Chronocrash Modders Tools

ChronoCrash Modders Tools 0.7.8

No permission to download
Do you know anyone else is working on this tool by any chance?
Look like Piccolo has not been updating it for a long time.
Thank you
Hi,

I can still provide minor updates and fixes but under specific conditions :
- said update or fix request needs to be clearly specified
- if it is a bug fix request, please also provide a "data" folder so that I can quickly reproduce the same bug you want me to fix.
 
Hi @Piccolo
Sorry for posting here want to ask you something, Is it possible to use your daimao cancel for final fight infinite attack (glitch)?
I asked this sometime ago here
 
In any .txt file, when you have your cursor blinking next to any letter anywhere, you start to space them out that is/was supposed to be between characters by indenting. But it only indents from the very beginning of the line. For example, in the very beginning of the first line in models.txt, you want to load a player by declaring it in typing load, but when you have a blinking cursor next to the last letter of that line it's currently in, especially a model's name, it spaces out at the very beginning of a certain line instead of indenting right after the declared model's name where the blinking cursor.

It goes something like this:
Code:
load Sakura

To this:
Code:
    load Sakura

I just have to space it instead of indenting.
 
In any .txt file, when you have your cursor blinking next to any letter anywhere, you start to space them out that is/was supposed to be between characters by indenting. But it only indents from the very beginning of the line. For example, in the very beginning of the first line in models.txt, you want to load a player by declaring it in typing load, but when you have a blinking cursor next to the last letter of that line it's currently in, especially a model's name, it spaces out at the very beginning of a certain line instead of indenting right after the declared model's name where the blinking cursor.

It goes something like this:
Code:
load Sakura

To this:
Code:
    load Sakura

I just have to space it instead of indenting.
Indeed that is my preferred behavior for the tab key, but I see how it might not be for others. I'll add an option to disable this ;)

EDIT : done, in the next release you'll be able do disable this by unchecking the "Tab always indent" option in the menu toolbar.
 
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Piccolo I've tried the latest version and I think I've found a bug
In the stage editor, if I click "hide front panel', it doesn't works
wh9Zpx7.png

(I double checked if I wasn't using fglayer but no, frontpanel)

Them if I click "disable panels", it disable all the panels from the stage
xEw5YYF.png

(the tubes are entities)

If I remove the frontpanel and reload the tool, I can't see the panel
SYtd3aq.png


I've tried other stages, same result. The stages images are .gif

Also, it would be cool if we have a checkbox called "transparent bg" so the images would be displayed with transparent background.
Are you able to get all the entities to show up in the level editor?
For some reasons mine only has about 10-15% of the entities to show up in the level editor. I can see the entities in the level text editor.
Piccolo I've tried the latest version and I think I've found a bug
In the stage editor, if I click "hide front panel', it doesn't works
wh9Zpx7.png

(I double checked if I wasn't using fglayer but no, frontpanel)

Them if I click "disable panels", it disable all the panels from the stage
xEw5YYF.png

(the tubes are entities)

If I remove the frontpanel and reload the tool, I can't see the panel
SYtd3aq.png


I've tried other stages, same result. The stages images are .gif

Also, it would be cool if we have a checkbox called "transparent bg" so the images would be displayed with transparent background.
Are you able to get all the entities to show up in the level editor?
For some reasons mine only has about 10-15% of the entities to show up in the level editor. I can see the entities in the text editor.
 

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Are you able to get all the entities to show up in the level editor?
For some reasons mine only has about 10-15% of the entities to show up in the level editor. I can see the entities in the level text editor.

Are you able to get all the entities to show up in the level editor?
For some reasons mine only has about 10-15% of the entities to show up in the level editor. I can see the entities in the text editor.
I really wish this editor can become more stable! ^^
 
Are you able to get all the entities to show up in the level editor?
For some reasons mine only has about 10-15% of the entities to show up in the level editor. I can see the entities in the level text editor.

Are you able to get all the entities to show up in the level editor?
For some reasons mine only has about 10-15% of the entities to show up in the level editor. I can see the entities in the text editor.
No, I don't have this problem. As mentioned earlier, if you want me to fix this, send me (in private) your data folder so I can investigate this. If you don't want to share your data folder, you can also create a "test" data folder that illustrates the same problem and send it to me.
 
Good to see you around in general @Piccolo. Maybe one of these days you'll get an itch to take up The Bruiser Brigade again. :)


Also, just FYI, I edited the links in your signature to work with new forum.

DC
 
Good to see you around in general @Piccolo.
:)

Maybe one of these days you'll get an itch to take up The Bruiser Brigade again. :)
Yeah we'll see about that, lots of unfinished business with this for sure. I might take it up again at a very very slow pace one day :unsure: Probably depends if I come up with a new exciting idea to experiment on, that will ignite a fire, get me back in the saddle and eventually lead me to dive back in everything else that is unfinished.

Also, just FYI, I edited the links in your signature to work with new forum.

Great, I saw that last time but I forgot to do change it.
 
Hey @Piccolo , nice to see you here. Buddy, for the next CMT version, please could you take a look on some things?

1) In the latest version the zoom adjustment seems to have some issues when using the mouse scroll. It seems that now the program is always trying to center the window at the right-lower part of the screen, different from the +/- keys on the numeric keyboard which works fine.
Below I recorded a comparison with an older version where it works correctly:

2) In the latest version the program is removing tabs and spaces to a default format. Is it possible to maintain the previous behaviour where only the values are updated, without changing tabs and spaces? It's not bad behaviour at all, but can help in maintaining our predefined code organization.
Below I recorded a demo:

3) A suggestion that may improve the development speed, is it possible to make some kind of "refresh" option that updates the currently opened mod (similar to the Obeditor F4 key) without needing to close and reopen the program? It may help a lot in case the modder prefers to use external editors like VS code or need to update sprites with image editors while editing atbox/bbox.
1673727607476.png
 
Hey, sure I'll look into these.
Thanks man :)

But as for 3) you can already press "F5" for that. (Or maybe you meant all the files ? )
Oh, it's good to know, thanks. It's my fault because I tried F5 only on the "animation" tab, but now I see that it works only on the "text" or "text | text" tabs.

And I discovered that you added an option to reload sprites too, which is great :) As a suggestion, it would be perfect if the F5 could work on the "animation" tab to reload sprites, it's a helpful shortcut.
 
@Piccolo, I just uploaded your latest update to resources. Generally we try to avoid third party links. The new upload system is really nice now.

DC
 
Not thoroughly tested, so if there are new bugs please report them here.
@Piccolo
Just a feedback about my requests, all of them are working fine. Thanks man :)

EDIT: @DCurrent I noticed that this new CMT is working with the new atbox/bbox format too, which is a very useful feature. I'm testing and will give feedback further.
 
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@Piccolo, I just uploaded your latest update to resources. Generally we try to avoid third party links. The new upload system is really nice now.

DC
Ok I'll think about it next time (y)

@Piccolo
Just a feedback about my requests, all of them are working fine. Thanks man :)

EDIT: @DCurrent I noticed that this new CMT is working with the new atbox/bbox forma too, which is a very useful feature. I'm testing and will give feedback further.
Great :)
 
@Piccolo
Man, where the CMT saves the config and mods path? I'm having an issue with enemy loading but I think it may be due to my old config files.
 
@Piccolo
Man, where the CMT saves the config and mods path? I'm having an issue with enemy loading but I think it may be due to my old config files.
Windows : C:/Users/YOUR_ACCOUNT/AppData/Roaming/ob-utils/settings.ini
Linux : /home/YOUR_ACCOUNT/.config/ob-utils

EDIT : Hum I saw your video and this problem happens on my config too, so it's probably universal. Will look into it.
 
Windows : C:/Users/YOUR_ACCOUNT/AppData/Roaming/ob-utils/settings.ini
Linux : /home/YOUR_ACCOUNT/.config/ob-utils
Thanks. I found and erased the entire folder but for some reason it's not loading the full enemy list at the first time. Something related to the latest updates maybe?
 
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