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The TrenchBroom Level Editor
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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Scar3crow 
This is maybe the best shitpost I have ever seen. 
#2116 
Sorry for the month+ pause in responding; life interfered. The preferences settings don't seem to help. Opening github issue... 
Scar3crow 
OK that was pretty funny! 
Going Back To An Earlier Version Of TB2? 
I have the TB2 Beta installed on my system (Linux), but it's not working so well for me and I'm keen to get back to a map I was working on. The last few alpha builds were more usable for me, so I was wondering if it's possible to use one of those while waiting for the newer stable beta version...?

(I've installed both Netradiant and Jackhammer in the mean time, but they're both very different from TB and I can't see myself getting much done with either of them in the near future. This is not meant as a judgement on the value of those editors; I'm sure they're both great, but I just can't seem to get a grip on either. It's probably a testament to TB's ease of use, though!)

I've just tried to install one of the TB2 alphas by doing the same thing I did before the Beta came out, i.e. the process described here: https://github.com/kduske/TrenchBroom/blob/develop/Build.txt (I suspected that was not the correct thing to do, but I thought I'd try it before asking for help here.)

It worked, sort of. I ended up with "Version 2.0.0 Interim" instead of one of the alpha builds. I can launch the programme, but when I try to open any map projects it crashes.

If I understand the automatically generated crash report correctly, it's trying to access a ".TrenchBroom" directory in my home directory, but ~/.TrenchBroom doesn't exist:

Reason: Exception: Cannot open directory: '/home/total_newbie/.TrenchBroom'

I then tried following the advice in post #2013 above, i.e. I ran

git log

, which listed what I understood to be the last four versions of TB2. So I picked the first one and ran

git checkout f673031f5024e4fe23ff1e24dc86e0de22985c01

That still left me with a 2.0.0 Interim version that crashes for seemingly the exact same reason.

I'm sure this was all really stupid, but is there a way of doing what I was trying to do, i.e. install one of the last alpha builds of TB2 to use while waiting for the new beta? 
What Are The Problems With The Latest Beta? 
You might also check whether there is a file in your home directory called .TrenchBroom - I have changed the storage location for preferences and it's possible that the file being there prevents TB2 from creating the .TrenchBroom directory. 
 
The main issue was with the inverted mousewheel, which really threw me off -- but I figured out today how to change it back to how it should be, as I commented on github (this was after my having tried to reinstall an alpha build and posting here). I still feel really stupid for having missed that earlier.

The other problems might very well exist between keyboard and chair, which is why I haven't reported them as issues (yet).

One is that I can't get entities to display properly, despite having specified my game path correctly (I think) -- entities still display as coloured cubes.

Another is that some of my brushwork seems to have drifted from where it's supposed to be -- but again, I need to make sure that it wasn't something I did wrong (and I thought that if I could e.g. test the same map in one of the latest alphas and in the beta, I would be able to tell quite quickly if the beta was behaving badly or if I was just being stupid).


As for the missing .TrenchBroom directory, the first thing I did was to check if it existed, and it doesn't. Would it help to create one manually? I assumed that if the programme didn't create it automatically, then my creating it manually wouldn't solve anything... 
Yeah 
you can try to create it manually. But either way, please submit a bug report. As for the other problems, please also submit bug reports. Maybe we can figure it out together. 
 
Ok, will do. Thank you. I was afraid of wasting your time with unnecessary/inaccurate bug reports. 
Just Figured Out The Entity Display Thing 
and it was just stupidity on my part. I hadn't noticed that although the game path pointed to my Quake installation, the game was specified as Hexen 2 Basically I forgot to specify the game as "Quake" (it's a map file I had been working on before, so I guess I assumed TB2 would recognise it as a Quake map file, and didn't even think that I needed to specify it again).

I'll have another look at the drifting brushwork problem too and if I can't figure out what went wrong I'll submit a bug report. 
Compile Quake 2 Map On Mac? 
Greetings! I have a simple map I built for Quake 2 in the Trenchroom v2 beta, but before I get much further I'd like to see it in-game. How does one compile a BSP from a .map file on OS X? Thanks! 
Err... 
TrenchBroom* :D 
You Can Use These Tools 
 
Specifically qbsp. Then you can use light to add lighting (qbsp on its own will give you a fullbright bsp). 
Oops, Didn't Notice The "2" 
Don't know if this applies to Q2 
 
In any case you need a separate compiling programme (similar to qbsp); TB doesn't compile maps. Because I feel stupid for giving the wrong answer to your question, I've tried to find what people currently use to compile Q2 maps, and I've found this: http://home.insightbb.com/~gryndehl/q2compile/quake2.html (via http://maps.rcmd.org/tutorials/q2_mapping_today/). Seems to be Windows only, but maybe it'll run in Wine on OSX?

Or someone else will give the correct answer and I'll look and feel like even more of an idiot... 
Wine Seems Unhappy 
I appreciate the help in any case! I had not tried using Wine, but I'm not having much luck with it. If there are any tools which work natively on OS X, that would be awesome, but of course I'd be happy to get these tools working through Wine as well. What follows is the command I used and the output of qbsp3.exe:

gddqbsp3_109 okaybenji$ wine qbsp3 -gamedir /Applications/Games/Quake\ 2 test.map
----------- qbsp3 -----------
original code by id Software
Modified by Geoffrey DeWan
Revision 1.09
-----------------------------
gamedir set to /Applications/Games/Quake 2\
entering Z:\Applications\Games\Trenchbroom\Maps\Quake 2\Tools\gddqbsp3_109\test.map
0...2...5...7... (0)
0...2...5...7... (0)
writing Z:\Applications\Games\Trenchbroom\Maps\Quake 2\Tools\gddqbsp3_109\test.prt
Writing Z:\Applications\Games\Trenchbroom\Maps\Quake 2\Tools\gddqbsp3_109\test.bsp
0 seconds elapsed
Benjis-MBP:gddqbsp3_109 okaybenji$ wine.bin(89554,0x407c9000) malloc: *** error for object 0xf883bbc0: pointer being freed was not allocated
*** set a breakpoint in malloc_error_break to debug 
Did It Write A Bsp? 
I normally get warnings with wine.. although not malloc errors. It looks like it succeeded though.

Every q1/q2/q3 compile tool I've tried has worked in wine, fwiw. 
Hmm, It Did, But... 
Yes, it created a BSP, but every time I try to load that BSP in Quake 2 I get the error: "Couldn't find spawn point"

My map is just a small, closed box with info_player_start and a railgun inside of it. For good measure I've tried throwing in an info_player_deathmatch as well. *shrug* 
The Sun 
I successfully compiled the included thesun.map and loaded it in the game, so the compiler is working! Just need to learn how to make Quake 2 maps I guess, haha.

I have managed to build and play a map for Quake 1. Loving TrenchBroom! 
Yeah! 
Ahh, I got it working! Was just doing something stupid. Thanks for the help, total_newbie and ericw. And thanks for the great app, SleepwalkR! 
Yay! 
 
Splitting TB Into Two Windows? 
Is it possible to split one instance of TB into two windows, so that when you have more than one monitor, you can e.g. move the 3d view onto one monitor and have the map/entity/face browser on the other monitor?

If not, is it worth a feature request on github, or is it the kind of thing that's not likely to be implemented? 
No, Not Yet 
There already is a request for this on github somewhere, but it's not very high on my priority list right now. 
 
Fair enough. Thank you for responding. 
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