Chronocrash Modders Tools

Chronocrash Modders Tools 0.7.8

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Previous versions of CMT tried to preserve files character encoding for files that were created outside of CMT. This could cause save/overwriting issue when trying to save characters that were not supported by the file original encoding scheme. Because this error occurred during the writing process, in the worst case it could cause the content of the file to be wiped (but if you didn't disabled CMT backup systems then there would still be two backups made before trying to actually overwrite the file, so nothing was really lost).


To prevent these issues, I added two options (activated by default) : "Safe file write" and "Change file encoding on write error".


The first option ("Safe file write") when enabled, adds an intermediate step in every save process : the file to be saved/overwritten is copied, then the changes are saved in the file's copy and not in the original. If no error occurred during the save process using the copy, then and only then we replace the original file with the copy, and delete the copy. This intermediate step is transparent from the user perspective, nothing changes.


The second option defines what happen when an error occurs during the "safe file write" step explained above.

When "Change file encoding on write error" is disabled, then the user will just be warned that the file couldn't be saved, and he will have the error crash to report. The original file will stay as it was, the changes won't be saved.

When "Change file encoding on write error" is enabled (default), then CMT will first try to save the file using a different encoding, starting with UTF-8. If this still fails, then the user will just be warned that the file couldn't be saved, and he will have the error crash to report.



So, if you absolutely want to keep your files encoding scheme, disable "Change file encoding on write error". If you don't mind, then keep it enabled. Again, this change of encoding will only occur when required, which for most users is never or very very rarely. If you never had this error before in CMT, it means this error never happened to you, so it probably won't happen at all.

@bWWd
- Level direction "leftright" now processed @dantedevil @maxman

- Fixed this bug (I think not 100% sure) : ChronoCrash Modders Tools @O Ilusionista
Fixed this bug : ChronoCrash Modders Tools @O Ilusionista


and also fixed this bug (I think that was it, not 100% sure) : ChronoCrash Modders Tools @maxman
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Fixed this bug ChronoCrash Modders Tools @maxman

In addition to the fix, CMT will ask you if you want to re-affect files with unknown project to the current project. This should happen only when reopening old CMT sessions.

Also now when you re-open a session that have files from multiple projects, the first time you try to re-open a file from a project you didn't reopen yet, CMT will automatically load the project before loading the file.
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- Added option "Entities type NONE - facing hack", for Level Editor.

When enabled, entities type none facing will be processed separately
When disabled, entities type non facing will be processed the same as any other entity @dantedevil

Warning : this option was basically always enabled in recent versions of CMT, but in the new version it is disabled by default, so if you want the previous behavior back, you will have to enable the option @O Ilusionista
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Added minors improvements to "colored projects" feature. All these changes require at least two projects opened :



- Now pressing "F1" will switch from one filter project to the next

- In file selector, added option "open equivalent in project X" in context menu of files. This neat feature allows you to quickly open the same file in another project.

- This last feature is also accessible from the context menu of recent files bar (just above the main editor, in the center)
Some experimental new stuff in this one :

COLORED PROJECTS

- Added new "colored projects" feature that will greatly help when editing multiple projects at the same time

- As a consequence, when first loading existing projects with this new version of CMT, the app will ask you to set a name, background color and font color for this project. You can edit those properties later in project selector, by right clicking on a project.

- A new bar as been added above the library/file selector panel (top left). It shows the current project.
- At the right of this project bar, there is a button to load another project in parallel
- When opening files, the "recent files" bar (just above the main editor area, at the center) will use projects colors, which will make it clear to identify which project each file belongs to. Especially useful when you have a lot of files with same name in different projects.
- In the main file/library panel (left panel), you can filter which project files you want to see by clicking on the desired project. It will both filter the library and the opened files.
- Also, when a project filter is "toggled", searching for a file will combine the project filter and the search filter. So with this you can have a veryyyyy large session of opened files and still be able to very quickly find the file you want. It's magical when you get used to it.
- With the underlying changes, you should be able to edit entity and levels of different projects, provided those projects have been loaded.

- As always, probably some bugs with this new feature as it has not been tested properly. But I think at least your files should be pretty safe.


COLORED PROJECTS

Compare tool, accessible from Tools (in menu bar). It's fully customizable and need to be setup to work properly. It requires an external program to do the comparison. For example in Linux I use "meld" or "kompare".

While this compare tool work on its own, I also integrated it in file selector and multi-project feature : when two or more projects are open, you can right click on a file and click on one button to compare this file to the matching file in other project. Great when you use one old game as a reference for a new one.


Other changes :


- Main side panel will now save/restore its size when the user resizes it
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