Chronocrash Modders Tools

ChronoCrash Modders Tools 0.7.8

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I don't know if this is a basic question, but I can't find a solution for it yet. I started using this tool for calculating the position of spawns in a scene, and it works well when the direction is both, but not when the direction is leftright. Is there a way to solve this? So this is about having two versions of a scene. In the first variant, the character enters on the left, facing right (direction both) and in the second version the character enters on the right, facing left (direction leftright).
To add support for that, I'll need to know (from anyone knowing) how x coords work in levels where direction is left. Is it simply mirrored ? Meaning 0 = far right, 100 = 100 pixels left from far right, and so on. If it is indeed that then I can quickly add support for it.
 
I got an explanation from someone which is that in leftright the right border of the scene starts at 960 pix and then it counts down towards the left, thus becoming negative eventually. For example if you have a scene of 3000 pix, in leftright, the left border will be -2040. I tested this today and I think this explanation is correct.
Alternatively someone also taught me to instead use a position and direction command on the player spawn and keep the scene direction at both. But it would still help if there would be support for leftright scenes.
 
@Piccolo

Hi friend, I found a minor issue yesterday while editing a character.
I discovered that if you left click in any frame, hold and move the mouse an error message will be shown. The error does not happen if you just click to change frame without holding the left mouse button.

 
I got an explanation from someone which is that in leftright the right border of the scene starts at 960 pix and then it counts down towards the left, thus becoming negative eventually. For example if you have a scene of 3000 pix, in leftright, the left border will be -2040
Hum, seams a bit odd and it would good if a dev confirms this info. @DCurrent is this info true?
 
Hum, seams a bit odd and it would good if a dev confirms this info. @DCurrent is this info true?
I agree, really looks weird. I don't know exactly but maybe @DonoVane is meaning the position of the "at 0" related to the level panel sprite, which in "left direction" levels will not be at the right border of the image as expected once the "right direction" levels the "at 0" is at the left border.

And even if the "xpos" is regressive in left direction levels, they are not negative as he said. Curiously the spawn positioning does not change and works same as right levels, using progressive "at" scale and not regressive. In the video below you can see in the xpos counter that the bulldozer's spawn happens at 1056, which means for the engine the xpos value of zero (seems the engine will revert positions automatically).

This level has 1536px, so 1536 - 480 = 1056
1684867865802.png

 
@O Ilusionista, @Kratus, @DonoVane

that in leftright the right border of the scene starts at 960 pix and then it counts down towards the left, thus becoming negative eventually. For example if you have a scene of 3000 pix, in leftright, the left border will be -2040

Just to add, wherever this idea came from, it wasn't me. The game world layout is a linear four axis Cartesian coordinate system. There's no hard-coded limits or reversal positions in it I know of.

DC
 
The game world layout is a linear four axis Cartesian coordinate system
@DCurrent
Hmm it makes sense now, the Cartesian coordinate system is working as intended no matter the level's direction.
Now I understand that the "at" in the level design is related to the screen movement only. This explains why it's always progressive, because in fact the level start always from zero.
Thanks man!
 
- maybe @DonoVane is meaning the position of the "at 0"
Yes, this is correct. I am still a relative beginner with all this. The coords are always mentioned with at 0 in the bottom line.
 
Was trying to do some work on one of my mods and got this message. Thing is I had pas version of this to switch to unless I had any errors, but now ALL of them I've downloaded so far are having this issue pop up when I try to look at any animations.
Traceback (most recent call last):

File "gui\entity\__init__.py", line 435, in notifyChange

File "gui\entity\__init__.py", line 1547, in loadFrame

TypeError: arguments did not match any overloaded call:

scaled(self, width: int, height: int, aspectRatioMode: Qt.AspectRatioMode = Qt.IgnoreAspectRatio, transformMode: Qt.TransformationMode = Qt.FastTransformation): argument 1 has unexpected type 'float'

scaled(self, size: QSize, aspectRatioMode: Qt.AspectRatioMode = Qt.IgnoreAspectRatio, transformMode: Qt.TransformationMode = Qt.FastTransformation): argument 1 has unexpected type 'float'

EDIT: Tried the latest version from last year, 0.3.6.3, and I'm back on track. I have no idea what's up with the newer version from this year but they were all giving me that error message. Here's a screenshot of what I was trying to work on in case there's any info to gain from it. I tried to see if the Drawmethods had anything to do with it but I took them off another animation and I still got the message.
1694494979750.png
 
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Was trying to do some work on one of my mods and got this message. Thing is I had pas version of this to switch to unless I had any errors, but now ALL of them I've downloaded so far are having this issue pop up when I try to look at any animations.


EDIT: Tried the latest version from last year, 0.3.6.3, and I'm back on track. I have no idea what's up with the newer version from this year but they were all giving me that error message. Here's a screenshot of what I was trying to work on in case there's any info to gain from it. I tried to see if the Drawmethods had anything to do with it but I took them off another animation and I still got the message.
View attachment 5191
I'll look into it, it's probably some minor fix because between this year and last year I updated some libs and had to fix bugs like this. I must have missed this one. I'll probably need a copy of your character model though.

EDIT : that bug was related to drawmethod scalex / scaley. I'll upload a new revision soon.
 
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@Piccolo Hey buddy, some time ago I reported an issue related to the animation tab and it's present in this latest version too.
Basically if you click, hold and then move the mouse in any frame inside the animation tab the application shows an error message.

 
@Piccolo Hey buddy, some time ago I reported an issue related to the animation tab and it's present in this latest version too.
Basically if you click, hold and then move the mouse in any frame inside the animation tab the application shows an error message.

Oh yeah I remember, but couldn't at the time. I will do a quick fix in the code now.
 
I work on features only when I have time, but I can still fix bugs all year round (mostly) :)
Good to know. (y)
BTW, I found the issue source to my problem. I was still getting this error code
Traceback (most recent call last):

File "gui\entity\__init__.py", line 1786, in mouseReleaseEvent

File "gui\entity\__init__.py", line 1224, in endDraw

File "gui\entity\__init__.py", line 934, in rebuildText

File "gui\entity\__init__.py", line 81, in __getitem__

IndexError: list index out of range

It was when I was trying to add a BBox to a specific animation, but not when I tried it in others with similar coding. Come to find out it was because I had the # sign on the last frame of my animation, none of the other. Once I took that off the tool went back to adding bboxs normally, the error message I posted above was me recreating the issue just now.
 
@Piccolo hey buddy, I've downloaded the last version and when I opened my game, it returns me an error:

Traceback (most recent call last):

File "gui\entity\frameproperties.py", line 174, in entityModelEntryChanged

File "gui\entity\__init__.py", line 1654, in loadOpponent

File "gui\level\items.py", line 77, in __init__

AttributeError: 'NoneType' object has no attribute 'lower'

The same error appears when I try to open an stage:
1695856010969.png


Btw, I can preview the panel image when I hover the image path (brilliant, congrats):
1695856094675.png

But I cannot see it on the "level" tab:

1695856116616.png

On that image, we can see only the fglayers on the stage - no panel, background or frontlayer is displayed.
Is this normal?
 
@Piccolo hey buddy, I've downloaded the last version and when I opened my game, it returns me an error:



The same error appears when I try to open an stage:
View attachment 5315


Btw, I can preview the panel image when I hover the image path (brilliant, congrats):
View attachment 5316

But I cannot see it on the "level" tab:

View attachment 5317

On that image, we can see only the fglayers on the stage - no panel, background or frontlayer is displayed.
Is this normal?

Hey,

For the first point (crash), in your models.txt, can you check if you have a line that starts with "know" or "load" but that is missing the other parameters. The crash is pointing to something like that.

For the level editor, no it's not normal. Maybe it's related to transparency ? The transparency on some files is not well recognized. Here the "green" probably hides other images. If it's not enabled yet, you can try the option "Options -> Force transparency". (you'll need to restart).
 
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