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Posted by SleepwalkR on 2013/03/01 18:37:12 |
Today I am releasing TrenchBroom 1.0 for Windows and Mac OS X. TrenchBroom is a modern cross-platform level editor for Quake.
Features
- True 3D editing, no 2D views required
- High performance renderer with support for huge maps
- Vertex editing with edge and face splitting
- Manipulation of multiple vertices at once (great for trisoup editing)
- Smart clip tool
- Move, rotate and flip brushes and entities
- Precise texture lock for all operations
- Smart entity property editors
- Graphical entity browser with drag and drop support
- Comprehensive texture application and manipulation tools
- Search and filter functions
- Unlimited undo and redo
- Point file support
- Automatic backup
- Support for .def and .fdg files, mods and multiple wad files
- Free (as in beer) and open source (GPLv3)
- Cross platform (Windows, Mac OS X and Linux supported)
Check out a video of TrenchBroom in action here.
You can download the editor here.
If you would like to give feedback, please do that in this thread. If you find a bug or have a feature suggestion, please submit them at the issue tracker.
If you are wondering where the Linux binaries are then sorry, but currently there are none. The Linux version has a few problems which I could not fix before this release. I will get working on those right away so that the Linux version should be available in a couple of weeks, too.
Finally, I would like to thank necros for all his work over the past year. Without his tireless efforts, TrenchBroom would simply not exist. Or it would suck.
Alright, enough of this. Have fun with the editor!
Update: 2.1 here:
https://github.com/kduske/TrenchBroom/releases/tag/v2.1.0-RC1
Features "cool shit". |
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Willem
RJ mentioned the same problem, and I have created bug for it. Thanks!
Deqer
The shortcuts you are using for the tabs are coincidental. I will add commands to directly switch to and activate the tabs (and also one to switch back to the 3D view from wherever you are) which you can assign shortcuts to yourself in 1.1.
If I'm not mistaken, lvlworld is exclusively for Quake 3, no? Also, competition is good for business, so the more, the merrier!
Deqer
#703 posted by hakkarin on 2013/03/15 15:32:54
I am not trying to compete with anyone. I just wanted a cute little site of my own where I review some Quake maps. It's a hobby, basically.
Hakkarin
Did you have a look at some of the more recent Quake releases over at http://www.quaddicted.com? Maybe you could pick a few and write reviews for them so as to get some initial content going.
You Know
#705 posted by RickyT33 on 2013/03/15 15:45:18
There's Tronyn Reviews @ quaddicted.com at the moment, for Quake 1, though he doesn't review every single map AFAIK (most though). But since Underworld Fan gave up the job about 5 years ago, there hasn't been a dedicated review site, only the reviews on Quaddicted (long live Spirit, Tronyn etc and thank goodness they were there the last five years) dot com.
So a new Quake review site isn't such a bad thing. I mean I take it that this site has sprung up amidst all of the buzz around Trenchbroom, but I hope it's not just for Trenchbroom maps.
There are a lot of mappers still mapping for Quake (the flow of Quake 1 maps never stopped completely, though it did slow some), and with BSP2 now accessible there is scope for some of the biggest and baddest maps to date. I personally think that Quake has yet to peak. There's something inherantly attractive about one person being able to develop a whole map or episode for a true 3D game like Quake. Because Quake is fairly low res and simple, and doesn't require a degree in Lua to 'script' for, not to mention the voice actors and modellers etc etc, and because the ceiling for large maps has just been raised to four times the height it was before I really think that the best has still to come....
But no - two quastions:
1 - Is the site exclusive to Trenchbroom Maps
because the majority of Quake mappers have yet to adopt it (not saying they wont, but it's abig transition))(I'm guessing not)
2 - Who will review the maps?
Will there be a community scoring system?
Will there be one person who reviews the maps (this has positives and negatives - positives being that 1 persons POV is a solid thing (i.e. the Tronyn benchmark - "I usually like the same maps he likes, so this one must be good"), negatives being an individuals bias potential)
3 - I like Deqer now, Deqer sorry for swearing at you and being a bit mean, I felt bad once I read your subsequent messages and realised you were sincere in your messages and your enthusiasm for Quake/dev.
Heh
#706 posted by RickyT33 on 2013/03/15 15:50:31
It will actually be cool if hakkarin reviews new maps without knowing about an authors previous maps.
Like a lot of us will know that some mappers work is going to always be awesome, and expect nothing less, but someone who hasn't played all of them and doesn't know all of the various mappers and their work will have no preconceptions based upon the name. That would be cool.
This should probably get moved to another thread.
hakkarin - please create a news post in the News section, it will go out over RSS for starters, and it will stop us from having the rest of this discussion on the Trenchbroom thread :) I feel it could be a lengthy one.
Scoring And Stuffs
I am personally not a fan of scoring at all. I prefer in-depth textual reviews such as the ones on TeamShambler or The Ramshackle. I realize those sites had ratings, but personally I don't think it's necessary.
The problem with ratings is that they don't serve much of a purpose (unless you're running Quaddicted and want to be able to sort the maps by them) and they instantly spark debate. I would much rather read a detailed analysis for certain aspects of a map (item placement, architecture and so on) than get a short description of the map and rating.
Ricky, a community scoring system makes sense on Quaddicted, but not so much on a review site IMHO.
That said, I say let hakkarin figure it out by himself. He hasn't written a single review yet and we're already meddling with it ;-)
#708 posted by Spirit on 2013/03/15 16:22:14
The thing with long and wordy reviews is that in my opinion they only really entertain the writer and the map author. I play a map or I don't. Reading a long review does not affect me in that decision.
Great to see a new face/nick, welcome hakkarin!
About The Review Site
#709 posted by hakkarin on 2013/03/15 16:22:45
I did as you guys suggested and posted about the new site in the news, though the post hasn't be approved yet. And no, there is no rule that demands that maps must be made with TrenchBroom in order to be reviewed. And yes I will have scores on the site because who doesn't love em? There will still actual written reviews as well though, because having only numbers as scores would be very boring :)
#710 posted by Spirit on 2013/03/15 16:23:02
Oh and if I could turn back time, Quaddicted would use a much reduced scale for ratings, 1 to 3 as in "no", "try", "play it".
Maybe I Mean Something Different
Personally I am more interested in in-depth analysis of someone with a deep understanding of level design / game flow / etc. than I am in reading a short review. I don't need scores to tell me to play or not to play a map - come on, it's not like we get bombarded with new maps and have to choose, right?
#712 posted by JneeraZ on 2013/03/15 16:37:54
The trouble that I've seen with wordy review sites is that they tend to start treading the same ground and start using the same phrases over and over. Which is understandable given the subject matter but it is witheringly difficult to give a fresh and in-depth critique to each and every map. Maybe if there was a team of writers or something who could switch off map reviews...
Reviews
I always enjoy reading well-written reviews, having another person deconstruct your work is always a great way to learn and improve. I don't mind rating systems as long as it's a good representation of the opinion of the reviewer and not some pseudo-scientific calculation (1-5 star reviews are good, like the old CVG reviews)
Avoid Red: Will Do
#714 posted by ijed on 2013/03/15 19:19:14
What Colour Type Is It?
#715 posted by ijed on 2013/03/15 22:48:42
And what Palette?
Finding it difficult to assign different ones to the various groupings.
#716 posted by deqer on 2013/03/15 22:51:05
Not sure what exactly you're asking, but maybe these links will help:
Quake palette: http://www.gamers.org/dEngine/quake/wad_conv/palette.html
The color codes for Quake palette: http://www.gamers.org/dEngine/quake/wad_conv/quakepal.txt
Aha
#717 posted by ijed on 2013/03/15 23:00:54
Got it.
Fgd uses rgb 0-255 while Def uses 0-1.
So all the worldcraft values are invalid - any number at all clamps to 100%.
Fixing.
Ok, Done:
#718 posted by ijed on 2013/03/15 23:37:50
https://www.dropbox.com/s/dqnm02pth5313sd/Quake.fgd
This uses the 0-1 colour scale.
However, in order to read future fgd's out of the box, without having to convert by hand, you might want to consider reading their native 0-255 rgb format.
In regard to how I grouped things, I tried to make it forwards compatible with any new entities a modder might require:
Logic - white
Dangerous Stuff - Orange
Atmosphere, lighting - Yellow
Misc - Turquoise
Pathing - Purple
Collectables - Blue
Ammo - Dark Purple
Players / Camera - Green
The sub groupings of stuff have slight variations within those broad colours.
I'll do the Quoth one if you decide to keep the 0-1 colour format, along with some cleanup to make them easier to read.
Deqer
#719 posted by ijed on 2013/03/15 23:38:44
Thanks, I've been looking for a colour key for ages since a link I had to an image was lost when a site closed.
That .txt colour readout is going to be very useful.
Ijed
I would actually prefer the. In the native values. I can fix that very quickly.
Yeah
#721 posted by ijed on 2013/03/15 23:45:09
I thought so. It took me longer to figure out why it was displaying weirdly, and even then not long either so no problem.
Website Is Ready
#722 posted by hakkarin on 2013/03/16 09:45:20
The website is now more or less ready and I included a link on it to TrenchBroom's own homepage.
Z-buffer Problem
#723 posted by than on 2013/03/17 03:54:18
ok, so last night I changed a value in LinuxCapabilities to force 24bit z-buffer on my laptop and the z-buffer started to work normally.
I was knackered from a long cycle trip, so that's all I did, but next time I get a chance, I'll have a better look at that file and see if I can figure out if I can fix it so that it works without forced value setting. If not, at least I have a build that I can probably use now :)
Than
Yup, that's what I suspected. Thanks!
TrenchBroom 1.0.5
- Fixed a crash when undoing edge and face move operations.
- Improved map loading speed.
- Improved accuracy of vertex computation.
- Added antialiasing for grid lines (rebb).
- Thin out grid lines after a certain distance (rebb).
- Draw thinner grid lines for small grid sizes.
- Added face shading depending on view direction (rebb).
- Fixed a performance problem when editing face attributes.
- Place initial brush in new maps and make the camera look at it.
- Position pasted objects so that they line up with objects under the mouse cursor.
- Added option to use Alt+MMB to move the camera forward and backward.
- Fixed parsing of color values in FGD files.
- Improved Quake.fgd and Quoth2.fgd.
- Updated and fixed some errors in the documentation.
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