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Thread: Skull Sequencer AddIn

  1. #11
    Join Date
    Dec 2007
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    Mahopac, New York
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    239

    Default Re: Skull Sequencer AddIn

    Installed the Directx runtime and I'm still getting he same error.

    Add-in Error:
    Object reference not set to an instance of an object.

  2. #12
    Join Date
    Feb 2008
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    Warminster, PA
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    Default Re: Skull Sequencer AddIn

    Did you copy the new files to the AddIn directory? The dll's were updated.

  3. #13
    Join Date
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    Mahopac, New York
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    Default Re: Skull Sequencer AddIn

    Yes I copied in the files but whats strange is it still dosen't work with the old test files I had created last week but I seem to be able to access it when I create a new test file. Let me play with it some more this evening and I let you know exactly what its doing. At least to me.
    I have to go outside and continue taking down some of my lights - theres still over a foot of snow on the ground but the temp is in the high 50s and I'm able to dig some of it out before it gets cold again.

  4. #14
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    Feb 2008
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    Warminster, PA
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    Default Re: Skull Sequencer AddIn

    Ok, the issue is probably that when the AddIn crashed on you it messed up writing the setupdata. If you pm me your sequence(if your using a profile I'd need that instead) I can fix if for you. It's just a matter of removing the Skull Sequencer messed up data from the sequence.

  5. #15
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    Default Re: Skull Sequencer AddIn

    No need to fix the files as they were created to test your plugin and add-in. I was pretty well able to repeatedly screw up the Renard Plugin while testing and then discovered that I could do it without your code included so it not your problem.
    I did find a small bug in the Skull Sequencer - moving the slider to the rightmost position causes the following
    FMOD error ! ERROR_INVALID_PARAM - An invalid parameter was passed to this function.
    Associated with this is if the slide gets to the end no matter how (rec, play or move with mouse) you can't use the slide to move it back to an earlier point without it locking at the point you moved it to.
    An enhancement you might want to make would be to display the seconds into the audio rather than what I believe are miliseconds (although it's probably just as easy to divide your displayed number by a 1000).
    By the way thanks again for these plugins & addins. They should make it much easier to program the skulls I'm currently building.
    Last edited by maffeirw; 02-19-2011 at 03:23 PM.

  6. #16
    Join Date
    Feb 2008
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    Default Re: Skull Sequencer AddIn

    Quote Originally Posted by maffeirw View Post
    No need to fix the files as they were created to test your plugin and add-in. I was pretty well able to repeatedly screw up the Renard Plugin while testing and then discovered that I could do it without your code included so it not your problem.
    I did find a small bug in the Skull Sequencer - moving the slider to the rightmost position causes the following
    FMOD error ! ERROR_INVALID_PARAM - An invalid parameter was passed to this function.
    Associated with this is if the slide gets to the end no matter how (rec, play or move with mouse) you can't use the slide to move it back to an earlier point without it locking at the point you moved it to.
    An enhancement you might want to make would be to display the seconds into the audio rather than what I believe are miliseconds (although it's probably just as easy to divide your displayed number by a 1000).
    By the way thanks again for these plugins & addins. They should make it much easier to program the skulls I'm currently building.
    Thanks for doing all the testing. I'm keeping a list of any errors I need to look into. You are right that it is displaying milliseconds. I origionally just had that up there for my reference while programming but ended up leaving it in. It probably would be nice to have it in a more readable form. I'll update it when I find the solution to the FMOD error your getting.

  7. #17
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    Default Re: Skull Sequencer AddIn

    The FMOD error has been fixed and I also changed it so it displays the audio position in minutes:seconds:milliseconds. The zip file in the first post has been updated.

  8. #18
    Join Date
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    Default Re: Skull Sequencer AddIn

    Quote Originally Posted by ctmal View Post
    The FMOD error has been fixed and I also changed it so it displays the audio position in minutes:seconds:milliseconds. The zip file in the first post has been updated.
    Looking betterer and betterer all the time. There seems to be an extention of the previous bug, if you click the play button followed by the pause button then the (R)ecord key the slide continues to loop until you hit play again.

    If you would like me to stop nitpicking please let me know. I used to run a programming group and tend to go overboard.

    I also used a driver set called Motionjoy Gamepad Tool to allow me to set up a PS3 as a controller. It allows me to control all axes (and I always thought the plural of axis was axi) at the same time, not that I have anywhere near the motor skills or eye/hand coordination to do it.

  9. #19
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    Default Re: Skull Sequencer AddIn

    No, don't stop, I appreciate the input. I'd rather get everything working ok now than notice issues later. Not to mention the fact that we're getting down to weird oddities is a good sign.

    I didn't know the plural of Axis until the other day either.

  10. #20
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    Default Re: Skull Sequencer AddIn

    Fixed. The new zip file has been uploaded.

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