hej Johannas,
thanks for your answer, it works!
I have my patches en objects on a folder on my Nas, so I can work from my PC and from my laptop. Which all works fine with my own noodlings (patches and subpatches). Now I created the folder \scripts and \objects on my axoloti folder on the Nas, cf technobears instructions.
After object search path in preferences I entered:
objects
\NASQNAP\Sharename\Axoloti\objects
Now everytime I start the patcher I get the following red warning:
"Incorrect uuid hash detected for object: \NASQNAP\Sharename\Axoloti\objects\oneliner_ik.axo , does not match its signature (..... a whole lot of numbers here ......)"
I used technobears last axo.
Any idea what I'm doing wrong?
The ones I have posted on the forum is homemade. And I dont really have any programming background but I managed to get it working anyway, except those messages. From what I know they are just warnings, but it has not got any affect on their functions(Maybe some have).
Also only very recently has the internal object editor been updated. So now, when you edit an object in the internal editor, Axoloti automatically creates the right hashes. The ones I have made are made before that functions was available, so I had to create them in an external editor... And like i mentioned, they worked so I didnt really give it more thought
@NaughtySaw doesnt the objects work at all?
an objects 'identity' includes the path that it lives in...
in this case, it should be scripts/oneliner_ik.axo
so you should put the object in:
\NASQNAP\Sharename\Axoloti\objects\scripts\oneliner_ik.axo
@NaughtySaw Id assume yours is the same issue, or the developer of the axo did not generate the UUID correctly,
but most likely the former.
Is there a way to get the hash codes right for the custom objects? I am thinking of those I made before the object editor was updated to correct the hash codes by it self. They work, but they still come up red.
there are two codes reported uuid and sha, if either mismatch they will be reported in the console, it reports both the incorrect and correct code. so you can simply edit the axo object and replace the incorrect code with the correct code.
obviously only do this, if you know why its wrong e.g. developer said it was wrong for some reason..... its better to ensure its in the right place.
as i said axoloti is designed to have the objects in a particular hierarchy, its not just the 'name' thats important.
consider the fact we have 2 objects called "cc"... one in midi/in/cc and the other midi/out/cc, same for saw, we have an osc/saw and lfo/saw ...
so you can see the just calling something cc or saw is not enough,
in the same way scripts/oneliner_ik is completely different from /oneliner_ik or patch/oneliner_ik (they dont exist, but they might one day)
Nice will try copying the hash then I see why it is important to have the right hashes. Thanks.
@jaffasplaffa yes, the objects work at all!
@thetechnobear It's about UUID; I have carefully studied your instructions about custom objects directory before getting into it )
Thank you, guys!
That solved it. Thx! I'll remember that when storing people's objects. If I understand you correctly, this only applies to objects, not to patches. I mean it doesn't matter where I store a patch?
look what I did
https://sebiik.github.io/community.axoloti.com.backup/t/rbrt-contributions/Looper_OD_mono
Hi there. I'm trying to get this patch to work but it's coming up with the following:
Patch contains invalid net! odubL:pos
Patch contains invalid net! ==_1:in1
Patch contains invalid net! odubR:pos
Patch contains invalid net! dial_1:in
Patch contains invalid net! i_1:in
Any ideas?
Thanks
G