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[Wine 1.5.5] RawMac2 Engine


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#61 Tetsu

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Posted 21 April 2012 - 02:19 AM

View Postdoh123, on 21 April 2012 - 12:34 AM, said:

Wine guys claim its not their problem and they won't do anything about it... they claim its bad drivers from Apple, and it only worked decently before because they had some work-a-round code in there to get around the issues (which affected Mac and Linux) but for future graphics support they took that code out now (in 1.5.1)... I think it only matters for DX10/11 so I'm not sure why they can't just add in the code to be a bit more dynamic in choosing what to do so it works the best.  Most of the main Wine guys are very good and quick to say "not our problem, we don't care"

The eduke32 guys have been saying the same thing except on Windows and have been blaming AMD\ATI for "bad drivers" although they did recently fixed the bugs eduke32 had with ATI hardware on both Windows and Mac (Windows actually had more severe problems with the OpenGL in that game and Mac had a different set of problems but still had some nonetheless... but their fix seemed to fix it for both) but they where the ones to fix it pretty much.. not ATI. But yeah, it seems at times devs like to pass the buck.
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#62 cluthz

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Posted 30 April 2012 - 01:17 PM

View Postthanoulas, on 16 March 2012 - 02:41 PM, said:

Can you do the following:? set in the debug flags: +win test - run the game, go in the game and hit the edges of the screen on the x-axis, then quit with cmd+q and open LastRunWine.log, strip everything out that doesn't have "THANOS" in it and upload it on pastebin?

I've encountered the same error on Risen 2 Dark Waters:
Mouse doesn't warp, tested with your compiled engine too, (logs from yours here)
http://dl.dropbox.co...Risen2mouse.txt

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#63 thanoulas

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Posted 30 April 2012 - 09:09 PM

View Postcluthz, on 30 April 2012 - 01:17 PM, said:

I've encountered the same error on Risen 2 Dark Waters:
Mouse doesn't warp, tested with your compiled engine too, (logs from yours here)
http://dl.dropbox.co...Risen2mouse.txt
Yeah, I've tried the game, too, looks like we're gonna need a workaround for the workaround :wacko:

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#64 cluthz

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Posted 30 April 2012 - 09:52 PM

LOTR: War in the North suffers from the same problem too.

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#65 MaskedTurk

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Posted 23 May 2012 - 09:08 PM

Thanks a bunch for this, it's making ArmA2 almost usable for me. Shame it doesn't entirely fix the mouse issue though :(

#66 SouthTuna

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Posted 25 May 2012 - 10:40 AM

Oh, thanoulas, could I have your custom RawWarpPatch...?
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#67 thanoulas

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Posted 25 May 2012 - 07:09 PM

Sure but it's useless with the latest engines. I'll generate a patch and post it

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#68 SouthTuna

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Posted 26 May 2012 - 12:18 PM

View Postthanoulas, on 25 May 2012 - 07:09 PM, said:

Sure but it's useless with the latest engines. I'll generate a patch and post it

Wait, useless with the latest engines...?
From which engine onwards?

PS. I was wondering if you could apply that warp for the y axis, too...?
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#69 karacho

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Posted 28 May 2012 - 06:08 AM

source for the 1.5 version?

#70 thanoulas

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Posted 01 June 2012 - 02:11 PM

Sorry for the wait. I'm currently trying to patch my patch (lol) to make it work with Risen 2 and maybe some more games that still had problems. I won't post anything until then, I'll upload everything (including source) after it's done. Thanks for the patience

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#71 DankoB

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Posted 01 June 2012 - 02:28 PM

I've been using the patch that mr_lundis has written quite some time back now...it wasn't fully functional until the NoXinput2 builds that doh created were introduced....since then it's worked with a number of games that I've ported and updated (by dragging and dropping the patched .so file into the wswine.bundle). I'm unable to test it with Risen 2 because I was barely able to get Risen to work on it (although I didn't try very hard) The menu and intros and everything worked great but the gameplay was extremely sluggish....I should have spent longer on it but but haven't touched it since the preliminary testing.

You can get the patched .so file from a number of my recently updated ports...it's inside the package contents of my STALKER wrappers
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#72 SouthTuna

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Posted 01 June 2012 - 02:28 PM

View Postthanoulas, on 01 June 2012 - 02:11 PM, said:

Sorry for the wait. I'm currently trying to patch my patch (lol) to make it work with Risen 2 and maybe some more games that still had problems. I won't post anything until then, I'll upload everything (including source) after it's done. Thanks for the patience

:D then I'll wait! Thanks!
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#73 thanoulas

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Posted 01 June 2012 - 05:25 PM

View PostDankoB, on 01 June 2012 - 02:28 PM, said:

I've been using the patch that mr_lundis has written quite some time back now...it wasn't fully functional until the NoXinput2 builds that doh created were introduced....since then it's worked with a number of games that I've ported and updated (by dragging and dropping the patched .so file into the wswine.bundle). I'm unable to test it with Risen 2 because I was barely able to get Risen to work on it (although I didn't try very hard) The menu and intros and everything worked great but the gameplay was extremely sluggish....I should have spent longer on it but but haven't touched it since the preliminary testing.

You can get the patched .so file from a number of my recently updated ports...it's inside the package contents of my STALKER wrappers
I'm quite sure that it's not going to work, because the whole warping mechanism of wine (and that of the patch) is being overridden by the Raw patch. It's a completely different input method for the mouse, and without cursor repositioning you won't be able to rotate 360 degrees in the game.

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#74 cluthz

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Posted 01 June 2012 - 06:28 PM

View Postthanoulas, on 01 June 2012 - 05:25 PM, said:

I'm quite sure that it's not going to work, because the whole warping mechanism of wine (and that of the patch) is being overridden by the Raw patch. It's a completely different input method for the mouse, and without cursor repositioning you won't be able to rotate 360 degrees in the game.

SO far I've only got thanoulas hack to work with raw.
The stalker builds are not using raw.

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#75 thanoulas

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Posted 01 June 2012 - 06:56 PM

No worries, I found the bug and currently applying a fix. Should fix other games as well that didn't work since the first version.

Main post has just been updated. Grab the new version. Tested to be working with Risen 2. Please also test older games that were working and report if they still do work.

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#76 thanoulas

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Posted 01 June 2012 - 08:09 PM

View PostSouthTuna, on 26 May 2012 - 12:18 PM, said:

PS. I was wondering if you could apply that warp for the y axis, too...?
Just saw the P.S.
Why would you want a game to warp around the Y axis? Surely I can implement it, but you'd lose the cursor out of confusion!

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#77 zoroaster

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Posted 01 June 2012 - 08:46 PM

To maybe improve the raw patch (only if adequate i.e. the mouse is "clipped") always warp the cursor to the middle of the screen/window instead of the border then rotation would work fully over 360°. For the idea, take a look at the original Wine warp code:

mapped_center.x = (rect.left + rect.right) / 2;
mapped_center.y = (rect.top + rect.bottom) / 2;


#78 thanoulas

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Posted 01 June 2012 - 08:50 PM

View Postzoroaster, on 01 June 2012 - 08:46 PM, said:

To maybe improve the raw patch (only if adequate i.e. the mouse is "clipped") always warp the cursor to the middle of the screen/window instead of the border then rotation would work fully over 360°. For the idea, take a look at the original Wine warp code:

mapped_center.x = (rect.left + rect.right) / 2;
mapped_center.y = (rect.top + rect.bottom) / 2;

I already thought about it, but that would make the wrapper unusable, as it would wrap the mouse around a rectangle in the center of the screen, across all screens (even the installer). As I said, the raw patch overrides the standard cursor mechanism in the user32.dll and that's very low level for any game. It's not just dinput or any other game only library, so you wouldn't know whether you're in the game or the menus when you need to warp the cursor. And we're missing XInput2 on OS X

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#79 paulthetall

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Posted 01 June 2012 - 08:57 PM

Thanks :) will check it out :)
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#80 Blinx 007

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Posted 01 June 2012 - 08:58 PM

Thanks 4 the engine help me port FourDelta1

#81 paulthetall

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Posted 01 June 2012 - 09:09 PM

mmm...the latest 1.5.5 wrapper build does not work....while the other ones (older ones) does warp correctly....this one does not make it possible to look around 360 degrees
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#82 thanoulas

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Posted 01 June 2012 - 11:25 PM

View Postpaulthetall, on 01 June 2012 - 09:09 PM, said:

mmm...the latest 1.5.5 wrapper build does not work....while the other ones (older ones) does warp correctly....this one does not make it possible to look around 360 degrees
On which games? Can you post a +msg log somewhere?

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#83 SouthTuna

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Posted 02 June 2012 - 04:05 AM

View Postthanoulas, on 01 June 2012 - 08:09 PM, said:

Just saw%2u20the P.S.
Why would you want a game to warp around the Y axis? Surely I can implement it, but you'd lose the cursor out of confusion!
I dunno, because the patch limits the Y movement to only the borders of the screen-- at least, that's what I've experienced.
I thought that would fix that problem.
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#84 paulthetall

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Posted 04 June 2012 - 06:45 PM

Ok here we go. I tried out the patch (1.4 one) but somehow in the game Medal of Honor Airborne the mouse works in the start but when moveing around it sunddenly stops working (cant go down) then if i press escape (menu) en then escape again (back into game) it works temporairly again....its wierd. Here the output http://dl.dropbox.co...oh Airborne.rtf

Used all the 1.4 raw3 patches available in the links here, not one fixes it unfortunatly. I played with the windows decorations and keeping the mouse in full screen option (winecfg --> graphics tab). all no sugar unfortunatly.
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#85 zoroaster

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Posted 04 June 2012 - 08:03 PM

View Postthanoulas, on 01 June 2012 - 08:50 PM, said:

[..] And we're missing XInput2 on OS X

It is there but Wine does not use it correctly (see 29844).

#86 Tetsu

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Posted 05 June 2012 - 09:54 PM

Is there any patches that can be applies to the newest WINE revisions so shaders can work correctly on ATI?
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#87 thanoulas

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Posted 05 June 2012 - 10:05 PM

Currently you can either use wine as is with correct rendering of the shaders and bad performance, or broken rendering and good performance. Depends on the game really.

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#88 Tetsu

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Posted 06 June 2012 - 01:27 PM

Are you meaning turn on or off GLSL? Because as far as I'm concerned that's not an option especially since quite a few of my games that I run in wineskin refuse to launch with it off. Unless you mean using the newer WINE engine vs using an older one like 1.5 or 1.4. In either case though.. uh yeah I already know this. I'm asking a different question.
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#89 thanoulas

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Posted 06 June 2012 - 02:39 PM

View Postsmoketetsu, on 06 June 2012 - 01:27 PM, said:

Are you meaning turn on or off GLSL? Because as far as I'm concerned that's not an option especially since quite a few of my games that I run in wineskin refuse to launch with it off. Unless you mean using the newer WINE engine vs using an older one like 1.5 or 1.4. In either case though.. uh yeah I already know this. I'm asking a different question.

It's the old vs new engine. Basically in 1.5 a patch was applied that makes shaders render correctly in wine on ATi cards (a hack was removed to be precise). It's not a different question, unless you meant to ask something else.
Read the story on this bug (http://bugs.winehq.o...ug.cgi?id=30168) to see what I'm talking about. (unless you are talking of something else that I didn't understand)

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#90 SouthTuna

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Posted 15 June 2012 - 02:09 PM

Hey, thanoulas, was wondering if you could release the source for your RawMac2 engine this time :P
Also, did you see what I wrote about warping around the y-axis? The current patch without the y-axis warp limits the looking up and down in games.
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