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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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Its Useful 
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. 
 
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? 
 
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. 
 
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? 
 
About says 1.1.0, build 317 
Is There A Seperate Transparency Tag? 
I thought if you use Lava (water, etc) it automatically applies a transparency flag. I tried it again with a sky/water on top and water/pentagram on bottom, still never shows through.

Version 1.0.9, build 224. Didn't have a new one last I checked. Nothing newer on the TB website. 
The 1.1.0 Release Is Beta 
Necros, does 1.0.9 work for you? 
 
Yes, sorry for the confusion. :( 
Ok, So It's Only Broken In 1.1.0 
 
Oldschool Solution? 
Use 3 layers of screendoor + opaque. 
Can't Seem To Run This 
on my brand new Surface Pro. No idea why, I click the icon and it simply doesn't load. No error messages or anything. 
That's A Shame... 
But I can't really do much about it right now. Last time I checked it ran fine in Windows 8. 
 
Does this have any dependencies on other things I should know of (like .net framework or anything similar)?

I need to get this to work because it's likely going to be my main way of working for a while. 
Fifth 
 
Is it possibly because the surface is 64 bit? 
If It Doesn't Support 32 Bit, Then Maybe 
The TB builds I'm publishing are 32 bit. 64bit builds should not be a problem. Can you test whether the SF Pro runs 32bit binaries? 
 
Well it runs everything I have used so far, including a really old copy of Paintshop Pro that I have installed on every box I have ever owned since 1997. ;)

The surface also is only compatible with DirectQ from all the quake engines I have tried. (literally, something to do with the touchscreen messing up the controls in other engines) 
Dependancy Scanner 
So I decided to download a dependancy scanner to see if I am missing something.
http://www.techradar.com/news/software/applications/program-won-t-open-try-this-free-download-707381

According to the program Dependancy Walker the editor is trying to run something called IESHIMS.DLL... 
 
"Warning: At least one delay-load dependency module was not found.
Warning: At least one module has an unresolved import due to a missing export function in a delay-load dependent module."

Had a look to see which things are highlighted and they are -
SHLWAPI.DLL
API-MS-WIN-CORE-SYNCH-L1-1-0.DLL
SHCORE.DLL
IEFRAME.DLL

But I don't suppose that would help you massively. Weirdly, I have found IESHIMS.DLL and I can't see any reason why it is showing up as a problem. 
No Idea 
Not even why TB would try to load those. Probably something else that depends on them. Sorry! 
 
Looks like they're dependencies of other dll files that TB uses. I will run the profiler on dependency walker and also run process monitor and see if I can find anything there.

This is a real bummer though, my old computer died literally days ago and the surface is my replacement computer. 
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