Chronocrash Modders Tools

Chronocrash Modders Tools 0.7.12 (Windows only)

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Some experimental new stuff in this one :

COLORED PROJECTS

- Added new "colored projects" feature that will greatly help when editing multiple projects at the same time

- As a consequence, when first loading existing projects with this new version of CMT, the app will ask you to set a name, background color and font color for this project. You can edit those properties later in project selector, by right clicking on a project.

- A new bar as been added above the library/file selector panel (top left). It shows the current project.
- At the right of this project bar, there is a button to load another project in parallel
- When opening files, the "recent files" bar (just above the main editor area, at the center) will use projects colors, which will make it clear to identify which project each file belongs to. Especially useful when you have a lot of files with same name in different projects.
- In the main file/library panel (left panel), you can filter which project files you want to see by clicking on the desired project. It will both filter the library and the opened files.
- Also, when a project filter is "toggled", searching for a file will combine the project filter and the search filter. So with this you can have a veryyyyy large session of opened files and still be able to very quickly find the file you want. It's magical when you get used to it.
- With the underlying changes, you should be able to edit entity and levels of different projects, provided those projects have been loaded.

- As always, probably some bugs with this new feature as it has not been tested properly. But I think at least your files should be pretty safe.


COLORED PROJECTS

Compare tool, accessible from Tools (in menu bar). It's fully customizable and need to be setup to work properly. It requires an external program to do the comparison. For example in Linux I use "meld" or "kompare".

While this compare tool work on its own, I also integrated it in file selector and multi-project feature : when two or more projects are open, you can right click on a file and click on one button to compare this file to the matching file in other project. Great when you use one old game as a reference for a new one.


Other changes :


- Main side panel will now save/restore its size when the user resizes it
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Reactions: Kratus
Exact same build with a minor tweak to "frame and ticks counter" computation to accommodate for animations that have multiple identical frames. @O Ilusionista
Mugen char converter : adjusted the extractor to ignore missing parameters @maxman
Level Editor :
- Entities Z order (which entity is displayed in front/behind of which) was based on spawn order, now it's based on Z coords as it should @dantedevil
Level Editor

- script to change animation property will now properly work for animation with delay -1000

Entity

- When an explicit offset only has "x" set and "y" missing, "y" will be set to 0

@dantedevil
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Reactions: dantedevil
- Level Editor : by fixing an offset bug in last update, another (and bigger) offset bug was introduced. It should be fixed now.

- Level Editor : animations IDs ("ANI_follow1", ...) in script parser are now case-insensitive, to match OpenBOR engine (I still advise users to keep a consistent case across the board to avoid issues ; for example try not to write "ANI_FOLLOW1" in scripts if you have "anim follow1" in your model ).
- Re-enabled script processing in Level Editor (now spawn animations should be changed properly according to perform attack / change animation commands). There is also a new option to disable it manually, in case it causes issues @dantedevil

- Also there are some minor fixes and updates in this version that were done months ago and never ended up in a release. Refer to last requests on the main thread.

- The "sticky files" feature (upper right corner) has also been reworked since last release
Fixed bug when having multiple platforms in same entity animation @maxman
- Fixed dependency bug for "E" key in animation editor

- Added first version of undo/redo buttons in animation editor. WARNING : I wouldn't rely on this at this stage, it's an early draft that I plugged in very fast. From my testings, it should work alright if you want to go back to state "n-1" (single undo) or state "n+1" (single redo after undo). Going back and forth more than that seems to be unreliable at this stage.

@bWWd
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