DeeDoubleYou
That's okay, thanks for the video.
I wonder why all these bugs show up just now. We have had all those alpha builds and it seems like noone has really tested them. Maybe I should stop doing alpha builds.
I've Modeled Something!
#2072 posted by Hai on 2016/03/14 18:25:33
https://pbs.twimg.com/media/CdhlNGxW0AEmRVB.jpg:orig
Overall, TB is quite impressive. :)
Before that, I've wildly copied and pasted brushes until it crashed. Then I tried the same in Microbrush until it crashed. TB reached 64k brushes before crashing when cloning them, Mb reached 512k brushes before the crashing clone. We're probably both hitting 32bit memory address bounds or something like that. As I associate more data with my brushes for texturing, my total count before a crash will probably decrease, too.
They're Friends.
#2073 posted by Hai on 2016/03/14 18:34:55
Thanks
I suppose you're on Windows? Memory consumption is a weak point of TB, I have beens squandering memory to be honest. It is something I'd like to improve in the future. On the other hand, "64k ought to be enough for anybody", ask Bill Gates!
Yeah, And Pondering Adding Another 16k Ram To My 32k Ram
#2075 posted by Hai on 2016/03/14 18:44:42
It would be nice if the compile tools and engines adopted handling such large numbers of brushes normally... think of all the possibilities for detail modeling, not necessarily larger maps... mmh.
Shrinker
#2076 posted by Kinn on 2016/03/14 18:50:49
the quake bsp / visportal system really does not scale well as maps become more and more detailed.
There is a reason games abandoned this model 15 years ago
Alpha Builds
I haven't been using the alphas very often which is why you rarely get bug reports from me.
I would bug test more but I don't want to risk losing work at the moment
@Kinn
#2078 posted by Hai on 2016/03/14 19:19:34
One could harness the ease and expressiveness of brush-based modeling in conjunction with other ways of doing the vis work, too. I recall many approaches to these issues from lectures I've attended. BSP and vis portals are just two flavors.
In the Quake domain, there might be some room for extending the concept of detail brushes a bit, so that the compiler and engine identify complex parts that could be made into models that go through a different rendering pipeline, etc.
What I meant was a bit of daydreaming that some underlying fundamentals are changed with a lot of effort. :P
Shrinker
#2079 posted by Kinn on 2016/03/14 19:32:10
Yes, if you mean like how the Quake 3 and Doom 3 engines have much more efficient ways of dealing with detailed brushery than Quake 1 then I agree.
Darkplaces has q3bsp support for quake 1. That's probably as good as we're gonna get.
SleepwalkR, Re: #2059
Thank you, I'll get back to you re dropbox. First priority is to get my primary machine up and running again.
#2081 posted by necros on 2016/03/15 01:31:40
oops, i never use the info panel... when it went away, i just figured you made it remember i had set it off when i quit. :S
Hey Debs, Nice!
#2082 posted by mwh on 2016/03/15 09:12:13
Would you be interested in some packaging pedantry? (I can totally understand if not). Can't find the debian directory anywhere...
Sure
Just create an issue on github. I haven't done the CMake config for the Linux packages, but I can notify flp, the person who has done it.
Settings Not Getting Saved Between Sessions
I don't know if they supposed to in this version though.
What Settings
Those that interest me the most is definition file and texture lock state.
The Definition File
Should be stored in the map file, so you shouldn't have to reset it when you open a map.
Texture lock state could be a preference.
Working Pretty Well On Linux Thusfar
As I'm a a TB newb I have a quick question, does TB not have a compile / launch option?
Unfortunately Not
But this is very high on my todo list as it's a very commonly requested feature.
What happened to the Docs? I get a 404 when trying to access it even though it still pops up in Google search.
Scaling?
Am I able to scale a brush up in any way?
I Have Taken The Docs Offline
But they are included in the app under the Help menu.
WAD3 Support
#2093 posted by drm_wayne on 2016/03/20 20:43:29
Is it possible to add WAD3 support? It would be great to use TB for GoldSrc based games :D
Yes, It's Possible
And it's already been requested, but it's not very high priority for me.
https://github.com/kduske/TrenchBroom/issues/1140
TrenchBroom 2.0.0 Beta 0f4b6d2
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