Chronocrash Modders Tools

ChronoCrash Modders Tools 0.7.9.10.1

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I just started to actually use this software.
Seems truely awesome, but the massive amount of crashs discourages me to use it more seriously.
Anyway it's really promising.

I have some questions, perhaps you guys can reply here.
-I'm using it to edit existing entities without saving directly, but only copy paste values on my file (to avoid data loss). Is there a possibility the software deletes something in my original file even if I DON'T save using this software. (I mean when a crash occurs, can the file opened be damaged?)

-how to use platform edit? I can open projects with platform on them the display seems OK, but I don't know how to modify platform dimensions/position...

-I also tried to edit Bbox from a character (without saving) and the function don't write any edited box and simply crashes.
What's wrong with my way to use it?

I really hope I could use this software, because it's really awesome and would make modding really faster for a slow guy in coding like me.
Thanks
 
This time I have a suggestion. How about you make a display/preview of a character's actions with hardcoded ones active (probably scripts too)? Example, when you put jumpframe in animation/text, a character's fall or pain animation with jumpframe will be displayed in how high the entity jumps. Also, if we get that active, we can have a code-display button as an option in the animation section.
 
Hi there, I'm new here and recently I was using your tool and found a bug wich happens with hitfx command, it tends to overwrite it with  an attacknone and sometimes crashs  whem I try to write hitfx manually(although it doesn't happem whem copy pasting it), I just thinked I should report the bug since the tool is still being tested. My best regards and very nice tool, I hope it gets better.
 
Is there a way to disable the program from switching the old code to the new one for the attack, bbox, and range when you edit them?
 
maxman said:
This time I have a suggestion. How about you make a display/preview of a character's actions with hardcoded ones active (probably scripts too)? Example, when you put jumpframe in animation/text, a character's fall or pain animation with jumpframe will be displayed in how high the entity jumps. Also, if we get that active, we can have a code-display button as an option in the animation section.

Hum don't have time for this right now  :P

Filippe B. Assis said:
Hi there, I'm new here and recently I was using your tool and found a bug wich happens with hitfx command, it tends to overwrite it with  an attacknone and sometimes crashs  whem I try to write hitfx manually(although it doesn't happem whem copy pasting it), I just thinked I should report the bug since the tool is still being tested. My best regards and very nice tool, I hope it gets better.

Thanks, I'll look into it  :)

VGF2615 said:
Is there a way to disable the program from switching the old code to the new one for the attack, bbox, and range when you edit them?

Yes, you can toggle "Legacy Mode" in the "Options" menu of toolbar.
 
Sure. Thanks. I have a request now. Whenever you create a new animation for your character, could you add both offset and delay along frame? If empty.gif/png exists, you can make the defaults for offset as 1 1 and delay as any number like 1-5. Or maybe 6 or 7.
 
But wont this create more OFFSET entries? The more OFFSET, more it consumes.
This is why we, in almost every case, set one offset per animation and stick with it.
 
O Ilusionista said:
But wont this create more OFFSET entries? The more OFFSET, more it consumes.
This is why we, in almost every case, set one offset per animation and stick with it.

I need to explain myself better about that. Every sprite has an offset no matter what, OpenBOR just applies the same offset as a previous frame when there's no offset text entry. IOW memory use is the same either way. There's no difference in actual memory consumption regardless of how many offset text entries you have.

There is a VERY slight increase in load time (since the engine does have to find those extra offset entries and apply them), but slight is the key word. You'd need thousands of them to amount to more than a couple of seconds difference.

The real loss for a ton of offsets is in human time. All that trimming, aligning, and figuring out the numbers for every single frame like you would for Mugen is a huge waste of effort in OpenBOR because it optimizes sprites internally. That's why we say you should choose a uniform sprite size and stick to it.

DC
 
Is this program even safe? For some reason Norton keeps on detecting it's not safe and it deletes some of the important files:
ZAvXMCv.png

Not sure if it's a false positive, cause it's not in their database.
 
But there are more than one method of scripted slam, it won't be that easy.

I need to find time to explain my method of scripted slam. It expands and simplify Bloodbane's method.
 
Hi, I use often ChronoCrash Modder Tool and I want to know if there is an option to write the anim bbox and hitbox with only one line.
An example:
bbox.position.x 14
bbox.position.y 3
bbox.size.x 13
bbox.size.y 77

I wish to use it like this -> bbox 14 3 17 77
Thank for your answer :)
 
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