to trenchbroom so it will appear there?
 Quoting The Help, Try This
#2510 posted by topher [190.210.159.117] on 2017/02/05 20:27:29
If you want to provide your own custom textures, you need to put them in a subdirectory where TrenchBroom can find them. For Quake 2, this means that you need to create a subdirectory called textures in the directory of the mod you're mapping for, or in the baseq2 directory. Then you need to create another subdirectory with a name of your choice. Then you copy your texture files into that directory. TrenchBroom will then find that directory (possibly after restarting the editor) and allow you to load the textures from there.
 Quoting The Help, Try This
#2511 posted by topher [190.210.159.117] on 2017/02/05 20:27:29
If you want to provide your own custom textures, you need to put them in a subdirectory where TrenchBroom can find them. For Quake 2, this means that you need to create a subdirectory called textures in the directory of the mod you're mapping for, or in the baseq2 directory. Then you need to create another subdirectory with a name of your choice. Then you copy your texture files into that directory. TrenchBroom will then find that directory (possibly after restarting the editor) and allow you to load the textures from there.
#2512 posted by ranhcase [189.92.99.117] on 2017/02/07 00:50:35
the textures are in baseq2 in a folder called 'textures', but any of then appear in trenchbroom.
I thought that textures had to be stored in a certain file to be added in. don't they?
 Ranhcase
#2513 posted by total_newbie [79.197.99.55] on 2017/02/07 01:11:34
My TB2 installation is not up to date, so maybe something has changed in the mean time, but try this:
Open TB2. On the right hand side, where you have "Map", "Entity" and "Face", go to "Face" and then below you'll find "Texture collections". Click on it and then on the "+" to browse your computer's drive to add texture files. Doesn't matter where they are located, as long as you point TB2 to the relevant directory.
 @total_newbie
#2514 posted by ranhcase [189.92.99.117] on 2017/02/07 02:21:11
i think that only works for quake 1. atleast it seems so, the "+" can't be clicked at all in quake 2.(only on q1)
#2515 posted by ranhcase [177.58.161.56] on 2017/02/09 21:51:26
i've managed to add the textures, but they make the brushes invisable/non-existant(?), creating a leak. What do i do to stop that?
 Also
#2516 posted by ranhcase [177.58.161.56] on 2017/02/09 22:55:31
i noticed that the textures get to white when converting them in Wally, is there a way to make them the same color as they are in the .png file?
 Smart Entity Property Editor?
#2517 posted by Daya [90.47.231.6] on 2017/02/10 16:14:49
I started using the latest TB2 release and so far I'm pleased. Though I can't find for the life of me the Smart Property Editor for entities, as I'm trying to make a door entity toggable.
 Spawnflags
#2518 posted by Bloughsburgh [75.151.243.225] on 2017/02/10 16:53:21
For func_doors, when you click on the Spawnflags key you should see the ability to check off states like toggle.
 Thanks
#2519 posted by Daya [90.47.231.6] on 2017/02/10 17:09:11
 How Do I Make Pointfiles?
#2520 posted by ranhcase [201.78.103.87] on 2017/02/11 20:08:02
This is probably a stupid question
My map has a leak, i can't find it, the editor can open pointfiles, but i can't find them, so how do i make them, and if they are made automatically, where are they?
Quake 2 btw.
#2521 posted by ericw [108.173.17.134] on 2017/02/11 20:20:00
With quake 1, qbsp will save it in the same directory as your map, along with the .bsp file. So run quake 2's qbsp on your map, check for a .pts file.
 Transparent Brushes
#2522 posted by Aelf [77.89.116.154] on 2017/02/12 18:53:45
Hi, I use Jury-Rigged BJP Tools for compiling Q1 maps (now I'm on TB 2.0 RC 3) and the compiler may utilize "hint" and "hintskip" brushes just like in Q2+ engines.
With proper textures in a WAD and seen in the map I tried adding
{
"name": "HintSkip brushes",
"attribs": [ "transparent" ],
"match": "texture",
"pattern": "hintskip"
},
to the Quake.cfg in the "Games" directory to make the brush "hintskip" textured brush semi transparent - in vain.
Actually when the brush has only hint texture, it is transparent but when I retexture its 5 sides with hintskip, it isn't any longer. Also it can't be excluded from the View menu.
Can anyone help me with this?
 Please Create An Issue On Github
#2523 posted by SleepwalkR [87.146.50.184] on 2017/02/12 22:08:12
And I'll look into it
 Thank You!
#2524 posted by [77.89.116.154] on 2017/02/12 22:39:24
Thanks, SleepwalkR.
#2525 posted by Pritchard [101.160.171.215] on 2017/02/20 13:00:18
Does ctrl-selecting multiple rows in the entity editor do anything?
 You Can Delete Them At Once I Hope
#2526 posted by SleepwalkR [80.153.248.211] on 2017/02/20 14:25:13
Other than that, no.
 Vertex Mode (Edge Mode, Face Mode)
#2527 posted by Kinn [81.131.206.64] on 2017/02/26 17:50:29
Hi, unless I'm missing something I don't seem to be able to go into edge mode without going into vertex mode first (press "V")
This means to manipulate edges in the 2D view I have to go into vertex mode, then click on an edge in the 3d view to enter edge mode, and then the edge manipulation works in the 2D view.
Ideally, as well as "V" I think there needs to be two additional shortcuts that go straight into edge mode, and face mode - this would make edge manipulation in 2D more immediate.
Thoughts?
 Other Bits
#2528 posted by Kinn [81.131.206.64] on 2017/02/26 18:09:44
1) would it be possible to set the grid opacity of the 3D view independently of the grid opacity of the 2D view?
2) I can't find a way to change the WASD flymode speed - is there a way?
3) Can grid size please go subinteger, down to 0.125? (So, additional 0.5, 0.25 and 0.125 grid settings a la radiant) For thin trims that need to be a constant thickness as they go round certain curve configurations, the trim sections often have to meet on a subinteger grid.
 And One More For Luck
#2529 posted by Kinn [81.131.206.64] on 2017/02/26 18:45:06
I can change the background colour but can't seem to change the grid colour or brush outline colour.
I have a pretty nasty case of palinopsia which means I can't deal very easily with thin light lines on darker backgrounds :{
#2530 posted by mukor [66.41.57.249] on 2017/02/26 18:53:36
Hi, unless I'm missing something I don't seem to be able to go into edge mode without going into vertex mode first (press "V")
Thats just how edges are presented in TrenchBroom. I dont see how adding some other shortcut for edges would be any different than pressing V and selecting an edge that way.
Maybe a video would better explain your issue?
3) Can grid size please go subinteger, down to 0.125?
something i desire, myself.
#2531 posted by mukor [66.41.57.249] on 2017/02/26 18:54:26
#2532 posted by Kinn [81.131.206.64] on 2017/02/26 18:58:06
Thats just how edges are presented in TrenchBroom. I dont see how adding some other shortcut for edges would be any different than pressing V and selecting an edge that way.
To move an edge in 2D view, I have to go into vertex mode, then in the 3D view carefully pick the edge I want, then go back into the 2D view to move the edge.
Why not cut out the middleman? Shortcut "E" (or whatever) straight into edge mode, start moving it around in 2D. So much quicker.
#2533 posted by Kinn [81.131.206.64] on 2017/02/26 19:11:36
as for your suggestions, take them over to https://github.com/kduske/TrenchBroom/issues
Cheers I will in future.
#2534 posted by mukor [66.41.57.249] on 2017/02/26 19:22:46
I played around with this and:
Doing a drag to create a box and select the edge nodes isnt working properly in 2D view, it seems.
Otherwise, you can select a single edge node (in 2D view), then create a "bounding box"(still in 2D view) and itll select the node below it.
is this what youre referring to?
#2535 posted by mukor [66.41.57.249] on 2017/02/26 19:26:28
Well actually now i feel like a dummy. I was only thinking of one type of edges. I neglected edges the "exist" between vertices.
Yeah, I can +1 different shortcuts for Edge, Vertex, and Face selection in regards to the 2D view.
 Nice
#2536 posted by Kinn [81.131.206.64] on 2017/02/26 19:32:56
yeah I'm just coming from NetRadiant and it's really about streamlining all this stuff for "power users" (god that phrase sounds so smug). I'll be adding a lot of these sorts of requests to the issue tracker :)
#2537 posted by mukor [66.41.57.249] on 2017/02/26 19:58:58
At the moment, I can see two ways to implement this:
Separate shortcuts for Face, Edge, and Vertex selection.
This might be limited with how Sleep likes to utilize ctrl, alt, and shift.
- OR -
Retain the current shortcut to display Face, Edge, and Vertex nodes.
While in this mode, perhaps CTRL, ALT, and SHIFT will display only Face, Edge, or Vertices respectively.
A complication to this is, while in this mode, how would a user select multiple brushes if CTRL is for displaying a certain type of node?
The user would likely have to back out of Vertex mode, select their desired brushes, and go back in Vertex mode.
-----------
This is just right off the top of my head for the sake of starting the conversation. Please dont berate me for any undersights :P
#2538 posted by Kinn [81.131.206.64] on 2017/02/26 20:10:36
I much prefer the first option. Seems to be simpler and quicker from the user's point of view. It's all about less clicks to get to where you want to be.
 As A Rule Of Thumb
#2539 posted by Kinn [81.131.206.64] on 2017/02/26 20:18:40
the question to always ask is: "what's the implementation that uses the least number of clicks / key presses?"
 Kinn
#2540 posted by SleepwalkR [80.187.99.149] on 2017/02/26 20:33:12
Very much appreciate the input from you. Most of these things won't make it to 2.0 final, but I'll do them right after. Unfortunately I'm in the middle of moving houses and have almost no time for TB for the time being.
 Nice One
#2541 posted by Kinn [81.131.206.64] on 2017/02/26 20:54:22
I really appreciate the support!!
#2542 posted by Pritchard [121.214.149.10] on 2017/03/11 04:47:44
I was just thinking today that it could be convenient to have TB play the windows "error sound" or something when you try and use a hotkey in the wrong context. I was shift-clicked on a face to edit its texture and tried to isolate it with ctrl-i, and it took me a little moment to remember that you need to have it selected normally for it to work... some better feedback than "nothing happens" would be good.
That, or make such functions work in more contexts...
 I'm Considering A Second Monitor
#2543 posted by FifthElephant [82.21.157.236] on 2017/03/11 12:15:09
And think it would be awesome if tb supported it.
#2544 posted by Pritchard [121.214.149.10] on 2017/03/11 12:18:20
I have three monitors. Sometimes TB decides that when it starts up it wants to be stretched across all three. You get a really strong fisheye effect with that, kinda neat.
In all seriousness, I'm assuming you're talking about a floating inspector pane, right? I'd love to see that happen too, but I think it's been discussed before and nothing has been done...
 I Think
#2545 posted by FifthElephant [82.21.157.236] on 2017/03/11 12:19:57
I would like the option of orthographic views in one window or a larger texture window
#2546 posted by Pritchard [121.214.149.10] on 2017/03/12 07:24:43
Y'know what'd be cool? Comment entities. That way I could leave myself little TODOs etc. and not forget about them so much...
 Textures
#2547 posted by Vseznamus [212.74.202.83] on 2017/03/18 11:23:37
So I downloaded quake.wad, opened 'Face' section and added the wad (via '+' button), but friggin texture browser is still empty! The entity browser is full of stuff by the way.
Help me solve this problem please.
#2548 posted by Pritchard [121.214.149.10] on 2017/03/18 14:12:59
Another cool thing: clicking on the name of a texture to automatically search it in the texture browser.
#2549 posted by Pritchard [121.214.149.10] on 2017/03/18 14:43:51
Aaaand... can we get the rest of the texture controls added as hotkeys? I feel like making an issue on github for this one, since it feels more like it's something that's been left out rather than a simple suggestion. Not being able to reset a texture with my keyboard sucks.
#2550 posted by MissBubbles [75.139.180.79] on 2017/03/18 22:23:02
@Vseznamus Just a shot in the dark here, but could it be that you have the " Used " button turned on, and as such are seeing no textures because none have been used yet? This has happened to me on a couple of occasions making me wonder what the heck is going on and just starting a new map or restarting TB as a result.
 Very Stable
#2551 posted by Bloughsburgh [75.151.243.225] on 2017/03/23 16:13:47
Just throwing it out there I haven't had a single crash with TB2 (latest release). Thank you for all of the efforts in making this as stable as possible!
 Thanks
#2552 posted by SleepwalkR [80.187.110.91] on 2017/03/23 22:24:09
That's great to hear!
 @Bloughsburgh - I Wish I Could Say That
#2553 posted by Aelf [77.89.116.154] on 2017/03/23 23:00:07
Granted, I'm on an ancient OS (WinXP), but the software keeps crashing on me like every 30 minutes (I created a bug report some time ago). Miraculously, I haven't lost a single edit due to the excellent crash backup solution - I'm so grateful for that!
And truly, it's the best map editor of all I've ever tried.
 Alef
#2554 posted by ericw [108.173.17.134] on 2017/03/23 23:24:57
that crash should be fixed in the next RC. (also, Muk, that was 90% of the big list of crashes you reported a few months ago.)
 Yeah
#2555 posted by SleepwalkR [80.187.110.91] on 2017/03/24 11:11:58
I'll make a new release soon that has the fix.
#2556 posted by [91.153.7.43] on 2017/04/13 13:49:50
Is there or could there be these functions:
Group selection of brushes, making brushes transparent so group selection can select brushes behind brushes, scaling brushes or group of brushes.
also in vertex mode there could be a mode where you see the visible plane only, this would make terrain making easier.
#2557 posted by mukor [66.87.77.32] on 2017/04/13 17:48:55
You can select a group of brushes by making a large brush that covers the brushes you want and hitting "select all touching"
You can select brushes behind other brushes by selecting a brush and using the scrolll wheel.
Scaling of brushes will be introduced at some point, i believe.
Lastly, i also believe occlusion of "hidden" vertex nodes will be implemented as well.
 TrenchBroom 2.0.0 RC 4
#2558 posted by SleepwalkR [87.189.102.237] on 2017/04/30 17:59:35
https://github.com/kduske/TrenchBroom/releases/tag/v2.0.0-RC4
Getting there, but still some open bugs that I want to fix. This RC is mainly due to ericw's work who has held the fort while I was moving houses and settling in.
 Woo
#2559 posted by Bloughsburgh [71.209.152.30] on 2017/04/30 18:40:16
Thank you SleepwalkR and Ericw!
 How Do I Remove My Maps History?
#2560 posted by brassbite [92.72.233.216] on 2017/04/30 23:04:40
As the history of maps you opened on the startscreen isn't the only history I would want to clear...
If it isn't a feature yet then I request it,
If I'm just being dumb again then tell me where to click the UI.
 MRU Keys
#2561 posted by Aelf [77.89.116.154] on 2017/05/01 15:49:54
Without checking the configs files for TB, I'd recommend you CCleaner, a cleaning tool that's very good at deleting Most Recently Used file lists. It's also very good for general PC maintenance.
 Wishlist From Screenshots Thread Off Topic
#2562 posted by Qmaster [70.195.89.79] on 2017/05/11 22:30:54
 *alignment Snap To Edge Tools
#2563 posted by Qmaster [70.195.89.79] on 2017/05/11 22:31:30
#2564 posted by mukor [66.41.60.100] on 2017/05/13 20:36:05
Cant you do face and world alignment in JACK/Hammer?
TB needs that.
Throw in texture wrapping with it and TB will be catching up to Texture toolsets of other editors.
 2nded For Face Alignment
#2565 posted by Qmaster [67.45.40.52] on 2017/05/14 00:51:41
 Can't Run QS
#2567 posted by Pritchard [121.219.24.161] on 2017/05/24 11:41:01
http://i.imgur.com/2uX1W1g.png
Does anyone know how to get QS to run through the TB compiler? I tried using -game ad instead of +game ad but it just gave me an error about having the shareware version of the game (?!).
MarkV runs fine through this :(
#2568 posted by Baker [65.60.237.219] on 2017/05/24 14:04:55
Your working directory needs to be where the engine is.
If Mark V starts with a working directory and can't find Quake there, it will check and see if Quake lives in the folder where the .exe is .. and use that as working directory instead.
#2569 posted by metlslime [107.77.109.58] on 2017/05/24 17:28:12
Baker that is a nice feature, it sounds like something QS should steal.
#2570 posted by metlslime [107.77.109.58] on 2017/05/24 17:31:15
Also, "couldn't load gfx.wad" has never been a helpful error message, that could be rewritten to suggest the most likely fixes.
 @metlslime
#2571 posted by Baker [65.60.237.219] on 2017/05/24 17:47:12
I have tried to get other engines to steal that for years. Tends to get dismissed out of hand as a non-problem. If Mark V actually does get the gfx.wad it very clearly says what is wrong, and then pops a message saying "Opening folder c:\path_to_engine ..." and opens the folder.
/Brief gentle tangent, .. hopefully not much disruptive to the TB thread
#2572 posted by Pritchard [121.219.24.161] on 2017/05/25 10:30:12
I am officially taking Baker's side on this one, it's a serious pain having to use the game dir as your working directory... Especially because the compile tool doesn't have a working way to get the map's directory...
http://i.imgur.com/3i0nthn.png
I think I can use fully qualified names to avoid this, but it makes the parameters of my tools into even more of a mess than before...
Could someone tell me if i'm using ${MAP_DIR_PATH} wrong or something? I think this should probably have a github issue if it's genuinely broken.
#2573 posted by Spike [86.145.140.247] on 2017/05/25 15:50:04
engine -basedir ${GAME_DIR_PATH} -window +map foo
or something.
(or +set fs_basedir foo for q2/q3)
some engines ignore -basedir. those engines are annoying.
an explicit path should always take precedence over a fallback/guess.
That said, default compile rules for TB would be really nice... it would save quite a bit of frustraction... at least until someone uses a path with spaces in it, anyway.
 @metlslime
#2574 posted by Baker [65.60.237.219] on 2017/05/25 16:41:36
Hehe
(I didn't have Spike in mind. He even has a different objection than I've seen before )
/@Spike - Mark V honors basedir and can handle paths with spaces in them like -basedir "Path to Quake".
 RC4 Stable Om Win 10 Laptop
#2575 posted by dumptruck_ds [168.161.192.15] on 2017/05/26 20:59:09
I've been pushing TB2 pretty hard this week especially using undo many more times than I would ordinarily do while mapping (a dozen or more steps back) and have had zero issues. Am I dreaming or did some of the default keyboard shortcut change or go away though? I think the only weird thing I've noticed was the transparency bug noted elsewhere on this thread and on Github. Amazing work guys.
 Qmaster
#2576 posted by Drew [68.148.124.43] on 2017/05/27 01:33:12
I never knew about this functionality in Hammer!
 #2573
#2577 posted by Pritchard [121.219.46.182] on 2017/05/28 12:38:16
I was able to make that work with QS, but only by using a fully-qualified path rather than the ${GAME_DIR_PATH} one you suggested. Did your suggestion work for you? Maybe there's something wrong with how my environment is set up.
#2578 posted by mukor [66.87.76.144] on 2017/05/28 16:08:15
I remember someone setting up their preferred engine in one of the "Tool" slots in the compiler. Bit more intuitive, imo.
 @mukor
#2579 posted by Pritchard [121.219.46.182] on 2017/05/29 01:35:15
That's what I've done. It's nice because it only takes one click to start the process and when it's done you're instantly in-game with your map.
It's less nice because of all the issues I've had trying to make it work with something that isn't MarkV.
 @Drew
#2580 posted by Qmaster [70.195.83.100] on 2017/05/30 18:47:24
Pretty much the only reason I use JACK more. That and primitives.
All on Sleepwalkr's list I'd imagine.
 Esrael
#2581 posted by negke [31.18.51.150] on 2017/06/02 14:33:52
If you read this, please contact me. It's about your TofuQake (hehe).
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