#901 posted by JneeraZ on 2013/04/11 01:44:12
Guys, please. Just let it go.
Mexican Soap Opera
#902 posted by ijed on 2013/04/11 02:00:03
#903 posted by gb on 2013/04/15 15:10:18
Does someone have a Linux x86 build they'd be willing to share?
#904 posted by Spirit on 2013/04/15 18:17:41
I am on 64 bit but if it is easy to crosscompile I could do one for you.
Gb
You can try this: https://dl.dropboxusercontent.com/u/7009168/TrenchBroom.tar.gz
It was built on Ubuntu 12.04 32bit. You can unpack it to /opt so that the executable is at /opt/TrenchBroom/TrenchBroom. You can then just copy the .desktop file to ~/.local/share/applications/
If you don't put it into /opt, you'll need to adapt the paths in the desktop file. Let me know if it works!
One More Thing
TB uses the ALT key for some things such as moving objects vertically. This collides with some window managers, and you might have to disable the ALT key for your window manager. I have rebound it to the windows key on my machine. See this for Ubuntu: http://askubuntu.com/questions/80623/how-to-disable-altclick-from-moving-windows-in-unity-2d
#907 posted by gb on 2013/04/16 04:56:18
Thanks, I will try this tomorrow.
By the way, I found the difference between Hexen 2 and Quake .map formats. It is downright trivial. The other things that would need doing are a Hexen 2 .ent file, which I could provide, and perhaps support for the H2 palette. The wad format seems to be the same. Hexen 2 .mdl is slightly different, but of course bounding boxes would do. I'm working on H2 related tools coding at the moment. I have AguirRe's light mostly working. The change is trivial as well. QBSP changes are only slightly more involved. Hexen 2 has more hulls.
The .map file change is indeed so trivial that any Quake 1 .map file can easily be converted to Hexen 2 format by just some search and replace.
I Know
But what does the extra face attribute mean? No one seems to know. Also, can you say what the differences in the mdl format are?
@SleepwalkR
#909 posted by Spike on 2013/04/16 08:35:16
The qbsp code refers to it as 'Light'. It copies it around, but doesn't actually do anything with it. I assume they were going to use it for radiance but never actually did, So writing out a dummy value of -1 should be fine.
The mission pack uses a different mdl format, but the core game merely uses q1mdl with additional flags (stick to the 'data1' directory and avoid 'portals' and you should be fine)...
Re: Extra Face Attribute
#910 posted by szo on 2013/04/16 08:39:48
But what does the extra face attribute mean? No one seems to know.
Look at the bsp5.h and map.h headers of hexen2 utils: it is Light. face_t struct has Light as its last member as a 32 bit integer. mbrush_t struct has Light as a 32 bit integer as its last member.
Thanks
So it's unused?
@SleepwalkR
#912 posted by szo on 2013/04/16 10:14:31
So it's unused?
Right, not used in the end. When the face structure is translated from map to compiled bsp, it is not used, because the dface_t structure (bspfile.h) is the same between q1 and h2. However, an h2 map must have that token in order to be parsed correctly and compiled.
Alright
Thanks for clearing that up.
TrenchBroom 1.0.8
- Fix the rotation tool
- Allow snapping faces to the grid when resizing brushes
- Improved major grid line shading (rebb)
- Fixed umlauts in About dialog
Downloads: http://goo.gl/0eL9u
W00t...
fixed rotation tool!
time to upgrade!
Tutorial Videos...
May be coming soonish btw. Meeting up with my friend on Thursday to do a few test runs (and hopefully to properly film some stuff)...
Rotation Tool..
is still acting a little weird, upon selecting entities the rotation tool seems to centre on the last brush that was selected rather than the entity itself. It's better than before of course, but not as good as the original implementation.
Open A Bug Please
Sure Thing...
where's the feature request bit btw?
TrenchBroom 1.0.9
- Fix the rotation tool handle position
Download: http://goo.gl/0eL9u
Dude...
You need to find a place to mirror this thing, 19kb/s download speed is a little too "nostalgic" for my tastes. ;)
Not A Problem Of This Server
Or it's a fluke, but most probably it's just a temporary thing.
SleepwalkR
#923 posted by gb on 2013/04/17 15:40:38
The binary produces the following error on my Ubuntu 12.04 32 bit:
jonas@gjallarbru:/opt/TrenchBroom$ ./TrenchBroom
../src/unix/glx11.cpp(87): assert "xid" failed in SetCurrent(): window must be shown
(TrenchBroom:28246): Gtk-CRITICAL **: IA__gtk_window_resize: assertion `width > 0' failed
Segmentfejl
I have wxwindows 2.8.12. There is something about this error in the wxwidgets forum here:
http://forums.wxwidgets.org/viewtopic.php?t=29948&p=128726
I'm almost curious enough to compile it myself now. :-s
#924 posted by gb on 2013/04/17 15:41:32
wxwindows... wxwidgets of course.
#925 posted by gb on 2013/04/17 18:32:39
I compiled my own debug binary of TB now. Same error.
Some thoughts:
Why does the Linux Build.txt instruct us to compile our own version of WxWidgets (twice)?
Also, and I found this interesting -- have you ever tried running Linux TB through Valgrind? The output is remarkable.
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