Chronocrash Modders Tools

ChronoCrash Modders Tools 0.7.8

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Wow.... this new attack thingy where each attack propertyu is on separate row just ruined my complex freespecial.... cause its enabled by default . this isnt right IMO. why oh why. Sometimes i swear by the tool , sometimes i love it, in situations like this it sets me back a lot, without backup id be in a pretty bit craphole.

Please do a vote, im totally against non legacy commands as default.
Because it's deprecated, it doesn't make sense to have it as default. In any case it should never wipe data, just convert it to the other style (and be able to convert it back). I'm not saying it never wipes data but if it does it's a bug that need to be addressed.


And the fact that resetting settings triggered this in the first place is exactly why I think it's a bad idea to pack settings in the same folder as the program itself.

I have auto collapse turned off, it still collapsing tho.
It's not that option, it's one at the very end right now ("Toggle focus mode on hover"). But in next update I'll regroup them near each other. And will probably disable it by default too.

_____


I can't recreate issue with the animations you posted, no matter what I try all is preserved. It may be related to some sort of encoding that is lost when pasting the content on the forum. To make sure join the animation as a file next time.
 
Ooof that toggle focus was very very confusing, had no idea what is going on. Imo these unusual things shouldnt be default.Nice as option but for someone who has no idea what is happening its like the program is locking me out of its options by not showing me everything and it is not a good feeling.

Oh you mean legacy bbox 0 0 0 0 is deprecated ? Maybe most people use new version , i have my stuff using legacy so , maybe a question about this when you link to data folder would help? so users would tell the program that all stuff in data folder is using legacy one line bboxes hitboxes or not.
Unnecessary but would be nice, cause i had no idea im on non legacy and i saved some stuff in non legacy, then i changed to legacy and had some funky things happening.

I know that sometimes we shape our programms to fit our own taste and all, which is duh what most programmers do but it is nice when programmer remembers that there are users who have 0 idea what is going on when they click on the program, and if a lot of unusual options are enabled it gets confusing , especialy if things disappear, reapear.
The collapsing thing, im on 4k monitor so i disable as first thing.
I really believe a vote for defaults - what should be on and off by default could be a good thing.
Cause i really dont want to be the one picky guy that nags - turn this off, turn that off... i wonder what are other peoples experiences.
 
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Ooof that toggle focus was very very confusing, had no idea what is going on. Imo these unusual things shouldnt be default.Nice as option but for someone who has no idea what is happening its like the program is locking me out of its options by not showing me everything and it is not a good feeling.
I agree but it happens often when I add features requests (which this feature is), first there is no option (it's always on), then there is an option (to disable it), and then for some options (like this one) the default is changed.

Oh you mean legacy bbox 0 0 0 0 is deprecated ? Maybe most people use new version , i have my stuff using legacy so , maybe a question about this when you link to data folder would help? so users would tell the program that all stuff in data folder is using legacy one line bboxes hitboxes or not.
Unnecessary but would be nice, cause i had no idea im on non legacy and i saved some stuff in non legacy, then i changed to legacy and had some funky things happening.
Yes. I don't think most people use the new version, but it doesn't change the fact that it is deprecated and won't receive further adjustments :

Note: Legacy attack commands are depreciated and will not receive further updates.It is highly recommended any new projects utilize the current attack box commands.
from Collision – OpenBOR Wiki

But yes it might be a good idea to tie this parameter on a project basis and ask user first time loading a project.
 
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Yeah it is project based thing
i wonder if you could sneak in some default ini into actual data folder, so even on hardest reset - chronotools will load the ini from data folder.
I personally dont mind extra file in there if it will help me keep the settings in editor.
 
Piccolo updated Chronocrash Modders Tools with a new update entry:

Changelog 0.6.15

- The first time you load a project (since this update), CMT will ask you if you want to load (and save) settings from the project folder.

- If you say yes, from now on, when using this project, CMT will read and save its settings from 'cmt-settings.ini' located in the project folder (the file will be created when needed if it doesn't exist)

- If you say no, when using this project, CMT will read and save its settings from the global/shared 'settings.ini' (as before)



- In the same way...

Read the rest of this update entry...
 
@Piccolo Buddy, I downloaded the version 6.11 and it seems that now it's automatically changing my attack 0 0 0 0 0 to attack none, is this correct?

About the questions with new/legacy features, I was thinking about some kind of preset button to apply all the legacy features at once instead of clicking to activate them one by one. This way people can stay using legacy features at least until some old projects are finished, but using the improvements from newer builds.
 
@Piccolo Buddy, I downloaded the version 6.11 and it seems that now it's automatically changing my attack 0 0 0 0 0 to attack none, is this correct?

About the questions with new/legacy features, I was thinking about some kind of preset button to apply all the legacy features at once instead of clicking to activate them one by one. This way people can stay using legacy features at least until some old projects are finished, but using the improvements from newer builds.
Yes when every value in a collision box is null or 0, the parameters are shortened to "none". As far as I'm aware, it works the same in the engine.

I don't think I understand your second point. In CMT, legacy is either on or off, and it doesn't make sense to have something in between because it basically only apply to collision box : old style or new style.

And for the question, it only asks you once per project if you want to use old style or new style, so unless people have like 100 projects, it's very fast.
 
I don't think I understand your second point. In CMT, legacy is either on or off, and it doesn't make sense to have something in between because it basically only apply to collision box : old style or new style.

And for the question, it only asks you once per project if you want to use old style or new style, so unless people have like 100 projects, it's very fast.
I mean about these options (and maybe others) in the image, some are directly referenced as legacy mode but others not. The preset button would handle it instead to put the user in a try and error task, the focus would be to make newer versions to act like legacy versions.

Currently I can solve it by using an previous CMT versions, but I would like to use certain improvements added for v6 and newer. But don't worry, in case it's too complicated it's better to skip the idea, I can keep using previous builds. Currently the 5.31 is perfect for me to stay until I finish the SORX project.

1716514694936.png
 
parameters are shortened to "none". As far as I'm aware, it works the same in the engine.

Yes, that is correct. Of course there's no such thing as a "none" value. If the engine reads all 0 values or "none", then an active collision (of the same index) stops on that frame. If there's no existing collision, nothing happens at all.

I'm slowly working toward "none" in place of arbitrary parameters like 0 or -1 in text files. This makes the text a bit easier to read, more consistent (ex. with weapons and flashes, which both use none) and frees up those values to have real meaning in the engine if we need them.

DC
 
Yes when every value in a collision box is null or 0, the parameters are shortened to "none". As far as I'm aware, it works the same in the engine.
ah I thought I was crazy when I start seeing "none" on my files :)

I got a bug on the latest version: pick an enemy, change his map and hit update.
Its "at" position is automatically changed to 0


Also, how can I turn off that "focus" thing? Its uber annoying.
Sometimes, it just turns on and I can't turn off, because the button isn't being shown and I have to close the tool and start over.
 
Sometimes you can hover on right bottom and some green thingy appears and you click on it to bring focus back, i think when you put the chronotools in bg to check web browser and go back to chronotools then focus is active but i disabled toggle focus mode and i dont have that issue anymore.
 
Also, how can I turn off that "focus" thing? Its uber annoying.
Sometimes, it just turns on and I can't turn off, because the button isn't being shown and I have to close the tool and start over.

I mentioned it several times :
- It's in the lower left corner
- There is an option dedicated to it ("Toggle focus mode on hover")
- The option is toggled off by default in last release anyway ;)


Maybe it works differently on Windows, I only tested the feature on Linux.
 
I mean about these options (and maybe others) in the image, some are directly referenced as legacy mode but others not. The preset button would handle it instead to put the user in a try and error task, the focus would be to make newer versions to act like legacy versions.

Currently I can solve it by using an previous CMT versions, but I would like to use certain improvements added for v6 and newer. But don't worry, in case it's too complicated it's better to skip the idea, I can keep using previous builds. Currently the 5.31 is perfect for me to stay until I finish the SORX project.

View attachment 8063

There is only one legacy option and it's "Legacy mode (commands)". All other are not related to legacy (whether in relation to the engine or to CMT).

The other options are just... well options :LOL:

As far as the code is related, CMT is made to work the same from one version of CMT to the next.
If something becomes broken and you can't use it the same as before, it's because I forgot to add an option.

In the case of "attack 0" becoming "attack none", I didn't put an option because I think it's functionally redundant, and both take one line. But if you have a good reason to make this optional, I can change it ;)
 
I mentioned it several times :
- It's in the lower left corner
lol yeah I got it. What I am trying to say is: sometimes, it automatically turns on and you can't turn off on windows, because you don't see thast FOCUS/UNFOCUS button.
You have no other option that is not closing the tool and opening it again. THEN you see the button. I will try to record once it happens again.

Also, I got an update about the previous bug I mentioned: it works with anything - map, position, etc.
Take a look at this video - I just changed the enemy Z position 2 px and hit update. Instead, the tool moved the entity in the X axis


I don't know when this started to happen, but it wasn't like that on the previous versions.
 
lol yeah I got it. What I am trying to say is: sometimes, it automatically turns on and you can't turn off on windows, because you don't see thast FOCUS/UNFOCUS button.
You have no other option that is not closing the tool and opening it again. THEN you see the button. I will try to record once it happens again.
Ok I see what you mean. It's probably a Windows only issue. Better keep it disabled in the meantime then.

As for the level stuff, I guess it changed when I added support for one property of wall that you asked about recently. Will look into the issue ;)

EDIT : now that I think of it it's probably related to direction left/right new code

EDIT2 : yeah that was it. For direction right levels, the "at" was always loaded as "0" in that form, so of course when you click update it would actually set it to 0. It's now fixed it in the code, will upload later.
 
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@Piccolo there is something you already fixed but its back again - if you make a change on an entity (on my example, I've created 2 new animations), jump to a different entity without saving and return to the previous one, the new animations are gone :(
 
Theres something off when adjusting platforms

platform 245 291 -173 -137 102 162 114 63


When you adjust it for awhile touch all the dots , then cut it ctrl+V , go to other anim, thenm go back to prev anim and paste it back - platform will look very different . I think its not updating visually properly or something.
Very foten wehn you move entire platform - no coords are changed, this is obviously wrong
When you move green dot, nothings changing sometimes - the coords arent updating, visually its changed but the code isnt

Ok to kinda solve this i have to - adjust dots, go to next anim, then go back to anim with platform and repat until theyre in proper places...
 
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@Piccolo there is something you already fixed but its back again - if you make a change on an entity (on my example, I've created 2 new animations), jump to a different entity without saving and return to the previous one, the new animations are gone :(
I can't trigger this, the new animations are still there when I follow this procedure


I can"t trigger this either, platform is always updated no matter what. Maybe there is another factor involved. How many platforms have you got in these animations ?
 
The other options are just... well options :LOL:
Honestly I didn't test all the available options 😅, but I remember activating more than one to avoid CMT forcing changes in my game, maintaining legacy behaviours.

In the case of "attack 0" becoming "attack none", I didn't put an option because I think it's functionally redundant, and both take one line. But if you have a good reason to make this optional, I can change it ;)
To be honest I didn't know that it's possible to use "attack none", I will make some tests to confirm if it does not have any side effects. If not, I will apply it for my entire game in order to use the latest CMT version, I agree that it makes more sense.

But my point is when CMT forces any change in my codes, even the simplest ones, I'm not a big fan of this kind of behaviour. The "attack none" is inofensive, but someday it can force a change that causes undesired behaviours to the game. Luckily I can see every change through GitHub Desktop and revert it, but it can be bad for people that don't use this tool and will only discover the forced changes after editing a lot of files.

As a suggestion you could make a new group of options specifically related to "automated changes", then the user can choose what things will be automatically fixed by the CMT, but they are disabled by default.
 
This is the anim where it happens , by not triggering you mean when you move whole platform ysing mouse , so it hovers under mouse - are the coords changing under bbox ? HEre they dont.I move it around, nothing gets changed .
Can you change it so it does not ask me every time i load project if i want to use legacy? Its already decided , does not need to ask everytime on load, its good to have when you add new data folder, but not when you already have it linked.


Code:
anim    follow1
    loop    1
    delay    500
     offset    251 262
    bbox none
    platform 308 290 -357 -303 66 162 66 1217
     alphamask data/sprites/carw-mask.png
    frame    data/sprites/carw.png
 
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