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Posted by XaeroX on 2016/07/14 21:33:43 |
Hi all!
Jackhammer has been renamed to J.A.C.K. because of copyright issues, but there is also good news: we've finally passed Greenlight. This means that J.A.C.K. will be eventually released on Steam (Q4 2016). Thanks everybody for support! Today we are presenting the last pre-Steam version with more bugfixes and improvements. Further, there will be two versions of the editor: the Steam one, commercial, with SteamWorks features and automatic updates, and non-Steam, completely free, although updated not very often.
New version highlights:
* Hexen II Support: now the editor supports Hexen II, the game based on Quake engine. There are compilers, FGD file and palette in the install package. Game configuration of the editor is identical to Quake's.
* VMF Format: now one can import and export maps in VMF format; this is a Source engine format. Although the support is still in beta mode, and not all the features are supported (e.g. the editor can't process Displacements), you can use the feature to transfer your projects between VHE4 and J.A.C.K., and also to include other utilities to the development pipeline (e.g. HammUEr - an UE4 plugin).
* User Cameras: now it is possible to place, move and delete user cameras, like in VHE. There is also an ability to load and save such cameras to JMF, RMF and VMF formats.
* Triangulation: a special command enables triangulation of non-planar faces that frequently arise during vertex manipulation. This helps to get rid of many "Invalid Solid Structure" errors, and to facilitate creation of curved columns and other complex geometry using vertex rotation tool. Simply triangulate your complex stuff after you're done. This command, along with others, is added to a new context menu in Vertex Manipulation mode.
* Incremental Save: a new version saving command automatically adds version number to the file name. Such behaviour is familiar to 3DSMax users; it enables easy creation of checkpoints during prolonged project development.
* Improved Entity Report: now hidden entities in "Include Hidden Objects" mode are marked in italic; also there are Hide and Unhide buttons added, to hide and show selected entities. Besides the dialog remembers last parameters entered, even between sessions.
* Advanced Patch Texturing: Naturalize and Set patch texturing functions now account not only for scale, but also for shift and 90-fold rotation (i.e. 0, 90, 180 and 270 degrees). Along with that, Set function now performs in "naturalized" mode, i.e. taking into account segment lengths. These features greatly facilitate texturing of curves in Quake 3.
* Other Useful Stuff: tabs in Texture Browser, ability to hide triggers and unknown entities, ability to "lock" texture axes in Scale Vertices operation during vertex manipulation, display of selection center in status bar, tear-off mode for submenus, support for deformVertexes autosprite and autosprite2 in Quake 3 shaders, and many more.
* 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. Please view a changelog for the details.
This version supports Quake, Hexen II, 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 1.1.1058
DOWNLOAD NOW!
Again, thanks for suggestions and bug reports, some features were added because of your requests. |
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Also
#51 posted by mankrip on 2016/09/11 02:42:30
Between the maps from all 4 episodes plus end.map, only E1M4, E3M7, E4M4 and E4M8 had leaks when compiling the original GPL sources directly. E1M2, E2M3 & E3M4 have missing textures, but compiled fine along with the rest.
#52 posted by mankrip on 2016/09/11 03:13:43
I've compiled the DM maps directly now, and only DM2 had leaks. DM7 has missing textures, but compiled fine.
Hello XaeroX
I'd like to suggest some features that I think would be a great for jack to have.
If these already exist and I'm derpy, then I apologise.
Three things that I think would help immeasurably are:
1. being able to select an objects center of rotation, specifically the vertex you want to rotate it around.
2. allowing me to snap a vertex to another vertex location (rather than to grid).
and
3. create a shape by extrusion along a path.
thanks
:)
Question:
#54 posted by Drew on 2016/09/15 05:21:46
best (english) HL1 editing resources?
One Is
#55 posted by ericw on 2016/09/15 05:56:19
Yeah
#56 posted by Drew on 2016/09/17 05:15:43
thats about the only one I've found...
#57 posted by Amran on 2016/09/23 23:25:05
Something I noticed is that if an entry in the FGD inherits spawn flags from more than one other class, only flags from one appear to be shown in JACKs properties window.
e.g.
@BaseClass base(SpawnFlags1, SpawnFlags2) = Test
(Only SpawnFlags1 will be shown in JACK.)
Another Bug
#58 posted by Qmaster on 2016/09/30 19:18:56
Flipping brushes (CTRL+L or +I) who have angled surfaces causes the texture to become stretched.
Adjusting a vertex on an angled triangular surface also causes the same effect, texture is stretched and no longer world aligned.
FGD Source Compatibility
#59 posted by Qmaster on 2016/10/01 23:54:04
The studio("progs/somemodel.mdl") format used by the fgd should be changed from studio to studioprop in order to provide compatibility with Source engine games. This will break any custom fgd's but I believe it should be done now so that going forward the same format can be shared across all games that J.A.C.K aspires to support.
Feature Request
#60 posted by Qmaster on 2016/10/03 04:09:40
Support for string data type in choices lists when parsing the fgd. Example format:
noise(choices) : "noise1" = [
"ambient/drone6.wav" : "Drone"
"ambient/riftpower.wav : "Hipnotic - Riftpower"
"ambient/rain.wav" : "Rain"
]
Currently only integer is supported. String would allow for any data to be entered.
Hm
#61 posted by Drew on 2016/10/09 22:35:43
I have been chipping away at a tiny experiment in HL using JACK. I recently closed the file without saving. Now when I try to open it it tells me the file is corrupt.
I have no idea what caused this or how to potentially recover the file. Please let me know where to start - what info to provide etc.
Only spent a little bit on this so if its lost it isn't the worst thing, but I'm afraid of this happening in the future!
Drew
#62 posted by DaZ on 2016/10/09 22:53:16
in the folder where you saved your work you should have 5 most recent autosaves as well
Thanks Daz...
#63 posted by Drew on 2016/10/09 23:48:55
but can you clarify how I can access previous saves? Opening in JACK i just see jmf file.
opening in explorer I also see a jfx file.
I'll look thru the docs now...
Change The Filetype Drop Down In The "File Open" Dialog
#64 posted by Qmaster on 2016/10/10 07:11:56
Oh I See What Happened
#65 posted by Drew on 2016/10/11 00:58:39
I had saved maps into one directory (half life/valve/maps) and a different one set in the options (half life/ maps)
Actually
#66 posted by Drew on 2016/10/11 01:01:09
that's not it. That directory doesn't seem to have been created even though its specified in the options...? I would have had to create that one *not* in JACK? is that the issue?
And What Filetype Are The Backed Up Files Going To Be?
#67 posted by Drew on 2016/10/11 01:02:30
Make Sure You Run As Admin
#68 posted by Qmaster on 2016/10/11 18:16:37
J.A.C.K misbehaves or doesn't update settings changes unless you run in Admin (on Windoze).
.JMX
#69 posted by Qmaster on 2016/10/11 18:19:32
#70 posted by Rick on 2016/10/11 21:17:42
J.A.C.K misbehaves or doesn't update settings changes unless you run in Admin (on Windoze).
Just curious, but why should that be necessary? I don't have any programs with that problem.
It Installs To Program Files (evil Location In Windows)
#71 posted by Qmaster on 2016/10/12 00:48:37
Unless of course you have UAC disabled then the only evil location is C:\Windows
Works Fine Here
Have you got the latest version? I know some old releases installed user-specific stuff to Program Files, but recent ones use a subdirectory of your Documents folder, specifically "Documents\\Jackhammer" for pre-Greenlight versions and "Documents\\J.A.C.K." since the rename. I just tested 1.1.1064 in Windows 10 and changed settings persisted, despite being a standard user with the most restrictive UAC options on and running without elevation.
Also I just learned you need to manually escape backslashes to see them on this board's post preview page, but the published post does it for you so they end up doubled. Pardon my goofy looking paths.
#74 posted by Rick on 2016/10/12 02:08:57
I never understood the logic of restricting programs installed in "Program Files" from write access anywhere but a few locations, while programs in "Program Files (x86) or directly in C: can do pretty much as they please. So much for security, eh?
#75 posted by PRITCHARD on 2016/10/12 06:01:23
Last time I checked the Program Files (x86) directory had the same rules and limitations as the regular one, which seemed to be the case for others as well following a quick visit to el' goog.
And writing directly to the C:\ folder is hardly harmful. Ugly, perhaps, but last time I checked there's no risk from the user creating folders or files there. System files and subdirectories of the C: drive are protected individually...
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