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Hi,

welcome to the official GOG Galaxy forum thread. Please read the below info first:

== GOG GALAXY FEATURES IN GAMES ==

List of games supporting various GOG Galaxy features:
Achievements: https://www.gog.com/games?feature=achievements&sort=bestselling&page=1
Cloud Saves: https://www.gog.com/games?feature=cloud_saves&sort=bestselling&page=1
Overlay: https://www.gog.com/games?feature=overlay&sort=bestselling&page=1

== BUG REPORTING ==

Please use: http://mantis.gog.com and include
1. steps to reproduce the bug (if possible)
2. screenshot or movie showing the bug (if possible)
3. Galaxy Client logs (location described on mantis report page)

== FEATURE SUGGESTIONS ==

Please use: http://www.gog.com/wishlist/galaxy. For feature suggestions and votes on them please try do explain how Galaxy and its users will really benefit from it.

== IMPORT ALREADY INSTALLED GAMES TO GALAXY ==

1. For GOG games installed using installers from the last few months (so called Galaxy-compatible installers)
Click the Galaxy logo button on top of the sidebar and select "scan and import folders" - it will find all compatible games within that folder and add them to the Client.

2. For remaining GOG game INSTALLATIONS
Find the game in the Library (click on the image of the game), then click the More button and select "Manage Installation" -> "Import folder" and point the folder selector into the folder where that game is installed.

== KNOWN ISSUES ==
- Galaxy cannot be launched by other users on the same computer

== CHANGELOG ==

1.2.49 (November 29, 2018)
- [Windows] Updater now requires administrator privileges to perform update of GOG Galaxy
- [Windows] Security of directories containing GOG Galaxy files has been improved
- [Windows] Updated Code Signing Certificate
- [Windows] Crash reporter has been added to Galaxy Communication Service
Bugfixes:
- Prevented several potential causes of "broken" games, where only way out was reinstalling
- [MacOS] Fixed a crash on shutdown when fatal error was shown

1.2.50 (December 13, 2018)
Changes & Improvements:
- Speed up startup time
- [MacOS] Strengthen up connection security with ClientService
Bugfixes:
- Fixed "disk access problem" when installing games, occuring mostly on fresh installation of GOG Galaxy
- Fixed a rare occurrence of a game update resulting in displaying "unknown game version"

1.2.51 (December 20, 2018)
- Improved Korean translations
- Fixed connection to notifications pusher in GOG Galaxy SDK

1.2.54 (March 14, 2019)
Changes and Improvements:
- Updated Chromium version to 71:
- Better performance
- Fixes playing Twitch videos on profiles
- Fixes playing Wistia videos
- Security fixes in the game installation process
- Security fixes in GOG Galaxy update process
- GOG Galaxy Updater should perform better under poor network conditions
Bugfixes:
- [macOS] Fixed passing multiple commandline arguments to games
- [macOS] Multiple "friend online" notifications will no longer appear when system wakes up
- Dates are now properly displayed in cloud saves conflict window

1.2.55 (April 17, 2019)
- Hotfix for unintentional opening of Facebook link after entering Forum

1.2.56 (May 06, 2019)
Bugfixes:
- [Windows] GOG Galaxy will fix the path to its internal services, if it finds it is wrong
- Updating of games' local dependencies (e.g. Dosbox) will be handled correctly
- Unexpected files in games' directories will no longer cause failure of games’ update

1.2.57 (June 12, 2019)
Changes and Improvements:
- Minor download speed optimizations
- Changes in PayPal payment flow
Bugfixes:
- Fixed rare crash occurence when reordering games' updates and installations
- GOG Galaxy will correctly reconnect to GOG services after long time of no internet connection

1.2.58 (September 13, 2019)
macOS:
- Enabled hardened runtime, making our application more secure
- Implemented Apple's notarization

1.2.59 (September 23, 2019)
Overlay:
- [Windows] Fixed crash in Overlay affecting some games (including Fallout 3 (Radeon only) and Dragon Age: Origins)
Achievements:
- [Windows] Fixed issue with achievements sometimes not being saved while playing offline

1.2.60 Beta (07 October, 2019)
General:
- Updated CEF version to 3729 (Chromium to 74)
- Security fixes
Updater:
- Will no longer download updates at startup, they will be downloaded in the background, while the application is running
- [Windows] No additional UAC prompt during update

1.2.61 Beta (October 23, 2019)
Updater:
- Fixed an issue where non-admin users would not be able to update to newer versions of GOG Galaxy

1.2.62 Beta (October 30, 2019)
Overlay:
- Fixed crashes for various games

1.2.63 (December 02, 2019)
General:
- Updated CEF version to 3729 (Chromium to 74)
- Security fixes
Updater:
- Will no longer download updates at startup, they will be downloaded in the background, while the application is running
- [Windows] No additional UAC prompt during update
Overlay [Windows]:
- Now supports games which use Vulkan API (e.g. Jupiter Hell, X4: Foundations)
- Fixes crashes for various games

1.2.64 (December 04, 2019)
- Hotfix for launching games

1.2.66 (January 23, 2020)
- Added information about GOG Galaxy 2.0 Open Beta
- Optimization related to showing download progress
- Fixed an issue where Overlay did not launch for some games that use Vulkan
- [Windows] Updated code signing certificate
- [MacOS] Crash fixes

1.2.67 (February 24, 2020)
General:
- [Windows] GOG Galaxy will now show a warning when trying to run on non-NTFS file systems
- Improved security of the application
- Updated POCO library
GOG GALAXY Update:
- Fixes for bugs in the GOG Galaxy update process
Post edited February 24, 2020 by TheTomasz
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MikPal: I've recently noticed that the GOG downloads try to install Galaxy by offering "GOG GALAXY GAME INSTALLERS" as the default. I have no interest in installing Galaxy, is there a way to turn CLASSIC GAME INSTALLERS as the default option?

This change had not been notified loudly enough, so it was a shock for me to see GOG attempting to force Galaxy on people like this.
As JMich no official way, but you can use a script. A GOG blue has stated GOG is looking into possibly adding this feature but nothing has been confirmed yet.

However, please be aware that you can opt-out of installing Galaxy even with a Galaxy bundled installer under the installer options. It's not mandatory regardless of which installer you use.
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Johny.: Please provide logs...
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Fallen_Zen: There's a quota limit...
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TheTomasz: Hey...
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Venom: We're talking directly to developers,
I guess you are already aware, but if not, here is the recent precedent. According to developers, Tooth and Tail isn't coming out on GOG for Linux because of missing Galaxy libraries. So did you try to prevent such scenario, and why it didn't work out?
Post edited July 19, 2017 by shmerl
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Venom: We're talking directly to developers,
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shmerl: I guess you are already aware, but if not, here is the recent precedent. According to developers, Tooth and Tail isn't coming out on GOG for Linux because of missing Galaxy libraries. So did you try to prevent such scenario, and why it didn't work out?
Indeed.
I guess that is the same reason why War for the Overworld has a Linux version, aswell as all the games that have Linux versions here before or after Galaxy was announced.
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shmerl: I guess you are already aware, but if not, here is the recent precedent. According to developers, Tooth and Tail isn't coming out on GOG for Linux because of missing Galaxy libraries. So did you try to prevent such scenario, and why it didn't work out?
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darkangelz: Indeed.
I guess that is the same reason why War for the Overworld has a Linux version, aswell as all the games that have Linux versions here before or after Galaxy was announced.
That's not always the reason, but it will increasingly become the reason now, while GOG still aren't releasing Galaxy libraries for Linux.
I'm actually glad they don't to be honest. Don't need that bloatware on Linux as well. One of the reasons I use Linux is to avoid crap like that.

These days, however, I'm worried to download anything from GOG, and am glad I downloaded most game files already, hopefully mostly pre-Galaxy shenanigans. And since GOG don't support Galaxy for Linux, hopefully the Linux installers haven't been infected.
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Venom: We're talking directly to developers,
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shmerl: I guess you are already aware, but if not, here is the recent precedent. According to developers, Tooth and Tail isn't coming out on GOG for Linux because of missing Galaxy libraries. So did you try to prevent such scenario, and why it didn't work out?
I don't see a single word about lack of Galaxy libraries on Linux there but lack of the Galaxy Client itself for Linux - and I think this is what your misunderstanding with Venom is about.

I believe part of this misunderstanding is also assuming that developers are interested in offering on Linux a SKU that lacks in-game features that other OSes / platforms have in the first place. You see, the idea that you're pitching, as I understand it, is some sort of stub library - but that does not address most of key features such as auto updating, multiplayer or publishing and testing builds among many others that still require Client or other tools. In reality it is as "good" (or as "bad") solution as not implementing Galaxy to Linux SKU at all and releasing it without it... which is possibility since we've started offering Linux games.

Please keep in mind, and this is something that Venom pointed out earlier, that we talk to developers for days every single GDC, E3, Gamescom, have regular calls and visit them as well. We are aware of what are they needs and requirements, what options are on the table and what's their viability from the business side.
Post edited July 19, 2017 by Destro
Ever since the latest update, I've been getting a communication error every time GOG Galaxy starts up with my computer:

Connection to GOG Galaxy Communication Service was lost and could not be restored! GOG Galaxy will now shutdown

Anyone else have this problem? It only happens when GOG Galaxy auto-starts on bootup. If I try to start GOG Galaxy manually afterwards it connects just fine. Is something wrong with my computer or the current version of GOG?

Also, I have already posted this on the technical support forum at mantis.gog.com.
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Destro: I don't see a single word about lack of Galaxy libraries on Linux there but lack of the Galaxy Client itself for Linux - and I think this is what your misunderstanding with Venom is about.
I suppose then I don't understand the architecture correctly. The way I thought it works, consists of 3 parts. 1. Actual Galaxy services (server backend that GOG offers, which includes multiplayer servers, cloud saves and etc.). 2. Client libraries that games can integrate to connect to Galaxy backend. 3. The client (standalone program which can manage installs / updates and so on). In my view, proper architecture can make #2 work without #3, while #3 can probably use same #2 as part of itself.

Is that incorrect? #2 and #3 are now missing, but stubs for #2 can at least allow building games without making special non Galaxy versions (they won't connect to Galaxy backend still, but at least developers won't need to make all those ifdefs.

And if you don't have the above architecture, and games need to connect to running client application, that's quite limiting, since it requires that client to be running to use Galaxy features. It should be perfectly doable to separate client functionality into a library, and let developers use it as a bundled part of the game itself. This way, games will be able to use Galaxy backend without requiring users to install and run the client.

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Destro: I believe part of this misunderstanding is also assuming that developers are interested in offering on Linux a SKU that lacks in-game features that other OSes / platforms have in the first place. You see, the idea that you're pitching, as I understand it, is some sort of stub library - but that does not address most of key features such as auto updating, multiplayer or publishing and testing builds among many others that still require Client or other tools. In reality it is as "good" (or as "bad") solution as not implementing Galaxy to Linux SKU at all and releasing it without it... which is possibility since we've started offering Linux games.
So you mean it's up to developers to decide, whether to release a version that will be working without Galaxy backend features, or not to release it, in order to avoid having different features on different platforms? Personally, I'd prefer the limited version to no version at all, because I just don't care much for those Galaxy specific features. May be developers can reach out to GOG users first with some polls? In the end we are getting the short end of the stick. No Galaxy, and no games.
Post edited July 19, 2017 by shmerl
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Johny.: snip
Shouldn't games imported auto update once even if updates are disabled? Because it looks like when auto updates are turned off this doesn't happen. They don't auto update, and they don't show a blue dot. I've been manually verify and repairing them.

If auto updates are on they do automatically update upon being imported...
Post edited July 19, 2017 by BKGaming
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shmerl: snip
It's not really an architecture problem, but whether the idea solves anything better in the first place. If you, as a game developer, built SKUs for another platform with certain in-game platform features (like achievements or multiplayer) and then proceed to build a SKUs with new code that is handled by the stub library, then you're as good as disabling / not including that platform-specific code. Either way, assuming that you accept that said SKU could be perceived inferior to others, which I think is a quite bigger question really.

Aside from stub not solving the issue, you still lack auto-updates and won't be able to push and publish builds directly to GOG - features which in many cases are an absolute musth have for developer to release the game on GOG in the first place.
Post edited July 19, 2017 by Destro
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Destro: Either way, assuming that you accept that said SKU could be perceived inferior to others, which I think is a quite bigger question really.
OK, so to confirm, it's up to developers, and if they want, nothing stands in their way to release Linux version that doesn't provide Galaxy features. So should we address develpers about it if we are willing to accept such versions?

I'm sure, majority of Linux users here would prefer to have Linux version without Galaxy features, than no version at all. I thought it's pretty self explanatory.

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Destro: Aside from stub not solving the issue, you still lack auto-updates and won't be able to push and publish builds directly to GOG - features which in many cases are an absolute musth have for developer to release the game on GOG in the first place.
I guess this conflates two unrelated issues.

1. Updates that users get through the client or manually.
2. Way to push updates from developers to GOG.

#1 is your regular Galaxy standalone client, GUI and all. #2 can be implemented in cross platform fashion with less sophistication than #1 (we are talking about developers after all). So how does the lack of #1 prevent it?

Architecturing #2 is a must for developers, I agree, but I'm not sure why you have troubles with having cross platform solutions for it. It's just packaging / binary patching + network transfer / synchronization. On Linux you can provide some CLI tools for that, if what's holding you back is some UI stuff.

Also, if you already provide #2 for Windows, why can't those tools handle Linux builds of games? On what OS you run the tool, shouldn't in any way relate to which version of the game they manage for developers, right?
Post edited July 20, 2017 by shmerl
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shmerl: OK, so to confirm, it's up to developers, and if they want, nothing stands in their way to release Linux version that doesn't provide Galaxy features.
I'm actually perplexed by the suggestion. Considering that GOG Galaxy is not available on Linux, why would be against the Linux game release?
I'll answer you even a step further: if Galaxy was available on Linux it wouldn't change our approach. Both on Windows and Mac it's up to the developer to commit to having specific Galaxy features in the game or not. It's their game, we respect their decision.

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shmerl: I guess this conflates two unrelated issues.

1. Updates that users get through the client or manually.
2. Way to push updates from developers to GOG.

#1 is your regular Galaxy standalone client, GUI and all. #2 can be implemented in cross platform fashion with less sophistication than #1 (were are talking about developers after all). So how does the lack of #1 prevent it?
Pushing build is just a part of the flow. Many developers upload game builds to an internal branch and download / patch it to check the implementation. Sometimes QA downloads different RCs from other branches. Finally some do internal betas on couple of other branches which also require a way to download them... all this before the button "publish to master" is pressed. As you can see, a tool for downloading and updating builds / jumping between branches and game version is required and that's why GOG Galaxy Client is a part of the equation here.
I guess this might not be obvious as this is rarely visible to the end user, except maybe for some games-in-development titles, but it's there nevertheless.
Post edited July 20, 2017 by Destro
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Johny.: snip
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BKGaming: Shouldn't games imported auto update once even if updates are disabled? Because it looks like when auto updates are turned off this doesn't happen. They don't auto update, and they don't show a blue dot. I've been manually verify and repairing them.

If auto updates are on they do automatically update upon being imported...
When you're disabling auto-updating feature, that means you don't want your games to update automatically for one reason or another.
As for the lack of blue dot - we can't really show it, because we can't know whether the update for imported game is available or not. In game's settings, you can see that no version is selected. You will see the blue dot when next version is published - because that certainly means that an update is there for you.
Part of this behavior may be changed in the future (communication of the game's version state), and changing installers/patches to provide this data may also happen - but it's not that simple. I'm just shooting words here, because I don't know whether any of this will happen, but we've considered it.
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Johny.: When you're disabling auto-updating feature, that means you don't want your games to update automatically for one reason or another.
As for the lack of blue dot - we can't really show it, because we can't know whether the update for imported game is available or not. In game's settings, you can see that no version is selected. You will see the blue dot when next version is published - because that certainly means that an update is there for you.
Part of this behavior may be changed in the future (communication of the game's version state), and changing installers/patches to provide this data may also happen - but it's not that simple. I'm just shooting words here, because I don't know whether any of this will happen, but we've considered it.
Okay I was just wondering because I was under the impression Galaxy needed to update at-least once with an imported game to be fully Galaxy compatible. Because as you already know I guess if I don't verify/repair after importing Galaxy reports it doesn't know what game version I am on, etc.

I assume everything will still function correctly without doing a verify/repair then, Galaxy just won't be able to tell the version?
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Destro: I'm actually perplexed by the suggestion. Considering that GOG Galaxy is not available on Linux, why would be against the Linux game release?
I don't think you would. But developers can get such impression, or may be they simply don't want to bother maintaining two different versions / approaches. I'm not really sure what's the main bottleneck here. At least it's clear now it's up to developers. Do you at least encourage them to release Linux versions without Galaxy until the whole framework is ready?

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Destro: Pushing build is just a part of the flow. Many developers upload game builds to an internal branch and download / patch it to check the implementation. Sometimes QA downloads different RCs from other branches.
OK, but that again just tests the Galaxy updating of the new build. Since on Linux it's not there, they can for example test updating with regular (binary patching). But I can see how it can complicate their workflow, if you don't provide ready tools. Thanks for clarifying some of that developers' cycle.

Anyway, all this just indicates, that missing Galaxy for Linux is quite a notable blocker, at least for some developers. I hope you'll find time to actually finish it.
Post edited July 20, 2017 by shmerl