Chronocrash Modders Tools

ChronoCrash Modders Tools 0.7.8

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The tool doesn't recognize/show the sprites in animation tab if the format is not defined in the text files.
Thanks for the quick updates anyway.
 
Hey @Piccolo I was trying to use the copy and paste entity, but it often returns this error to me:

Traceback (most recent call last):

File "gui\level\__init__.py", line 402, in contextMenuEvent

AttributeError: 'Entity' object has no attribute 'copy'

From what I see, it works well will walls and such, but not so much for entities.
 
Can You lift the offset limit of 1000 ? I really hit the limit and it wont display properly ,or make it an option to set limit in settings but not sure why its limited.

When i scroll ith mousewheen on X then it wont go past 1000, but it is possible to set it past 1000 with editing text file

ok theres more things borked here, try to test this setup, cant edit attackboxes and offset when its above 1000 and wow even if i manage to somehow set attack box , it resets and fforces my offset to 1000, this is no good

Code:
    delay    4
    offset    1190 70
    bbox    0 0 0 0
    seta  1
    forcedirection    -1
    hitflash explo
    hitfx data/sounds/boom4.wav
    frame    data/chars/heman/p_harp_6.gif
    attack    6 -13 30 55 30 1 0 0 0 70
    dropv 3.0 7.0
    frame    data/chars/heman/rocket.gif
    attack 0 0 0 0
        frame    data/chars/heman/rocket.gif
 
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Can You lift the offset limit of 1000 ? I really hit the limit and it wont display properly ,or make it an option to set limit in settings but not sure why its limited.

When i scroll ith mousewheen on X then it wont go past 1000, but it is possible to set it past 1000 with editing text file

ok theres more things borked here, try to test this setup, cant edit attackboxes and offset when its above 1000 and wow even if i manage to somehow set attack box , it resets and fforces my offset to 1000, this is no good

Code:
    delay    4
    offset    1190 70
    bbox    0 0 0 0
    seta  1
    forcedirection    -1
    hitflash explo
    hitfx data/sounds/boom4.wav
    frame    data/chars/heman/p_harp_6.gif
    attack    6 -13 30 55 30 1 0 0 0 70
    dropv 3.0 7.0
    frame    data/chars/heman/rocket.gif
    attack 0 0 0 0
        frame    data/chars/heman/rocket.gif
Yes I can augment the limits. But the programs must have all kind of checks so as to not crash when the user change a value to something that should not be possible. Because when you update a value in text or in a widget, it updates all kinds of things under the hood so that everything stays in sync.

I updated the range from [-1000, 1000] to [- 1milion, 1milion], should be enough for all cases I suppose. Will be available in next update ;)
 
Something I noted yesteday:

If you use Steal, the synthax highlighter works, but the attack box doesn't appears:

steal {x} {y} {right} {down} {damage} {knockdown} {block} {noflash} {pausetime} {z}

  • An attack box which can hit bboxes.
  • Unless otherwise specified, this works exactly like an 'attack' command.
  • If this box hits a player or enemy, it will drain life from the target and give it to the attacker.
 
Something I noted yesteday:

If you use Steal, the synthax highlighter works, but the attack box doesn't appears:

steal {x} {y} {right} {down} {damage} {knockdown} {block} {noflash} {pausetime} {z}

  • An attack box which can hit bboxes.
  • Unless otherwise specified, this works exactly like an 'attack' command.
  • If this box hits a player or enemy, it will drain life from the target and give it to the attacker.
Yep it was not processed. Only "burn" and "shock" were. I just added "steal" support in the code.
 
I dont think backup thing works, all the files are the same one , so i cant bring what i just lost ... theres no undo which sucks A LOT... i mean a lot, it will take me another 30min to hour to bring back what my dumbass removed by mistake by confusin pain anim names.

Never been so disappointed with what i just did, i wish i knew undo is non existent once you save

This cant be actual backups, its just same most recent files over and over, whre are backups stored? i want to access them manually.


Please please dont erase undo history once we save, this is very wrong imo and i dont mean to blame it on the soft but erasing undo after save is very unusual and pointless and leads to problems like this, theres no upside of erasing undo history, like i wrote i dont care about undo history size, i can take it being 10gb if it means saving me hour that i just lost on custom script and binds that i have to redo now from 0 and it made me so angry, im on tight schedule today, simply cant allow situations like this .

So the only hope now is that backups actually show wrong files, cause i do hope that backups did not actually saved the same current file over and over to all those backup versions.
 
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I dont think backup thing works, all the files are the same one , so i cant bring what i just lost ...
I just checked, backups works, it's just the viewer that don't load them properly, I'll fix that. But your files should still be there ;)
 
What does OpenBOR engine do for that ? Assumes it's gif ? or tries to find a file with same name ? @DCurrent

It first looks for a match with .png, then with .gif, and if it finds either just loads them and goes on.

If not, it alerts you in the log the file is missing and shuts down.

FWIW, I've discovered the hard way that's a terrible practice for a lot of reasons. So while the engine does allow it, I would strongly advise against creators omitting extensions.

DC
 
FWIW, I've discovered the hard way that's a terrible practice for a lot of reasons. So while the engine does allow it, I would strongly advise against creators omitting extensions.
Thanks for the info. Yeah honestly I'm not sure if I should allow it in CMT. I don't think I will by default, but add an option to maybe. I don't know, I'll think about it, depends if it will make the whole loading process slower or not for everyone.
 
Thanks for the info. Yeah honestly I'm not sure if I should allow it in CMT. I don't think I will by default, but add an option to maybe. I don't know, I'll think about it, depends if it will make the whole loading process slower or not for everyone.

Good thinking. It's definitely something to discourage. It doesn't even work on anything but frames IIRC, so you wind up with a lot of inconsistencies (as just one of many problems).

If I were you, I wouldn't bother with them at all. Allowing no extensions was a horrible idea that I admit I supported at the time and wish I could take back.

DC
 
I just added "steal" support in the code.
Thanks!

I don't think I will by default, but add an option to maybe. I don't know, I'll think about it, depends if it will make the whole loading process slower or not for everyone.
I agree with that. Honestly I never understood why this exist in the engine, as it may make the load process a bit longer.
I understand it working like that for music (OGG and BOR), because they are very sporadic. But images are very frequent.

And not trying to rush you, but do you have plans of when you will add this? I am working with some complex stages and this would help me greatly
 
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as it may make the load process a bit longer.

It doesn't slow loading down at all if you have the extensions, and you'd be hard pressed to know the difference with them missing even in a large module. We're talking maybe a second or two for 1000 files.

It was still a stupid idea for other reasons though, and I'm the one to blame for it.

DC
 
So the only hope now is that backups actually show wrong files, cause i do hope that backups did not actually saved the same current file over and over to all those backup versions.
Pretty sure the backup system was working properly, all the issues were on the side of the backup viewer, that indeed did not load backups properly resulting in loading the same file or wrong file altogether. But you can now test the last update, normally the backup viewer should work and you should now be able to find an older revision with the content you deleted ;)

Please please dont erase undo history once we save, this is very wrong imo and i dont mean to blame it on the soft but erasing undo after save is very unusual and pointless and leads to problems like this, theres no upside of erasing undo history, like i wrote i dont care about undo history size, i can take it being 10gb if it means saving me hour that i just lost on custom script and binds that i have to redo now from 0 and it made me so angry, im on tight schedule today, simply cant allow situations like this .
Well there is certainly upsides to limit undo redo when the dev didn't make sure keeping the history under all conditions will not cause major problems haha, which I didn't yet. It is especially tricky in a software where the same file is shared among multiple editors (for example the content of a char file is shared among the main text editor, the text editor in animation tab, and in all the visual editor widgets). In such software, implementing an undo/redo that never stops and that doesn't cause any bug/inconsistency in any part is a LOT of work. It means adding a lot of micro-features basically everywhere. But I'll certainly look into it, in the meantime you have the backup system which works, and the backup viewer that now should access those backups properly.

Instead of fleshing out the "fined grained" undo redo feature (which as I mentioned is very hard to do) I could maybe add "backup undo", "backup redo" buttons in main text editor. Which would be a kind of "coarse grained" undo redo feature.
Those buttons would change the whole content of the editor by pulling the content of saved revisions of the file (in order of save time).

This is very easy to add, as it's just basically something that you can already do manually using the backup viewer.
 
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When i try to run openbor with the new run menu on top, then it says no paks, is it cause its opening openbor in some temp directory without paks ? i have one pak thats empty cause i use data folder , so how to make it work ?
 
When i try to run openbor with the new run menu on top, then it says no paks, is it cause its opening openbor in some temp directory without paks ? i have one pak thats empty cause i use data folder , so how to make it work ?
It's because it just launches the program without changing the working directory. I can add an option to set working directory of "run program" to same location as program.
 
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