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  1. Piccolo

    ChronoCrash Modders Tools

    It was this ChronoCrash Modders Tools Can you check that the issue happens or not in last CMT versions ? (doesn't matter which one as long as it's from end of 2024 to now) In the meantime I'll probably put the fix in some option so that people can choose with behavior they want.
  2. Piccolo

    ChronoCrash Modders Tools

    @dantedevil I just checked the code and for some reason I hardcoded this ignore for entity type "none". I think it was supposed to fix an issue actually. @O Ilusionista do you remember what the issue was ? It was related to entity type "none" and orientation (right/left). I remember vaguely...
  3. Piccolo

    ChronoCrash Modders Tools

    I know as I mentioned several times, I did not process the requests queue yet. Each time I resolve a request it's mentioned in the changelog and the author of the request is tagged. I'll try to fix this one this week-end ;)
  4. Piccolo

    Chronocrash Modders Tools - Changelog 0.7.1

    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...
  5. Piccolo

    ChronoCrash Modders Tools

    Piccolo updated Chronocrash Modders Tools with a new update entry: Changelog 0.7.1 Read the rest of this update entry...
  6. Piccolo

    ChronoCrash Modders Tools

    Yes it does :)
  7. Piccolo

    ChronoCrash Modders Tools

    @maxman You see the "File" right between the green "+" and the character path ? Click on it and select entity. This is automatically set if you load an entity from entities library, but not otherwise (in these cases you have to manually tell the app that it is an entity). As for the other...
  8. Piccolo

    The CMT and Me

    Hi, Not really, the manual was basically very similar to how it is now before CMT even existed. But yeah it's helpful to know how the engine works (OpenBOR manual) to better understand how CMT works. I don't think there is any magic to understand how all this work other than what you are...
  9. Piccolo

    Chronocrash Modders Tools - Changelog 0.7

    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...
  10. Piccolo

    ChronoCrash Modders Tools

    Piccolo updated Chronocrash Modders Tools with a new update entry: Changelog 0.7 Read the rest of this update entry...
  11. Piccolo

    ChronoCrash Modders Tools

    Hello Bruce, it's possible if you put "hitflash, hitfx" in ignore commands in misc section of settings. But I wouldn't do it if I were you, because basically CMT is fixing the position of those commands, so that they are near the attack box that they are tied to internally. "hitfx" and...
  12. Piccolo

    ChronoCrash Modders Tools

    Hey, no it's really negligible and basically won't affect performance at all. I'll handle suggestions later this year though ;)
  13. Piccolo

    ChronoCrash Modders Tools

    This should be view agnostic. However I can add a feature to hide the "label" column for those that don't use it. I'll look into your others suggestions ;)
  14. Piccolo

    Final Fantasy Rebirth

    Astro Bot was my second choice, but yeah disappointed for Rebirth after the news that it didn't sell very well and all the work that went into it. Sure but the issue is the competition this year was really manageable, it will probably be a lot harder in 2027 (or 2028) when part 3 releases. Plus...
  15. Piccolo

    Daimao Cancel System

    Well not exactly, it was just a small part of animation script, which runs on all the frames in 3.xx and 4.xx. So the animation script itself is not removed (because @cmd and @script in animations work), only the ability to add global stuff in it's main function directly from char file. See my...
  16. Piccolo

    Daimao Cancel System

    Not really, there's a lot of stuff that the engine runs at a much higher frequency than the frame level. Plus the animation script main function already does a whole lot of checks to support all the @cmd and @script that are present within animations. So one more check is really nothing in terms...
  17. Piccolo

    Daimao Cancel System

    Yeah obviously but it's just a workaround, or a "hack" if you prefer. Because you changed this the cancel system no longer works properly. You basically disabled the switchFrame feature of this cancel system, which enforce that the cancel doesn't happen until said switchFrame, even if the...
  18. Piccolo

    Daimao Cancel System

    As I mentioned to DC : "the inline @script @end_script in char header. Previously it acted as a meta-inline animation script. It would run on all animations." So basically in OpenBOR 3.0 if you put a @script @end_script in the char header (not in an animation), it runs on all animations, which...
  19. Piccolo

    Daimao Cancel System

    Hi @DCurrent, pinging you for this, has this changed in OpenBOR 4.0 ? And by this I mean the inline @script @end_script in char header. Previously it acted as a meta-inline animation script. It would run on all animations. When this is set the entity doesn't load and the engine crashes (in 4.0...
  20. Piccolo

    Daimao Cancel System

    Hey Bruce, I'll look into it when I have more time. Maybe the way to define inline animation script has changed with OpenBOR 4.0 Are you sure there's also an animationscript that import daimao cancel functions ?
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