Chronocrash Modders Tools

ChronoCrash Modders Tools 0.7.8

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It's strange when I dragged certain frames to the very last line of the animation block which is completely blank. I guess I will have to drag them to the very last part of the last frame line.

Code:
Traceback (most recent call last):
  File "data\__init__.py", line 618, in getLines
  File "encodings\cp1252.py", line 23, in decode
UnicodeDecodeError: 'charmap' codec can't decode byte 0x90 in position 719: character maps to <undefined>

During handling of the above exception, another exception occurred:

Traceback (most recent call last):
  File "\\VBoxSvr\Partage\openbor-utils\cmt.py", line 268, in dropEvent
  File "gui\main\__init__.py", line 211, in openFile
  File "gui\main\fileselector.py", line 127, in loadFromDisk
  File "data\__init__.py", line 628, in getLines
  File "encodings\cp1252.py", line 23, in decode
UnicodeDecodeError: 'charmap' codec can't decode byte 0x90 in position 719: character maps to <undefined>
 
It's strange when I dragged certain frames to the very last line of the animation block which is completely blank. I guess I will have to drag them to the very last part of the last frame line.
I have the same issue too. Looks like something related with you dragging into the bellow the last line of the animation.
 
@Piccolo in the last version, Copy and past in level editor isn't working anymore.

Also, if I right click something and choose CLOSE (to delete it), the tool gives me a warning:

Traceback (most recent call last):
File "gui\level\__init__.py", line 543, in contextMenuEvent
AttributeError: 'QGraphicsItemGroup' object has no attribute 'dots'
 
I know it's been so long and I've not used this particular text format, but how do you guys use the double text (T | T) format? I know @aL BeasTie requested it years ago, but I never asked about how to use it. Is it for coding the same entities but with different types or working on different texts?
 
I know it's been so long and I've not used this particular text format, but how do you guys use the double text (T | T) format?
So you can work with two entities at the same time.
Works like this:

- open an entity
- go to text | text tab (you opened entity will be at left)
- now click in the right side to select it (very important)
- After that, you can open another entity and it will be opened at right side.

Important: if you wanna go to the animation tab, pay attention and click on the desired side you want to edit
 
So you can work with two entities at the same time.
Works like this:

- open an entity
- go to text | text tab (you opened entity will be at left)
- now click in the right side to select it (very important)
- After that, you can open another entity and it will be opened at right side.

Important: if you wanna go to the animation tab, pay attention and click on the desired side you want to edit
Thank you very much! This helps, but the funny thing was that I started doing the last part before I read the last part of the instruction. At least I did it.
 
Is it for coding the same entities but with different types or working on different texts?
There are four main uses for this :

A / using one side as reference to work on the other side. Especially useful if you want to pull stuff from one side to the other.
B / comparing files side by side
C / working on the same file but on two different regions. Like in left editor you edit somewhere in the top, and in right you edit somewhere in the bottom (note : CMT doesn't handle that very well. I mean it works, but it will triggers a lot of refreshes from one side to the other (so that both sides stay in sync), and the process is not really optimized to be fluid)
D / keeping one file always visible
 
@Piccolo in the last version, Copy and past in level editor isn't working anymore.

Also, if I right click something and choose CLOSE (to delete it), the tool gives me a warning:

Weird copy / paste works for me. But maybe I made changes since, because I tested directly with the current code.

Yes close is only supported by walls right now. I'll add support for entity.

BTW don't really know why it's called "close", probably copy/pasted the menu code from library panel, and forgot to rename that.
 
It's strange when I dragged certain frames to the very last line of the animation block which is completely blank. I guess I will have to drag them to the very last part of the last frame line.

Code:
Traceback (most recent call last):
  File "data\__init__.py", line 618, in getLines
  File "encodings\cp1252.py", line 23, in decode
UnicodeDecodeError: 'charmap' codec can't decode byte 0x90 in position 719: character maps to <undefined>

During handling of the above exception, another exception occurred:

Traceback (most recent call last):
  File "\\VBoxSvr\Partage\openbor-utils\cmt.py", line 268, in dropEvent
  File "gui\main\__init__.py", line 211, in openFile
  File "gui\main\fileselector.py", line 127, in loadFromDisk
  File "data\__init__.py", line 628, in getLines
  File "encodings\cp1252.py", line 23, in decode
UnicodeDecodeError: 'charmap' codec can't decode byte 0x90 in position 719: character maps to <undefined>
You mean when you dragged image files from outside ?

Based on the log, the code that is triggered is the drag/drop code to open outside file.

The main use for this code is to drag a file (from OS explorer) in CMT left panel (library/opened files) so that CMT opens it.

It can be triggered in other regions.
 
Yes, especially from the chars folder. I have the "Force empty lines between animations" option checked. I dragged them to the very last space and that's how I got it.
I see, from my testing, it seems to never actually happen when you drag/drop the file in the editor itself, but it always happens if you drag & drop it for example on the left of the editor (where you can see the lines numbers)

EDIT : funnily enough, there was already code to prevent this issue, but I commented it for some reason. Don't remember why. I will uncomment it and we will see if it causes issue or not. At least it will prevent the issue you reported.
 
Hum weird don't think there are any reason for this. Didn't change anything to the build process. Only thing that changed is the code, like the last updates.
I always get a warning first time I use CMT. but this time, windows 11 blocked it entirely and I had to manually let it stay.
 
The rules are a nice touch, thanks
1708007807752.png
But is the a way to people choose if they want the rulers or not? For people with small screens, the rulers could eat out precious space
And I can't make the guidelines to appear. Is the a hidden option for that?

Also, what is this ID for?
1708007873574.png
 
I always get a warning first time I use CMT. but this time, windows 11 blocked it entirely and I had to manually let it stay.
Probably due to an update in the way the Windows defender handle things. Because again nothing has changed in the build process, and the virtual machine I use to build CMT for Windows is completely offline. So I think it's pretty safe to bypass the security trigger.
 
Also, what is this ID for?
Currently, it's not used. But theoretically it could be used to add the name of entities for example. Like a second column. And theoretically we can add as many columns as we want.

For the rulers yeah I'll add an option to disable them. Just published this update to see if it's working properly.

For the guidelines actually I misunderstood what they referred too. Thought it was the same thing as the rulers because on the screenshot you posted the guidelines were teal and aligned with offset, so I didn't notice them.

Will add them on today next update, with the ability to toggle the rulers.
 
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