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!!! PLEASE READ BEFORE POSTING !!!

== 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 (see below)

Where can I find Galaxy logs on my computer?
On Windows 7 or later: C:\ProgramData\GOG.com\Galaxy\Logs
On Mac OS X: /Users/Shared/GOG.com/Galaxy/Logs

== 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 ==
- throttling max download speed is not yet possible
- notifications related to incoming chat messages and friend requests does not always disappear instantly when consumed and may require reloading Store page
- games imported from existing installations will auto-update once, even if updating is disabled
- Moving Galaxy from /Applications on Mac OS X will stop the app from working
- Galaxy cannot be launched by other users on the same computer
Post edited October 03, 2016 by Liosan
high rated
Hi Everyone,

Below you can find the changelog of GOG Galaxy.

Changelog 1.1.15 (September 7th, 2016):
Changes / Improvements:
• Added Wallet button in dropdown menu under user's avatar
• Performance improvements on UI speed and a little on CPU usage
• Enabled copying text in Galaxy forums
• History will now remember only the 100 most recent pages in history
Bugfixes:
• Fix for "Disk access problem" bug, which broke installation and updates of games. (Bug happened on Windows only, but general mechanism is better on OS X as well)
• Fix for Verify/Repair, which did not work in some scenarios (The above bug for example)
• Fix for "Server problem" while downloading backup installers or other goodies. They will now work, even if temporary download folder is same as destination folder
• Fixed situations in which Store page sometimes did not load properly after waking up computer

Changelog 1.1.16 (September 19th, 2016):
Improvements:
• Galaxy now supports H.264 codecs
• Much better handling of paying using third party processors (PayPal, paysafecard etc.)
• Friends and chat window now scale with the system scaling factor
• New and prettier GOG Eula will be used in games
• Better handling of loading timeouts

Bugfixes:
• "INSTALLED" label will appear all pages of the library now
• Fixed a bug with game time tracking for some games. Galaxy will now register more than one minute:)
• Fixed a bug in which Galaxy in rare cases could not be able to update the game (bug rather existed in rollbacks)
• Galaxy will no longer show a little bit of bare code upon launching
• Fixed blurred images in sidebar expanded list mode

Changelog 1.1.17(hotfix September 20th, 2016):
• Fixed crashes and 'Disk Access Problem' caused by updating Galaxy from 1.1.12 (and earlier versions) to 1.1.16

Changelog 1.1.18 (October 19th, 2016):
Improvements:
• More accurate game time tracking mechanism
• Improved mechanism showing current online status between friends

Bugfixes:
• Fixed a bug which caused Galaxy to stop tracking game time

Changelog 1.1.19 (October 25th, 2016):
Improvements:
• We have removed download size from Galaxy updater. It showed faulty data, as Galaxy Updater doesn't download > 100mb each time and only downloads differences. It will come back in nearest future, when it will show correct data:)
• The first check for game updates will be done 15s after Galaxy starts, instead of 5 minutes.
• OSX: Improved mechanism responsible for removing old files left by Galaxy updates
• OSX: Improved the way Galaxy handles installing games into protected locations like /Applications; you will receive a password prompt about a "Helper tool" installation

Bugfixes:
• Fixed "Essential components missing" error which sometimes appeared after fresh installation
• Fixed a situation where failure in Updater could lead to Galaxy not being able to launch
• Fixed self-update on OSX to properly delete leftover files
• Fixed friends window losing functionality after network loss and reconnect
• Fixed blurry Windows 10 Galaxy tray icon
• Galaxy will remember maximised window status

Changelog 1.1.20(November 2nd, 2016)
Bugfixes:
• Fixed installing XNA4 and other msi-based dependencies.
• Store page won't be reloaded twice upon logging in

Changelog: 1.1.21 (November 17th, 2016)
Improvements / changes:
• Added "with preview updates" suffix to Galaxy window title
• Small optimizations with memory and Galaxy loading time
• Small improvements with updater, it should fail less

Bugfixes:
• Fixed a bug with Galaxy refreshing pages
• Fixed occasional crashes

Changelog 1.1.22 (November 22nd, 2016)
Bugfixes:
• Galaxy will no longer freeze when downloading a game update and checking another game in library
• Galaxy should crash even less now:)

Changelog 1.1.23 (November 28th, 2016)
Bugfixes:
• Galaxy will be now able to reconnect to internet correctly, if computer was put to sleep and then woken up without (initially) Internet connection
• Downloading of games/updates should have less impact on starting other installations

Changelog 1.1.24(December 6th, 2016)
Bugfixes:
• Downloading an installer with Galaxy and using it to install the game should not result in redownloading the whole game again
• Updater should no longer report over 100% progress on download

Adjustments:
• Increased timeout for failures during sign in
• Increased timeout for "Loading Timeout"

Changelog 1.1.25 (December 20th, 2016)
Bugfixes:
• Fixed a crash when trying to install certain games (Game affected was 1979 Revolution: Black Friday).

Changelog 1.1.26 (December 23rd, 2016, Preview only)
Changes:
• Introduced new downloading mechanism

Changelog 1.1.27 (January 26th, 2017, Preview)
Bugfixes:
• Aborting or pausing downloads will be smoother (They will stop faster)
• Pausing downloads will no longer cause memory usage to go super high

Changelog 1.1.27 (January 31th, 2017)
Changes:
• Introduced new downloading mechanism
Bugfixes:
• Aborting or pausing downloads will be smoother (They will stop faster)
• Pausing downloads will no longer cause memory usage to go super high

Changelog 1.1.28 (March 10th, 2017)
Changes / Improvements:
- Better support for differential patches. They are now seperate depending on game's language and system bitness
- Italian & Japanese partial support + more Spanish translations
- Improved checking for new available updates of the games
- We'll sort available DLCs alphabetically
Bugfixes:
- Fixed a crash when Galaxy doesn't have permissions to the logs directory
- Fixed showing empty grey page after a while of inactivity
- Fixed infinite spinner after going to support page
- Fixed displaying of prices in cart when they were over 999 (Bug caused by a comma in the price)
- MacOS: Popup windows (for example chat) will no longer open as a tab but as a separate window instead
- MacOS: Fixed memory leak (~30MB upon GOG Galaxy launch)
- MacOS: Fixed memory leak while playing a game

Changelog 1.1.29 (March 14nd, 2017)
Changes:
- Changes in downloading mechanism, which allows for better control over download's flow
Bugfixes:
- Fixed displaying progress of differential patches (It did not display the "Extracting" status)

Changelog 1.1.30 (March 16th, 2017)
Bugfixes:
- Fixed a crash within games downloading mechanism

== PREVIEW UPDATES* ===

HOW TO ENABLE PREVIEWS?
Go to your Galaxy settings and check the option to receive preview updates.

HOW TO DISABLE PREVIEW?
- Uninstall Galaxy
- Download current installer from gog.com/galaxy
- Install Galaxy
- Import your games

Changelog 1.2.0 (March 22nd, 2017)
Changes and improvements:
- Cloud saves backup and syncing (supported games only)
- Screenshot capture with F12 (supported games only)
- In-game overlay with FPS counter and notifications (supported games only)
- Greatly improved chat, also in overlay
- Ability to enable or disable achievements, game time tracking, auto-updating games and more
- Desktop and in-game notifications system
- Ability to set bandwidth limit and scheduler
- New settings window
- Rarity information in achievements
- Abort button next to installation status
- Only one Galaxy Updater window will be shown in most cases
- GOG Galaxy updates will be downloaded in the background
- Games are now downloaded directly to their install directory, instead of a temporary location
- Galaxy changelog is displayed in Galaxy

Bugfixes:
- Fixed game time tracking issues
- Initial size of Galaxy Client window will respect Windows scaling
- Improved Windows 10 Galaxy tray icon
- Fixed a bug which caused Galaxy to redownload whole data in case of a failure of installation/update
- Thumbnail highlighting in media gallery now works properly
- Decreased client's network and CPU usage (especially for a lot of games)
- MacOS: Fixed situation when Galaxy Client could downloading due to App Nap
- MacOS: Fixed crash when logging out with "New post" popup open
- MacOS: Fixed game processes not being properly cleaned up after exiting
Post edited March 22, 2017 by TheTomasz
high rated
For everyone who has a problem with missing api-ms-crt dlls in Client's versions post 1.1.5:
Please install one of those windows update: https://support.microsoft.com/en-us/kb/2999226 https://support.microsoft.com/en-us/kb/3118401
You may need to update Windows to meet the requirements for these:
For Windows 8.1 and for Windows Server 2012: https://support.microsoft.com/en-us/kb/2919355
For Windows 7 and for Windows Server 2008 R2: https://support.microsoft.com/en-us/kb/976932

You can also try reinstalling Microsoft Visual C++ Redistributables 2015 (x86) if you meet above requirements.
Available here: https://www.microsoft.com/en-us/download/details.aspx?id=48145

If above instructions doesn't work for you, create a separate issue on mantis.gog.com and we'll try to help you individually.

Please note that this solution only helps with the missing api-ms-crt dlls.


========================================================================================


Answering this question: Why 1.1 doesn't work after updating to 1.2?

This is happening probably due to incompatible database from version 1.2, please delete this folder:
%ALLUSERSPROFILE%\GOG.com\Galaxy\storage
usually
C:\ProgramData\GOG.com\storage\

Then you'll have to use scan&import (menu under the top Galaxy logo) function to see your games back in Galaxy Client.
Attachments:
Post edited March 27, 2017 by TheTomasz
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MangAnimE: Not a big problem. Just had Galaxy update to 1.1.17 & now some of the version numbers for games are showing up as 6-7 digit long number instead of version number.
Yep, that happens with a tonne of games. I think I asked about it before and was told it was a date code or something. Problem is that none of the numbers I am seeing appear as any kind of date code under any possible interpretation of a date code, they appear as just purely random numbers.

Personally I think it is just a bug either in Galaxy or the design of what is being displayed. It only makes sense to display things to customers that have value to the customer and the customer understands or can easily deduce and derive value from. A random 8-9 digit number is pretty useless all around even if it was a date code using a global standard format such as ISO8601 if there's no useful meaning as to what it is indicating. :)

I've assumed all along that it intends to display a version number but if nobody got around to figuring out what version a given game is yet perhaps they left the field blank, and an uninitialized variable in the web back end is left with random data that gets displayed. If that's the case, initializing all data to 0 and not displaying anything if the value is 0 would probably be the way to go. Just speculating though, as it always looks quite odd and I doubt anyone finds the random number that shows up useful for anything. :)
Why the captcha appears "I'm not a robot" to logearme in GOG galaxy?
I can not get into gog galaxy . when I try to access the following error:

The procedure entry point QueryWorkingSetEx not found in the dynamic link library PSAPI.DLL .

Can you help me?

Thanks you
avatar
Hijin25.948: Why the captcha appears "I'm not a robot" to logearme in GOG galaxy?
It depends on what "logearme" means. Never seen nor heard of that word before, can you clarify?
avatar
mxm07: I can not get into gog galaxy . when I try to access the following error:

The procedure entry point QueryWorkingSetEx not found in the dynamic link library PSAPI.DLL .

Can you help me?

Thanks you
What operating system are you using?
Post edited September 23, 2016 by skeletonbow
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Hijin25.948: Why the captcha appears "I'm not a robot" to logearme in GOG galaxy?
avatar
skeletonbow: It depends on what "logearme" means. Never seen nor heard of that word before, can you clarify?
avatar
mxm07: I can not get into gog galaxy . when I try to access the following error:

The procedure entry point QueryWorkingSetEx not found in the dynamic link library PSAPI.DLL .

Can you help me?

Thanks you
avatar
skeletonbow: What operating system are you using?
Sorry, I meant, Login, "loguearme" say in Mexico.
I downloaded "setup_galaxy_1.1.17.3" Galaxy's setup file.
During installation there was an error: "Entry point into procedure QueryWorkingSetEx not found in DLL library PSAPI.DLL".

When i try to launch Galaxy, i have the same error.

OS: Windows XP SP3, 32bit.


PS: if i choose Russian language during installation, installer installs VC2012 redist libs, if English language - VC2015 redist. Haven't checked the libs though. That's what installer says during installation process.
Attachments:
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vsr: OS: Windows XP SP3, 32bit.
Since 1.1.16 Galaxy no longer supports XP or Vista.
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vsr: OS: Windows XP SP3, 32bit.
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JMich: Since 1.1.16 Galaxy no longer supports XP or Vista.
Thanks. Good to know.
I have an error saying the Kernal32.dll is missing on my laptop with Vista. Based on the above comment, can I guess that GoG Galaxy will no longer function with Vista or is it a problem that will be corrected in the future?
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TriumPrimus: I have an error saying the Kernal32.dll is missing on my laptop with Vista. Based on the above comment, can I guess that GoG Galaxy will no longer function with Vista or is it a problem that will be corrected in the future?
Not working anymore, see here: https://www.gog.com/forum/general/gog_galaxy_beta_2/post5028
New W3 update broke Galaxy entry. After the new update integrating the language pack into the expansion of Blood and Wine I uninstalled Blood and Wine and reinstalled it via backup installer. Then I started Galaxy and W3 was gone from the Galaxy list.
Post edited September 24, 2016 by MarkoH01
avatar
MarkoH01: New W3 update broke Galaxy entry. After the new update integrating the language pack into the expansion of Blood and Wine I uninstalled Blood and Wine and reinstalled it via backup installer. Then I started Galaxy and W3 was gone from the Galaxy list.
Yep, I guess that's what we end up getting when they update a game, don't change the version number, don't change the gog-nn number, don't tell us about it, don't make any announcement or changelog. <sigh>

Glad I didn't download it now, and I am getting the impression they're never going to actually tell us categorically what did actually change as I've asked like 3 times now and got zero answer. :o(
So, how long is it before we get the overlay for all games (or at least for most of them)? It would be so much easier if I could avoid ALT-TABbing all the time just to chat with a friend I want to setup a game of UT2k4 or Heroes III with.
avatar
Taro94: So, how long is it before we get the overlay for all games (or at least for most of them)? It would be so much easier if I could avoid ALT-TABbing all the time just to chat with a friend I want to setup a game of UT2k4 or Heroes III with.
I don't think they'll be able to give a solid answer for that until they actually have it fully working. The reason is that there is no single unified way to produce a video overlay that works with every single API that video games have used over the last 30 years, and for many of those there is no easy way to do it at all. Every single graphics API that games use essentially need to be intercepted somehow and tricks done to manipulate the framebuffer more or less, and that means dealing with dozens of different graphics APIs. That means handling every possible version of each API also, and taking into account the various ways different games can use the APIs. It also means trying to handle games that use APIs that don't really lend themselves easily to being intercepted. We're talking every single version of DirectX, OpenGL, as well as various other old APIs no longer used in modern games, as well as directly banging on the video framebuffer and hardware itself back in the day.

Aside from the video related challenges are input APIs that must be intercepted and handled properly (DirectInput, Xinput, various others and various permutations on how they're used).

They will most likely get it working with the majority of APIs used by most games over time but it will most likely never work with "all" games due to a variety of reasons that make that technically unlikely. That said, they should at least be able to get it to work with any games that other software has a working overlay for, but it is a complex problem to solve ultimately.

It's particularly difficult to do this with old DOS games, however in some cases it can be done by reconfiguring DOSbox to use OpenGL and intercepting that. Once the technical side of things is handled though the next bigger problem that arises is the scaling of the user interface and fonts at low resolutions. At the moment the overlay looks absolutely terrible and is unusable at 1024x768 and lower resolutions. That could be improved greatly by having the UI follow a responsive design paradigm to a degree, but chatting with people at 320x240 resolution is never going to be very thrilling. :)

The overlay functionality that exists for us right now in the public releases more or less is "co-operative" overlay, in that the games themselves have been adapted to provide the function. The Witcher 3 for example it is done via a DLC addon. Problem with that approach is it's impossible to go add patches to every single game to do that in any sane way, so that doesn't scale. The general solution of doing it independent of the games is how all other software does it (ie: Steam, Raptr, etc.), and it'll be a complex road to get to what we would all like to see I believe as getting it to work stable without interfering with each game, ALT-TAB, and other factors is going to be quite challenging I imagine. None of the other overlay software out there support "all" games, but GOG should be able to get it to work at least with those that other software has managed to do it with.

Other than an unspoken "when it's ready(TM)", I don't think we're going to hear any major announcements about this though as there are likely far too many unknowns to really be able to estimate.
avatar
Taro94: So, how long is it before we get the overlay for all games (or at least for most of them)? It would be so much easier if I could avoid ALT-TABbing all the time just to chat with a friend I want to setup a game of UT2k4 or Heroes III with.
avatar
skeletonbow: I don't think they'll be able to give a solid answer for that until they actually have it fully working. The reason is that there is no single unified way to produce a video overlay that works with every single API that video games have used over the last 30 years, and for many of those there is no easy way to do it at all. Every single graphics API that games use essentially need to be intercepted somehow and tricks done to manipulate the framebuffer more or less, and that means dealing with dozens of different graphics APIs. That means handling every possible version of each API also, and taking into account the various ways different games can use the APIs. It also means trying to handle games that use APIs that don't really lend themselves easily to being intercepted. We're talking every single version of DirectX, OpenGL, as well as various other old APIs no longer used in modern games, as well as directly banging on the video framebuffer and hardware itself back in the day.

Aside from the video related challenges are input APIs that must be intercepted and handled properly (DirectInput, Xinput, various others and various permutations on how they're used).

They will most likely get it working with the majority of APIs used by most games over time but it will most likely never work with "all" games due to a variety of reasons that make that technically unlikely. That said, they should at least be able to get it to work with any games that other software has a working overlay for, but it is a complex problem to solve ultimately.

It's particularly difficult to do this with old DOS games, however in some cases it can be done by reconfiguring DOSbox to use OpenGL and intercepting that. Once the technical side of things is handled though the next bigger problem that arises is the scaling of the user interface and fonts at low resolutions. At the moment the overlay looks absolutely terrible and is unusable at 1024x768 and lower resolutions. That could be improved greatly by having the UI follow a responsive design paradigm to a degree, but chatting with people at 320x240 resolution is never going to be very thrilling. :)

The overlay functionality that exists for us right now in the public releases more or less is "co-operative" overlay, in that the games themselves have been adapted to provide the function. The Witcher 3 for example it is done via a DLC addon. Problem with that approach is it's impossible to go add patches to every single game to do that in any sane way, so that doesn't scale. The general solution of doing it independent of the games is how all other software does it (ie: Steam, Raptr, etc.), and it'll be a complex road to get to what we would all like to see I believe as getting it to work stable without interfering with each game, ALT-TAB, and other factors is going to be quite challenging I imagine. None of the other overlay software out there support "all" games, but GOG should be able to get it to work at least with those that other software has managed to do it with.

Other than an unspoken "when it's ready(TM)", I don't think we're going to hear any major announcements about this though as there are likely far too many unknowns to really be able to estimate.
Thanks for an exhaustive reply. I appreciate it, although I was aware of most of what you said, hence the "most of them" part. ;)
I know it's a very complex feature, but I was hoping at least for some rough and unofficial estimated time. Will it probably be done in 2017? Or 2018? Later still? I simply want to know when to expect something new in this regard, as the overlay is the main reason I'm excited about Galaxy. At the moment every update gets my hopes up that the overlay support has at least been extended to more titles or improved in any way, but it's been a long time since there was any substantial change to this feature.
Post edited September 26, 2016 by Taro94