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It's no longer a secret that we've been doing work for Wargaming, Inc.,
the makers of the hugely popular World of Tanks, World of Warplanes,
and the forthcoming World of Warships (which is currently in open beta).
We're doing the Mac port of World of Warships,
and we've gotten to the point where it's in good enough shape that it
needs some serious testing. And who better to do some serious testing
than a naval historian who's written a book on the Battle of Midway,
and who is an adjunct lecturer for the U.S. Naval War College, and
given talks at Pearl Harbor, the National WWII Museum, the Nimitz
Museum, and blah blah blah? Yeah, ummm, I guess that'd be me.
Splash screen for World of Warships, running on my Mac. Late-war Nagato-class battleship, so pretty...
So, first things first: from a purely technical standpoint, our Mac port
is going to be great. I've played the game extensively on Windows and
on my Macbook Pro, and there's no perceptible difference in game play.
None. If anything, with my Mac's SSD drive, it plays better on the Mac
than at home on Windows. No graphical glitches, no performance issues,
nothing. It works very, very well. When my ship sinks on my Mac, it
sinks
exactly the way it ought to on Windows: broken, capsizing, and in flames. And that's not just hype.
Me, sinking: broken, capsizing and in flames... but at least I killed the pesky destroyer that killed me...
So is the game fun? Yeah, sadly, it really is. And I say "sadly,"
because, believe me, I need a good game to chew up my time like I need a
hole in the head. (I am, after all, working on my next book.) But
Wargaming has done a really good job injecting a sense of realism while
tempering it with game balance as well. This is, after all, a game, and
it's meant to be fun. Having done play-testing on some "hyper-realistic"
games (including 360 Pacific's horrifically bad Gulf War simulation
"Patriot"), I can tell you that games are supposed to be fun, first and
foremost. "Realism" is nice, but "fun" is nicer. And this is a great mix
of both.
So, for instance, if you're a hardcore Imperial Japanese Navy fan (which
I most certainly am), you'll see a mixture of the perennial favs
(battleship
Fuso, heavy cruiser Mogami, and of course the mighty Yamato) mixed in with a bunch of never-built oddities. And you might be tempted to say, "The cruiser Zao? The carrier Hakuryu?
What the hell were those?!?" Really, what those are, are conveniently
vague placeholders that give Wargaming the wiggle-room it needs to make
sure that things are reasonably well-balanced between tiers of warships.
Come to me, my prey... just a little bit closer...
The equipment, likewise, "feels" realistic, even though it kinda isn't.
So, yeah, if you're playing a battleship, you'll notice that your main
armament has a much flatter trajectory at medium range than, say, a
cruiser's armament (which is fair enough). But then again, if you take a
look at the range of
Yamato's main guns, 26.6km, you'll see that that's about 60% of
their real-life maximum. All the weapon ranges are downscaled in this
way. Likewise, ship speeds (and certainly acceleration) are all scaled
up, so that players feel like they have mobility around the battlefield.
In real life naval gunnery, encounters often felt as if they were
being waged in slow motion, although some of the encounters in places
like the Solomons could be comparatively fast-moving and short range.
However, even a real-life brawl like the First Naval Battle of
Guadalcanal, which was very fast to develop, and about the nearest thing
to a knife-fight we got into in the Solomons, lasted for nearly 45
minutes. World of Warships encounters are all brawls of this
type, but they typically take about 15-20 minutes apiece. That's a nice
chunk of time: long enough to be interesting, but not so long that your
wife will yell at you for being an hour late to dinner.
There's a lot more terrain on World of Warships ocean than there was in
most real-world naval encounters as well. Most of the games I've played
seem to be fought over the remains of some ancient, sunken volcanic
calderas. (I had no idea that that many ancient sunken volcanic calderas
even
existed in the world.) In the game, you routinely use small
islands to shield your maneuvers, or to sneak up on your opponent, or to
get the hell out of the way before that enemy battleship over there
unloads on you. That's "fun," but it ain't very realistic. In fact, no
naval officer in his/her right mind would be willing to drive a ship
into any of these horribly constricted maps festooned with toothy rocks
and volcanic peaks. But then again, such maps are fun as hell, and it's a
hoot to drive your
Kuma-class T4 cruiser through there like a Porsche taking the curves on Hwy 1. What's not to like?
Notice the terrain all around me? Yeah, there's a lot of that.
I also appreciated the fairly realistic tradeoffs being made between the
various nationalities that reflected their "feel." So, you like
torpedoes and speedy warships? Then go with the Japanese all the way,
but don't expect to have super great survivability. You're into gunnery
and protection? U.S. Navy, baby, but you have to get used to the fact
that your plodding
South Carolina is going to take a lot longer to get into the fight than my zippy little Kuma.
This brings up another point: the individual types of ships also feel
and play differently. And this is good, too. So, for instance, with a
battleship, you really have to think ahead to what you're going to be
doing a minute or two from now, because your ship is slow, your turrets
are very slow to train to new bearings, and your reload time is slow as
well. So, you have to look down the road and think to yourself, "Yeah,
he's going to be around there, and I need to be facing this way in order
to unleash a broadside, but, oh, wait, there's going to be that island
in my way, so I'd better adjust my course now." This is why I primarily
play cruisers, not battleships. "Yep, everything's goin'
great... mhmmm... my 6" guns are nibbling that guy to death… oh crap, torpedoes! Turn around NOW and
run like hell!!!"
Anyway, the game is a hoot. I'll be playing more of it, and can't wait
to see it released. If you're a naval history fan, whether you're
running Mac or Linux, I think you'll really enjoy it. And if you see
"JonnyKaigun" out on the servers, you know who he is now...
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WineTricks 20150810 was released today for use with Wine from WineHQ
and runs on Apple Mac OSX and Linux operating systems, the change log
and download links are provided below.
The Wine development release 1.7.49 is now available.
What's new in this release:
DirectWrite is now good enough for rendering text in Steam.
A number of Direct2D improvements.
Some more OpenMP functions.
Support for namespaces in the IDL compiler.
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 1.7.49 (total 31):
8277 Windows Sysinternals Process Explorer and other tools show zero thread start address (NtQueryInformationThread with ThreadQuerySetWin32StartAddress info class)
17044 Microsoft OneNote 2007 "Insert Audio Recording" doesn't work
20521 Nocturnal Illusion crashes
22206 Mig Alley Flight Simulator (1999) crashes due to unimplemented msvcirt.dll.??0ios@@IAE@XZ
23407 Death to Spies Moment of Truth: character bodies (player and NPCs) are invisible
26379 Multiple games crash on unimplemented function d3dx9_36.dll.D3DXComputeNormals (Gamestudio Venice, Nvidia hdr demo, Fritz 11, XCOM, Cities XL)
27145 Weapons Translucent Like Glass in FEAR 1 and 2.
28916 Spellforce 2 Gold - wrong drawing order of surfaces
31051 HttpQueryInfo() erroneously ignores lpdwIndex argument for some info levels
31374 Steam text invisible with dwrite.dll enabled
31640 hugin's enfuse.exe crashes without native vcomp100.dll (purist)
32637 Some VST plugins that used to work with dssi-vst now fail
33165 Star Conflict crash at startup
33724 Aliwangwang needs unimplemented function atl100.dll.AtlAxCreateControlLicEx
36087 SpinTires crashes when applying settings in windowed mode
36915 Among the Sleep crashes when starting a new game (Oculusplugin.dll needs to be disabled)
37583 Trion's Glyph MMO manager crashes on unimplemented function msvcr110.dll.?_GetConcurrency@details@Concurrency@@YAIXZ
38004 Multiple games crashes with unimplemented function x3daudio1_7.dll.X3DAudioInitialize
38197 Singles 2 crash at start
38262 Warframe Update Fails!
38508 Multiple applications need 'HKLM\Software\Microsoft\Cryptography\MachineGuid' registry key present (Wizard 101 UK downloader)
38613 Multiple games (Witcher3 Wild Hunt, Schein, The Emptiness) need vcomp110.dll
38828 Cerbero PE Insider 1.0.2 crashes on unimplemented function dbghelp.dll.UnDecorateSymbolNameW when viewing export directory
38861 Carbon Poker crashes at startup
38935 CocosStudio1.6 (.NET 4.0 app) crashes when starting (needs 'Win32_DesktopMonitor' WMI class with 'PixelsPerXLogicalInch' property)
38947 Cities XL Platinum crashes while loading to the menu, needs vcomp.dll._vcomp_for_dynamic_init
38949 Free Falcon 5.x/6.x configuration editor segfaults on start (loader must take invalid IMAGE_LOAD_CONFIG_DIRECTORY values into account)
38989 ShowShifter (obsoleted A/V application) fails to start with built-in msvcp60
39008 Trion Worlds 'Trove' (Voxel MMO) crashes on startup (missing UTC timezone information)
39015 Steam crashes shortly after login when DirectWrite is enabled
39017 64-bit Lexmark X2670 All-in-One printer driver installation fails (missing pragma pack directive in 'digitalv.h' causes structure layout mismatch between 'MCI_DGV_OPEN_PARMSW' and 'MCI_OPEN_PARMSW')
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