![](images/clear.gif)
@dumptruck_ds
#2910 posted by
Jaeon on 2019/01/29 21:45:40
The link takes me to your setup tut
![](images/clear.gif)
Jaeon
YES!! it is a video that you can play in your native language as I typed above. The section where the compiling is setup should play automatically.
![](images/clear.gif)
Referring To This Comment
I find it difficult to converse in a language I am not functional in.
Maybe I misunderstood.
![](images/clear.gif)
Sleep
#2913 posted by
Drew on 2019/01/30 01:09:57
thanks for interest/reply
trying to remember what I was doing that could have triggered this weirdness but it's a little unclear as I didn't realize it wasn't making changes for bit (assumed I messed up in the editor as it isn't my comfort zone etc)
http://www.quaketastic.com/files/drew%20testmap%20trench.7z
please let me know if more info required
![](images/clear.gif)
Why Doesn't Someone Write A Tut For Compiling Q2 Maps Out Of
#2914 posted by
Jaeon on 2019/01/30 02:16:06
Trenchbroom? I have seen two other threads that fizzled when the user was asking for help to do just that. I am wondering if there is an issue with Trenchbroom that won't allow for it. Heck, if there was one for how to do it with Quake that might suffice. I am hoping someone takes up the challenge. As for the statement "I find it difficult to converse in a language I am not functional in. " I was referring to my inability to understand even basic code speak.
![](images/clear.gif)
Jaeon
I did it before. It can be done. Just try it out. If I can figure it out anyone can. Sorry I don't have the answers for you but I have a new computer and those files are on another I don't have access to. You can Google for Quake 2 compiling tools and find this:
http://home.insightbb.com/~gryndehl/q2compile/quake2.html
Write a batch file to compile your map and FFS GO MAP.
![](images/clear.gif)
Jaeon
and go here for some info:
https://discord.gg/Wnqz74z
![](images/clear.gif)
Drew
The map file looks fine. Could you post the entire error message, it might stem from one of TB's other configuration files.
![](images/clear.gif)
Drew
#2918 posted by
Scrama on 2019/01/31 14:24:12
I've got it
// entity 25
{
"classname" "monster_zombie"
"origin" "744 136 200"
"angle" "270\"
}
Last entity at file has misprinted backslash - escape character. Just remove it using notepad.
![](images/clear.gif)
@dumptruck_ds
#2920 posted by
Jaeon on 2019/02/01 04:06:30
Appreciate it. Thank You. Too much for me though. I am now using Quark's internal compiling. It is no more time consuming then using the compiling GUI. So I build in Trenchbroom and compile in Quark, my problem is solved.
#2922 posted by
Drew on 2019/02/01 05:50:46
(re #2918 AND #2920, clearly)
So is this \ a byproduct of something I did in the editor or just my fat fingers
![](images/clear.gif)
Drew A.k.a. Fat Finger
#2923 posted by
Scrama on 2019/02/01 08:15:47
Seems like you pressed it in pair with Enter
![](images/clear.gif)
Yup
TB should warn about this though.
![](images/clear.gif)
SleepwalkR
#2925 posted by
Scrama on 2019/02/01 10:00:12
You have to validate string on focus lost at least. BTW only useful escaped symbol for entity fields is "\n"
![](images/clear.gif)
TrenchBroom 2019.2
TrenchBroom 2019.2 is out with md3 support and some fixes and performance improvements |
https://github.com/kduske/TrenchBroom/releases/tag/v2019.2
![](images/clear.gif)
TrenchBroom 2019.3
![](images/clear.gif)
Hiding Vertices/edges/faces Behind Brushes?
#2929 posted by Razumen on 2019/02/11 05:36:39
Is there a way to do this, or in the works? The screen can be a real mess when working with a lot of grouped brushes.
![](images/clear.gif)
I Don‘t Understand What You Mean
Please explain in more detail.
![](images/clear.gif)
Re: I Don‘t Understand What You Mean
#2931 posted by Razumen on 2019/02/11 16:13:43
Ah sorry, I see there's already an issue open under "Draw occluded vertex handles shaded #1568" detailing pretty much the same request.
#2932 posted by
muk on 2019/02/12 01:15:06
imagine how cluttered it got when Vertex, Edge, and Face nodes were all displayed at the same time.
![](images/clear.gif)
Quake 3 Bug
#2933 posted by Reyond on 2019/02/13 20:37:08
I am sorry, may be I am just stupid but seems like I found a strange bug. When I open quake 3 .map in TB and then save, it turns into quake 1 map (I use windows version of TB 2019.3). I asked few people to do the same on their PCs and they have same bug. Seems like TB converting quake 3 maps into quake 1 format when it opens it.
![](images/clear.gif)
Also Quake 3 Bug
#2934 posted by Reyond on 2019/02/13 21:24:24
Also wierd bug. Not all md3 models are displayed in TB. Check it out, here are some models that I use:
https://drive.google.com/file/d/1bc81Dhe8Twj02pVVvaMhC0HuH6j-6QgG/view?usp=sharing