RE 2.3 - Unhappy with "Move To" behaviour change in patch

After carefully reading the version 2.3 release notes, I was distressed to find this entry:

        RND 0023927 Move to in patch should replace existing information, not add new parts.

That behaviour has been around a long time.  I don't remember seeing this in previous "Known Issues".

The previous ability of "Move To" to merge parts in patch came in very handy when patching scrollers.  When we imported dimmer patching via ascii in say channels 1 to 10,  we could then patch scrollers in a block command like "101 thru 110 type CXI at 3/1 <enter>" and then " 101 thru 110 Move To 1, thus avoiding the horrible Channel/Part syntax.  You should have made a "merge" softkey to keep old behaviour

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  • I can think of many things to get distressed about, I'm not sure this is one of them.

    There's a syntax to do what you want just as Nick and Max have suggested. What isn't possible is the ability to move and replace which is what 99.9% of the time what people want to happen.

    Dan

  • Really! 99.9 percent. When did they conduct a pole? I've never done a Move To in patch where the old contents was discarded. Most channel moving that I know of goes to an unused channel. Most of the time I cannot block assign our Wybron scrollers because of physical limitations, and because ascii importing only patches dimmers and erases the console, I put scrollers (and macros,groups, etc) in a template file that can be merged into the show file. So then a Move to merge is all that is needed to complete the patch.
  • In your default showfile, if you move the CXI to part 2 on your dummy channels, you can then move them without breaking the ASCII import.
    Channel 1 is you ASCII import.
    Channel 101 Part 2 is your Dummy CXI

    Unfortunately in your situation you need do need to add part 2 to the syntax.
    Ch 101 Part 2 Move to 1 Enter

    This will move part 2 of channel 101 to part 2 of channel 1 keeping channel 1 old ASCII patch.

    A bit more typing but you get the function back.

    I don't think maybe people are working the same way as you with ASCII Imports.
Reply
  • In your default showfile, if you move the CXI to part 2 on your dummy channels, you can then move them without breaking the ASCII import.
    Channel 1 is you ASCII import.
    Channel 101 Part 2 is your Dummy CXI

    Unfortunately in your situation you need do need to add part 2 to the syntax.
    Ch 101 Part 2 Move to 1 Enter

    This will move part 2 of channel 101 to part 2 of channel 1 keeping channel 1 old ASCII patch.

    A bit more typing but you get the function back.

    I don't think maybe people are working the same way as you with ASCII Imports.
Children
  • My point is I had a computer that did the work in 2.2.1 (and earlier). I don't think adding keystrokes is an improvement (I think regression is the term to use here). Just because a bunch of people can't think of a reason to merge single part channels into multi-part channels, that is no reason to ashcan the only function capable of doing it (for the last 5 years). If " Recall from" can have two modes of operation, why not "Move To'. I think the UI uniformity ship has sailed already.
    For example 2.3 marks ETC's second bite of the FX channels apple, and I still can't use fanning functions on them.
    ex:
    "Chan 1 Thru 4 Effect 1 Rate 100 Thru 200 Fan Random <enter>" will complete without error but the rate for 1 thru 4 will be 100 for all of them

    To sum up, I had more use of patch Move To and Intensity Curves (now broken, see my other post), then I will ever have with six different color pickers.
  • As they say, you can't make cake without breaking a few eggs.  The folks at ETC go out of their way to maintain backwards compatibility and the functionality of old features.  The fact is, 2.3 was in open beta for 9 months with thousands of hours of programming time accumulated, and I don't think this Move To functionality in Patch ever came up.  As others have offered in this thread, there is still a way of doing precisely what you're asking to do.  It simply requires a few more keystrokes.  I'd also point you to the added Lightwright Import features, which may make your life even easier.

    Effects are always a work in progress, as are all features of the console.  I'm sure that fanning rates will be added eventually... it just hasn't been yet.  By no means is the Effects book closed.

    In the meantime, if you'd like more input on the future of these features, Anne routinely opens the beta testing pool for every version with posts on this forum.

    ~P

  • as of v2.3.2 I see that some of the Move To functionality in Patch has been restored. I stand vindicated!
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