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DyNaer: there was a problem if i remember well with the witcher ;) , and yeah one day (like dragonsphere in the past :D)

if a notification doesn't go away after (i'm generous there) 1 hour, there's a problem....
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HypersomniacLive: The "almost a day" was not in reference to the TW1 update (and surprisingly I didn't suffer from the Dragonshere one), but I can't remember which game it was.

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ssokolow: They should really grab a test harness and start writing regression tests for everything they fix. It's not as comprehensive as a proper, directed effort to write unit and functional tests, but "teach the computer to do it whenever you'd normally test something manually" does still trend toward full test coverage in the long term.
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HypersomniacLive: *in Judas voice*

Please contact support.
Good point. I'd forgotten that the support form could be used for suggestions as well as support requests.

EDIT: I've submitted the following as a suggestion.
Given the prevalence of site bugs lately, it'd probably be a good idea for you guys to have some kind of improved testing strategy.

Yes, retrofitting a full test suite would be prohibitively time-consuming, but building a functional test suite as you go can be very easy, takes minimal additional effort, and would start paying dividends almost immediately.

Basically, whenever you want to test something, teach the computer to do it instead. This is most common with regression test suites (whenever you fix a bug, you write a test so something like it can't creep back in) but the principle applies everywhere.

The first thing you'll need is a test harness that makes writing tests roughly as quick and easy as testing by hand. I'm not sure what GOG is implemented in, but there are plenty of automated test harnesses for all sorts of testing.

The support tooling comes in two basic types:

First, Unit/Integration testing:

Unit testing is testing the smallest possible pieces of your code so you can be thorough without a combinatorial explosion. (Unit tests are the fastest-running but hardest to retrofit to a codebase not already factored into neat little units) Integration testing is testing two things that are unit tested to make sure they work together properly. (eg. Catching situations like "X expects UTF-8 but Y produces a decoded stream of Unicode characters")

You probably wouldn't want to retrofit many (if any) of those because refactoring a codebase not designed with unit testing in mind is a time-consuming endeavour.

Second, functional testing: This is what you'll want to focus on.

Functional testing basically involves either using a mock browser or automating a real browser to walk through a scripted version of what you'd normally do manually. (eg. click Y , verify that thing X is true, log a screenshot, etc.)

Functional testing can be accomplished at four different levels of trade-off:

1. Libraries like FakeWeb (Ruby) and HTTPretty (Python) replace the underlying TCP socket calls with a shim that pretends to be an HTTP server so you can fake HTTP request-response conversations with lightning speed. They're probably too low-level for your uses, but be aware of them as a tool for performance optimization.

https://github.com/chrisk/fakeweb
http://falcao.it/HTTPretty/

2. Tools like Mechanize (mock browser), PhantomJS (WebKit), SlimerJS (Firefox/Gecko), and trifleJS (IE/Trident) provide a headless browser that can be scripted (via Javascript in most cases) to perform actions, check their results, take screenshots, etc. (Note: Mechanize can't take screenshots)

http://search.cpan.org/dist/WWW-Mechanize/
http://wwwsearch.sourceforge.net/mechanize/
http://docs.seattlerb.org/mechanize/
https://github.com/GistLabs/mechanize
https://github.com/srveit/mechanize-js

http://phantomjs.org/
http://slimerjs.org/
http://triflejs.org/

For most cases, PhantomJS and friends are what you want. Instead of manually testing something, write a little Javascript which tests it for you. That way, after making a change, you can let the computer re-run every test you ever thought to try.

(You can even use them to verify that a CSS change had only the intended effect by having them take before/after screenshots and then performing a pixel-wise difference operation on them... or combine that with something like `git bisect` to identify when a problem was introduced.)

3. Finally, there's Selenium. Selenium is the heaviest, but it gives you either record/replay-based control over Firefox or scripted control over just about every browser under the sun (Firefox, Internet Explorer, Safari, Opera, Chrome, Android, iPhone, etc.) so you can do truly comprehensive, high-level functional testing.

http://docs.seleniumhq.org/ (Core and drivers for Firefox, IE, Safari, Chrome, and Presto-based Opera Desktop/Mobile versions)
https://github.com/operasoftware/operachromiumdriver (Driver for Opera 15.x+)
http://appium.io/ (Drivers for Android and iOS simulator)
https://code.google.com/p/selenium/wiki/IPhoneDriver (Driver for real iPhones)

Whatever approach you use, I highly recommend you give automated testing a try. (If you want some example code for doing before/after image diffing, feel free to ask. Just let me know what languages you'd prefer.)
Post edited January 23, 2015 by ssokolow
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HypersomniacLive: I had only Geralt bug me to no end, though I know of a friend that didn't click on the game at all, and the flag vanished after a few days - so there's that as well: you may never see an update if you take too long (also a bug). The other one I'm talking about, was not a case of click_flag_away, flag_keeps_returning_for_no_reason, it did go away for good, but only after I found and clicked on the specific installer that had gotten the update - I think it was a language that was added.

Anyway, GOG's account notification system leaves a lot to be desired; I hope they will improve it in spite of Galaxy, though not holding my breath.
yes the update notification isn't really good , it's a tad better recently , but it has bugs left, and when you have an update notification for a game , actually you don't know what's it's updated without checking either this topic or the game's specific topic.

and i don't speak about the bugs in the website ..... (sign in / join ln appearing in the games shelves)

more & more new games have problem in the shelves (product number xxxx instead the real name) , gamecard not accurate.

as far i recall , judas said they will improve again the website , but when ?

as for galaxy , i don't care.... not interested.
high rated
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DyNaer: yes the update notification isn't really good , it's a tad better recently , but it has bugs left, and when you have an update notification for a game , actually you don't know what's it's updated without checking either this topic or the game's specific topic.

and i don't speak about the bugs in the website ..... (sign in / join ln appearing in the games shelves)

more & more new games have problem in the shelves (product number xxxx instead the real name) , gamecard not accurate.

as far i recall , judas said they will improve again the website , but when ?

as for galaxy , i don't care.... not interested.
Emm... that would require that the site was improved at least once already...

I'm in no hurry for more of this fresher, better GOG; every time they improve something, a dozen other things break, and some never find their usual state again, like the update tags.

I only mentioned Galaxy as something that may lead to limited site functionality, like getting proper update notifications; in that context you should be interested.
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HypersomniacLive: I only mentioned Galaxy as something that may lead to limited site functionality, like getting proper update notifications; in that context you should be interested.
nah , i barely play multiplayer game portion, and i'm good with the website if they fix what's broken (but i start to run out of patience .....)

and btw wheni I joined gog, it wasn't to have a client...
Post edited January 23, 2015 by DyNaer
http://www.gog.com/forum/space_rangers_series/space_rangers_hd_patch_1_is_available_for_download
http://www.gog.com/forum/omerta_city_of_gangsters/gog_omerta_fix_is_now_available_for_download
From MaGog's logs for 23 January:

NOTE! CHANGED STAR WARS™: Dark Forces, languages: Text only: German, English, Spanish, French, Italian ***TO*** Audio and text: German, English, Spanish, French, Italian
The good news: Omerta is patched.

The bad news: the 'endless update notifications' bug seems to be back.
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VanishedOne: The bad news: the 'endless update notifications' bug seems to be back.
Yes. Three times for me in the last 30 minutes.
http://www.gog.com/forum/mount_blade_series/m_b_warband_patch_1166_and_viking_conquest_dlc_103_available
http://www.gog.com/forum/wasteland_series/wasteland_1_the_original_classic_is_now_available_for_linux
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VanishedOne: The bad news: the 'endless update notifications' bug seems to be back.
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mrkgnao: Yes. Three times for me in the last 30 minutes.
And others are not getting them at all. =S I'm not getting any notifications for forum replies, for instance.
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Tannath: And others are not getting them at all. =S I'm not getting any notifications for forum replies, for instance.
And mine won't clear unless I visit one of the revamped pages; the notification system is completely borked ever since the Star Wars Wave II begun. Perhaps the solution is a Death Star after all.
Tex Murphy Under a Killing Moon had an ebook in mobi and PDF format added to its bonus section :)
Cool! Thanks for that!