Chronocrash Modders Tools

ChronoCrash Modders Tools 0.7.8

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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 ;)
Opps! o_O

Sorry my friend! 😅

My bad.... 😬
 
Piccolo updated Chronocrash Modders Tools with a new update entry:

Changelog 0.7.2

- Added option "Entities type NONE - facing hack", for Level Editor.

When enabled, entities type none facing will be processed separately
When disabled, entities type non facing will be processed the same as any other entity @dantedevil

Warning : this option was basically always enabled in recent versions of CMT, but in the new version it is disabled by default, so if you want the previous behavior back, you will have to enable the option @O Ilusionista

Read the rest of this update entry...
 
This is from the initial 0.7 version.

I got an error for trying to edit the font color on one of the project names. It was right after I right clicked it and selected Edit Font on one of the project blocks/names/paths. I forgot what I did but maybe I either cancelled it or accepted it. I was trying to find a new color for both background and font.

Code:
Traceback (most recent call last):
  File "gui\project\__init__.py", line 343, in showProjectContextMenu
  File "gui\project\__init__.py", line 387, in contextEditColor
  File "gui\project\__init__.py", line 237, in loadProjectsList
KeyError: 'font_color'

I cannot use CMT anymore, but I can use any older version just fine.
 
Last edited:
This is from the initial 0.7 version.

I got an error for trying to edit the font color on one of the project names. It was right after I right clicked it and selected Edit Font on one of the project blocks/names/paths. I forgot what I did but maybe I either cancelled it or accepted it. I was trying to find a new color for both background and font.

Code:
Traceback (most recent call last):
  File "gui\project\__init__.py", line 343, in showProjectContextMenu
  File "gui\project\__init__.py", line 387, in contextEditColor
  File "gui\project\__init__.py", line 237, in loadProjectsList
KeyError: 'font_color'

I cannot use CMT anymore, but I can use any older version just fine.


Use this reference for file location : ChronoCrash Modders Tools

And then find Ctrl +F to find key such as "'background_color': '#ffa348'", or same with font_color. Remove the key and value (or the whole project), and you should be good.

EDIT : or just wait a bit, I'll publish a quick fix
 
Thank you very much. It doesn't prohibit me from using it anymore. The change of font and background colors is a nice touch, as well as the project name. :cool:

EDIT:
I just started opening an animation tab for a character, but I got this error right here.

Code:
Traceback (most recent call last):
  File "gui\main\__init__.py", line 602, in <lambda>
  File "gui\main\__init__.py", line 438, in setView
  File "gui\main\__init__.py", line 229, in switchProjectCore
KeyError: 'Unknown'

I can't open this animation tab. Right now, I'm using only the single and dual text tabs which work fine.

EDIT 2:

It's right after I loaded the last session. I opened the ones that are/were opened instead of the library icon. I just have to select no if it asks me if I would load the last session. Opening the ones from the main library icon is fine. Could you fix the part for accepting opened ones? It's because when I open an opened file to edit, and go to animation tab, I get that message.
 
Last edited:
Thank you very much. It doesn't prohibit me from using it anymore. The change of font and background colors is a nice touch, as well as the project name. :cool:

EDIT:
I just started opening an animation tab for a character, but I got this error right here.

Code:
Traceback (most recent call last):
  File "gui\main\__init__.py", line 602, in <lambda>
  File "gui\main\__init__.py", line 438, in setView
  File "gui\main\__init__.py", line 229, in switchProjectCore
KeyError: 'Unknown'

I can't open this animation tab. Right now, I'm using only the single and dual text tabs which work fine.

EDIT 2:

It's right after I loaded the last session. I opened the ones that are/were opened instead of the library icon. I just have to select no if it asks me if I would load the last session. Opening the ones from the main library icon is fine. Could you fix the part for accepting opened ones? It's because when I open an opened file to edit, and go to animation tab, I get that message.
Hum yeah it's because this session is an old one. I'll do a fix. In the meantime, you should be able to use new sessions.
 
Piccolo updated Chronocrash Modders Tools with a new update entry:

Changelog 0.7.4

Fixed this bug ChronoCrash Modders Tools @maxman

In addition to the fix, CMT will ask you if you want to re-affect files with unknown project to the current project. This should happen only when reopening old CMT sessions.

Also now when you re-open a session that have files from multiple projects, the first time you try to re-open a file from a project you didn't reopen yet...

Read the rest of this update entry...
 
It works! Thank you very much, Piccolo!

Hey. This is so cool when you open characters from different projects! For example, in the dual text tab (T|T), I can open Ryu from my SF project and Terry from ROD. No blank images. Just those chosen/opened. The GUI makes things a lot better and more convenient to users who want to open certain characters from certain game projects.

EDIT:
Oops.

Code:
Traceback (most recent call last):
  File "gui\main\fileselector.py", line 1257, in loadItem
  File "gui\main\__init__.py", line 211, in loadProject
  File "gui\main\fileselector.py", line 520, in projectChanged
  File "gui\util.py", line 159, in addItem
KeyError: 'background_color'
 
It works! Thank you very much, Piccolo!

Hey. This is so cool when you open characters from different projects! For example, in the dual text tab (T|T), I can open Ryu from my SF project and Terry from ROD. No blank images. Just those chosen/opened. The GUI makes things a lot better and more convenient to users who want to open certain characters from certain game projects.

EDIT:
Oops.

Code:
Traceback (most recent call last):
  File "gui\main\fileselector.py", line 1257, in loadItem
  File "gui\main\__init__.py", line 211, in loadProject
  File "gui\main\fileselector.py", line 520, in projectChanged
  File "gui\util.py", line 159, in addItem
KeyError: 'background_color'

I see, in the meantime to fix this, you'll have to open the project with the regular way, so as to get the prompt to set up colors. It's because you probably opened a character from an entity whose project doesn't have colors set up yet. I'll make a quick fix to bypass this error.
 
@Piccolo
I quickly tested the latest version and had no problems. I'm testing something that I confess I've never used because I've had a lot of problems - opening two projects at the same time. I've lost several files this way in the past, either by saving one file over another or simply saving an empty file. So far, nothing has happened. And I think the idea of the project name in the tab is fantastic.
1740320787931.png

One bug that I noticed that has gone away refers to when you change a file externally and the program asks if you want to update. In all the versions I've used so far, whenever I clicked YES, the program would close automatically. But now it works.

I'm testing with a global configuration (and not in the mod folder), without saving sessions (precisely because of the bug I always had with that) and I deleted all the contents of the old CMT folder when I tested the new one.

As soon as I have more news, I'll post it here.

Thanks for your hard work.
 
@Piccolo ops, I got something:
When I am working on my project (and there is only one project open) and I try to click on any game mode, I receive this warning:
Traceback (most recent call last):
File "gui\main\fileselector.py", line 1254, in loadItem
AttributeError: 'NoneType' object has no attribute 'projectName'
I can normally keep working on it though.
 
@Piccolo ops, I got something:
When I am working on my project (and there is only one project open) and I try to click on any game mode, I receive this warning:

I can normally keep working on it though.
What do you mean by game mode ?

EDIT : Oh I think I get it, some item in library that in not an entity or level but like a kind of folder item
 
Another one, but this time, I opened the level tab and got this.
Code:
Traceback (most recent call last):
  File "gui\main\__init__.py", line 609, in <lambda>
  File "gui\main\__init__.py", line 469, in setView
  File "gui\level\__init__.py", line 285, in loadLines
  File "gui\level\__init__.py", line 1419, in loadLines
  File "gui\level\__init__.py", line 1347, in processScriptLine
  File "gui\level\items.py", line 520, in changeAnimation
  File "gui\level\items.py", line 357, in loadAnims
AttributeError: 'Entity' object has no attribute 'modelPath'

I forgot how it happened. Sorry. Maybe because I opened one level from its respective project under a different project? As in, for example, you open one level file from X project, but you're currently under Y project which makes one SF level file not showing. I closed the program and reopened it. I opened X project (even keeping current session) to open the same level and then open another level from Y project. I click on the level tab again, but it's not showing the same warning this time. Sorry if my comment sounds confusing to understand.
 
I just found a strange bug in the levels with "direction leftright"

To make it easier to understand, I had to take some screenshots and place them recreating the stage, to show how it would look correctly.

This is what the level would look like correctly:

00.png

And this is what it looks like in the program:

01.png

As you can see, everything looks out of place.


I'm going to attach the stage file, in case it helps you see some information.
 

Attachments

I just found a strange bug in the levels with "direction leftright"

To make it easier to understand, I had to take some screenshots and place them recreating the stage, to show how it would look correctly.

This is what the level would look like correctly:

View attachment 10205

And this is what it looks like in the program:

View attachment 10206

As you can see, everything looks out of place.


I'm going to attach the stage file, in case it helps you see some information.

Yeah I don't think CMT process "leftright". If you put "right" instead it should work.

If something is off probably switching the last option I added (for entity None) should do the trick.

I'll add processing of "leftright" in next update.
 
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