Chronocrash Modders Tools

Chronocrash Modders Tools 0.7.9.10.1

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- The first time you load a project (since this update), CMT will ask you if you want to load (and save) settings from the project folder.

- If you say yes, from now on, when using this project, CMT will read and save its settings from 'cmt-settings.ini' located in the project folder (the file will be created when needed if it doesn't exist)

- If you say no, when using this project, CMT will read and save its settings from the global/shared 'settings.ini' (as before)



- In the same way, the first time you load a project (since this update), CMT will ask you if you want to use legacy commands style or not.

- The value will be saved and loaded per project even if you use only global settings (see option above for what this means)

- CMT will ask you these questions only once per project. If you want to reset your answers, the easiest route is just to remove the project and add it again



- Reorganized options menu so that options are now grouped by theme

- Changed "Toggle focus mode on hover" default value to disabled

@bWWd
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- Added an option to disable focus toggle when mouse hover in lower left corner (toggling focus mode will still work, but you'll need to click, not just hover with the mouse cursor)

- Added a button to overwrite settings & cache location (the button is shown on the project selection menu, at the start of the app, near the top of the window)

- Will now ignore "facing" commands with missing value

- In 0.6.x branch, a missing @end_script would cause an inescapable error loop if you had attacks in your animation. It is now fixed.

@bWWd
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Prepare PAK tool : will now ignore non-existing files referenced in models.txt @bWWd
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Updated "Prepare PAK" tool so that you can now customize how the second pass work.

The tool has two passes :

- The first pass scans for sprites, palettes, wav, ... that are explicitly referenced in character models (txt). This pass is mandatory and not customizable
- The second pass scans for files with a specific format everywhere in chars folder (and subfolders), even if they are not explicitly referenced in character models. For example it can be used to include "wav" that are not explicitly referenced in characters models (because they are used with scripts).

This is the default, but now with this new update you can customize the second pass.

If you don't want the second pass to proceed, uncheck the corresponding checkbox.

Alternatively, there is an option to make the second pass look only in referenced character folders. To make the difference clear, let's say :
- you set up second pass to look for files with extensions ".wav"
- you have two characters folders "Joe" and "Joe (copy)".
- only "Joe" is referenced in "models.txt"
- if second pass is disabled, only "wav" files that are explicitly referenced in "Joe" model will be copied (this is done in the first pass). It's those wav files that a referenced with "hitfx", "sound", and so on.
- if second pass is enabled, all "wav" files that are present in "Joe" and in "Joe (copy)" will be copied.
- if second pass is enabled, and if "Restrict second pass to referenced character folders" is checked, all "wav" files that are present in "Joe" will be copied, but NOT those that are in "Joe (copy)

@bWWd
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Fixed a loading bug in Level Editor @O Ilusionista (the one related to xOffset)

Important note : this update is the first standard release of version 0.6.x, so it also contains all the changes from the previous alpha of 0.6 (refer to forum posts to see what they are)
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Implemented @Bruce suggestions

That is :
- Now when using Ctrl+C (or Ctrl+X) on an empty selection, it will copy/cut the whole line, à la "Notepad ++"

- In animation editor, added a "Focus" widget in the top left corner of frame viewer. When you hover this area with your mouse, a lot of widgets will be hidden so that the focus is on the animation text.
- To return to the default "unfocused" mode, just move the cursor again in the same area (it should be green and contain "UNFOCUSED". Btw now that I think about it I forgot to adjust the color to dark theme, will do in next update).


- Also changed some libraries to ensure compatibility with Windows 7
Pixel font preview :

- Added spinbox to set space between letters. Default to 0, set -1 for monospace. This setting applies to the whole app. @O Ilusionista
- Added zoom feature with mouse wheel


Compatibility issue :

- Adjusted some files to see if it fixes Windows 7 launch problem @aL BeasTie please report to me if it fixed anything for you, if not I'll try something bigger.
Animation Editor :

- Added a feature "Anim memory mode", with three options
- Option "Reset to idle" : when switching entities, the new entity will reset to idle animation (this was the default in previous versions of CMT)
- Option "Restore entity last anim" : when switching entities, the new entity will retain the last animation and frame you left it with (this is the new default as of now)
- Option "Match with previous entity" : when switching entities, the new entity will try to match the animation and frame of the last entity you edited

Note : these options are located in top right corner of frame editor, in the same area as export to gif, palette, ...


Library & opened files

- Now when you maintain "Ctrl" key before clicking on items, it will load the clicked item but it won't change the view, so you can continue picking items
- The fact that it won't change the view also means search filters won't be reset when loading items while "Ctrl" key is held


Pixel Font rendering :
Made some adjustments so that letters are now cropped and only take the space needed. Might need further adjustments but probably should be better in that regard now
Level Editor
Added support for multiple-lines script where "@end_script" is not placed at the start of a line.
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