O_O
#1364 posted by Lunaran on 2014/07/22 16:43:12
ijed literally pushes the boundaries
Off A Cliff
#1365 posted by ijed on 2014/07/22 16:55:30
Then I map where they landed at the bottom.
Then I whinge that it's taking too long to finish.
After mapping the group of tourists taking photographs of where the boundries landed from some distance away. Etc etc.
IJed
#1366 posted by than on 2014/07/23 02:13:42
so your new map is even bigger than your Warpspasm levels?
Is it as evil? :)
#1348 - Split 2D-3D Layout
#1367 posted by Spiney on 2014/07/23 13:00:10
I like that way of working usually.
It's Bigger
#1368 posted by ijed on 2014/07/23 15:34:36
Not sure about evil since it doesn't have the music.
Although considering the corpses decorating it, hidden altars and stuff, creepy ambient sounds from Spiney and the Rubicon setting... maybe.
I never really think about making my maps evil. They just happen that way :D
Support For Source Games?
#1369 posted by darkhog on 2014/08/01 15:41:40
Would be possible to add support for source engine (HL2, CS:GO, Portsl 1/2) games? Because Hammer is very outdated tool and Source needs something like Trenchbroom.
Yes
This is definitely on my todo list for TB2. If you're willing to help out be testing and discussing necessary features, then get in touch via email: kristian.duske@gmail.com - same if you know someone who is serious about giving TB2 support for these features. I will only do it if there is someone who helps out by describing requirements and doing testing. Otherwise it's just not possible as I don't know these engines very well.
I Will Always Test!!!
I have almost every id tech game ever made!!
I Need Someone Who Will Work On Actual Maps For These Games
otherwise it's just not possible to fine tune the support for these games.
I Started Making A Heretic 2 Map
But it was a nightmare working with quark. Hell I will make a map for every game!!
#1374 posted by JneeraZ on 2014/08/01 21:30:34
I think he's asking for someone who is well versed in each game so they can tell him the nuances and subtleties that are wrong. He can test raw map compilation himself. :)
Bitch I Am Leet
Lol
Heretic2 would also be on the list of games which could be supported. For now I have Quake 2 and Hexen 2, and it would be cool to find people who work with those games.
You ask like I haven't got those 2 games installed ;)
Well
If you want to make a Quake 2 map, then the easiest way to get at the current betas is to install dropbox and give me your dropbox email so that I can invite you to the beta folder.
gavin.edgington[at]gmail[dot]com
Protip: Sort The Files By Date To Find The Latest Betas.
So far I feel like this is kind of a huge step back in a lot of ways from version 1.
- bring back ctrl d duplicate. Please.
- Would like to bind keys without needing ctrl as a modifier, I like to snap to grid using space bar (like all the time). That is unless you have fixed the issue of wandering vertices
- Would like to WASD without having to press F first (it seems terrible that this is a toggle), and allow flying to be back to the speed it used to be.
- bring back the reset button for textures
- bring back copy face attributes feature (when a face is selected press alt and left click on another face)
- would like to be able to work in a window straight away rather than having to select it, like in tb 1
- would be nice to have the old black void rather than pure white. Or at least allow is to choose our own colour
- would be neat if TB showed us when we were getting to the map border (+/- 4096 units)
- make it easier to select the frame to adjust the size of the windows please, right now it feels like I have to select something 1 pixel thick
- why can I no longer add my own keys to entities? Please bring this feature back
- The texture rotating thingy on the face
manipulator is way too sensitive to be of any use at all, this would be better as a slider IMO. Less fancy but I would rather have something that works.
-might be worth having the texture implimentation that I *think* is in quark, that is it just grabs the textures from the .bsp files rather than having to find the appropriate wad file.
I dunno how this works with compiling though? It might be a better way of getting the textures though instead of searching around online.
I am tempted to flesh out maps in TB1 and then use TB2 to finish off the very last bits. I suppose this defeats the point of having a new TB though.
Fifth
First of all, remember that this is a complete rewrite. Some features might just have been forgotten, so please do create feature requests for the stuff you're missing.
- bring back ctrl d duplicate. Please.
Add a feature request to the issue tracker. But you can now duplicate by Ctrl+LMB drag or by Ctrl+Arrow key as well, so I'm not sure whether Ctrl+d is still necessary.
- Would like to bind keys without needing ctrl as a modifier, I like to snap to grid using space bar (like all the time). That is unless you have fixed the issue of wandering vertices
This is simple impossible due to the fact that some OSs don't allow this and it basically rendered the editor useless on Linux. That said, some actions which are only useful in the 3D view can be bound to single keystroke hotkeys, and I can add the snap command to those if you wish. Please create a feature request.
- Would like to WASD without having to press F first (it seems terrible that this is a toggle), and allow flying to be back to the speed it used to be.
The fly speed can be set in the preferences. WASD can be always on, please create a feature request.
- bring back the reset button for textures
That's already on the todo list.
- bring back copy face attributes feature (when a face is selected press alt and left click on another face)
That should already work, but you have to hold Ctrl+Alt to copy the face attributes too. Without ctrl it will only copy the texture.
- would like to be able to work in a window straight away rather than having to select it, like in tb 1
That was never the case in TB1. You have to click a view to focus it - how else should the view get focus?
- would be nice to have the old black void rather than pure white. Or at least allow is to choose our own colour
Feature request.
- would be neat if TB showed us when we were getting to the map border (+/- 4096 units)
Already on the todo list.
- make it easier to select the frame to adjust the size of the windows please, right now it feels like I have to select something 1 pixel thick
Yes, this is a problem, but I'm reluctant to make the dividers thicker as it looks shit. I'll think of a solution for this, but it shouldn't be such a huge problem now because TB2 remembers your window layout.
- why can I no longer add my own keys to entities? Please bring this feature back
That's a bug ;-). Please make a bug report.
- The texture rotating thingy on the face
manipulator is way too sensitive to be of any use at all, this would be better as a slider IMO. Less fancy but I would rather have something that works.
You can have more precision by increasing the radius. Just start your drag and move away from the circle center. Also notice how the textures are snapped to the face edges to make alignment easier.
-might be worth having the texture implimentation that I *think* is in quark, that is it just grabs the textures from the .bsp files rather than having to find the appropriate wad file.
I dunno how this works with compiling though? It might be a better way of getting the textures though instead of searching around online.
I don't think getting and using wad files is such a problem. Notice that you can add wad files simply by dragging them onto the editor window from Explorer.
I am tempted to flesh out maps in TB1 and then use TB2 to finish off the very last bits. I suppose this defeats the point of having a new TB though.
Yes, it does. I can only repeat that this is beta software and stuff is still missing. The point of being a beta tester is to report these things.
To Add An Entity Property
Just hit Ctrl+Enter. Sorry, that's not very obvious I know.
#1384 posted by necros on 2014/08/02 21:51:23
This is simple impossible due to the fact that some OSs don't allow this and it basically rendered the editor useless on Linux. That said, some actions which are only useful in the 3D view can be bound to single keystroke hotkeys, and I can add the snap command to those if you wish. Please create a feature request.
Can this just be required on Linux? I've been resorting to hacking the registry keys... :D
You Will Get Into Trouble
because those shortcuts might no longer work in text fields etc.
If there are functions which you feel must have a one key shortcut, then they must not be menu items, and they can only be available when the 3D view has focus. And no, I won't make this a Linux only requirement because it has created a nightmare of problems in the past, and it violates the UI guidelines of Windows and Mac OS X.
But
if there are such functions, then I'll gladly move them from the menu to the 3D view, where they can have any shortcut you want.
I Will Be Back
#1387 posted by ijed on 2014/08/03 01:12:47
At some point to give usable feedback.
So far I haven't tried the TB2 builds, but will.
#1388 posted by necros on 2014/08/03 05:20:58
off the top of my head:
Clip mode: x (I would actually prefer if you could flat out drop clip points without having to enter a mode at all)
Entity editor: n (like simulating radiant)
Face editor: t (radiant again...)
Deselect: Esc
Grid size: 1-9
Grid snap off: 0
Grid display: g
Freeze selection: f
Hide selection: h
Basically, modifier keys suck. While I am a firm believer in GUI and control standards when it comes to generic applications (eg: Winforms, web), with specialized applications like this one, I lean more towards efficiency and speed.
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