You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Copy file name to clipboardExpand all lines: README.md
+17-6Lines changed: 17 additions & 6 deletions
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -27,16 +27,23 @@ Clockwatcher.exe requires v4.6 of the .net framework to be installed which can b
27
27
+ Character select agent alerts will be updated once an agent changes state (completes or starts a mission, or recovers from incapacitation)
28
28
+ Each lair's missions share a single entry in both the timer window and offline tracking tool, and the listed time is the longest of those missions' cooldowns
29
29
+ Clockwatcher.exe automatically refreshes every five seconds, merging new data with that already loaded and retaining any "Ready!" missions until manually cleared
30
-
+ Game state changes should force serialization,
30
+
+ Game state changes should force serialization, so the app will have the new data promptly after mission completions, agent status changes
31
31
+ Cooldowns seem to be tweaked occasionally by the server. Values provided by this mod, particularly while offline, should be considered estimates, usually accurate to within a minute or two
32
-
+ Agent recovery timers seem to be out of whack at the moment, with agents coming back on duty hours ahead of schedule. This can cause both the viewer and login alert system to think an agent is still busy long after they've recovered.
32
+
+ Agent recovery timers seem to be out of whack at the moment, with agents coming back on duty hours ahead of schedule. This can cause both the viewer and login alert system to think an agent is still busy long after they've recovered
33
33
+ Queue alerts:
34
34
+ Are not triggered for solo scens, or if queueing as a group
35
35
+ Use the same refresh cycle as the rest of the viewer, so may be delayed by up to five seconds
36
36
37
37
## Change Log
38
-
Version Next
38
+
Version 1.3.1
39
+
+ Full support for new agent mission slots
40
+
+ Login alerts were ignoring empty slots after the third
39
41
+ Sequential groupfinder pops should now be better at triggering audio alerts
42
+
+ App no longer tied to mod directory
43
+
+ Autodetects running client instances and pulls their path info to find the logfiles
44
+
+ sfx folder is still required to be nearby (see the github app only pack for what's needed)
45
+
+ Fixes a couple minor bugs with the app, and adds significant logging to track down any remaining issues
46
+
+ If you end up with an AppLog.txt file in your app directory, let me know
40
47
41
48
Version 1.3.0
42
49
+ Mod: Alternate login screen system hopefully fixes the login crashes (if it starts crashing on startup, let me know)
@@ -81,8 +88,12 @@ Version 1.0.0
81
88
+ Tool to view these cooldowns outside of the game
82
89
83
90
## Known Issues & Further Developments
84
-
+ Can cause the game to crash at character selection, usually when the game is first started and then works fine afterwards
85
-
+ Mitigation has been less than successful, but it can be disabled independently if it becomes an issue (/setoption efdClockwatcherLoginAlerts false)
91
+
+ Still some strange update behaviours being reported, if you see an AppLog.txt file created it might have some info to help track them down
92
+
+ CDs that report as ready when they aren't or vice versa
93
+
+ Problems toggling agents between on mission and incapacitated
94
+
+ I seem to have a 30s lag comparing the server timeouts to those in the app, uncertain why this is
95
+
+ There may be an issue login alerts won't appear if you go back to character select from in-game
96
+
+ Thought I saw it, but have been unable to reproduce, suspect it would only occur after a /reloadui
86
97
87
98
Possible future features:
88
99
+ Compact list of mission cooldowns as a secondary tab on the timer window, like days of yore
@@ -107,7 +118,7 @@ Building from flash requires the SWL API. Existing project files are configured
107
118
108
119
Master/Head is the most recent packaged release. Develop/Head is usually a commit or two behind my current test build. As much as possible I try to avoid regressions or broken commits but new features may be incomplete and unstable and there may be additional debug code intended to be removed or disabled prior to release.
109
120
110
-
For the ingame components, the flash project can be found in the Mod directory. Once built, 'Clockwatcher.swf', the contents of 'config' and the 'gfx' folder should be copied to the directory 'Clockwatcher' in the game's mod directory. '/reloadui' is sufficient to force the game to load an updated swf or mod data file, but changes to the game config files (*Prefs.xml and Modules.xml) will require a restart of the client and possible deletion of .bxml caches from the mod directory.
121
+
For the ingame components, the flash project can be found in the Mod directory. Once built, 'Clockwatcher.swf', 'LoginAlerts.swf', and the contents of 'config' should be copied to the directory 'Clockwatcher' in the game's mod directory. '/reloadui' is sufficient to force the game to load an updated swf or mod data file, but changes to the game config files (*Prefs.xml and Modules.xml) will require a restart of the client and possible deletion of .bxml caches from the mod directory.
111
122
112
123
The C# project in App is for the offline tool, which does not currently have any particular post-build requirements, and can be run from any location.
0 commit comments