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  1. Piccolo

    Chronocrash Modders Tools - Changelog 0.6.19

    Fixed this bug
  2. Piccolo

    ChronoCrash Modders Tools

    Piccolo updated Chronocrash Modders Tools with a new update entry: Changelog 0.6.19 Read the rest of this update entry...
  3. Piccolo

    ChronoCrash Modders Tools

    Sure but it's a workaround the problem, the problem is still there, and it should work properly by default.
  4. Piccolo

    ChronoCrash Modders Tools

    It's the same issue as O Ilusionista reported a few hours before. Don't know if you realized or if its a coincidence. I'll fix it, but it's one example that illustrate well how the legacy system can be a PITA to support. As for the order of dropv/hitfx and so on, I didn't check but I would be...
  5. Piccolo

    ChronoCrash Modders Tools

    Hello, in one of your entities files you have "94s" somewhere. Instead of what should be "94". You probably used Ctrl + S to save this file, and one time the "Ctrl" key wasn't properly held so you input "s". I suggest you use a file search software and search for the string "94s" in the content...
  6. Piccolo

    Chronocrash Modders Tools - Changelog 0.6.18

    - Fixed this bug @O Ilusionista - Save icon in main editor (the one next to undo and redo buttons) will now indicate if current file is saved or not. There was already a save indicator in the left panel, but this one is useful when you have lots of files opened and still want to see a save...
  7. Piccolo

    ChronoCrash Modders Tools

    Piccolo updated Chronocrash Modders Tools with a new update entry: Changelog 0.6.18 Read the rest of this update entry...
  8. Piccolo

    ChronoCrash Modders Tools

    In the update I documented that if you want to reset those parameters you have to remove/add the project again. But yes manually editing the global ini works too.
  9. Piccolo

    ChronoCrash Modders Tools

    Great ;) Good that you mention that, actually this button is not finished (forgot to remove it) and during development I replaced its function with the new prompt that you get when loading project for the first time : So the idea of this button was to basically let users choose the global...
  10. Piccolo

    Solved CMT Legacy method

    I'm assuming you mean the difference between legacy "single" style command (attack x y z ...) and new "property" style command (attack.property x) As a game developer, the best thing is probably that you don't have to count and refer to the manual to know which parameter refer to what. It's not...
  11. Piccolo

    Chronocrash Modders Tools - Changelog 0.6.17

    - Added an option "Null collision reuse original format". When enabled, the animation editor will try to reconstruct empty collision (attack 0, attack none, bbox 0 0 0 0, and so on) with the original format that was set if data is still empty. It's enabled by default. - In "Edit -> Settings >...
  12. Piccolo

    ChronoCrash Modders Tools

    Piccolo updated Chronocrash Modders Tools with a new update entry: Changelog 0.6.17 Read the rest of this update entry...
  13. Piccolo

    ChronoCrash Modders Tools

    And yes if for some reason the user really don't want the animation editor to potentially alter some lines, there is the ignore feature. Each line starting with one of the word in the ignore list will be ignored and left completely untouched. But of course it also means that the animation...
  14. Piccolo

    ChronoCrash Modders Tools

    It's because under the hood, the whole animation text is seamlessly reconstructed from the data model (not just the line that seem to change, in this case "attack 0" to "attack none") on each user interaction. There is a LOT of code that make sure no data is lost, which is why it seems nothing...
  15. Piccolo

    ChronoCrash Modders Tools

    If you edit your file in CMT "Text" tab editor it will never change anything in your code, let alone without your consent. Because it's basically a code editor. If you edit an animation in CMT "Animation" tab editor, you basically consent that the animation editor will reformat the...
  16. Piccolo

    ChronoCrash Modders Tools

    I think new OpenBOR builds do not show this. Anyway I can add an option to have emtpy collision be "attack 0" instead of "attack none" (same with bbox), but it will work exactly the same as "none" right now. That is CMT will write a null collision (attack/bbox) with only one "0" no matter how...
  17. Piccolo

    Chronocrash Modders Tools - Changelog 0.6.16

    - Level Editor : fixed a bug where "at" was loaded as 0 in right form @O Ilusionista - Entity Editor : fixed a bug where platform polygon would get disconnected and no longer triggered updates in animation text @bWWd - Projects : fixed a bug where CMT would always ask "legacy" question for...
  18. Piccolo

    ChronoCrash Modders Tools

    Piccolo updated Chronocrash Modders Tools with a new update entry: Changelog 0.6.16 Read the rest of this update entry...
  19. Piccolo

    ChronoCrash Modders Tools

    I won't add support for keeping "attack 0 0 0 0" or stuff like that. Because for each line it forces me to keep track of which "0" value was explicitly set by user and which was simply implicit. "attack none" is much simpler and cover any attack line where all values are null, whether implicit...
  20. Piccolo

    ChronoCrash Modders Tools

    Yeah those are attacks property so they are inevitably processed by CMT. I think right now the ignore feature work only with first "word", so I might need to add two words to add support for ignoring "attack 0"
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