View Full Version : Alerts stop functioning
Endor
07-24-2002, 11:16 AM
I just noticed that alerts stop functioning for me after midnight. The cirlces around the mobs that are spawned stop blinking and mobs that spawn afterwards dont get highlighted. I tried to figure out how to post a bug, and this isn't a critical one, just something I noticed.
Dedpoet
07-24-2002, 11:54 AM
Midnight EQ time, or midnight your local time? Weird.
fryfrog
07-24-2002, 12:36 PM
if you do "view -> map" and then do it again, it will be fixed. i'll have to watch out for the happening at midnight thing.
pinzmon
07-24-2002, 01:55 PM
It's midnight local time. It has always been that way for me, just never been enough of an inconvenience to track it down. I just unview and view the map again.
Pinz
Mr Guy
07-24-2002, 02:13 PM
Time rollover on refreshing the maps? Where does the map care what time it is anyway?
It's midnight local time. It has always been that way for me, just never been enough of an inconvenience to track it down. I just unview and view the map again.
A clue! Quick! To the bug cave, Rattman!
Ok... think I may have fixed the illusive map flashing update problem! Woo :)
*EDIT* - I liked high_jeeves solution a bit better, so I incorporated that instead ;)
Let me know if it doesn't solve the problem.
high_jeeves
07-24-2002, 03:39 PM
Perhaps the timer system that is being used to blink is based on hour/minute instead of system time?
--Jeeves
high_jeeves
07-24-2002, 03:43 PM
Yeppers. This line:
if ((m_lastFlash.msecsTo(drawTime)) > 100)
in map.cpp, is checking to see if the time since the last flash is 100 msec, but if the last flash is at 24:59:900, and the next flash is at 0:00:000, then the msec to is probably -24:59:900 (or some invalid value, depending on the QTime implementation).
Perhaps this can be sovled by a simple:
if ((abs(m_lastFlash.msecsTo(drawTime))) > 100)
--Jeeves
Mr. Suspicious
07-24-2002, 07:47 PM
NM, should've been a PM.
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