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Jackhammer 1.1.855 Public Beta Is Out!
Hi all!
We are glad to present the new version with another bunch of bugfixes and improvements. ^^
Thanks to everyone who helped us with suggestions and bug reports!

New version highlights:

* Dynamic Sky Rendition: Jackhammer renders skyboxes in the same way games do. In addition, there are layered clouds in Quake, rotating skybox in Quake II, and shader effects in Quake III supported. To facilitate the choice of a certain sky in map properties, a drop-down combo with icons was added.
* Improved Arch Tool: arch creation instrument got new abilities. Now it allows triangulation upon creation, fitting arches to selection box, estimation of proportions using a grid. Also it is possible to create smooth ramps.
* Keep Internal Connections: option to preserve internal connections (targetname-target links) in entities during copypaste and cloning (i.e. dragging with Shift pressed) operations.
* Snap to Grid Revised: subsequent calls to it change anchor point, looping through all eight bounding box points (previously only the lower bounding box point was used as an anchor). In Vertex Manipulation mode this instrument snaps using selected vertices, thus enabling alignment of the whole object that ensures the certain vertex on the grid. In addition, VHE-style snapping to grid during movement of the selection was added.
* Texture Repeats: added special mode to draw borders of repeating (tiling) textures in a 3D-View.
* New Curve Types: now it is possible to create for Quake3 such primitives as Exact Cone, Exact Cylinder, Exact Sphere - correct round variants of cones, columns and spheres.
* Additional Instruments: ability to connect logically two entities using their target and targetname fields using Ctrl+K, separate tie to entities function. Upon automatic creation of the default room, the editor now can paint invisible faces with NULL or caulk texture. Improved Paste function - now it preserves an original third coordinate in a 2D-view.
* Multilingual Support: switch to your native language when using the editor! Now there is no need to consult a dictionary to find out what either menu command does, or to understand a reason for an error. Presently there are English, Russian and Ukrainian languages supported. Languages can even be switched dynamically without restarting the editor.
* 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 1.1.855

DOWNLOAD NOW!

Again, thanks for the feedback, some features were added because of your requests.
Merry Christmas and a Happy New Year!
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Oops 
Please correct the "presend" typo in the second sentence. There should be "present" of course, but it seems that I can't edit the post anymore. 
Great 
but the one issue that hasn't been fixed yet is a texture shift when moving a brush with UV-lock modified texture scale, while texture lock is enabled. 
Xaerox, May I 
start asking for stuff? It's Christmas...

In Tools/Options/General/Window Setup, a checkbox "mouse hover activates window" (enabled when "Use independent window configurations" is checked).

When using independent window config, just passing the mouse over a window would be enough to make it the active MDI child. You already detect which window is under the mouse when we press arrow keys, right? So, just give focus to the window under the mouse.

This way I could use an independent 3 windows setup exactly like the standard single window divided in four. That would free the user from the standard single window setup.

I tried to ask for it before, but it's hard to explain, even worse in English.

P.S.: still looking forward for Volatile Engine :)) 
 
And still hoping for that sweet, sweet tablet support. Maybe next version. :)

But the sky rendering is bitchin'... 
Dynamic Sky Rendition 
I have:

- worldspawn "sky" property set to "interstellar_";
- C:/dev/quake/work/markv/id1 is my Base Game Directory (at Tools / Options / Game Profiles / Configuration Settings)
- At C:/dev/quake/work/markv/id1/gfx/env there is interstellar_bk.tga, interstellar_dn.tga, etc., all six 512x512 images;

The skybox doesn't render. I see the scrolling sky texture only. What am I missing? 
Thanks For Comments! 
2PuLSaR:
Sorry, I forgot about that. Will be fixed in the next release.

2WarrenM:
Same thing, will work on tablet support a bit later. Most likely it will appear in the next version.

2adib:
1) Ok, I've added your request to my todo list. Sounds not too complicated.
2) Skyboxes are currently supported only in Quake2 and Half-Life, where they come out of the box. Quake instead uses a special 2-image texture, and JH uses it to draw cloud layer. If you tell me which custom engine supports skyboxes (and which is the most common), I'll be able to test them and then add to the Quake profile. Additionally, a FGD should also be modified: sky(string) should be replaced with sky(skybox). This means that a FGD for that custom engine should also be included to JH installation. 
Xaerox 
1) Yay! Thanks!

2) Sorry, you're right. I misunderstood the description.

I believe that engine would be Quakespasm, the one recommended for the map jams. 
Curve Tool Additions 
This stuff alone makes this update fantastic. There were a lot of weird bugs and size/positioning problems with the standard hammer curve tool that seem to be fixed here, so yay!

Will test thoroughly over the next few weeks :) 
Documentation 
Is there any documentation for Jackhammer? I can't seem to find it. 
 
It's basically hammer. So find some hammer docs if you're totally new to this editor. 
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