 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.
#726 posted by deqer on 2013/03/17 22:30:47
Cool, you updated your website too with the latest version. You compiled the binaries for me! Yay!
 Alt + Mmb Doesn't Work
on my machine. I have microsoft sidewinder mouse.
Also was there something wrong with the brush creation / vertex manip on version 1 that the editor now picks up a couple of brushes in my map and deletes them because they're invalid?
Vertex manip seems better, like the shading, no longer have the map loading speed problems I had before, better grid etc.
It's definitely all-round better.
 Fifth
You must activate Alt+MMB drag in the preferences. It is mainly targeted at Wacom Tablet users though.
Regarding the brushes, send me the map file please so that I can test it. The whole vertices vs. face planes issue is still not quite resolved in TrenchBroom, but I'm working towards it so that these things can happen. That said, maybe I fucked something up, so make sure to open a bug and paste the file there.
 It Still Doesnt Work
even though I checked the box in preferences, I even updated my mouse drivers.
I'll send you a private link to the map file, it's not quite finished yet (still a ways to go!).
 I Have..
emailed you the map file. I'll make a new bug on bithub.
#731 posted by JneeraZ on 2013/03/18 10:43:59
What would be killer would be if ALT+MMB would fly towards whatever the mouse is pointing at instead of just the camera facing direction. That would be really useful.
 You Mean Like
Alt + C?
#733 posted by JneeraZ on 2013/03/18 11:26:58
What? No.
Have it work just like ALT+MMB does now except instead of moving towards the camera direction it moves towards where my mouse pointer is pointing.
 That Would Be A Different Thing
The Alt+MMB option is targeted at Wacom users. As I understand it, they don't have a mouse wheel. Maybe what you are suggesting would be useful for the flythrough mode. I'll add it to the issue tracker, maybe there's some way to incorporate it.
#735 posted by JneeraZ on 2013/03/18 11:39:49
It's just something that most of my 3D apps have. It lets you navigate your model very quickly. You just point at what you want to get closer to and zoom. It's a lot faster than trying to aim the camera first.
Just a suggestion!
 Yeah, It Sounds Interesting
But I'd rather have it work independently of the Alt+MMB thing, as that is merely a replacement for using the mouse wheel to zoom.
Maybe something like Shift+Mousewheel / Shift+Alt+MMB.
 Although
What exactly does it do? Does it just move the camera position or does it also point the camera to where the mouse points, effectively rotating it?
#738 posted by JneeraZ on 2013/03/18 12:39:44
Here's a quick video of me doing it in Modo:
https://dl.dropbox.com/u/161473/Misc/ScreenCapture_3-18-2013%207.36.49%20AM.wmv
The way it works in Modo is:
MouseWheel - Zoom along camera angle
Zoom - Zooms towards the mouse cursor
#739 posted by JneeraZ on 2013/03/18 12:53:09
Actually, never mind my video. This is a WAY better explanation of it, using Blender:
http://cgcookie.com/blender/2010/07/03/tip-zooming-to-the-mouse-cursor/
This is a very tablet friendly option, BTW, as there's less navigation to do. You get where you're going in one zoom as opposed to a camera turn and THEN a zoom.
 Alright
So it just moves the camera and doesn't rotate it. You're saying it's tablet friendly, so maybe it should be the default for Alt+MMB after all.
Than?
#741 posted by JneeraZ on 2013/03/18 13:17:18
Tablet wise, I think Modo has a well thought out navigation scheme.
Rotate - ALT+LEFT_DRAG
Pan - SHIFT+ALT+LEFT_DRAG
Zoom (to mouse) - CTRL+ALT+LEFT_DRAG
It all hinges on the ALT+LEFT_DRAG with some modifiers thrown in.
Not saying you should do this but it's more to point out how I can totally navigate with a tablet by simplying pressing and dragging the stylus. I don't have to use the pen buttons at all.
#742 posted by JneeraZ on 2013/03/18 13:22:38
And to be clear, I'm not too fussed about TrenchBroom being tablet friendly I was just riffing on what you had said earlier.
I'd never considered using my Cintiq to map for Quake ... hmm ...
 Than Asked For It
So I guess a preference option to toggle zoom mode would be good.
 Alt Mmb
#744 posted by than on 2013/03/18 17:17:21
I wanted a non-mousewheel way of zooming, since I don't use a mouse at all. I had some wrist strain a few years back and since then just switched to a tablet for almost everything. I also have a Thinkpad laptop which has the nipple pointer and no mousewheel, though I will plug in my wacom if TrenchBroom becomes a bit more stable on Linux (lots of crashing with the clipper and vertex manipulation on my lappy :( )
I'm rather used to Maya 3d navigation, which is similar to Modo I think. I think that is the 3d software standard, pretty much - it's only Blender that has a totally different navigation scheme :)
Worldcraft actually has extremely good and well thought out controls. It separates everything into modes (brush creation mode, entity mode, zoom mode, camera mode, texture application, clipper, vertex/edge edit), but has great controls for each mode and you can hold space to enable camera mode at any time (each mode also has shortcuts). I'm not suggesting you copy it though.
 Worldcraft
has by far the worst controls IMO. The moded interface is a productivity killer, at least it was for me. My mapping got twice as fast when I switched to Radiant just because I didn't have to switch modes to do anything anymore. </rant>
But about those linux crashes - that is really odd because it shouldn't crash in vertex editing or anything. These things are exactly the same on every platform. Menu crashes I can understand, but the other stuff? Hmm. Spirit also hasn't reported any unstability with the regular editing functions.
Maybe I will have to set up a Mint Linux to try it out.
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