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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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#2415 posted by Mugwump on 2016/12/20 08:28:57
Honestly, I don't mind and it's not that big of a deal in the first place, but a) the question could have garnered more editor-independent answers than Mukor's TB-specific reply and b) I know people here can be a little sensitive over this kind of things.
Archie
#2416 posted by mjb on 2016/12/20 12:33:23
Thanks for sharing your technique Muk!
Would have been great to have had this when I was banging my head on how to create them last year!
#2417 posted by topher on 2016/12/20 12:51:10
maybe we went a little offtopic
on topic
"face convex merging"
is this a feature? i didn't see it in the help
this software is very intuitive and full of shortcuts to save time
in a few days and aprox 6 hours of fiddling and some reading i'm getting confortable with shaping this simple brushes
http://imgur.com/a/IIcQ1
Merger
#2418 posted by mjb on 2016/12/20 13:01:19
Convex merge is a fantastic feature and it looks like you already got the hang of it! To be honest, I don't know if I realized face selection would work with merging but I assume it is intended.
Keep going topher!
#2419 posted by PRITCHARD on 2016/12/20 14:17:08
Is the lag when clipping a large amount of brushes at once a known issue?
https://dl.dropboxusercontent.com/s/f8im492wkzjic2a/2016-12-21_00-13-13.mp4
I ask because although I've been living with it for a while (like many tb2 bugs - I'm really bad at reporting in a timely manner...), the more I trisoup for this map, the more of my time it takes up. It'd be nice to at least have a "won't fix" response, but I'm skeptical of submitting an issue because it may simply be something that comes with the territory of the operation...
Clip
#2420 posted by mjb on 2016/12/20 14:52:23
I have encountered this before, sometimes it can happen with just a large brush that I am cutting in half. A bit random at times but infrequent enough that I never regarded it as an issue.
Doesn't hurt to submit an issue regardless.
Yes, Submit Everything
Seriously. I'm providing this app for free. The only price you have to pay is reporting the issues you find. Let me decide whether or not they are relevant. Don't sit on issues out of doubt whether they are issues or not.
Windows Build From Today
#2422 posted by ericw on 2016/12/21 01:00:35
Much Appreciated
#2423 posted by mjb on 2016/12/21 01:17:32
Thank you! :D
#2424 posted by PRITCHARD on 2016/12/21 02:28:31
I have this irrational fear of annoying people by filling up their issue tracker... If I were running the project, I'd be obsessed with getting the open tickets down to 0 at all times...
I need to stop projecting.
#2425 posted by muk on 2016/12/21 04:11:08
Noticing some... aliasing? is that the right word?
Noticing it on the version you just linked Eric.
http://imgur.com/a/MA4IL
JUUUUST opened it up so thats all I have for now. Ill be getting intimate with TB over the next few hours and Ill report back here or go straight to github with anything else.
Yeah Same Here
#2426 posted by ericw on 2016/12/21 04:39:51
on macOS.
Is the "previous build" the one I linked to in November, 3cb0140 ?
Filed An Issue For That:
#2427 posted by ericw on 2016/12/21 04:41:46
#2428 posted by muk on 2016/12/21 04:59:27
Yeah, my bad, i couldve been clearer on "previous build". But yep, the last version you linked me was without the aliasing issue present in the current build.
#2429 posted by muk on 2016/12/21 05:20:19
Well thanks for letting me flex my computer know how!
i figured out I can set up AA for specific programs through my video settings!
Pritchard
Unfortunately, we'll never get it down to 0 anyway. Don't worry about it. The issue tracker is more like a todo list.
AA
#2431 posted by mjb on 2016/12/21 11:44:55
Yep, lack of AA on the latest linked build.
However, I did try to reproduce the crash on map switch that I reported and I could not get it to crash!
Beta 2 On Mac 10.6.8
#2432 posted by donde on 2016/12/22 11:36:34
my mac is running osx 10.6.8 with opengl2.1 and glsl1.2 - when i run trenchbroom 2.0 out of my applications folder it gives me an error saying not compatible with this version mac. any suggestions? i am looking forward to using trenchbroom to work on quake 2 maps in particular. thank you for making this software - really appreciate the time and care you are putting in.
Yeah, It's Not
I think you need 10.9bor later.
Appveyor
#2434 posted by PRITCHARD on 2016/12/23 04:47:46
Are the appveyor builds supposed to be usable? Or do I still need to rely on the guru/wizards of this thread for new builds of TB? I tried downloading the "Latest Build" from there, but it seems to be gutted and non-functional - no art (logo, icons), supported games list is empty, etc.
#2435 posted by muk on 2016/12/23 05:09:49
The recent build is without a build number. I dont think that specific build is to be usable at the moment.
A new build with the fixed context menus would be cool, though. AA can wait as one can set it through their video settings. Im interested in using https://github.com/kduske/TrenchBroom/issues/1526 and https://github.com/kduske/TrenchBroom/issues/1527
#2436 posted by ericw on 2016/12/23 06:46:40
Pritchard, they should be usable, however, the "Latest build" button in Appveyor is not reliable at the moment, because it includes test builds for feature branches. It looks like a change earlier today may have caused the "gutted and non-functional" breakage.. I will check it out.
@mukor, the f7fe54e build I posted yesterday should have those two features for the key/value editor :)
There have been a lot of fixes today so I hope to post an updated build tomorrow.
Stupid Question
I used to get the latest builds of 2.x off sleepwalker's Dropbox. Where can I get the latest builds for PC? I'm a bit lost on github and cannot compile the code.
Right now I am using the build from the website (2f3c498?)
Dec 24 Windows Build
#2438 posted by ericw on 2016/12/24 23:32:53
TrenchBroom-Win32-2.0.0-Interim-0e1a90a-RelWithDebInfo.7z
The pauses Pritchard reported when clipping, the entities in the right click menu, and antialiasing are fixed, plus some other fixes in the issue tracker.
Brilliant!
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