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WineStagingGnutls3.X+ & WineStagingVulkan64Bit3.X+


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#31 Incredible Hulk

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Posted 03 January 2019 - 07:47 PM

What's the state of Moltenvk. Is it usable for any real game with Wine and this engines?

#32 Gcenx

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Posted 03 January 2019 - 10:08 PM

View PostIncredible Hulk, on 03 January 2019 - 07:47 PM, said:

What's the state of Moltenvk. Is it usable for any real game with Wine and this engines?

Honestly I’m not sure, it might be able to play some Vulkan1.0 games but I believe DXVK is still a no.

My MacBook Pro is a 13inch from mid 2014 so my testing of newer games will be limited until I can afford to replace my system with something newer.

The compile was more a feature test for cross-compiling engines. Once I have the few remaining libs added (mpg123, ffmpeg and FAuido)

Before testing anything Vulkan you might want to hold off until I update the wrapper again, or get the MoltenVK dylib from the vulkan SDK.

#33 Gcenx

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Posted 23 January 2019 - 03:48 PM

I have already added WS10WineStagingGnutls4.0 for download it’s within the cross-compile folder.
WS10WineStagingVulkan64Bit4.0 will follow.

I’m still missing ffmpeg/mpg123 from my cross-compile setup for the moment so XAudio won’t be working outta box, when I have free time for getting those added I will recompile and replace the current engines.


Edit;
Added WS10WineStagingVulkan4.0 for download, same as above this was cross-compiled so its missing ffmpeg/mpg123 but Regedit will be working.

Edited by Gcenx, 24 January 2019 - 04:41 AM.


#34 Gcenx

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Posted 06 February 2019 - 03:16 AM

Added Cross-Compiled version's of WineCX18.1.0 also used the cmd+q quit patch so wine functions more like a native macOS application.

Wine4.1 Staging compiles will follow

#35 ovvldc

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Posted 06 February 2019 - 12:18 PM

Very nice :). Do you have a list of what features you having been introducing are actually implemented in which build? It is hard for mere mortals to keep an overview.

#36 Gcenx

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Posted 06 February 2019 - 05:41 PM

View Postovvldc, on 06 February 2019 - 12:18 PM, said:

Very nice :). Do you have a list of what features you having been introducing are actually implemented in which build? It is hard for mere mortals to keep an overview.

Cross-Compiles, should include;
- everything offical winehq builds have (mostly)
- gstreamer
- Gnutls (Wine3.13+ for macOS)
- MoltenVK for 64Bit builds (Wine3.13+)
- Mostly winehq compilent, need to patch clang to support ms_hook_prologue (steam overlay needing to be disabled due to this missing feature in clang)


So right now I’m missing mpg123/ffmpeg. FAuido is also missing but it’s only currently used for Proton-3.16 until it’s implemented into wine4.x devel.



The prior compiles were using XCode9.4.1 with the 10.13SDK and did include mpg123 & ffmpeg but using XCode caused problems within the compiles. Like regedit crashing on 64Bit compiles etc.
And since I’m running Mojave I had to have another partition just to boot High Sierra to update the libs via macports as didn’t want to build every lib from source manually.

#37 ovvldc

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Posted 26 March 2019 - 03:57 PM

Any luck with CX18.5? Or is it even interesting to have it if after you made the 4.2 Staging engine with gnutls? I suppose any new Vulkan-enabled engine can wait until the next release of MoltenVK.

#38 Gcenx

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Posted 27 March 2019 - 03:16 AM

View Postovvldc, on 26 March 2019 - 03:57 PM, said:

Any luck with CX18.5? Or is it even interesting to have it if after you made the 4.2 Staging engine with gnutls? I suppose any new Vulkan-enabled engine can wait until the next release of MoltenVK.

Oh I could build that within a few hours.
The problem is all the cross-compiles stall installing dotnet/vcrun, so for the moment I won't be building and uploading CX18.5.0.


I have removed my WineCX compiles for download from within Winery and pinned the issue on GitHub to save issues from new users, I don't have a choice as PortingKit also takes advantage of any Engine I provide.
The plan was to have CX18.5.0 uploaded so Paul could make use of it but if it's failing to install vcrun/dotnet then it's a no go.

#39 ovvldc

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Posted 30 March 2019 - 07:34 AM

So what is the latest engine that can use vcrun/dotnet and work with Steam? I like to have a go-to engine ;)

Also, was the problem this bug https://bugs.winehq....ug.cgi?id=46885, that has now been fixed in Wine 4.5?

#40 Gcenx

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Posted 30 March 2019 - 02:15 PM

View Postovvldc, on 30 March 2019 - 07:34 AM, said:

So what is the latest engine that can use vcrun/dotnet and work with Steam? I like to have a go-to engine ;)

Also, was the problem this bug https://bugs.winehq....ug.cgi?id=46885, that has now been fixed in Wine 4.5?

I wish it was, that bug was fixed before making its way into Wine-4.5.

I may try copying out everything from osxcross container and see if XCode can’t just build wine skipping wine64 so we at least have a recent WineCX build that works.

#41 ovvldc

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Posted 30 March 2019 - 05:26 PM

So we can only have two out of three among .NET, Steam and 64bit then.

Sorry to hear that building is still so messy.

#42 Gcenx

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Posted 31 March 2019 - 02:45 AM

View Postovvldc, on 30 March 2019 - 05:26 PM, said:

So we can only have two out of three among .NET, Steam and 64bit then
.

Yes but it’s possible to also get wine64 working but I’m running Mojave along with XCode10.2 so it’s harder to piece everything together. I can’t just use macports (max High Sierra with XCode 9.4.1) or homebrew (max Sierra and XCode9.4.1) to built universal dylibs.

View Postovvldc, on 30 March 2019 - 05:26 PM, said:

Sorry to hear that building is still so messy.

Not much that can be done.
Once the issues are resolved within the osxcross setup, I can just leave it running as a service to auto build Wine/Wine-Staging on release.

#43 ovvldc

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Posted 31 March 2019 - 07:53 AM

🤞🏻

#44 Gcenx

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Posted 01 April 2019 - 01:15 PM

View Postovvldc, on 31 March 2019 - 07:53 AM, said:

������������

macOS is terriable for compiling wine.

I plan to later auto build wine versions on release.



Other news;
I decided to give compiling another go again on macOS but it had the same vcrun/dotnet stalling during the unpacking phase problem, I’m starting to think it’s not a dependancies problem but a clang problem.

I’m trying to instead now integrate gcc into my setup to hopefully resolve this problem.

CrossOver18.5.0 source shows it’s avalaibe for download but the file is not actually there.... I wonder if my support ticket will get that resolved.

#45 ovvldc

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Posted 01 April 2019 - 05:05 PM

FWIW, I meant to do a 'fingers crossed' emoji, but the forum didn't seem to like that ;)

Good luck with the compiler! You mentioned that you had patched Clang already, so not the first issue with that.

#46 Gcenx

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Posted 01 April 2019 - 08:26 PM

View Postovvldc, on 01 April 2019 - 05:05 PM, said:

FWIW, I meant to do a 'fingers crossed' emoji, but the forum didn't seem to like that ;)

Good luck with the compiler! You mentioned that you had patched Clang already, so not the first issue with that.

Yeah the site only likes a limited set of icons. :(

I did compile clang-3.8 with the ms_hook_prolouge patch used by winehq, but my compiles still can’t install vcrun2010 but the winehq one can.

I copied the setup outside of osxcross and compiled with native XCode10.2 with 10.13SDK samething vcrun2010 stalls.

So I also need to trash all the files from packages.macports then use the files from a Winehq portable plus XQuartz 2.7.7 and see if that makes any difference.

Then the last thing is making a cross-compile version of gcc since osxcross includes a handle script to make and link it.


Edit;
CodeWeavers responded to me with the usual canned response

Quote

Thanks for the heads up! I've forwarded this on to our site admin so we can fix the link.


#47 Gcenx

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Posted 06 April 2019 - 05:20 PM

I have some good news.

So I compiled a small subset of dylibs, then compiled wine-4.5 using those dylibs with XCode10.2 and the 10.13SDK. Winetricks vcrun2010 verb installed normally. So something I’m getting from packages.macports is broken.

#48 ovvldc

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Posted 06 April 2019 - 08:25 PM

Nice catch :)

#49 Gcenx

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Posted 08 April 2019 - 03:12 PM

View Postovvldc, on 06 April 2019 - 08:25 PM, said:

Nice catch :)
I have more good news and also bad.

The good;
I found the port causing the problem.
CrossOver18.5.0 source should now be available for download!!!!!, seems my second ticket got the needed attention.

The bad;
The problem port is “Gnutls”.... one of its dependancies is causing this mess, so I’m lightly forced to build Gnutls and all it’s dependancies from source......


Edit;
Did a test compile of WineCX18.5.0 with the distversion.h patch, skipped my wineboot patch just to be safe but it functioned.
Just need to resolve the current lack of Gnutls to make it useful.

Edited by Gcenx, 08 April 2019 - 08:32 PM.


#50 ovvldc

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Posted 08 April 2019 - 08:32 PM

The good news sounds very encouraging. The bad news sounds like something that requires more setting up, but still possible to automate. Perhaps you can mine some of the MacPorts or Homebrew build scripts for processing this? Unless those actually contains the problem..

#51 Gcenx

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Posted 09 April 2019 - 02:30 AM

View Postovvldc, on 08 April 2019 - 08:32 PM, said:

The good news sounds very encouraging. The bad news sounds like something that requires more setting up, but still possible to automate. Perhaps you can mine some of the MacPorts or Homebrew build scripts for processing this? Unless those actually contains the problem..

Yep at least I have a stable system again to compile wine even without gnutls at the moment its better then nothing.
I built WS10WineCX18.5.0 on my system without gnutls, using "winetricks -q ie7" as a workaround for the lack of gnutls. I have working friends list and steam-store but I want to avoid adding that build to GitHub since it doesn't currently include gnutls support.


I will look into it more when I have more time, I don't want to use macports/homebrew for reference.

#52 ovvldc

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Posted 09 April 2019 - 08:09 AM

View PostGcenx, on 09 April 2019 - 02:30 AM, said:

I built WS10WineCX18.5.0 on my system without gnutls, using "winetricks -q ie7" as a workaround for the lack of gnutls. I have working friends list and steam-store but I want to avoid adding that build to GitHub since it doesn't currently include gnutls support.

Great progress :). I don't care about the friends features myself, but Steam store is useful for mods.

P.S. I assume that requires installing Gecko? Or does Winetricks do it for us?

#53 Gcenx

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Posted 09 April 2019 - 11:14 PM

View Postovvldc, on 09 April 2019 - 08:09 AM, said:

Great progress :). I don't care about the friends features myself, but Steam store is useful for mods.

P.S. I assume that requires installing Gecko? Or does Winetricks do it for us?

I always install Gecko into all my wrappers by default, but winetricks usually handles everything for us anyway

#54 Gcenx

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Posted 15 April 2019 - 03:22 PM

I resolved the issue on my system this will require a wrapper update, the Engines on MEGA were restored but won’t function correctly until I push the new wrapper update.

Once the wrapper is released I will also restore access to WineCX and then add WineCX18.5.0

#55 ovvldc

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Posted 15 April 2019 - 08:13 PM

Awesome, well done! :D  What was the culprit?

#56 Gcenx

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Posted 16 April 2019 - 01:21 PM

View Postovvldc, on 15 April 2019 - 08:13 PM, said:

Awesome, well done! :D  What was the culprit?

Not sure of the exact dependancie that broken but it’s one of Gnutls.

I need to do some more tests but I should have a new wrapper uploaded tomorrow or tonight if time permits.

#57 Gcenx

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Posted 18 April 2019 - 04:26 AM

I rushed out a wrapper update that resolves the Gnutls issue.

Added back the most recent WineCX builds, plus WineCX18.5.0


Now that’s resolved I can resume doing WS10 builds again.

#58 ovvldc

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Posted 29 April 2019 - 06:59 AM

:) Where will we find them?

#59 Gcenx

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Posted 29 April 2019 - 04:39 PM

View Postovvldc, on 29 April 2019 - 06:59 AM, said:

:) Where will we find them?

I will be adding them to MEGA as usual, I’ve just had no time recently.

If I had more time to test out the EngineBase I’ve been working on I could release that but right now it might end up causing me more headaches due to support requests.

#60 ovvldc

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Posted 30 April 2019 - 09:19 AM

Makes total sense :). No rush!




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