Solved CMT Legacy method

Question that is answered or resolved.

Grit

Well-known member
I'm using the legacy tool set ( if that's how you put it) since it's more like Openborstats.
How much better is the new method of developing if I were to switch it.
Sorry for being so vague.
 
My legacy toolset is windows notepad and mspaint 🐸, but you should use chronotools, it has so many features that speed up the process its kinda baffling we were using text editors.
Openborstats interferes with some scripts and erases parts of them , its source code is not available sadly so... yeah , im pretty sure most people use chronotools and forget about alternatives that are mostly incomplete or kinda dangerous to use at times.👍
Whats good in it ? You can see stuff - see bboxes, see stages and enemy placements, playback anims. My fav one that i use most often is the shortcuts feature where you use CTRL+1 ,2 ,3 etc to run whatever other program you have, so you can test game fast or run graphic /audio editor fast by just pressing ctrl+ number ... really saves time.
 
Openborstats interferes with some scripts and erases parts of them ,
Sorry, but its not true at all. And that is a bold statement, specially comming from a vetaran to an newcommer.

@Piccolo has been fixing every single feedback people give him, so that is very unfair.
So if there is something to be fixed, he needs feedback on what is going on. Specially if you are a veteran - older than me, for example.
Remember newcommers follow veterans as an example.

I hate to say this, but if you look at CMT topic... 90% of the feedback is done my me alone - and I am not the only coder here.
So, don't be that grumpy, buddy :)

I've been using the tool since long time ago and while it had a not good start, today its my prefered tool to work with, hands down.
With exceptions on very old cases - which where alread fixed, I never had any "interference" on my scripts.

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@gringo about your question, I dunno if I got it right:
you mean the legacy attackbox/bbox vs the new ones? (I think you refer to this since the tool ask you when you start).

If so, the answer is: it's a habbit.
And habits are difficult to change.
If you are just starting out, I suggest you use the new attackbox/bbox method. I still don't use it because I'm a stubborn old man, lol.
I know the longer it takes me to change, the harder it gets.

When I needed to switch to CMT, I had to dive into it and try to solve all my problems with it. Many times, I would open OpenBORstats to check something, but I forced myself to use the tool until I got used to it.

Today, CMT is my main tool.
 
What you say openborstats erasing my scripts was just a dream? damn
Also what this has to do with me making mods since many years ago, the code for stats is just borked, its that simple and not a big deal if you know what to avoid, its just sometimes it can be too late and without backup its a problem.I did he-man on stats and it was all kinds of dance around its issues.
 
I'm in the gym, no time to read this in detail. Locking it for the moment before tempers flare too much.

DC

Edit: Unlocking after a polite request for further comment and clarification.
 
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@bWWd I asked moderation to open this thread again because I needed to apologize.

I understood that you were talking about CMT when you said that part of the code was lost, and not about OpenBORstats. but it was a translation error on my part.


and since I made the comment in public, I make a point of breaking my obligations in public.

Again, sorry for the confusion.
 
@gringo about your question, I dunno if I got it right:
you mean the legacy attackbox/bbox vs the new ones? (I think you refer to this since the tool ask you when you start).
You mean Grit instead of the OBEditor creator named gringo?

How much better is the new method of developing if I were to switch it.
I don't remember using the latest version of the boxes, but I think it's simpler when it comes to adjustments in each and every line used directly from bbox and attackbox without using legacy mode. (I'm more used to the legacy mode than the latest one though.)
 
I'm using the legacy tool set ( if that's how you put it) since it's more like Openborstats.
How much better is the new method of developing if I were to switch it.
Sorry for being so vague.
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 that useful for a simple bbox with 4 parameters, because you can easily remember that it's x, y, width, and height, in that order. But when you have single line attack boxes with around 10 parameters it's very confusing to know what each value refers to.

Another good thing is the new style is way more organized and thought out when it comes to secondary parameters. For example, in legacy style there are a lot of commands that are related to attack collision and people have no idea because it's not clear at all in their command name. And that's probably because back in the early day of OpenBOR, new commands were plugged and added on the fly, in a quick and dirty way (to be clear, it's just a guess, but I would be surprised if it was not the case).


There would be a cost to transitioning to new style if you were editing your models manually, but if you edit your models with CMT there is basically no cost. Whether you use legacy or not, CMT will write the correct collision boxes code for you, and convert back and forth to legacy/new style.

The only real downside that the new style had is that it is in itself a lot less compact. But recently I added a feature in CMT to alleviate this so that properties can be collapsed/expanded. So with this feature, the compactness is the same.

It makes sense that people that used legacy style for years prefer to still use it (case of so-called "baby duck syndrome" of course, but also just for the sake of continuity, especially when you have old models), but for newcomers new (or rather "modern") style is better.
 
about your question, I dunno if I got it right:
you mean the legacy attackbox/bbox vs the new ones?
Yes, you correct.
My legacy toolset is windows notepad and mspaint 🐸, but you should use chronotools,
I moved on from Openborstats to CMT.
I started over since I would just use ASU to cut the sprite and name them 1 to 300 and it worked since I create Ken,Ryu and Dan this way but it would be a mess for any of you guys to look into when it come to feedback.
I decided to take DC' s recommendation seriously and use proper dimensions 200x200 for the character sprites which requires one offset,hit box per anim and it's easier to read in this regard like he said.
Progress is slow but I'm there.
Fortunately every other character have fewer sprites to work with.
I'm assuming you mean the difference between legacy "single" style command (attack x y z ...) and new "property" style command (attack.property x)
Yeah, I'm currently making a video to show my biggest issue that I'm dealing with but you and the others basically covered it.
Thanks
 

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Above is video of when I started messing with hit boxes but I can see I need to decrease the size.
Below is the current Ken build I'm working on. The goal is to have them more or less on the same axis when the attacks connect.
Any ideas are welcome.
 
paste your attack box code, your attack boxes and code on bboxes , one is too wide on z value , the last one here, decrease it , i have it with different values on various attacks , helps staying coherent to visuals when it comes to reach of the attack : attack{#} {x} {y} {right} {down} {damage} {power} {block} {noflash} {pausetime} {z}
in bbox the last 5th value is z depth.
Id say with alpha sprites dont use z depth in attacks and bboxes, defaults work fine or try to make them like 10
IF it does not work, probably your offsets are off too much on chars but they look good on vid if shadows arent baked into sprites.
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Hey Ilu i think even if i was talking about CMT it is very OK and human for us to disagree, we both had our own experiences with it, maybe it looks too serious on the site when someone else reads that kind of stuff between 2 ppl.
Id avoid openborstats, i was literally afraid to open some characters cause i knew that after saving them in stats id get some scripts removed .
 
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it is specifically made for this, try 5 or 10, z depth affects how "wide" up and down is your bbox and attackbox but it goes more up than down, not exactly sure didnt measured it
 
it is specifically made for this, try 5 or 10, z depth affects how "wide" up and down is your bbox and attackbox but it goes more up than down, not exactly sure didnt measured it
I figured it out, you and everyone else have my thanks.
Z depth 1 works fine for me, now a punch has to connect the head to take effect, Z axis ain't an issue no more on the panel.
I'll stick to the legacy method since I'm trying to keep it simple for me and it's working out.
 
Unless I am mistaken, actually you are making it smaller. Z depth already have a default value (which isn't 0).
I think I had it set to 0 and the attacks landed like in the videos I posted but on 1 you have to be more or less one the same x axis which is what I wanted.
I will post a video of this as well.
 
I think I had it set to 0 and the attacks landed like in the videos I posted but on 1
you don't need to set it to 0. What I mean is: if you don't use any value on it or set it to 0, the engine will assign a default value to it ( I can't remember which one, I think its either 10 or 15, I can't remember). But when you set it to 1, you are in fact making it smaller.

There are several values that if either you don't provide or set it to zero, the engine will fill it with the default values.
For example, aggression: if you set it to 0, the enigne revert it back to 40 (default).

Another example is stage shadow color: if you want it to be pure black, you need to set it as:
shadowcolor 1_1_1

Because if you set it to 0_0_0, the engine will revert it to the default values and the shadows won't be pure black.

I wanted to use a non-alpha and pure black shadow on PDC2, so I had to change it to this:

shadowalpha -1
at 0

shadowcolor 1_1_1
at 0
 
There are several values that if either you don't provide or set it to zero, the engine will fill it with the default values.
For example, aggression: if you set it to 0, the enigne revert it back to 40 (default).
This explains alot, thanks
Another example is stage shadow color: if you want it to be pure black, you need to set it as:
shadowcolor 1_1_1

Because if you set it to 0_0_0, the engine will revert it to the default values and the shadows won't be pure black.

I wanted to use a non-alpha and pure black shadow on PDC2, so I had to change it to this:
Pure black shadows is the way.You Sir, been covering things I'm yet to get to with your knowledge and games ever since I got h.re.
I will have to revisit all these discussions when I get to each topic eventually.
But when you set it to 1, you are in fact making it smaller.
This is actually what I wanted since the punches would hit the enemy when I wanted it to pass through them, now the size of the hit box can be more precise.
 
That is a bit strict to me, but its a matter of opinion.
I just suggest you to make the roundhouse attackbox wider, because its a 3D move. So even the other attacks whiffs, this move should connect, as he spins the leg.

For example, on my games, spinning moves (or moves with a weapon) has a wider reach than other moves.
 
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