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incorrect timer & no random event areas #4

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njitnelav opened this issue Nov 9, 2022 · 2 comments
Open

incorrect timer & no random event areas #4

njitnelav opened this issue Nov 9, 2022 · 2 comments

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@njitnelav
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Hi there

First of all I want to thank you for this plugin! I absolutly love it!!!

After using it for quite a while, I have some feedback, it's up to you to choose what you do with it ;)

I am a F2P player and have noticed that some areas where no randoms are possible this isn't displayed (e.g. bank chest in castle wars and a certain area ranging from the bank chest in camdozaal under ice mountain all the way up to the golems). On the other hand there's a particular area (maybe even multiple) where randoms do spawn but the display says otherwise (e.g. rune essence mine).

But now the most important part for me, why I decided to leave a message here is following;

I play UIM accounts and recently upon deathpiling I decided to use the random event timer to keep track of the one hour I could go back to claim my stuff, but I had to find out the hard way that the timer this plugin uses is actually too slow. So when only 20 minutes have past according to your plugin, there's actually 25 minutes that have past in real life...

Sorry for the long post, thanks for reading and take care!

kind regards

@zmanowar
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Thanks for the post! I'd like to eventually implement specific "no random zones" like you suggested and also display what randoms can spawn where you're at; eg. no teleport randoms in the wilderness. But there's a lot of cataloguing that needs to be done first.

Ideally we would know exactly where they cannot spawn, eg. these 4 squares in Ferrox, and this one odd square near the portal, but in practice it may be a lot easier to setup "if you are within X squares of a bank" -- but then you run into issues like randoms not spawning in some of the larger banks, or other odd zones. I started to initially map out the Wilderness and F2P randoms (RandomEventAnalyticsUtil.java#L283) but never got around to fully implementing a notification.


Interesting observation about the timer, that could totally be the case -- are you logging out during those 20/25 minutes are desync'd? I suspect that it has to do with how the seconds are counted and stored with this plugin. Perhaps making the update asynchronous would help, but I think changing it to store the last spawned time (ie. Instant) would be more robust.

TBH I haven't noticed it myself, so any other details about what you were doing could help, especially so I can try to reproduce it to see if that idea would work. Were you teleporting around a lot? Logging in / out of the account or multiple accounts in the same RL instance?

I have a backlog of refactoring I'm working through (eg. f90ca23) to get it to where it should be before I release the new solver features and transitioning to use the method described above is on the list.

@njitnelav
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njitnelav commented Nov 10, 2022

hey, thanks for the fast response!

I think it would be amazing if Jagex could provide the exact squares where randoms don't spawn because otherwise we would have to resort to trial and error.. I didn't know about the 4 tiles in Ferox..

About the timer, I didn't log out or teleport during the time I tested the accuracy. I was cutting yew trees until I got a second random, and I used the built in timer in RL to start tracking time since the first random, also I have the time logged in displayed on the report button, and next to that I also checked with the internal clock on my laptop. The plugin timer was the only odd one, not synchronised to the other 3.

Edit; just now I had a random after logging in 20 minutes ago (and logging out after the previous random) the time logged in displayed by runelite said I was online 20 minutes, but the plugin data 'event time' is only 16 minutes 24 seconds. This also doesn't coincide with the fact that randoms only spawn at 5 minute intervals

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