Chronocrash Modders Tools

Chronocrash Modders Tools 0.7.9.10.1

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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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Exact same build with a minor tweak to "frame and ticks counter" computation to accommodate for animations that have multiple identical frames. @O Ilusionista
Mugen char converter : adjusted the extractor to ignore missing parameters @maxman
Level Editor :
- Entities Z order (which entity is displayed in front/behind of which) was based on spawn order, now it's based on Z coords as it should @dantedevil
Level Editor

- script to change animation property will now properly work for animation with delay -1000

Entity

- When an explicit offset only has "x" set and "y" missing, "y" will be set to 0

@dantedevil
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- Level Editor : by fixing an offset bug in last update, another (and bigger) offset bug was introduced. It should be fixed now.

- Level Editor : animations IDs ("ANI_follow1", ...) in script parser are now case-insensitive, to match OpenBOR engine (I still advise users to keep a consistent case across the board to avoid issues ; for example try not to write "ANI_FOLLOW1" in scripts if you have "anim follow1" in your model ).
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