Chronocrash Modders Tools

ChronoCrash Modders Tools 0.7.8

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Traceback (most recent call last):


File "gui\main\__init__.py", line 386, in <lambda>
File "gui\main\__init__.py", line 265, in setView
File "gui\level\__init__.py", line 145, in loadLines
File "gui\level\__init__.py", line 142, in loadVideoMode
ValueError: invalid literal for int() with base 10: '960x480'

Thank you for everything you're doing with this software - It's much appreciated.
 
Last edited:
Traceback (most recent call last):


File "gui\main\__init__.py", line 386, in <lambda>
File "gui\main\__init__.py", line 265, in setView
File "gui\level\__init__.py", line 145, in loadLines
File "gui\level\__init__.py", line 142, in loadVideoMode
ValueError: invalid literal for int() with base 10: '960x480'

Thank you for everything you're doing with this software - It's much appreciated.
Ok it will be easily fixed. I didn't know you could set custom resolutions. Is there a reference somewhere ?

I guess it's

video {mode}
or
video {width} {height}

Right now CMT only support the first one. But before adding the second one I need to be sure this is actually a thing.
 
Ok it will be easily fixed. I didn't know you could set custom resolutions. Is there a reference somewhere ?

I guess it's

video {mode}
or
video {width} {height}

Right now CMT only support the first one. But before adding the second one I need to be sure this is actually a thing.

Awesome.

I set the resolution in Video.txt like this:

video 960x480
 
video 0-6. The former has its video values ranging from the regular screen resolution to its highest resolution size of 960x540.

However, the latter has its customizable screen resolution in which ever screen size you want.

Example:
video.txt:
Code:
video 480x224

This means it's 480 pixels wide and 224 pixels high of the video screen.
 
This fix is not reflected on the github repo. Could I kindly request all updates and releases be on the github repo please.
 
Got this error today:

Traceback (most recent call last):



File "gui\main\__init__.py", line 386, in <lambda>

File "gui\main\__init__.py", line 265, in setView

File "gui\level\__init__.py", line 158, in loadLines

File "gui\level\__init__.py", line 809, in loadLines

File "gui\level\items.py", line 50, in __init__

AttributeError: 'Entity' object has no attribute 'anims'
 
That means linux users will not get the latest build as you only release windows executables.
It's very easy to directly run the code in Linux. You don't need to build anything.

Just run "python cmt.py". Or better, create a script that 1 / change the current directory to CMT code and 2 / runs "python cmt.py". And then you keep this script and simply update the code with git or with manual download.

I personally use the program in Linux btw. I only do some testing in Windows and the building in Windows too, because it's harder to make sure every dep is installed in Windows. In Linux it's not.
 
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Got this error today:

Traceback (most recent call last):



File "gui\main\__init__.py", line 386, in <lambda>

File "gui\main\__init__.py", line 265, in setView

File "gui\level\__init__.py", line 158, in loadLines

File "gui\level\__init__.py", line 809, in loadLines

File "gui\level\items.py", line 50, in __init__

AttributeError: 'Entity' object has no attribute 'anims'
Maybe you have an entity without any animation ?

Anyway I'll try to create a warning instead of crash, if no animation was found.
 
I was planning on updating the build script for linux to make a appimage.

If you dont mind i would like to make a linux release package for the repo?
 
Hey @Piccolo
I've tried the animation export and now it works :)
animation.gif

The code synthax works fine on dark theme now
1676384930119.png

And the axis preview is working on binding too...
1676385028041.png

... but dont you think a cross would make more sense instead of a block? I think it would be more precise.
Kinda like we have on Fighter Factory:
1676385097423.png

Question: do the program store temporary files elsewhere? Because I've deleted the previous CMT folder to test the most recent version and, when I open the new version, it still has the path of my previous opened project.

Thanks for all your hard work!
 

Great :)

I did not put a cross because I feared it would be hard to perceive, but a black cross with a white border seems pretty visible, so yeah it's a good idea, I'll put something like that in next version (y)


CMT stores files in these folders :

In Windows : config and cache are stored in C:\Users\YOUR_USER\AppData\Roaming\ob-utils

In Linux and MacOS :
- config is stored in ~/.config/ob-utils
- cache is stored in ~/.local/share/ob-utils

Where ~ is your user "home" folder.

Note that all these folders are contained in folders that are hidden by default, so you must toggle their visibility in your file explorer (or put the direct address in the address bar).
 
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