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Jackhammer 1.1.855 Public Beta Is Out!
Hi all!
We are glad to present the new version with another bunch of bugfixes and improvements. ^^
Thanks to everyone who helped us with suggestions and bug reports!

New version highlights:

* Dynamic Sky Rendition: Jackhammer renders skyboxes in the same way games do. In addition, there are layered clouds in Quake, rotating skybox in Quake II, and shader effects in Quake III supported. To facilitate the choice of a certain sky in map properties, a drop-down combo with icons was added.
* Improved Arch Tool: arch creation instrument got new abilities. Now it allows triangulation upon creation, fitting arches to selection box, estimation of proportions using a grid. Also it is possible to create smooth ramps.
* Keep Internal Connections: option to preserve internal connections (targetname-target links) in entities during copypaste and cloning (i.e. dragging with Shift pressed) operations.
* Snap to Grid Revised: subsequent calls to it change anchor point, looping through all eight bounding box points (previously only the lower bounding box point was used as an anchor). In Vertex Manipulation mode this instrument snaps using selected vertices, thus enabling alignment of the whole object that ensures the certain vertex on the grid. In addition, VHE-style snapping to grid during movement of the selection was added.
* Texture Repeats: added special mode to draw borders of repeating (tiling) textures in a 3D-View.
* New Curve Types: now it is possible to create for Quake3 such primitives as Exact Cone, Exact Cylinder, Exact Sphere - correct round variants of cones, columns and spheres.
* Additional Instruments: ability to connect logically two entities using their target and targetname fields using Ctrl+K, separate tie to entities function. Upon automatic creation of the default room, the editor now can paint invisible faces with NULL or caulk texture. Improved Paste function - now it preserves an original third coordinate in a 2D-view.
* Multilingual Support: switch to your native language when using the editor! Now there is no need to consult a dictionary to find out what either menu command does, or to understand a reason for an error. Presently there are English, Russian and Ukrainian languages supported. Languages can even be switched dynamically without restarting the editor.
* Lots of improvements: the new version traditionally contains lots of bugfixes and improvements in comparison with the previous release. The editor became much more stable and functional, and now it is a beta. Please view a changelog for the details.

This version supports Quake, Quake II, Quake III, Half-Life, Gunman Chronicles and their modifications.
Supported operating systems: Windows, Linux.
Supported architectures: x86 (32-bit), amd64 (64-bit).

Web page
Feature list
Changelog of version 1.1.855

DOWNLOAD NOW!

Again, thanks for the feedback, some features were added because of your requests.
Merry Christmas and a Happy New Year!
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Really great update, love the fixes and new features. Thanks for correcting the texture alignment issue that had been giving me trouble before, I've now made the complete switch over to Jackhammer! 
Can I Submit Translation? 
I'd like to try and do a translation into a new language but cannot find any text files with captions. How can I contribute to that? 
 
I can give you necessary files, please email me: support at hlfx dot ru. What language do you want to translate into? 
Can't Send Email To Provided Address 
Can't send email to the provided address. Are you sure it's correct? Is it just "support" or maybe something more?

I've tried to find a different address on the jackhammer website but couldn't see any. 
It Is Correct Actually 
Just tested it from another email address.
Ok, then PM me on ModDB: http://www.moddb.com/members/xaerox
or on Steam:
http://steamcommunity.com/id/mrxaerox 
OK, Message Sent Through Moddb 
OK, message sent through moddb.
Also one potential bugreport (not sure yet if it's a bug or I'm doing something wrong). 
Customize Allowed Texture Formats? 
I'm using a modified quake2 that can use both TGA and WAL textures. Is there a way to add TGA as an allowed texture format? Maybe in config?

I've learned that md3 models can be shown along with md2 and now would like to do the same with textures. 
Sdk 
...ok, I read in another thread that modification ability would come when SDK is released. 
So Why Is This A Thing? 
http://i.imgur.com/vPsRVWu.png?1

Latest JH
Ubuntu 15.10, using opensource radeon drivers

Something to do with the extraction process? Cheers. 
Looks Like Palette Wasn't Hooked Up 
Do you have a correct palette file set in the options? 
I Can't Even Click The Button :( 
I Fixed It. 
the button is still borked, but I was able to manually enter the quake.pal into the config file.

thanks :) 
 
If the button is disabled, then you definitely use a wrong game profile. Map type must be "Quake" for Quake. And you set either Half-Life or Quake3, that don't use palettes. 
Hmm, Some Requests Or Something 
1) In the FGD format you can specify the studio("progs/whatever.mdl") header property on an entity, which will render that entity using that model in the editor. If you leave the model string empty it will use whatever you put in the "model"-key for that entity.
Unfortunately in Quake (and AD especially) the model key is rarely used straight off, since it is treated specially by the engine, and it's instead set using "mdl" or something similar.
It would be great if you in the studio() header you could specify the property name that controls the rendermodel. Some of the other header properties allow you to specify property names already (like sphere), so I'd imagine some functionality for parsing it already exists? Like, if the contents between the parenthesis is quoted, treat it like a model string, else as a property name, fall back on the "model" key if that fails.
This, combined with using the studio datatype for the actual keys would make Jackhammer a much more WYSIWYG editor.
My current workaround is to make a duplicate "model"-key and make sure I remember to set both keys on the entity, and that I remember to remove it before compile.


2) I would really love it if there was a way to snap an entity's origin to grid. As it is now the snap to grid command only snaps the corners of the bounding box, which can be fairly useless on a single entity if the bounding box is weird.
My workaround at the moment is to open preferences, check the "Snap selection to grid when dragging" box, nudge the entity so it snaps, open preferences and disable the snapping again.
Alternatively, if there was an option to have a single entity selection be exempt from the standard snapping rules, that would be great as well.


Other than that I'm really enjoying working with this editor! Thanks for doing good work! 
Addendum 
Please consider, if you're going to add more flexible model support, to use TrenchBroom's simple expression syntax, or let's work together on a better one. It's described in detail here:

http://www.kristianduske.com/trenchbroom/docs/adding_models_to_entities.html 
 
2czg:
1) Property name is specified in the following way. Add a key named whatever you like, to a FGD class description, of a type "studio". Then add the "studio()" token. JH will take model name from a value of that key. And if the key is not set or missing, it falls back to a "model" key.
Example:

@PointClass studio() = custom_model : "Model"
[
mdl(studio) : "Model File"
]

The same applies to other keys: there are special key types in JH to override defaults. E.g. "scale" type for as a custom scale key, "flags" type for a custom spawnflags key, and so on.

2) I've changed a behavior of a "Snap to Grid Individually" command, so it snaps point entities using origins instead of bboxes. This will be exactly what you need. :)

2SleepwalkR:
Your expression syntax is very good and one day I'll definitely will add support for it!
The only thing I don't understand is a need for colons. In Qt framework, it is used to tell Qt what a file should be looked for in resources instead of a disk filesystem. But what's the purpose of the colon in TB? 
 
UPD: read "And if the key is not set or missing" as "And if the key is missing from FGD". The presence in a particular entity doesn't matter, key handlers are set up for gamedata classes, not entities. 
 
1) I swear I tried that exact setup and it didn't work, but I'll try again on Monday. Maybe I missed that permutation of the keywords.

2) The snap to grid change sounds perfect, thanks! 
XaeroX 
The colon is legacy from the DEF file syntax, and in TB2 it has become optional. I'm going to leave it out in the docs for TB2, as it is ignored now anyway. 
A Nice Side Effect 
If TB2 and Jackhammer were to support the same syntax extensions in FGD files, we could share our FGDs. TB2 can already read JH FGD files, but it ignores some of your additions (such as the @Main class). 
 
You mean "@WorldClass"?
Well, it was added just in case in some engines worldspawn class will be named something different.
It will be nice, if not support FGD extensions of each other, at least parse without errors, silently ignoring them. 
 
No, I mean "@Main". I can't find it right now, but there was an FGD file that had such a class and I assumed that was a JH addition. I suppose I was wrong. I haven't come across an FGD containing "@WorldClass" yet, but it sounds like a good idea provided there are such engines. 
Memory Issues 
It seems that Jackhammer isn't freeing memory resources for the current mod when closing the file. When I have my quake map loaded, it uses 277MB but when I close it it doesnt free up that memory. FYI. 
 
Of course it doesn't free memory. Why should it?
Most of the memory is eaten by textures, and no one wants them to be unloaded and then precached again for each map opened. Instead, JH doesn't unload them until the editor itself is closed. As for the map geometry it is certainly freed upon closing a map. 
 
freed memory often isn't returned straight to the OS, either - applications just hold the pages until they need them again. 
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