Routing Window Tabs
Routing Window Tabs
How does one insert a tab into the routing window ? Say I want to customise, or in my case get Modular III, or Modular II back so I can try my new Flexor III stuff ?
I guess I am a trained professional now, I figured it out.
I just hate to mess around where I don't belong, GaryB does all of my shit, and I just connect the dots. I consider my DAW's like fine cars, and nobody but a mechanic should work on them. But this was my first oil change, I should raise the flag, and whistle Dixie.
I just hate to mess around where I don't belong, GaryB does all of my shit, and I just connect the dots. I consider my DAW's like fine cars, and nobody but a mechanic should work on them. But this was my first oil change, I should raise the flag, and whistle Dixie.
- FrancisHarmany
- Posts: 1078
- Joined: Sun Jun 02, 2002 4:00 pm
- Location: Haarmania
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- Posts: 78
- Joined: Wed Jan 15, 2003 4:00 pm
- Location: Sydney, AUSTRALIA
Well I like Flexors name, as well as SpaceF's name on my tabs. Go to devices folder, and see which ones you have showing. Anything else you want, stick it there. Make sure you close Scope and re-open it, otherwise you will look like the caveman in the commercial who was smacking his CRT.
I usually have some one do this for me, but he is tired of hearing my voice.
Besides, it's about time I learn my own app anyway.

I usually have some one do this for me, but he is tired of hearing my voice.
Besides, it's about time I learn my own app anyway.
- FrancisHarmany
- Posts: 1078
- Joined: Sun Jun 02, 2002 4:00 pm
- Location: Haarmania
Modular III adds some modules that greatly improve the Modular toolset and allow you to do things you could not with Mod II alone. Also the Mod III shell adds a few new features, but unfortunately some bugs as well so many continue to use the Mod II shell.
I'm sure that Red uses Mod III modules in his own patches (where a Flexor one doesn't exist or isn't needed over what Mod III offers). But FleXor as a commercial product uses Mod II as it's base of support, meaning everyone who owns a Modular 3 license has Mod 2, but Mod 2 users don't necessarily have Mod 3.
I'm sure that Red uses Mod III modules in his own patches (where a Flexor one doesn't exist or isn't needed over what Mod III offers). But FleXor as a commercial product uses Mod II as it's base of support, meaning everyone who owns a Modular 3 license has Mod 2, but Mod 2 users don't necessarily have Mod 3.
Thanks Brotha' Man Valis,
I understand now. I have no problem using Modular II only. All of the patches I use live will reside in that shell, as it poses no instability live.
Life is good w/ Flexor III. I am having a blast. Right now I am watching my sweetie prance around the house and pool in her bikini, while I play my synths. Viagra has no use here, as my Dopamine levels are extremly high, and my Dog got walked last night under the stars.
Life Is Great !!!!
I understand now. I have no problem using Modular II only. All of the patches I use live will reside in that shell, as it poses no instability live.
Life is good w/ Flexor III. I am having a blast. Right now I am watching my sweetie prance around the house and pool in her bikini, while I play my synths. Viagra has no use here, as my Dopamine levels are extremly high, and my Dog got walked last night under the stars.
Life Is Great !!!!
- Ben Walker
- Posts: 824
- Joined: Mon Apr 23, 2001 4:00 pm
- Contact:
Here's a list of the new modules which came with Mod III.valis wrote:Modular III adds some modules that greatly improve the Modular toolset and allow you to do things you could not with Mod II alone.
And there were some GUI improvements too - you could add your own mini-control surface (MRC) and it uses the 'New style' preset list.
Ben
- Ben Walker
- Posts: 824
- Joined: Mon Apr 23, 2001 4:00 pm
- Contact:
If you have MIII installed, then all the MIII modules will be in the Modular 2 Modules directory - that is where both Mod2 and Mod 3 build their module menus from (and why Flexor Modules also get installed into Mod 2 modules directory). So you just end up with one big directory of Modules which can be used within either modular 'shell'.scope4live wrote:I must find these files and get my Modular house in order.
Ben
hi
modular2 shell is much more stable and much less buggy, especially in fatal crashes as well as preset bugs, and offers the exact same specs as the mod3 shell.
this is why adern and other experianced patches prefer to use mod2 shell, while of course using modular3 modules inside thier patches.
any version modules (including mod1 and all 3rd party stuff) will open in mod2shell.
modular2 shell is much more stable and much less buggy, especially in fatal crashes as well as preset bugs, and offers the exact same specs as the mod3 shell.
this is why adern and other experianced patches prefer to use mod2 shell, while of course using modular3 modules inside thier patches.
any version modules (including mod1 and all 3rd party stuff) will open in mod2shell.
Scope, Android, Web, PC Plugins and Sounds:
http://www.oceanswift.net
Music
https://faxinadu.bandcamp.com/
http://www.oceanswift.net
Music
https://faxinadu.bandcamp.com/
When I installed Mod3 the modules wound up in "C:\Scope\Modular III Modules". I just moved everything in that folder to C:\Scope\Modular2 Modules. I'm not really sure what that happened this install, my previous installs didn't have that issue. Also it can help to make sure that you have C:/Scope/Modular2 Modules in the text field for "Modules" under Settings> Directories in Scope. (the paths seem to be defined unix style, wxwidgets perhaps?)