Seems to be a good way to avoid messing up existing can't state enough how stunned I am by your work since discovering this a week or two ago. Shift CD Track Left/Right: Don't allow moving CD tracks whose start overlaps with previous itemĪlright.for track starts that are overlapping with the previous item there will be a message alerting the user that the track cannot be shifted. However, there's one more new function I hope to deliver before July which might make this a moot point. all items are crossfaded), well there probably needs to be a project preferences override to allow for the previous behavior if rearranging tracks is desired. For most classical music users, this should represent a big improvement.įor others, including those who simply slice up a live concert and add take names to desired CD track starts (i.e. So, in the case of crossfaded CD track starts, the functions treat them as part of the group thereby maintaining their relative position. without a gap), it makes no sense to allow the order to change. Shift CD tracks left/right: Use better variables for current item positionįor movements that follow on attacca (i.e. Shift CD tracks left/right: Treat crossfaded CD track starts as being in the same group If you make any changes to destination folder routing/fx etc in the middle of recording or editing, simply run Create Source Groups (F8) to sync everything up again. Create any extra source groups as required using Duplicate Folder (\). Import your material into the first folder, explode multi channel polywav as required (select all and press F10), then drag onto source groups. In a blank project, run Create Source Groups (F8). New source folders will be automatically created as required with duplicated routing etc.Ģ) Importing existing material for S-D editing etc Record using Classical Take Record (F8) if using vertical approach or regular REAPER record (Ctrl+R) if using horizontal approach. In a blank project, run Create Folder (F7). So, for clarity, this is how I see the workflows for a few scenarios: This is so running Classical Take Record (F9) or Duplicate Folder (\) duplicates routing without needing to run Create Source Groups (F8) and creating more source groups than required. Maybe you mean "stop"? Unsure of the functionality you need or think is missing.Ĭreate Folder (F7) now adds track grouping in addition to media razor grouping. "Pausing" by it's very nature should keep the cursor at the pause position. I'm happy to revisit this in the near future however Sequoia, Pyramix etc do utilize toolbars (again, even though I never use them myself).Ģ) When you say "pause" are you saying a function to playback takes? If so, this is achieved with the audition shortcut (A) by hovering over each take. This seems to overload the Toolbar.Ģ-The Toolbar is missing a "pause" button that would, of course, pause the track, but would also return the cursor to the same position as the start of the previous recording, like the Record function you created in the Tollbar (to be used for vertical recording).ġ) The toolbar is something I'd love to get rid of but there are enough people who like clicking with the mouse that features need to be added. Will test more with campaign intermissions, fonts, and In-game interfaces.I'm gradually discovering this new version of ReaClassical and I'd like to suggest two modifications:ġ-In the new ReaClassical Toolbar you've added the ability to create Add Aux/Submix track to end of tracklist when it's very easy to do with your shortcut. It might be cause I'm testing with a 1.15.1 mod (never updated SC to 1.16.1 ) fgp file but it crashes the game when an unit with a custom button is selected. Wireframes and buttons: Files are in dds.grp format, no idea about them!Īlso tried the new version including the. Interface files: Including them crashes the game Sounds: Including original WAV files works TBL: Files are now XMLs, editable with any text editor, but difficult to do a direct TBL to XML export. No idea for the SD graphics! :><: (Hoping for an anim file compiler!) Graphics: Anims files can be swapped if found in the path (anim/main_xxx.anim) for HD graphics. SD-only version uses a different path (SD/portrait/unit/file.webm) Including only the HD version webm (portrait/unit/file.webm) replaces the SD and HD portrait. Portraits: Now in webm format, no color pallete even in SD version! 672x720 resolution works in SD for all interfaces. IScripts: Seems to work 100%, also iscript errors don't crash the game, just does not show the frame. I have testing with some files and got this:Ĭustom Triggers: Tested including a custom g and works good I've been testing it and so far works great!Īs mentioned before, images.dat changes are not working.
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