Jump to content

  • Log in with Facebook Log in with Twitter Log In with Google      Sign In   
  • Create Account


Member Since 27 Sep 2013
Offline Last Active Yesterday, 06:31 PM

#108607 WineStagingGnutls3.X+ & WineStagingVulkan64Bit3.X+

Posted Gcenx on 19 January 2020 - 01:19 PM

View PostNRG, on 19 January 2020 - 07:01 AM, said:

What's the direct link only for the engine?

Pushed a quick Winery update to change the GitHub link I was using now WS11WineCX64Bit19.0.1 will download via Winery

#108605 WineStagingGnutls3.X+ & WineStagingVulkan64Bit3.X+

Posted Gcenx on 19 January 2020 - 04:00 AM

Due to a request I’ve added WineCX19.0.1 Engines for download but currently the 64Bit version won’t download until I’ve updated Winery due to how “git lfs” stores files differently.

So it can be manually downloaded until a Winery update is completed, WS11WineCX19.0.1 works on 10.8>10.14 without issue, it can also function on 10.15 if SIP is disabled.

#108583 WineStagingGnutls3.X+ & WineStagingVulkan64Bit3.X+

Posted Gcenx on 02 January 2020 - 02:54 PM

I won’t be providing an newer custom builds until Wine-5.0 is officially released I don’t see the point in doing the release candidates this time around.

I’ve updated my GitHub repository, Wine-Devel to 5.0-rc3, Wine-Staging to 5.0-rc3, and Wine-Crossover to 19.0.0 (it won’t build wine32on64 since that needs more patches and the custom llvm/clang)

#108574 Wineskin on Catalina - Access on the file system

Posted Gcenx on 21 December 2019 - 02:46 AM

View Postovvldc, on 20 December 2019 - 08:49 PM, said:

Sorry to hear it. I guess this refers to you then? https://www.winehq.o...ber/157027.html

Not mine that’s DarkShadow (a wine contributor) I submitted a ticket on CodeWeavers not via winehq, the information given was similar to that but I’d received additional information not shown on the mailing list.

Ken pointed me in the right direction, I’ve concluded my game of whack-a-mole and can now build wine32on64 with only a few items being disabled.
Currently I need to disable 6 features for wine32on64, that’s excluding the Linux options I always have disabled.

View PostdankoB, on 20 December 2019 - 10:01 PM, said:

I'm always in and out with porting recently due to work occupying most of my time. Steam is not working which is a bummer but I bootcamped again. Been playing FEAR for like 8 years and don't want to stop, it would be ideal to finish the expansions on Mac.

Yeah Steam is only functional on CrossOver19, at the moment I don’t plan to upload WineCX19.0.0 just yet.

#108566 Wineskin on Catalina - Access on the file system

Posted ovvldc on 16 December 2019 - 12:33 PM

Addendum: I asked on the Codeweavers fora, and someone answered as follows (from https://www.codeweav...ver-19#comments ):


It's possible, CodeWeavers did it for there FINAL FANTASY XIV Port https://www.codeweav.../press/20190628 (it uses a custom version of MoltenVK and DXVK)

As not all Vulkan extensions needed for DXVK are available via MoltenVK, calling an unimplemented function would cause a crash. (some Vulkan features are just faked to get DXVK to somewhat function)

I really don't see much happening on the MoltenVK front until wine32on64 patches all get into upstream wine then maybe we might see some more work on that front.

#108567 Wineskin on Catalina - Access on the file system

Posted Gcenx on 16 December 2019 - 02:52 PM

@ovvldc I wonder if you notice the writing pattern matches with someone ;)

CrossOver19, after the release the source hit the same time unlike with the sever hiccup with CrossOver18.5.0 source not being downloadable but was on the server.
Done a wow64 compile without any issue.

wine32on64, now I have the custom llvm/clang-8 compiled as an Xcode toolchain, running another wine32on64 compile as I’d left for work with X11 disabled hopefully that compile completes but who knows how many features I’ll need to disable to get a compile to complete.

#108511 WineStagingGnutls3.X+ & WineStagingVulkan64Bit3.X+

Posted Gcenx on 07 October 2019 - 12:20 AM

Uploaded WS10WineStaging64Bit4.17 I'd forgotten to add the Vulkan tag but it makes little difference anyway.
The new runtime was newly built from macports and updated today. Stipped most unneeded items but left in the XQuartz libs due to being lazy.

If anyone wants instructions on building an updated runtime via macports I can provide instructions even for macOS Mojave users ;)
I have a repository on GitHub with updated versions of wine, wine-crossover, wine-devel a patched libpvx (needed for macOS Mojave universal), a patched cmake (needed for macOS Mojave universal) and custom MoltenVK port (extracts the current Vulkan SDK from LunarG).

#108353 Unofficial Wineskin Project

Posted Gcenx on 30 May 2019 - 01:06 AM

View PostRastaFabi, on 29 May 2019 - 11:57 PM, said:

Now that the first development release of macOS 10.15 is close, and the public beta should follow within two weeks, what is your plan regarding your unofficial Wineskin fork?
CodeWeavers pledged to incorporate a wine32 on wine64 wrapper while also promising DX11 support via DXVK (DX9 via D9VK), via Vulkan, via MoltenVK (GL via Vulkan, via MoltenVK?). This somewhat indicates, that the wine/engine site of things should be covered midterm.
Supposedly Apple does not incorporate further fundamental api changes, do you think your current builds of Wineskin will just work? Might it be necessary to stripe down all the 32bit library and executable parts in order to work altogether, implying the need to maintain a pre 10.15 and a 10.15 fork separately? Or might this required a major code rewrite altogether? (NSTask?)
Do you even plan continuing support with apple ramping up those new hurdles?
Would be great to get some developer-perspective on this.

Thank you for all your work (and Vitor’s) done so far, as it’s safe to say you guys are one of the main drivers of current Mac gaming.

Unofficial Wineskin, is already 64Bit (except wsgamma due to no source code) so the application is ready.

CodeWeavers are working on at least two solutions that I'm aware of, one being Hangover, a patched pure wine64 with included custom qemu to handle 32bit applications/games.
Option 2, (patch?) and compile using a custom version of clang that had built in trunking support so 32Bit process will be ran on 64Bit threads. The resulting wine would be like now wine/wine64 but running as 64Bit. < The version I would prefer.

I've been building wine with MoltenVK support since it was possible so once DXVK runs we can use it with a WS10 Engine, so if later they want to us MoltenGL or some other weirdness if it works it can be built into an Engine.

The NSTask thing is more for passing permissions on correctly from Wineskin > wine processes.
I don't think I will need to fork the project for macOS 10.15, the problem is wine more than anything else (maybe some extra checks to disable all but WS11 Engines to be safe lol)

I don't want to use Hangover but I'm willing to build Hangover Engines if needed, Unofficial Wineskin already launches wine64 if it found over wine already.

I plan to keep supporting the project as long as possible, I don't want to fork into different versions unless it's unavoidable for now I would just need to disabled using WS10 and lower Engines on macOS 10.15 once it's launched.

#108203 WineSherry the best engine for Wineskin

Posted Slice on 27 March 2019 - 08:47 AM

I have to report that I successfully launch Heroes VII of Might & Magic in 64bit mode using
Although it compiled with Vulkan support it looks like Vulkan in not used for this game and DX10 supported in restriction enough to play the game.

PS. Yes, 64bit game is fully working in Sierra 10.12.6! I see no artefacts and glitches.

#107977 CrossOver Engine 18.1.0 (WS9WineCX18.1.0) - Wineskin-2.6.2 Version

Posted Gcenx on 22 December 2018 - 11:38 PM

This was rebuilt and tested, it does run on OSX10.8.

However OSX10.8 is unable to use Gnutls as it now require TLS1.1/1.2 these were added to OSX10.9 this is due to https and other secure connection protocols (https) are now using TLS1.2.

#107963 CrossOver Engine 18.1.0 (WS9WineCX18.1.0) - Wineskin-2.6.2 Version

Posted Gcenx on 20 December 2018 - 05:07 PM

If someone has an issue with this let me know, it seems my copy of XCode Command Line Tools 9.4.1 was upgraded to XCode Command Line Tools 10
That would cause wine to not function on some systems due to how Apple Clang handle linking

#107962 CrossOver Engine 18.1.0 (WS9WineCX18.1.0) - Wineskin-2.6.2 Version

Posted Gcenx on 15 December 2018 - 05:44 PM

18.1.0 CrossOver - December 22nd, 2018
  • macOS:
    • Fixed a bug that prevented Quicken from launching for some users.
    • Fixed a bug that caused the latest Quicken 2016 Mondo Patch to fail during installation.
    • Fixed a bug that prevented game downloads and the Steam Store page from working on the latest Steam release.
    • Restored controller support for Steam.


Requires a minimum of macOS 10.9 (10.8 won't have working Gnutls)
This was built to be used with Wineskin-2.6.2 (I bundled libpng16.16/libjpg9/libgnutls/libgsm inside the engine)
To ensure Steam does not have issues you need to set "gameoverlayrenderer" to disabled in winecfg.
Controller support is included like with Winehq builds.
Use with macdriver, I'm not sure if WineskinX11 will work as it's not functional on macOS Mojave.

Please Note;
If your an Unofficial Wineskin user download the version available from "Unofficial Wineskin Winery" that was built to take advantage of the additional dylibs that are part of Unofficial and some games will work out of box were the above version will need some winetricks to be used as with other "Official Wineskin Engines"
Also if you encounter an SSL error it’s due to the version provided by your version of OSX/macOS

Why do I need 10.9?
The reason is 10.8 only support TLS1.0 where as 10.9 support TLS1.1/1.2 and we need these newer versions to support https sites other secure connection type aka Steam Store/Downloading/Friends List etc

#107703 Mojave and Wine versions

Posted ovvldc on 07 September 2018 - 09:25 AM

Hi everyone,

I just wanted to make a post with some basic information for people who want to start porting.

Q1: What winery / wineskin versions work on Mojave and where can I find them?
A1: Standard Wineskin has had issues since High Sierra. You can find links to an updated version http://portingteam.c...fficial-update/ It should work on Mojave.

The original and the updated Winery applications let you download engines, and then use these as a foundation to build wrappers for you to install your game/application in.

Q2: What Wine version should I use for my game/application?
A2: That depends a lot of what you want to do. For example, Skyrim has worked fairly easily since Wine 1.6, but runs faster with a recent command stream-enabled engine. In general, you could try a recent Wine stable version (whole numbers, e.g. 3.0.2), a Wine development version (point numbers, e.g. 3.15), Crossover engine (e.g. 17.5), and/or a Wine Staging engine. See if you can find your game/application in the Wine App database https://appdb.winehq.org and use a version that is rated gold or platinum if you can.

Q3: What about DX10 / DX11 / DX12 games?
A3: This is being worked on. The support for DX10 and DX11 in vanilla Wine is only for Linux and not available on Mac OS because Apple stopped updating their OpenGL drivers years ago in favour of Metal. Now there is an effort to use the cross-platform Vulkan API, which requires two bridges: from DX10 / DX11 to (using DXVK) Vulkan to (using MoltenVK) Metal, or from DX12 to (using VK3D) Vulkan to (using MoltenVK) Metal. As you can imagine, these complicated bits of software are not easy to connect, and they are also all still in development with important bits still missing. Fortunately, Valve (the company behind Steam) is providing resources to get all this code working so it is not just amateurs working in their spare time. There are also fundamental issues of DX, Vulkan and Metal having slightly different feature sets, and some of those gaps are hard to bridge.

For the foreseable future, don't think about playing a DX10 / DX11/ DX12 game on Wine on Mac OS. Some of these have Mac ports, usually done by Feral or Aspyr. Find them on Steam or GOG.

Q4: How can I help?
A4: You can test games/applications and report here or in the AppDb. Either build your own wrapper or get some in the Ports Database on this site (you still have to own and install the game yourself). You can buy Crossover Mac, so that Codeweavers (the company that provides most of Wine development) will have more resources and reason to put more emphasis on Mac. You can contribute code to Wine or DXVK or VK3D or MoltenVK if you have the skills and the time to dig into that.

#107701 WineStagingGnutls3.X+ & WineStagingVulkan64Bit3.X+

Posted Gcenx on 04 September 2018 - 12:33 PM

View PostNRG, on 04 September 2018 - 04:44 AM, said:

this wine staging version 3.15 steam (x86) works again with Pro Evolution Soccer 2017, but it doesn't load any sound:

0075:err:module:load_builtin_dll failed to load .so lib for builtin L"xaudio2_7.dll": dlopen(/Applications/GAMES/Pro Evolution Soccer 2017/PES2017.app/Contents/Frameworks/wswine.bundle/lib/wine/xaudio2_7.dll.so, 258): Library not loaded: /opt/local/lib/libavcodec.58.dylib
  Referenced from: /Applications/GAMES/Pro Evolution Soccer 2017/PES
0075:err:ole:COMPOBJ_DllList_Add couldn't load in-process dll L"C:\\windows\\system32\\xaudio2_7.dll"
0075:err:ole:CoGetClassObject no class object {5a508685-a254-4fba-9b82-9a24b00306af} could be created for context 0x1

All the wine stagings until v. 2.21  and all the crossover engines work without any issue with this game

all the officials wine staging for mac after v3 until v.3.15  crash the game during his launch

You could replace with a native xaudio2_7.dll should give you audio until I add the additional dylibs to make the new implementation of xaudio work directly even thought it might not be as stable as a native version.

I'll need to unpack all of the ffmpeg package and add that to the master wrapper to get that working. Pretty much what I did to get Steam downloading working in the new master wrapper using this engine, I extracted all components needed by gnuTLS to get that running and added it to the new master wrapper version.

I have added the everything ffmpeg was asking for on my end so now I can launch Skyrim without needing to apply "winetricks xact"

#107695 WineStagingGnutls3.X+ & WineStagingVulkan64Bit3.X+

Posted Gcenx on 04 September 2018 - 12:28 AM

The following engines versions support Gnutls (Steam/Origin etc downloading and bcrypt support)

Vulkan support was also included with the 64Bit version so it might come in handy to anyone who wants to test Vulkan support (still no working DXVK for now)


The new naming format;
WS10WineStagingGnutls3.13 & above < 32Bit only but has Gnutls support
WS10WineStagingVulkan3.13 & above < 64Bit Vulkan support and 32Bit & 64Bit Gnutls Support

Minimal Requirements;
  • Running the latest version of Wineskin Unofficial Update
  • OSX 10.9 for Gnutls support
  • OSX 10.11 for Vulkan support.
These Engines will function on OSX10.8 but won't get the main benefit of Gnutls support

Notice for Winehq users;
The Engines (wine compiles) provided here are for use with “Unofficial Wineskin” while they could be unpacked and used via terminal I won’t give any support for using them in that manner.