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Update checker #147
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From: @adanski (Dragonji) Isn't it called "autoupdate" because it should do an update w/o any interaction with user? |
From: @JanSimek (Radegast) Yea, it is not autoupdate. Let's call it just updater or semi-autoupdater :-). User will get a popup window saying "Do you want to update to a new version? Yes/No" before the game proceeds with updating. |
From: @JanSimek (Radegast) Applied in changeset commit:ce47a49a04f31ec8f0dd169996cdd62ed6b9ca8e. |
From: @JanSimek (Radegast) From now on pak3.pk3 is not optional anymore. |
From: @IR4T4 (IR4T4) {FIXME} Passing params into the game like +connect xyz or +map oasis don't initiate the update question. When people use tools (HLSW & Co) for direct connect they won't be notified about updates. Another topic to discuss: We should think about a cvar sv_autoupdate as well. At least server admins should be notified too. |
From: @JanSimek (Radegast) Ok, server will check for updates on start up and we will rename @cl_autoupdate@ to @com_autoupdate@. EDIT: and also all autoupdate functions should be moved into a separate file |
From: @JanSimek (Radegast) {TODO} Add server side update check |
From: @JanSimek (Radegast) We need to check if destination path is writeable (user has the required permissions) before enabling auto-update feature. |
From: @JanSimek (Radegast) Auto-update server is now able to compare client files to the hosted files. |
Author: @JanSimek (Radegast)
Date: 2013-01-08
Redmine Issue: 147, https://dev.etlegacy.com/issues/147
Check for updates on start up and show a pop up box (client) or print a message in the console (server) if an update is available.
@cl_autoupdate@ -> @com_autoupdate@
...
Related commit(s):
ce47a49 - client: cl_motd shouldn't depend on cl_autoupdate,..
4794724 - client: update notification is displayed in ingame..
982a1b0 - client: notify about update in connecting screen, ..
f7d9383 - generic: separated autoupdate variables from clien..
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