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dankoB

Member Since 08 Jan 2010
Offline Last Active Sep 15 2019 10:10 PM
*****

#108122 DirectX needed or not ?

Posted Slice on 22 February 2019 - 07:34 AM

It always better to use winetricks for d3dx9_36 and d3dcompiler_47. Native one better then builtin in wine.


#108170 UI Bug for 64bit wrappers

Posted 1Mac on 02 March 2019 - 02:12 AM

View PostGcenx, on 01 March 2019 - 08:49 PM, said:

Try the following winetricks
corefonts
tahoma
fontsmooth=rgb

That may at least give you better looking fonts.
I'm not sure about the UI errors, it could be related to the fonts?\


In regards to the font you installed into macOS that's normal wine can use any font installed onto your system.

Wow, that solved everything, including the buggy menus! I had tried installing fonts before in other wrappers, and they didn't work, so I'm guessing the fontsmooth setting was the solution.


#107984 Unofficial Wineskin Project

Posted junme on 28 December 2018 - 01:10 PM

there is no EXE Flags: field, I have an app that I usually open a file with this any way to do that ? thanks

ok got it sorted just added it after the exe path:   space  "path to file"


#107682 Wine 3.13 and Vulkan Support Not Working Yet. Any ideas?

Posted ovvldc on 26 August 2018 - 06:27 AM

Automation is a good thing for repetitive tasks, no need to be self-deprecating about it :)


#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.


#107702 Installing Games in Steam quick'n'dirty

Posted TheTuKays on 07 September 2018 - 06:13 AM

I just had the problem that I wanted to install Brink using Steam. Brink is free to play so there's no "Purchase" option. As a result the website told me it's already in my library but the client didn't show it. As it's pretty much impossible to use get the web-content to render in an out-of-the-box steam installation in WineSkin it was quite hard to figure out how to actually make Steam install the app:

Surprisingly the easiest solution was to just do the same as the browser would do: open the Steam URL

1. In WineSkin, open a Command Line Shell (from the Tools tab)
2. There run: start steam://run/<appid>
   (where <appid> is the number that you see in the URL of the game's steam-shop website)



#107635 CrossOver Engine 17.5.1 (WS9WineCX17.5.1 & WS9WineCX64Bit17.5.1)

Posted Gcenx on 10 August 2018 - 03:07 AM

Users of my "Unofficial Update" can directly download this via Winery.app



Downloads Folder



17.5.1 CrossOver - July 25, 2018
  • Application Support:
    • Fixed a bug that prevented installing and launching games in newly downloaded Steam bottles. Users can now install the latest Steam app and use without modification.
  • macOS:
    • CrossOver 17.5.1 includes preliminary support for the beta version of macOS Mojave 10.14.
Fixed Source Code < contains both 17.5.1 & 17.5.0
Unlike the one directly downloaded from CodeWeavers this will compile correctly as long as you provide the needed dependancies.
Does not include the wineboot fix in source code.


Please Note:
Using this engine with Stock Wineskin-2.6.2 you need to add your own libpng16.16.dylib since I compiled it using that instead of libpng15.15.dylib.
Also require a copy of gnuTLS installed or you won’t be able to download anything from Steam.

Reuploaded - August 28th, 2018;
Due to my missing gnuTLS when compiling Steam would not work, so recompiled with gnuTLS support along with some other additions when compared to stock CrossOver17.5.1


#107569 Unofficial Wineskin Project

Posted Gcenx on 15 July 2018 - 03:25 AM

I am not currently merging changes from upstream into this for the moment since most changes will not make any difference to this.


I will continue add/change out engines that can be downloaded directly from Winery.app and also adding them to my MEGA account that is loaded when pressing "Download Packaged Manually"

EDIT:
Once Wine 3.13 is out if it does include MoltenVK support I will update the Master Wrapper to include what is needed to make that work.


#107566 Wineconf 2018?

Posted ovvldc on 09 July 2018 - 07:38 PM

First videos are not released: https://peertube.mas...conf2018/videos

Edit: In Alexandre's keynote, the new stuff is after 19:55. Before that is a trip down memory lane for those who want to feel nostalgic.


#107565 Wineconf 2018?

Posted Brainzyy on 07 July 2018 - 08:11 PM

View Postovvldc, on 06 July 2018 - 05:16 PM, said:

Are we going to get any videos or audio recording or notes or such from Wineconf 2018? The programme looked quite interesting, and it has been a decent way to figure out what we might get from Wine next year.

And yes, I know that there is a video, uploaded before Wineconf 2018 (https://www.youtube....h?v=mZQACnvVe3w), but that is actually from 2008 ;).

I was there and everything was recorded, I don't know if and when they are going to be uploaded, though.


#107512 Wineskin Engine Repository

Posted Brainzyy on 26 May 2018 - 03:20 PM

Another update: I have changed the folder structure of the repo a little bit to make it easier to find stuff and to make it more obvious on what OS version it will work.

EDIT: I am also going to start adding both 10.6+ and 10.8+ engines (vanilla and staging, 32bit only), because there were features added that only work when compiled with the 10.8 SDK.


#107442 Unofficial Wineskin Project

Posted Gcenx on 01 May 2018 - 03:42 PM

View PostScoPezz, on 01 May 2018 - 11:16 AM, said:

In theory, it is possible, but it is much harder. You have to get the right dependencies and all that and maintaining it would be hell. The biggest reason for not needing 64bit support on 10.6 and 10.7 is that machines that can only run those operation systems aren't strong enough to run 64bit only programs anyway.

Thank you, that just confirmed my fears, since there would be no real benefit I see no point dealing with that headache.


View PostWhoKnows, on 30 April 2018 - 07:45 AM, said:

I can confirm it does NOT work yet in 10.6.8
I added something for you to test out, I took the original wineskin-2.6.2 and replaced everything but the Frameworks folder.
It properly wont work with 64bit engines but might work for current and newer Staging engines I believe.


Little update about 10.6.8 support,

Thanks to WhoKnows, I have added a version for 10.6.8/10.7
That version uses the original Frameworks from stock wineskin-2.6.2, but includes all updates so if anyone does want to figure out what extra files are need to be added to Frameworks then those users be have all the benafits of this update.

Benefits for 10.6.8/10.7 Users Version;
  • MAC driver is now default like Official Wine
  • Winetricks Updated  -April 30th/2018
  • Ability to add a symlink for ~/Downloads
  • "Kill Wineskin Processes" Fixed
  • Wine process names now works for all Engine types
  • TEMP/TMP environment preset to /Users/Wineskin

- I did not remove any code related to Wine64/Staging64 creation, so if anyone wants to take the time to find what's missing it would be possible to use all the features of the main version, but remember most 10.6.8/10.7 systems properly can't run 64bit applications well anyway.


#107421 Questions about the state of the art of Wine and Wineskin

Posted Brainzyy on 28 April 2018 - 05:18 PM

I cannot compile 64bit in general for 10.6. But that shouldn't be necessary anyway, because 64bit only apps are too heavy for machines that are restricted to 10.6 or 10.7 (like my early 2008 macbook).

I haven't tried compiling 64bit for 10.8 in a while, the biggest issue is the wineskinbuild stuff is very outdated and only contains 32bit stuff.


#107394 Unofficial Wineskin Project

Posted Slice on 19 April 2018 - 04:07 AM

Glad to see somebody continues the great project.


#107367 Unofficial Wineskin Project

Posted VitorMM on 08 April 2018 - 03:42 PM

View PostGcenx, on 02 April 2018 - 04:01 PM, said:

  • This includes the GPU detection fix by "Markus Stoll" merge request on sourceforge.

Been working on an update to make that specific part even better, with deep video card detection, more accurate and with a much wider support than the one that was been used by WineskinLauncher :)

I've reported that a long time ago, but still didn't had the chance to publish the modified Wineskin, although it's ready (however, not tested).

Me and Paul have being talking with doh about releasing a new Wineskin version. We may merge our changes to create a much more stable Wineskin :D

I will upload my modified Wineskin version to Github. In case you want to combine our changes, just submit yours in a pull request or upload your source code somewhere ;)

EDIT: Uploaded my source.
https://github.com/v...251093/wineskin

Just remembering: my source requires my framework, ObjectiveC_Extension, to be build.