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Chronocrash Modders Tools

ChronoCrash Modders Tools 0.6.30

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Hey Buddy, can you please check on this?
I know you mentioned about the virus in another post before, but I've never received this virus warning in the any previous files.
My Windows Defender found a trojan in the latest file.
Thank you

1729270505928.png
 
Hey Buddy, can you please check on this?
I know you mentioned about the virus in another post before, but I've never received this virus warning in the any previous files.
My Windows Defender found a trojan in the latest file.
Thank you

View attachment 9415
Hey Bruce,

yeah nothing new it's exactly the same false positive mentioned before : ChronoCrash Modders Tools

And the "virus detection" seems to be pretty random from all the reports I get. A lot of users suddenly get the virus warning for one CMT update even if the update was built with the exact same tools as the previous updates they downloaded without it being flagged as virus. And it seems it's never all the users at the same time. So again, I wouldn't worry at all, this is just caused by flaws in modern anti-virus tech, as I explained in the linked post.

The apparent "randomness" of the virus detection is probably caused by the feedback system I mention in that post too. If a virus use some libraries I also use to build CMT, then the machine learning may associate the libraries code to viruses. And if they are a lot of reports about viruses with these libraries, then those reports will be fed to a cloud "detection database" and your computer (and the computers of all users) will use this cloud database to assess the presence of viruses in downloaded files. It's mostly good to have such feedback and cloud system, but it also causes these kind of issues.
 
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I got this error here when I try to convert a Mugen character. It doesn't work.

Code:
Traceback (most recent call last):
  File "gui\mugen.py", line 262, in process
TypeError: can only concatenate str (not "int") to str

I think it has to do with the "dash" character (-), maybe not?
 
I got this error here when I try to convert a Mugen character. It doesn't work.

Code:
Traceback (most recent call last):
  File "gui\mugen.py", line 262, in process
TypeError: can only concatenate str (not "int") to str

I think it has to do with the "dash" character (-), maybe not?
This error means there is a formatting error in the delays of some animation. Send the mugen character in MP so that I can check
 
I wonder if converting a Mugen character can accept opaque/displayed background colors instead of transparent background colors, like the pink background color for instance? Right now, I only see transparent colors after the conversion.
 
@Piccolo I think I found a bug: remember when the tool was displaying "drawmethod flipx 1" wrongly and you fixed it? This still happens if you use "flipy 1".

1731205574194.png

But this is how the engine displays it:
CiDYbgB.gif

Note how Alfred is misaglined as soon I use the "flipy 1" setting.

This happens because the tool is just flipping the image, without taking the axis into account
 
@Piccolo I think I found a bug: remember when the tool was displaying "drawmethod flipx 1" wrongly and you fixed it? This still happens if you use "flipy 1".

View attachment 9580

But this is how the engine displays it:
CiDYbgB.gif

Note how Alfred is misaglined as soon I use the "flipy 1" setting.

This happens because the tool is just flipping the image, without taking the axis into account
Ok I think I fixed it in the code, will be in next revision that I'll post later ;)
 
Thanks !
Also, would it be possible when you click to rearrange the animations to keep the "header" on top of the list?
It would mess with some part of the code I don't want to mess actually, this is why I put a "Header" button on top, next to the "add" and "remove" button. It acts the same as clicking on the "header" in animation selector.
 
It would mess with some part of the code I don't want to mess actually, this is why I put a "Header" button on top, next to the "add" and "remove" button. It acts the same as clicking on the "header" in animation selector.
oh I didnt saw it until you mentioned it, lol. Thanks buddy
 
Hey buddy, I have a little suggestion to make:
In Fighter Factory, we can see the number of frames (as we do in CMT) but it also displays the total time (ticks) of the animation until the current frame - and how many frames an animation has, like this:
1731505219368.png1731505233082.png
Do you think it would be possible to add such thing? This could be useful to know the duration of the current anim, when we want to sync it with something or just want to know its duration.

Maybe you can move the "FRAME" display to this area, so you would have enough space to display all the info.
1731505404960.png
I think the format we have on FF would be nice: Frame X/Y - Z
X - actual frame
y - frame total
z - current duration of the animation since the first frame
 
Piccolo updated Chronocrash Modders Tools with a new update entry:

Changelog 0.6.30

Addressed the following requests :


@O Ilusionista

Read the rest of this update entry...
 
@Piccolo thanks for the update, buddy!
But something is wrong on the frame counter, take a look: it shows "frame 2/5" when it should be "frame 4/5"
1731530342308.png
All the other frames numbers are right, excepting the 4th one.

It's weird that this happens only on the idle animation, take a look
1731530467874.png
And if you notice, the total count is wrong too. 4x16 frames = 64 ticks, not 32.
 
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@Piccolo thanks for the update, buddy!
But something is wrong on the frame counter, take a look: it shows "frame 2/5" when it should be "frame 4/5"
View attachment 9633
All the other frames numbers are right, excepting the 4th one.

It's weird that this happens only on the idle animation, take a look
View attachment 9634
And if you notice, the total count is wrong too. 4x16 frames = 64 ticks, not 32.
I notice some sprites are reused multiple frames in your examples, it probably has to do with that. I'll look into it !

EDIT : yeah got it the frame index calculation was clunky and based on properties. So if two frames had the exact same properties, it would take the first frame. In your first example frame 2 and 4 have the exact same properties so when you are on frame 2 it shows frame 2, but when you are on frame 4 it also shows frame 2 because it's the first with the matching properties.

It's a quick fix though I'll reference the real index as an invisible property and all should work properly.
 
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