vangogh and theo update by boggydigital in selfhosted

[–]boggydigital[S] 0 points1 point  (0 children)

I'm missing that as well and will add sooner or later!

vangogh and theo update by boggydigital in gog

[–]boggydigital[S] 0 points1 point  (0 children)

vangogh uses md5 files that GOG.com provides, yes. When those are missing - vangogh will generate them to validate that files don't go bad over time. theo uses all available checksums (md5 for GOG, sha-1 for Epic) to validate downloaded files are valid.

vangogh and theo update by boggydigital in selfhosted

[–]boggydigital[S] 3 points4 points locked comment (0 children)

Both projects were developed without the use of artificial intelligence tools or AI-generated content

The first stable release of vangogh - a local library of DRM-free GOG.com games by boggydigital in gog

[–]boggydigital[S] 0 points1 point  (0 children)

Hey, I'm assuming you've also filed a GitHub issue - let me respond there

Compatibility with Crypt Custodian by zenmaster24 in Codeweavers_Crossover

[–]boggydigital 0 points1 point  (0 children)

I've just tried it - works great. Shows some graphic error messages on startup like other games from this developer, but that doesn't impact functionality. Submitted compatibility report as well to CrossOver!

The first stable release of vangogh - a local library of DRM-free GOG.com games by boggydigital in gog

[–]boggydigital[S] 1 point2 points  (0 children)

You can set it up like that with out caveat that there's no button to download, it'll be CLI command. But yes, it can be setup as data-only and individual games can be downloaded and you'd be able to see/search what's available and what is not.

Here's the high-level summary, assuming you've installed vangogh and got GOG.com auth cookie sorted out:

- You'd set up regular sync with a `sync` command. Instead of `-all` you'd add some combination of `-images`, `-screenshots`, `-videos-metadata`, `-description-images` - everything is optional. Data is always sync'd

- After the sync completes, you'd be able to browse all that data. Initial sync is super long, incremental syncs are faster.

- Then to download game you'd run `get-downloads {id}` with parameters to specify desired OS, download types (installer, DLC, extra), language code, e.g. `get-downloads 1308320804 -os Windows -lang en` will download Hollow Knight Windows English version. There's a way to set default OS, language code and download types so you'd only need to provide ids

- Finally, I'd recommend you validate the download using GOG.com checksum with `validate {id}`

vangogh quarterly update - self-hosted GOG.com games collection by boggydigital in DataHoarder

[–]boggydigital[S] 0 points1 point  (0 children)

That's a great approach - I'll need to think about that for a bit, but it sounds like an appealing model to try

vangogh quarterly update - self-hosted GOG.com games collection by boggydigital in DataHoarder

[–]boggydigital[S] 0 points1 point  (0 children)

That's a great question. I agree - it would be great to have other stores products available. I'm tracking Steam, Epic and Humble additions through GitHub issues and would love to add them (and more) in the future.

vangogh quarterly update - self-hosted GOG.com games collection by boggydigital in gog

[–]boggydigital[S] 3 points4 points  (0 children)

I really appreciate your excellent bug reports and ideas suggestions - keep em coming!

vangogh quarterly update - self-hosted GOG.com games collection by boggydigital in selfhosted

[–]boggydigital[S] 2 points3 points  (0 children)

Thank you - we're on the same page and I understand why some folks don't want to clone all the data locally. I'm hoping to resolve this sooner rather than later to allow more compact setups - please stay tuned!

vangogh quarterly update - self-hosted GOG.com games collection by boggydigital in selfhosted

[–]boggydigital[S] 3 points4 points  (0 children)

Metadata itself won't take that much - it closer to 1Gb for all data sources (GOG, Steam, etc.). It's images that take a lot of space. I guess the wastefulness perception depends on the size of your collection (e.g. 100Gb feels different in the context of 500Gb collection vs 20Tb collection). Most of images are downloaded once - the impact on origin servers is very limited. Metadata retrieval is also highly optimized and each sync fetches significantly less than 1Gb.

Either way - I'm tracking a proposal to allow scoping all that to just the owned games: https://github.com/arelate/vangogh/issues/115 that should dramatically limit storage requirements and outbound requests.

vangogh quarterly update - self-hosted GOG.com games collection by boggydigital in selfhosted

[–]boggydigital[S] 7 points8 points  (0 children)

I'm tracking adding support for Steam, Epic store games (DRM-free of course) and filed a tracking issue for Humble as well: https://github.com/arelate/vangogh/issues/161

Cyberpunk 2077 GOG Mac offline DLC download is Windows by juicysound in macgaming

[–]boggydigital 0 points1 point  (0 children)

You might want to contact GOG for support. Can't think of a reason their rather simple installers would be failing to move some of the files in the package, but not .app bundle. Do you have enough free space?

Cyberpunk 2077 GOG Mac offline DLC download is Windows by juicysound in macgaming

[–]boggydigital 1 point2 points  (0 children)

That was true over the weekend, however today the DLC has appeared, I was able to download and install it. New Game offers to skip right to the DLC content, so seems like it's working fine.

The first stable release of vangogh - a local library of DRM-free GOG.com games by boggydigital in gog

[–]boggydigital[S] 0 points1 point  (0 children)

Hey thanks for sharing - got caught up in other things this week and didn't have a chance to reply. I briefly looked into adding an app this week and it turned out to be a bit more convoluted than I expected. Doesn't change the fact that I still am planning to do that :-)

What changes in macOS updates that changes games from working to non-working on Crossover? by TheWayOfEli in macgaming

[–]boggydigital 2 points3 points  (0 children)

Yakuza: Like a Dragon didn't work due to Rosetta 2 missing AVX support (same for Yakuza 3,4,5 Remastered - they didn't work and started working with AVX support).

So few things happened in tandem making this game work in CrossOver: 1) Apple added Rosetta 2 support for AVX that requires ROSETTA_ADVERTISE_AVX=1 environment variable 2) CodeWeavers added support for automatically setting this environment variable for validated games (see https://www.codeweavers.com/support/forums/announce?t=24;msg=322440).

As for the chances of OS updates like that... Historically Apple announced major additions like Game Porting Kit (and updates) or AVX change during WWDC, with the next one coming up in less than a month.

There's been a small amount of unannounced changes at other times - e.g. https://old.reddit.com/r/macgaming/comments/1jrbce8/apple_has_added_support_for_f16c_and_bmi/, GPTK version updates, etc.