 Thank You Sir!
#2492 posted by mjb on 2017/01/23 01:08:52
#2493 posted by topher on 2017/01/23 01:49:56
nice
i will continue to report new crashes
RC1 is crashing a lot less than the previous builds
 SleepwalkR
#2494 posted by humanbean on 2017/01/23 12:22:57
It's fantastic to see how much progress has been made, thanks SleepwalkR and everyone else involved.
Could you also provide SHA256's alongside the releases? pretty please
 I'm Sure That's Possible
 TrenchBroom 2.0.0 Release Candidate 3
https://github.com/kduske/TrenchBroom/releases/tag/v2.0.0-RC3
Getting fewer bug reports lately... either it's getting stable, or fewer people use TB.
#2497 posted by muk on 2017/01/28 22:17:32
its defintely getting more stable and i cant wait for you to start hammering out those 2.1 features ;)
 Getting More Stable
#2498 posted by mjb on 2017/01/28 23:35:21
 Good
Glad to hear it.
I dipped into tb2 a bit more recently. Will probably consider changing to it full time on my main machine. The ui stuff is a bit cramped on my surface though
 We Need Md5 Hashes Of The Md5 Hashes
#2501 posted by PRITCHARD on 2017/01/29 05:51:14
 SleepwalkR
#2502 posted by humanbean on 2017/01/30 13:59:43
Thanks, unfortunately MD5 has been unsafe for quite a long time now.
I apologize for not contributing but I'm away from my desktop and there's no release for my current os. (I've never had much luck compiling)
 MD5 Is All Cmake Supports ATM
So that's all I can do. Anyway, I think these checksums can only ever be used to verify the integrity of the downloaded file. They cannot be used to check whether the file was tampered with on the server. If someone was able to do that, they would also be able to change the checksum files.
#2504 posted by PRITCHARD on 2017/02/04 03:58:08
Still a bit of a Github Noob, even after all this time spent submitting TB issues (over 30 now I think!), so I'm not sure if contributing a comment to a closed issue will be seen...
https://github.com/kduske/TrenchBroom/issues/1560#issuecomment-277413575
#2505 posted by ericw on 2017/02/04 06:25:21
Yep, I get notifications on Github and emails for comments on closed issues, should be the same for SleepwalkR
 Adding Textures
#2506 posted by ranhcase on 2017/02/05 02:12:45
could some one explain to me how to add textures to trenchbroom (q2)? I have a a .png of Duke Nukem 3D textures, and i would like to add those to my map
#2507 posted by muk on 2017/02/05 04:01:14
https://www.quaddicted.com/files/tools/wally_155b.exe
Wally will let you convert/export that .png to the Quake2 .wal format.
Just open it up in Wally, and File>Export to .wal.
Wally will also be what youll want to use to edit and make your own textures and texture packs, etc. Its a really good, stable tool.
 Trench Broom Supported !
#2508 posted by anonymous user on 2017/02/05 04:31:36
 @mukor
#2509 posted by ranhcase on 2017/02/05 20:11:45
thanks, but how to add the textures to trenchbroom so it will appear there?
 Quoting The Help, Try This
#2510 posted by topher on 2017/02/05 20:27:29
If you want to provide your own custom textures, you need to put them in a subdirectory where TrenchBroom can find them. For Quake 2, this means that you need to create a subdirectory called textures in the directory of the mod you're mapping for, or in the baseq2 directory. Then you need to create another subdirectory with a name of your choice. Then you copy your texture files into that directory. TrenchBroom will then find that directory (possibly after restarting the editor) and allow you to load the textures from there.
 Quoting The Help, Try This
#2511 posted by topher on 2017/02/05 20:27:29
If you want to provide your own custom textures, you need to put them in a subdirectory where TrenchBroom can find them. For Quake 2, this means that you need to create a subdirectory called textures in the directory of the mod you're mapping for, or in the baseq2 directory. Then you need to create another subdirectory with a name of your choice. Then you copy your texture files into that directory. TrenchBroom will then find that directory (possibly after restarting the editor) and allow you to load the textures from there.
#2512 posted by ranhcase on 2017/02/07 00:50:35
the textures are in baseq2 in a folder called 'textures', but any of then appear in trenchbroom.
I thought that textures had to be stored in a certain file to be added in. don't they?
 Ranhcase
My TB2 installation is not up to date, so maybe something has changed in the mean time, but try this:
Open TB2. On the right hand side, where you have "Map", "Entity" and "Face", go to "Face" and then below you'll find "Texture collections". Click on it and then on the "+" to browse your computer's drive to add texture files. Doesn't matter where they are located, as long as you point TB2 to the relevant directory.
 @total_newbie
#2514 posted by ranhcase on 2017/02/07 02:21:11
i think that only works for quake 1. atleast it seems so, the "+" can't be clicked at all in quake 2.(only on q1)
#2515 posted by ranhcase on 2017/02/09 21:51:26
i've managed to add the textures, but they make the brushes invisable/non-existant(?), creating a leak. What do i do to stop that?
 Also
#2516 posted by ranhcase on 2017/02/09 22:55:31
i noticed that the textures get to white when converting them in Wally, is there a way to make them the same color as they are in the .png file?
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