#1481 posted by JneeraZ on 2014/10/27 14:17:09
Haha, seriously ... I wish I could take everything I know now, and rewind a few decades. Single, all the free time in the world to work on projects ... I didn't realize what I had. :P
Not really touched the editor for longer than 5 mins while I got a new girlfriend. I have a crazy mapping itch needing to be scratched
Anyone Compile TB On An Arch Based Distro?
#1483 posted by xaGe on 2014/11/18 01:29:05
Didn't realize there was a newer thread for TB and posted in another, but here is my issue compiling on Linux. I have finally gotten to the point where it almost compiles, but now craps out with 4 g++ errors ; http://pastie.org/9726329
It might be a simple error on my part or obvious to someone more knowledgeable than I. Any help appreciated.
Also BTW
#1484 posted by xaGe on 2014/11/18 07:34:52
When I attempted using latest wx src 3.0.2 its still failed, but a whole different way. http://forums.inside3d.com/viewtopic.php?f=6&t=5142&start=75#p55021
#1485 posted by Spike on 2014/12/19 02:51:34
Pet peeve:
"wad" "C:\new\new.wad"
or worse:
"wad" "C:\new\"
(found in at least one map)
C:<NEW LINE>ew<NEW LINE>ew.wad
makes no sense, and the other one:
C:<NEW LINE>ew"<UNTERMINATED STRING CONSTANT>
will just corrupt the world entity and everything that comes after it.
Seeing as most tools take significant shortcuts and don't parse things properly, can you at least ensure that wad paths are written out with / instead of \ or \\, so as to ensure maximum compatibility with existing tools, without outputting unsupportable gibberish please?
The alternative is to ban \n and \" etc, but this issue interacts with saved games, but making special cases for parsing wad values, or special cases for saved games vs initial load is annoying and clumsy.
Haha
So / is preferable to \\ ?
#1487 posted by Spike on 2014/12/19 19:37:05
/ works fine in the core windows api, but may be rejected by microsoft's commandline tools.
\\ will generally work, but might cause problems with things that do try sanitising things (poorly).
/ is a single char
\\ isn't usable at the start of a relative path (unc shares), and is thus potentially dangerous in windows (if poorly sanitised, // is identically dangerous).
/ is portable
\\ is not (poorly sanitised, // is equivelent to /../ on amiga and thus unsafe).
so yeah, / is preferable to \\ or \
but hey, \\ is at least a correct C string, and acceptable as-is for most of the windows api.
/ May Be Portable For Relative Paths
But not for absolute paths. TB supports both. So I think I'll use the escaped version with \\ on Windows.
#1489 posted by Spike on 2014/12/20 09:34:33
as far as windows and the C api is concerned, / is as portable as \
leading \\ (or //) will be interpreted as a unc path if the tool doesn't de-markup the string (hurrah for lazy parsing), so be sure to use / instead of \\ if its the first char of a drive-relative path, even in windows.
Alright
Thanks.
Hexen 2 Support?
#1491 posted by Bloodshot on 2014/12/20 23:33:32
So are there any plans/chance for Hexen 2 support?
I have a couple of mapping ideas I want to try out for it but I'm sick of the editors I used to use
Hexen 2 is supported in TB 2.0... You need to speak to SleepwalkR about access as a beta tester
Beta Test?
#1493 posted by Bloodshot on 2014/12/21 21:22:29
How would I go about that? Should i just ask about it here?
Yes
Send me an email: kristian.duske@gmail.com
Annoying Issue
#1495 posted by thewaz154 on 2014/12/22 14:25:06
so i go and make some terrain looks fine in the editor and compile it looks fine in game
then i load my map back up in the editor and some of the terrain vertex points are off by one unit or more which is impossible to fix sometimes without making the terrain again and hoping it will be trenchbroom valid
yet when i load the map up in hammer those vertex points arent messed up
Is That In TB1?
#1497 posted by thewaz154 on 2014/12/22 14:42:41
seems to load vertex points correctly nothing is off grid in 1.0
Seems I Fixed It
#1498 posted by thewaz154 on 2014/12/22 15:14:44
running trenchbroom.exe with compatibility mode for any OS fixes it idk why but it does
That Is Unlikely.
But do make sure that you use the latest version, which is 1.1.1
You do tend to see vertices wander off grid over time. I think a fix was suggested but not sure if it was implemented
There Is No Fix
But if you keep your plane points on the grid and don't build too complex brushes, the errors will be small enough to ignore.
#1502 posted by thewaz154 on 2014/12/22 21:46:08
i wasnt even making anything complex just some raised or inverted brushes and they were going off grid until i set compatibility mode
and the problem doesnt occur on my win 8.1 x64-bit computer if i dont set compatibility mode only on this computer which is win 7 x64-bit so maybe its OS based
Posessed Map
#1503 posted by ericw on 2014/12/23 05:35:49
https://www.dropbox.com/s/01zqjoe1komd5nn/good.map?dl=0
In Mac OS, if I double-click this map in the Finder to open it in TB (latest 1.1 build), look at the brushes, then quit the TB application and repeat, the map will look different each time: sometimes there's vertex drift (with different amounts/directions), sometimes not.
https://www.dropbox.com/s/d6ue7uurj84882n/good1.png?dl=0
https://www.dropbox.com/s/326ujizx92fqq1k/good2.png?dl=0
https://www.dropbox.com/s/27ud4h7527qkcyc/good3.png?dl=0
https://www.dropbox.com/s/ivcl33lewk0w4kg/good4.png?dl=0
On the latest Windows TB1.1 build, it seems to always open with no vertex drift; but if I open the map, go to File -> New, then open it again, it has vertex drift then.
https://www.dropbox.com/s/w5dur8zisoj3wlm/windows_not_drifted.png?dl=0
https://www.dropbox.com/s/npor518z96rh3lz/windows_drifted.png?dl=0
Here is what I got when saving the drifted version in Windows:
https://www.dropbox.com/s/nc9x7iwznrbyo2j/windows_drifted.map?dl=0
It's pretty weird, I might see if I can debug what's going on. Maybe memory corruption somewhere?
I Have No Idea
But it doesn't happen in TB2?
Doesn't Seem To
#1505 posted by ericw on 2014/12/23 08:14:17
I opened good.map in TB2 a few times and it looks OK. Also when I load and save good.map in TB2, the saved file is the same as the original (ignoring the order of the faces) which is good.
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