Not Working On Debian
I tried to install the .deb file and it won't Install on Debian GNU/Linux 9 (stretch) 64-bit stable.
This is what it says:
dpkg: dependency problems prevent configuration of trenchbroom:
trenchbroom depends on libpng12-0 (>= 1.2.13-4); however:
Package libpng12-0 is not installed.
dpkg: error processing package trenchbroom (--install):
dependency problems - leaving unconfigured
Errors were encountered while processing:
I could not install the dependency after researching it and I also tried to compile it following the instructions and ran into many issues as well.
Could we perhaps get this added to the Debian repository so it can be installed automatically with APT?
Could You Please File An Issue On Github?
I thought this was an already documented issue? At the very least, the solution (this worked for me on Ubuntu 17.10) is https://askubuntu.com/questions/840257/e-package-libpng12-0-has-no-installation-candidate-ubuntu-16-10-gnome/840268
(obviously that would have to be adapted for Debian)
Thank You For TrenchBroom
I just got around trying TrenchBroom 2, and found it to be very easy to get into and overall to be very pleasant and powerful. I've now switched from NetRadiant for my Quake 1 mapping needs.
Thanks a lot for creating this editor! (Is there a donation link somewhere?)
Apparently there is no libpng12-0 on current debian derivates. Instead there is libpng16-16.
I don't fully understand however there is another fix that doesn't require a download of some library from somewhere.
We just edit the deb and edit the libpng dependency to match the current libpng16-16
dpkg-deb -x TrenchBroom-Linux-v2.0.0-RC4-Release.x86_64.deb tmpdir
dpkg-deb --control TrenchBroom-Linux-v2.0.0-RC4-Release.x86_64.deb tmpdir/DEBIAN
sed -i 's/libpng12-0 (>= 1.2.13-4)/libpng16-16/g' tmpdir/DEBIAN/control
dpkg -b tmpdir Edited-TrenchBroom-Linux-v2.0.0-RC4-Release.x86_64.deb
dpkg -i Edited-TrenchBroom-Linux-v2.0.0-RC4-Release.x86_64.deb
@Sleep if you are still building the linux package on an old distribution (pre Ubuntu 16.04 or Debian 9/Stretch) it might be time to switch. The build tooling will probably take care of the rest.
@aftershock getting trenchbroom into official debian repositories is definetely a possibility but from what I've heard debian maintainers are very meticulous about package layout and QA to the point that the automated build probably wouldn't do and manual repackaging would need to happen specifically for the debian repos.
PS: Don't forget about the github issue
The fix mentioned above doesn't work. Plz ignore that
Haven't Mapped In A Decade, Getting My Bearings...
Is there any way to scale whole brushes (not just drag faces) in Trenchbroom? Basically I want to make a round tower with a dome on top, so I used a bunch of rectangles at a 15 degree angle to each other to make a circle of sorts, then convex merged the whole thing to get a solid cylinder, now I just need to dupe this cylinder brush, scale it down, put it in the middle, and do a subtract operation to get a hollow cylinder. But I can't seem to find any kind of scaling tool. Maybe I should just go back to GtkRadiant, since this sounds like an awfully ass-backwards way to create a simple primitive... Thoughts?
In a word no. No scaling. It sucks and many of us have asked for it repeatedly. I'm not sure any progress has been made on this: https://github.com/kduske/TrenchBroom/issues/871
I used TB2 daily and I am acclimated to not having this feature. For someone coming in fresh I can absolutely understand how frustrating this can be. However, for me the benefits of TB2 far outway its limitations.
I've only had this happen once where I really needed to scale something up. Save your shape as a map file. Bring into Radiant and scale it up. Save as a map and re-open in Tb2. Yes it's a pain, yes it's dumb not to be able to scale brushes or groups. And yes Tb2 is still great.
I wanted to add that development is ongoing and there are some very nice features being worked on over the few weeks. I think a proper v2 is very close to reality. Fingers crossed.
It sucks that there's still no 100% feature complete modern replacement for Radiant. Oh, well.
@iriyap There is a thread open on Github for scaling: https://github.com/kduske/TrenchBroom/issues/871
GTKRadiant accidentially dropped support for Quake1: https://github.com/TTimo/GtkRadiant/issues/555
There is NetRadiant: https://github.com/Garux/netradiant-custom/releases
There is also J.A.C.K which you can get on Steam or other places.
I checked them all out recently before starting (Including QuArK) to edit and I think Trenchbroom is the best bet, but just wait for it to develop features. Either that or maybe combine editors.
Debian Install Issue Filed On Github
The issue of Trenchbroom not installing on Debian is now filed on Github.
I was thinking actually that it'd be great if someone could compile the current version and upload that here or something at least. I really need some of the bugfixes that have been made since rc4...
TrenchBroom 2.0.0 RC 5
This is planned to be the final RC for TB2. Fingers crossed and go map!
Thanks For The Feedback!
In regards to the gold key secret, I didn't really know that you could grab it through the bars. It's something I didn't think about at the time because I was scrambling to finish the map and send it out. In other words, glad you're all enjoying this!
Fuck, Wrong Thread
can someone delete these posts
RC5 Quake.fgd Problems
Thanks for the new release candidate!
I'm on x86-64 Ubuntu 16.04. After removing the old package and installing the RC5 .deb it appears that Quake.fgd cannot be parsed:
Could not load builtin entity definition file 'Quake/Quake.fgd': Expected end of file, but got ')' (raw data: ')') [line 110, column 5]
Is there any cleanup I need to do when upgrading?
It should work out of the box. Could you upload the file somewhere?
I put the file from RC5 there:
However, this file seems to be identical to the one shipped with the RC4 .deb package (same md5sum), so perhaps the parser itself is grumpy?
I Can't Reproduce This.
No idea what's going on. I have added tests to parse all of the included FGD and DEF files, and they pass on my machine. Let's see what the Linux builds say.
I tried RC5 on another machine with Ubuntu 17.10. There the problem is gone.
So perhaps my Ubuntu 16.04 machine is special.
Hey all. Love trench broom. I was wondering if there was an easy way to mass select a large portion of the map much like gtkradiants ctrl+click+drag on the top/dn view?
Thx in advance. :)
TB uses brushes as a selection tool.
Make a brush that covers that things you wish to select then press Ctrl+T. Theres more Selection methods in the "Edit" menu up top.
RC6 Is Out
I decided to a last release to get all the latest fixes tested. Get it here as usual: https://github.com/kduske/TrenchBroom/releases/tag/v2.0.0-RC6
How do you make water in trenchbroom, I have looked in create brush entity, on youtube, searched on google, looked at tutorials, and I don't know what to do
Just create a brush and apply one of the water textures. They start with an *
that was simpler than i thought it would be
how to make a teleporter? I have a block with the *teleport and its classname is trigger_teleport, but I don't know how to make It link up with a teleport destination?
Make an info_teleport_destination point entity, then set the destination's targetname field to match the teleporter's target. Unless the teleporter is going to be delayed-use (only activates at a certain point), don't give the teleporter itself a targetname; that tells the game that it shouldn't teleport anything until it's activated by another entity and that's a common mistake people can make when getting into mapping, due to the habit of naming everything so you remember what's what and how unlike teleporters, buttons will still function properly with an unused targetname key.
seriously, this work over the last few months. Valve220 mode has been quite fun to play with!
i have no clue what happened there:
"seriously, cheers to sleep and eric for all this hard work over the last few months. Valve220 mode has been quite fun to play with! "
there's a brush entity called trigger_changelevel and i'm guessing it's how you make the level change,if it is how you make it change, I want to know how to set it up to change to a different level
and also how to make it so when the level ends and its doing intermission it has the camera type thing, where it shows off part of the level
Correct, trigger_changelevel is basically your map's exit.
Create a brush, right-click --> Create Brush Entity --> Trigger --> changelevel. Then go to the "Entity" tab on the right, and give the key "map" a value which is the name of the map you want to load when the player exist your level. E.g. if you want the player to go to the start map, you'd give "map" the value "start". Note that the trigger_changelevel entity will be invisible in your map. So if you want the player to exit through e.g. a teleporter, you'd need to create a separate world brush textured with the teleport texture.
and also how to make it so when the level ends and its doing intermission it has the camera type thing, where it shows off part of the level
What you're looking for is info_intermission. Right-click where you want to add it --> Create Point Entity --> Info --> intermission. This is basically the camera that you point at whatever you want to show when the player finishes the level. See here
for more info on how to configure it further.
Note that you don't have
to have an info_intermission in your map; Quake will automatically show some part of your map at the intermission screen (I think it defaults to the position of info_player_start). But with info_intermission you can specify what it shows.
One of the best things you can do as a new mapper is to download the .map files of the original Quake. You can find them below. It's easy to see how "id did it."
TrenchBroom 2.0.0 RC 7
Just goes to show you should never call something "almost done" or "final". Have at it!
TrenchBroom 2 Final
I've Got Words
TrenchBroom 2 has been in the making for more than four years. I have dug out the first message here on func where I talked about it: http://celephais.net/board/view_thread.php?id=60908&start=1054
Back then, I did not expect it to take this long. The main reasons for the delays were the fact that I thought it would be a good idea to do a rewrite (not the best of ideas), that I let too many features creep into the release, and that I got very busy with real life issues. But with the help of many contributors, we managed to get over this hump, finally!
So I'd like to take the time to thank a few people in particular.
The initial versions of TrenchBroom were shaped by feedback and input by necros, so I'd like to thank him for helping me make TB's UI what it is today.
ericwa helped out with invaluable contributions, bug fixes, and code reviews. Without his efforts, TB would be nowhere near as stable as it is now!
dumptruck_ds has just started a video tutorial series for TrenchBroom, available here: https://www.youtube.com/watch?v=gONePWocbqA
and I expect these videos to help drive more people to TrenchBroom and Quake mapping in general.
Then there were a couple of other contributors who submitted patches and bug fixes.
Furthermore, I'd like to thank the numerous users who supported TrenchBroom by filing issues on github, by tweeting about it, and thereby creating a community around TrenchBroom.
And finally, I'm sure there are people who I should also thank, but whom I have forgotten to name since it's late and I'm tired ;-). I hope you guys don't begrudge my forgetfulness.
With all that said, I'd also like to talk a bit about the future of TrenchBroom. Now that this release is out, it will be time to groom the backlog to clean up and select those issues which should be included in the next releases.
After some deliberation, I have decided to focus on expanding TB's user base in the immediate future. This means that I will not be working on new features right away, but rather I will add support for more games with Quake 3 being the first game to be added.
I believe that adding more users to TrenchBroom is essential to the future of the editor, as this will likely bring more contributors as well. TrenchBroom has become a large and complex project, and I'll need all the help I can get in the future.
Besides the addition of more games, I would also like to focus on one particular issue, which is the performance of selection. Selection is an operation that depends on the size of the map, so it becomes slower the bigger the map becomes, and that is of course not acceptable in the long run. Both ericwa and I have some ideas on how to tackle this, and we have already written some code to fix it. So I expect this to be part of one of the next point releases as well.
I will create new milestones for the next three point releases in the coming days, and then I will start adding issues to these milestones. I plan on adding only a few issues to each milestones in order to have frequent releases in the future. Hopefully, we won't have to wait years for the next release this time ;-).
That's it for now. Thanks again to everyone who got involved in this project over the years. It has been a lot of fun, and a very satisfying hobby for me. The greatest thing for me has been to see how many releases have been made with TrenchBroom, and how many new mappers have joined this community because of it. Let's hope that TB will keep driving people to pick up Quake mapping in the future!
Thanks a lot, Kristian. It's hard to know exactly how many maps your hard work has helped to create, but you can at least count mine among them - I doubt I ever would have started mapping for Quake if TB hadn't come along and made what was once a daunting, hostile task into one that I found approachable and enjoyable!
I hope you have a chance to relax and take a well-deserved break for a while, you've earned it!
Whoops... That Was Me!
Hail To Daz!
And dumptrucks video series is awesome news!
Congrats on the release Kristian. Thank you for all of the time you've put into this excellent project. I've spend thousands of hours in this editor since it's first incarnation.
My biggest suggestion is to try to make compiling it less of a pain (but at least GNU/Linux packages exist now.)
Trenchbroom For Slackware Linux
Excuse me Mr. Duske, but I have seen that you have taken interest in packaging Trenchbroom for other GNU/Linux distributions once the final build of 2.0 came out. I have created a package for Slackware Linux, and I would like to submit it to you if you would be interested in it. I'm not very well versed with the whole GitHub thing, but if you're willing to grab it, please let me know what I should do. Thanks.
Here's a link
to the TrenchBroom Discord.
There are a few people who can probably assist you with GitHub.
Any support for star trek: elite force?
I assisted with the linux packaging and while I can't speak for Sleep I think there are two thing to consider.
One, in order to distribute a package he will have to build it himself and cannot take a pre-built package from "somebody on the internet". No offense though.
The other thing is that there are already 5 distribution packages to manage for every release. Before adding another one it might be wise to look at a cross distribution build and repository service like the one from opensuse. (https://build.opensuse.org/)
Request it on github
New Controls - TB V2.0.0 Final?
So after downloading the newest version, I've noticed the control scheme for extruding a face, ie. adding a vertex to the center of a face seem to be different.
I can't seem to add a new vertex to a face anymore, I have to hold shift, click on the edge of a brush, then extrude the new vertex up or down with alt, then drag it over to the center of the face. I used to be able to just click anywhere on the face and add a vertex, but this doesn't work anymore...
The control scheme has changed. You should be able to pull verts from faces at grid points, but there‘s a bug that makes this unreliable. Will be fixed soon.
Can't Start App, Crash On Mac Os X 10.6.8
works on 10.9.5 though
10.6 Is No Longer Supported
10.6 Is No Longer Supported
I wanna cry :( description in website still states 10.6? I guess that's for Trenchbroom 1
Missing A Couple Of Hundreds .dll Files..
How many .dll files do I need to download to get it to work on Windows 8 (64 bit)?
Downloaded the redistributable, but it didn't help..
Without Proper Details, No One Can Help You
It should run out of the box with the (correct) redistributive installed.
Files *Required* For TrenchBroom
The editor and compiling tools depend on some additional files from Microsoft: Visual C++ Redistributable for Visual Studio
Both the 2013 and 2015 versions.
Install both of these - even though they are quite similar
- you'll need both
. After that you should be good to go.
Very cool coverage and insights. I had no idea it dated back to 2010. Wow.
Anon Demands Features!
Compiling Tools For Mac OS X?
Any idea where to download map compiling tools for mac? I can only find tools for Quake 1 but not for 2 :/
Oh sorry that's for Quake 1, I misread your question.
Open Multiple Maps?
I'm one of those mappers who likes flipping back and forth between a map I'm working on and maps I'm referencing. Is this possible or can I only open one map at a time?
Depends On The Platform
On Mac and Linux, this is not a problem. On Windows, TB is a single document interface app, meaning you can only open one map at a time. But to offset this, you can open multiple instances of TB for different maps on Windows.
I usually have 2 TBs open, you can copy-paste from one to the other, so it's basically the same as having two maps open.
I got a notification that my feature request (targetname autocomplete) was closed on the issue tracker. I assumed it was being put on the backburner for the drive to expand the range of supported games. So you can imagine my surprise and delight to upgrade to the release version and find it present! It's already proved valuable in creating one short map hack, so thank you for this and all the rest of the work on the editor.
Please Thank Ericw
He implemented it, I only reviewed it.
Not Sure If This Is Something I Caused Somehow
But the info_teleport_destination model
is displayed about 32 units underneath the the entity's bounding box.
No that's normal. Set in the FBD that way I believe. Not sure why. Don't go by the model. Go by the Bbox and you're good.
One thing the QuakeC does is moves every info_teleport_destination 32 units upwards from its starting point. I guess that the bounding box is accounting for this but the model isn't/can't?
Is there no hack to bring the model in line with the bbox? Kind of annoying to look at.
There might be a sensible way, if it bugs you enough to accept a local fix you could: create a copy of the player model that's raised by 32 units, then reference that copy of the model in the FGD definition of info_teleport_destination.
I’ll probably try that. Thanks Preach.
May I Suggest A Quality Of Life Improvement Here
or would you prefer I rather make a post in the issue tracker?
It's not too important, just a separate memory if you will for "open wad" vs "save map"
I find that I reflexively save a map only to find it in my wad folder from when I opened the wad for it.
Still loving TB2. Thank you!
Yeah It's Annoying
Create an issue for it.
Is the func_door_rotating in Hexen 2 supposed to be set differently as they are in other map editors? I cannot seem to figure it out using the origin brush.
Ok, I figured it out. One must use different qbsp to make rotating door to work.