SpringLobby 0.274 released! - Page 14

SpringLobby 0.274 released!

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abma
Spring Developer
Posts: 3798
Joined: 01 Jun 2009, 00:08

Re: SpringLobby 0.256 released!

Post by abma »

raaar wrote:what's the downside of this?
it maybe has some new bugs.

raaar wrote:EDIT: I joined WorldAtWar_rapid2 and after downloading the latest version of the game it didn't change to synced. I pressed the "reload maps/games" option on the menu and it disconnected from the server. When i reconnected i was synced and able to play. Not sure if it's a one-time issue.
the disconnect was because of a test of the current development version of the spring lobby server. not sure if the development version is the cause for beeing not synced or not.
raaar
Metal Factions Developer
Posts: 1094
Joined: 20 Feb 2010, 12:17

Re: SpringLobby 0.256 released!

Post by raaar »

ah, i had edited the post later:
joined a planet annihilation server and it downloaded the game and map and became synced by itself, so it seems fine
abma
Spring Developer
Posts: 3798
Joined: 01 Jun 2009, 00:08

Re: SpringLobby 0.257 released!

Post by abma »

released SpringLobby 0.257:
- fix unit restrictions
- add tls support
- battleroom: Add a promote button that sends !promote
- settings: make the lobby remember account password by default
- Edit->Autojoin channels joins immidiately if possible.

please report bugs to the bugtracker, thanks!
abma
Spring Developer
Posts: 3798
Joined: 01 Jun 2009, 00:08

Re: SpringLobby 0.258 released!

Post by abma »

released SpringLobby 0.258:
- fix regression #787: broken user registering due TLS support
- Install appdata file into canonical directory


please report bugs to the bugtracker, thanks!
abma
Spring Developer
Posts: 3798
Joined: 01 Jun 2009, 00:08

Re: SpringLobby 0.260 released!

Post by abma »

released 0.260:

- reimplement channel history
- check if synced before game start / prompt for download
- don't send plain text PING when tls-handshaking
- increase default log verbosity
abma
Spring Developer
Posts: 3798
Joined: 01 Jun 2009, 00:08

Re: SpringLobby 0.261 released!

Post by abma »

released 0.261:

- fix rare crash on login / register
- add option to not launch spring when speccing a battle
- add timestamp to springlobby.log entries
- simplify engine compatiblity check: always do a full string compare
- fix Gtk-CRITICAL console messages
- log lobbyserver messages to springlobby.log
- rate limit download status: lowers cpu usage when downloading
- always use TLS / remove option to disable TLS
- fix compile with system jsoncpp
- don't prompt for empty downloads
- read locales from compile dir
- remove old + broken translations / make translations work again
abma
Spring Developer
Posts: 3798
Joined: 01 Jun 2009, 00:08

Re: SpringLobby 0.262 released!

Post by abma »

released 0.262:
- fix demo replay (spring engine not found)
- fix "autolaunch game"
abma
Spring Developer
Posts: 3798
Joined: 01 Jun 2009, 00:08

Re: SpringLobby 0.263 released!

Post by abma »

released 0.263:
- more verbose logging to track down crashes
User avatar
ThinkSome
Posts: 387
Joined: 14 Jun 2015, 13:36

Re: SpringLobby 0.263 released!

Post by ThinkSome »

At this rate we'll reach 1.000 in no time!
abma
Spring Developer
Posts: 3798
Joined: 01 Jun 2009, 00:08

Re: SpringLobby 0.263 released!

Post by abma »

https://github.com/springlobby/springlo ... 01453dbaa4

at this rate we'll reach 1000 in ~40 years! 8)
abma
Spring Developer
Posts: 3798
Joined: 01 Jun 2009, 00:08

Re: SpringLobby 0.264 released!

Post by abma »

released 0.264:

- improved the start button in battleroom
- log everything into springlobby.log (added downloader + unitsync handling)
- cmake 3.1 at least is required to compile springlobby
- replace boost:: with std:: in some places
- fix crash when re-selecting no map / no game in singleplayer tab
- updated buildslave to latest mxe (wxwidgets 3.0.3, etc)


a LOT of kudos go to ThinkSome, thanks for his contributions!
abma
Spring Developer
Posts: 3798
Joined: 01 Jun 2009, 00:08

Re: SpringLobby 0.265 released!

Post by abma »

released 0.265:

all connections of springlobby should be tls now: hopefully still everything works!

Changelog:

- more verbose logging when starting spring / log exit code
- Rearange and realign buttons in singleplayer and battleroom tabs
- remove warning message when starting a match without opponet
- more verbose connect / disconnect messages
- use tls for https://api.springfiles.com / https://paste.springfiles.com
- use tls for springlobby updates
- fix by far the largest part of the replays freeze (with 1900 replays 107s -> 0.962s).
- fix error message "Failed to setup download" shown for no reason
- fix error message "Couldn't load GetMapInfoCount"
- fix some rare download bugs
- fix crash in votepanel on disconnect
- fix connecting to inofficial / test lobby servers
- fix chatpanel size with non-default dpi / font size
- fix out-of-tree compile
- fix display of seconds in the Duration column of the replay list
- fix display of missing map names in the replays list
- fix reading of gameTime from replays


again a LOT of kudos go to ThinkSome, thanks for his contributions!
abma
Spring Developer
Posts: 3798
Joined: 01 Jun 2009, 00:08

Re: SpringLobby 0.265 released!

Post by abma »

released 0.266:
- Fix #886 (Unable to register due to certificate fingerprint mismatch)
- merge engine and version into one column

100% kudos to ThinkSome!
abma
Spring Developer
Posts: 3798
Joined: 01 Jun 2009, 00:08

Re: SpringLobby 0.267 released!

Post by abma »

released 0.267
- fix connecting to unknown lobby servers (fingerprint mismatch)
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6240
Joined: 29 Apr 2005, 01:14

Re: SpringLobby 0.267 released!

Post by FLOZi »

If you are hosting your own game, you are no longer able to start the game if you are a spectator.

This is very, very, very, very bad.

Can anyone tell me why on earth this was done? It was extremely useful for testing AIs.
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ThinkSome
Posts: 387
Joined: 14 Jun 2015, 13:36

Re: SpringLobby 0.267 released!

Post by ThinkSome »

The start/spectate button change was done to improve experience of new players. You can still start a pure-bot match by

1) Join an autohost
2) become spec
3) add bots
3) !start
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6240
Joined: 29 Apr 2005, 01:14

Re: SpringLobby 0.267 released!

Post by FLOZi »

ThinkSome wrote: 29 Aug 2019, 17:36 The start/spectate button change was done to improve experience of new players. You can still start a pure-bot match by

1) Join an autohost

This thinking is the root of all Spring hosting problems, no thanks.

Also, what new players... Noobs were hosting their own game rather than joining battleroom and accidentally setting themselves as spectator and getting confused? Really?
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ThinkSome
Posts: 387
Joined: 14 Jun 2015, 13:36

Re: SpringLobby 0.267 released!

Post by ThinkSome »

FLOZi wrote: 29 Aug 2019, 17:44 Also, what new players... Noobs were hosting their own game rather than joining battleroom and accidentally setting themselves as spectator and getting confused? Really?
You are overestimating what noobs are capable of. They don't even know how to poke holes in their firewall to enable self-hosting and, further, most of them are incapable of communicating.

You might not like autohosts, but they did solve an actual problem.
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Silentwings
Posts: 3720
Joined: 25 Oct 2008, 00:23

Re: SpringLobby 0.267 released!

Post by Silentwings »

Yeah, this was mad. The impact on newbies is 0, also it broke some stuff.

Fixed - https://github.com/springlobby/springlobby/pull/930
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6240
Joined: 29 Apr 2005, 01:14

Re: SpringLobby 0.267 released!

Post by FLOZi »

Silentwings wrote: 29 Aug 2019, 19:10 Yeah, this was mad. The impact on newbies is 0, also it broke some stuff.

Fixed - https://github.com/springlobby/springlobby/pull/930
You quicken my heart. :oops:
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