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The TrenchBroom Level Editor
Today I am releasing TrenchBroom 1.0 for Windows and Mac OS X. TrenchBroom is a modern cross-platform level editor for Quake.

Features
- True 3D editing, no 2D views required
- High performance renderer with support for huge maps
- Vertex editing with edge and face splitting
- Manipulation of multiple vertices at once (great for trisoup editing)
- Smart clip tool
- Move, rotate and flip brushes and entities
- Precise texture lock for all operations
- Smart entity property editors
- Graphical entity browser with drag and drop support
- Comprehensive texture application and manipulation tools
- Search and filter functions
- Unlimited undo and redo
- Point file support
- Automatic backup
- Support for .def and .fdg files, mods and multiple wad files
- Free (as in beer) and open source (GPLv3)
- Cross platform (Windows, Mac OS X and Linux supported)

Check out a video of TrenchBroom in action here.

You can download the editor here.

If you would like to give feedback, please do that in this thread. If you find a bug or have a feature suggestion, please submit them at the issue tracker.

If you are wondering where the Linux binaries are then sorry, but currently there are none. The Linux version has a few problems which I could not fix before this release. I will get working on those right away so that the Linux version should be available in a couple of weeks, too.

Finally, I would like to thank necros for all his work over the past year. Without his tireless efforts, TrenchBroom would simply not exist. Or it would suck.

Alright, enough of this. Have fun with the editor!

Update: 2.1 here:
https://github.com/kduske/TrenchBroom/releases/tag/v2.1.0-RC1
Features "cool shit".
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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 
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 
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 
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.. 
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 
Do you have the path to Quake set up correctly in View->Preferences? 
 
I like it!

some crashes on win32 though.

*when i click on the titlebar symbol (accidentaly)

*clipper sometimes 
 
if you get any errors, it helps to track them if you submit them on github:
https://github.com/kduske/TrenchBroom/issues?direction=desc&sort=updated&state=open 
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. 
 
@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. 
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. 
Sounds Great 
 
 
Sweet. We may see a resurgence of maps for other games! 
Oooh 
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 
Thanks for the update... just one request: Instead of targeting other more or less dead games, how about support for Xonotic, Warsow etc.? 
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