FifthElephant
I have successfully been able to run the editor on Windows 8, albeit in a virtual machine. Could you please create a new issue and give me some information on your graphics card and driver? Also, paste the entire contents of the console, please.
http://github.com/kduske/TrenchBroom/issues
#27 posted by necros on 2013/03/02 00:34:30
Just watched that video, really well done on that. :D
Thanks ;-)
But it's mostly a testament to how easy to use iMove is, because I'm totally a hack ;-)
#29 posted by FifthElephant on 2013/03/02 00:47:12
Sorry SleepwalkR, it wont let me select the text in the console. Does the editor have a way of logging everything into a file? I have made a screenshot -
http://s23.postimage.org/xm8w7bsq3/error.jpg
My graphics card is Geforce 8600M GT and the driver info is in the screenshot -
http://s23.postimage.org/lls1kcap7/driver.jpg
I hope this helps.
No Problem
TrenchBroom doesn't write a log file, but it should. I'll add that to the next release. Maybe I can fix your problem then. Sorry.
Congrats!
#31 posted by mindabuse on 2013/03/02 01:09:48
Echoing what Williem said and congrats on the release!
Also want to say that TrenchBroom has an extremely fluid method of sculpting (tri-soup-like) brushes. Excellent work!
Any Way To Get WASD? :)
#32 posted by Spiney on 2013/03/02 01:32:53
Success!
#33 posted by FifthElephant on 2013/03/02 01:44:52
Turns out it was the graphics driver, I updated to the latest nvidia drivers and I got it working!
It's fairly nifty, somewhat reminiscent of the built-in Portal 2 editor (only more powerful), I will be a bore and echo the WASD requests... so far so good though. I look forward to tinkering all weekend. :)
This Looks
#34 posted by scar3crow on 2013/03/02 01:55:56
amazing. I'm going to have to try this out tonight. On a side note, I discovered this via Carmack's twitter actually. I'll do a news post on Inside3d about it tonight as well.
I hope I like it even half as well as DaZ and Willem seem to!
#35 posted by JneeraZ on 2013/03/02 02:04:21
You'll love it. I'm mapping for my old mod Qonquer right now and it's absolutely seamless. Between this editor, and the new tools that were just released, and the compiler UI from Necros Quake mapping is enjoyable again. :P
#36 posted by necros on 2013/03/02 03:37:24
I think once everyone starts to get the hang of the vertex manip, we may see some truly wild maps.
#37 posted by FifthElephant on 2013/03/02 04:04:35
I've already partially converted my WIP level to trenchboom. I do feel without a 2d x/y grid etc I have less accuracy though, it's a very organic feeling editor.
This Looks Pretty Sweet!
#38 posted by The Happy Friar on 2013/03/02 05:34:31
I'll give it a go, but Quake 2 is my poison of choice for Quake editing. Any plans for Q2 support?
Quake 2 And Quake 3 Support
it's on my todo list, but it will take a while.
Thanks Scarecr0w
Crash...
#41 posted by quaketree on 2013/03/02 08:36:38
I had the same problem as elephant walker (sp) above.
Win XP (fully up to date)
GForce440go
C++ 2010 runtimes installed
old laptop (but that shouldn't matter unless this software needs more than 512mb on startup)
Console started loading something about models (it went by pretty fast so I couldn't see what it said with any accuracy) then it crashed.
Maybe I'll try it again after it's a bit more matured but I do like the concept.
#42 posted by Spirit on 2013/03/02 09:36:21
Wow, how did Carmack find out about this?
I Got Cocky
And emailed him.
Quaketree
#44 posted by FifthElephant on 2013/03/02 10:04:34
I resolved the issue by updating to the latest drivers, maybe try that if you haven't already? :)
Cock
#45 posted by Spirit on 2013/03/02 10:04:35
nice!
So It's Offically To TB Now Supports Win?
#46 posted by spy on 2013/03/02 10:38:37
great news
#47 posted by spy on 2013/03/02 10:44:43
<quote>Loading file H:\Mapping\555.map
Loading unsupported map Valve 220 map format</quote>
thats sad
Tried It A Tiny Bit
#48 posted by scar3crow on 2013/03/02 10:52:15
Went through 80% of the documentation, I really appreciate that it is there! So far everything feels very good. Going to finish the documentation in the morning, then prod at the primary functions, and once I feel comfortable, attempt a speedmap with it.
Oh and FYI, Tom Mustaine retweeted the link Carmack had supplied, and stated he knew what he was going to be up to this weekend. Perhaps word will spread to Levelord and we can get some bizarro mini-Scourge of Armagon going on...
#49 posted by FifthElephant on 2013/03/02 10:53:16
I think he said he's working on support for 220 map files. It'd be nice (and I could import my WIP levels in to do the organic stuff like terrain), but I'd love to have some more robust texture alignment features (snap to top/bottom/face/floor etc, basically the options available in WC)
Gonna Read This Thread From Its Start
#50 posted by spy on 2013/03/02 11:02:17
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