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Friday, June 9, 2023

Wine development release 8.10 is now available for Linux FreeBSD and macOS

The Wine development release 8.10 is now available.

What's new in this release:

  • All PE->Unix transitions go through the syscall interface.
  • Mouse cursor clipping improvements.
  • Support for virtual memory placeholders.
  • Locale and timezone data updates.
  • 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 8.10 (total 13):

 - #18889  Multiple isolation-aware applications fail to load (MSN Messenger Live 2009, Lync 2010, Adobe Premiere Pro CS3, Quicken 201X)(embedded PE manifest search should support ISOLATIONAWARE_MANIFEST_RESOURCE_ID)
 - #24946  uTorrent 2.2.0 hangs on startup (FD_WRITE event is reported over and over in WSAEnumNetworkEvents for a bound UDP socket)
 - #27827  Creo Elements/Direct Modeling Express 4.0/6.0 loader failure due to missing msvcrt.dll dependency (native netapi32.dll imports msvcrt functions)
 - #47808  Cygwin's mintty.exe crashes with a stack overflow
 - #52868  TwitchTest crashes on unimplemented function IPHLPAPI.DLL.GetPerTcpConnectionEStats
 - #53092  Animated Puzzles crashes on start
 - #54410  .NET 3.5 Checkbox checkmarks should be black instead of "Foreground" color
 - #54599  Honeygain crashes on unimplemented function IPHLPAPI.DLL.GetCurrentThreadCompartmentId
 - #54810  PmxEditor 0.2.7.5 doesn't start after Wine 8.4.
 - #54913  ntdll: NtDuplicateToken has wrong prototype
 - #54949  user32:msg gets an extra WM_NCPAINT in ShowWindow(child, SW_SHOW)
 - #54991  Chinese IME no longer works in Naver LINE since Wine 8.9
 - #55008  wininet:http - test_secure_connection() fails on Windows and Wine

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Wednesday, June 7, 2023

Lutris 0.5.13 has been released

With this release, we're adding back the ability to run games with Proton. While this can be an useful thing for testing compatibility, it is still recommended to stick with the builds provided by Lutris. We are now using @GloriousEggroll's Proton based builds by default, which makes using Steam's proton an even narrower edge case.


For players with very large libraries, Lutris will be a lot more responsive thanks to the performance improvements by @danieljohnson2, along with loads of other UI improvements!

Starting from this release, it is now possible to reference ModDB links in Lutris installers. If your distribution doesn't provide the moddb Python package, you'll have to install it with: pip install moddb.
We also have an integration with Itch.io, thanks to @GoGoOtaku (note that we don't have a way to search for or install free games from Itch.io with this integration).

Changelog:

  • Add support for Proton
  • Add drag and drop on the main window. Dropped files will be matched
    No-Intro, Redump and TOSEC checksums.
  • Add support for ModDB links in installers (moddb python module required)
  • Added "Missing" sidebar option for games whose directory is missing
  • Re-style the configuration, preferences, installer and add-games windows
  • Group configuration options into sections
  • Added checkbox to stop asking for the launch config for a game
  • Added checkbox to sort installed games first
  • Support for launch-configs in shortcuts and the command line
  • Show platform badges on banners and cover-art
  • Installing games from setup files can now use different presets (Win98, 3DFX, ...)
  • Add filter field to runner list
  • Show game count in search bar
  • Workaround Humble Bundle authentication issues by allowing importing
    cookies from Firefox
  • Add Itch.io integration
  • Add Battle.net integration (protobuf dependency required)
  • Improve detection of DOSBox games on GOG
  • Added "Unspecified" Vulkan ICD option
  • Removed ResidualVM (now merged into ScummVM)
  • Detect obsolete Vulkan drivers and default to DXVK 1.x for them
  • Improved High-DPI support for custom media
  • Performance improvements

 Download this version of Lutris from here.

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Friday, May 26, 2023

Wine development release 8.9 is now available for Linux FreeBSD and macOS

The Wine development release 8.9 is now available.

What's new in this release:

  • Mono engine updated to version 8.0.0.
  • Completion of PE conversion in the PostScript driver.
  • Doppler shift support in DirectSound.
  • GdiPlus performance improvements.
  • 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 8.9 (total 16):

 - #3452   BC3000 - Horribly Slow
 - #36230  Silverlight 5.x requires the "Audio Capture Filter" for recording from the microphone
 - #50955  .netCore app can't bind to port shortly after another .netCore program binding to the same port was terminated
 - #53860  Wine Notepad : Using Japanese Input Method(IM), sometimes cursor goes back when string converted
 - #54916  touhou 12.3 with dpad mod crashes on start
 - #54917  Need For Speed Underground has keyboard input issues
 - #54934  Battle.net unimplemented function msauddecmft.dll.DllGetClassObject called in 32-bit code
 - #54936  Wine 8.7 and 8.8 does not print
 - #54939  Dotted files are shown - but "don't show dotted" files is active
 - #54955  Battle.net crashes on unimplemented function msmpeg2vdec.dll.DllGetClassObject
 - #54956  Framemaker 8 crashes on printing
 - #54960  winhttp:winhttp - test_websocket() fails on Windows and Wine
 - #54965  Rich Edit erroneously moves the cursor to the end of text when system IME composition ends
 - #54974  armv7 ELF builds crashing since "ntdll: Support the machine extended parameter in NtMapViewOfSectionEx()."
 - #54976  Mono/.Net assemblies fail to start: Application could not be started, or no application associated with the specified file.
 - #54982  Visio 2003 print dialog shows broken paper sizes when printing

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Friday, May 12, 2023

DXVK version 2.2 has been released with D3D11On12 support

In order to enable D3D12 support in recent Unity Engine titles such as Lego Builder's Journey, this release introduces support for creating D3D11 devices from a D3D12 device using D3D11On12CreateDevice, as well as the basic ID3D11On12Device interface. This is achieved by importing the Vulkan device and resource handles from vkd3d-proton into DXVK, and otherwise uses DXVK's existing D3D11 implementation.

A vkd3d-proton build as of HansKristian-Work/vkd3d-proton@26c4fed or later is required for this to work.


D3D9 Partial Presentation

DXVK now supports presenting to parts of a window by copying the contents of the backbuffer to system memory and then drawing them into the window on the CPU. This improves compatibility with game launchers, particularly those based on Microsoft's WPF toolkit, and some visual novels. It will however come with a noticable performance hit.

Additionally, overall behaviour of D3D9 swap chains was improved and the d3d9.noExplicitFrontBuffer option was removed.

Logging changes

When running on Proton or plain Wine, DXVK will no longer create log files by default and instead only write log messages to the console using wine-specific functionality, in order to avoid creating unnecessary extra files. This matches vkd3d-proton behaviour. Note that log file creation can be re-enabled by setting the environment variable DXVK_LOG_PATH to a valid path.

When filing bug reports, users are encouraged to upload the full Proton log.

Bug fixes and Improvements

  • Warnings about unknown interfaces being queried via QueryInterface will only be logged once in order to avoid growing log files indefinitely in some games. (#3231)
  • Fixed a regression when rendering YUY2 or UYUY texture formats. This fixes in-game videos in Jade Empire (#3182) and Sid Meier's Pirates (#3189) (PR #3342)
  • Fixed an issue wherein threads were not properly destroyed.
  • Fixed Vulkan validation errors caused by incorrect layout tracking when enabling feedback loops for a texture.
  • Fixed Vulkan validation errors caused by 0x0 sized clears in D3D9.
  • D3D9 StateBlocks now only allocate memory for the parts that are actually used. This fixes Total War: Shogun 2 running out of address space when using the D3D9 renderer. (#2703, PR #3248)
  • Improved usage of some VK_EXT_extended_dynamic_state3 features to avoid hitting slow paths on some drivers.
  • Improved enumeration of DXGI outputs on systems with multiple GPUs. This fixes performance issues with recent RE Engine games (D3D12) on such systems.
  • Significantly reduced memory usage in situations where games create unused D3D11 devices.
  • Battle Fantasia Revised Edition: Locked frame rate to 60 FPS to work around game bugs at higher frame rates. (PR #3256)
  • Cold Fear: Fixed missing geometry (#3293, PR #3390)
  • Dawn of Magic 2: Fixed a crash upon start (#3271, PR #3272)
  • DC Universe Online: Fixed a hang after alt-tabbing out and back in. (#3314, PR #3316)
  • Far Cry 2: Work around rendering issues on Intel hardware, as well as low performance on all GPUs. (PR #3241)
  • Halo: The Master Chief Collection: Fixed memory leak due to invalid query usage by the game (PR #3273)
  • Warhammer 40k: Space Marine: Fixed shadow rendering (#3298, PR #3305)

Link to source code

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