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Messages - robskimeister

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1
The good and bad news I don't think there is an issue unless you click on the effect with the curve and then it should be obvious

This is also bad news because I now realise that will be a problem for me. Not you. I will need to code a forced upgrade soon or I will have problems in the future.

This only affects a handful of values where the value can be fractional.

There is no way to search the xml for these.

OK, I appreciate the info.  Hopefully you'll be able to get the code fixed without too much trouble.

Thanks again for looking into this issue.

2
Hey Keith,

Is there any easy way to search within the sequence XML files (my backups before conversion) and find only the effects that would have converted incorrectly?  What terms would I need to search for?

I'm asking because I've converted 2 songs and performed a considerable amount of sequencing in each of them since conversion.  So reconverting them and losing all that work really isn't an option. 

I'm hoping I can convert the backups after the issue is corrected, and copy/paste the corrected effects into my primary sequences.

I hope that made sense.

If not I'll just watch the preview & see if I spot anything odd.

Thanks again for all the hard work!

3
As best i can tell it only impacts curves where the value supports a decimal point. Fix will be in .28

Cool!  Hopefully that shouldn't affect too many of them.  Thank you!

4
For clarity these are the .23 versions before conversion ... right

Yes, before conversion loaded from my backups.  These were packaged in 2017.22.

5
Can you package your original .23 sequence for me ideally just with the effect that demonstrates the problem.

Thanks Keith!

Here are a few of the problematic effects in a packaged sequence file.

Just an FYI:  I've had issues with other effects as well, but I didn't think there was an issue at the time and didn't document which ones they were.  I figured I probably goofed up when I created them.  But I knew the effects I posted were wrong when I saw them since they were all so messed up.  So the issue is likely in other effects as well.

I was really hoping others would be having similar issues that would help determine the cause.  Surely I'm not the only one using value curves.

Thanks again for looking into this!  ;)


6
I recently upgraded from 2017.23 to 2017.27 and I'm seeing some issues with some of my effects that use value curves.  Has anyone else noticed any strange behavior with value curves after converting pre 2017.24 sequences to the newer versions?  You may want to take a closer look at your value curves to be sure.

I've included some screenshots of one of my "problem" effects showing the pre-2017.24 value curves, and the converted 2017.27 values.  They don't look to be equivalent.

Also, the effects visibly appear totally DIFFERENT in 2017.27 than earlier versions.  I'll post a video later if needed to show the difference.

I'm afraid there may be a glitch or bug in the conversion calculations.  If so, that means people who use value curves may have corrupt sequences if they're using 2017.24 or later and may want to hold off on sequencing in the newer versions.

I can file a ticket for this issue on Github if needed, but I figured that I'd see if any others have noticed this before doing so, in case I'm doing something wrong.

Please let me know if any files or other information are needed.

Thanks again to all the developers who make xLights possible!   ;)


7
I think this might be related. I noticed start channels that were off on my Matrix and mega tree so I went in to correct them then save, now when I open xlights it gives me an error saying It can't open my RGB effects file

Hmmm... Could be.  I thought about changing my channels back, but when I looked in the rgbeffects file to see what was actually stored, the values were correct.  So I didn't bother changing them.

Hopefully you have a good backup of your file in your backup folder.

Also, the developers might want to see the corrupt file to help debug what's happening.

8
Hi!  I'd like to report a bug I found in 2017.16 64-bit for Windows.

I've verified that something changed between 2017.15 and 2017.16 because my channels show up correctly in the layout of 2017.15, but they're incorrect in 2017.16.  Please see the attached pic.

The channels ARE correct in the xlights_rgbeffects.xml file, but in the xLights layout interface they are NOT correct.   So something in the program logic seems to be interpreting the model data incorrectly.

FYI:  When I set up my pixel tree awhile back I skipped channels/outputs between strands and then ended up inserting other models between them.  I was still learning back then & now realize this wasn't the best way to set it up, but nevertheless that's the way it is and it was working fine as of 2017.15.

Here's my pixel tree model from my xlights_rgbeffects.xml file:
Code: [Select]
<model name="Pixel Tree" Advanced="1" String1="7417" String2="8017" String3="9817" String4="10117" String5="11017" String6="11317" String7="12217" String8="12517" DisplayAs="Tree 180" StringType="RGB Nodes" parm1="8" parm2="100" parm3="2" StartSide="B" Dir="L" PixelSize="2" Transparency="0" ModelBrightness="0" Antialias="1" LayoutGroup="Default" Description="50px/strand; 16 strands; 800px total" offsetXpct="0.2148" offsetYpct="0.1881" PreviewScaleX="0.1160" PreviewScaleY="0.2930" PreviewRotation="0" versionNumber="1" StartChannel="7417"/>
The incorrect channels are reflected while playing sequences; I have all sorts of random patterns & colors from other models showing up on the pixel tree.

Please let me know if you need my entire xlights_rgbeffects.xml file or any additional information.

Thanks!




10
If you use the Effect Assist and drop a Morph effect you should be able to see the size of the buffer because it will display the render grid.

Thanks for that info... forgot about that grid layout.

I tried the morph.  I immediately noticed the render grid had 8 vertical blocks on the submodels instead of 7.  So it seems there's definitely something being calculated incorrectly.


11
Its not a problem with the Marquee effect.   I just draw starting on the outside edges of whatever buffer is fed into the effect.  It sounds like the subbuffer being created is slightly larger than where the visible pixels reside.

Yes, that's what it sounds like is happening.  Hopefully it's an easy fix.

BTW just downloaded 2017.16 and bug is still there.

12
Hi!  I've encountered an issue where the marquee effect is being cut off on icicle submodels (using 2017.15 64-bit).   I looked to see if this has been posted anywhere but I couldn't find anything. 

This may occur on other effects and submodel types, but this is the only time I've noticed it.

I included an example setup/sequence of this, but it can also be easily duplicated.  Here's how to duplicate:

Create a new ICICLES model with 70 nodes.  Drop pattern:  7,0. 

On the Submodels dialog choose Generate, Horizontal Subbuffer, and a count of 3.  This creates 3 submodels.

Now create a new sequence and place a marquee effect on each of the 3 submodels. 

In the LEFT submodel the top row of the marquee effect is missing, however all 7 of the pixels for each drop are shown in the model preview window.  So that means all the pixels are being displayed properly, but part of the effect is missing.

In the CENTER and RIGHT submodels the right side of the effect is also being cut off.

FYI:  If you reduce the ScaleX and ScaleY values on the Position tab of the marquee effect, the missing parts of the effect appear.  Hopefully that info may help squash this bug!   ;D

Please let me know if there's any additional information that may help!   Thanks!  ;)



13
I think we're good now regarding those files you've uploaded Robski...  ok to delete?

Yes they can be deleted.

14
Quote
If you want to know who's taking up the most space on the forum...  :P

Busted!   :-[


 



15
Right now, we have a ton of extra OpenGL logging enabled to try and get some more information  about any problems that are popping up.  If you everything is working fine, you can edit the xlights.windows.properties file (using Notepad is fine) and change the og4cpp.category.log_opengl=DEBUG line to be INFO instead.  That should fix the performance issue, but then we won't have as much information if something isn't working.

Thanks, Dan!  This seems to have fixed the performance issue.   :)

That leaves me wondering why there was a performance issue in the first place.  An I7 CPU should be able to write to a log file & play a sequence easily.  It must be writing a LOT to almost bring the CPU to a halt.  Should I be concerned?

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