Chronocrash Modders Tools

ChronoCrash Modders Tools 0.7.9.10.1

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Code:
Traceback (most recent call last):
  File "gui\entity\__init__.py", line 1091, in positionChanged
  File "gui\entity\__init__.py", line 737, in expandPropGroup
AttributeError: 'EverydayPart' object has no attribute '_lineNumberArea'

I had legacy mode turned off and when I drew one bbox, I got that error. Even when I clicked on any line in the animation tab. I got something like this, for example.

Code:
{bbox 113 55 60 50}

I clicked on one of the bboxes I made, it turned like this, while the rest of the bboxes are set in brackets. I don't understand.
Code:
bbox.position.x 113
    bbox.position.y 55
    bbox.size.x 60
    bbox.size.y 50
 
Code:
Traceback (most recent call last):
  File "gui\entity\__init__.py", line 1091, in positionChanged
  File "gui\entity\__init__.py", line 737, in expandPropGroup
AttributeError: 'EverydayPart' object has no attribute '_lineNumberArea'

I had legacy mode turned off and when I drew one bbox, I got that error. Even when I clicked on any line in the animation tab. I got something like this, for example.

Code:
{bbox 113 55 60 50}

I clicked on one of the bboxes I made, it turned like this, while the rest of the bboxes are set in brackets. I don't understand.
Code:
bbox.position.x 113
    bbox.position.y 55
    bbox.size.x 60
    bbox.size.y 50
Hum yeah this bug is probably here since I updated some libs a few months ago but hasn't been reported yet. I'll fix it and upload an update when its done.
 
Got this error for copying and pasting some information from one animation to another, even though I had copied and pasted offset with its values.
Code:
Traceback (most recent call last):
  File "gui\entity\__init__.py", line 1102, in positionChanged
  File "gui\entity\__init__.py", line 1781, in rebuildText
KeyError: 'offset'
 
Just wanted to know what this error means, I think it is an issue with level design, not the mod tool.




Code:
Traceback (most recent call last):
  File "gui\main\__init__.py", line 676, in <lambda>
  File "gui\main\__init__.py", line 526, in setView
  File "gui\level\__init__.py", line 285, in loadLines
  File "gui\level\__init__.py", line 1419, in loadLines
  File "gui\level\__init__.py", line 1337, in processScriptLine
  File "gui\level\items.py", line 523, in changeAnimation
  File "gui\level\items.py", line 357, in loadAnims

AttributeError: 'Entity' object has no attribute 'modelPath'
 
Just wanted to know what this error means, I think it is an issue with level design, not the mod tool.




Code:
Traceback (most recent call last):
  File "gui\main\__init__.py", line 676, in <lambda>
  File "gui\main\__init__.py", line 526, in setView
  File "gui\level\__init__.py", line 285, in loadLines
  File "gui\level\__init__.py", line 1419, in loadLines
  File "gui\level\__init__.py", line 1337, in processScriptLine
  File "gui\level\items.py", line 523, in changeAnimation
  File "gui\level\items.py", line 357, in loadAnims

AttributeError: 'Entity' object has no attribute 'modelPath'
What is most likely is you use an entity (in your level) that is not declared in your models.txt (with either "load" or "know").

Might be a typo. The line numbers in your error report don't exactly match the last version of the code, so I can't tell you exactly where to look for exactly, but almost definitely in your level file, near an entity with an @script that tries to change its spawn animation (performattack, changeentityproperty, ...)
 
I attached the level file, perhaps it will help drill down the issue.
Will need the models.txt as well. It's as much an issue of the level as it is an issue of the models.txt

EDIT : but as this level is simple, you can check yourself. Your models.txt probably lacks one of the four entities used : williams, roper, linda1 or baker

Probably one of the last two as they are used only once at the end.
 
Traceback (most recent call last):

File "gui\entity\frameproperties.py", line 128, in entityModelEntryChanged

File "gui\entity\__init__.py", line 3140, in loadOnionSkinModel

File "gui\level\items.py", line 201, in __init__

File "gui\level\items.py", line 531, in changeAnimation

IndexError: list index out of range
 
Code:
Traceback (most recent call last):
  File "gui\project\__init__.py", line 327, in projectClicked
  File "gui\project\__init__.py", line 207, in loadProject
  File "gui\main\__init__.py", line 245, in loadProject
  File "gui\main\fileselector.py", line 1237, in loadLibrary
  File "data\__init__.py", line 736, in getLines
PermissionError: [Errno 13] Permission denied: 'F:/Sunnyside Daycare/OpenBOR/openBorStatsV051/xtract/thevengeanceofkyo/data/chars/'

I don't know why the characters, items, obstacle and etc. are not loading...
B R U H ... ^~^

Is there anyway to fix this error...?
 
Code:
Traceback (most recent call last):
  File "gui\project\__init__.py", line 327, in projectClicked
  File "gui\project\__init__.py", line 207, in loadProject
  File "gui\main\__init__.py", line 245, in loadProject
  File "gui\main\fileselector.py", line 1237, in loadLibrary
  File "data\__init__.py", line 736, in getLines
PermissionError: [Errno 13] Permission denied: 'F:/Sunnyside Daycare/OpenBOR/openBorStatsV051/xtract/thevengeanceofkyo/data/chars/'

I don't know why the characters, items, obstacle and etc. are not loading...
B R U H ... ^~^

Is there anyway to fix this error...?
Seems like an error on your end. The folder (or drive) you are using is not readable by the user running the program. Either change the rights, change the folder or run CMT as amdin.
 
Traceback (most recent call last):

File "gui\entity\frameproperties.py", line 128, in entityModelEntryChanged

File "gui\entity\__init__.py", line 3140, in loadOnionSkinModel

File "gui\level\items.py", line 201, in __init__

File "gui\level\items.py", line 531, in changeAnimation

IndexError: list index out of range
The model you are using with onion skin feature has an animation without any frame. Animations require at least one frame.
 
Seems like an error on your end. The folder (or drive) you are using is not readable by the user running the program. Either change the rights, change the folder or run CMT as amdin.
Aha! I think I found a problem of models file is

Mistake: know schang data/chars/ schang/schang.txt
Remedy: know schang data/chars/schang/schang.txt

Reason of permission error: The file was leaving blank spaces, you're right Smart Kitty, I was so shame.

And finally the problem solved and thanks for the concern Piccolo, maybe the directory path was a extreme problems for leaving a blank space and OpenBOR doesn't like leave a blank space, this_format :)

So A R I G A T O or thanks :)
 
Traceback (most recent call last):

File "gui\main\__init__.py", line 676, in <lambda>

File "gui\main\__init__.py", line 526, in setView

File "gui\level\__init__.py", line 285, in loadLines

File "gui\level\__init__.py", line 1670, in loadLines

IndexError: list index out of range
 
Traceback (most recent call last):

File "gui\main\__init__.py", line 676, in <lambda>

File "gui\main\__init__.py", line 526, in setView

File "gui\level\__init__.py", line 285, in loadLines

File "gui\level\__init__.py", line 1670, in loadLines

IndexError: list index out of range
There is a mismatch between panel order (order command) and your actual panels. Probably declared more panels in "order" than you have.
 
I know I've posted about this before but I figured it was fair to also share it here. Something odd tends to happen as I progress through my current project when using CMT.

When I finish or exit a level, or anything that essentially warrants "fade-out" transition, it freezes very briefly with the "NOT RESPONDING" next to the game tab's name before it jumps to the next section (either another level, scene, back to the menu, etc.). The first time I fixed it was when I realized it somehow managed to create a "settings" folder within the data file I had to remove.

However, this issue has resurfaced once more and even when the pak is packaged alone, the transition issue still happens. I've cleaned out all auto-backups and there wasn't even a "settings folder" or any sort of file that seemed foreign. I don't know if it's something on CMT's end or mine, but hopefully it's worth noting.
 
I know I've posted about this before but I figured it was fair to also share it here. Something odd tends to happen as I progress through my current project when using CMT.

When I finish or exit a level, or anything that essentially warrants "fade-out" transition, it freezes very briefly with the "NOT RESPONDING" next to the game tab's name before it jumps to the next section (either another level, scene, back to the menu, etc.). The first time I fixed it was when I realized it somehow managed to create a "settings" folder within the data file I had to remove.

However, this issue has resurfaced once more and even when the pak is packaged alone, the transition issue still happens. I've cleaned out all auto-backups and there wasn't even a "settings folder" or any sort of file that seemed foreign. I don't know if it's something on CMT's end or mine, but hopefully it's worth noting.
Interesting, which version are you using ? The last one ? (please double check as I have had some people that were really confident they had the last version while they in fact had a two years old version lol)

EDIT : ah so it's more of an engine issue. Wasn't really clear in your post, I only understood it while looking at your post history to see what you meant by "I know I've posted about this before".

Honestly I don't see anything in CMT that could explain this. Even what you suggested was a fix before (cleaning the single CMT settings file that can be in your data folder if you choose to have game specific settings) doesn't really make sense and was probably a coincidence. Unless there is something I'm not aware of, OpenBOR should ignore files in data folder that it does not read. This is why I'm not surprised you still have this issue when there is no CMT settings file in your game folder. Probably never was the issue to begin with.

If the issue happens only in your projects, it's definitely related to something wrong in your code (scripts).

If the issue happens in every OpenBOR games, my guess is that some other process on your computer sometimes overload your disk and when you reach the end of a level (and OpenBOR needs to load new stuff from the disk) you get the issue. If you are doing tests and have several disks/partitions, you need to be aware of the disks where the game is. The issue might only happen in one disk.
 
Last edited:
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