Wine Reviews has release information and reviews of Windows applications and games running on Linux macOS and ChromeOS using Wine from Winehq.org Proton Lutris Q4Wine PlayOnLinux PlayOnMac WineBottler WineSkin WineTricks and Wine-Staging.
The Wine development release 8.3 is now available.
What's new in this release:
Support for the Low Fragmentation Heap.
Smard card support using PCSC-Lite.
Bundled Zydis library for more correct disassembly.
Various bug fixes.
The source is available now.
Binary packages are in the process of being built, and will appear soon at their respective download locations.
Bugs fixed in 8.3 (total 29):
- #24256 3D Sexvilla 2: extremely long loading times - #34011 Path of Exile stutters constantly - #37146 Untis 2015 (.NET 4.0 app) crashes on startup with Wine-Mono - #37495 Multiple PC/SC applications need winscard.SCardEstablishContext implementation (AusweisApp2 1.x german identity card app, SmartCard test apps, Seneka EBDYS client, Aruba Key) - #39113 Multiple PC/SC applications need winscard.SCardListReaders implementation (Aruba key, SmartCard test apps) - #43224 Freelist scan can result in O(n) time when allocating - #45756 Button not clickable when dpi setting changed in Office 2007 Installer - #49113 Wine heap performs badly when multiple threads are concurrently allocating or freeing memory - #51259 6.0.1 Introduces error causing Wavelab to close when loading presets - #52506 Setup of game "What's the Secret?" fails to create icon - #53094 ntdll:rtlstr test crashes on win32 arch with hi-IN locale - #53176 KeePassXC needs Windows.Security.Credentials.KeyCredentialManager (UWP) - #53504 Sacred:unhandled exception in Wine 7.14 - #53728 Escape from Tarkov needs DisplayConfigGetDeviceInfo(DISPLAYCONFIG_DEVICE_INFO_GET_TARGET_NAME) implementation - #54112 rouvy : fails to update with server, unimplemented function bthprops.cpl.BluetoothRegisterForAuthenticationEx - #54149 shlwapi:ordinal - test_SHFormatDateTimeA() fails on the mixed locales configuration - #54338 Swift crashes due to unimplemented api-ms-win-core-realtime-l1-1-1.dll.QueryUnbiasedInterruptTimePrecise function - #54432 Missing ntdll.RtlAddressInSectionTable() implementation causes all GraalVM Native Image exes to crash on load - #54475 Hardwar UIM6.0 crashes in 8.0, doesn't in 6.0.3 - #54534 dbghelp:dbghelp - The test_loaded_modules() enumeration fails on Windows 10 1607 - #54559 riched20:editor - test_EM_GETSELTEXT() fails in the Hindi locale on Windows - #54562 The 64-bit oleaut32:usrmarshal crashes in Wine - #54564 Rich Edit crashes when Ctrl+Right is pressed at past the final paragraph - #54565 riched20:richole - subtest_InsertObject() fails in the Hindi locale on Windows - #54570 Saints Row: The Third heavy rain causes heavy fps reductions - #54581 SpeedCommander 20 installer crashes on unimplemented function SHELL32.dll.Shell_GetCachedImageIndexW - #54582 kernel32:locale - test_NLSVersion() fails on Windows 10 22H2 - #54583 kernel32:locale - The non-breaking space GetNumberFormatEx() test fails on Windows 11 - #54584 kernel32:locale - The NtGetNlsSectionPtr() test fails on Windows 11
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The Wine development release 8.2 is now available.
What's new in this release:
Better debug information in Wow64 mode.
Wow64 thunks in the WPCAP library.
Indeo IV50 codec support.
Monitor names set from EDID data.
Various bug fixes.
The source is available now.
Binary packages are in the process of being built, and will appear soon at their respective download locations.
Bugs fixed in 8.2 (total 22):
- #48528 The Void crashes with builtin d3dx9_36 (needs D3DXFillCubeTextureTX() to return S_OK) - #51345 Regression: Visual Studio 2005 "package load failure" - #51545 STDOUT lost from a forked program on Cygwin/MSYS2 - #53747 SubLab VST3 plugin fails to register (needs Windows.System.Profile.SystemManufacturers.SmbiosInformation) - #53926 New typelib marshaller depends on IID_IDispatch support from target interface - #54103 opengl32:opengl - test_copy_context() crashes on w11pro64_nv - #54150 d3dcompiler_43:hlsl_d3d11 & d3dcompiler_47:hlsl_d3d11 - test_trig() fails on w11pro64_nv - #54234 vbscript fails to compile when colon follows Else in If...Else - #54318 Rich Edit inserts newly composed text at wrong position when system IME composition ends while a selection is active - #54371 loader won't launch from PATH unless named "wine" - #54384 GOG Heroes of Might and Magic IV crashes on launch - #54431 Switching active window (alt+tab or otherwise) away from Final Fantasy XI causes keyboard keys to remain pressed - #54456 vbscript memory leak in For Each with SafeArray as group - #54457 vbscript memory leaks in interp_redim_preserve - #54458 vbscript memory leaks in Global_Split - #54463 Wrong version value is returned from win32_operatingsystem on win10 (regression) - #54465 dbghelp:dbghelp - The 64-bit test_modules() fails on Windows 7 - #54477 user32:msg - test_message_conversion()'s broadcast test fails on Windows 7 and 10 - #54486 getenv_s returns the wrong value - #54489 VarAbs() does not handle BSTR arguments correctly - #54490 vbscript fails to compile when statement follows ElseIf - #54493 vbscript fails to compile concat when used without space and expression begins with H
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Lutris helps you install and play video games from all eras and from most
gaming systems. By leveraging and combining existing emulators, engine
re-implementations and compatibility layers, it gives you a central interface
to launch all your games.
The client can connect with existing services like Humble Bundle, GOG and Steam
to make your game libraries easily available. Game downloads and installations
are automated and can be modified through user made scripts.
I’m thrilled to announce that CodeWeavers has released CrossOver 22.1 for macOS, Linux and ChromeOS!
CrossOver 22.1 offers support for 32-bit DirectX 10/11 games on
macOS. Our QA team’s test results confirm that several games are newly
playable, including Command and Conquer Remastered Collection, Total War
ROME II - Emperor Edition, BioShock Infinite and Magicka 2.
This release includes several other improvements on the gaming front.
We updated the SDL version to improve controller support on macOS. In
particular, CrossOver now has rumble support, and the Xbox Elite Series 2
controller now works. Also for our Mac users, GTA Online is no longer
crashing after a short period of playtime. We fixed an issue with
Ubisoft Connect no longer running after a recent update. Additionally,
we included over 400 updates to wined3d from upstream Wine and updated
vkd3d to version 1.5.
For our Linux users, we fixed a crash with Adobe Acrobat Reader 11.
We also fixed dependency issues for Fedora 37 and OpenSUSE Tumbleweed.
CrossOver 22.1 includes fixes for several regressions, including an
issue where some macOS users were seeing blank windows for a variety of
applications. Last but not least, we’re happy to report that this
release has several translation updates, including Turkish, Hindi,
Indonesian, Slovak, Romanian and Ukrainian.
Change Log :
22.1.0 CrossOver - February 14, 2023
Core Technology Improvements:
Improvements to wined3d.
Update to vkd3d 1.5.
Fix for latest Ubisoft Connect update.
macOS:
Support for 32-bit DirectX 10/11 games.
Improved controller support with SDL update.
Fix for issue with blank application windows.
Fix for GTA Online crash.
Linux:
Adobe Acrobat Reader 11 no longer crashes.
Fix for dependency issues with Fedora 37 and OpenSUSE Tumbleweed.
Run Microsoft Windows Applications and Games on Mac, Linux or ChromeOS save up to 20% off CodeWeavers CrossOver+ today.
Winetricks is an easy way to work around problems in Wine.
It has a menu of supported games/apps for which it can do
all the workarounds automatically. It also allows the installation of
missing DLLs and tweaking of various Wine settings.
The Wine development release 8.1 is now available.
What's new in this release:
Windows version set to Windows 10 for new prefixes.
Many code cleanups that were deferred during code freeze.
Various bug fixes.
The source is available now.
Binary packages are in the process of being built, and will appear soon at their respective download locations.
Bugs fixed in 8.1 (total 27):
- #43235 Dungeons & Dragons Online crashes on FreeBSD - #44650 Multiple Blizzard games need dxgi and d3d11 dlls mapped without hole between two LOAD segments (Diablo III v2. 6. 1. 49286+, World of Warcraft, Overwatch) - #47508 FL Studio: Pressing backspace while editing the name of something closes edit name window prematurely - #49202 Never exited critical section in freetype.c - #49443 Anno 1800: Super slow & bad performance - #49615 Device read errors logged in dmesg when running wine commands with empty CD/DVD drive, since 5.5 - #51040 msi:package fails on Windows 10 if privileges not high enough - #51313 gdi32:driver sometimes fails with a STATUS_GRAPHICS_PRESENT_OCCLUDED error - #51784 The dinput8:hid output is too big in Wine - #52354 winemac.drv not functional on non metal GPUs - #52462 Wine don't recognize Ipega PG-9025 LT, RT and right analog stick is miss-mapped to RT and LT - #52878 Free PC Audit 5.1.211.96 fails to show info in 'Brief' tab (needs GetBinaryValue method of the StdRegProv class) - #52936 winhttp:url assumes 0xfb00 cannot be converted to the ANSI codepage, fails with UTF-8 codepage - #53142 ieframe:webbrowser - test_ClientSite() has a rare failure on Windows 10 1809+ - #53274 adsldp:ldap - test_ParseDisplayName() sometimes fails to connect to the server - #53386 cmd.exe: FOR /F USEBACKQ doesn't handle UTF-16 output of commands. - #53594 GOG Galaxy crashes in GetExtendedTcpTable() - #53666 Logitech X-56 Stick crashes the joystick subsystem if connected - #54030 Snagit needs Win32_Volume class ( 'select deviceid from win32_volume where driveletter =C:') - #54215 ListView doesn't refresh when changing between List and Details styles. - #54289 RtlCopyContext buffer overflow - #54328 nsi:nsi - test_tcp_tables() sometimes crashes in Wine - #54337 AviUtl shows Japanese text as garbage after conversion in ExEdit edit box - #54353 crypt32:cert - testVerifyRevocation() gets unexpected success in Wine on second run - #54357 Spurious fixme message when calling ScrollWindow() - #54364 RtlGenRandom fails on systems with more than 128 cores - #54376 ws2_32:sock - test_reuseaddr() overflows a sockaddr variable by reading an AF_INET6 peer name into it
Run Microsoft Windows Applications and Games on Mac, Linux or ChromeOS save up to 20% off CodeWeavers CrossOver+ today.
Valve has just published Proton 7.0-6 as the newest version of this
Wine-based software that powers Steam Play for running Windows games on
Linux. Proton 7.0-6 had been available in testing and release candidate
form since the end of last year while now has been promoted to stable.
With Proton 7.0-6 comes more Windows games that are playable under
Linux. The newly-supported titles include Gotham Knights, UNCHARTED:
Legacy of Thieves Collection, Heroes of the Dark, Super Arcade Racing,
Crazy Machines 3, King under the Mountain, NinNinDays2, and Mahjong
Ladies.
Proton 7.0-6 also fixes an Ubisoft Connect launcher failure, fixing a
texture issue on the menu areas on Quake III Arena, several Microsoft
Flight Simulator fixes, and a range of other game fixes. Proton 7.0-6
also ships with Wine Mono 7.4 and DXVK-NVAPI 0.6.
Now playable:
Gotham Knights
UNCHARTED: Legacy of Thieves Collection
Heroes of the Dark
Super Arcade Racing
Crazy Machines 3
King under the Mountain
NinNinDays2
雀姬 (Mahjong ladies)
Fix Ubisoft Connect launcher failure caused by launcher update.
Fix Septerra Core hanging on redistributables installation.
Fix Persona 5 Royal crashing when creating game save data.
Fix Vampire Survivors intermittent error message.
Fix Super House of Dead Ninjas, Enemy Mind, and Out There Somewhere frame hitching every few seconds.
Fix Zeepkist freezing when using controller.
Fix Overcooked! All You Can Eat being unable to add a second controller-using player.
Fix Quake III: Arena and Quake III: Team Arena displaying weird texture over the menu.
Fix the new EA launcher displaying a blank window.
Fix Marvel Snap not being able connect to online services.
Fix Microsoft Flight Simulator crashing during longer flights.
Fix Microsoft Flight Simulator not displaying live traffic.
Fix Microsoft Flight Simulator not starting after a recent game update.
Fix Microsoft Flight Simulator crashing when starting next to big cities.
Fix Sackboy: A Big Adventure failing to start the first time it's launched.
Fix Spyro Reignited Trilogy playing intro video in a wrong language.
Fix Jurassic World Evolution 2 bad performance with recent Proton versions.
Fix multiple monitor support in Project Cars 2 and Project Cars 3.
Fix Korean not being rendered correctly in Romance of the Three Kingdoms XIII launcher.
Fix multiple languages not rendering correctly in Sins of a Solar Empire: Rebellion.
Fix Lost Lands: Dark Overlord, Lost Lands: Dark Lord, Lost Lands:
Redemption, and Haunted Hotel: Silent Waters Collector's Edition
crashing when trying to set a wallpaper.
Fix video playback regression with Chronos: Before the Ashes.
Improve video playback with OUTRIDERS and ToGather: Island.
There will always be apps — mostly games — whose publishers won’t
port them to the Mac for financial or contractual reasons. Codeweavers’
CrossOver offers a simple, convenient way to run many of those apps. The
result isn’t as reliable or universal as other solutions, but it’s a
lot cheaper and easier, and with CrossOver’s helpful database of app
functionality and generous try-before-you-buy period, you can see
whether it’ll run the apps you want to use before you commit your
hard-earned cash.
CrossOver
translates Windows commands into Mac ones on the fly — like hiring an
interpreter to help you in a foreign country, rather than learning the
language yourself. It’s based on the open-source WINE project, but its
improvements to standard WINE make it a lot easier for everyday users to
successfully run.
CrossOver 22 is only available from Codeweavers' web site.
$74 gets you a full copy and a year’s worth of updates to the app. Once
that period elapses, you can still use the copy you already have as
long as you want to, but you won’t be able to download fresh updates.
You'll have a limited window of time after your subscription expires to
renew it for roughly $30.
You can also pay $494 for CrossOver Life, which removes the need for
annual renewals. The company tends to offer once-a-year discounts around
Black Friday, sometimes slashing the cost of a year's updates to as
little as $15.
After a quick installation, CrossOver does most of the hard work for
you. It sets up a “bottle” — a contained virtual environment — in which
you can install basic Windows or Linux underpinnings, plus any apps
you’d care to run. CrossOver builds in shortcuts to install popular apps
like Steam,
and it can seamlessly install apps from the Internet, from downloaded
ISO files, or from a physical disc, should you have an external drive.
You
can have multiple separate bottles for different apps, or put all the
apps you use in a single vessel. As with containerized software setups
like Docker,
this makes CrossOver easier and less stressful to use. In the unlikely
event that something goes horribly wrong inside a bottle, it won’t
affect your larger system. You can just delete the bottle and start
fresh.
CrossOver 22’s biggest leap forward lies in its overhauled interface.
Each
new version of CrossOver offers under-the-hood improvements to help all
apps in general and specific titles in particular run better. But
CrossOver 22’s biggest leap forward lies in its overhauled interface.
Previous
versions hid important toggles and features behind poorly designed
contextual menus. CrossOver 22 takes its design cues instead from the
Mac App Store, putting crucial options in full view. It’s easier than
ever to run apps you’ve already installed, or add new ones.
Codeweavers’
database of popular apps and their compatibility, maintained by
volunteer testers, is now more directly integrated into the app itself,
rather than requiring a separate visit to Codeweavers's web site. That
database isn’t comprehensive — some titles I’ve personally used under
CrossOver aren’t included — but it’s a good place to start when you’re
curious about whether a particular app will run there.
The path between original Windows code and successful Mac execution
isn’t always straight. For instance, Windows games use a set of tools
known as DirectX to enable 3D graphics. CrossOver has to pass those
commands through an open-source translator called DXVK, which maps them
to the open-source Vulkan 3D standard. These Vulkan commands must then
go through another interpreter, MoltenVK, to run under Apple’s own 3D toolkit, Metal.
Each of these handoffs eats up processing power and makes the
resulting games run slower and less reliably than they would if coded
for the Mac from the get-go.
The beefier your processing power,
the better performance you’ll get from CrossOver. Even though it’s an
Intel native app, it runs best on Apple silicon under Rosetta 2 emulation,
thanks to the sheer horsepower of the M1 and higher. (CrossOver plans
to eventually support Apple silicon, but Codeweavers says that
transition is likely years away.) Popular launcher apps like Steam, and
simpler 2D games like Guacamelee, ran without a hitch in my tests, but more sophisticated titles had various degrees of tradeoffs.
If
you want to game with CrossOver, having more than 8GB RAM or something
more powerful than a basic M1 will likely serve you well.
When I ran 2017’s Star Wars: Battlefront II on my stock M1 Mac Mini,
the game looked great. But depending on the game mode and the size and
type of the environments I found myself in, performance ranged from fast
and fluid to an unplayable crawl. I’ve seen YouTube videos of other
CrossOver users playing the game much more smoothly, even on levels that
choked my computer. If you want to game with CrossOver, having more
than 8GB RAM or something more powerful than a basic M1 will likely
serve you well.
Furthermore, Metal has different aims and
priorities than DirectX, trading some measure of tech sophistication for
the ability to run across MacOS, iOS, and tvOS. Even under Apple’s
recently announced Metal 3, there are just some things DirectX does for
which Metal lacks an easily translated equivalent.
Though
the game mostly ran smoothly barring some pauses for loading, the world
around my protagonist rendered as a mass of flickering black triangles.
I saw this firsthand playing Jedi: Fallen Order.
Though the game mostly ran smoothly barring some pauses for loading,
the world around my protagonist didn’t render right, presenting a mass
of flickering black triangles instead of realistic surroundings. I was
able to adapt and still enjoy the game, but if you’re looking for
absolute fidelity, consider this fair warning.
And even if
everything else goes swimmingly, there are some facets of Windows
software that just won’t work outside that platform, no matter what.
Barring some miracle in a future version, I’ll never know how well Star Wars: Squadrons
runs on CrossOver, because the anti-cheating software for its
multiplayer mode won’t cooperate, shutting down every attempt to install
the game.
ntel Macs can directly install Windows through Boot Camp, but this option isn't available on newer Apple Silicon-powered Macs.
Virtual machines like VMWare Fusion and Parallels Desktop
let Mac users run Windows and its apps. By emulating the entire Windows
operating system, they offer better compatibility with more kinds of
PC apps, especially games.
Both apps are Apple Silicon native and
can, with various degrees of workarounds, run Apple Silicon-friendly
ARM-based versions of Windows 11 (and their apps) natively. CrossOver
tops out at apps for Windows 10, and because of the engineering
complexities involved, Codeweavers says it won't offer a native Apple
Silicon version for several more years.
But Parallels and VMWare
each cost more than a year of CrossOver updates, and neither will work
without a copy of Windows itself. Even an older version of that can run
you as much as $140.
CrossOver 22 is impressive in its simplicity — at least in terms of how
easy it is to get select Windows applications up and running on macOS.
It's by no means perfect, and your mileage will vary dramatically
depending on the complexity of the applications you're looking to run,
not to mention the power of your Mac computer itself. But with prudent
use of the free trial to test your must-work apps, it's a great
opportunity to bridge the gap between Apple and Microsoft's computing
worlds.
Run Microsoft Windows Applications and Games on Mac, Linux or ChromeOS save up to 20% off CodeWeavers CrossOver+ today.
On systems supporting HDR10 color spaces, HDR can now be enabled by setting the environment variable DXVK_HDR=1, or by setting the option dxgi.enableHDR = True in the configuration file. When using vkd3d-proton 2.8 or newer, this will allow D3D12 games to detect and use the HDR10 color space if they support it.
No major Linux desktop environment currently supports HDR. In order to use this on Linux, a Gamescope session with --hdr-enabled is required. This is currently only supported under AMDGPU and requires kernel patches from the josh-hdr-colorimetry branch.
Note: D3D11 support is implemented, but not expected
to work in most games as they typically require AMDAGS or NVAPI to set
up HDR output, rather than using the corresponding DXGI APIs.
Additionally, only Nvidia drivers are expected to work on Windows.
Shader compilation improvements
Use of pipeline libraries was extended to pipelines with tessellation
or geometry shaders in order to further reduce stutter. Additionally,
more features of the VK_EXT_extended_dynamic_state3 extension are leveraged to reduce stutter in some situations when MSAA is used, provided that the Vulkan driver supports them.
Note: Current development builds of RADV will expose VK_EXT_graphics_pipeline_library with the features that DXVK needs if the RADV_PERFTEST=gpl
environment variable is set. Note that the implementation is not yet
complete and does not support shader caching at this time, but it should
generally work with DXVK.
Sample rate shading
For older games that support MSAA, the d3d9.forceSampleRateShading and d3d11.forceSampleRateShading options were added to let users enable sample rate shading for all shaders. This will have a very
high impact on GPU-bound performance, but may increase overall image
quality in certain games that suffer from specular aliasing or
shimmering alpha-tested geometry.
Note: Games that resolve the rendered images
inadequately (e.g. performing a linear resolve on HDR render targets)
will likely not benefit from this option.
GLFW backend
For native Linux builds of DXVK, a GLFW backend was added as a compile-time alternative to the existing SDL2 backend. See PR #3111 for details.
Bug fixes and Improvements
Improved D3D11 command submission logic in order to make overall
performance more consistent, and to bring DXVK's behaviour more in line
with native D3D11 drivers.
Fixed D3D11 reference counting issues around 2D textures. (#3169)
Fixed Vulkan validation errors when creating DXGI_FORMAT_A8_UNORM UAVs. Note that UAVs of this format may not work as expected.
Fixed Vulkan validation errors that would occur when allocating dedicated image memory on Nvidia GPUs in some situations.
Fixed Vulkan validation errors caused by broken timeline semaphores on 32-bit Proton.
Worked around an issue with the Uplay overlay being stuck on screen. (#3146)
Note that this fix does not apply to Windows as it was achieved by loading winevulkan.dll directly instead of the actual Vulkan loader. Note that this change will break Red Dead Redemption 2 with dxvk-nvapi prior to this commit: jp7677/dxvk-nvapi@ac00a42
Worked around a bug in AMD's Windows driver as well as AMDVLK that would cause numerous games to crash since DXVK 2.0. (#3172)
Fewer threads will be used to perform background optimization of
graphics pipeines. This may result in a smoother gameplay experience on
some systems. Note that this change does not affect initial shader
compiling, as finishing that quickly is crucial to avoid stutter.
The state cache file will now only be created when the first pipeline is written to it, in order to avoid empty cache files.
This change mostly affects D3D9 games on systems with EXT_graphics_pipeline_library support.
Ashes of the Singularity: Fixed performance regression caused by suboptimal descriptor set allocation.
Battlefield: Bad Company 2: Fixed flickering (#3078, PR #3079)
Gujian 3: Fixed rendering issues on some GPUs. (#1784)
Resident Evil 4 HD: Fixed invalid Vulkan usage causing a GPU hang on RADV. (PR #3089)
Saints Row: The Third: Fixed a severe performance issue with rain when using the D3D9 renderer. (#2473, PR #3158)
Sekiro: Shadows Die Twice: Fixed stuttering issues on Nvidia GPUs. (#3179)
Sonic Frontiers: Worked around a game bug that would cause shadows to flicker when GPU-bound.
Supreme Commander: Forged Alliance: Fixed a crash after loading (#3058, PR #3060)
Note: The setup script setup_dxvk.sh
was no longer deemed useful and got removed. This change will only
affect users who manually install DXVK into a wine prefix, rather than
using it through Proton or Lutris.
Note: Due to changes to our DXGI implementation, older versions of vkd3d-proton (prior to 2.8) will no longer work with this version of DXVK.
The Wine team is proud to announce that the stable release Wine 8.0 is now available.
This release represents a year of development effort and over 8,600
individual changes. It contains a large number of improvements that are
listed in the release notes below. The main achievement is the completion of the conversion to PE format.
The source is available now.
Binary packages are in the process of being built, and will appear soon at their respective download locations.
What's new in Wine 8.0
======================
*** PE modules
- After 4 years of work, the PE conversion is finally complete: all modules can
be built in PE format. This is an important milestone on the road to supporting
various features such as copy protection, 32-bit applications on 64-bit hosts,
Windows debuggers, x86 applications on ARM, etc.
However, some modules still perform direct calls between the PE and the Unix
part, instead of going through the NT system call interface. The remaining
direct calls will be removed during the Wine 8.x development phase.
- A special syscall dispatcher is used for PE -> Unix transitions, to avoid the
overhead of a full NT system call. This minimizes the performance impact of the
new architecture, in particular for the OpenGL and Vulkan libraries.
- Building mixed Windows/Unix libraries in ELF format (.dll.so libraries) is
still supported for use in Winelib applications. However, such applications
won't support features enabled by the NT syscall interface, such as WoW64
without 32-bit libraries.
*** WoW64
- WoW64 thunks are implemented for essentially all Unix libraries, enabling a
32-bit PE module to call a 64-bit Unix library. Once the remaining direct
PE/Unix calls have been removed, this will make it fully possible to run
32-bit Windows applications without any 32-bit Unix library.
- When the 32-bit Wine loader isn't found, 32-bit applications are started in
the new experimental "Windows-like" WoW64 mode (where 32-bit code runs inside
a 64-bit host process). This mode can be enabled by building with the
'--enable-archs' configure option. This is still under development and not yet
recommended for general use. Since in case of configuration errors it is
possible for it to be triggered inadvertently, applications started in this
mode print the warning "starting in experimental wow64 mode".
*** Graphics
- The "Light" theme is enabled in the default configuration, for a more modern
look. Other themes can still be configured through WineCfg.
- The graphics drivers (winex11.drv, winemac.drv, wineandroid.drv) are converted
to run on the Unix side of the syscall boundary, and interface with the Unix
side of the Win32u library.
- The Print Processor architecture is implemented. This will be used to avoid
direct PE<->Unix calls in the printer driver.
- Effects are supported in Direct2D, including description parsing and a number
of core objects.
- Command lists recording and playback are implemented in Direct2D.
- The Vulkan driver supports up to version 1.3.237 of the Vulkan spec.
*** Direct3D
- Many optimizations related to streaming map acceleration are implemented, in
common code as well as in the GL renderer. Depending on the application, this
may result in major performance improvements.
- Adapter video memory budget change notifications are implemented.
- The Vulkan renderer supports setting multiple viewports and scissor rectangles.
- Several Direct3D 10 and 11 features, which were already implemented, are
accurately reported through capability flags:
- Per-format support for vertex and index buffers.
- Per-format support for all capabilities via D3D11_FEATURE_FORMAT_SUPPORT.
- No-overwrite maps on shader resources and constant buffers.
- Partial range binding of constant buffers.
- For convenience, a new WINE_D3D_CONFIG environment variable may be used instead
of modifying the HKEY_CURRENT_USER\Software\Wine\Direct3D registry key. The
value is a comma- or semicolon-separated list of key-value pairs, e.g.:
WINE_D3D_CONFIG="renderer=vulkan;VideoPciVendorID=0xc0de"
If an individual setting is specified in both the environment variable and the
registry, the former takes precedence.
- The Direct3D graphics card database recognizes more graphics cards.
- The Vulkan renderer limits the maximum Direct3D feature level based on
available Vulkan features.
*** Direct3D helper libraries
- A new HLSL compiler is implemented using the vkd3d-shader library.
- A new HLSL disassembler is implemented using the vkd3d-shader library.
- The HLSL preprocessor is reimplemented using the vkd3d-shader HLSL
preprocessor.
- The D3DX 10 Thread Pump is implemented.
- Many more expressions are supported in Direct3D 10 effects.
- Cubemap projection is implemented in the D3DX 9 helper library.
*** Audio / Video
- The MPEG-1 audio decoder filter for layers 1 and 2, and the separate filter for
layer 3, are both implemented on top of GStreamer.
- The ASF reader filter is implemented.
- The OpenAL32.dll wrapper library is removed, in favor of the native
OpenAL32.dll library shipped by Windows applications.
*** Media Foundation
- Content type resolution is improved in the Media Foundation Player.
- Rate control is implemented.
- The Enhanced Video Renderer default mixer and presenter are better supported.
- The DirectShow filter is implemented in the Enhanced Video Renderer.
- An initial framework is implemented for the Writer encoding API.
- The topology loader is better supported.
*** Input devices
- Controller hotplug support is greatly improved, and controller removal and
insertion are correctly dispatched to applications.
- Driving wheel device detection and reporting is better implemented, using the
SDL library and HID usages as hints for the device types.
- Force feedback effect support is improved, specifically with driving wheel
controllers.
- The HID Haptics specification is used for left / right motor rumble and trigger
rumble. It makes it possible for device drivers to expose haptics support over
HidRaw, and overcome EvDev limitations.
- The Joystick Control Panel is redesigned, with new graphics and a dedicated
view for XInput gamepads.
- Sony DualShock and DualSense controllers are supported when the hidraw backend
is used, and exposed to applications in the same way as they are on Windows.
- The Windows.Gaming.Input module is introduced, one of the first WinRT modules
in Wine, implementing a new programming interface to access gamepads, joysticks
and driving wheel devices. For this new input API, hotplug notifications are
also implemented, as well as force feedback effects and haptics. This API is
the first one to support trigger rumble.
*** Internationalization
- A proper locale database, in Windows locale.nls format, is generated from the
Unicode CLDR database. The list of supported locales is essentially identical
to that of the latest Windows version.
- Unicode string comparison is based on the Windows Sortkey database and
algorithms instead of the Unicode Collation Algorithm, yielding more compatible
results.
- Characters from high Unicode planes (in UTF-16 encoding) are supported in most
functions, in particular for case mappings, BiDi formatting, and character
shaping.
- The UTF-8 encoding is supported as Ansi codepage. It is enabled when requested
by the application's manifest.
- Unicode character tables are based on version 15.0.0 of the Unicode Standard.
- The timezone data is generated from the IANA timezone database version 2022g.
*** Text and fonts
- Font linking is enabled for most system fonts, which should fix missing glyphs
in CJK locales.
- Font fallback in DirectWrite is reworked, with additional support for an large
number of scripts.
*** Kernel
- The ApiSetSchema database is implemented, replacing all the api-ms-* forwarding
modules. This reduces both disk space and address space usage.
- DOS file attributes are persistent, and stored on disk using the filesystem's
extended attributes, in a format compatible with Samba.
*** Internet and networking
- The Online Certificate Status Protocol (OCSP) is implemented.
- More EcmaScript features are supported in JScript standard-compliant mode.
- The JScript garbage collector is implemented.
- Accessibility support is enabled in Wine Gecko package.
- Web Storage, Performance object and more event objects are implemented in
MSHTML.
*** Mono / .NET
- The Mono engine is updated to version 7.4.0. The list of changes can be viewed
at https://github.com/madewokherd/wine-mono/releases/tag/wine-mono-7.4.0
*** Builtin applications
- All the builtin applications use Common Controls version 6, which enables
theming and high-DPI rendering by default.
- The Wine Debugger (winedbg) prints thread names in the 'info thread' listing,
for applications that set the names of their threads. All internal Wine threads
also set their own name.
- The QWORD type is supported in the REGEDIT and REG registry tools.
- Notepad has a status bar displaying the current cursor position. The Goto Line
functionality is also implemented.
- The builtin console programs print data in the OEM codepage, for better
compatibility with applications reading their output.
- The Service Control tool (sc.exe) supports the 'query' command.
*** Development tools
- The PE conversion has made it necessary to implement a new mechanism to run
static C++ constructors in Winelib ELF applications. Unfortunately, this
requires the corresponding modules to be rebuilt with Wine 8.0. The rebuilt
modules will still run correctly on older Wine versions, but older modules will
no longer execute static constructors when run on Wine 8.0.
- In regression tests, individual checks can be marked as "flaky". This is useful
for checks that depend on external factors such as network timings. The errors
are still reported but not counted as failures.
- Test failure messages can be printed in color by setting the WINETEST_COLOR
environment variable, to make them easier to spot in the test log.
- The Resource Compiler (WRC) and Message Compiler (WMC) use the locale.nls
database to detect languages and codepages, and thus support all the Windows
locales.
- The WineDump tool supports printing the contents of Enhanced Metafile spool
files, as well as more contents from PDB files.
*** Build infrastructure
- PE binaries can be built for multiple architectures from the same build tree,
using the '--enable-archs' option to configure, for example
'--enable-archs=i386,x86_64'. This can be used to enable the experimental
WoW64 mode, where 32-bit applications can run without any 32-bit host
libraries. Note that this mode is still under development and not yet
recommended for general use.
- Data types that are defined as 'long' on Windows are defined as 'long' instead
of 'int' on all platforms with a 32-bit long type. This is more compatible, but
it can cause printf format warnings with Unix compilers. In Winelib code, it
can be disabled by defining WINE_NO_LONG_TYPES.
- Import libraries can be generated without using dlltool, by passing the
'--without-dlltool' option to winebuild. This is used to avoid dlltool bugs
with delay import libraries.
- Libraries that contain only resources and no code can be built with the
'--data-only' option to winegcc, which makes them smaller and more efficient to
load.
*** Bundled libraries
- Faudio is updated to the upstream release 22.11.
- LCMS2 is updated to the upstream release 2.14.
- LibJPEG is updated to the upstream release 9e.
- LibMPG123 is updated to the upstream release 1.31.1.
- LibPng is updated to the upstream release 1.6.39.
- LibTiff is updated to the upstream release 4.4.0.
- LibXml2 is updated to the upstream release 2.10.3.
- LibXslt is updated to the upstream release 1.1.37.
- Zlib is updated to the upstream release 1.2.13.
*** Platform-specific features
- The experimental WoW64 architecture is supported on macOS versions from 10.15.
- 64-bit time_t is supported on 32-bit Linux with recent Glibc versions.
- Exception unwinding on ARM platforms is extended with EHABI support on ARM32
and Dwarf support on ARM64.
*** Miscellaneous
- RSA encryption and the RSA-PSS signing algorithm are implemented.
- An initial version of the UI Automation API is implemented.
- Function name demangling supports various C++11 features.
*** External dependencies
- The vkd3d and LDAP libraries are bundled in the source tree and built as
PE. The corresponding Unix libraries are no longer needed.
- The OpenAL library is no longer used.
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The Wine development release 8.0-rc5 is now available. This is expected to be the last release candidate before the final 8.0.
What's new in this release:
Bug fixes only, we are in code freeze.
The source is available now.
Binary packages are in the process of being built, and will appear soon at their respective download locations.
Bugs fixed in 8.0-rc5 (total 9):
- #26822 Double click the icon in the title bar should close the window - #32643 getsockopt() does not indicate WSAEFAULT when setting optlen too small - #45542 WeGame hangs after login. - #50351 Slow text rendering in dofus linked to fnIMLangFontLink2_GetCharCodePages calling WideCharToMultiByte with CP_UNICODE - #51227 urlmon:url breaks the wininet:http test on Windows 10 1709+ (7 failures) - #51906 Multiple games fail to play videos (War Mongrels, The Medium, Sherlock Holmes Chapter One) - #53408 Dark Souls: Remastered has slow performance with OpenGL renderer - #53761 Broken rendering in Mafia III: Definitive Edition - #54283 dinput:force_feedback - test_windows_gaming_input() sometimes crashes on Windows
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The Wine development release 8.0-rc4 is now available.
What's new in this release:
Bug fixes only, we are in code freeze.
The source is available now.
Binary packages are in the process of being built, and will appear soon at their respective download locations.
Bugs fixed in 8.0-rc4 (total 25):
- #48553 Catia (CAD software) refuse to run installation on newest wine (<=4.18) - #51268 Assembler messages: Error: no such instruction: `xsavec (%esp)' - #51301 Any action that locks the cursor into place inside the Roblox Client window causes the cursor to freeze - #51420 Running any program in Wine causes 100% cpu usage in Xorg - #52089 d2d1:d2d1 fails in test_draw_geometry() on Wine - #52152 comctl32:edit gets unexpected heights in test_text_position_style() on Windows 10 1809+ - #52429 Guild Wars: login not possible - #52557 GetNetworkParams loops forever on musl - #52749 winetricks dotnet35sp1: printfilterpipelinesvc.exe crashes in background - #52932 comctl32:edit & user32:edit have test_char_from_pos() failures on Windows with the UTF-8 codepage - #52994 mstask:task_trigger - test_GetNextRunTime() fails in Wine on date change - #53382 Slow rendering when connected to external monitor - #53536 ntdll:rtl - The 32-bit RtlUlonglongByteSwap() breaks test_RtlDecompressBuffer() on Windows - #53583 FindNLSStringEx reimplementation doesn't match native - #53671 No objects are being rendered in any DX10/11 apps with older GPU drivers - #53837 HS_hevo_gc 8.6.1.2 fails to install - #54045 ntdll:rtl - test_RtlIpv6StringToAddress() fails on Windows 11 - #54151 xactengine3_7:xact3 crashes when no speaker is connected - #54172 ddraw:ddraw1, ddraw:ddraw2, ddraw:ddraw4, ddraw:ddraw7 - test_window_position() gets the size of the wrong screen in Wine - #54180 Petz 4 has corrupt .pet files at startup - #54210 Wine fails to compile with Linux 4.11 headers (use of undefined AT_HWCAP2) - #54218 RTLD_SELF use breaks musl build since 8.0-rc1 - #54263 Build of 7.22 fails with mingw-w64 10.0 - #54264 Hyperdimension Neptunia Re;Birth1 crashes on exit in xactengine notification callback - #54287 wineconsole: alternate screen buffer does not work
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The Wine development release 8.0-rc3 is now available.
What's new in this release:
Bug fixes only, we are in code freeze.
The source is available now.
Binary packages are in the process of being built, and will appear soon at their respective download locations.
Bugs fixed in 8.0-rc3 (total 28):
- #35126 AirBuccaneers hangs on exit - #41339 Minor regression: Wine loads with "/wine/dlls/ntdll/loader.c: loader_section" errors when creating a new prefix or running an application - #47438 Bloodstained: Ritual of the Night freeze at whitescreen - #47536 Can't aim in Overwatch after alt-tabbing - #47828 regedit: Random crashes on selecting an entry (thread-related?) - #48322 World of Warcraft Classic: Mouse movement can block keydown events from registering - #49164 Call of Cthulhu: Dark Corners of the Earth crashes after start - #50519 Adobe Digital Editions 4.5 crash on Wine 6.0 - #52563 d3d11:d3d11 fails in test_dynamic_map_synchronization() on cw-rx460 in Wine - #52903 Resizing Dn-FamiTracker fails to redraw pattern editor and status bar - #53101 Public Peer silently exits - #53403 winegstreamer "flush" removal breaks radio in fallout 3 - #53627 Max Payne: mouse scroll behaves erratically - #53640 Bully: Scholarship Edition hangs on loading screen and doesn't play intros - #53680 urlmon:url - test_BindToStorage() fails on Windows <= 8.1 - #53743 Vivisector has graphical glitches - #53748 Sacred Gold (GOG): missing audio in .wmv videos - #53752 Rayman 3: glitched graphics (black textures) - #53785 Need for Speed: Payback crashes on launch with OpenGL renderer - #53863 Tsui no Stella = Stella of the End: doesn't launch anymore (GL_INVALID_OPERATION) - #53908 Comptes.exe errors with "dxLockMessage fails" - #53995 d2d1:d2d1 runs out of GL memory and crashes on the debian 11 VM - #54023 d3d11:d3d11 - test_dynamic_map_synchronization() fails on w11pro64_nv - #54049 ddraw:ddraw2 test_texture_wrong_caps test triggers use after free bug - #54170 20XX: invisible character - #54184 Multiple applications fail http requests when WinHttpSendRequest() doesn't contain full request data - #54191 Agarest 1 stopped showing Videos after implementing ASF Reader filter - #54268 Moving the separator in regedit don't repaint listview
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VKD3D-Proton is a fork of VKD3D, which aims to implement the full Direct3D 12 API on top of Vulkan.
The project serves as the development effort for Direct3D 12 support in Proton.
This release rolls up some significant new developments before the holidays.
VK_EXT_descriptor_buffer support
This extension is significant in that it removes a ton of CPU overhead.
We already had most of this in place on RADV and Steam Deck,
but this will allow NVIDIA, Intel, Turnip, and other AMD driver implementations to hit the same optimal code paths.
GPU bound performance increases slightly since we can also remove some
shader code that was required to workaround lack of descriptor buffers.
New extension requirements
To support descriptor buffers in the code base, these features are now required instead of optional.
Note that these features are widely supported already and is not expected to cause any problems.
If an implementation could support v2.7, it will support v2.8.
VK_KHR_buffer_device_address
VK_KHR_push_descriptor
Rewritten support for host accessible images
The entire API feature was rewritten from scratch to support more implementations and edge cases without
a lot of per-application hacks and workarounds.
As the most extreme example of weird API usage, Guardians of the Galaxy should (finally) run well on NVIDIA.
Rewritten swap chain
To most users, this change should be transparent.
Allow more precise control on latency and frame pacing with VK_KHR_present_wait.
mesa-git supports this along with NVIDIA.
VKD3D_SWAPCHAIN_LATENCY_FRAMES=n allows user to force a specific amount of latency.
Implementation of DXGI latency fences is now correct.
Reduce CPU overhead on the main thread that presents to swap chain.
Fixes a spurious hang in Hitman III where game relies on asynchronous present in order to not lock up.
Win32 specific DXGI code is handled by DXVK. A DXVK build from Experimental or later is required for this to work.
This allows a native Linux implementation of vkd3d-proton, including swap chain.
When VK_KHR_present_wait is not supported, behavior should be 1:1 with old implementation.
NOTE: The old swapchain implementation is still in the repository, and is expected to be removed in the next release.
For now, VKD3D_CONFIG=swapchain_legacy can be used to triage any potential issues with the new one.
NOTE: A driver crash was observed on NVIDIA 525.x drivers when running in some PRIME configurations.
For now, we disable use of present_wait on these drivers.
Fixes and workarounds
Workaround GPU hangs in Spiderman Remastered: Miles Morales (same issue as the original).
Fix rendering bug with gun damage in Borderlands 3 on RADV.
Refactor how resizable BAR is used. GPUs with 4 GiB and lower will no longer attempt to use resizable BAR,
which can avoid some out-of-memory situations.
Fix GPU hang in Age of Empires IV.
Fix some minor issues in mesh shader implementation.
Fix some issues preventing RE: Village from booting on Arc.
Some last minute frenzied fixes for Witcher 3 next-gen update.
All features except RT appears to work on RADV.
Hairworks is known to crash GPU on NVIDIA. More investigation is needed to root cause.
Some RT effects work on NVIDIA, others don't:
GI is reported to work.
AO crashes GPU. More investigation is needed to root cause.
Implement minor missing D3D12 features
An obscure feature was stubbed out and forgotten until now. ID3D12Device1::SetEventOnMultipleFenceCompletion() is now implemented.
Also, implement SetEventOn(Multiple)FenceCompletion for shared D3D12 fences.
Fixes a regression in Gears 5 causing lockup on boot.
Lutris is an open-source Linux game manager, but it’s more than that.
It aims to provide a single unified way to handle gaming on Linux.
It
brings together all aspects of Linux gaming into one place. Steam,
Wine, HumbleBundle, GOG, and even a whole range of emulators are all
brought together for a relatively seamless experience.
Lutris also provides methods for installing games. It integrates with
Steam, and it provides installer scripts for even the trickiest Wine
games.
Running Lutris
You can start Lutris from any other graphical application. The basic
screen that you get when you don’t have any games installed is fairly
plain. It just prompts you to create an account and add your games.
It’s best for you to create a Lutris account now. Your account is the
way that the client can keep your game library synchronized. It also
opens up the option to browse and install games from the platform’s
website. You can register easily on the Lutris website.
Once you’ve set up your account, take a look at the client again. The
middle button on the main screen will allow you to link your new
account to the client. Click on it and enter in your username and
password.
Adding Games and Runners
Lutris has a couple of ways of adding games. It uses other programs
called runners to actually run games. This is more of a management
platform than anything else. It organizes things but doesn’t do any
heavy lifting.
To see the list of available runners, click on the icon at the top of
your Lutris window. A window will open up with a list of runners. Many
are emulators, but you’ll see Steam and Wine there, too. With the
exception of Steam, you can install the runners through this window. You
can even manage and install multiple versions of Wine. Lutris will keep
track of them. It actually has custom scripts for Wine games that
specify the best version of Wine to use.
Steam has to be installed separately through your distribution’s
package manager, but Lutris will pick it up immediately once you have.
In order to actually get your Steam games, you need to sign into your
Lutris account in your web browser. Go to your profile and click on the
“Sign in through Steam” button. This will link your Steam account so the
client can display your games and other Steam features.
For
many other games you can browse the selection on the Lutris website.
There are tons on there, and more are constantly being added. Like with
Steam, you can download games from the site, and the client will set
them up for you.
If you have any other games that aren’t covered through Steam or the
Lutris website, you can add them manually. The plus sign at the top of
the client lets you create your own custom game launcher for games that
are already installed on your computer. The development team plans on
adding support for GOG and HumbleBundle in the near future, but for now
you can still add games that you purchase through either of these
services manually.
Once you’ve added a library of games, you’ll see a nice tiled image
layout of all of your games on the main screen of the Lutris client. You
can now run all of your games through Lutris!
The Wine development release 8.0-rc2 is now available.
What's new in this release:
Bug fixes only, we are in code freeze.
The source is available now.
Binary packages are in the process of being built, and will appear soon at their respective download locations.
Bugs fixed in 8.0-rc2 (total 50):
- #31927 ws2_32:sock fails intermittently - 'Test succeeded inside todo block: GetQueuedCompletionStatus returned 0' - #42797 ICU64 for VICE: No highlighted read/write-colors in Memory-window. - #46500 Cogpack - Exercises can't be run - Error 380 - Invalid property value - #46538 Unreal Tournament (UT99): mouse clicks in main menu work only once - #49394 CED1401 USB function driver needs ntoskrnl.exe.KeInsertQueueDpc() - #49517 Warframe crashes during loading before menu with wined3d, gives popup - #50013 MyPhoneExplorer 1.8.15 crashes - #50043 Kholat from GOG does not launch anymore - #50315 Silent Hill 2 failed to install -installshield extraction error - #50468 winedbg fails to load symbols for non PE builtin dlls - #52334 Performance has degraded in multiple games (WoW 1.12.1, Kane & Lynch: Dead Men Demo) - #52394 "Control panel" -> "Add/Remove Programs" in builtin wine explorer is not working - #52564 dxgi:dxgi times out in test_find_closest_matching_mode() on cw-gtx560 - #52708 libs/xslt/libxslt/attributes.c:136:9: error: variadic functions must use the base AAPCS variant - #52779 Construction Set Extender crash with an Assertion Error in wine 7.5 - #52873 oleaut32:typelib fails in Wine in Hindi - #52964 kernel32:locale - test_CompareStringA() fails on Wine in Hindi - #52997 Integration of D3D12 support with a PE build of vkd3d causes a crash in Steam Overlay. - #53028 gamepad buttons stopped working correctly - #53099 wineserver (gcc -O0) crash when exiting LiLi USB Creator - #53300 Controller response delayed - #53384 Hogia Hemekonomi Unexpected error on first start - #53406 Had been running 7.10 Fedora version no problem, but today updated to 7.12 broke?? - #53485 Cursor is missing in Visio 2003 when editing text - #53503 QuickBooks Pro 99 page faults with print preview or attempting to print - #53525 dinput:hid - test_hid_multiple_tlc() sometimes fails with testsigning turned on - #53550 Some Catalan locales not properly handled - #53595 Iran Timezone is not detected correctly - #53623 Resident Evil 7 has broken rendering in DX11 mode - #53625 In function ‘get_gnutls_cipher’ ... error: ‘GNUTLS_CIPHER_AES_128_CFB8’ undeclared - #53744 WM_SETTEXT between ANSI programs treating LPARAM as Unicode causing name corruption - #53756 configure fails in 32-bit gcc checking pthread_create using -Wl,--disable-stdcall-fixup - #53884 Project Ignis: EDOPro corrupted textures on resizing - #53894 user32:sysparams - test_WM_DISPLAYCHANGE() times out on Windows 7+ - #53911 DC++ can't retrieve file list from another user - #53912 Static initialization in Winelibs may hang the loader as of Wine 7.21 - #53918 Building with external PE libraries fails when static libraries are also installed - #53941 Chicken Tournament crashes on start - #53976 ntoskrnl.exe:ntoskrnl - test_pnp_devices() fails on Windows 7 - #53977 amstream:amstream qedit:mediadet mf:transform mfmediaengine:mfmediaengine quartz:filtergraph winmm:mci wmp:media wmvcore:wmvcore mf:mf mfplay:mfplay qasf:asfreader broken on Debian Testing - #53980 httpapi:httpapi sometimes crashes testing overlapped I/O with the v2 server in Wine - #53990 Serious Sam 2 crashes with OpenGL renderer - #54000 user32:win - test_mouse_input() gets an unexpected 0x60 message on Windows 11 - #54060 Compilation fails with gcc 4.8.4 (Error: junk at end of line, first unrecognized character is `"') - #54085 windows.devices.enumeration:devices - test_DeviceAccessInformation() sometimes crashes on Windows 10 - #54094 kernel32:process - test_services_exe() sometimes fails due to an invalid buffer size in Windows - #54096 Non-PE builds broken since "ntdll: Move the .so module initialization to winecrt0." - #54101 unimplemented function MSVCP70.dll.?_Lock@?$basic_streambuf@DU?$char_traits@D@std@@@std@@QAEXXZ - #54105 taskschd:scheduler fails on Windows 10 1607+ - #54121 8.0-rc1 build fails with errors in bcrypt in Ubuntu 18.04
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The Wine development release 8.0-rc1 is now available.
This is the first release candidate for the upcoming Wine 8.0. It
marks the beginning of the yearly code freeze period. Please give this
release a good testing and report any issue that you find, to help us
make the final 8.0 as good as possible.
What's new in this release:
Bundled vkd3d upgraded to version 1.6.
Vulkan and OpenGL thunking optimizations.
More support for print processors.
Improved joystick control panel.
Long types printf format conversion finished.
Various bug fixes.
The source is available now.
Binary packages are in the process of being built, and will appear soon at their respective download locations.
Bugs fixed in 8.0-rc1 (total 52):
- #28290 shell32:shelllink - test_load_save() crashes randomly in Wine - #36681 ws2_32/tests/sock.c fails on gentoo without IPX support - #46649 Multiple applications need D3DXDisassembleShader() implementation (Tom Clancy's Rainbow Six: Vegas 2, The Void) - #48105 kernel32:console fails on Japanese and Chinese Windows - #51234 user32:clipboard test_ClipboardOwner() has a race condition with clipboard managers - #51456 oleaut32:typelib: test_CreateTypeLib(SYS_WIN32) fails in 64-bit Wine - #51457 The 32-bit version:install fails in 64-bit wineprefixes (now todo) - #51780 The user32:msg output is too big in Wine - #52507 user32:win has some spurious GetScrollInfo failures - #52875 riched20:editor fails with the UTF-8 code page - #52877 user32:msg - test_dbcs_wm_char() fails in Wine in the Japanese and Chinese locales - #52909 rpcrt4:ndr_marshall crashes on the latest Windows 8.1, 21H1 and 21H2 - #52910 mshtml:htmldoc fails on Windows with the UTF-8 codepage - #52965 kernel32:locale - test_GetLocaleInfoW() and test_invariant() fail on Windows in Hindi - #52980 conhost.exe:tty - test_tty_input() fails in most locales on Windows - #53183 shell32:shelllink - test_load_save() randomly fails to delete test.lnk in Wine - #53199 dinput:force_feedback - test_windows_gaming_input() sometimes has unexpected reference counts in Wine - #53207 user32:msg - test_button_messages() fails randomly in Windows and Wine - #53208 user32:msg - The SW_SHOWMINIMIZED test in test_messages() succeeds in Wine with fvwm - #53211 ddraw:ddraw1 has over 255 failures on the debian11 TestBot VMs - #53233 ddraw:ddraw1 - test_clear() has rare failures in Wine on the debian11 VM - #53240 dinput:device8 - test_sys_mouse() has some rare failures on the TestBot VMs - #53254 urlmon:url - test_URLDownloadToFile_abort() sometimes fails on Windows 7+ - #53327 Ragnarok Online bad performance - #53342 quartz:mpegaudio - The 64-bit test_streaming_events() times out on fg-deb64 - #53530 mshtml:htmldoc - test_editing_mode(TRUE, TRUE) sometimes fails - #53568 16bit applications refuse to start wine 7.15+ - #53646 Multiple installers crash in user32 (Drakan, Star Wars, Colin McRae, X-COM, etc.) - #53678 vbscript can not compile CaseClausules that do not use a colon - #53684 ntdll:info is broken on Windows 8 to 10 1709 in the GitLab WineTest builds - #53686 The 64-bit kernel32:console is broken on Windows in the GitLab WineTest builds - #53783 vbscript can not compile private const expressions - #53814 TMUnlimiter 1.2.0.0 requires ini files with whitespace in the section to be parsed properly - #53895 ddraw:ddraw1, ddraw:ddraw2, ddraw:ddraw4, ddraw:ddraw7 - test_cursor_clipping() fails on dual screen setups in Wine - #53927 script56.chm help file pages not functioning properly due to wine missing beforeprint and afterprint html events - #53950 dup2 error returns ENFILE instead of EBADF - #53964 Redim should fail on fixed arrays - #53966 NCryptExportKey is not implemented - #53968 NCryptSignHash is not implemented - #53971 postgresql installer 9.3 needs support for Username in WScript.Network - #53972 BCryptSignHash does not support BCRYPT_PAD_PSS - #53987 Regression in print handling in Framemaker 8 - #53996 MDB Viewer Plus: can not open database - #53999 JGlossator crashes - #54009 Wine segfaults on startup on macOS 12 and 13 - #54012 kernel32:heap - The 64-bit test_GlobalAlloc() fails on Windows 7 - #54043 Studio One Professional 5 crash on launch with an unimplemented function USER32.dll.RegisterSuspendResumeNotification - #54057 prints do not work in any application - #54075 wldap32:parse - test_ldap_paged_search() sometimes gets LDAP_SERVER_DOWN in Wine, crashes - #54087 mshtml:events sometimes gets a failure in Protocol_Continue() on Windows - #54098 winhttp:notification fails and times out systematically in Wine - #54111 Unable to run "make install" after "makedep: Add a helper function to skip spaces in strings."
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Lutris helps you install and play video games from all eras and from most
gaming systems. By leveraging and combining existing emulators, engine
re-implementations and compatibility layers, it gives you a central interface
to launch all your games.
The client can connect with existing services like Humble Bundle, GOG and Steam
to make your game libraries easily available. Game downloads and installations
are automated and can be modified through user made scripts.