I have a solution for the old bug for windows players; where the overhead map flickers, and the game slows down, if a multi-colored monster is visible. Described in ticket #1265.
Problem is I do not understand this code. I have basically been turning of things at random, until I finally found that this works. But since it's there, it might be there for a reason, so I don't want to commit this. It would be great if someone could use this as a start to find a good solution.
in file: src/xtra3.c
in method: update_minimap_subwindow
in code section:
change: flags->needs_redraw = TRUE;
to: flags->needs_redraw = FALSE;
Or just remove the whole section. I have tested it and it works perfectly for me, I have closed the window, opened it, resized it, set, and reset the option, played with it, all works.
Included 2 save files if you would happen to want to test it and don't have a flickering monster available ;-)
Problem is I do not understand this code. I have basically been turning of things at random, until I finally found that this works. But since it's there, it might be there for a reason, so I don't want to commit this. It would be great if someone could use this as a start to find a good solution.
in file: src/xtra3.c
in method: update_minimap_subwindow
in code section:
Code:
if (type == EVENT_MAP) { /* Set flag if whole-map redraw. */ if (data->point.x == -1 && data->point.y == -1) flags->needs_redraw = TRUE; }
to: flags->needs_redraw = FALSE;
Or just remove the whole section. I have tested it and it works perfectly for me, I have closed the window, opened it, resized it, set, and reset the option, played with it, all works.
Included 2 save files if you would happen to want to test it and don't have a flickering monster available ;-)
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