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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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@hakkarin
You can check out the milestones at Github here:
https://github.com/kduske/TrenchBroom/milestones
Right now they are working on 2.0.0 and it looks like 2.1.0 is chugging along.
Doom 3 Support
I'm sorry, but it's not actively being worked on ATM. I'm very busy with other things and have too little time to work on TB as it is. Also other games have precedence, e.g. before I would start working on D3 support, I'd want to work on Q3 and HL2.
Disappearing Trigger_secret Points
#2678 posted by Esrael on 2017/10/18 16:30:59
Hi!
When I change a point entity's classname to trigger_secret and then deselect the entity, the entity stops displaying in the editor. The entity still exists in the map, because it compiles and gets triggered during gameplay.
Is anyone else able to reproduce the behavior?
You Might Have Them Filtered From View
Check your View menu checkboxes. This sort of thing has happened to me before and this was the culprit.
Alternatively, I seem to recall something familiar about this so it could be a known issue. Do the above check to rule that out.
Esrael
#2680 posted by ericw on 2017/10/18 20:16:40
I think what you described is this bug, which is already fixed for the next release:
https://github.com/kduske/TrenchBroom/issues/1805
Another Thing
#2681 posted by Esrael on 2017/10/19 08:52:49
That's probably it, ericw. Glad that it's accounted for.
On another, somewhat similar note: I've made some groups, but there don't seem to be any checkboxes in the view menu to hide groups. Instead I have to first select them and use the hide tool, which isn't as convenient.
Is there an easy way to hide groups in RC4 or will it be implemented in version 2.0?
No
I don‘t see much value in blanket hiding all groups. This is not their purpose.
#2683 posted by muk on 2017/10/19 18:54:01
Being able to hide the TrenchBroom groups has value.
Sometimes I want to manipulate a large group of entities at once(lights for example). To do this I turn off visibility for everything but that one entity type i wish to change.
If i have TB groups, I have to first hide EVERYTHING, this leaves the TB groups visible, then I ctrl+A to select everything, hide the TB groups, then I turn on visibility for the one entity type I wish to see/change.
#2684 posted by muk on 2017/10/19 18:57:51
https://imgur.com/fAzSK68
for clarity, were talking about hiding them with this menu.
#2685 posted by Esrael on 2017/10/19 23:02:43
Nice workaround, mukor! :) It would still definitely be a lot more convenient if the groups were possible to be hidden with a simple checkbox.
Is it just me, or is there no way of removing individual brushes from groups in RC4? The only options I have when right-clicking a single brush within a group are
Group
Ungroup [unclickable]
Rename [unclickable]
Add Objects to Group [some other group]
______________
Create Point Entity
Create Brush Entity
Move Brushes to World
"Move Brushes to World" used to do the trick in earlier versions of TB (albeit at the cost of turning all selected brush entities to world brushes); it no longer works. Shouldn't there be a "Remove Objects from Group [selected group]"?
@former_total_newbie
#2687 posted by ericw on 2017/11/11 20:41:11
Hmm, it works for me in RC4.
I am 'inside' a group (double-clicked on it). The group has 2 worldspawn brushes, I select one, right click, and have the option: "Remove Objects from Group Unnamed". Selecting that moves it outside the group, turning it blue.
Can you get reproduce this?
"Move Brushes to World" is only for moving things from "func_" entities to worldspawn, it doesn't affect group membership. This was different pre-RC4 , see: https://github.com/kduske/TrenchBroom/issues/1744
Might Also Depend On
Where you right click (selected brush you wish to remove from group vs. other objects).
@ericw, @SleepwalkR
I am 'inside' a group (double-clicked on it). The group has 2 worldspawn brushes, I select one, right click, and have the option: "Remove Objects from Group Unnamed". Selecting that moves it outside the group, turning it blue.
Can you get reproduce this?
No, I can't; what you describe is exactly what I want to do. I don't have the option "Remove Objects from Group [name]"; only the options I listed above:
Group
Ungroup [unclickable]
Rename [unclickable]
Add Objects to Group [some other group]
______________
Create Point Entity
Create Brush Entity
Move Brushes to World
Might also depend on where you right click (selected brush you wish to remove from group vs. other objects).
I am definitely clicking the selected brush, but no matter where I click, I don't get the option "Remove from Group".
When I click the selected brush, I get the options above.
When I click the entire group, I get
Group
Ungroup
Rename
______________
Create Point Entity
Create Brush Entity
Move Brushes to World
and when I click somewhere else at random, I get
Group
Ungroup
Rename
Add Objects to Group [some group]
______________
Create Point Entity
Create Brush Entity
Move Brushes to World
Wait, I just tried again in a new map, and now I do get the "Remove" option.
Sorry! Something else must have gone wrong on my end...
Ok, I Think I've Got A Reproducable Bug, I Think
When two or more groups overlap, TB no longer gives you the "Remove" option. I'll open a Github issue.
Ok, That's Not Quite It Either
It seems that whenever there's another group behind the group you're manipulating, TB doesn't give you the "Remove from Group" or "Ungroup" options; instead giving you the "Add to Group" option, pertaining to the group that's behind the group you're trying to manipulate.
Isolating groups (View --> Isolate) is a workaround, but this is really bizarre and unwieldy behaviour, I think...
Report It On Github Plz
Done!
Not Working On Debian
#2695 posted by razer_ on 2017/11/26 23:27:23
I tried to install the .deb file and it won't Install on Debian GNU/Linux 9 (stretch) 64-bit stable.
This is what it says:
dpkg: dependency problems prevent configuration of trenchbroom:
trenchbroom depends on libpng12-0 (>= 1.2.13-4); however:
Package libpng12-0 is not installed.
dpkg: error processing package trenchbroom (--install):
dependency problems - leaving unconfigured
Errors were encountered while processing:
trenchbroom
I could not install the dependency after researching it and I also tried to compile it following the instructions and ran into many issues as well.
Could we perhaps get this added to the Debian repository so it can be installed automatically with APT?
Could You Please File An Issue On Github?
#2697 posted by PRITCHARD on 2017/11/27 09:40:41
I thought this was an already documented issue? At the very least, the solution (this worked for me on Ubuntu 17.10) is https://askubuntu.com/questions/840257/e-package-libpng12-0-has-no-installation-candidate-ubuntu-16-10-gnome/840268
#2698 posted by PRITCHARD on 2017/11/27 09:41:10
(obviously that would have to be adapted for Debian)
Thank You For TrenchBroom
#2699 posted by SavageX on 2017/11/27 10:03:21
I just got around trying TrenchBroom 2, and found it to be very easy to get into and overall to be very pleasant and powerful. I've now switched from NetRadiant for my Quake 1 mapping needs.
Thanks a lot for creating this editor! (Is there a donation link somewhere?)
Libpng
#2700 posted by flp on 2017/11/27 11:50:21
Apparently there is no libpng12-0 on current debian derivates. Instead there is libpng16-16.
I don't fully understand however there is another fix that doesn't require a download of some library from somewhere.
We just edit the deb and edit the libpng dependency to match the current libpng16-16
dpkg-deb -x TrenchBroom-Linux-v2.0.0-RC4-Release.x86_64.deb tmpdir
dpkg-deb --control TrenchBroom-Linux-v2.0.0-RC4-Release.x86_64.deb tmpdir/DEBIAN
sed -i 's/libpng12-0 (>= 1.2.13-4)/libpng16-16/g' tmpdir/DEBIAN/control
dpkg -b tmpdir Edited-TrenchBroom-Linux-v2.0.0-RC4-Release.x86_64.deb
dpkg -i Edited-TrenchBroom-Linux-v2.0.0-RC4-Release.x86_64.deb
aptitude install
@Sleep if you are still building the linux package on an old distribution (pre Ubuntu 16.04 or Debian 9/Stretch) it might be time to switch. The build tooling will probably take care of the rest.
@aftershock getting trenchbroom into official debian repositories is definetely a possibility but from what I've heard debian maintainers are very meticulous about package layout and QA to the point that the automated build probably wouldn't do and manual repackaging would need to happen specifically for the debian repos.
PS: Don't forget about the github issue
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