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Post by sleepwalkr on Mar 14, 2016 6:34:49 GMT -5
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Null
Gladiator
Posts: 555
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Post by Null on Mar 15, 2016 15:05:34 GMT -5
Awesome! Thanks Kristian. We will certainly make use of this great editor. Please keep up the great work
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Post by sP1Sp0pD on Mar 15, 2016 22:55:47 GMT -5
It would be nice if you could make releases/tags on GitHub more often. The last one is Release_1.1.1 from Sep 26, 2013 — that's 2.5 years ago.
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Post by sleepwalkr on Mar 16, 2016 15:34:29 GMT -5
That's because the last release was TrenchBroom 1.1 (with a few patch updates). The current release is a beta and therefore doesn't yet deserve it's own tag.
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Post by quake2dday on Mar 20, 2016 11:54:43 GMT -5
Is there a web page with a setup guide showing us how too try too work with TrenchBroom ?
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Post by sP1Sp0pD on Mar 25, 2016 1:23:43 GMT -5
It's pretty straight-forward actually. Fire it up; it will present you with a startup screen, split in two vertical halves, with "New map" and "Browse" buttons on the left and a list of recently worked files on the right.
For a new map, or if TB cannot determine game type of a map you're trying to open, you'll be presented another screen where you should set your system's game path(s) there, e.g. I had Q2 point to /home/danfe/.quake2 as that's where I keep all its resources, download demos, develop maps, etc.
Unlike in Radiant, you can immediately use ASDW keys to navigate around the map, but having to actually press+hold the RMB to be able to change viewing angle (that is, mouselook it not toggable like in Radiant) is a bit annoying (YMMV). There lots of other differences obviously, but one should find herself comfortable with TB after a few hours I think. Mouse and keyboard settings are quite customizable, check the Preferences menu.
It does not seem to support map compilation from within itself, so you'd have to call q2map by yourself (or even better, write a Makefile).
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