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With a configuration of faster than 1 real day = 1 in-game day, the in-game calendar iterates the date too. The resultant behaviour is that if a server is left running for a while, the ingame date can end up months ahead of what it should be.
I'm guessing this is unavoidable given that the module works by speeding up the server time?
The text was updated successfully, but these errors were encountered:
The client calendar is directly connected to cleint time... However, server time is uneffected -- events (even holiday events) will happen as they should.
Understood and can confirm that's the behaviour I'm seeing - seasonal events, etc. are all synched up with the true server time and not the sped up client time - even the hourly clock chimes in Stormwind match the server time.
So not really an issue other than aesthetics in the calendar.
With a configuration of faster than 1 real day = 1 in-game day, the in-game calendar iterates the date too. The resultant behaviour is that if a server is left running for a while, the ingame date can end up months ahead of what it should be.
I'm guessing this is unavoidable given that the module works by speeding up the server time?
The text was updated successfully, but these errors were encountered: