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Showing content with the highest reputation since 05/30/2026 in Posts
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The website is too bright and it needs a "dark mode" to make it more comfortable for us. I made a very simple example in GIMP. The white parts are changed to value 95, the availability box to 90 and background is set to 80. Even this minor change makes it more comfortable to look at, while it doesn't impact the overall design. This would be a good enough start, but others may like even darker mode.4 points
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I recently played through Doom + Doom II and I noticed some bugs. For example the text glitches out of screen as you can see in the screenshot. Additionally the Menu often shows controller glyphs even when I play with mouse and keyboard. And the last bug I noticed is that the glyps in the rebind settings are not translated (shown in the second screenshot). Are there any solutions for these problems? I use the GOG version on Linux with Proton 10.1 point
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Oh, I own it, sure. I have physical copies of every game (I'm interested in) that hasn't yet been released digitally, or has been but incompletely. Two shelves worth of them so far. I'd like to have my entire collection digital, but I don't think that'll ever be possible. Another thing that grinds my gears is the fact that many games were released on different platforms, and sometimes it's different to tell which one is the best (it's not always PC), due to exclusive content, graphics... So I buy them all. Thankfully we got mods and community patches.1 point
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Huh, nice caught. I've moved the fix to the article.1 point
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The most likely reason is licensing and packaging decisions. Ubisoft Connect and GOG typically sell the base Rainbow Six (1998) game, while the expansion Eagle Watch was released separately and was not included in all later digital re-releases. Besides Black Ops, you can also look for Rainbow Six Gold Pack or Gold Edition.1 point
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We need a "dark mode" for the website
contact5156 reacted to Jotamide for a topic
+1 for a native dark mode pls1 point -
ProPilot99 crashes before it can start
gooddoyou reacted to kenaiphoenix for a topic
Hello! I recently have been trying to play and old game of mine: ProPilot99 for SIERRA. The game is structured in some old Sierra way: There is a PreFlght.exe that open a menu UI and act as launcher for the main simulation. It lets you decide if you want to flight on USA or EU The actual simulator that is Flight.exe 'PreFlght.exe' works with no problems: the thing shows fine, plays the intro and even let me open the 'installer' for a re installation. The problem goes when I press 'Flight USA' or 'Flight EU'. The launcher plays the sound and then everything just closes. From what I have manage to get information, the problems lies with the start of the game and maybe there is some resolution problem. Im using wine to run the simulator and even with a virtual desktop set to 800x600 (or lower) the result is still the same. Using Windows 98 as the windows version (or XP) does not work. I have tried VgVoodoo2, nGlide and even CnC-Ddraw but no luck. Now Im (trying) to run this game on linux through wine, and I have question there too but no one have answered. The problem is that documentation about this game is kind of hard to find, so Im really at a loss here, idk what to do. My question is: Can anyone give a hint or idea on how to get this game running on a modern system? Linux or Windows, making it work on one can give hints on to make it work on the other. Thanks1 point -
Add field for non-widescreen aspect ratios within Video
gooddoyou reacted to TheGershon for a topic
As a majority of new releases lack support for 4:3 and other resolutions narrower than 16:9/16:10, information on whether a game supports non-widescreen aspect ratios can be useful for many players, namely those gaming on CRTs or just very old monitors. Simply relying on "Widescreen resolution" not being supported doesn't account for games that support both families of aspect ratios. Ideally, the most informative solution would be to add a section listing all supported aspect ratios, but that's obviously quite a lot of work. Having an optional field for 'Standard-resolution' or 'Non-widescreen aspect ratio' is a nice middle ground imo.1 point -
Add field for non-widescreen aspect ratios within Video
gooddoyou reacted to TheGershon for a topic
Is not the point of having a community-driven wiki-styled site that entries can get updated over time? Plenty of (most?) pages have multiple data entries with the Unknown state, typically Multi-monitor under Video, Other Controllers under Input, Royalty-free audio under Audio, etc. I see no reason why this couldn't join the ranks of 'underutilized on a majority of pages, but still nice to have'. Alternatively, this could be an optional expansion under Widescreen Resolution, or just not appear on pages where it hasn't been explicitly entered in (this might be an editing faux pas though, idk). My point is, there're multiple ways this could be implemented unobtrusively, even if potentially not widely populated across the site.1 point -
Add field for non-widescreen aspect ratios within Video
gooddoyou reacted to bedstraweve for a topic
I like the idea, though I wonder how difficult it would be to keep accurate over time. Especially since patches and updates sometimes add or remove aspect ratio support later on. Would this be community-maintained or editor-maintained?1 point -
Forgot to add: if you want to play the expansion, you can download RS Black Ops 2.0: https://www.moddb.com/mods/rainbow-six-black-ops-20 This is not the only example I can think of. On GoG, Ghost Recon doesn't include the 2 expansions (Desert Siege and Island Thunder), yet somehow Steam has them (if you buy them). ARMA Cold War Crisis (formerly Operation Flashpoint) doesn't have the Red Hammer campaign, and so on.1 point
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Most probably licensing issues. That, or Ubisoft never bothered to sort their old franchises out because they lack interest and are too busy releasing DLC, which is more profitable to them. It's a pity, but they aren't interested in preserving old games like we do. It's a matter of business for them.1 point
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Is there any cheap PCs with gog.com rereleased games?1 point
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Add "wheel" alias to Template:Input/peripheral device types.
gooddoyou reacted to contact5156 for a topic
Add "wheel" alias to Template:Input/peripheral device types, and correct "support" to "supports".1 point -
I do not expect this to be implemented since the ”release history” parameter of the introduction template is intended for that purpose. Like, it wouldn’t just be about GOG as Steam, Microsoft Store, and even Epic sometimes sees similar re-releases. Right now there’s multiple ways of handling these re-releases: * Introduction template’s release history parameter, for straight re-releases on modern platforms. * Separate year-dated article for the re-release, for re-releases that also sees larger/more noteworthy changes.1 point
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Add GOG.com re-release date to Template:Infobox game
gooddoyou reacted to miller11568 for a topic
Add GOG.com re-release date to Template:Infobox game as well as Template:Infobox_game/row/date. Thanks in advance.1 point -
We need a "dark mode" for the website
rodrog reacted to Alice Carry for a topic
I completely agree! A dark mode option would make browsing much more comfortable, especially for extended periods. Your example in GIMP sounds like a great starting point—just reducing brightness slightly can make a big difference. Maybe adding a toggle option with different darkness levels would cater to everyone’s preferences. Hope the devs consider this!1 point -
Tutorial for creating widescreen fixes
gooddoyou reacted to AlphaYellow for a topic
So, I've noticed nobody talks about modding old games here, so I'll break the tradition. Many people know old games have many issues running on newer monitors with aspect ratios different from what they used to be designed for, like 4:3 and 5:4, including no support for any kind of widescreen or wider resolutions, or when they do, they have a fixed field of view or it gets reduced with a wider resolution. Many old engines have the option to set a widescreen resolution, but just don't expose it to the user through the in-game settings, so editing through the Registry or external .ini/.cfg/.xml or other similar kind of files might be needed. Usually when it's not possible to edit settings through external files or through Registry, it's needed to edit the executables themselves or other files around it directly (usually it can be DLLs, but not only), by using softwares that can edit the code in those files in hexadecimal form, like the so-called hexadecimal editors, or hex editors for short, or even using memory scanners/debuggers like Cheat Engine. Why widescreen fixes matter Many beloved PC games from the 1990s and early 2000s were designed for 4:3 or 5:4 monitors. On modern widescreen displays (16:9, 21:9, even ultrawide), they either stretch, letterbox, or simply refuse to launch at anything beyond their legacy resolutions. By applying a few straightforward tweaks - editing config files or hex‑patching executables - you can unlock native widescreen support, restore proper field of view (FOV), and keep the originals looking their best. 1. Check for built‑in widescreen support Before diving into hex editing, see if the game already supports custom resolutions: 1. In‑game settings: Browse graphics or display options. 2. Config file entries: Look for resolution, width or height in .ini, .cfg or .xml files in the game folder or the Documents folder (either user one or public one). 3. Registry keys: Search under HKEY_CURRENT_USER\SOFTWARE\<GameName> or HKEY_LOCAL_MACHINE\SOFTWARE\<GameName>, or even look for the publisher or developer names as well. 2. Editing external config files When settings aren’t exposed in menus, try this first: Locate the file: Common names include settings.ini, user.cfg, or graphics.xml. Open in a text editor: Notepad++ or VS Code are ideal. Modify resolution lines: width = 1920 height = 1080 Save and test: Launch the game and verify. If it crashes or reverts, restore your backup and proceed to the next step. Tip: Always make a copy of the original file before editing. 3. Hex‑patching the executable If no external file can be changed, you must patch the game binary: Backup the EXE/DLL: Copy game.exe (or relevant DLLs) to a safe folder. Open in a hex editor: HxD (free) or 010 Editor (paid) work well. Search for known resolution values: 640x480 = 80 02 00 00 & E0 01 00 00 (little‑endian) 800x600 = 20 03 00 00 & 58 02 00 00 Replace with your resolution: For 1920x1080 use 80 07 00 00 and 38 04 00 00. Save and test: Run the game; if it fails, revert to the backup. Warning: Hex patching can permanently corrupt executables, so always work on copies. 4. Adjusting aspect ratio and field of view Even when resolution changes, the FOV may stay locked: Aspect ratio values: Some engines store a float (e.g. 1.3333 for 4:3). Look for 3F AA AA AB (IEEE‑754 for ~1.33) and replace with 3F 99 99 9A (~1.777 for 16:9). The value might be from the division of width by height or even the inverse, height / width. FOV multipliers: Search for common degree values (60° = 3C 70 00 00, in radians or as a multiplier). Increase by the ratio of new AR to old. Usually, the field of view is defined in the main executable or a DLL, most times close to where the far and near clip planes are calculated, see here for some documentation about clipping planes. DLL hooks: Enthusiast patches (e.g. Widescreen Fixer on GitHub) automate this by injecting a DLL at runtime. 5. Using memory scanners/debuggers & editing assembly When config file or simple hex patches aren’t enough, you can dive deeper with memory scanners (e.g. Cheat Engine) and debuggers/disassemblers (e.g. x64dbg, IDA Pro). This lets you locate values in RAM at runtime, inject code, or permanently patch the game’s machine code. 5.1 Memory Scanning with Cheat Engine Launch & attach Start the game and open Cheat Engine. Click the computer icon and select the game’s process. Finding values in RAM Exact Scan: If the game’s running at 800x600, scan for the integer 600 (4‑byte). Filtered Scan: After changing resolution in‑game to 1024x768, scan again for 768 - this narrows down candidate addresses. Pointer Scan: Once you’ve isolated the runtime address, use “Pointer scan for this address” to locate the static pointer chain. This lets you reapply your patch each launch without rescanning. Freezing or modifying values Double‑click the found address to add it to your table. Change its value to 1080 (for 1920x1080) or check “Active” to freeze it. Tip: Values can be stored as floats (e.g. FOV multiplier) or doubles—try scanning “Unknown initial value” and change the in‑game setting to filter. 5.2 Patching assembly in memory Instead of just editing data, you can hook the code that reads or writes to it: Find the instruction Right‑click your found address in CE → “Find out what accesses this address.” CE will break into the debugger showing the instruction(s) (for example, mov [eax+0x10], ecx). Code injection Use “Auto Assemble” in CE to inject a small script that overrides the value or skips a clamp routine. Example of a CE script to bypass a clamp at address 0x00401000: [ENABLE] aobscanmodule(CLAMP, GameX.exe, 89 91 10 00 00 00) alloc(newmem,2048,GameX.exe+401000) label(returnhere) newmem: mov [ecx+0x10], dword ptr [esi] // set custom width jmp returnhere GameX.exe+401000: jmp newmem returnhere: [DISABLE] CLAMP: db 89 91 10 00 00 00 dealloc(newmem) Saving this script in CE lets you enable it each play session. 5.3 Permanent assembly patching in EXEs/DLLs To avoid running scripts every time, you can patch the binary or DLL directly: Disassemble the module Load game.exe (or the relevant DLL) into IDA Free, Ghidra, or x64dbg. Identify the routine that handles resolution, aspect‑ratio clamping, or FOV calculation. Understand the Machine Code Little‑Endian: Multi‑byte immediates appear reversed in hexadecimal. Instruction Length: You cannot overwrite an instruction with a longer one without shifting downstream code; you may need to fill with NOPs (0x90) or use a jump instruction to a codecave that the game doesn't make use of. Apply the Patch Example: original bytes at 0x00401000: 0F 8C 1A 02 00 00 jl 0x40121C ; clamp if width < min To skip the clamp, change 0F 8C (JL - jump if larger) to 90 90 (NOP NOP), NOP means no operation, so the CPU won't execute anything and will continue execution after those: 90 90 1A 02 00 00 Save the patched binary or DLL and test. Warnings: Backups are mandatory. Keep copies of every original module. Checksums & signatures: Some games verify executable integrity, patching may trigger anti‑tamper or anti‑cheat and cause crashes or bans. Packers/compressors: If an EXE is packed (UPX, Themida), unpack it first or your patch may never be reached at runtime. 5.4 Best practices & cautions Always work on copies. Never patch a live install. Document your changes. Keep a changelog of offsets, original bytes, and replacements. Watch for side effects. Skipping a clamp may break UI layout or cause rendering issues. Legal considerations. Patching code for personal use is generally tolerated, but distribution of modified executables can violate EULAs. Community resources. Search forums (e.g. XeNTaX, PCGamingWiki) to see if others have already mapped the same functions. EDITING FILES So to start editing files, a hex editor like it was mentioned above is needed. Usually HxD is a good choice, it's not too hard to learn and has all that's needed for a hex editor. 1. First open the file you want to edit on it either by dragging the file onto the HxD window, or press Ctrl+O and open it from there. 2. Then, when the file is opened, it's time to search for values. First press Ctrl+F, this window will appear, if wanting to find a hexadecimal number, change the datatype to "Hex-values", for integer numbers it's "Integer number" and for floating point numbers like those shown in the "Aspect Ratio" section, change it to "Floating point number". 3. Let's take this example for Lego Racers 2. The game only supports the following resolutions by default: 640x480, 800x600 and 1024x768. 5. To find the right resolution, it's needed to find both width and height values that are close enough to eachother in a file. For that, this program made by myself can be used to determine that: https://github.com/alphayellow1/AlphaYellowWidescreenFixes/releases/tag/utilities 6. Put the downloaded executable in the same folder where the game exe is, run it, put the executable name, write one of the resolutions the game supports, set the byte search range to 15 and type Enter. 7. Since the 800x600 resolution has the least amount of close enough pairs in the executable (just 1), we'll go with it. 8. Go back to HxD, press Ctrl+G and search for the address that was found for the width: 0002A912 (just for info, each pair of numbers or letters represents 1 byte, so the highlighted value below is 2 bytes long). 9. 9. Highlight it, then go to the right side of the window in the "Data inspector" tab, and go to the row where it says Int16. 10. Change it to the desired width, and type Enter. 11. Do the same for the height, highlight the value in the right address you found in the program above and change the value in the Int16 row at the right side. Save the file. 12. Now inside the game, we can see the new resolution that was changed earlier above now appears in the graphics settings, but if it doesn't appear, just set it to the one you changed before (so change it to 800x600 and the resolution in-game will change to the one you set in the file). 13. Now during gameplay we can check the proportions look correct but the camera view looks cropped in relation to 4:3, which means the field of view is reduced with wider resolutions, this scaling behavior is called Vert-, because the vertical field of view is reduced to accomodate the new aspect ratio. This means we have to increase it. 14. For the field of view, it was found the game stores FOV values as degrees, and after some experimentation, it's found the value is 90º. Note that in some games, they might store FOV for different areas of the game in more than one place, it might be either the same value as normal gameplay one, or might be a different FOV value altogether, like using one FOV for menus and another FOV for gameplay, or even different FOVs for each mission. For first-person games, they might store a FOV value for the camera and another one different altogether for the weaponmodel. Also cutscenes might have its own FOV assigned to it (either a universal FOV value for cutscenes, or even different FOV values inside the same cutscene, or each type of cutscene having its own FOV), so beware. 15. In HxD, press Ctrl+F, change the tab to "Floating point number" and type 90, change "Search direction" to "All", and click in "Search all". 16. All the found 90 values are listed below: 15. To edit each value, double click on one of the results below, and then go to the right side, and change the value in the "Single (float32)" row. You can try editing each value to a much higher one like 130, noting in which address the value is before changing it (see the second screenshot below this one), then saving the file, starting the game and going into gameplay, and seeing if the FOV became much higher, then if not, closing the game and coming back to HxD, changing the value back to 90 in the address you noted before, and going to the next value and doing the same process again until the camera FOV changes in-game. 16. It won't take long to find out it's the second value responsible for the camera FOV ingame, highlight it and change the value according to WSGF's FOV calculator: https://www.wsgf.org/fovcalc.php . Leave it as it is, and change the "number of monitors across" to 1, and change the resolution to the desired one above (in my case it's 1920x1080). 17. Copy the value after where it says "New hFOV =", only copy the number in bold. Also note that if the standard FOV isn't 90º but another number, you can change the number that is after "Old hFOV:" to that one to get the correct FOV for your aspect ratio. 18. After copying the number in step 17, go back to HxD and paste it in the "Single (float32)" row of the second address that was found in the first screenshot of step 15. 19. Now going back in-game, we can see the resolution and field of view were successfully changed and the game is fixed! ADVANCED EDITING THROUGH MEMORY HACKING If changing resolution or FOV values in files doesn't change anything in-game, then memory scanning/debugging softwares like Cheat Engine and code disassemblers like OllyDbg and x32dbg are needed. I'll expand on this section later.1 point -
We need a "dark mode" for the website
rodrog reacted to wicked sick for a topic
A dark theme would be good.1 point -
Its not only for Chrome, you can install it on Opera and Fierfox as well. Many companies don't give a shit about such simple thing as dark mode, even if it takes like 1 hour to make(it took me around ~40 minutes to do dark mode for the main site and forum). They did only one mode so why doing other? What matters is that it just works, and here is where community arrives. For example Google, they didn't make dark mode for they search engine(and most of their websites) on desktop(theres one for Android 10+, maybe IPhones as well idk about that), so community did it for them, and most of them looked like total mess or just didn't work at all, but some of them(especially mine) work absolutely great. If they don't want to do something, do it yourself. But you're still right. They should add built-in dark theme.1 point
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Yep, you definitely said it before. You also said it's for Chrome. Regardless, a lot of browser extensions that aim to resolve this issue either target only specific sites, or target all sites globally and end up making them all look like trash. So we have to rely on something that's tailor made, or we're left with something that either looks like a mess or blinds us. Sure, we could install browser extensions, we could turn the brightness way down on our monitors, we could put on some sunglasses, or we could simply stop using the site. But the point is end users shouldn't be the only people trying to solve this issue. Anybody who's recommending browser extensions has missed the point.1 point
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It's weird. I thought PCGW already had a dark theme but I couldn't find it. So I googled it and google took me here. So I guess it never had one? Then what site was I thinking of...? Yes. PCGW needs a dark theme. I can't believe dark themes are still an afterthought for GUI designers in 2021. ↓ Me using the internet in 2021. ↓ ↑ Me using the internet in 2005. ↑1 point
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Totally agree. Dark reader doesn't work too well for it unfortunately. Would love to have a proper dark mode.1 point
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We need a "dark mode" for the website
rodrog reacted to Suicide machine for a topic
Good idea, but sites like awful like this 😞 Has issues in the same places where I had it when I tried overriding styles.1 point -
The file is now available from the files section:1 point
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I did managed to find a working copy and reuploaded it on the Files section. Btw, neither the archive.org page or the original site show a link, I just see a blank space where the link should be. I think this could be closed since it's solved, I'm waiting for approvation on the upload, meanwhile I did make a backup copy of the rar file.1 point
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Details of the project are here: http://pcgamingwiki.com/wiki/PCGamingWi ... nt_Project As part of the first batch, GOG.com have kindly gifted us in Batch #1: The 11th Hour 1nsane The 7th Guest 99 Levels to Hell A New Beginning - Final Cut Advent Rising Age of Wonders Age of Wonders 2: The Wizard's Throne Age of Wonders: Shadow Magic Alan Wake Alan Wake's American Nightmare Alien Breed - part of "Alien Breed + Tower Assault" Alien Breed: Tower Assault - part of "Alien Breed + Tower Assault" Alien Nations Alien Shooter - part of "Alien Shooter + Expansions", obviously includes expansions These games will be made available in a new GOG.com press account I will make available this evening. If you would like access please leave a message or add me on gchat: andytizer@gmail.com. We will be providing access to a limited number of dedicated contributors. Over the next 24hrs we will be rolling out the project and announcing it via our sitenotice and other channels.1 point
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(Sorry, not sure if this topic should go to Help or Development.) For games and engines that are open-source where should source code location (e.g. web address) be displayed if it is different from homepage and Availability links? Right now i added it to "General Information" for one game, but my intuition says that its place should be in the Infobox perhaps.1 point
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The infobox isn't the ideal place for this. Games with source code available will usually have multiple community projects to choose from and/or have the active project hosted somewhere separate from the initial source code release so there isn't a single best site to link to.1 point
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I added it out of convenience, but it became a bit of a hassle to keep up to date. If anyone wants to update it feel free.1 point
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Also, i noticed that the gogmix of games hasn't been updated and it only shows maybe 20 games on the mix, is the GOGmix still a priority?1 point
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I still have access, yes. However I'm not sure if any games have been added in a while due to the slow pace at which we've been adding games recently.1 point
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I think this should be restricted to just staff or only trusted members of the community if they really require access to the press account. Only those officially affiliated with PCGW should be given access to prevent any type of abuse and risk having access revoked. I understand this may not happen anytime soon and the risk of it being abused is minimal but it is best to take precautions and show that as a non-profit community we are professional and don't simply hand out access to anyone asking especially since there is only one set of login details and no way to manage sub-users. If it does get abused the website as a whole would be responsible rather than any specific individual which means we may not be trusted with such access in the future. Unless GOG have explicitly outlined who we can give access out to we should be very careful when disclosing account information to other users.1 point
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Following a conversation with Piotr, GOG.com games are now added back into the press account where all future titles will be shared. If you have access to the account you should be able to see a new batch of games. If you're interested in getting involved please contact me.1 point
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I've been speaking to Piotr, and future GOG.com review codes will be made available on an individual basis. Therefore when we get the next batch of games, I'll be posting them up in the Assignments forum for people to apply to. You are free to pre-empt me and post up multiple requests for ANY GOG.com game.1 point
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Shared account details provided for moderators Pridit, Nicereddy and Soeb. If anyone else requires, please let me know. I'm going to do some work on writing up the enhancement project.1 point
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Wow that's incredibly generous of GOG, I'm glad we're finally getting some recognition that will be able to help us create better articles for more games.1 point