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Gurqn

Member Since 20 Jan 2013
Offline Last Active Yesterday, 10:18 PM
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#107015 Wine STAGING & CSMT Builds - Engines Available

Posted ovvldc on 02 October 2017 - 09:23 AM

View PostGurqn, on 02 October 2017 - 08:50 AM, said:

As a side note, im compiling all from source, no repack so far from my side. Just wanted make sure for avoid any misunderstanding :) Enjoy
Thanks! We are, and will continue to do so. Your efforts, and the work of Scopezz and NRG is very much appreciated!


#106976 Wine STAGING & CSMT Builds - Engines Available

Posted Incredible Hulk on 23 September 2017 - 08:22 PM

WineStaging 2.17 - 3DMark06 TEST
iMac Mid 2011, i5 2,5GHz, 6750M, 10.12.6

Posted Image

Gurqn Staging build (wine-staging-x32-2.17.tar)
3DMark Score:  6985/ 6992 (1st run/ 2nd run)
SM2.0 Score:  2739/ 2739
HDR/SM3.0 Score:  2482/ 2484
CPU Score:  4645/ 4675


WineHQ 32-bit Staging build (portable-winehq-staging-2.17-osx.tar - repackaged)
3DMark Score:  7338/ 7340
SM2.0 Score:  3056/ 3057
HDR/SM3.0 Score:  2522/ 2523
CPU Score:  4172/ 4179


WineHQ 32-bit Staging build (portable-winehq-staging-2.17-osx.tar - repackaged)
- Changed Regedit DWORD - “MaxVersionGL” to 30001
- All other tests are with “MaxVersionGL” 40001
3DMark Score:  6914/ 6916
SM2.0 Score:  2734/ 2737
HDR/SM3.0 Score:  2485/ 2486
CPU Score:  4180/ 4166


WineHQ 64-bit Staging build (portable-winehq-staging-2.17-osx64.tar - repackaged)
3DMark Score:  7332/ 7328
SM2.0 Score:  3049/ 3043
HDR/SM3.0 Score:  2522/ 2526
CPU Score:  4184/ 4173


WineHQ 64-bit Devel build (portable-winehq-devel-2.17-osx64.tar - repackaged)
3DMark Score:  6718/ 6641
SM2.0 Score:  2569/ 2510
HDR/SM3.0 Score:  2445/ 2441
CPU Score:  4534/ 4532


As a start PortingKit Steambuild 2 32-bit wrapper is used (http://portingkit.com/game/422) than changed staging engines. Gurqn Engines https://www.mediafir...ineskin-engines .WineHQ engines https://dl.winehq.or...x/download.html @Slice and @NRG staging libraries used. Wineskin 32-bit, XP, 2 runs (Wine Debug: err-all,fixme-all, WINEDEBUG-all). RegEdit DWORD “MaxVersionGL” 40001. This Mac has 9406 score in Windows 7 on 3DMark06 (http://blog.forsejt.dk/nye-imacs-2011/)

comment: Despite lower 3DMark score, Gurqn engine give me higher and smoother frame rates in most games. Probably on my configuration, CPU score is more important.


#106970 Wine STAGING & CSMT Builds - Engines Available

Posted Incredible Hulk on 23 September 2017 - 01:17 PM

Unigine Heaven 4.0
Wine Staging 2.16 (dx9) vs MacOs (openGL) TEST

Gurqn build (wine-staging-x32-2.16) - DX9
Posted Image


WineHQ repackaged (portable-winehq-staging-2.16-osx64) - DX9
Posted Image


MacOs 10.12.6 - OpenGL
Posted Image

All tests conducted under MacOs 10.12.6 on iMac Mid 2011, i5 2,5GHz, 6750M.
PortingKit Steambuild 2 wrapper (http://portingkit.com/game/422) is used with changed engines. @Slice and @NRG staging libraries used. RegEdit DWORD “MaxVersionGL” 30001 used. Unigine Heaven does't start with “MaxVersionGL” 40001.


#106832 Wineskin Engine Repository

Posted ScoPezz on 25 July 2017 - 09:32 PM

View PostGurqn, on 25 July 2017 - 07:50 PM, said:

it's been released ;)
I have already added it to the repo :)


#106733 Wine STAGING & CSMT Builds - Engines Available

Posted ScoPezz on 16 June 2017 - 05:49 AM

View PostNRG, on 16 June 2017 - 05:37 AM, said:

doesn't work for me exactly as all others ones
Try these steps:

1) Unpack the engine
2) Open terminal and cd to the directory where the newly unpacked wswine.bundle is located
3) Run command "mv wswine.bundle/ wineinstall/"
4) Run "cd wineinstall/bin"
5) Run ./wine --help and paste the output in a textfile
6) Run ./wine-preloader wine --help and paste the output in the textfile

Lastly, please share that textfile.


#106723 Wine STAGING & CSMT Builds - Engines Available

Posted ScoPezz on 14 June 2017 - 10:54 PM

View PostGurqn, on 14 June 2017 - 10:49 PM, said:

oh great :), I am going to fetch it via git once it's landed to the wine-patched area in order to re-compile. It's should be treated as some sort of hotfix :P
They also fixed the installscript for the wine-staging repo. So now it works on macOS.


#106702 Wine STAGING & CSMT Builds - Engines Available

Posted ScoPezz on 13 June 2017 - 06:20 PM

View PostGurqn, on 13 June 2017 - 06:19 PM, said:

2.10 vanilla and staging engines have been added to repo

http://www.mediafire.../?rd5cxhyux7zx8

However, I have some strange new on staging side.

-Had successfully built vanilla 2.10 with 10.6 SDK
-Had failed building staging 2.10 engines with both 10.6 and 10.7 SDKs
-Had successfully built staging 2.10 engine with 10.8 SDK

So staging 2.10 engine compiled with 10.8 SDK available in the repo now. If you able to build staging 2.10 source with 10.6 or 10.7 SDK please let me know so I can re-compile them otherwise, kill switch is approaching for 10.6. and 10.7. I wonder what kind of changes occurred for this release. wineport is complaining about the missing symbols, trying the figure out what's wrong with it.

Had the same problem. The thing is, they added a new feature (a preloader to fix the activation.dll error with Origin). From what I have tested now, doesn't work with 10.6 or 10.7, so from now on, I'm going to build 10.8 staging engines with the preloader and 10.6 engines without the preloader (staging only).

EDIT: If I find anything new on this topic, I'll let you know.
EDIT 2: I do have a patch that fixes compilation with 10.6 and 10.7 SDK's, but the whole engine just doesn't work on my 10.7 machine, so it is of no use.


#106653 Wineskin Engine Repository

Posted ScoPezz on 28 May 2017 - 04:47 PM

View Postrampancy, on 28 May 2017 - 01:31 PM, said:

Any chance you could give us updated versions (e.g. for WINE 2.8/2.9) of your engines with the NoFlicker patch?

Thanks in advance!
I added vanilla Wine 2.9 and 2.9NoFlicker :)


#106623 Wine STAGING & CSMT Builds - Engines Available

Posted ovvldc on 19 May 2017 - 04:20 PM

View PostGurqn, on 19 May 2017 - 03:00 PM, said:

Those libs are not included yet at least any engine that compiled by me

Actually, I was fairly sure that these libs go in the wrapper, not the engines, also based on DankoB's response ;).


#106613 Wine STAGING & CSMT Builds - Engines Available

Posted jtnix on 18 May 2017 - 04:07 AM

Thanks for the builds, Gurqn!

It should be noted that the latest 2.8 Staging build completely fixes Star Wars: The Old Republic (SWTOR) login issue; SWTORFIX is no longer needed! This is a  huge milestone!


#106621 Wine STAGING & CSMT Builds - Engines Available

Posted dankoB on 19 May 2017 - 12:19 PM

Nice, I was wondering when we'd see some updated libraries. Thanks a tonne!

Also you can go to HOME/YourUserName/Library/Application Support/Wineskin/Wrapper > right click and show package contents of the Wineskin-2.6.2.app and show package contents > Contents/Frameworks and place the updated libraries in the Frameworks folder. Now whenever you create a new wrapper with Wineskin Winery the updated libraries will automatically be added to each one.


#106529 Wine STAGING & CSMT Builds - Engines Available

Posted ovvldc on 03 April 2017 - 12:40 PM

View PostScoPezz, on 03 April 2017 - 12:30 PM, said:

These bugs contain some relevant information.

Those are examples of what went wrong. If anyone has any more concrete knowledge of Codeweavers' strategy or planning for Metal, I would be happy to hear it :).


#106445 Wine STAGING & CSMT Builds - Engines Available

Posted ScoPezz on 25 February 2017 - 03:05 PM

For anyone that is interested, I fixed compiling for 10.6 and higher compatibility on macOS Sierra, I'll post documentation and tutorials later this week, I have sent @Gurqn everything.


#106417 Wineskin Engine Repository

Posted ScoPezz on 18 February 2017 - 01:55 AM

WS9Wine2.2 has been added. I'll add Staging and 64bit engines when they are released.


#106395 Wine STAGING & CSMT Builds - Engines Available

Posted ScoPezz on 13 February 2017 - 09:40 AM

View PostGurqn, on 13 February 2017 - 09:16 AM, said:

Hi guys,

Engines are built for 10.8+. But as I mentioned previously, you should;

Have latest xquartz installed if you want to use X11, otherwise please select "use mac driver" instead before doing any configuration to engine itself. Then it should work.

By the way, I'm going to be away for a while, current state of mac graphics are just demotivating me at the moment. Need to wait a one more year I think so metal can be ready for showtime :)
I get what you mean, in the meantime I'll keep releasing my engines :)