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There have been 22 items by grabberslasher (Search limited from 24-January 19)


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#6598 What happened so far

Posted by grabberslasher on 02 October 2009 - 03:34 PM in Announcements

The way the forum is set up it's geared more towards warez than actual technological achievement. That's not the forum I signed up for.

And, as much as you argue the point, Cider renders natively and CX renders through X11. I'm not trying to pull rank, even though I've ported more games, run more Cider forums, and know more about the Cider code than anyone else here, having gone through the Cider licensee program.

Good luck guys with everything
-gs



#6587 What happened so far

Posted by grabberslasher on 01 October 2009 - 11:30 PM in Announcements

thedoctor45 said:

The Cider and CX ports and wrappers are labeled very clearly - just look at the thread icons in front. I don't see any difficulties there...

That's like having Android and iPhone apps in the same forum. Sure, you can label it as clearly as you like, it's still a bad idea. Cider ports can at least pass off as native ports, but with Crossover ones there's no chance in hell. All you've done is package a Windows emulator with a binary.

(No offense to any CX porters out there, you're doing a great job and all)

Hansi said:

X11 alien window system? Cide ports native? Ufff......

Well, yeah, that's exactly what they are. Crossover uses X11, Cider ports either use SDL or Transgaming's own 'MacDrv' renderer, both native to the OS X WindowServer. Like it or not, X11 is alien on OS X. Saying otherwise is like saying VMWare + Unity running Windows apps is 'native'.



#6525 What happened so far

Posted by grabberslasher on 30 September 2009 - 06:21 AM in Announcements

Not sure I like the member categories ('Leecher'?), but glad you're back :) Now go get cracking with Cider from Warhammer Online; it's full of goodies!

Also, I'm very against having CrossOver ports mixed in with Cider ports on the 'ported games' forum. CrossOver uses X11, it's an alien windowing system. Cider ports are 'native'. I have to wade through all this CX crap just to find out which games are compatible with Cider



#1853 [FILLED] Mass Effect

Posted by grabberslasher on 27 May 2009 - 05:01 PM in Filled Requests

Raziel2001au said:

A Mass Effect port for OS X is definitely possible with what is available right now... it's just that we lack people technical enough to pull it off. The game has a GOLD rating in Wine's app DB and is considered fully playable (on linux). It supposedly doesn't work on crossover however, so it would require someone who knows how to compile wine under os x. If you believe you have what it takes, here is the entry explaining how to get Mass Effect working under wine: http://ibrain.com.ua... ... n&iId=7465

If you can do this and make an app wrapper that would be awesome :).


Take care,
Raz.

Mass Effect is an Unreal Engine 3.0 game; I haven't seen any UE3 game run in Cider yet, and you can be guaranteed the performance will be abysmal. Unreal Engine 3 is already ported to the Mac tho natively, we just haven't seen a game released yet that uses it; here's a pic of Unreal 3 running on OS X from the developer: http://icculus.org/c... ... e=06-38-30



#1733 Porting The GodFather II via cider 2432

Posted by grabberslasher on 25 May 2009 - 07:33 PM in Ask for Help (Game Ports)

killasapo said:

Ok I'm trying to port over "The Godfather II" via a boot camp install that i have on my system (and then "Call Of Duty World At War" but that's getting ahead of myself)

i've followed the video ( viewtopic.php?f=35&t=452) To the letter!!!

using the Cider 2432 upload from here  (http://ibrain.com.ua... ... tjwwyxz231)

with no luck I'm wondering if that cider pack has all the supporting DLL's and files that i need as I'm getting the following errors when i try to launch my ported god father 2


 UniMacBook:~ johnny$ /Users/johnny/Desktop/The\ Godfather\ II.app/Contents/MacOS/cider ; exit;
dyld: Symbol not found: _MACDRV_main
  Referenced from: /Users/johnny/Desktop/The Godfather II.app/Contents/MacOS/cider
  Expected in: /Users/johnny/Desktop/The Godfather II.app/Contents/MacOS/../Frameworks/libwine.dylib

Trace/BPT trap
logout

[Process completed]

You're set to the MacDrv video driver in the config file most likely, and that version of Cider doesn't support it. Change macdrv to sdldrv in the Preferences/Config folder



#1696 List of working game engines and possible ports

Posted by grabberslasher on 25 May 2009 - 06:51 AM in Gaming

loco said:

Very interesting idea, and I like how you organised the list.

Thanks! I thought it the most logical way to format. Feel free to edit list as you please



#1679 List of working game engines and possible ports

Posted by grabberslasher on 24 May 2009 - 09:00 PM in Gaming

Not sure if anyone's interested, but I'm trying to be methodical as to what games I try and run using Cider. We already know of certain games that work really well, so perhaps a list of similar games using the same game engines would be helpful? It stands to reason that if the engine works in Cider, other games using it should too (unless there's something like Steam involved). You'll notice that working games in Cider aren't coincidences :-)

Please comment and add anything I've missed out! This is just the first draft.

Please don't add Crossover Wrapper games to this list; I'd like to keep it Cider-only so we can better understand the Cider engine.

[Y] = working
[C] = close, but not yet working
[ ] = untested

 Gamebryo Engine
[Y] Oblivion
[Y] Morrowind
[Y] Empire Earth II
[C] Fallout 3
[ ] Warhammer Online
[ ] Civilization IV 

Quake Engine
[Y] Quake
[Y] Hexen 2
[Y] Half Life

Quake 2 Engine
[Y] Quake 2

Quake 3 Engine / id tech 3
[Y] Quake 3
[Y] Heavy Metal: F.A.K.K.2
[ ] Jedi Knight 2
[ ] Jedi Acadamy
[ ] Return to Castle Wolfenstein
[ ] Call of Duty
[ ] Call of Duty : United Offensive
[C] Star Trek Voyager: Elite Force
[ ] Star Trek: Elite Force 2
[ ] Medal of Honor: Allied Assault 
[ ] American McGee's Alice

Unreal Engine 1.0
[Y] Unreal Tournament
[Y] Unreal
[Y] Deux Ex
[Y] Rune
[Y] Star Trek: Deep Space Nine: The Fallen
[Y] Star Trek: The Next Generation: Klingon Honor Guard
[Y] X-COM: Enforcer
[ ] Clive Barker's Undying
[ ] Harry Potter and the Chamber of Secrets
[ ] Lineage II


Source Engine
[Y] Half Life 2
[Y] Portal
[Y] Team Fortress 2
[Y] Half Life: Source

SAGE Engine
[Y] Command & Conquer 3
[ ] Command & Conquer: Generals
[ ] The Lord of the Rings: The Battle for Middle-earth
[ ] The Lord of the Rings: The Battle for Middle-earth 2

Renderware Engine
[Y] The Sims 3
[Y] Grand Theft Auto 3
[Y] Grand Theft Auto Vice City
[Y] Grand Theft Auto San Andreas
[ ] Max Payne 2
[ ] Manhunt

Odyssey Engine
[Y] Star Wars Knights of the Old Republic
[Y] Star Wars Knights of the Old Republic II

Infinity Engine
[Y] Baldur's Gate
[Y] Baldur's Gate 2

Glacier Engine
[Y] Hitman Contracts
[Y] Hitman 2
[ ] Kane & Lynch: Dead Men



#1674 Half-Life 2, Cider 2432, invisible water

Posted by grabberslasher on 24 May 2009 - 07:22 PM in Ask for Help (Game Ports)

skullstrider said:

why don't you try the crossover games wrapper? it supports more games and it supports DX9 i believe

Crossover is pretty horrible, I'm with Sh33m4. Cider feels 'native'.

Perhaps try Cider 2559?



#1634 Half-Life 2, Cider 2432, invisible water

Posted by grabberslasher on 24 May 2009 - 12:06 AM in Ask for Help (Game Ports)

Sh33m4 said:

So I just tried the new 2432 cider with Half-Life 2 and water is invisible.. any suggestions?

Running on Aluminium Macbook 2.0 GHz, 2 GB RAM, Mac OS X 10.5.7

Posted Image

Found the same - but it works if you restrict it to DirectX 8 I believe? You need to edit the config file



#1412 Cider 2432 (from The Sims 3)

Posted by grabberslasher on 19 May 2009 - 11:34 PM in Cider Wrappers

loco said:

Is this one cider version just less protected? Or do the other ones work if you do the same thing?

The only Cider I've seen with 'protection' was the CnC3 one, and even that was just hardcoded paths :-)

Also, just for kicks, I Ciderized Quake 3 just to see how it ran at max res & settings:

Posted Image

(90fps is the max fps limit; i.e. Quake 3 is running as fast as it can. So I'd assume any other Quake 3 based game would run great (Star Trek Elite Force, Jedi Knight 2, etc)). Someone get porting! :-D



#1406 Cider 2432 (from The Sims 3)

Posted by grabberslasher on 19 May 2009 - 10:52 PM in Cider Wrappers

dafootballer said:

have you tried changing to 3.0 though? and yeah i got vice city to work

edit: also the cars look way better they are a bit glitchy still but you can see the colors better

Tried San Andreas myself, and it only runs at PixelShader 1.x or else the character models have no textures. Not sure how to fix that!



#1403 Cider 2432 (from The Sims 3)

Posted by grabberslasher on 19 May 2009 - 10:41 PM in Cider Wrappers

loco said:

Still, its great news! We have a new cider version that works! Keep the reports coming. It's good to know what works better or worse!

I'm going through my collection and replacing the version of Cider in them with the new one, seeing if anything works better. It does seem a little faster, but I'm not noticing any rendering improvements. The Sims 3 runs at Shader Level 2.0 anyway, so that could be why.



#1401 Cider 2432 (from The Sims 3)

Posted by grabberslasher on 19 May 2009 - 10:28 PM in Cider Wrappers

dafootballer said:

any performance improvements?

Not that I can see? I mean, Oblivion already ran super smooth.



#1399 Cider 2432 (from The Sims 3)

Posted by grabberslasher on 19 May 2009 - 10:21 PM in Cider Wrappers

Oblivion up and running with the Sims 3 Cider, again no hacks needed. HDR still doesn't work, but everything else does:

Posted Image



#1397 Cider 2432 (from The Sims 3)

Posted by grabberslasher on 19 May 2009 - 09:53 PM in Cider Wrappers

dafootballer said:

did you try changing pixelshaders to 3.0 in the config? its at 2.0 by default :)

I never copy across the config, just the Framework and MacOS folders; so my Info.plist and other setup stuff is unchanged.

Posted Image



#1393 Cider 2432 (from The Sims 3)

Posted by grabberslasher on 19 May 2009 - 09:48 PM in Cider Wrappers

loco said:

BlueNotes said:

I got the error working fixed. I needed to add the sig.bin license file
So is it working for you too?

I just ran Assassin's Creed using the Sims 3 version of Cider; still not playable, but some bugs are fixed, and slightly faster. (Major new graphics bugs tho!)

No special setup or hacking needed



#1256 [OFFICIAL] Late night topic POST ONLY 23.00 - 05.00

Posted by grabberslasher on 17 May 2009 - 02:18 AM in General

loco said:

well, it's 2:34am for me here and I am just going to pile on some late night revision for monday's extreme exam. Probably the hardest module so far on my university course, and one of the lecturers is a c*ñt for not putting his material online for revision... Well, today and tomorrow are going to be interesting days!

Guess we're in the same timezone - 3.17 here now and going strong :-)



#1246 [REQ] Roller Coaster Tycoon 3

Posted by grabberslasher on 16 May 2009 - 10:31 PM in Open Requests

For what it's worth, Rollercoaster Tycoon 3 seems to run fine with Cider (550), so perhaps it could be added to the to-do list? I can't upload it myself, but no special hacks were needed.

(Also, if this is in the wrong section, please forgive!)


Game Description:
RollerCoaster Tycoon 3 places players in charge of managing amusement parks; rides can be built or demolished, terrain and scenery can be adjusted, and prices can be controlled to keep visitors or "peeps" happy.[1]
RollerCoaster Tycoon 3 features two methods of gameplay. In career mode, players must complete predetermined objectives in predesigned scenarios. In the new sandbox mode, players have unlimited time and money to create their own custom parks.[2] New features include the ability to import and export custom attractions, design custom scenarios and peeps, as well as design an in-game recorder and a fully three dimensional world players can view from all angles.

AppDB Link:
http://appdb.winehq....objectManager.p ... n&iId=3781

AppDB Rating:
Platinum

Wikipedia or Review Link:
http://en.wikipedia....oaster_Tycoon_3



#1238 [SOLVED] Dawn Of War sound stuttering fix?

Posted by grabberslasher on 16 May 2009 - 08:23 PM in Ask for Help (Game Ports)

Woops! Checked around a bit, found the DoW wrapper at viewtopic.php?f=4&t=320 so I gave it a go. All sound fixed!

*is very happy*

(Sorry for double post. Also, forum I modded was back late '07/early '08 I believe, on freeweb I think)



#1237 [SOLVED] Dawn Of War sound stuttering fix?

Posted by grabberslasher on 16 May 2009 - 08:15 PM in Ask for Help (Game Ports)

loco said:

grabberslasher said:

Hey all,

New poster here, tho I was originally a mod of one of the original Cider forums way back when. Just wondering if anyone has found out how to fix the sound stuttering problem in any of the Dawn of War Cider ports? I made my own [port] back in the beginning, so it's not any of the premade copies floating round the net. The premade copies seem to say there are no issues, so does that mean the sound is working properly?

Thanks
Hey there. A mod at the original cider forums? Can't be us, this forum was first created around February or March maybe..

If the current copies floating around the net don't experience these issues my guess is that they have a later cider version. In your .app, check the info.plist. The latest cider version that we can play with is 2097. Anything lower than that will be a little (or not so little) buggy.

If it is an older cider version that you have you may be able to update it to a newer one by using the cider 2097 wrapper we have here, and moving a few things over and finally editing the info.plist. Shouldn't be too hard if you've done it before :)

Regards

That's the thing, I've tried several different versions of Cider (from the X3 version to the 2060 build) all with the same results. AFAIK it's something to do with dsound, and I've tried different native copies of the dylib and also different windows versions of the dll, with no better results. Someone suggested ripping all the sound from the game and making it uncompressed, but that's a lengthy process to take without me knowing if it works or not.

Hence me posting here, maybe getting an answer from the other porters. :-)



#1221 [FILLED] Red Alert 2

Posted by grabberslasher on 16 May 2009 - 06:53 PM in Filled Requests

My first born to anyone who can get Red Alert 2 working in Cider :-) I could get it as far as a false-colour error screen, and no further. This is one of my favorite games!

Thanks



#1220 [SOLVED] Dawn Of War sound stuttering fix?

Posted by grabberslasher on 16 May 2009 - 06:50 PM in Ask for Help (Game Ports)

Hey all,

New poster here, tho I was originally a mod of one of the original Cider forums way back when. Just wondering if anyone has found out how to fix the sound stuttering problem in any of the Dawn of War Cider ports? I made my own [port] back in the beginning, so it's not any of the premade copies floating round the net. The premade copies seem to say there are no issues, so does that mean the sound is working properly?

Thanks