Version 1.9.7.x Change Notes
Version 1.9.7.0
New Features
Function Type
Heads now support a Function Type for each Function of the Head which enables MagicQ to determine the actual function of a particular function of a multi function Head. The inbuilt function types of RGB MAIN, STROBE, RGB CANDY and UNDEFINED are supported.
This enables much more accurate morphing of Heads that have multiple functions - such as complex Strobe fixtures - Chauvet Col Strike M, GLP JDC1, etc… If both the source and destination Head have Function Types set then MagicQ automatically morphs only between the elements of the compatible Function Types. The morph will expand to all the elements of the Function Type of the destination Head even if the source Head has less elements.
The Function Type is specified in the Head Editor under VIEW OTHER, Functions. The Function type for Duplicated Heads with Functions is automatically defaulted when the Head is loaded into MagicQ. ChamSys is updating any Head files that need specific changes.
The Function Type of Heads can be used as part of the selection so that levels and attributes are made active in the Programmer and changed only for the elements of Heads that have a particular Function Type. It also affects FX so that FX are only added for the elements of Heads that have a particular Function Type.
In the Group Window there is a new SELECT FN TYPE soft button to select the function type. When a function type is selected the selection works on function type rather Global Elements or Head Elements - MagicQ applies activations and changes to the appropriate elements of the Head that match the Function Type without those elements being explicitly selected. This enables values to be set to elements of Heads of different types that have different configurations of elements.
When Function Type selection is active the selected text shows a .FMainRCB, .FStrobe, .FCandy or .FUndef at the end instead of the elements.
To reset to no Function Type selection press, in the Group Window press SHIFT and ALL FN TYPE soft button.
Note this is different to the SELECT FN soft button which selects by function number. e.g. FN1, FN2 etc… The function FN1, FN2, FN3 differ on different Heads so selection by Function may result in different behaviours on different Heads - e.g. control of Strobe on one, control of Pixels on another.
Groups with a specific Function Type
Groups can be recorded with a Function Type. This enables Group Cues and Group FX to apply to a specific Function Type.
When a Group has a Function Type the Group is marked as FR, FS, FC or FU. This corresponds to RGB MAIN, STROBE, RGB CANDY and UNDEFINED.
Note that when using Group Cues and creating Cues and FX that use Function Types, it is important to select Groups that have the Function Type set within the Group. If a Group without a Function Type is selected and then a Function Type is selected manually, then this will not reference the selected Group any more, and the Cue will end up with Individual Head Levels and FX.
For example, a Group could be created with a Function Type of Strobe, and then Cues programmed using this Group. Then, whatever Heads are put into that Group, the Group Cues will perform on the elements with Function Type of Strobe.
If a Group with a Function Type is set to Group Type of Elements Only then when that Group is selected it will set the Function Type rather than the specific Elements. This enables an easy way within the Group, Execute or Output windows to select Function Type.
Odd/Even Toolbar
The Odd/Even toolbar has been expanded to a double height toolbar.
The lower row selects the options of Parts (normal odd/even), Segments and Groups. In addition there are new options for Chunks, Pair and Col Tag.
The upper row selects the number of Parts, Segments or Chunks.
Pair is as previously supported using the PAIR button on Stadium consoles (and shortcut of ALT + SINGLE on other consoles).
Pair can now be used in combination with Parts, Segments or Chunks to give a symmetrical look.
Chunks is a new addition to split the Heads into Chunks.
Col Tag is a new addition to split the Heads by Col Tag.
There are two other options on the toolbar - Grid H and Grid V. These can be applied when Odd/Even, Segments, Chunks or Pair are in operation. They order the Heads for selection using the order in the Group Grid instead of the order stored in the Group.
Chunks
Segments have been improved to enable splitting of the entire number of Heads into a specified number of Chunks. This is different to Segments which split into Segments of a specific number of adjacent Heads.
Chunks can be used for both sub selecting Heads and for setting FX.
Sub Selecting Chunks
Open the Odd/Even toolbar by holding ODD/EVEN. On a PC press SHIFT and ODD/EVEN to open the toolbar.
Select Chunks. By default 2 Chunks are selected. This will split the Heads into two - e.g. for 12 Heads it will select the first 6 Heads. As for normal Odd/Even and Segments, press NEXT HEAD and PREV HEAD to get the next and previous chunks respectively.
Chunks can be used in combination with selection order - e.g. selecting Centre In and then setting 2 Chunks will select symmetrically - in the example above with 12 Heads it will select the first 3 Heads and the last 3 Heads.
Press ALL to exit Chunk selection.
FX Chunks
To use FX Chunks set the number of Parts to the number of Chunks required.
Set the number of Segments to Chunks by turning the Segments encoder until it indicates Chunks.
FX Chunks work for both Normal FX and Group FX. For Group FX it MagicQ will ensure that the same number of Chunks are used if the Group is expanded to more Heads.
FX Chunks can be used with Direction to use e.g. Centre In, Centre Out.
The number of allowed Segments has been increased from 128 to 512.
Col Tag Sub Selection
Col Tag sub selection enables sub selection using the Col Tag in the Patch instead of using a formula such as Odd/Even or Segments. This enables sub selecting particular Heads based on how Col tags have been assigned to them. This could be used to differentiate between Spots, Washes, Beams or between Front Truss, Mid Truss, Back Truss.
Open the Odd/Even toolbar by holding ODD/EVEN. On a PC press SHIFT and ODD/EVEN to open the toolbar.
Select Col Tag. By default the first Col Tag in the Patch is used.
Press NEXT HEAD or PREV HEAD to move onto the next or previous Col Tag used in the Patch.
Sub Select Only Groups
Groups can be set as Sub Select Only Groups in a similar way to Element Only Groups. Sub Select Only Groups do not contain any Heads, Elements, or Head Elements.
When selected, Sub Select Only Groups only change the Sub Select and Order settings in the Programmer. They do not change the selection of Heads. This enables storing of Odd/Even, Segments, Chunks, Pair into Groups for easy selection.
Sub Select Only Groups can be copied into the Execute Window like any other Groups. Note that like Element Only Groups they are not used for the purposes of Regions as they do not contain any Heads.
Linked Groups
MagicQ now supports Linked Groups to make it easier to update Groups that have a different selection order or have a sub selection of the members of a Group.
When recording a Group, if the Selection Order has been changed or an Odd/Even, Segments, Chunks, Pair or Col Tag sub selection is active then MagicQ creates a Linked Group which will be linked to the originally selected Group. The Group itself stores information regarding the chosen Selection Order, Odd/Even, Segments, Chunks, Pair or Col Tag. Sub selections apply to the Heads in the Group, not to the elements.
If Grid H or Grid V sub selection is applied to the Odd/Even, Segments, Chunks or Pair then this is also stored in the Group.
When the Group that it is linked to is updated with different Heads then the Linked Group will be recreated using the new Heads, using the Selection Order and sub selection in the Linked Group. The Group Grid for the Linked Group will also be updated any time that the Group Grid it is linked to is updated.
In the Group Window, when the cursor is on a Linked Group, then Soft Button E indicates the Group it is linked to and the method of linking - i.e. the sub selection.
The Linked Group can be moved in the Group window and the Links will be automatically updated.
A Linked Group can be unlinked by changing the Group Type from Linked to Normal on Soft Button E.
One or more Groups can be linked to another Group after they have been created. Cursor select one or more Group then set the Group Type to Linked and enter the Group number to link to. The Linked Groups will automatically be regenerated.
Multiple layers of Linked Groups are allowed. For example a top Group could contain all Heads - then Linked Groups for each Col Tag such as Spots, Washes and Beams, and then further Linked Groups to these such as Odd/Even or Segments. When a top layer Group is updated all the associated Linked Groups at all layers are updated. Note this is different to Palettes that only support one layer of Linked Palette.
Function Types can be set on Linked Groups in the same way as on other Groups - multiple Groups could be created with different Function Types but all linked to the same Group. When a Group has a Function Type set then only the elements of that Function Type are supported. This avoids the need to store specific element numbers into the Group. The Group dynamically changes to always use the elements of the specified Function Type if different Heads are stored into the Linked Group.
Group Window, Heads View
When filtering to Sel Head or Sel Group there is now an End box to enable moving Heads to after the last Head.
When filtering to Sel Head, Heads can be deselected by using REMOVE.
When filtering to Sel Group it is now possible to move Heads around in the Group. Heads can be removed from the Group using REMOVE. Heads are now not shown active when filtering to Sel Group.
Firmware
Add support for changing the motor fader touch sensitivity on Stadium consoles running firmware V0.22 Playback panel, V0.15 Motor Control and V2.2 Fader Touch touch control or later versions.
Other Changes
When selecting a Group with Type of Sub Groups the Group itself remains indicated in Orange. The sub groups selected continue to be shown in Red.
When selecting a selection order using the SELECT ORDER toolbar (hold ALL or press SHIFT + ALL) it is now possible to go back to the Normal order after Random order has been chosen. Previously once Random order was chosen the original Group was forgotten. The original Group is now indicated in Orange. #0041702
Added extra option to the G Cue Stack macro to enable going to a Cue without activating. When Preload Flag is set to 2, the Cue Stack is immediately jumped to the Cue without activating the Cue Stack. #0040061
Improved indication of the Palettes used for Soft Palettes in Exec Regions. Now MagicQ checks for which Palette is used by the Soft Palette in real time. Previously after a power on or reset there would be no indication until a Palette was selected again in the Exec Region.
Added VIEW SELECTED option to Patch, View Chans. The VIEW SELECTED can be used together with the attribute filtering. Press the VIEW SELECTED soft button to view selected.
Added option to apply a Global timecode offset to the incoming external timecode source. In Setup, View Settings, MIDI Timecode set Timecode Offset. A positive value adds frames to the received timecode, whilst a negative value delays the incoming timecode.
Added option to handle internal timecode using the framing type used for external timecode rather than using the internal 100 frames per second. In Setup, View Settings, MIDI Timecode set Internal Timecode Type.
Allow Optimise Grid and Crop Grid on Group Grids. #0042612
Added support for running a single Pixel Map FX on multiple Groups. MagicQ concatenates the Group Grids of each Group vertically. #0042615
Cue Stacks that are activated on Playbacks now show in the Stack Store window as active (in Orange) with an indication of the Playback that they are active on. They can be released from the Stack Store by pressing on the item. Cue Stacks activated from within the Stack Store or from Macros, Executes or Automations continue to show in Red.
Enable assignment of a Col Tag to a User, so that when the Col Tags option is set to Users, it is possible to monitor which User is controlling a channel.
Add View Users to Outputs Window, View Heads so it is easy to see which User has control of each parameter.
Added a new Unicast Options setting in Setup, View Settings, Network with the option of Fast or Original. This setting defaults to Fast. In previous software versions, when MagicQ tried to Unicast sACN or Art-Net to IP addresses that were not on the network then the Output could be blocked whilst MagicQ tried to locate the IP address. This only occurred on MQ250M/MQ70/MQ50/MQRACK/MQDIN. #0032162, #0039761, #0042834
Add Slave Only mode as a Net Session Mode. In this mode Net Sessions can be used on MagicQ PC systems even when they are unlocked - there must be another unlocked MagicQ system on the network which is the Master. The Slave Only PC cannot take control - it is always a Slave, so it cannot be used for show backup purposes.
Add support on MagicQ PC when only one monitor is enabled for selecting which monitor from Layouts is used. This enables Layouts programmed on systems with multiple monitors to be used on systems with only one monitor.
Allow Stadium touch mode on both remote control and normal operation. Previously it was only supported for remote control.
It is now possible to copy a Setup option direct to the Execute Window. This is an alternative to using ASSIGN SPECIAL and SETUP OPTION.
Setup Options in the Execute Window now automatically show the Setting name and the chosen option/value for that Setting.
Bug Fixes
Fixed issue with including Sub Groups into the Programmer when the Setup option Select Multiple Groups was set to Multiple in one go or Multiple always.
Fix for resets caused by RDM fixtures that do not have a DMX footprint. #0042069
Fix for ALT + PAGE LEFT, PAGE right that was broken in recent versions - it went full left or right. Now CTRL + ALT PAGE LEFT, and CTRL + ALT + PAGE RIGHT do full left and right.
Fix for changing between Grids in the Output window with different sizes whereby when going to the smaller Grid the positioning of the Grid could be outside the range of the Grid and would show a black screen.
Fix issue where 'Hold DBO and Tap To Time' didn’t work when 'Flash Acts As GO' was set.
Fix for changing Pages with Cue Stack set as a Speed Master, and Page Change activates Cue Stack. A normal Cue Stack on the new page sometimes did not get activated. #0040931
Fix for playback page holdover UI indication not displaying correctly on MQ50/70 consoles.
Fix for layouts always active buttons not displaying correctly on MQ50/70 consoles. #0038054
Fix for reset when removing temporary Cue Stacks that were created from Execute Window when using Cue Stacks on specific Groups.
Fix for occasional reset when using Group, View Elements view.
Fix for releasing Cue Stacks with complex release times in Net Sessions multi playback mode from the Slave console.
Fix for selecting independent elements of a Head where personality has element 1 set to Duplicate and other elements set to Independent.
Fix for reset when pressing BACK multiple times on a Cue Stack with a Mark Cue. #0042712
Fix for MVR file causing MagicQ to crash. #0042497
Fix for updating of Cue Engine for Cues on active Cue Stacks when updating Palettes in Net Sessions. In some circumstances updates of Palettes would not refresh the active Cues on other consoles in Net Sessions. This could cause confusion, particularly when using both Playback Sync and Programmer Sync.
Fix for Net Sessions when patching newly edited Heads. The Slave consoles were not correctly updated with the personality from the Master console, so they would need a resync to the Master.
Fix for when recording in Timeline and closing the window, now re-opens in the correct Timeline scene. (PC ONLY) #0041847
When pressing NEXT HEAD or PREV HEAD after pressing a hard key such as Pos, Col, Beam MagicQ would select the first Head in the selection rather than the next/prev Head. #0043018
Fix for loading of shows using show format "High Res FX & Reduced Size" with Palette based FX on Heads that did not have all the attributes in the FX. The spread was calculated incorrectly causing channels within the Head to be out of sync with each other.
Fix for Group FX with Random jerking when changing speed/size. Only affected Group FX using Random Direction. #0034141
Fix for Random Step FX. The FX would start the same way every time until one cycle was complete. #0032349
Fix for reset when loading shows with Grid Groups using functions or sub elements. There was a problem with optimising the Grids that could cause a reset. #0043180
Correct rotation of Heads when inserting into Grids. If the Head element number of rows was greater than the number of columns the rotation was incorrect.