#wine-staging

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      • NP-HardBot
        [06winetricks/master][0557d2089](00http://is.gd/VDuTv1) 02Eli Schwartz: adobe_diged: keep both old and new versions available
      • [06winetricks/master][056af66eb](00http://is.gd/DaoAL7) 02Eli Schwartz: adobe_diged4: warn about needing winbind/samba
      • [06winetricks/master][056d2b32c](00http://is.gd/WeqXDf) 02Austin English: Merge pull request #568 from eli-schwartz/master
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      • [06winetricks/master][050a72ef5](00http://is.gd/NY09Qj) 02Eli Schwartz: Argh! Stupid typo.
      • [06winetricks/master][05422013f](00http://is.gd/V8L4m6) 02Austin English: Merge pull request #569 from eli-schwartz/master
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      • anish
        slackner: DarkPlayer please gimme my pluginloader !
      • austin987
        okay but for real, can it be Tuesday already so I can play fallout4?
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      • NP-HardBot
        [06winetricks/master][056ba8358](00http://is.gd/lAFv0g) 02Austin English: adobeair: update adobeair to 19.x
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      • felixonmars
        slackner: oh, that missing image problem is also present on Dragon Age: Origin's launcher: http://i.imgur.com/Dl6bE7R.png
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      • qptain_Nemo
        i wonder, are there any plans to include some sort of shader injector tool in wine at any point? it could be very handy, decrease the necessity of supporting shader injectors for windows and even attract users to linux if it works well
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      • just to be clear, i'm talking about being able to add arbitrary shaders into the rendering pipeline of any game for the sake of adding visual effects and various improvements
      • Bradan
        qptain_Nemo: does it really make sense to spend time on beautifying renderings via shaders? I mean the game geometry won't change much through shaders, or do you really want to add trees and a second sun by modifying a geometry shader?
      • qptain_Nemo
        Bradan: it's a thing. like, a very popular one. and yeah, i personally think the results can be worth it
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      • Freso
        Shader injection is a fairly common way of modding games.
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      • Artemis3
        qptain_Nemo, i bet if someone codes it, it might get into staging :3
      • qptain_Nemo
        Artemis3: fair enough :3
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      • DarkPlayer
        Freso, Artemis3, qptain_Nemo: You have to take into account that injecting shaders can not only be used to beautify the game, but you can also use it to make walls invisible etc.
      • if we allow such modifications I wouldn't be surprised if some anti cheat engines would black list wine completely
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      • qptain_Nemo
        it'd be a pretty unreasonable response, but i suppose it has to be taken into account as an argument in favor of just making a general purpose shader injector for linux that is completely separate from wine
      • Bradan
        qptain_Nemo: I think it would make much more sense to separate it from wine
      • DarkPlayer
        well, you could easily use the debug symbols of wine to alter it
      • qptain_Nemo
        to alter what?
      • DarkPlayer
        the way of how wined3d is working
      • Bradan
        qptain_Nemo: just hook libGL.so and you'll also be able to exchange the shaders of native linux applications
      • DarkPlayer
        inject your own dll, hook the specified d3d9 or wined3d functions and you can achieve what you want without altering the wine source
      • Bradan: the question is only if the information you get in OpenGL is sufficient to identify when too hook
      • qptain_Nemo
        hmm. thanks for the suggestions
      • Bradan
        DarkPlayer: one could simply identify the shaders by their source code or their loading order
      • DarkPlayer
        Bradan: using wind3d would have the advantage that you can also inject hlsl shaders
      • qptain_Nemo
        i imagine using wine would have the advantage of theoretically complete control over the rendering output
      • all unified into OGL no less, regardless of the API of origin
      • the latter is still the case if the injector is external, though
      • Bradan
        DarkPlayer: yes thats true, but still, if such a tool would be wine only, it wouldn't make much sense IMHO. Its something wine unrelated (shader debugging or wallhacks) and wine should concentrate on wine things, not such side productions. There are still many problems with WINE, aren't they?
      • but its up to you ;-)
      • DarkPlayer
        i didn't say that it should be a feature in the source code, but i just said that you can easily the patch the binary files using the debug symbols
      • Bradan
        yes, thats true
      • if its just for a single game or similar, that may would make sense, even for external developers
      • qptain_Nemo
        DarkPlayer: so you're saying wine provides the option to dynamically override parts of the rendering code with specified .so files?
      • DarkPlayer
        not directly, but it is easy to write some code which does this
      • basically the same way as you would do this on windows
      • Bradan
        qptain_Nemo: you could fork and modify the wined3d part and register them as your d3d dlls for example
      • DarkPlayer
        this way you could use our dll redirection feature
      • qptain_Nemo
        forking wine further defeats the whole point
      • DarkPlayer
        but you would need to provide a compatible wined3d version
      • i was talking about binary hooks
      • i was working on something similar to implement an alternative to apphelp
      • qptain_Nemo
        so you mean basically just making wine-specific wrappers
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      • DarkPlayer
        i was talking for example about altering the export table of wined3d at runtime
      • Bradan
        qptain_Nemo: you could also do this: suspend the process you want to hook (or start it suspended), inject a new thread which loads your dll and reroutes the functions of the original d3d dlls to your dll functions.
      • DarkPlayer
        ^ this is basically what i mean
      • qptain_Nemo
        i see
      • tbh i'd rather take advantage of everything being OGL on linux though personally
      • and inject into the final OGL stuff
      • DarkPlayer
        the only problem is that it might be more difficult to hook a specific process
      • qptain_Nemo
        although i did mention fine control, so this suggestion makes sense, admittedly
      • Bradan
        qptain_Nemo: there is a problem, because libGL.so might be different for nvidia, ati, mesa, ... and you need to dynamically wrap all of the functions in there, even the vendor specific ones.
      • DarkPlayer
        especially the extensions
      • Bradan
        because they are often not exported
      • qptain_Nemo
        well no one said it's trivial. ReShade for windows supports and compiles shaders for nearly all versions of DX and OGL for instance.
      • gonna file a bug about it btw, it stopped working in wine after a certain version :(
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      • Freso
        DarkPlayer: I wasn't arguing in favour of it, just stating a fact. :)
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      • DjReflector
        hi
      • anybody help with wine?
      • DarkPlayer
        just ask your question
      • DjReflector
        how i can run clickonce application by MSVisualC# builded
      • in calculate linux for example
      • DarkPlayer
        clickonce or click2run?
      • DjReflector
        clickonce
      • in windows
      • DarkPlayer
        doesn't look good:
      • NP-HardBot
        04Bug 32964: normal, P3, ---, wine-bugs, NEW , FAST Search for Sharepoint MOSS 2010 Query Tool installer does not start with Wine-Mono (ClickOnce deployment support missing)
      • DarkPlayer
      • NP-HardBot
        04Bug 30753: minor, P2, ---, wine-bugs, NEW , .NET ClickOnce deployment via Wine Internet Explorer fails (application/x-ms-application MIME handler)(GitHub for Windows, MovesLink, old Ghost Recon Online)
      • DjReflector
        oh, and yet factor is - x64 system has problem with wine apps
      • DarkPlayer
        you will needt native .NET which does not really work in wine x64 yet
      • with 32 bit .NET, you might be able to use this workaround:
      • wine rundll32 dfshim.dll,ShOpenVerbApplication URL
      • if you know the URL
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