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.
Damn :(
#1689 posted by ericw on 2015/04/13 06:32:18
I can have a look at that file if you want.
Skacky mentioned the same problem with his jam 5 map.
I haven't been testing it that heavily, but 1.1.4 seems rock solid for me with stuff that used to drift on previous versions (arches, domes, etc.)
Total_newbie
Trax deleting the preference file ~/.TrenchBroom
Where To DL TrenchBroom 2?
#1691 posted by SomeGuy on 2015/04/15 00:56:04
This might be a dumb question but I see people talking about their experience with TB2 and am unable to find anywhere to download it. Was it only given to some people before it's final release or have I just not looked hard enough? Thanks for any help!
Closed Alpha, Rather
It still has too many bugs and a couple of missing features to be considered beta software.
SomeGuy
#1694 posted by Ohh on 2015/04/15 22:43:25
Oh, okay that makes sense now. Thanks for the help!
Develop Branch
#1695 posted by xaGe on 2015/04/18 08:00:58
FYI SleepwalkR after the recent fixes on the develop branch I was able to compile and it so far seems to work fine along with Fly mode and the shortcuts under Linux.
Good.
Problem With Adding Ice And Ladders To A Map With Trenchbroom
#1697 posted by KroPP on 2015/04/18 14:33:13
Hi, I've recently started to learn to use the map making tool Trenchbroom to create some quake 2 jumpmode maps. I don't seem to be able to find a way to add ladders and ice to a map. Does anyone have any idea how I could do it or if not who might know?
Ladders And Ice
You have to change the properties of the surface of the texture. You can find them under the face viewer (for changing textures) there should be a box called "surface", click the "..." button and edit it, it's either that or the content ... button.
Ladders And Ice
#1699 posted by KroPP on 2015/04/18 20:55:15
I can't see "surface" or "..." where you're suggesting they should be. Here's the print screen of what I can see. Am I missing something there or looking in the wrong place?
http://prntscr.com/6vbz7b
(thanks for the response)
That's TrenchBroom 1
It doesn't support Quake 2, so there is no way to edit surface and content flags.
I Suspect
that you're using a modified version of trenchbroom 1 to make quake 2 maps. My advice would be to ask at Q2 Cafe as that is where that version of TB originated -
http://leray.proboards.com/board/50/quake-mapping-central-re-mapper
Ladders And Ice
#1702 posted by KroPP on 2015/04/18 21:14:50
Yea, I am using the modified version of trenchbroom 1 to make quake 2 maps. I'll try that site, thank you.
Is TB2 In Closed Beta?
Closed? I Guess In A Way...
#1704 posted by xaGe on 2015/04/20 06:37:28
I'm not sure I would call it closed or Beta as SleepwalkR himself above described it more of an Alpha. Some things are missing yet, there are bugs, and it can crash from time to time, but anyone who knows how to compile source code can compile TrenchBroom 2 from its sources available on the TrenchBroom github. There is the NewArchitecture branch which is slightly older code and the develop branch which is more current code of TB2. On Linux I'm using a build of both branches and the only time either crash occasionally for me is usually when I'm cutting brushes or manipulating vertex. As new code gets introduced and fixes implemented things can break, but all and all TB2 is a pretty good experience for me so far in its use with Quake mapping.
If you're not familiar with compiling projects from source or don't want to deal with issues that will come up from time to time then I'd just wait until there is an official TB2 release. The wait will be worth it. ^_^
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