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Posted by SleepwalkR on 2013/03/01 18:37:12 |
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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#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.
 Lol
#1506 posted by ericw on 2014/12/23 10:25:19
Well, I ran TB1 in Valgrind and it reported that while loading my test map, Face::Face(worldBounds, forceIntegerFacePoints, point1, point, point2, textureName) was using an uninitialized value, m_forceIntegerFacePoints. If I stick in a m_forceIntegerFacePoints = false/true; there, my map reliably loads correctly/drifted, and the valgrind warning disappears. Will post a PR on github.
I think that can explain the weirdness a lot of people had, since it would mean every time a map loads, each face had a chance of being snapped to have integer face points.
 Valgrind
How did you get it to ignore all the warnings from within wxwidgets? When I tried it, I got so many that I couldn't find those which originated in my own code.
 Ah
#1508 posted by ericw on 2014/12/24 07:23:26
I didn't do anything special; there were only 10 or so from wxWidgets as the application started, but none after that. I was using wx 2.9.5 and followed your instructions in Linux/Build.txt.
 Interesting
Maybe it's worse on wxWidgets-Cocoa.
 TrenchBroom 1.1.2 Is Out
Changes
- Enable texture names starting with '{' (ericw)
- Fix hang when adding multiple updating entity targets (ericw, necros)
- Simplify build instructions (ericw)
- Fix vertex drift on map load (ericw)
- Fix crash with colors in byte format (ericw)
- Add option to invert zoom direction when using Alt+MMB (kduske)
Download: http://kristianduske.com/trenchbroom/downloads.php
Thanks to ericw for the fixes!
 Awesome!
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