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BUG REPORTING: Please use http://mantis.gog.com

Always attach your logs when reporting bugs. You can find them at:
On Windows Vista or later: C:\ProgramData\GOG.com\Galaxy\Logs
On Windows XP: C:\Documents and Settings\All Users\GOG.com\Galaxy\Logs
On MacOSX: /Users/Shared/GOG.com/Galaxy/Logs


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Hi, everyone!

The Galaxy team is hard at work to bring you the Client application that will let you manage your GOG.com games library more conveniently. We’d love for the initial release experience to be as smooth and streamlined as possible for everyone, but releasing an app of this scope is no easy feat.

But before we jump in and hand out the alpha Client, we’d like to set some ground rules.

1) The key word here is ‘alpha’, which means that this is not the final app and not all functionalities are present. The purpose of this test is to evaluate the core tech in the Client on a wider set of computer configurations than what we can locally test on, so only core features are included. Below I will post a detailed list of what is present and what we plan to add in future releases.

2) Alpha also means that you can encounter some unexpected issues. If you have a metered connection (a bandwidth cap or payments per bandwidth used) or you’re currently playing and can’t afford a loss of game time, this might not be for you. In other words, if you want to avoid potential problems with the alpha Client, simply wait for the final release.

3) Please, please, please refrain from posting screenshots, reviews or first impressions, both on our forums or elsewhere, as this is not the final product and many changes will still be made.

If you’ve read all of the above proceed to the signup page: http://www.gog.com/galaxy/alpha

We will be sending out invitations in batches (along with some more info on how to install the client and report bugs), so not everyone will receive one right away.
Post edited May 02, 2015 by Destro
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Hi everyone,

we've released the 0.7 version a couple of minutes ago, here's the changelog:

- Back/Forward navigation in the Store section
- Import Folder - it is now possible to import a game which is not compatible with the client, by clicking the game in the Library section and choosing ‘Import Folder’ from the More dropdown
- Startup page option - it is now possible to decide if the client should start on LIBRARY page, STORE page, or continue previous session
- Search option - you can press enter in the search field to continue searching in the Store
- Option to Show Game Folder added to MORE menu
- New sidebar sorting options (sort by name)
- External links will now be forwarded to the system browser
- Wishlist option added to the LIBRARY menu
- Community option in the STORE menu
- Forum Replies option in the ACCOUNT menu
- Option to keep saves, when uninstalling a game
- Windows: starting the client when another instance is already running should now open the running instance (rather than displaying error message)
- Improved ‘Last Played’ information, which should now show the time of the user stopped playing the game, rather than started playing the game
- Fixed uninstallation issues on Windows
- Fixed an issue which prevented using Paypal, when buying a game
- Fixed an issue which prevented from displaying Terms and Agreements when registering new account
- Fixed some issues when installing and uninstalling DLCs
- Bugfix: client will now not allow dragging elements onto its window
- Fixed memory leaks, causing to crash the application when downloading lots of games
- Fixed a bug which was causing the client to crash on exit
- Fixed an issue, which sometimes caused the client to duplicate the news on game view
Post edited May 01, 2015 by Destro
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HOW TO IMPORT EXISTING GAMES INSTALLATIONS INTO GALAXY

1. For GOG games installed using installers from the last few months (so called Galaxy-compatible installers)
Click the "+" 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, then click the More button and select "Manage" -> "Import folder" and point the folder selector into the folder where that game is installed.
Post edited May 01, 2015 by Destro
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Destro: It's an alpha - and we made it very clear in the first post, that only core features will be included in it, to evaluate tech powering the client on wider set of computer configs. We don't consider language switcher a feature that would require such evaluation.
However, if lack of such switcher in the optional Client alpha test, in which you have opted-in to participate, gives you an impression of being in any way locked, I'm very sorry and advise to not use the Client for now - there is GOG website which we're not taking away from you. :)
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Pidgeot: A language switcher may not be a core feature of the underlying tech, but it should *absolutely* be a core feature of any program - no, any *thing* - that is translated into (and distributed with) multiple languages.

My location or computer settings says nothing about the languages I speak. The best choice is to ask the user; if that's not possible, guessing is okay - but if a user doesn't actually speak the language you guessed, they *must* be able to find a way to switch to a language they *do* understand.

I hope you will at least rectify this shortly after going beta. There are few things I dislike more about programs than forced languages (when the alternatives are readily available, that is).
Don't opt in to an alpha build of anything if you have such standards. Alpha builds are often clunky, missing key features of a finished product, and on top of all that, they often crash and lose data.
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Pidgeot: A language switcher may not be a core feature of the underlying tech, but it should *absolutely* be a core feature of any program - no, any *thing* - that is translated into (and distributed with) multiple languages.

My location or computer settings says nothing about the languages I speak. The best choice is to ask the user; if that's not possible, guessing is okay - but if a user doesn't actually speak the language you guessed, they *must* be able to find a way to switch to a language they *do* understand.

I hope you will at least rectify this shortly after going beta. There are few things I dislike more about programs than forced languages (when the alternatives are readily available, that is).
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misteryo: Don't opt in to an alpha build of anything if you have such standards. Alpha builds are often clunky, missing key features of a finished product, and on top of all that, they often crash and lose data.
Precisely this. I was about reply with much the same message. I think with the flood of early access games that are in "alpha" have started to confuse people about what alpha is really supposed to mean for software. LIke how Minecraft was in "Alpha" for a long time, but during much of that stage it was very stable and very playable. I feel like maybe stuff like that has raised people's expectations of what alpha builds are supposed to be.
Post edited April 23, 2015 by a_lemming
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Pidgeot: A language switcher may not be a core feature of the underlying tech, but it should *absolutely* be a core feature of any program - no, any *thing* - that is translated into (and distributed with) multiple languages.

My location or computer settings says nothing about the languages I speak. The best choice is to ask the user; if that's not possible, guessing is okay - but if a user doesn't actually speak the language you guessed, they *must* be able to find a way to switch to a language they *do* understand.

I hope you will at least rectify this shortly after going beta. There are few things I dislike more about programs than forced languages (when the alternatives are readily available, that is).
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misteryo: Don't opt in to an alpha build of anything if you have such standards. Alpha builds are often clunky, missing key features of a finished product, and on top of all that, they often crash and lose data.
My problem is not so much that the feature is missing; my problem is that this is a feature that is far too often forgotten even for supposedly *finished* software.

The goal of an alpha is to nail down the core functionality - making sure that your choice of technologies work for the things you want to do. When you're including translations in that (which they are, since they're including multiple languages), that absolutely should include support for translation switching, because that is not a given for all translation libraries.

By no means does the UI for it have to be finished - it can be a command-line parameter or obscure registry key for all I care - but it should be *present*; not only to help the users, but also to help the developers check that translations even work correctly.
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a_lemming: Precisely this. I was about reply with much the same message. I think with the flood of early access games that are in "alpha" have started to confuse people about what alpha is really supposed to mean for software. LIke how Minecraft was in "Alpha" for a long time, but during much of that stage it was very stable and very playable. I feel like maybe stuff like that has raised people's expectations of what alpha builds are supposed to be.
I know perfectly well what "alpha" means - an early version of core functionality.

The thing is, when translations are core functionality, translation switching has to be part of that, because otherwise it gets neglected and delayed for far too long. I've even seen a few cases where developers have had to make significant changes to their program.

We've had problems with translation switching for a while on GOG; the newsletter is in German for users in Germany, even if they set the site to English - even though GOG has translated the site for several months now (French goes back to late last year).

Perhaps the Galaxy team is deliberately holding off so the new account system can go online, which I understand is going to solve these issues for the newsletter - and if so, that's fair, but then *that* should be their stated reason. Calling it "non-core functionality" doesn't fill me with any sort of confidence, considering the issues we've already seen on the site.
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misteryo: Don't opt in to an alpha build of anything if you have such standards. Alpha builds are often clunky, missing key features of a finished product, and on top of all that, they often crash and lose data.
That may be true for the multitudes of early-access games right now, but one should have a higher standard for a major piece of software by GOG. Going by the old definitions, it should only leave alpha once all major and minor features have been implemented. At present, the product appears rather feature-poor, if quite stable. It needs more to become a broadly desirable alternative platform.
I do know that GOG Galaxy is alpha software, but it is very perplexing that parts of Galaxy are already rolled out into live for the consumers, namely the web site revamp, the supporting files in the new public installer builds (webcache.zip, goggame-galaxyFileList.ini, goggame-<number>.*) and the not well thought-out unbundling of your games.

A proper testing environment should be isolated, not affecting your production environment in any way and be invisible to your customers until you can flip the switch and go live with it. This is not the case here.

Regarding the client language, some parts of the embededed web site are served in English and other in German (where I am locked in). I already submitted in the bug tracker a feature request (http://mantis.gog.com/view.php?id=1427) adding a language switch in the client preferences, because such minor "not core functionality things" tend to be forgotten.
Post edited April 23, 2015 by coffeecup
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coffeecup: I do know that GOG Galaxy is alpha software, but it is very perplexing that parts of Galaxy are already rolled out into live for the consumers, namely the web site revamp...
what has the website revamp from 2014 have to do with galaxy? and the alpha started before any part of the website was visible in the client beyond library part that was not and still is not visible to users on gog.

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coffeecup: ...the supporting files in the new public installer builds (webcache.zip, goggame-galaxyFileList.ini, goggame-<number>.*) (...) A proper testing environment should be isolated, not affecting your production environment in any way and be invisible to your customers until you can flip the switch and go live with it.
what you suggest is that when gog flips the switch and enables galaxy for all, all the users should have zero installers compatible with galaxy. simply wonderful plan.

care to explain how these few extra ini file inside game installer affect us? please enlight us with a non-ideological reason how existence of them is something bad beyond few kilobytes added to the installer. because all i can see is benefit of making sure that games i downloaded in past months past will not have to be redownloaded again.
Post edited April 23, 2015 by d2t
Does anyone else find Galaxy to be a little worse than downloading with the GOG downloader? I just download a 6GB game with the GOG downloader and I was getting about a steady 1.5 MB/s compared to Galaxy which does get that high but regularly drops down to near 0.1 MB/s and jumps back up. I find it all over the place compared to the GOG downloader. It it appears to take longer to download with it as a result.

PS: Hope we see another update this week.
Post edited April 23, 2015 by BKGaming
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d2t: what has the website revamp from 2014 have to do with galaxy? and the alpha started before any part of the website was visible in the client beyond library part that was not and still is not visible to users on gog.

what you suggest is that when gog flips the switch and enables galaxy for all, all the users should have zero installers compatible with galaxy. simply wonderful plan.
Project Management for Developers 101: Don't mix your production environment with your testing/development environment, including your data - the game installers and user accounts. Just bundle the free games here as test installers and on the production site, use your standard format without the GOG Galaxy Stuff included except you will pre-seed an immament release for GOG Galaxy (which is hopefully not the case).

Hopefully we external testers are part of the internal testing environment. If not, may gog help us all.

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d2t: care to explain how these few extra ini file inside game installer affect us? please enlight us with a non-ideological reason how existence of them is something bad beyond few kilobytes added to the installer. because all i can see is benefit of making sure that games i downloaded in past months past will not have to be redownloaded again.
Just compare the game installations with installations downloaded from other game clients, then you'll see the difference.
Post edited April 23, 2015 by coffeecup
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coffeecup: Project Management for Developers 101: blah blah blah
i see you stubbornly avoid providing proofs to any of your claims and instead hide behind more ideological statements.

once again mr "GOG is dead" coffeecup, please explain to us mere mortals without any more of "but my book says so":
1. which parts of website revamp from 2014 were "rolled out into live for consumers" because of galaxy. please provide us some proof that specific things were indeed rolled out for that reason.
2. what is practical downside of production game installers including additional small and non executable files that will future-proof them and allow us to easily import games into galaxy once it is released.
3. how a situation in which game installers and resulting installations were completely incompatible with galaxy would benefit the community?
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Venom: -- managing DLCs, language packs, and auto updates in the client
Please provide an option to disable auto-updating of specific games. I've not seen anything about the client beyond the quoted post, so if that exists, ignore the remainder of this post :P

It's pretty frustrating when steam pushes out updates for a game that you just want to play for 10-15 mins and instead have to wait for an update. Or when there's new bugs in an update that others have flagged up and you'd rather stay on an older version for a little longer until those are fixed. Or, when a community server you play an fps on hasn't yet updated so you'd like to keep your client back a version for a week or so until they get around to it. Or when a developer changes the game play in a patch and you preferred the old version.

Of course if it's an MP game and servers/backends update and it means if you don't patch you can't connect, that's fair enough. But any game that allows self hosting servers or an SP mode really should have an option to not apply updates until the player chooses.

Ideally having an option to download various old versions of games as well as disable auto-update would be nice. Steam kind of has that option if developers use the "beta" feature to provide you access to old versions, but it's not widely done.
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Hicks01: Please provide an option to disable auto-updating of specific games. I've not seen anything about the client beyond the quoted post, so if that exists, ignore the remainder of this post :P

It's pretty frustrating when steam pushes out updates for a game that you just want to play for 10-15 mins and instead have to wait for an update. Or when there's new bugs in an update that others have flagged up and you'd rather stay on an older version for a little longer until those are fixed. Or, when a community server you play an fps on hasn't yet updated so you'd like to keep your client back a version for a week or so until they get around to it. Or when a developer changes the game play in a patch and you preferred the old version.

Of course if it's an MP game and servers/backends update and it means if you don't patch you can't connect, that's fair enough. But any game that allows self hosting servers or an SP mode really should have an option to not apply updates until the player chooses.

Ideally having an option to download various old versions of games as well as disable auto-update would be nice. Steam kind of has that option if developers use the "beta" feature to provide you access to old versions, but it's not widely done.
There is already an option to disable auto-update for specific games. Later, there will be an option to turn off auto-update completely for all games.
Post edited April 24, 2015 by Grargar
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Hicks01: snip
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Grargar: There is already an option to disable auto-update for specific games. Later, there will be an option to turn off auto-update completely for all games.
Exactly :)

The client is optional (as browser downloads stay unchanged), and game auto updates inside the Client are also optional.

If you disable auto updates for a particular game, you will still receive a notification, that there is an update waiting but you will have to manually confirm, that you want to download it.
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BKGaming: Does anyone else find Galaxy to be a little worse than downloading with the GOG downloader? I just download a 6GB game with the GOG downloader and I was getting about a steady 1.5 MB/s compared to Galaxy which does get that high but regularly drops down to near 0.1 MB/s and jumps back up. I find it all over the place compared to the GOG downloader. It it appears to take longer to download with it as a result.

PS: Hope we see another update this week.
Any specific game where you observed this issue? And were were comparing installer downloading in both apps or "Install" process in Galaxy to standalone installer download in Downloader?
Post edited April 24, 2015 by Destro
Regarding download speeds, my Galaxy client is working fine, always maxing out my connection.

The issue i'm having with it is not tracking all the games i own on GoG. There are games missing from the client that i have on the website.