intensity bug

We ran into the following bug, using a roadhog4 with 3.3.1 and just one internal dmx-output:

-chooser 10, channel 1 @40 in cue 1 and only this one is active
-chooser 10, cue 2 has only a comment macro 'FM2/50t20:GM2', which activates cue1 on chooser 2, this chooser has a priority of 10, the content of cue 1 is channel 1 @20 (so output is 10, because of fader is set to 50%); cue 2 (on chooser 2) is a follow, content is channel 1@full (so output is 50); cue 1 is a follow again, and so on.
-chooser 10, cue 3 has again only a comment macro 'RL2t20' (which was actually running on chooser 2)

When this third cue has a go, i would presume channel 1 should go in 20s. to 40%, from where ever the intensity was in the sequence . What happened was that channel 1 went to 100% in 0s. and after this the intensity decreased in 20s. to 40%. It seems to me that the fader-level is put to full in 0s.

with regards,
sander

Comments

  • ejberendsenejberendsen Registered User, Hog Beta
    I have seen this happening also in version 3.3.1. It looks like that the fader value gets ignored during a release commando. It also happens without the comment macro's (release with the release button)
  • cmuenchowcmuenchow Registered User, Administrator, HES Staff
    edited March 2016
    Hi Sanders. Indeed this is broke and is regressive in v3.3.1 but was the lesser of two evils we had to choose from in this case. From a code prespective this is what was required in order to fix some of the other major issues regarding intensity. What you will find in v3.3.1 is that the release and play-side fading of "scaled" masters ignores the fader level and crossfades from the "unscaled" level of that master. We all, without a doubt, agree this is wrong and appologize that we couldn't get this completely sorted out in v3.3.1 but we felt the trade-off given our timeline was a reasonable one. I promise our developers are still looking at this and hopefully we will have a more comprehensive solution for scaled master playback soon.
  • sandersander Registered User
    that is good to hear and fair enough; we worked around and we see what we wanted to see...
  • MLorenzMLorenz Registered User, Hog Beta
    Hey Sander,
    how did you work around it? ;)
  • sandersander Registered User
    to simple, and there was enough time...
    we made a new cuelist with fader @full and the intensities of all channels at 'reduced' level (intensity touch).
    luckily it was a small cuelist and there were no different faderlevels.
    sorry, no rocketscience
  • jxgriffijxgriffi Registered User, DL Beta, Hog Beta
    Hi Sanders. Indeed this is broke and is regressive in v3.3.1 but was the lesser of two evils we had to choose from in this case. From a code prespective this is what was required in order to fix some of the other major issues regarding intensity. What you will find in v3.3.1 is that the release and play-side fading of "scaled" masters ignores the fader level and crossfades from the "unscaled" level of that master. We all, without a doubt, agree this is wrong and appologize that we couldn't get this completely sorted out in v3.3.1 but we felt the trade-off given our timeline was a reasonable one. I promise our developers are still looking at this and hopefully we will have a more comprehensive solution for scaled master playback soon.
    Chris, does this include IPCB faders??

    I like to build a "VIDEO" fader and use IPCB. This cuelies takes everything to 0 and fades the house LEDs to Blue. Set it as a IPCB in order to fade it in and out. However, I'm finding in 3.3.1 that if certain lekos are out (but active in another cue), they still pop up FULL before fading down.

    Thoughts?
  • RobbertBessemsRobbertBessems Registered User
    Another intensity issue I experienced in 3.3.1:
    When I have desk channels dimmed on a HTP list in my template page and I switch pages, some channels dip to 0 for a fraction of a second. I made a video of the dmx output view, but I can't attach it here.
  • srautanesrautane Registered User, Hog Beta
    Robbert,

    It's a know bug which will be fixed in the next release.
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