I'll probably have lots of questions occur to me hence the vague thread title.
Can I query if a deck exists? I'm thinking invisible decks.
Can I query if a deck exists? I'm thinking invisible decks.
Posted Mon 27 Apr 15 @ 9:32 pm
The 'loaded' action is probably the closest you can get.
Posted Tue 28 Apr 15 @ 1:29 am
Probably your question is related to a Plugin you re working on (since its posted here), so bare with me as i have no clue on these matters, but in theory soemthing like this could work too ??
param_bigger get_decks get_deck ?
param_bigger get_decks get_deck ?
Posted Tue 28 Apr 15 @ 3:30 am
thanks to both, before posting I opted for querying play as if was playing it exists and if it wasn't, loading to it (to create it) wouldn't be heard.
Question 2 I have a plugin that works here, but the few people whom I've sent it as a "whitelabel" tell me it doesn't work, I've tried DLing the copy I sent out and it works fine for me.
Windows 7 32bit VSE 2013, what could be wrong?
Question 2 I have a plugin that works here, but the few people whom I've sent it as a "whitelabel" tell me it doesn't work, I've tried DLing the copy I sent out and it works fine for me.
Windows 7 32bit VSE 2013, what could be wrong?
Posted Tue 28 Apr 15 @ 9:19 am
Could it be that those users don't have the C++ VSE 2013 redistribute package?
Posted Tue 28 Apr 15 @ 2:39 pm
Most likely yes.
You need to instruct them install VC++ 2013 redist
You need to instruct them install VC++ 2013 redist
Posted Tue 28 Apr 15 @ 3:18 pm
Thanks for that, I'm learning these lessons the hard way but the information is sticking far better than it did with disconnected "Hello World" tutorials .
Just so I know, if a plugin I submit doesn't pass muster do I get any feedback?
Just so I know, if a plugin I submit doesn't pass muster do I get any feedback?
Posted Tue 28 Apr 15 @ 4:32 pm
It also depends on the Windows SDK version you use but mainly to the version of Visual C++.
Posted Tue 28 Apr 15 @ 7:25 pm
If you are using Visual C++, the preferred way to fix this would be to go to Project Properties -> C/C++ -> Code Generation.
There the 'Runtime Library' should be Multi-Threaded for release builds and Multi-Threaded Debug for debug builds.
The default is Multi-Threaded DLL and Mulit-Threaded Debug DLL, but this indeed means that the end user needs these DLL's.
With the first option, all the code is built into your plugin and the end user doesn't need to install any additional files.
There the 'Runtime Library' should be Multi-Threaded for release builds and Multi-Threaded Debug for debug builds.
The default is Multi-Threaded DLL and Mulit-Threaded Debug DLL, but this indeed means that the end user needs these DLL's.
With the first option, all the code is built into your plugin and the end user doesn't need to install any additional files.
Posted Wed 29 Apr 15 @ 12:54 am
Superb, thanks very much.
Actually problem, error d8016 '/clr' and '/mt command line operations are incompatible.
Actually problem, error d8016 '/clr' and '/mt command line operations are incompatible.
Posted Wed 29 Apr 15 @ 12:59 am
locodog wrote :
Could it be that those users don't have the C++ VSE 2013 redistribute package?
Nope, that was not the error.
I reinstalled the packages but the plugin didn't load.
Must have been a wrong DL. Works with the latest.
Posted Wed 29 Apr 15 @ 4:56 am
locodog wrote :
Superb, thanks very much.
Actually problem, error d8016 '/clr' and '/mt command line operations are incompatible.
Actually problem, error d8016 '/clr' and '/mt command line operations are incompatible.
CLR stands for Common Language Runtime, unless you want to use .NET features in your program, you don't need that either.
You can set project properties -> General -> Common Language Runtime support to "No"
Posted Wed 29 Apr 15 @ 5:57 am
Thanks again, unfortunately it appears the plugin framework I have uses at least some .Net, why I don't know, I don't really know what I'm doing other than VDJ script with better maths and objects. (It's still pretty enjoyable)
I'll have a pm with my source.
I'll have a pm with my source.
Posted Wed 29 Apr 15 @ 11:07 am
the get_beatgrid command
before the set_firstbeat, I'd get a negative value = to the distance from the firstbeat e.g. -12.043, but after the first beat I'd get a between 0.999 to -0.999,
Is that expected behaviour?
before the set_firstbeat, I'd get a negative value = to the distance from the firstbeat e.g. -12.043, but after the first beat I'd get a between 0.999 to -0.999,
Is that expected behaviour?
Posted Tue 05 May 15 @ 8:57 am
Thats how it's coded, but I'm not sure it's what I would expect.
Posted Tue 05 May 15 @ 11:16 am
Looks like it's completely wrong at the moment compared to the description :p
Posted Wed 06 May 15 @ 12:51 am
It sheds some light on why VSTs like Glitch2 don't work until you've crossed the set first beat.
I've got a hunch get_beatgid = get_beatpos with the whole numbers removed, by something like > 1 ? -1,
Somebody forgot beatpos could be < -1,
I've got a hunch get_beatgid = get_beatpos with the whole numbers removed, by something like > 1 ? -1,
Somebody forgot beatpos could be < -1,
Posted Wed 06 May 15 @ 6:34 am
VST's don't know about VDJ script, so they couldn't have used get_beatgrid though :p
It is indeed true that the beatgrid position that VST's get currently could indeed get negative, and perhaps not all vst's handle negative values correctly.
(It doesn't seem explicit in the vst documentation that this value should be positive or not)
It is indeed true that the beatgrid position that VST's get currently could indeed get negative, and perhaps not all vst's handle negative values correctly.
(It doesn't seem explicit in the vst documentation that this value should be positive or not)
Posted Wed 06 May 15 @ 7:50 am
Adion wrote :
...that VST's get currently could indeed get negative...
The addition of that word I like. XD
Posted Wed 06 May 15 @ 9:15 am
Who is on plugin review duty? I've 2 that have been sat waiting review for two weeks now, if they don't pass muster I can handle it, I'll only cry a bit.
Posted Fri 15 May 15 @ 6:30 am