Chronocrash Modders Tools

ChronoCrash Modders Tools 0.7.8

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Hey Buddy, when you have time, can you please check on this?
I am not sure if I am doing something wrong,
but for some reasons, it did not add the position x x x to the char text file as

O Ilusionista

showed in his video when I clicked on the + symbol under Bindings feature.
Yes, I have already asked him for guiding in another post, but no reply so far.
I do not think he will ever reply :-(
so I go ahead and ask question here instead...

Do I need to do add anything to the script file?

Please see the attachment.
Thank you so much.
 

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Hey Buddy, when you have time, can you please check on this?
I am not sure if I am doing something wrong,
but for some reasons, it did not add the position x x x to the char text file as

O Ilusionista

showed in his video when I clicked on the + symbol under Bindings feature.
Yes, I have already asked him for guiding in another post, but no reply so far.
I do not think he will ever reply :-(
so I go ahead and ask question here instead...

Do I need to do add anything to the script file?

Please see the attachment.
Thank you so much.

You propably missed something in the guide because the "mask" text input at the bottom of the panel is not supposed to be empty. It's the text entered here that is used to generate the text that will be put in the animation text ;)
 
You propably missed something in the guide because the "mask" text input at the bottom of the panel is not supposed to be empty. It's the text entered here that is used to generate the text that will be put in the animation text ;)
oh you were right!... I did not know that I had to set it up first before I can use it, or know there was already a guide for this setup.
O Illisionista's video also didn't mention it.
I just took a look at the CCMT again, and there was a guide under the help menu.
I followed it, but it failed the first time. I restarted the CCMT ,and now it is working!
Thank you so much for bringing this up my friend.
 
Hello Piccolo buddy,
I am on the latest version 0.7.8.
When you have a chance, can you please take a look at this?

I am creating a long level which I am still working on it.
The problem is that when I zoom out, I can see the whole level,
but when I zoom in further, I can only see the maybe 70-80% of the level.
Somehow the last section of the level is not visible when I zoom in.

Please see the attachments for details, thank you so much
 

Attachments

  • Zoom Out.PNG
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  • Zoom In.PNG
    Zoom In.PNG
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Hello Piccolo buddy,
I am on the latest version 0.7.8.
When you have a chance, can you please take a look at this?

I am creating a long level which I am still working on it.
The problem is that when I zoom out, I can see the whole level,
but when I zoom in further, I can only see the maybe 70-80% of the level.
Somehow the last section of the level is not visible when I zoom in.

Please see the attachments for details, thank you so much
Hello Bruce, I'll look into it but my guess is level width is defined by backgrounds width as it seems it's only the right portion of your level (the one with just panel and no background) that is missing when zooming in.
 
Hello! Can someone help me? I can't use Chronocrash Modders Tools. Every time I try to load my mod, this message appears. Am I using it wrong? What is the right way to use it?
 

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@Piccolo Buddy,
I know you taught me how to add new expressions to Syntax Highlight, but I can't remember which file I should change. It's in Themes, right?

Because I have a suggestion: add the term "at" as a reserved term, so it's in a different color (purple, for example). When you have long stages with many spawns, it's difficult to check all the spawns manually.
 
@Piccolo Buddy,
I know you taught me how to add new expressions to Syntax Highlight, but I can't remember which file I should change. It's in Themes, right?

Because I have a suggestion: add the term "at" as a reserved term, so it's in a different color (purple, for example). When you have long stages with many spawns, it's difficult to check all the spawns manually.
Hey, you can refer to the referenced posts at the bottom (edited them to be at the bottom because will be clearer for you with the embeds)

The core of what you want is in the second post. I didn't check if it works but here's an adaptation of these posts :

Open this file
Code:
qutepart/syntax/data/xml/entity-dark.xml

Then line 259 you'll have this line :

Code:
<itemData name="Comment"    defStyleNum="dsComment"/>


Below that line, add this line :
Code:
<itemData name="Level At"  color="#6EEE9B"    defStyleNum="dsComment"/>

You can of course change "#6EEE9B" to any hex color you want.

Then, go at the top of the file. Find this line in <contexts> :
Code:
<DetectChar attribute="Comment" char="#" context="Hash comment"/>

And above it, add this line :
Code:
<StringDetect attribute="Level At" context="Level At Context" String="at " insensitive="true" />

Finally locate this group of text :
Code:
 <context name="Hash comment" attribute="Comment" lineEndContext="#pop">
        <LineContinue attribute="Comment" context="#stay"/>
        <IncludeRules context="##Alerts" />
      </context>

And below it, add this group of text :

Code:
 <context name="Level At Context" attribute="Level At" lineEndContext="#pop">
        <LineContinue attribute="Level At" context="#stay"/>
      </context>

If you just want the word "at" and not the full line to be colored, just remove the middle line in the last block ("<LineContinue attribute="Level At" context="#stay"/>")


References :

 
Hello! Can someone help me? I can't use Chronocrash Modders Tools. Every time I try to load my mod, this message appears. Am I using it wrong? What is the right way to use it?
Hello, I didn't see your post until now, this is definitely a bug but I wonder why it's caused, I'll investigate.

EDIT : Hum I guess you tried to open a file without having any project set up ? You need to register a project first, as mentioned on the home screen. You need to click on the "Add" button below "Select a game project or register a new one"
 
Hey @Piccolo. I started to open my project which I hadn't been working on for a while. It was okay before until I encounter this. I can use it in other projects, but not SF. I don't understand what happened to it.

Code:
Traceback (most recent call last):
  File "gui\project\__init__.py", line 302, in projectClicked
  File "configparser.py", line 697, in read
  File "configparser.py", line 1093, in _read
configparser.DuplicateOptionError: While reading from 'C:/Users/toshiba/Desktop/BACKUP_2019/Desktop/StreetFighter_OpenBOR/Data\\cmt-settings.ini' [line 61]: option 'last_opponent_model_street fighter' in section 'entity' already exists

I left the attachment after I looked through line 61 and spotted the name "1vs1" entity inside cmt-settings.ini.
 

Attachments

Hey @Piccolo. I started to open my project which I hadn't been working on for a while. It was okay before until I encounter this. I can use it in other projects, but not SF. I don't understand what happened to it.

Code:
Traceback (most recent call last):
  File "gui\project\__init__.py", line 302, in projectClicked
  File "configparser.py", line 697, in read
  File "configparser.py", line 1093, in _read
configparser.DuplicateOptionError: While reading from 'C:/Users/toshiba/Desktop/BACKUP_2019/Desktop/StreetFighter_OpenBOR/Data\\cmt-settings.ini' [line 61]: option 'last_opponent_model_street fighter' in section 'entity' already exists

I left the attachment after I looked through line 61 and spotted the name "1vs1" entity inside cmt-settings.ini.
There error seems to indicate there is somehow two entries with the key "last_opponent_model_street fighter" in cmt-settings.ini

Delete one manually and you should be good
 
@Piccolo I have a bug to report:
when you are working on a level, in visual mode (level tab), if you start to right click and delete things...it mess the spawn order of the level completly.
Nothing is wrong visualy, but once you jump to text mode and jump back to visual, either things are missing or the tool can't even render the stage properly anymore.
 
@Piccolo Buddy, I having a bug while working with this tool live, lol

I can open the entity in OpenBOR stats normally, it runs on the engine normally.

CMT identifies it but once I tried to jump to the animation tab, it shows me this:

Traceback (most recent call last):
File "gui\main\__init__.py", line 623, in <lambda>
File "gui\main\__init__.py", line 462, in setView
File "gui\entity\__init__.py", line 915, in loadLines
File "gui\entity\__init__.py", line 780, in loadAnim
File "gui\entity\__init__.py", line 1781, in rebuildText
File "gui\entity\__init__.py", line 179, in __getitem__
IndexError: list index out of range
Any clue?
 

Attachments

@Piccolo Buddy, I having a bug while working with this tool live, lol

I can open the entity in OpenBOR stats normally, it runs on the engine normally.

CMT identifies it but once I tried to jump to the animation tab, it shows me this:


Any clue?
You have a lot of animations without any frame in this entity (jump, special, run, runattack...) . Probably this
 
You have a lot of animations without any frame in this entity (jump, special, run, runattack...) . Probably this
Yes new I remember - none of my alternate models on the avengers game works on CMT and they have animations with no frames.

But that is not an error - this is what you do when working on alternate models and you don't want the weapon to copy animations from the original model
 
Yes new I remember - none of my alternate models on the avengers game works on CMT and they have animations with no frames.

But that is not an error - this is what you do when working on alternate models and you don't want the weapon to copy animations from the original model
Ok weird I didn't know that, I'll fix it in next release then
 
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