 I've Got
#1357 posted by ijed on 2014/07/21 18:17:23
Rocks and stuff beyond fences and out of windows, plus a train arriving from 'far away'.
Also some walls and stuff that if I moved 32 units would send the player to an alternate dimension, if they stepped up close.
Limiting yourself to 18-year-old limits is stupid.
0/10 flamebait, try harder.
#1359 posted by Spike on 2014/07/22 01:46:34
@onetruepurple:
An editor that intentionally cripples its users is never a good thing. This is the TrenchBroom thread after all, not the 'I hate everything that wasnt made by id' thread.
oh noes! people might use it for things that are not cripply faithful! we can't have that! get the pitchfork!
its stupid, and its not helpful.
 @ijed
#1360 posted by quaketree on 2014/07/22 02:50:59
A train moving in from "Far away" is an entity as are any lights and so on, and entities outside the +/-4k limit can cause bad things to happen. This is Quake, not Far Cry or something like that that may seem unlimited.
You can try the huge clipping brush barrier to keep the player inside the limits or make a detail brush with a skip texture that will also effect entities unlike a clipping brush.
#1361 posted by Spike on 2014/07/22 09:40:01
bsp entities tend to have an origin of '0 0 0'. they can start outside and move 4k qu in any direction without a problem - so long as the player, other pointentities (lights are okay), or projectiles/shotguns can't enter that region.
 Yeah
#1362 posted by ijed on 2014/07/22 15:20:48
It's already in and working - func_trains don't cause any problems as far as I can tell.
 Although
#1363 posted by ijed on 2014/07/22 15:32:10
The path_corners are outside - I assume this isn't causing trouble because they don't do anything.
I did have the train teleporting to the world 0,0 (and being invisible) at one point but this was bad qc / configuration of the path corners.
 O_O
#1364 posted by Lunaran on 2014/07/22 16:43:12
ijed literally pushes the boundaries
 Off A Cliff
#1365 posted by ijed on 2014/07/22 16:55:30
Then I map where they landed at the bottom.
Then I whinge that it's taking too long to finish.
After mapping the group of tourists taking photographs of where the boundries landed from some distance away. Etc etc.
 IJed
#1366 posted by than on 2014/07/23 02:13:42
so your new map is even bigger than your Warpspasm levels?
Is it as evil? :)
 #1348 - Split 2D-3D Layout
#1367 posted by Spiney on 2014/07/23 13:00:10
I like that way of working usually.
 It's Bigger
#1368 posted by ijed on 2014/07/23 15:34:36
Not sure about evil since it doesn't have the music.
Although considering the corpses decorating it, hidden altars and stuff, creepy ambient sounds from Spiney and the Rubicon setting... maybe.
I never really think about making my maps evil. They just happen that way :D
 Support For Source Games?
#1369 posted by darkhog on 2014/08/01 15:41:40
Would be possible to add support for source engine (HL2, CS:GO, Portsl 1/2) games? Because Hammer is very outdated tool and Source needs something like Trenchbroom.
 Yes
This is definitely on my todo list for TB2. If you're willing to help out be testing and discussing necessary features, then get in touch via email: kristian.duske@gmail.com - same if you know someone who is serious about giving TB2 support for these features. I will only do it if there is someone who helps out by describing requirements and doing testing. Otherwise it's just not possible as I don't know these engines very well.
 I Will Always Test!!!
I have almost every id tech game ever made!!
 I Need Someone Who Will Work On Actual Maps For These Games
otherwise it's just not possible to fine tune the support for these games.
 I Started Making A Heretic 2 Map
But it was a nightmare working with quark. Hell I will make a map for every game!!
#1374 posted by JneeraZ on 2014/08/01 21:30:34
I think he's asking for someone who is well versed in each game so they can tell him the nuances and subtleties that are wrong. He can test raw map compilation himself. :)
 Bitch I Am Leet
 Lol
Heretic2 would also be on the list of games which could be supported. For now I have Quake 2 and Hexen 2, and it would be cool to find people who work with those games.
You ask like I haven't got those 2 games installed ;)
 Well
If you want to make a Quake 2 map, then the easiest way to get at the current betas is to install dropbox and give me your dropbox email so that I can invite you to the beta folder.
gavin.edgington[at]gmail[dot]com
 Protip: Sort The Files By Date To Find The Latest Betas.
So far I feel like this is kind of a huge step back in a lot of ways from version 1.
- bring back ctrl d duplicate. Please.
- Would like to bind keys without needing ctrl as a modifier, I like to snap to grid using space bar (like all the time). That is unless you have fixed the issue of wandering vertices
- Would like to WASD without having to press F first (it seems terrible that this is a toggle), and allow flying to be back to the speed it used to be.
- bring back the reset button for textures
- bring back copy face attributes feature (when a face is selected press alt and left click on another face)
- would like to be able to work in a window straight away rather than having to select it, like in tb 1
- would be nice to have the old black void rather than pure white. Or at least allow is to choose our own colour
- would be neat if TB showed us when we were getting to the map border (+/- 4096 units)
- make it easier to select the frame to adjust the size of the windows please, right now it feels like I have to select something 1 pixel thick
- why can I no longer add my own keys to entities? Please bring this feature back
- The texture rotating thingy on the face
manipulator is way too sensitive to be of any use at all, this would be better as a slider IMO. Less fancy but I would rather have something that works.
-might be worth having the texture implimentation that I *think* is in quark, that is it just grabs the textures from the .bsp files rather than having to find the appropriate wad file.
I dunno how this works with compiling though? It might be a better way of getting the textures though instead of searching around online.
I am tempted to flesh out maps in TB1 and then use TB2 to finish off the very last bits. I suppose this defeats the point of having a new TB though.
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