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Wine STAGING & CSMT Builds - Engines Available


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#241 NRG

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Posted 05 October 2015 - 04:27 PM

View Postclocknova, on 05 October 2015 - 04:21 PM, said:

Yes.  That was with the D3D boost option checked.

Did you tried with CSMT flag active, D3dBoost active and adding wined3d-csmt.dll?

read here: https://github.com/w...i/DLL-Redirects

#242 clocknova

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Posted 05 October 2015 - 05:14 PM

Didn't have the redirect, but adding it produced no noticeable difference.  Here's what I can tell you: with Staging engines 1.7.51 or 1.7.52 installed, if either CSMT or D3DBoost, or both, are disabled, my frame rates drop 25% to 50% in the area where I am testing.  At the same time, the flicker goes away.  If they are both turned on, huge performance boost, but annoying flicker returns.  With Staging engine 1.7.50 installed, the results are pretty much the same, except that there is no flicker at all.

#243 NRG

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Posted 06 October 2015 - 07:34 AM

@clocknova: You just have to try the wine-staging 1.7.52engine+patch no flicker, compiled by DankoB: http://portingteam.c...nt/#entry104508

here the thread where you can read about the flickering issues



Edit: and since you like the order in  your engines folder, below  you can also download my  repackaged version:



#244 clocknova

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Posted 06 October 2015 - 04:39 PM

Believe it or not, that doesn't completely eliminate the problem, but it does reduce it to an acceptable level.  There's still some flickering at the main menu, where the animated map of Cyrodill moves behind the text (which sounds exactly like what is being described in the thread you linked), and the blood left behind after combat still flickers (but that has happened before, and may be unrelated to this), and there's some slight flickering of the grass shadows (that, too).  But the really annoying in-game UI flicker has stopped, and that's what I couldn't deal with.  So a thanks is still in order.

Thanks.

EDIT:  Dang.  No.  The UI flicker just returned.  But now it kind of comes and goes.  Don't know why.  Still going to have to go back to 1.7.50.

#245 clocknova

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Posted 06 October 2015 - 05:17 PM

In case it helps, this is what I'm seeing.  That's with CSMT and D3DBoost turned on, and with the wine-staging-1.7.52 (no flicker) engine installed.

EDIT:

I tried another, completely unrelated game, Anno 1404.  With Staging 1.7.52, the main menu was a mess of flickering textures.  With Staging 1.7.52 (no flicker), the main menu was fine, but there was still a good bit of in-game flickering.  With Staging 1.7.50, no flickering but the game crashed.  Sigh.

There's also some flickering in STALKER Shadow of Chernobyl, even with the no-flicker engine.

#246 NRG

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Posted 07 October 2015 - 02:29 AM

for all the problems with flickering, it's better to continue here: http://portingteam.c...-still-present/

#247 clocknova

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Posted 07 October 2015 - 02:45 AM

Good point.  Thanks.

#248 NRG

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Posted 21 October 2015 - 11:45 AM




changelog here: https://github.com/w...ebian/changelog

#249 eradicator006

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Posted 30 October 2015 - 10:14 PM

Do you still need to use the updated staging libraries for recent engines?  I can't seem to tell a difference in anything with or without them but I'd thought I'd ask an official.

#250 clocknova

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Posted 31 October 2015 - 12:45 AM

Skyrim now crashes to desktop on launch when wine-staging-1.7.53 is installed.

#251 ovvldc

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Posted 31 October 2015 - 07:08 PM

Does the error tell you anything? Did you install the updated libraries?

#252 NRG

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Posted 03 November 2015 - 01:26 PM


changelog...

Quote


Release 1.7.54

Wine Staging Team - Sun, 01 Nov 2015
Yesterday we released Wine Staging 1.7.54. The release contains fixes for the widl compiler, the handling of APCs and various additional improvements for other parts of wine.
In this releases we added multiple improvements and bug fixes for the wine IDL (widl) compiler. The widl compiler reads files in the Microsoft Interface Definition Language (MIDL) and converts them into different output formats. One possible output format are typelibs. Those files contain a binary definition of the interfaces described in the input file and are often used by scripting languages in order to communicate with COM objects. So far the widl compiler contained various bugs and the typelibs shipped with Wine were not completely correct, causing scripts to fail. Some of those problems have been fixed.
One concept of the windows API which might be even unknown to some programmers, are Asynchronous Procedure Calls (APCs). They provide a way to pause a thread, execute a function and resume the execution. Those APCs can either be initiated from some other thread/process (user APCs) or from the windows kernel. Although Wine does not have a kernel, the idea of kernel APCs is still used, for example if you try to allocate memory in a different process. The POSIX API does not provide such a feature, so Wine needs a way to execute the memory allocation in the target process. To accomplish this, Wine can use two different ways to notify a thread about a kernel APC. This lead to a race condition in which one kernel APC could be interrupted by a different kernel APC. Although this does not lead to a crash, processing them in a wrong order can cause deadlocks. This problem has been fixed in Wine Staging 1.7.54.
Besides various patches accepted upstream, here is a list of all new feature and fixes added since the last release:
  • Add stub for SetCoalescableTimer (OneDrive for Business, Wine Bug #39509)
  • Add stub for SetConsoleKeyShortcuts (FarManager v3, Wine Bug #35702)
  • Add stub for SfcGetNextProtectedFile (FreshDiagnose, Wine Bug #38097)
  • Do not allow interruption of system APC in server_select (OllyDbg 2, Wine Bug #14697)
  • Fix multiple issues in widl typelib generation
  • IEnumSTATSTG::Next should zero out returned stats when enumeration ends
  • Implement FileNamesInformation class support for NtQueryDirectoryFile
  • Implement SystemHandleInformation info class (ProtectDISC 6)
  • Implement hal.KeQueryPerformanceCounter (Secret Files: Tunguska, Wine Bug #39500)
  • Implement kernel32.GetConsoleFontSize
  • Implement stub for ProcessQuotaLimits info class (MSYS2, Wine Staging Bug #570)
  • Improve INetFwAuthorizedApplication::get_ProcessImageFileName stub (VoipBuster)



#253 clocknova

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Posted 07 November 2015 - 02:25 AM

Oddly enough, with 1.7.54, Skyrim no longer crashes, but the sound fails to work entirely.  Weird.

#254 ovvldc

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Posted 07 November 2015 - 08:09 AM

Have you tried with regular Win 1.7.54? It needn't be a Staging issue..

#255 NRG

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Posted 07 November 2015 - 08:37 AM

View Postclocknova, on 07 November 2015 - 02:25 AM, said:

... but the sound fails to work entirely.  Weird.

try this:



Quote

DirectSound Mixing buffers

Wine does not support hardware mixing of sound buffers (and most linux sound drivers don't support it either) and therefore the whole sound mixing is done on the CPU. This can cause trouble for games that use DirectSound with many different sound buffers, especially if they have different sampling rates. Some games even use one sound buffer per sound causing Wines complicated sound mixing algorithm to slow down the whole game. We added a patch to Wine Staging which uses a faster but slightly more incorrect algorithm if a specific number of sound buffers is exceeded. The default limit is 4 but it can be changed through the following registry key. Registry Key (HKCU\Software\Wine) Type Values Description ...\DirectSound\HQBuffersMax DWORD >= 0 buffer limit
The same values can also be configured using the application specific registry keys.

Source: Wiki  of staging engines...

#256 NRG

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Posted 20 November 2015 - 11:36 AM

new latest version released:




changelog here...


wine-staging's WIKI...

#257 dankoB

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Posted 23 December 2015 - 05:17 PM

Wine Staging 1.8

http://www.mediafire...aging1.8.tar.7z

#258 NRG

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Posted 01 January 2016 - 02:51 PM



changelog:
Spoiler


#259 NRG

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Posted 03 January 2016 - 01:12 PM


changelog: there aren't any info regarding the mac version of this package respect the 1.9.0 version; I taken it (as all my wine-staging's engines) directly from here...

#260 NRG

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Posted 11 January 2016 - 11:07 AM



source package for wine taken from here...

#261 NRG

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Posted 12 January 2016 - 11:29 PM


this version is the wine-staging  1.9.1 compiled from this patched source code...

It results less full-bodied respect the same version released for mac users (taken from here)  by the wine-staging team... (I released it in the previous post)

Try by yourself if something changes in  your games...

#262 dankoB

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Posted 24 January 2016 - 09:11 PM

Here's a WineStaging 1.9.2 with an extra patch compiled into gdi32.dll to fix Bug#32342

http://www.mediafire...32342fix.tar.7z

#263 NRG

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Posted 25 January 2016 - 10:47 AM


from the package for Mac released by the wine-staging team

#264 NRG

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Posted 08 February 2016 - 10:49 PM


compiled from this source code...




repackaged from this release for mac

#265 dankoB

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Posted 09 February 2016 - 03:21 PM

It's getting to be such a great experience nowadays to port...we got x64 support through Sherry ( I've been able to successfully install many 64 bit components into wrappers. I've even been able to launch 32 apps on the x64 platform which is a huge advance compared to two or three months ago) and there's multiple options for staging engines! I can't wait to see what kind of support we have in few months time.

#266 NRG

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Posted 23 February 2016 - 03:37 PM

compiled from this source...

#267 darklord42

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Posted 24 February 2016 - 12:21 AM

View PostdankoB, on 09 February 2016 - 03:21 PM, said:

It's getting to be such a great experience nowadays to port...we got x64 support through Sherry ( I've been able to successfully install many 64 bit components into wrappers. I've even been able to launch 32 apps on the x64 platform which is a huge advance compared to two or three months ago) and there's multiple options for staging engines! I can't wait to see what kind of support we have in few months time.

Last I checked, the therein lies a limitation with wine64.  It can not run 32 bit software directly hence to need to link it with the 32 bit wine install in a linked WoW setup. When a 64 bit program is called on the 32 executable in a WoW setup, it opens wine64 to run it.  In essence this means there are two separate environments, a 64 bit environment that can not run 32 bit and a 32 bit that can not run a 64 bit.  As two separate processes I don't think the two can talk to each other directly so if you have 64 bit software with 32 bit components, you may run into a few hurdles.  One problem I had is I couldn't run the 64bit version of the Chessmaster XI engine in the Chessmaster UI, for instance as it needed some sort of key passed from the UI...

#268 NRG

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Posted 24 February 2016 - 11:33 AM


repackaged from this wine release for mac...

news related to this version:
https://wine-staging...ease-1.9.4.html

#269 NRG

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Posted 07 March 2016 - 05:05 PM


compiled from this source...


repackaged from this...

#270 ovvldc

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Posted 08 March 2016 - 03:55 PM

What is the difference?




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