#571 posted by JneeraZ on 2013/03/13 13:53:09
No, not dumb, I didn't think of that. However, I do remember opening the autosave and redo-ing that operation right away and it was fine so it was clearly some kind of long term hiccup thing.
 TrenchbRoom
#572 posted by ijed on 2013/03/13 14:04:43
#573 posted by necros on 2013/03/13 14:06:25
I have experienced crashes like what Willem is describing where a seemingly normal operation crashed the editor and then reloading to a prior save (done just before the operation that crashed) and redoing that same operation produced no error.
I haven't opened a ticket because I haven't been able to figure what actually caused it.
 Okay
Well I suppose it is caused by memory corruption. Please, if you experience something like this again, let me know if you have used undo before, I suspect that there are still bugs in there somewhere.
 Use With Hammer
#575 posted by Elevory on 2013/03/13 15:43:04
Great program! :-) I'd like to use TrenchBroom for basic brushwork and then import my map file into Valve Hammer Editor, as Counter-Strike interests me more than Quake 1... I'm to understand this is possible, but I'm getting the following error in Hammer upon opening the file:
http://4ce.ca/images/sharex/2013-03-13_10-42-28.png
Any support would be highly appreciated.
 Hi Elevory
#576 posted by RickyT33 on 2013/03/13 16:16:10
I have already brought this issue to the attention of SleepwalkR (Trenchbroom author) and a ticket has been raised over on the Github.
The bug is caused by the Valve 220 protocol texture positioning info not being the same as the standard Quake info.
SleepwalkR has declared this 'a bug', and it is AFAIK on the list of things to be 'fixed'! Which is great because I am in the same boat as you are ;)
 @ SleepwalkR
#577 posted by zxc on 2013/03/13 16:38:47
No, I didn't save even one time - rushed straight into mapping - so no autosave for me.
I doubt if I can reproduce this crash - it was something with scaling and selection of multiple brushes at the same time.
 Not Going To Comment On My .def Files Post, SleepwalkR?
#578 posted by deqer on 2013/03/13 17:27:22
SleepwalkR,
Why--for the second time now--have you not commented on the .def file stuff I've been doing?
Why as soon as MacD11 asks about it, you jump out of your chair and say "I'd be glad to add any .def files you submit!"
Is it true? onetruepurple said I'm being ignore now?
You ignoring me?
You mad?
I also messaged you on IRC, 24 hours ago, and no response. I messaged "why no irc channel for trenchbroom?"
Yes, I messaged a person named "SleepwalkR"--not too many people out there with the name "SleepwalkR" with a capital "R" at the end, on irc.quakenet.org--So, I'm pretty sure it's you.
So, I guess you're ignoring me.
Well well, you poor baby. You mad. You giving me the "Silent Treatment" now? Trying to teach me a lesson? Awww, you poor ****ing baby.
Here's a tissue for your tears. *hands you tissue*
---
Sorry to post this here, but you provide no other contact information. So, I have no choice but to post here, and "dirty the thread up?" as someone called it.
 Oh Fuck Of Deqer
#579 posted by RickyT33 on 2013/03/13 17:36:29
Just use Quest and keep the fuck off this forum.
#580 posted by JneeraZ on 2013/03/13 17:37:17
He doesn't want to interact with you. U mad?
 Lul
#581 posted by Vondur on 2013/03/13 17:44:48
deqer, this is the treatment you'll be getting for such an attitude from the regulars of this board.
relax, go use radiant or whatever for your quake 2 boxmaps and stop polluting interwebs with your posts.
 Deqer
#582 posted by Kinn on 2013/03/13 17:58:15
Yes it does appear to be the case that your requests are being ignored. Hmm, yes we should probably investigate this peculiar turn of events...I'm sure there must be some reason for this, if only I can remember-
-oh wait, it's because you're a cunt.
 Elevory, Ricky
Ricky, I understand your issue was about importing Hammer maps (or rather, Valve 220 maps) into TrenchBroom, which causes TB to choke.
Elevory, your issue seems to happen when doing it the other way round: Importing a TB map into Hammer. TB doesn't support the Valve 220 map format yet. Full support for it is planned for the 1.2 release, though:
https://github.com/kduske/TrenchBroom/issues/400
But I'm afraid it will take a while!
 Will 1.2
#584 posted by ijed on 2013/03/13 18:08:32
Include stripping out the extra data or actually recognizing / reading it?
If I remember rightly Necros (?) was working on a stripper script that would remove the extra data attached to each face string.
Recognizing it would be the first step supporting the advanced texture projection.
 Ijed
Fixing the parser to strip the extra data is scheduled for the next maintenance release. Actually recognizing and reading the data as well as in-editor support for changing the projection axes and saving .220 map files is what's planned for 1.2.
 Although
#586 posted by ijed on 2013/03/13 18:12:04
I fully appreciate the difficulty in reverse engineering it and maintaining the original .map format, which is definitely a strength.
 Aha
#587 posted by ijed on 2013/03/13 18:12:56
Ok then :)
 What's Going On Here
#588 posted by Friction on 2013/03/13 18:13:28
Like seriously. Mad seriously.
 Ijed
The Valve 220 format is properly documented and I know how it works. The Mac version already had support for it, but that feature got lost in the C++ rewrite.
You will be able to set the format in the map properties dialog. So if the map is standard Quake, TB will save standard Quake. If it is 220, then it will save 220 (and give you the additional tools to adjust the texture projection per face).
 Will You..
be able to open a normal map file and then re-save it into 220 at a later date to fix up the textures?
 Sounds Like It
#591 posted by ijed on 2013/03/13 18:26:42
And that's awesome.
Thanks for the continued dedication to this project, it's well appreciated.
 Beer++; Continue;
#592 posted by Spirit on 2013/03/13 18:26:55
 Vondur
Quest and Quake 3.
 Friction
#594 posted by Kinn on 2013/03/13 18:29:29
What's Going On Here
He's the turd that won't flush.
 FifthElephant
Conversion of standard Quake to Valve 220 map is trivial (it will not affect the textures), but the other way round is tricky. I'm not quite sure how well TB will support that.
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