#1814 posted by - on 2015/09/03 06:35:28
Yup
That's me... while playing your maps!
Total_newbie
Here is the bug report for the nan issue in case you find out how to reproduce it:
https://github.com/kduske/TrenchBroom/issues/1069
SleepwalkR
Ok, thanks; I'll keep trying to reproduce it and I responded on github.
New Builds
I am making new test builds right now. I have done some open heart surgery on TB2 by replacing one of its core data structures with a different one. If all went well, you will only notice that maps load a little bit slower now. Otherwise, the new data structure should behave in the same way as the old one, but the code is much better and hopefully it will have fewer strange bugs once the initial kinks are out.
Regarding the performance of map loading, there's potential for optimization, but as it's still very fast, I'm probably not going to realize that potential as the optimizations would make the code less clear.
My own testing indicates that the new code works fine, but I'm sure you guys will find edge cases that I haven't considered. I'm sure if necros tries the new build, he'll make it crash on first launch.
Cool!
#1819 posted by ericw on 2015/09/13 22:30:27
It crashes while loading jam6_ericwtronyn.map though (included in the mapjam6 zip.) - segfault in Polyhedron::intersectWithPlane.
Yeah, "cool"
Thanks ;-)
Yup, Can Replicate.
Turned it into a test case and will investigate tomorrow.
Thanks
#1822 posted by ericw on 2015/09/13 23:26:56
Ericw
The bug is now fixed and the map loads fine. I'm uploading new builds now.
What do you think about the difference in load time?
Sweet, Thanks!
#1824 posted by ericw on 2015/09/14 22:53:49
Confirmed that jam6_ericwtronyn.map loads. That fixed telefragged.map (from the RRP devkit) as well.
The load times seem fine, telefragged.map loads in about 5 seconds, jam6_ericwtronyn.map in 2.
Cool
I don't think it's necessary to optimize that then as loading happens rarely. It's tempting, but the advantage of the current algorithm is that it has a simpler invariant.
TB2
latest build feels better than some of the earlier builds. Mostly because you added the old school brush mode back in. Still feels slightly less productive in terms of work flow though, mostly due to extra button presses than I would need in TB1.
So for example, if I drag out a brush in TB1 it will be selected automatically. which allows me to instantly move or manipulate it if I need to. TB2 if I drag out a brush I have to escape out of the brush tool or select the move button instead, just doesn't flow quite as well. It's perfectly serviceable and better than Jackhammer though.
Glad To Hear That
Brush creation is a separate too know, and tools stay active by default. That's why you have to escape out. Not sure how to change that without making other things too awkward.
Any other gripes?
Sleeps
Not really that much in the way of gripes. I'm not really sure how to create a brush using vertex point creation. I can shift click the vertices but I have no idea how to extend upwards?
Also, I am still very excited to see support for other id-tech games. Heretic 2 is one game I want to create a couple maps for, but I am waiting for proper support.
#1829 posted by JneeraZ on 2015/09/15 16:00:00
So, dumb question ... I start up TB2 now and click and drag in the viewport doesn't do anything. How do you create a brush to get started?
Warren
There's a box button at the top with what appears to be a cannabis leaf. Click that and then it should work. Or you can press the space bar and work in 2d mode
#1831 posted by JneeraZ on 2015/09/15 16:22:44
Ahh OK! Things have changed a little since I was last in here, thanks...
#1832 posted by anonymous user on 2015/09/15 17:30:27
Where can i get an executable version of tb2?
5th
You mean in brush mode? You can't edit the vertices once they are set. You basically create a convex hull by setting points or dragging rects on other faces and the realize that form by hitting enter. The ability to drag the vertices might be added later.
Anynomous Guy
The beta builds are currently not public.
Q3A Entities In TrenchBroom
#1835 posted by James on 2015/09/16 16:57:12
For some reason cant get this to work.
Also cant find anything on it.
Is this editor compatible with Quake 3 Arena?
Cheers for the great addition to the Quake scene.
James
I don't think it's compatible with Q3A yet.
I Need Help
#1837 posted by JohnisonBoa on 2015/09/25 22:48:17
TrenchBroom have mission pack monsters?
You Need A
#1838 posted by ijed on 2015/09/25 23:33:07
.fgd or .def which are the entity definition files - either will work.
Or you can add whatever the entites or monsters are to the file you have (or a copy of it). It pretty easy - copy paste another entry (it's just text inside) and change the name.
Adding the special keys/flags that the entities use
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