S4MK3 & S3: Performance MOD (qml coding)
Comments
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Can we postpone this until after New Year's Eve?
I'm not in the best position to code at the moment.
I'll be fully operational again after New Year's Eve.😛1 -
@ Sûlherokhh
Thank you for your quick reply and explanation of the problem
I think I've got it,....eventually…🙄@ pixel
I got you - of Course i(t) can wait !
I didn't want to cause any stress … 😅I was initially under the mistaken impression that adjusting a value for the jog wheels, e.g. Tension or Sensitivity or something like that, would solve the problem.
I also thought that this topic had already been discussed here, but i couldn't find the posting.
So, i just took Pixel's Christmas update as an opportunity to finally ask you directly.
Before I end up dying as a stupid 😜Unfortunately, my coding skills are limited to rudimentary C++.
Just enough to program my ESP/Arduino projects or keyboards (QMK firmware).
But I think I have understood the following:- When I fire the vinyl break, tempo bend is set to 100% and the deck continues to run until the tempo bend level has dropped to 0%.
- The duration of the audible break effect corresponds to the time it takes for the tempo bend value to drop to 0% then the Deck should stop.
- However, it doesn't work to reset the tempo bend value to exact 0% and that`s why all decks on which the vinyl break has been triggered will continue to crawl Forwards.
/ ?!
Happy new year y`all !
Lots of success, stay healthy and take care of yourselves.0 -
1, 2 and 3 are correct. My initial mistake was the the vinyl break procedure was completly on the SHIFT layer, meaning when i released SHIFT (after triggering it with SHIFT+PLAY) before the complete cycle was finished, the reset to zero was interrupted. So i made sure that only the trigger was on the SHIFT layer, while slow down intervals and the final reset (which i then added, just to make sure if all the adjustments downward didn't add up to zero) where independent of any layer.
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I replaced the qml folder with the mod and after starting Traktor Pro 4.1.0 the controller is no longer recognized. If I replace the qml folder with the old one it works again. Anyone an idea what could be the problem?
Can't wait to test the features you implemented. Thanks for the work @Sûlherokhh
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if your computer doesn't do it automatically then you'll have to do it manually. open the new qml folder. then open the old qml folder and take the new files and put them individually or together into each folder were they belong. when you drop them in it will ask you would you like to replace and answer yes. if its not replacing older existing file it will not ask. i went through this when i first started and had the same problem. Make sure you keep a copy of the original qml folder incase you ever have to restore.
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hi all, i replaced the QML file (S4MK3_TP4.1.0_PerformanceMod_06) for S4 MK3 , it didnt work at all , however X1 MK3 QML file (X1MK3_TP4.1.1_PerformanceMod_04) works great.
am i missing something? can someone help me how to do it correctly step by step?
thank you in advance.
my setup:
macbook m1 air
traktor 4.1.1
S4 MK3
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Please check this post:
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i did exactly that, still wont recognize.😥
by the way you are such a gem @Sûlherokhh ,thank you for your hardwork
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you also have to copy the mod to the right place😊
Navigate to /Applications/Native Instruments/Traktor Pro 4
Right-click Traktor.app and click Show Package Contents.
Navigate to Contents/Resources/qml0 -
This is the procedure:
- Have the qml folder in its original state (original qml folder in the correct location), just like it is after a fresh install. Hopefully you have your original qml folder at hand (you made a safety copy, right?).
- Download and extract the mod archive.
- There is a qml folder inside, with the changed files in their correct positions.
- Copy the mod qml folder to the exact location of Traktor qml folder. It should ask permission to overwrite several subfolders and around 21 .qml files. All other files will remain untouched (and are needed the way they are)
You can also do this by hand, selecting the mod files, one by one, and copy them to the location of the original files. The original files and the mod files have the exact same name.
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yasss!!! its working, thank you thank you!!! for those who is new like me, you have to literally copy and replace each and every file one by one, if you copy 10 files "replace and apply to all" like how i was doing earlier does not work.
@Sûlherokhh @pixel we are lucky to have you guys!! appreciate it!
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Enjoy!
Also, don't forget to replace the factory mapping file for the S4 (in the controller manager of preferences) with the tsi file i provided as a download on page 1 as well. The commands to jump to previous/next grid markers only works that way (there are no qml commands to do this).
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I recolored pads 1-4 on the stem deck like on the S4mod.
I will also change the cue and play buttons to how they are here on the S4Mod.
But I don't know when I'll feel like writing such a huge post here again.The text editor in the forum is not user-friendly.
I will wait for a few more changes until an update is worthwhile here
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I have now finished this, the fun can also be deactivated EXT + PLAY
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I discovered a bug (scratchBlink (PLAY button)) in S3Mod.
When the jogwheel + PLAY button are touched, the flashing has not started yet.
only when the Jog Wheel Touch Platter is repeated.This BUG has also been fixed with the new function I created
edit: The jogwheel led animation can also be deactivated in the next update.
In the long run the turning annoyed me1
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