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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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FWIW
I went back to the presumably corrupted file and there were several similar brushes with long decimals. I am guessing this means brushes that are off grid? That is bizarre, because I never drew my brushes off grid, and my old saved .map files only contain integers.
Anyway, I tried finding all the wonky brushes in the text editor and deleting them, but still no luck...
Ah
#1665 posted by ericw on 2015/04/06 03:20:59
regarding tb1, I meant to run that command in your home directory, or wherever you prefer to keep source code, to get a fresh copy of the latest TB1 source. Then you can follow the instructions in Linux/Build.txt to build it.
line 14013: ah, that looks like a classic bug. Was that file last saved with TB1? I guess your OS is set to a locale that uses comma as the decimal separator, and TB1 was incorrectly using that in its .map output. All of those commas should be periods. It should be safe to just find and replace all commas with periods using the text editor.
Btw
#1666 posted by ericw on 2015/04/06 03:30:57
For TB1, the long decimal coordinates are normal if "Force integer plane points" is unchecked in map properties.
Thanks For The Follow-up, Ericw
Yes, it was saved in TB1. Thanks, I'll do a find&replace of the commas and then proceed with "Force integer plane points" checked from here onwards.
I still find it weird that TB (both TB1 and TB2) would just randomly shift my brushes around and reshape them. Surely that is a bug, right?
Anyway, thanks again for your help. I'll report back, but need to sleep in the mean time... :)
C&p Comment From My Tb Video On Yt
#1668 posted by DaZ on 2015/04/06 15:50:57
1. Try to place entity; clicks it, Unhandled Exception. (Also another unhandled exception when trying to scroll menu)
2. On trying to use Vertex Tool, another group of 15+ Unhandled Exception errors
4. Upon trying to add texture wad, freezes and doesn't respond at all, forcing me to Task Manager and End Process
Removed stupid insults and general idiotness from the quote :P
This is TB 1 ofc but I've never had any of these unhandled exception errors.
Thanks
Re: Ericw, Building TB 1.1.4
Sorry, I'm a little confused...
So there are these presumably outdated instructions on building TB1 http://andyp123.blogspot.de/2013/03/running-trenchbroom-quake-editor-on.html. I've followed them before, and that leaves me with TB1.2.0, build 460.
Then there are the instructions SleepwalkR posted above for installing TB2, which worked (after I stopped being an idiot and followed the instructions more closely), but they're completely different from the instructions for TB1.2.0 on Andy's Blog.
Now in the build.txt for TB1.1.4, it seems there is a different process again, and I'm not sure I understand exactly... The instructions in this build.txt end with
3. Code::Blocks
- Get the latest version of the Code::Blocks IDE using the package manager.
- Create a global variable named "WXWIN" in Code::Blocks.
- Click Menu > Settings > Global Variables...
- Click on the second "New" button (in the "Current Variable" row).
- Enter "WXWIN" (without quotes) as the name for the new variable.
- In the "Builtin fields" column, click the ".." button next to the first text field (labeled "base").
- In the Open file dialog, select the directory where you extracted the wxWidgets sources.
- Optional: Go to Settings -> Compiler and Debugger... search for the Other settings tab: Set the number of processes for parallel builds to the number you'd like to use.
Is that it? Isn't there something else I need to do? Do I switch to the guide on Andy's Blog at this stage? Or will that give me TB1.2.0 again, or break something?
Sorry if these are stupid questions.
No Worries
#1671 posted by ericw on 2015/04/06 20:55:16
I guess the TB1.x Linux/Build.txt is missing the step where you actually build it. The instructions on that blog under "Build the TrenchBroom project in Code::Blocks" should work fine. I glanced over the blog instructions and it looks like they should still work. Back in January I tested the Linux/Build.txt instructions from scratch and they work, though they may gloss over some details.
1.1.4 was the version number of the release, the code in master has version 1.2.0, I think, but the code is the same so you can ignore the version number difference. The important thing is to just have the master branch up to date by doing a fresh repository clone.
Total_newbie
I have fixed two bugs now: You can set the game path and it will be saved, and the same goes for other preferences, too.
Texture Lock
doesn't appear to be working for me in the latest build of TB 2...
Also, how do I change the pivot to rotate brushes? Like in the pics I've seen of other mappers?
Fifth
Texture lock is currently broken in standard Quake maps.
You can change the pivot by dragging the center of the rotate handle. There's a little white ball that you can grab.
How To Make A New Brush In Blank Map?
#1675 posted by Skiffy on 2015/04/10 16:12:45
Any clue how to do this? Since it needs a brush to start with right in TB2?
Hit B
Then drag in the 2D view.
Re: 1671, 1672
Thank you so much for the responses, ericw and SleepwalkR. Sorry for being slow to reply, but I was out of town for a couple of days.
I have fixed two bugs now: You can set the game path and it will be saved, and the same goes for other preferences, too.
Fantastic; thank you very much. Will update my TB2 install soon.
the code in master has version 1.2.0, I think, but the code is the same so you can ignore the version number difference. The important thing is to just have the master branch up to date by doing a fresh repository clone.
Err, I am embarrassed to say I understood little to nothing of this. I am afraid the limits of my current knowledge are very quickly reached...
Hit B Then Drag In The 2D View.
#1678 posted by Skiffy on 2015/04/11 06:56:52
And then nothing
Does Nothing. Its a white background and then I drag white lines? I cant tell what I am doing. :(
Even Change Background To Grey...
#1679 posted by Skiffy on 2015/04/11 07:00:42
So this is me opening TB2 latest build. I then make sure to have the background mid grey. And then I press B to go into brush mode and because the map is empty you cant draw brushes. I think this tool needs to also just work in the void near the camera z-height in-case you do start with a blank map or don't want to always have a bsp block to draw on.
Ericw, Re 1671 Again
Thanks for your help, but I'm still confused re: versions 1.1.4 and 1.2.0. Unless I'm misunderstanding something (which is likely!) your instructions are exactly the same as those on Andy's blog, so the version of TB1 have should already be the latest version ... or not?
I don't understand how I can update it further. Andy's blog says
Note that if you installed the TrenchBroom source via Git, you can update to the latest version by opening a terminal in the folder you cloned TrenchBroom and running:
git pull origin
This will pull in all the changes up to the current version, and whilst it means you will have absolutely the most bleeding edge code
When I do that, I just get the message
Already up-to-date.
Does that mean I have 1.1.4, despite what the programme itself tells me?
By The Way
Tried working with "Force integer plane points" checked, but TB1 still warps my brushes when I copy and paste them.
@total_newbie
#1682 posted by ericw on 2015/04/12 19:31:03
sorry for the confusing explanation.
If you build TB1 from the "master" branch in git (which is what you get if you do a "git clone", without further switching branches with "git checkout"), the number displayed in the about box will always be 1.2.0, so you can't use that to tell which version (1.1.3, 1.1.4) you have.
If "git pull origin" prints "Already up-to-date." you should have the latest code.
Tried working with "Force integer plane points" checked, but TB1 still warps my brushes when I copy and paste them.
This should really not be happening, so I think something went wrong and you're still running an older version.
Did you make sure to rebuild the executable in CodeBlocks?
Note that the last change to TB1 was on Jan 9th.
Just
start your TB1 build, go the Help > About TrenchBroom and tell us which version you are running.
Thanks For Your Patient Responses
Thank you for the further explanation, ericw. It's a tiny bit clearer now, although I still don't entirely get it (I haven't really figured out in my head how git works and what it does. I don't have any programming/coding background, so I'm really just barely treading water here).
SleepwalkR: It says Version 1.2.0 Build 460. I installed it for the first time on this computer just a few days ago (at the beginning of April), so it should be the latest version anyway, right?
As regards TB2 and the most recent bugfixes: I updated TB2 with
git pull
then
cmake ..
and then
cmake --build .
as per your instructions (if I understood them correctly), but I still cannot change the Quake path which I set incorrectly before.
#1685 posted by Spirit on 2015/04/12 20:51:07
I think you can find a hidden file in your home directory: ~/.Trenchbroom
In there you could edit the Quake Path manually as a workaround.
Thanks, Spirit. I might try that, although perhaps SleepwalkR would prefer that I just report things that do not work as they should (seeing as there is a dearth of Linux beta testers)? Not that I'm necessarily the best person to test something like this.
On the other hand, if the idea is to make TB2 foolproof, then, well, I might be the right person to test it, as I am a fool.
At the moment TB2 is not yet a viable alternative to TB1 for me anyway, as both the clip and vertex tools crash the programme for me (at least in TB1 it's just the vertex tool). But with the current warping brush weirdness, I'm not getting very far with TB1 either. :(
Another TB2 Issue
I might have mentioned this before, but just in case I have not: when copying a selection of brushes together, the programme only copies some of the brushes.
Steps to reproduce:
1) Select three to five brushes using Ctrl+left click
2) Copy using Ctrl+C/Edit > copy
3) Paste using Ctrl+V/Edit > Paste (or Shift+Ctrl+V/Edit > Paste at original position)
4) One or two of the previously selected brushes are not copied & pasted
#1688 posted by necros on 2015/04/13 02:42:17
actually.... i have been noticing some vertex dancing in TB1 lately. Some complex terrain I built last year with older versions of TB1 are now loading up slightly off in the new version. Not sure when it happened as at the time, I thought it had always been like that and I just forgot (since it was a year ago) but it keeps coming back even when I fix it.
I should spend more time on it to try to track down what's going on.
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