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Jackhammer 1.1.700 Public Beta Is Out
Hi all!
Yes, now we're in beta status, which means lots of bugfixes and improvements were done. ^^

New version highlights:

* Archive Support: Jackhammer can load models and sprites from game archives (PAK, PK3). This is useful if you open other's map which uses models, and your game resources are not unpacked.
* Compiling in Editor: now it is much more convenient to compile maps in the editor, because the compile process doesn't block it. You can continue editing the map while the long compilation takes place. You can also terminate it at any time simply by closing the Process Window.
* Improved Decal Rendition: you can preview Half-Life decals (colors and transparency) in the 3D-View just the same as in the game.
* New Texture Application Modes: "NULL to Selected" (applying NULL or caulk texture to selection), "NULL to Unselected" (same as the previous mode, but texture is applied to the other brush faces; handy fast removal of backfaces), "Apply (texture + values + axes)" (copying texture axes information, simplifying texture application to complex objects and landscapes, especially when combined with "Align to View" mode).
* Automatic Selection in 3D: you can select multiple objects by pressing mouse button in 3D-View and then dragging a cursor. This mode is convenient for quick selection of lots of nearby objects (e.g. landscape brushes), when clicking can become annoying.
* Model View: you can specify an external model viewer (e.g. HLMV) and open any model simply by a context menu command. Also it is now possible to reload a model from disk without restarting the editor.
* Update Check: the editor can automatically check for new version available and notify you, so you can immediately download and install the update.
* 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, and now it is a beta. Please view a changelog for the details.

This version supports Quake, 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 1.1.700

DOWNLOAD NOW!

Thanks for the feedback, some features were added because of your requests. Hope you enjoy Jackhammer, I've put much effort to it.
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Bug Report 
... or a rather unintuitive behavior:

When I shift+drag a brush, if I release the shift while draggin, the "clone" operation becomes a "move".

In my opinion the "shift is pressed" test should be done when dragging starts, not when you drop the brush, or you force me to keep shift pressed unnecessarily. I also end up moving the brush by mistake, instead of cloning it, quite often. 
An Again... 
This is the same behavior like in Worldcraft/VHE.
Many people, including me, got used to this, e.g. when we want to cancel clone-dragging, we simply release shift button and return the selection to its original place.
If you want to guarantee the cloning, you can use ctrl+c, ctrl+v. 
 
It would be nice to be able to press Esc to cancel the dragging before releasing the mouse button. Specially in manual vertex editing, where sometimes it's impossible to move vertices back to the same place. 
 
Fixing the undo/redo system within vertex editing would be awesome. Having only 1 undo and having to exit vertex mode and lose everything you did, kind of sucks. 
 
Why do you say "fixing" instead of e.g. "extending"? Of course English it not my native language, but as far as I understand, fixing means repairing something broken. :) But this is not broken, this is exactly the same behavior as in VHE. 
 
Whatever you want to call it. I'm requesting that you make it more useful. :)

And "VHE does it that way" isn't really a valid excuse. This behavior has always been awful. 
 
I agree, this is not an excuse. But this was my aim actually - to recreate VHE's behavior. Simply because many people already got used to it. :)
But certainly inconvenient features should be reworked in future. I'll think of a way to make vertex manipulation more undo-friendly, thanks for giving me a hint. 
 
Besides, Hammer was never a usability gem. When you rework the inconvenience, please, consider this one I pointed :) 
 
I wonder at what point do we admit that you're working from some version of the actual Hammer source code? I mean ... I suppose you can't, really. But I find the dance and silent group agreement that we don't mention it amusing at times. :)

But rock on, I love this project... 
 
You certainly understand that I'll never admit that, don't you? :) 
Well The Cat's Out The Bag Now 
brb, phoning valve lol. 
The Conspiracy Of Silence 
Valve knows everything (simply because they gave me a permission to post JH to Greenlight). But they will never tell you the truth! :)) 
 
Any chance to test the texture rotation problem described in post #147? I've switched back to Hammer for the meantime as that had given me some trouble. 
 
Afair, this problem is fixed, please wait for the next public release. 
Hmm 
just started tinkering with this... vis groups are acting weird for me. They render the selected brushes invisible but then I am unable to access them in the 'VisGroups' window, to render them visible again etc. If I select 'show all visgroups' it is re-established however.

Is this standard VHE/Jack behaviour?
Is there robust documentation in english for using Jackhammer or VHE that I should use? 
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