Chronocrash Modders Tools

ChronoCrash Modders Tools 0.7.8

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It seems normal to use music and light with at in levels.
Yeah I had the same error reporting.

Btw I had a bug in last stream where I can't edit some levels anymore. See it here (will jump to 4:14:17)

You will see that I can't open the game modes anymore (Shadaloo HQ):
1697298203982.png

If you want, I can send you my game to check. Funny thing is: I was using the tool few minutes before.

Ah, about the shadow, I was going to suggest you if I can make a new one for you, because the current one is too big and you ending select the wrong entity when you try to click other entities.
 
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Yeah I had the same error reporting.

Btw I had a bug in last stream where I can't edit some levels anymore. See it here (will jump to 4:14:17)

You will see that I can't open the game modes anymore (Shadaloo HQ):
View attachment 5397

If you want, I can send you my game to check. Funny thing is: I was using the tool few minutes before.

Ah, about the shadow, I was going to suggest you if I can make a new one for you, because the current one is too big and you ending select the wrong entity when you try to click other entities.

Ok I think it's because you were in the entity (animation) editor, so it was trying to load the level in the entity editor. I'll make it so that if you load a level from the level list, it automatically switch to the text or level view.

For the shadow yes I'm open to suggestions.
 
Piccolo updated Chronocrash Modders Tools with a new update entry:

Changelog 0.4.6.2

General :

- If you were in the level editor and load a file that is not a level, the editor will revert to text editor.
- If you were in the entity/animation editor and load a file that is not an entity, the editor will revert to text editor.


Level Editor :

- Added a check box to show/hide entities shadow
- Added a check box to show/hide entities offset
- Added checkboxes to show/hide entities based on their type

- "music" and "light" commands will no longer trigger "at orphans"...

Read the rest of this update entry...
 
Ok I think it's because you were in the entity (animation) editor, so it was trying to load the level in the entity editor. I'll make it so that if you load a level from the level list, it automatically switch to the text or level view.
I've downloaded the new version, opened the project and gone to the LEVELS tab - I can't opent Double Dragon or Shadaloo modes :(
1697415810270.png

I loaded another project and it works, but then when I tried to check to hide the shadows, I got a warning:
1697415979512.png


Shadowopacity triggers the "orphan at" warning:
shadowopacity
at 0

I think it would be better to check all stage settings that uses at and add them to the list.
 
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Ok I misunderstood your issue, can you send me the levels.txt of this mod ? There must but something in there that CMT doesn't handle.

As for the shadow warning, it's probably because some entity is mentioned in your level but doesn't have a correspondence in models.txt. Anyway I'll fix the issue when it's the case.
 
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Hi, I only just started using this software and when I went to look at the other defaults (the ones that come with the openbor to begin with, I get this
1697665784189.png
Is this like a serious problem or not? I'm pretty sure I've downloaded your newest update.
I wish I knew more about python but my skill level is very beginner.
 
Sorry to double post.
I think it's only the dark stalkers set stage 101 because all the others don't cause a crash.
Curious.... verrrry curious.
 
Sorry to double post.
I think it's only the dark stalkers set stage 101 because all the others don't cause a crash.
Curious.... verrrry curious.
Hi, no I don't think it's really serious and it's not really curious. Most probably some coords are not set properly in that level, or some entity that is loaded has wrong offsets in its idle animation.

This tool tries to detect "typing errors" in some situations, but there are situations that are not handled.

What I'm betting is occurring is that there is incomplete coords somewhere in that level.

Meaning something like "coords X", instead of "coords X Z". OpenBOR engine might support setting only "x" coords (and defaulting Z to 0), but CMT (currently) does not.
 
Hi, no I don't think it's really serious and it's not really curious. Most probably some coords are not set properly in that level, or some entity that is loaded has wrong offsets in its idle animation.

This tool tries to detect "typing errors" in some situations, but there are situations that are not handled.

What I'm betting is occurring is that there is incomplete coords somewhere in that level.

Meaning something like "coords X", instead of "coords X Z". OpenBOR engine might support setting only "x" coords (and defaulting Z to 0), but CMT (currently) does not.
Yeah that's what I thought.
Aside from that, while I'm slowly making my own stages and entities, not encountering any problems.
Well, not yet anyway
 
@Piccolo a suggestion: have you tried openBORstats?
it has a cool drag and drop feature, so you can just drag the images from your file explorer into the animation and the tool adds them to the animation.

Would this be possible here too?
Not that I want you to copy that tool, but there are some nice gimmicks there which could work here too.
 
@Piccolo a suggestion: have you tried openBORstats?
it has a cool drag and drop feature, so you can just drag the images from your file explorer into the animation and the tool adds them to the animation.

Would this be possible here too?
Not that I want you to copy that tool, but there are some nice gimmicks there which could work here too.
It already does in CMT no ?
 
ohhhhh SHAME ON ME, lol. I wasn't aware of this.
Really cool, this is very useful!
He's done it before starting CMT. He knows about it. I have been using drag-and-drop with CMT for years.

Hey Piccolo. I found this error when I clicked on the Log.

Code:
Traceback (most recent call last):
  File "gui\main\everydayeditor.py", line 484, in eventFilter
AttributeError: 'EverydayEditor' object has no attribute 'fileSelector'
 
He's done it before starting CMT. He knows about it. I have been using drag-and-drop with CMT for years.

Hey Piccolo. I found this error when I clicked on the Log.

Code:
Traceback (most recent call last):
  File "gui\main\everydayeditor.py", line 484, in eventFilter
AttributeError: 'EverydayEditor' object has no attribute 'fileSelector'
Yeah I was using openborStats before, the way it messes with files was the main reason why I started CMT (see first post of this thread).

Ok thanks for the report will fix that ;)
 
Hey Piccolo, I saw a point on CMT that I wanna share with you

How the tool display the layers? on the order you put it on the .txt or it uses a logic to tell which comes first, like "background goes back, then panel, then fglayer or front layer".

Looks like to be the second case, as my fglayers are located behind the panel and come first on the stage:
1698526488494.png

But this is how the tool display the stage:
1698526512094.png

Dunno if you are aware, but fglayer can, in fact, be placed anywhere you want to (well, exclusing behind the background), because you have fine control about the Z placement (this is what differs bglayer from fglayer).

If you look at the first image, you will see that my fglayers are placed at -400/-401/-403 which makes them to appear behind the panel.
But the tool renders them in front of it, where it should be displaced like this:

1698526757312.png

So I would like to check if its possible the tool to do one of the following:

A) The tool could use the order we put the layers on the stage file to display them (and that is imporant when you use script to control the layers)
B) or, the tool could use the Z value (if present) to display the layer order

Honestly, the option A would make more sense.

Is this possible?


Another question: it is possible to have an option to not break line of the codes?
This is the same stage on Stats:

1698527647229.png
 
Hey Piccolo, I saw a point on CMT that I wanna share with you

How the tool display the layers? on the order you put it on the .txt or it uses a logic to tell which comes first, like "background goes back, then panel, then fglayer or front layer".

Looks like to be the second case, as my fglayers are located behind the panel and come first on the stage:
View attachment 5520

But this is how the tool display the stage:
View attachment 5521

Dunno if you are aware, but fglayer can, in fact, be placed anywhere you want to (well, exclusing behind the background), because you have fine control about the Z placement (this is what differs bglayer from fglayer).

If you look at the first image, you will see that my fglayers are placed at -400/-401/-403 which makes them to appear behind the panel.
But the tool renders them in front of it, where it should be displaced like this:

View attachment 5522

So I would like to check if its possible the tool to do one of the following:

A) The tool could use the order we put the layers on the stage file to display them (and that is imporant when you use script to control the layers)
B) or, the tool could use the Z value (if present) to display the layer order

Honestly, the option A would make more sense.

Is this possible?


Another question: it is possible to have an option to not break line of the codes?
This is the same stage on Stats:

View attachment 5523

Hey, I don't remember how CMT handles this, I'll look into it.

As for the breaking line, it does this only if the width of the window is not sufficient. It's either that or a horizontal scrollbar. OpenborStats uses a scrollbar I think.
 
As for the breaking line, it does this only if the width of the window is not sufficient. It's either that or a horizontal scrollbar. OpenborStats uses a scrollbar I think.
Yea, it uses a scrollbar, which could be an idea too (like windows notepad let you choose if it warps the lines or not).
I am using a 1920x1080 resolution btw.

Thanks!
 
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