Chronocrash Modders Tools

Chronocrash Modders Tools 0.7.11.2

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Added a prompt to automatically delete settings in some cases where said settings are corrupted.

If you used some of the last revisions on Windows, maybe you can no longer open the app. It is because of corrupted settings (due to a bug with the new cache feature in Windows).

With this new version, the app will try to detect corrupted settings, and if it does, it will ask you if you want to delete them (so you don't have to do it manually). Then you just have to restart the app and it should start normally (but without your previous settings though).
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Fixed the two bugs mentioned here :
ChronoCrash Modders Tools (@Kratus )
Changelog

[VISUAL LEVEL EDITOR]

- You can now let entities play their idle animation in the level editor, to simulate the engine running. Not really useful indeed, but it paves the way for visualizing useful stuff in the future (setting up cool animated intros/scenes with multiple entities, setting up complex grab animations, and so on). There is a button "play" in the upper left corner to toggle animations. It's on by default but if you want it off by default just uncheck "Options => Level Editor / Auto-play on Load".

- Spawn altitude ("y") is now supported. To accommodate that, entities now have a shadow ring under them. The shadow ring stays on the ground (@maxman )

- When you select an entity, you can now edit some of its properties on the right panel (note that as a safe measure selecting an entity automatically pause the animations)



[OTHER]

- Minor fix : entity icon in header will be resized if too big

- Levels will no longer be displayed multiple times if present in multiple branches (@Bruce )



Also encompass those changes : ChronoCrash Modders Tools (@Kratus )
The latest release package was missing some files that prevented the software to start properly. They are now included.
- Entities will now show up in level editor even when their spawn point is not formatted the same way as in models.txt (now "Joe" = "joe" = "JOE"). This previously caused some users to report that all entities were not loaded (@Bruce ).
- Level editor will now warn you if a spawn point has no "coords" or "at" set (@maxman )
- Added a cache so that loading a large project (with lots of entities) will now be significantly faster after the first time you load it
Just rolling the few fixes of the past two weeks.
Fixed the bug reported by @maxman here : ChronoCrash Modders Tools

BTW : The bug was not due to the script in the animation, but to the platform within the animation. Same family of bugs as the last (due to an update in the underlying libraries).
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Fixed the bug reported by @maxman here :

Fixed a bug where enemies would not show up in the file selector (left panel) due to an update to some underlying libraries.
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Not thoroughly tested, so if there are new bugs please report them in dicussion.
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