Somewhere along the line the theme context menu options for the original modules got broken, v2.4.41_beta02
should fix this
Sorry about the flickering bug in the v2.4.41
release, here is a beta build to test, hopefully it should fix the issue, and as a bonus I added a small feature to Purfenator, please let me know if this build is all good
All is good now (Sorry for messing up your Charlie Foxtrot thread)
v2.4.42
is now in the library, this should fix the flickering and includes the hide .vcv
option for Purfenator, but it does not include ZAM yet, it still needs some thought/work.
You may have noticed that recent modules use this community forum instead of my GitHub manual site, so FYI future modules will not be added to the manual, it can be considered deprecated, but I will leave it in place for now.
If/when I update older modules, I will create new threads for them here and move over the documentation, it is always a hassle to update and reduces my productivity, eventually it will go away…
I don’t understand. r u getting rid of documentation, or something else?
Something else I guess, when I make an update to my plugin it is fun and engaging. When I have to update the documentation for that update, it becomes a chore and I do not find it fun. This is made worse because the documentation is a Hugo site published on GitHub pages, so even a small update is non-trivial.
I find writing a community forum post much more agreeable and engaging, so my intention is to use forum posts as the documentation for my modules.
New modules will get dedicated forum posts to serve as their documentation. I do realise this probably represents a lower quality product, but that is preferable to my stopping development I think.
The existing site does not currently require maintenance, so I will leave it up. If any old modules get a significant update then I will create the new documentation for them here on the forum.
If there comes such a time when all the modules in the plugin have documentation here on the forum, then I will shut down the old site.
Yes, writing manuals is not that big fun. For my stuff, I more and more produce short videos in addition to (and in some cases to fill the gap of non-existent) written manuals.
When a user hits Ctrl+F1
s/he should be taken to a manual or even a link to some place where more information can be found.
Well, I’m old fashioned for sure. For me you can’t have a “quality product” without a manual. That said, one of the primary reasons I “got out of the VCV business” (the first time!) was that the ecosystem is such that there is very little incentive to take all the effort to make a “quality product”.
So, as many others have said, you can only spend the time to do what you want to do while making a module. And if that means making modules without manuals, that of course is just fine.
Since i use your modules in every patch I for one think you made a quality product. I also use VCV, Vult, Stoermelder, Frozen Wasteland, and JW Modules in every patch.
There’s enough great modules any that are funky or hard to figure out, I just don’t bother with them.
DanTModules v2.4.43
Moar Cowbell!
- New preset:
goldtorizo - PVC Bass.vcvm
- New preset:
ScreenSlave - Soul Limbo Cowbell.vcvm
- New preset:
5Splice
- Graphical updates to modern style
- Added a manual
Trig
button - Advance Mode tool-tip now displays current mode by name
Purfenator
- Bug fix for crash when loading a patch or module selection when Audio module has
No device
status
- Bug fix for crash when loading a patch or module selection when Audio module has
I have submitted the update to VCV Support so it should be pushed to the library soon.
This is the first of my OG modules that I have updated to the new style, replacing the SVGs with a programmatically drawn panel. Although I have added a manual trigger button, the other changes are all visual, so the module should be fully backwards compatible with old patches.
For reference here is how the updated 5Splice
compares to the old SVG version and its big brother PolySplice
:
Once it has been updated in the Library, I will create a dedicated manual thread for it… (edit: created)
New module incoming…
Need some testers
Back in August I got myself a Pet Rock module, and I really love playing with it… there is something about the sense of anticipation and discovery of getting a new sequence each day which is great.
I like to leave a patch that incorporates the module overnight, then just see what the new sequence produces the next day before I pull out all the cables.
So obviously this inspired me to try to capture some of that magic in a new module (but its not a total rip-off).
Pet Rock is based on moon phases, my module produces a new sequence every day, but not based on the moon, instead using SIMD-oriented Fast Mersenne Twister and various distributions.
The label at the top is the current date, which is used to produce the seed for the RNG
, the colour of the label indicates the flavour
of the sequence. The flavours are basically different beat lengths and add a slight guide to the RNG
for the step values (except the magenta flavour which just makes random values).
Each day there will be a new sequence generated which has a step value (mainly for pitch), a step mod (could be used for velocity and has an attenuvertor and offset so that you can chose uni or bi polar, or other modulations), and two rhythm triggers A & B.
A sequence can be up to 64
steps, but you can set the number of steps you want with the knob.
So because I am seeding the SFMT with the date, every user of the module should get the same sequence on the same day (I am not 100% sure this is true across computer architectures, one thing I’d like users to test for me), if that works it should be interesting to see what different patches people can make using the same sequence… assuming I have implemented the module correctly!
I made a demo video to show it off; I was originally going to keep the time-travel options just for development, but I figured what harm does it do to let users change dates…? The module doesn’t save the date though, the idea being that every day you use VCV Rack you get a new sequence, but changing the day is very helpful for me debugging, and also useful when you are building a patch and exploring sonic options.
If you don’t like spoilers, don’t use the time-travel menu options…
Anyway, hopefully the module works well and you all enjoy it
So if you have downloaded my beta version and want to help me with a test, here is what I get for todays sequence:
…and here is what the sequence looks like on some scopes
does yours match?
And actually I have realised that the first (actually the last step in my screenshots) step is always 0
, the module automatically soft-resets when it gets to the end of sequence, and then the next step is zero for both the step value and mod…
This is OK and works musically, but was not my intention. Should I keep it that way, or correct it so that the first step after a reset is generated?
Right, I’ve corrected the reset behaviour in this new beta
Now Initialize
will set the step value and mod to 0
aka hard-reset and the reset
button/trigger will just set the step back to 1
aka soft-reset. So now each sequence does not insert a zero step after the Last Of Sequence
trigger
With this new version my sequence for today looks like this:
and the scopes like this:
Is it by design the TnMs don’t have buttons (and maybe even trigger inputs?) for timetravel forward and backward?
Yes it is.
As I mentioned above, they are only really there to help during development, for the proper plugin release I may remove them.
The point of the module is that you get a new sequence each day, like its inspiration Pet Rock, it is supposed to be
a rogue-like rhythm generator which changes daily
except TNM also has a pitch and mod value in its sequence. Think of it as a creative restriction.
Unlike Pet Rock which produces its sequences based on the moon phases, TNM uses a seed
value for the RNG
.
The rogue-like
part is important, similar to Minecraft, if you want a friend to play the game with the same world (starting point) you can share your seed, it is interesting to see how your games diverge from the same starting point, but rogue-like
normally means you only get one go at it, the next go you start over (but possibly with gained experience).
With TNM the seed is the date, all users of the module will get the same sequence of pitch, mod and triggers on the same date, the creative and interesting part is how each user starts at the same point but hopefully ends up with a different patch.
So you are not really supposed to be able to change the seed
date so easily, however, during development I need it to be possible so that I can verify the module works as intended.
I like the idea of going backwards or forward, because I don’t use VCV everyday, so getting inspiration from another day is nice. Also you could do stuff like go back to some historical date, hehe.
I might consider adding the option to specify a date in history, but remove the ability to choose future dates, that way you can go back if you miss a day, but it maintains the anticipation and concept of getting something new each day…
Makes sense