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01-02-2018, 03:55 PM
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#1
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Human being with feelings
Join Date: Apr 2016
Location: ASU`ogacihC
Posts: 3,913
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v5.71pre5 - January 2 2018
v5.71pre5 - January 2 2018
# FX: avoid possible deadlock on preset load
# FX: fix rendering-related hang [p=1933560]
# Grid: move/reword option to use odd/even track colors to divide arrange view by measures
# Grid: support dividing vertically when using frame grid
# Grid: when dividing vertically by measures and the ruler is in measures.beats, generally follow ruler markings
# Grid: when dividing vertically by measures, respect custom project measure start
Full changelog - Latest pre-releases
Last edited by schwa; 01-02-2018 at 07:39 PM.
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01-02-2018, 04:01 PM
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#2
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Human being with feelings
Join Date: Jun 2009
Location: Croatia
Posts: 24,790
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OK, the grid vertical division is perfect now. HOWEVER, something changed with how grid markings are displayed (in measures.beats minimal). Here's same zoom level in pre5 vs pre4a:
pre5:
pre4a:
Please fix this!
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01-02-2018, 04:06 PM
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#3
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Administrator
Join Date: Mar 2007
Location: NY
Posts: 15,750
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Quote:
Originally Posted by EvilDragon
something changed with how grid markings are displayed.
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Previously when the ruler was displaying beats, labels would be drawn every 70 pixels or so. That seemed too dense for the vertical shading when zoomed out, so we increased the label tolerance to about 90 pixels.
If you want the labels to be drawn more frequently, I think they need to be decoupled from the vertical shading -- in other words, revert back to how it was in pre4.
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01-02-2018, 04:10 PM
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#4
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Human being with feelings
Join Date: Jun 2009
Location: Croatia
Posts: 24,790
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I don't think it's too dense for vertical shading the way it used to be.
It's just missing stuff that was plainly visible now. Should still be fine with vertical shading on every bar even with this zoom level:
(pre4a)
(same level in pre5)
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01-02-2018, 04:14 PM
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#5
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Human being with feelings
Join Date: Jun 2009
Location: Croatia
Posts: 24,790
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For instance, this doesn't look bad to me, at all:
Why not have it like that as the minimum label/shading tolerance?
In this pre, even with vertical shading option disabled, it still affects how often the beat labels are displayed (which is now too rare, there's no way to see that zoom level from pre4 in post #4 now, which is kinda not cool )
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01-02-2018, 04:18 PM
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#6
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Human being with feelings
Join Date: Jun 2009
Location: Croatia
Posts: 24,790
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Also for comparison, here's FL Studio. Vertical shading difference is even less than 70 px here (I counted: 34-35 px!):
https://www.myloops.net/wp-content/u...o-template.jpg
Doesn't look bad, at all. So, can we please try keeping beat labels as they were in pre4, and vertical shading following them, for pre6? I'll send flat foods!
Last edited by EvilDragon; 01-02-2018 at 04:23 PM.
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01-02-2018, 04:35 PM
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#7
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Human being with feelings
Join Date: Dec 2012
Posts: 13,333
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Devs, would it be possible to have something like this? Optionally of course.
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01-02-2018, 04:39 PM
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#8
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Human being with feelings
Join Date: Dec 2008
Posts: 2,111
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Is there an option to keep grid vertical division fixed to 4 bars, like in FL studio?
Zoom dependent division can be a bit distracting. It can create a false impression that items are moving when zooming.
Quote:
Originally Posted by schwa
If you want the labels to be drawn more frequently, I think they need to be decoupled from the vertical shading -- in other words, revert back to how it was in pre4.
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Yes, please.
jnif
Last edited by jnif; 01-02-2018 at 04:48 PM.
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01-02-2018, 05:00 PM
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#9
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Banned
Join Date: Feb 2014
Location: Moscow, Russia
Posts: 554
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Quote:
Originally Posted by jnif
Zoom dependent division can be a bit distracting. It can create a false impression that items are moving when zooming.
jnif
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This is exactly the effect that I'm experiencing right now.
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01-02-2018, 05:05 PM
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#10
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Human being with feelings
Join Date: Mar 2010
Posts: 84
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Quote:
Originally Posted by EvilDragon
For instance, this doesn't look bad to me, at all:
Why not have it like that as the minimum label/shading tolerance?
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I agree, this way is much more uniform.
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01-02-2018, 05:33 PM
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#11
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Human being with feelings
Join Date: Oct 2011
Posts: 2,924
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Quote:
Originally Posted by naythinjuromeh
I agree, this way is much more uniform.
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But unlogical. I prefer this because more logical :
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01-02-2018, 05:41 PM
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#12
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Human being with feelings
Join Date: Dec 2012
Posts: 13,333
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Quote:
Originally Posted by ovnis
But unlogical. I prefer this because more logical :
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He/she writes about ruler, not grid.
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01-02-2018, 05:44 PM
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#13
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Human being with feelings
Join Date: Mar 2017
Posts: 132
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Quote:
Originally Posted by ovnis
But unlogical. I prefer this because more logical :
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Perhaps this is an option. Or have it as is and add an option to highlight the tcp lane that is selected
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01-02-2018, 05:58 PM
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#14
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Human being with feelings
Join Date: Sep 2016
Location: Toronto
Posts: 744
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I actually liked the "adaptive" zoom dependent shading on pre4. I'd love to have that as an option and even extend it down to quarter notes
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01-02-2018, 07:36 PM
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#15
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Human being with feelings
Join Date: Dec 2013
Location: Melbourne, Australia
Posts: 96
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First of the 5.71 pres where I can load the current project I am working on without crashing so looks like FX/PDC heading in the right direction so will keep working on with this pre and see how I go
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01-02-2018, 07:45 PM
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#16
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Human being with feelings
Join Date: Jan 2016
Location: Los Angeles, CA
Posts: 3,117
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Quote:
Originally Posted by theFRXST
Perhaps this is an option. Or have it as is and add an option to highlight the tcp lane that is selected
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This is SO important! 1000% agree.
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01-02-2018, 10:24 PM
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#17
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Human being with feelings
Join Date: Dec 2017
Location: Sunny Siberian Islands
Posts: 957
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Quote:
Originally Posted by theFRXST
Perhaps this is an option. Or have it as is and add an option to highlight the tcp lane that is selected
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Looks great!
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01-02-2018, 11:57 PM
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#18
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Human being with feelings
Join Date: May 2010
Location: Earth
Posts: 1,883
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Render to file deadlock still not fixed on Windows
Render to file deadlock still not fixed on Windows side. Still have to kill Reaper via Taskbar.
Some smaller only vsti project now render empty with a single huge spike at the start:
Regards J
__________________
Win11, R 64bit
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01-03-2018, 01:57 AM
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#19
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Human being with feelings
Join Date: Oct 2017
Location: Black Forest
Posts: 5,054
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Quote:
Originally Posted by theFRXST
Perhaps this is an option. Or have it as is and add an option to highlight the tcp lane that is selected
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Brilliant, love it!
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01-03-2018, 03:27 AM
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#20
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Human being with feelings
Join Date: Jul 2012
Location: Netherlands
Posts: 5,247
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Quote:
Originally Posted by Janne83
Render to file deadlock still not fixed on Windows side. Still have to kill Reaper via Taskbar.
Some smaller only vsti project now render empty with a single huge spike at the start:
Regards J
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Same here:
Still a total hang of Reaper when doing a Render to Disk.
Reverted again back to the official v5.70 which doesn't have this issue for me.
OSX 10.13.2
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01-03-2018, 04:11 AM
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#21
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Administrator
Join Date: Mar 2007
Location: NY
Posts: 15,750
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Quote:
Originally Posted by Janne83
Render to file deadlock still not fixed on Windows side. Still have to kill Reaper via Taskbar.
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What plugins are involved?
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01-03-2018, 04:19 AM
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#22
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Human being with feelings
Join Date: Jul 2012
Location: Netherlands
Posts: 5,247
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In my case, these plugins are used in a Reaper Project which leads to a hang of Reaper during Render to Disk:
https://i.imgur.com/RY9SUon.jpg
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01-03-2018, 04:24 AM
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#23
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Human being with feelings
Join Date: May 2010
Location: Earth
Posts: 1,883
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Ive tried to reproduce the issue where i get the spike in render with several differen vsts and vsti:
u-he Hive VST2 latest version
AIR Instruments VST2
HAlion sonicSe3 vst2
Native Instruments stuff
and other
Vst3 renders normally in most cases
Also sample based stuff normally.
The total dealock happens with heavier projects 100-150 tracks mixed with native Reaper vst, fabfilter,eventide, native intruments,u-he.here is the list:
hope this helps
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Last edited by Janne83; 01-03-2018 at 04:30 AM.
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01-03-2018, 05:10 AM
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#24
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Administrator
Join Date: Mar 2007
Location: NY
Posts: 15,750
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I've tried with a few of these plugins and am unable to reproduce the problem. Could you post your reaper.ini file please, or email to support at cockos? Best of all would be a small .RPP that demonstrates the problem, as well.
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01-03-2018, 05:26 AM
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#25
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Human being with feelings
Join Date: May 2010
Location: Earth
Posts: 1,883
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Quote:
Originally Posted by schwa
I've tried with a few of these plugins and am unable to reproduce the problem. Could you post your reaper.ini file please, or email to support at cockos? Best of all would be a small .RPP that demonstrates the problem, as well.
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Sent to your support email. regards J
Additional info VST2 causes glitches reproducible even with your internal ReaSynth. This is on win10 fall creators update 64bit
__________________
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Last edited by Janne83; 01-03-2018 at 05:35 AM.
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01-03-2018, 06:17 AM
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#26
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Administrator
Join Date: Mar 2007
Location: NY
Posts: 15,750
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Quote:
Originally Posted by Janne83
Sent to your support email
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Thank you, that was very helpful! At least some set of these problems is fixed for the next build.
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01-03-2018, 06:34 AM
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#27
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Human being with feelings
Join Date: May 2010
Location: Earth
Posts: 1,883
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Quote:
Originally Posted by schwa
Thank you, that was very helpful! At least some set of these problems is fixed for the next build.
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Thanks to you. Regards J
__________________
Win11, R 64bit
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01-03-2018, 07:53 AM
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#28
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Human being with feelings
Join Date: Jun 2007
Location: Terra incognita
Posts: 7,670
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Quote:
Originally Posted by Edgemeal
# FX: avoid possible deadlock on preset load
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Reaper crash when changing Fathom Synth presets doesn't happen anymore here. Thanks.
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01-03-2018, 09:14 AM
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#29
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Human being with feelings
Join Date: Jul 2016
Location: Los Angeles, CA
Posts: 1,701
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Quote:
Originally Posted by theFRXST
Perhaps this is an option. Or have it as is and add an option to highlight the tcp lane that is selected
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Really like this as well.
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01-03-2018, 01:46 PM
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#30
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Human being with feelings
Join Date: Apr 2015
Location: Arcachon, France
Posts: 434
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Quote:
Originally Posted by EvilDragon
Also for comparison, here's FL Studio. Vertical shading difference is even less than 70 px here (I counted: 34-35 px!):
https://www.myloops.net/wp-content/u...o-template.jpg
Doesn't look bad, at all. So, can we please try keeping beat labels as they were in pre4, and vertical shading following them, for pre6? I'll send flat foods!
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When I saw the EvilDragon appeasement fix in the pre6 list, I had to track it down.
No need to +1/agree with him now!
Today's vertical version of what I used a LOT of in days gone by.
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