Named Game of the Year by over 50 publications, Valve's début title blends action and adventure with award-winning technology to create a frighteningly realistic world where players must think to survive. Also includes an exciting multiplayer mode that allows you to play against friends and enemies around the world.

Description

J.A.C.K. (previously known as Jackhammer) is a brand new level editor for games with a quake-style BSP architecture (Half-Life, Quake, Quake II, Quake III, Gunman Chronicles). The aim is to develop a convenient cross-platform tool capable of incorporating the best features of existing editors, such as Valve Hammer Editor, Q3Radiant and others. Despite Quake and Half-Life having been released a long time ago, the large community have arisen around, still developing mods and games on their bases. However the existing editors suffer from fundamental disadvantages their users are well familiar with. J.A.C.K. does aspire to be the universal level design tool for classic games. But not only the classics! The editor shall become a key development tool for the Volatile engine, that is why its second name is Volatile Development Kit.

Preview
J.A.C.K. 1.1.3773 (Windows)
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~X~
~X~ - - 555 comments

With no warnings - bam! - release. Good!

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XaeroX Author
XaeroX - - 455 comments

I'm too lazy to post an article about that. ^^

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Ogdred
Ogdred - - 463 comments

Dude, you're doing Gods work!
All of us mappers highly appreciate all the hard work you've done!

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Baker55
Baker55 - - 250 comments

Thank you, XaeroX!

Zircon: Moddb.com
Quake3_Quake 1: mapping for Quake 1 using Quake 3 map format using J.A.C.K. or Trenchbroom Moddb.com

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Baker55
Baker55 - - 250 comments

Despite the name, this Windows download is both the Windows 64-bit and Windows 32-bit version. The installer will ask you 64-bit or 32-bit.

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Baker55
Baker55 - - 250 comments

Changelog according to Jack.hlfx.ru

NEW FEATURES
- Background Images in 2D Views.
- Drawing Selection while Dragging in 3D.
- Smart Mode Improvements.
- Snap Control of Point Entities.
- FGD Format Extensions.
- Sizeable Dialogs.

MINOR CHANGES
- Selection tool now respects cordon bounds when selecting objects within bounds (if Cordon restrictions apply to views).
- Max Model Rendering Distance slider value in settings increased to 50000.
- Alt+Enter with visible Object Properties dialog now hides it (VHE behaviour).
- Arch group color is now assigned from a color of the first brush.
- SteamCloud synchronization dialog UX improved.
- On Windows, when editing a FGD file, JACK will use an associated executable instead of the default Notepad.
- FPS cap values can be specified in Preferences: the default value (60), 75, 100, 125, 167, and 250.
- Game Profile list size in the corresponsing dialogs increased to fis 12 profiles instead of 6.
- It is now possible to change the order of game profiles.
- Minimum size of the drop-down combo in Object Properties increased from 10 to 18.
- The default button in the Advertisement dialog is now "Cancel".
- Three Texture Lock related commands in "Tools" menu moved to a submenu.
- Some minor updates to the PDF documentation.

BUG FIXES
- Fixed a crash in Object Properties dialog.
- Fixed a crash when using Object Properties dialog after closing the map (now this also closes the dialog).
- Fixed a bug in Object Properties dialog: now it is not showing up in taskbar.
- Fixed a bug in Vertex Manipulation mode: now "Center on Selection" centers on selected vertices or edges, not on selected brushes.
- Fixed a bug of a map marked as modified upon putting cursor to a smart field in Object Properties.
- Fixed a bug of a map was not marked as modified after entity deletion in Entity Report.
- Fixed a bug of angle assignment which now doesn't reset current parameter value in SmartEdit mode.
- Fixed a bug with Shift+Z, not it remembers the original window layout.
- Fixed a bug of incorrect floating-point numbers parsing when output in scientific notation.
- Fixed a bug of worldspawn ungrouping.
- Fixed a bug with Cloud storage not available.
- Fixed a bug of decal rendition (Half-Life-specific).
- Fixed a bug of modelT.mdl files not loading in a case-sensitive filesystem (Linux, Half-Life-specific).
- Fixed a bug with drawing patch handles in Cordon mode (Quake3-specific).
- Fixed a bug of incorrect geometry rendering in the shader editor (Quake3-specific).

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hazelraken
hazelraken - - 3 comments

Fantástico. Parabéns aos autores .

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Baker55
Baker55 - - 250 comments

64-bit q3map2.exe (Q3) map compiler that works with J.A.C.K.

Download: Moddb.com

It can do far larger maps because it can use more than 2 GB of memory during map compile.

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Baker55
Baker55 - - 250 comments

Major bug:

Setting up to map for Quake 1 (I usually do Quake 3 map format), J.A.C.K. will complain about the "Missing palette file" after selecting it correctly.

In the VDKGameCfg.ini:

It is cutting off the first few characters of path.

PaletteFile=rogram Files/J.A.C.K/quake/quake.pal

I am a very technical guy, this didn't stop me and I knew where on my hard drive that J.A.C.K. stores the settings and manually edited them.

However, an average user is going to be totally unable to deal with this for Quake 1.

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Baker55
Baker55 - - 250 comments

Made an improved Quake 1 fgd/sprite pak for J.A.C.K. for Quake 1 purposes:

Moddb.com

Also comes with ericw tools bsp/light/vis -- the Quake 1 map compiler that comes with J.A.C.K. are unacceptably slow -- it should not take 2 minutes to compile E1M1 -- ericw tools does it in a few seconds.

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