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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?

Ratt
07-24-2002, 03:31 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.

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.