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.
May I Suggest A Quality Of Life Improvement Here
#2780 posted by
oGkspAz on 2018/03/05 09:27:06
or would you prefer I rather make a post in the issue tracker?
It's not too important, just a separate memory if you will for "open wad" vs "save map"
I find that I reflexively save a map only to find it in my wad folder from when I opened the wad for it.
Still loving TB2. Thank you!
TrenchBroom 2.0.2
Rotating Door
#2783 posted by Mathuzzz on 2018/04/11 12:04:55
Is the func_door_rotating in Hexen 2 supposed to be set differently as they are in other map editors? I cannot seem to figure it out using the origin brush.
Rotating Door
#2784 posted by Mathuzzz on 2018/04/11 12:19:49
Ok, I figured it out. One must use different qbsp to make rotating door to work.
Selecting Only DM Or Non DM Specific Entities
#2785 posted by
Esrael on 2018/04/26 07:46:54
I think I've seen some screenshots of editors that enable you to toggle entity visibility based on their difficulty level/dm spawnflags. I'm trying to finish up my map by making it work in dm too, and I'd like to select all the triggers that don't have the "not in deathmatch" spawnflag set to them, so I could assess whether there are still some triggers that need to be disabled for dm.
In fact, it would be nice to generalize the whole idea: Whenever I select a huge amount of entities (typically with Ctrl+A) and have the entity tab open with all those "multi" value fields and spawnflag checkboxes with squares instead of checkmarks, it would be nice to filter my selection by let's say right clicking the "multi" value field next to the "target" key for example, and then a checkbox dropdown menu would appear at the pointer, where I could select all the values the entities of which I want to manipulate. The same principle would apply for the spawnflag section and maybe even the color section.
So I have two suggestions:
1) Add four more checkboxes in the View "pop-up" menu:
"Show easy skill entities"
"Show normal skill entities"
"Show hard skill entities"
"Show deathmatch entities"
or something along those lines.
2) Implement the above-mentioned idea of filtering a selection
Ok, I lied: a third bonus suggestion:
3) Add one more checkbox in the View "pop-up" menu:
"Show group entities"/"Show groups"/"Show group entity bounds"
or something along those lines. :)
Pretty please! ;; It's always such a hassle to manually hide my groups when everything else can easily be hidden with the click of a button.
1) Cannot be done since spawnflags are not general, but game specific. But filtering by spawnflags may be done in general, yes:
https://github.com/kduske/TrenchBroom/issues/452
2) Filtering will be done using queries written in a simple query language, see
https://github.com/kduske/TrenchBroom/issues/2044
https://github.com/kduske/TrenchBroom/issues/1247
3) Cannot be done specifically for group entities, but for brush entities in general:
https://github.com/kduske/TrenchBroom/issues/1803
So all of your suggestions are already in our todo list. Thanks!
Renaming Layers
#2787 posted by
Esrael on 2018/05/04 08:58:23
I've finally started experimenting with layers. Is it possible to rename them? o: With a quick glance I couldn't find anything in the UI or the manual.
Layer Names
Not that I am aware of. Workaround is to move selection to a new layer and remove the old one.
It‘s An Oversight On My Part
There is already an issue for it I think.
Rotfish/ Fish Monter Issue
Having a weird thing in TrenchBroom 2.02... When I put the monster fish in the level, it messes up the monster/kill count in-game. It seems to be counting one fish as two, as I put 7 in the level, but my kill count goes up by 14, and after clearing the map of all enemies it still says I have 7 left in the kill count.
Haven't found reference to this elsewhere unless I missed it.
Spankmaster
#2791 posted by
Kinn on 2018/05/28 00:31:07
That's a bug with Quake, not Trenchbroom. This bug is also in the original game.
If you don't want to use a mod, Preach has a fix for it here:
https://tomeofpreach.wordpress.com/2017/02/07/fish-fix/
No Worries
#2793 posted by
Kinn on 2018/05/28 02:48:20
By the way, because this is such a well-known err "feature" of the original game, no-one minds if it's not fixed if you're doing an id1 release.
But It Is Nice To List Fish Count In The Readme
#2794 posted by
Qmaster on 2018/05/29 04:13:43