Chronocrash Modders Tools

Chronocrash Modders Tools 0.7.8

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While testing the app on Windows to see if the bug Ilu mentioned is specific to Windows, I noticed some icons were missing. Especially the icon that indicates a file is unsaved. So now those icons will be properly displayed in Windows.

Also as Windows uses both '/' and '\' as path separator (...), sometimes the same file could be opened twice in CMT if one separator was different in the path used. Now CMT will load libraries entities and levels using '/' only.
Recently I added a feature to force empty lines between animations. In this revision I changed three things related to this feature :

- Sometimes it added two empty lines instead of one, now it will always add only one.

- It added empty line at the end of file, even if it was not necessary as there was no animation after that. Now it doesn't do that.

- Also if you still have issues with this feature, you can disable it altogether by unchecking "Options" -> "Force empty lines between animations" @Kratus
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Added a little tool to preview pixel fonts in "Tools" -> "Font preview" @bWWd @O Ilusionista
Level Editor :

- added initial support for HUD viewer/editor @bWWd

Right now it's extremely limited and will just show lifebars (green) and playernames (with font.gif).

But in future versions (when I'll have more time to dive into this) a lot more properties will be supported, and more importantly, you'll be able to move every HUD object and save their position.



-added "type" property in Wall properties form @O Ilusionista
Switching project will no longer cause session (opened files) to be reloaded. It was not supposed to be reloaded, and I suspect this is what caused the issues mentioned here and here by @O Ilusionista

The issues reported might not be only related to this (as I could never reproduce and test these issues on my end), but again I suspect that was the source.

If the issue happens again with the new update, let me know.
While in "Animation" editor, the app will now prevent you from renaming an animation if the new animation name is already taken. In "Animation" editor, as soon as you write an animation name that is already taken, the app will instantly add "_ALREADY_USED" after the name of the animation. This is done to prevent unwanted overwriting of animations, as animation editor is filled with update triggers, and allowing two animations with same name at the same time could be dangerous.



Also now as soon as you rename an animation in "Animation" editor, the whole file is seamlessly transcribed and reloaded so that it becomes possible to safely create an animation with the old animation name. The seamless reload basically free the names that were taken but that no longer are after the renaming. @O Ilusionista
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First draft for "Tools" -> "Tool dialog" -> "Orphans finder" @DCurrent


For now only use on one char text model (first line of form). Then, press "Process".


It will show you all the files that were not referenced. And all the "files" that were found (some matches might not be files but it doesn't matter, only not found list really matters).

Obviously that thing is not finished but I just put this first draft out there for you guys to check if it seems to take into account all files. I didn't really check myself yet, I basically took the code I had in "Prepare PAK" widget and reused it. It definitely works to some degree as the lists produced are different, but the question is does it omit referenced files (this I didn't check).

When I'll be sure this algorithm does indeed work properly I'll make the "Orphans finder" widget use it globally and add buttons to do something with the lists it produces (move list, delete list, create copy without list...)
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- Fixed "Disable auto-backup" option not showing actual value in options menu (box was always unchecked) @Kratus
- Editing isolated "hitfx" / "hitflash" commands in legacy to new style commands should no longer add lines for default value of attack core properties @danno
Library panel (left panel) : added a reload button to reload models list, levels list, ... @O Ilusionista

Animation editor : when rebuilding entity text, CMT will ensure that there is at least one empty line between animations.



Other : fixed search icons not appearing in Windows
Animation editor : if you change an animation name, it will now be instantly reflected in animation list
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