10.6 Is No Longer Supported
#2755 posted by Pazuzu on 2018/02/19 06:38:34
I wanna cry :( description in website still states 10.6? I guess that's for Trenchbroom 1
Missing A Couple Of Hundreds .dll Files..
#2756 posted by draxi on 2018/02/19 10:56:10
How many .dll files do I need to download to get it to work on Windows 8 (64 bit)?
Downloaded the redistributable, but it didn't help..
Without Proper Details, No One Can Help You
It should run out of the box with the (correct) redistributive installed.
Files *Required* For TrenchBroom
The editor and compiling tools depend on some additional files from Microsoft: Visual C++ Redistributable for Visual Studio
Both the 2013 and 2015 versions.
For TrenchBroom:
https://www.microsoft.com/en-us/download/details.aspx?id=48145
For ericw-tools:
https://www.microsoft.com/en-ca/download/details.aspx?id=40784
Install both of these -
even though they are quite similar - you'll need
both. After that you should be good to go.
Moddb
@sleepwalker
Very cool coverage and insights. I had no idea it dated back to 2010. Wow.
#2761 posted by anonymous user on 2018/02/24 01:28:35
GoldSrc support please.
Compiling Tools For Mac OS X?
#2763 posted by jarbo on 2018/02/24 12:52:24
Any idea where to download map compiling tools for mac? I can only find tools for Quake 1 but not for 2 :/
#2764 posted by
Joel B on 2018/02/24 23:20:07
#2765 posted by
Joel B on 2018/02/24 23:20:37
Oh sorry that's for Quake 1, I misread your question.
Open Multiple Maps?
#2766 posted by
sevin on 2018/02/25 00:58:54
I'm one of those mappers who likes flipping back and forth between a map I'm working on and maps I'm referencing. Is this possible or can I only open one map at a time?
Depends On The Platform
On Mac and Linux, this is not a problem. On Windows, TB is a single document interface app, meaning you can only open one map at a time. But to offset this, you can open multiple instances of TB for different maps on Windows.
Yeah
#2769 posted by
bal on 2018/02/25 13:59:19
I usually have 2 TBs open, you can copy-paste from one to the other, so it's basically the same as having two maps open.
Thanks Sleepwalkr
#2770 posted by
Preach on 2018/02/25 23:55:25
I got a notification that my feature request (targetname autocomplete) was closed on the issue tracker. I assumed it was being put on the backburner for the drive to expand the range of supported games. So you can imagine my surprise and delight to upgrade to the release version and find it present! It's already proved valuable in creating one short map hack, so thank you for this and all the rest of the work on the editor.
Please Thank Ericw
He implemented it, I only reviewed it.
TrenchBroom 2.0.1
Not Sure If This Is Something I Caused Somehow
#2773 posted by
sevin on 2018/02/26 22:42:27
But the
info_teleport_destination model is displayed about 32 units underneath the the entity's bounding box.
@sevin
No that's normal. Set in the FBD that way I believe. Not sure why. Don't go by the model. Go by the Bbox and you're good.
Info_teleport_destination
#2776 posted by
Preach on 2018/02/27 08:56:26
One thing the QuakeC does is moves every info_teleport_destination 32 units upwards from its starting point. I guess that the bounding box is accounting for this but the model isn't/can't?
Hmm
#2777 posted by
sevin on 2018/02/27 12:57:01
Is there no hack to bring the model in line with the bbox? Kind of annoying to look at.
Desperate Hack
#2778 posted by
Preach on 2018/02/27 19:48:23
There might be a sensible way, if it bugs you enough to accept a local fix you could: create a copy of the player model that's raised by 32 units, then reference that copy of the model in the FGD definition of info_teleport_destination.
Sounds Reasonable
#2779 posted by
sevin on 2018/02/27 22:07:18
I’ll probably try that. Thanks Preach.