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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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BKGaming: Hmmm holidays are over but no new bug fix updates... 1.2 on the horizon maybe? Let's hope.

PS: Also there seems to be an issue with the blue dot triggering when updates are disabled. Prison Architect had an update this morning and even though Galaxy has been left on for the last couple of days, no blue dot triggered. Eventually I just clicked on it manually and then the blue dot triggered. Will keep an eye on this and see if it really is an issue.
1.2 will be a larger bigger impact release I believe, perhaps they're planning on holding off on releasing it until a week or so before the release of Cyberpunk 2077 to give themselves more time to flesh out the features etc.

Hard to say, but I think 1.2 is still a ways off yet. They need to work the kinks out of their cloud save infra. They haven't even marked it as "in progress" yet on the wiki but I don't believe for a second that they're not already working on it. :P
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skeletonbow: 1.2 will be a larger bigger impact release I believe, perhaps they're planning on holding off on releasing it until a week or so before the release of Cyberpunk 2077 to give themselves more time to flesh out the features etc.

Hard to say, but I think 1.2 is still a ways off yet. They need to work the kinks out of their cloud save infra. They haven't even marked it as "in progress" yet on the wiki but I don't believe for a second that they're not already working on it. :P
Nah it won't be that long off I don't think unless they have drastically changed plans... seeing as it wasn't that long ago they were claiming "one maybe two" small updates before 1.2. Every indication they have given has been that 1.2 is coming sooner rather than later. I believe getting it released before Gwent officially comes out is likely the goal, seeing as it depends heavily on the backend of Galaxy... that would be my guess.

Cyberpunk 2077 is good 1.5 - 3 years away... they would be crazy to not release 1.2 long before then. Perhaps 1.3 or 1.4 sure.
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BKGaming: Nah it won't be that long off I don't think unless they have drastically changed plans... seeing as it wasn't that long ago they were claiming "one maybe two" small updates before 1.2. Every indication they have given has been that 1.2 is coming sooner rather than later. I believe getting it released before Gwent officially comes out is likely the goal, seeing as it depends heavily on the backend of Galaxy... that would be my guess.

Cyberpunk 2077 is good 1.5 - 3 years away... they would be crazy to not release 1.2 long before then. Perhaps 1.3 or 1.4 sure.
Yes, but we're talking "GOG soon" rather than "soon" to put things into context so... :) I suspect you might be right about a coincide with Gwent.

This suggests to me that perhaps Gwent will be the first game to have cloud storage, and in-game purchases on the platform. Yeah, more speculation. I want a hero cookie if any of my various speculations turn out to be accurate when the time comes though. :P
Why
i cant add friends
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TytanOkon: Why
i cant add friends
Could you describe the problem you're having? Are you clicking "Invite to friends" and nothing happens? Is there an error message? Is this just inside Galaxy or on the website as well?
Can someone like fix mantis please? It's slightly annoying now. Like a week or two ago, somebody obviously made some changes because the recently modified and resolved boxes got a lot bigger. Seems to be due to the css:

element {
white-space: pre-wrap;
}

Not sure why you would want to preserve white space? See pic...
Attachments:
mantis.png (57 Kb)
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BKGaming: Can someone like fix mantis please? It's slightly annoying now. Like a week or two ago, somebody obviously made some changes because the recently modified and resolved boxes got a lot bigger. Seems to be due to the css:

element {
white-space: pre-wrap;
}

Not sure why you would want to preserve white space? See pic...
Try now please.

What browser (with version) are you using?
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Johny.: Try now please.

What browser (with version) are you using?
Nope still like that. I've seen this issue in both FireFox and Edge (both should be on the latest version). Removing white-space: pre-wrap from the CSS in the dev console seems to return it to how it was a few weeks ago.
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skeletonbow: 4) While "Galaxy Linux client" is the 2nd most requested feature and is actually marked as "in progress", contrary to the logic I applied in #3 above, I predict that that is much further behind and not likely to happen any time soon. There are remnants of OSX support visible in the Windows client and vice versa, as well as tidbits in the forums/web etc. but any remote hint of anything related to Linux is completely absent as far as I can see. So either they've forked the codebase for Linux and are slowly working on it separately so nothing shows up in the standard client files etc., or it's happening very slowly and not a top priority. This is just pure personal opinion and very speculative so nobody get their underwear in a knot, and people are free to speculate that they're going to release a client for Linux tomorrow if they want to also. :) I personally just think it isn't happening for a much longer time for a variety of reasons I wont get into as that would deserve it's own post or thread. So my prediction is "no Linux client until 2018 or later at the earliest", however I reserve the right to change that if any evidence shows up to the contrary as time goes on also. :) The Linux community on GOG is relatively silent about this compared to how vocal people are on many other things, so there might not be as much interest in it as the numbers on the wishlist suggest. Perhaps me mentioning that here will wake them all up to rip my head off and make some noise and cause this to change, in which case if it does, they can all thank me for mentioning that here. :) (Please note, I am a member of the Linux community also even though I do not actually game on Linux at the moment, so I'm on your side! :oP)
I have to agree with you, I don't expect the Linux build during 2017, which is very sad. The alpha was released almost 2 years ago and we know nothing of the Linux version but "it will come", someday (maybe 2030, who knows?). I believe the Linux community is use to this and therefore patient. I myself check the forums from time to time and try to bring this topic here every few months to show we still want the Linux version (as the number of votes on the request suggest). We are just patient as it's understandable that is not the top priority. However, it's kind of frustrating that nearly 2 years later of the release we still know nothing about it.

"I'm bookmarking this post to return to it again in 12 months to see how accurate I was for the 2017 stuff. Wish me luck. :)"

I hope we were wrong and we see a Linux version in the next months. ;)
Guys, what's the point in Linux version when Windows version is still in beta and has obvious issues? Should we have two buggy versions instead of one good? I'm developing software on Linux and would like to see a stable Galaxy client for it one day, but if their resources are stretched thin, let them make a stable release first (because it's pretty embarrasing to still have problems with downloading, patching and friends management - it you are to compete with Steam, you must make this work reliably, and then go for everything else).
One mildly annoying thing I’d like to mention and see changed: I wish Galaxy wouldn’t start on‐top of all the other windows.

Every day when I open Galaxy and go open a set of bookmarks on Chrome, I’m suddenly halted by the Galaxy window. It’s rather infuriating, like “Ugh . . . come on!” :P
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Voodoo84: Guys, what's the point in Linux version when Windows version is still in beta and has obvious issues?
If you delay the ports till after the program is finished, you are asking for trouble. You will not get any of the benefits like different compiler warnings or tools like Valgrind, uncovering problems also represent in the Windows version that go unnoticed. Instead, when the time comes to port it, you will find a lot of incompatibilities that require rewriting a big portion of the code or more likely just hacking around it, resulting in a mess to maintain, especially for a team that is not used to writing portable code, just ask icculus.
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Voodoo84: Guys, what's the point in Linux version when Windows version is still in beta and has obvious issues? Should we have two buggy versions instead of one good? I'm developing software on Linux and would like to see a stable Galaxy client for it one day, but if their resources are stretched thin, let them make a stable release first (because it's pretty embarrasing to still have problems with downloading, patching and friends management - it you are to compete with Steam, you must make this work reliably, and then go for everything else).
The problem is... I have strong feeling games that have a Linux version are getting left behind compared to Windows version if the Galaxy SDK is used. This could mean Linux will end up with a gimped version of many games when Galaxy on Linux does happen that devs may or may not ever fix (let's be honest probably won't).
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Lightkey: If you delay the ports till after the program is finished, you are asking for trouble. You will not get any of the benefits like different compiler warnings or tools like Valgrind, uncovering problems also represent in the Windows version that go unnoticed. Instead, when the time comes to port it, you will find a lot of incompatibilities that require rewriting a big portion of the code or more likely just hacking around it, resulting in a mess to maintain, especially for a team that is not used to writing portable code, just ask icculus.
I have to agree with you on this. I've been developing on multiple platforms for almost 25 years and if there's one thing I learned along the way it is that porting code written for one system to another when the code wasn't written nor tested across platforms all along is a huge pain in the ass and tends to uncover shit tonnes of bugs, bad design choices etc.

Another thing I learned is that the time spent making code run properly on multiple platforms almost always is recovered by finding bugs on the other platform(s) that actually affected all platforms but were more visible on a different platform. That was particularly true on Alpha, where I would regularly have compile time warnings or errors or runtime failure on Alpha but not on x86. In some cases the problem was a hard error on Alpha but was technically allowed on x86 but performed poorly, or some other oddity. In most cases - fixing the code to work properly made it work better on _all_ platforms. Then there were issues concerning 32 vs 64bit architectures, endianness and many other factors - again which are very easy to find and fix while you're developing the code - but more difficult and more of a pain in the ass to deal with when porting already written code - more or less regardless of who wrote it.

This is something that I think the majority of Windows developers do not understand, or were never taught and never experienced it first hand as a developer whether as a hobbyist or within the industry. It's one of those things that is best learned first-hand though via experience.

Personally, I do all of my development work directly in Linux (regardless of the language), and then build it on other platforms as I go and clean up any anomalies. This keeps a single working codebase that is easier to maintain than multiple forks, and in a group project it forces all developers to test their code and fix it on all platforms before it is accepted, which raises the quality of the codebase overall on all platforms. I generally always use APIs that are cross platform, wrapper APIs rather than direct native OS APIs.

One problem is if a developer chooses to use a 3rd party API which is itself not cross-platform, in which case they then just locked themselves into whatever platform(s) are the lowest common denominator of the combination of all of the 3rd party APIs they are using. Not sure what the deal is with Galaxy, but most of the APIs I see it using that I'm familiar with are all quite portable.
avatar
Lightkey: If you delay the ports till after the program is finished, you are asking for trouble. You will not get any of the benefits like different compiler warnings or tools like Valgrind, uncovering problems also represent in the Windows version that go unnoticed. Instead, when the time comes to port it, you will find a lot of incompatibilities that require rewriting a big portion of the code or more likely just hacking around it, resulting in a mess to maintain, especially for a team that is not used to writing portable code, just ask icculus.
avatar
skeletonbow: I have to agree with you on this. I've been developing on multiple platforms for almost 25 years and if there's one thing I learned along the way it is that porting code written for one system to another when the code wasn't written nor tested across platforms all along is a huge pain in the ass and tends to uncover shit tonnes of bugs, bad design choices etc.

Another thing I learned is that the time spent making code run properly on multiple platforms almost always is recovered by finding bugs on the other platform(s) that actually affected all platforms but were more visible on a different platform. That was particularly true on Alpha, where I would regularly have compile time warnings or errors or runtime failure on Alpha but not on x86. In some cases the problem was a hard error on Alpha but was technically allowed on x86 but performed poorly, or some other oddity. In most cases - fixing the code to work properly made it work better on _all_ platforms. Then there were issues concerning 32 vs 64bit architectures, endianness and many other factors - again which are very easy to find and fix while you're developing the code - but more difficult and more of a pain in the ass to deal with when porting already written code - more or less regardless of who wrote it.
...
I've also experienced sort of the other way around. By "sort of" I mean I'm not about to say there's only two approaches.

I've noticed by focusing on one platform for a release candidate it's easier to ditch any approach or feature because there is code for only one platform at the moment. That can mean less to port to other platforms, as well as less time wasted making something work cross-platform that is eventually ditched.

As for singular code bases, one approach I've seen are conditionals used for each platform apparently as an attempt to use semi-exact same code, which obviously is not the same code otherwise there wouldn't be conditionals. Conditionals are like forks in the roads of coding, which means continuously making turns instead going straight forward. Such code seems like a prime example for the term "spaghetti code", though some might term it "job security" instead. There are several other means for managing duplicate or semi-duplicate data besides a singular code base with conditionals.

It seems to me ease of maintenance comes partially from familiarity. OTOH, the variety of version control programs or scripts written by other people for their own purposes doesn't necessarily fit anybody else's purposes. Same goes for databases. I suppose that's stating the obvious considering the variety.

I think a lot of complications come from trying to force something to happen, a common example being when JavaScript is used in web pages to make a web browser into an application other than a web browser.

Frankly, different platforms by definition have different means. It seems to me the simplest maintenance comes from using what is available, and that might mean a different experience for different platforms. Sometimes I am able to see that as an opportunity for each platform rather than insist everywhere be the same. I think that can lead to a more natural feeling as it supports fitting in with other experiences known on each platform rather than an application feeling unintuitive for a platform. Then the differences can become more clear to me as simply novelties rather than features necessary for every platform.

It seems rather often to me that I have to point out to other people the capabilities, features, preferences, and menu items of even the programs that come with a computer. Additionally, unexpected features on a platform get overlooked and not used, just as features placed in the menus of an application might never be discovered, let alone tried.

I guess what I'm saying is to me making everything the same everywhere isn't necessarily a desirable feature for people using an application (or computer in general), and similarly trying to have just one multi-platform code base isn't necessarily everyone's preferred plate of pasta.
Post edited January 22, 2017 by thomq