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Syphon72: Maybe we can get an update on our questions about this?
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jpolgesek: We're still looking internally for a better workaround for this issue
Good to know; thank you!
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eric5h5: Giant facepalm
Oh my...

Did you learn your debating skills at the kgb?

I am amazed at your powers of projection, boy!
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AB2012: (snip) so the bulk of 2017-2023 era games affected by the "bugged network code in offline installers causes GOG's DRM-Free offline installers to start up to 5x slower than Steam's DRM'd ones" issue have no real fix.
In this case, maybe GOG could make a modified version of the dependencies/libraries of the 2017-2023 games that, after replacing the originals, would make the game see the new dependency/library as the same as the previous one, while the dependency/library itself would use the new function for the 2024 dependencies?

If such is possible, then GOG could make a downloadable patch like publishers of smut games do for re-enabling the cut contents on Steam (and for older titles, GOG too), while GOG updates each installer as they can.
Post edited January 05, 2024 by _Auster_
Re: the original question, I have only one data point.. I know an indie who has a game here who chose not to go with Steam because they were pressuring excessively for an exclusivity contract. GOG did not press the issue, and he made the decision based solely on principle. A principle, BTW, that came at the expense of turning down a fairly large advance that would not have to be repaid if the game did not sell enough copies. So at least a part of the equation is Steam is able to buy off developers to starve other vendors.
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Thorfinn: Re: the original question, I have only one data point.. I know an indie who has a game here who chose not to go with Steam because they were pressuring excessively for an exclusivity contract. GOG did not press the issue, and he made the decision based solely on principle. A principle, BTW, that came at the expense of turning down a fairly large advance that would not have to be repaid if the game did not sell enough copies. So at least a part of the equation is Steam is able to buy off developers to starve other vendors.
Epic game store does the same tactic as Steam then.. not saying because I am a Epic buyer or anything but because many assume Steam doesn't do that or not to the level Epic does.
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UnashamedWeeb: Achievements can be used as DRM and that alone should raise a red flag. Is it 1 game out of 90k now? Very likely. But as we know, every time anti-consumer practices come up and is even accepted by a critical mass, malicious companies will do everything they can to exploit it for their benefit.
Malicious companies could exploit every single file in your game if they'd want. They don't need achievements to do this.

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UnashamedWeeb: eric5h5 and ABS2012 entirely right. If GOG servers go down one day, at least we'll still have our games. But for you, you'll lose all your achievements. If you care so much about preserving them, go to Steam. You'll be happy with 42,934/92,134 = 47% of all English games having achievements and the bigger selection.
Being pro achievements does NOT mean being pro DRM.

I like achievements, I hate DRM, I use Galaxy even though I think it often is a PITA and I will never forgive CDPR for making it mandatory since the people at GOG promised it to stay COMPLETELY(!) optional, I prefer to buy on GOG, I ask for achievements but I disagree in forcing anybody to implement them or removing games that don't have them. So am I pro DRM as well now?
Post edited January 05, 2024 by MarkoH01
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MarkoH01: Malicious companies could exploit every single file in your game if they'd want. They don't need achievements to do this.
Yes because I'm intentionally paying for malicious software on my PC. This completely sidesteps the issue that achievements can be a vehicle for DRM to impose onto customers and defacing game preservation.

Being pro achievements does NOT mean being pro DRM.

I like achievements, I hate DRM, I use Galaxy even though I think it often is a PITA and I will never forgive CDPR for making it mandatory since the people at GOG promised it to stay COMPLETELY(!) optional, I prefer to buy on GOG, I ask for achievements but I disagree in forcing anybody to implement them or removing games that don't have them. So am I pro DRM as well now?
I'll make it clear - achievements are a feature that functions like a DRM'd game and can be used as a DRM tool. If servers go down, you can't access the game anymore. This is the same with achievements. If servers go down, you can't access achievements anymore. I cannot understand why anyone who claims to be staunchly anti-DRM would be a fan of a feature that effectively functions the same as DRM'd game.

Sure, client achievements are a very small part of games. But holy smokes do some people here have an obsessive nature of them such that they treat them as the end goal of games instead of the story, characters, and gameplay. In any other entertainment medium, this would be seen as insanity. For example, do moviegoers watch movies because they genuinely enjoy it as an art form or because they want to increase their total movie count? What would people think of the latter?

If devs cite that implementing achievements is too much work as their excuse for not being on GOG, then that already is a good enough reason to abandon the feature altogether since we've already lost at least one potential game to it. Let alone delisting 1500 games to accomplish a madman's hidden motive of converting GOG into another Steam.

EDIT: Axiom Verge 2 is a casualty, even though they should've probed further if Galaxy SDK was mandatory.
Post edited January 05, 2024 by UnashamedWeeb
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j0ekerr: Silly weirdness
Why, are you another Galaxy DRM achievement obsessive? Don't tell me there's more than one!
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Syphon72: DM a blue about it?
I was about to then saw he responded to your ping (thanks) with a "We're still looking into it", so I'll see what happens.

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_Auster_: In this case, maybe GOG could make a modified version of the dependencies/libraries of the 2017-2023 games that, after replacing the originals, would make the game see the new dependency/library as the same as the previous one, while the dependency/library itself would use the new function for the 2024 dependencies?
That sounds plausible as long as the files are interchangeable across versions. Problem is, swapping one game's galaxy64.dll for another version without updating the .exe sometimes works, but sometimes doesn't. If they manage to produce a simple drop-in .dll replacement that can handle 5 years worth of different Galaxy stub versions within 4x different filename combinations (galaxy.dll or galaxy64.dll and common.dll or common64.dll) without needing to recompile / reupload each affected game, I'd be highly impressed...
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Post edited January 05, 2024 by AB2012
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MarkoH01: […]
Achievements are a means to bind customers to a store and to ease them into always online “feature” i.e. have an excuse for more intrusive DRM.

They are not DRM themselves, they are more like a mixture of a store bonus points system and a picture album – an artificial bond that makes it feel bad to switch to a different store.
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AB2012: That sounds plausible as long as the files are interchangeable across versions. Problem is, swapping one game's galaxy64.dll for another version without updating the .exe sometimes works, but sometimes doesn't. If they manage to produce a simple drop-in .dll replacement that can handle 5 years worth of different Galaxy stub versions within 4x different filename combinations (galaxy.dll or galaxy64.dll and common.dll or common64.dll) without needing to recompile / reupload each affected game, I'd be highly impressed...
Has anyone tried to replace the dummy steamapi.dll that in term references the Galaxy stuff by a Goldberg dll or a different stub? If that works, it should simplify the setup by getting rid of at least one layer of indirection.
Post edited January 05, 2024 by mk47at
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MarkoH01: I like achievements, I hate DRM, I use Galaxy even though I think it often is a PITA and I will never forgive CDPR for making it mandatory since the people at GOG promised it to stay COMPLETELY(!) optional, I prefer to buy on GOG, I ask for achievements but I disagree in forcing anybody to implement them or removing games that don't have them. So am I pro DRM as well now?
Not explicitly, no. Read the above issues (including by a Blue above) though and there's no question that the huge mess made of offline installers involving flaky wrappers are only needed because of Galaxy achievements. (Cloud Saves can be synced without each game having to be coded for it, see how GameSave Manager & Ludusavi do it without any store client in sight even for old disc games like NOLF. Likewise, overlays that display FPS counters, take screenshots, record video, etc, also don't need each game hard-coded to store clients to work (see MSI Afterburner / Rivatuner, FRAPS, OBS, etc)).

So if the above mentioned 'blue post' saying "we're trying to fix it" issue end up not being fixed, then being angry at offline installer users for increasingly growing to hate Galaxy achievements as a direct result of same achievements screwing up offline installers, whilst simultaneously claiming to support DRM-Free offline installers whilst calling for more achievements, there's no other polite way of calling that anything else other than "cognitive dissonance" or denying that when it comes to reliable offline installers vs GOG achievements, 'give & take' compromises have been "all give" by the former and "all take" by the latter, and not in any healthy way.
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mk47at: Has anyone tried to replace the dummy steamapi.dll that in term references the Galaxy stuff by a Goldberg dll or a different stub? If that works, it should simplify the setup by getting rid of at least one layer of indirection.
I just retested The Cave mentioned in original post.

Test 1 - The Cave Startup times:-

16.8s - GOG "Ghost Wrapper" (offline installer DRM-Free version as supplied by GOG)
1.8s - Steam version (DRM-Free, run client-less)
1.8s - GOG (offline installer version with Goldberg replacing Ghost Wrapper)

Replacing GOG's common.dll (ghost wrapper) with Goldberg's steam_api.dll (renamed to common.dll) and it started instantly. The fact you need to use Steam client emulator cracks to get GOG's DRM-Free offline installer builds to work properly offline though (sometimes) and that GOG version still has more overhead faking two clients instead of one in a build people use because they don't want clients, I swear buying DRM-Free games from the leading DRM-Free PC gaming store should not be this hard... Will test with other games later. Edit:-

Test 2 - Dishonored Definitive Startup times:- (All versions were started with -nostartupmovies switch applied)

13.6s - GOG "Ghost Wrapper" (offline installer DRM-Free version as supplied by GOG)
3-5s - Steam version (inc DRM check)
CRASHED - GOG (offline installer version with Goldberg replacing Ghost Wrapper). Just hangs indefinitely on a black screen.

^ So the above "crack fix" is no reliable solution for bugged ghost-wrapped games either and GOG will have to patch affected games at their end.
Post edited January 05, 2024 by AB2012
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Thank you for retesting.


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AB2012: […] I swear buying DRM-Free games from the leading DRM-Free PC gaming store should not be this hard... Will test with other games later.
No, it should definitely not be this way. This is horrible, but at least there is a way out that we can do ourselves if GOG is not able to get their act together.
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UnashamedWeeb: If devs cite that implementing achievements is too much work as their excuse for not being on GOG, then that already is a good enough reason to abandon the feature altogether since we've already lost at least one potential game to it. Let alone delisting 1500 games to accomplish a madman's hidden motive of converting GOG into another Steam.
This, alone, is enough for me to want to leave them out. Too many games will never come to GOG because a large percentage of users feel like they're not able to have fun without achievements. If they like achievements so much then it doesn't make sense for them to spend their money anywhere but Steam.
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MarkoH01: […]
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mk47at: Achievements are a means to bind customers to a store and to ease them into always online “feature” i.e. have an excuse for more intrusive DRM.

They are not DRM themselves, they are more like a mixture of a store bonus points system and a picture album – an artificial bond that makes it feel bad to switch to a different store.
It doers not matter what they were meant to do (which also is imo arguable in a time when gamers want achievements and devs are including them during the development of their games simply because they can be additional fun) - it only matters what they do and with a client that is (more or less) optional achiements don't bind you, they give you the option of using them if you like. As long as there is no intrusive DRM in said clients those achievements also do not lead to DRM.
Post edited January 05, 2024 by MarkoH01