 Version?
#1030 posted by deqer on 2013/06/26 17:59:58
What version are you using?
What operating system are you using?
If you're on Windows, did you install "Microsoft Visual C++ 2010 Redistributable Package" http://www.microsoft.com/en-us/download/details.aspx?id=5555 ?
#1031 posted by Rick on 2013/06/26 18:35:27
Trenchboom is 1.09.224
Windows XP SP3 fully updated
VC++ x86 redistributable 10.0.30319 is installed
Computer is an old Athlon 64 3400+ (nVidia chipset)
I guess I could try on another computer, but this is the one I do all my dev type work on.
 Rick
What is the GL driver version? It looks like the driver is failing to compile / link the shaders, which may or may not be a driver bug.
#1033 posted by Rick on 2013/06/26 22:51:28
The video driver is really old (2007). I never mess with it because I updated it once and had a lot of problems, so I went back to the old one and have never had any problems since.
That was so long ago that I don't actually remember what the problems were, only that I made a mental note to never screw around with the video driver again. Maybe a new driver wouldn't have the problems.
 Rick
#1034 posted by deqer on 2013/06/26 23:49:20
I didn't ask about video card drivers, because I thought it was obvious and common sense by now that people update their video card drivers. You see the message everywhere now a days.
 Rick
Sorry about that. The Face shader which is failing on your system is quite complex and might therefore cause these problems. However eithout an error message I have nothing to go on to fix it. If you're willing, We could try to pinpoint the problem by removing functionality though. Write me at kristian.duske@gmail.com if you want to try this.
Loving this so far. :) My biggest gripe is that I don't know all the Quake entity key/values and Trenchboom doesn't list them (either in the documentation or in the Entity tab). Seems pretty hard to find that info on the net too. :) I ended up opening up GTKRadiant, placing entities and seeing what it's descriptions say. Any chance of having better entity descriptions/more options in the Entity Properties Tab?
 The Happy Friar
#1037 posted by deqer on 2013/07/06 07:11:53
That feature is coming, but the author of Trenchbroom is on vacation right now.
But, if you can find 100 people to start using TrenchBroom, and get 100 websites to start praising TrenchBroom, then I think the author will come home early from vacation and implement that feature ASAP. ;)
 I'm Not On Vacation
I wish!
 Thank God
#1039 posted by Tree on 2013/07/06 09:44:02
Hey, I love you for this. No really, I LOVE you.
Keep it up :)
Google quake map specs and also google worldcraft guide. Both are what I use for mapping. Or alternatively download my map q-deck because it was made entirely in trench and I included the source :)
 Here's The Links
 Thanks For The Nice Words, Guys.
 Friar
#1043 posted by ijed on 2013/07/06 23:58:46
just open the .fgd or .def file included in the download and search the entity you need. Should be a lot quicker than opening another editor at the same time!
I just found that out later today. I was looking to see if I could add that info to the .fgd and saw it was already there. What would be useful is a Windows help file with all the entity info, similar to Doom 3's script reference help file.
 Yeah
such things are planned.
 Select A Subdirectory Within Your Quak Direction To Search For..
#1046 posted by Tree on 2013/07/09 09:34:02
In the map properties option, the 'Select a subdirectory' spot there are no options.
I feel like this is a very simple thing to fix but I'm blind.
 Tree
#1047 posted by - on 2013/07/09 10:21:07
Do you have the path to Quake set up correctly in View->Preferences?
#1048 posted by rudl on 2013/07/19 19:34:26
I like it!
some crashes on win32 though.
*when i click on the titlebar symbol (accidentaly)
*clipper sometimes
#1049 posted by necros on 2013/07/19 19:48:30
 Rudl
There's much improved version that I still haven't finished. If you would like to try it out, send me an email at kristian.duske@gmail.com.
#1051 posted by rudl on 2013/07/21 12:12:43
@necros I'll report the errors :)
Anyway those are not really showstoppers and It is a joy to work with trenchbroom ;)
@SleepwalkR Thanks :)you got mail
 This Is Really Cool.
#1052 posted by grahf on 2013/08/06 18:29:03
I only wish I'd seen this thread five months ago.
At first I was frustrated because it doesn't work like radiant, but after a few sesssions I'm getting into the paradigm of TB a little better.
I found a funny bug, not a showstopper but it did cause me to lose a few minutes' work: Open a new map, make a few random brushes, but don't save the map. Quit Trenchbroom - a dialog box will come up asking me if I want to save changes to unnamed1 - only problem is, nothing happens when I click any of the dialog box options of "cancel," "no," or "yes." So I am just stuck there and have to force quit the process.
After reading the whole thread, it sounds like this could be a bug in the backend stuff (wxwidgets, gtk?) rather than TB itself.
Early 08 Macbook Pro with 8600M, OS X 10.6.8.
 It's A Known Problem With WxWidgets
 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.
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