Chronocrash Modders Tools

ChronoCrash Modders Tools 0.7.9.11

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Piccolo updated Chronocrash Modders Tools with a new update entry:

Changelog 0.4.12

First draft for "Tools" -> "Tool dialog" -> "Orphans finder" @DCurrent


For now only use on one char text model (first line of form). Then, press "Process".


It will show you all the files that were not referenced. And all the "files" that were found (some matches might not be files but it doesn't matter, only not found list really matters).

Obviously that thing is not finished but I just put this first draft out there for you guys to check if it seems to take into...

Read the rest of this update entry...
 
@Piccolo hey buddy, I had the same bug again and this time I managed to record it.
Looks like there is some issue if you try to rename the animation "spawn" (and this happens only with this animation)

The steps:
- I had a SPAWN animation which I renames to FOLLOW2. Hit CTRL+S to save it
- the animation name had change on the list at left
- I've clicked on another animation (shock)
- Clicked to add a new animation called SPAWN
- When I click on the new animation,it leads to the told one.


edit: and going to text mode doesn't solves the issue - the text shows FOLLOW2, but the animation editor shows SPAWN. I had to restart the tool to make it to work.

Last night I have a serious issue, where the tool was mixing two projects: it took all the content from one entity from one project and saved into the text file of a different entity from a different project. But I didn't did this. I noticed the icon neart the entity name on the list had vanished when this happened. So I closed the tool and it asked me if I wanted to save unsaved changes and them boom, two entities get screwed up.

Luckly, I use Dropbox and I was able to recorver it. But its not the first time I had this type of issue so I am not much confortable in jump between projects on this tool - when I need to do this, I do prefer to either load the second one on Stats or close CMT completly to start again.

Yeah the first bug doesn't surprises me, it's actually logic when you know how the entity editor handles renaming. While being in entity editor, behind the scenes the spawn animation (or whatever animation) keeps the original ID (here "spawn") even if you rename it. It does so until you go to "Text" tab and then only the text is rebuilt and animation ID matches the new name (because it's safe there). So yeah if you stay in animation editor after having renamed spawn animation, and then you create a new animation "spawn", it will be confused with the first. I'll look into this problem. In the meantime, in next version I'll just prevent creating a new animation with same ID in entity editor. (though you'll still be able to do it, but after going through text tab, and then returning to animation editor, so that the IDs will be updated).

Did the last problem happen with switching projects feature ? If yes then it's normal I never fixed this problem (you reported it before). I'll need to investigate but it will take time as I'm not sure what might be causing it. However if you did not use switch project feature, then I don't understand. It should not be possible for this to happen when not using switch project feature.
 
Piccolo updated Chronocrash Modders Tools with a new update entry:

Changelog 0.4.13

While in "Animation" editor, the app will now prevent you from renaming an animation if the new animation name is already taken. In "Animation" editor, as soon as you write an animation name that is already taken, the app will instantly add "_ALREADY_USED" after the name of the animation. This is done to prevent unwanted overwriting of animations, as animation editor is filled with update triggers, and allowing two animations with same name at the same time could be dangerous.



Also now as...

Read the rest of this update entry...
 
@Piccolo Hey buddy, I downloaded the latest version and noticed that now CMT is automatically adding an extra line between animations. Is there a way to disable this behaviour?
 
Did the last problem happen with switching projects feature ?
No, I didn't. From what I saw, the problem is the "opened" files. Even if haven't opened another project on the session you are now, you still all the entities on the list from every projects you ever opened with it. For an unknwon reason, the tool mixed a content from one project with another (I can confirm it by looking at the model file).

I am testing the newest version to see if I have this issue again.

-----

Something I realized: "WALL" is missing the "type" setting:
wall {xpos} {zpos} {upperleft} {lowerleft} {upperright} {lowerright} {depth} {alt} {type}

1702343853356.png
Type is very useful for wallbouncing: with type, I can choose against which wall I will rebound or not, like I did here (the truck and the fence are both Walls, but each one uses a different type)

"Hole" is missing both {alt} {type}
(yeah, holes can have alt too)
 
Piccolo are You able to create some section to edit all those HUD settings?

so we edit a setting for player 1 and it will auto generate player2 3 4 based on screen resolution and evenly distribute other players automatically so 4 players take 4 even parts of the screen width and 3 players with take up 3 even parts

Would be great if you had actual visual with some level graphics displayed and we will be able to move each section manually for player 1 and other players settings will be set by the software.

Wouldnt be easy task as it needs to actually load fonts to display text, load icons.

Openborstats had one but it was very convoluted where you had to use just arrows to change values or type them into X Y boxes and it did not read resoultion from video.txt file and did not read actual fonts from the current project, it had like own fonts which is not a good idea.

Code:
p1icon 260 40
p1mp 120 73
p1life 120 -224
p1lifex 310 -457
p1lifen 104 120
p1score 190 40 210 -110 230 10 0
p1namej 120 50 120 20 120 20 
p1rush 2 44 59 44 2 54 57 54
e1icon -444 -444
e1name -444 -444
e1life -444 -4460
 
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@Piccolo Hey buddy, I downloaded the latest version and noticed that now CMT is automatically adding an extra line between animations. Is there a way to disable this behaviour?
Hey, it should only do that if there is not a single empty line between animations. If I understood you correctly, you're saying it adds an empty line even if there is already one ? If yes, can you send me an example of one of your entity file so that I can check why this happens. Thanks.
 
Even if haven't opened another project on the session you are now, you still all the entities on the list from every projects you ever opened with it. For an unknwon reason, the tool mixed a content from one project with another (I can confirm it by looking at the model file).
That is correct but those previous files are stored with their absolute paths, so even if you are on another project they should never be mixed with other files that have not the exact same absolute path.

But other parts of the app obviously use the current project relative path, so maybe somewhere in the code they are some possible mix-ups that I missed. If it happens again, try to remember what specific things you did to trigger it. I'll try to check the code again to see how it could happen but last time I tried didn't found anything.

EDIT : Ok I looked into the code and did a batch of tests to try to trigger this, but it never happened. It was with entity files right ? If yes, did the entities that were mixed up have the exact same name ? Also did you use double text view mode ("Text | Text") ? Were you editing entities and levels at the same time ? Did you have two CMT windows opened at the same time ?
 
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Piccolo are You able to create some section to edit all those HUD settings?

so we edit a setting for player 1 and it will auto generate player2 3 4 based on screen resolution and evenly distribute other players automatically so 4 players take 4 even parts of the screen width and 3 players with take up 3 even parts

Would be great if you had actual visual with some level graphics displayed and we will be able to move each section manually for player 1 and other players settings will be set by the software.

Wouldnt be easy task as it needs to actually load fonts to display text, load icons.

Openborstats had one but it was very convoluted where you had to use just arrows to change values or type them into X Y boxes and it did not read resoultion from video.txt file and did not read actual fonts from the current project, it had like own fonts which is not a good idea.

Code:
p1icon 260 40
p1mp 120 73
p1life 120 -224
p1lifex 310 -457
p1lifen 104 120
p1score 190 40 210 -110 230 10 0
p1namej 120 50 120 20 120 20
p1rush 2 44 59 44 2 54 57 54
e1icon -444 -444
e1name -444 -444
e1life -444 -4460

Should be possible, I just tested the ground to see if it's possible to read pixel fonts and it works (see screenshot). I'll look into the rest later when I have more time.

pixel-font-cmt.jpg
 
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Piccolo updated Chronocrash Modders Tools with a new update entry:

Changelog 0.5.0

Level Editor :

- added initial support for HUD viewer/editor @bWWd

Right now it's extremely limited and will just show lifebars (green) and playernames (with font.gif).

But in future versions (when I'll have more time to dive into this) a lot more properties will be supported, and more importantly, you'll be able to move every HUD object and save their position.



-added "type" property in Wall properties form @O Ilusionista

Read the rest of this update entry...
 
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This is great, its early stages but it does work and shows fonts in actual level, now im not sure how id make editing be as fast as possible , id probably allow just edit player 1 lifebars and other lifebars will follow automatically, you rarely if ever need to have some weird distances between p2 p3 p4 , most of the time they are evenly placed to take the same screen space each , it just looks nice evenly spaced, so the invidual editing for p2 p3 p4 id make as secondary option.
 
EDIT : Ok I looked into the code and did a batch of tests to try to trigger this, but it never happened. It was with entity files right ? If yes, did the entities that were mixed up have the exact same name ? Also did you use double text view mode ("Text | Text") ?
No, they haven't neither the same name neither the same path

This was the original entity: Giant
know Giant data/chars/basic/Arcade_Nexus/giant/giant.txt

But the content of this entity were saved over it: Megazord
load Megazord data/chars/megazord/megazord.txt

Too bad I don't have the file animore as I already overwriten it. But basically, the tool get the "megazord.txt" content and saved as "giant.txt".
I noticied the tool stopped to show the "Giant" icon out of the blue. Then when I choose to close, it asked me if I wanted to save the unsaved changes on "giant" and the bug took action.

So far, I haven't experienced this bug again.

-----

Oh, a font preview? This would be awesome. I agree with @bWWd : a tool for visually work with lifebars and such would be a blast.
And if you think it was convoluted, try to customize the "complete screen" information position :)

By unknow reasons, it uses the LIFEBAR POSITION to calculate the right position:
showcomplete {x1} {y1} {x2} {y2} {x3} {y3}

  • Determines the position of "STAGE # COMPLETE".
  • {x1} and {y1} determines "STAGE"'s position.
  • {x2} and {y2} determines the number's position. This number shows the completed stage's number.
  • {x3} and {y3} determines "COMPLETE"'s position.
  • x and y are the number of pixels, right and down respectively, from the top left corner of the screen to the top left corner of the life bar.
I never understood it :)
 
If I understood you correctly, you're saying it adds an empty line even if there is already one ?
Yes, exactly. Yesterday before pushing my changes to Git I saw two lines, one already exists and the other was added by the CMT after saving my bbox editions.
I will record a test to post here.
 
Yes, exactly. Yesterday before pushing my changes to Git I saw two lines, one already exists and the other was added by the CMT after saving my bbox editions.
I will record a test to post here.
More importantly, I'll need the file in question, or at least an excerpt. As it might be related to an encoding issue preventing the empty line to be properly recognized ;)
 
Hey buddy, I would like to change the comment color on stage editor on dark mode, because I think it's color is too close to the normal text:
1702421269471.png

Where I can change this on the theme file? I would like to change it to an orange color like #fbaf5d

I am looking at dim (dark).tx under [Editor Colors] but I can't find it.
 
Hey buddy, I would like to change the comment color on stage editor on dark mode, because I think it's color is too close to the normal text:
View attachment 6120

Where I can change this on the theme file? I would like to change it to an orange color like #fbaf5d

I am looking at dim (dark).tx under [Editor Colors] but I can't find it.

Open this file
Code:
qutepart/syntax/data/xml/entity-dark.xml

Then line 259 you'll have this line :

Code:
<itemData name="Comment"    defStyleNum="dsComment"/>

Just change it to something like

Code:
<itemData name="Comment"  color="#7598ff"    defStyleNum="dsComment"/>

You can use whatever hex color your want, you know how it works ;)

If it doesn't work when you restart, then it's because in your platform the file is not read from there, but directly in the code, and I'll need to to include the change myself.

Note that it will affect entity too, as right now I use the same syntax descriptor model for both entities and levels.
 
You can use whatever hex color your want, you know how it works ;)
Hell yeah, it works :)
1702422874359.png

Now is way easier to find the waves in the code :)

The synthax lookos for a line which starts with # right?
It would be possible to add a secondary comment, like ## ? So we could use two different colors to better organizing stuff

really thanks!
 
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