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qptain Nemo

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  1. Dunno if you still care about this but there are two ways to get the CD soundtrack of the game. One is to download it from here https://archive.org/details/eternam-cd-rom-ost Another is to get the game on steam, browse the game files and in the /-game/cd folder there is an image of the game CD in the bin+cue format. It contains standard CD audio tracks which you can rip yourself.
  2. Regarding using Lutris for DX5-8 games: well, it provides you with a lot of useful configuration options per game that are easy to change quickly but if you don't need that then you can do without Lutris. Regarding dgvoodoo + dxvk: I'd say, at least in some cases, yes. It supports games up to DX 8.1. See for yourself: an imgur album is worth a thousand words. Couldn't get it working with: Need for Speed 3, Vampire the Masquerade: Redemption. Also I kept the "apply Phong shading when possible" option on all, as well.
  3. Btw, Ross, I want to draw your attention to something cgalves mentions in passing: here's the description of that build (from here) This, I believe, addresses one of your concerns.
  4. dgvoodoo is one of those DLL overrides solutions so to utilize it just extract the contents of the installer archive into the game directory of each game, although without any directory hierarchy, just dumping all files directly together with the game executable. It's going to be these files: dgVoodooCpl.exe, dgVoodoo.conf, D3DImm.dll, DDraw.dll, D3D8.dll, D3D9.dll (32 bit or 64 bit version, matching the game). Then of course you need to set up DLL overrides for D3DImm, DDraw, D3D8 and D3D9 to "native, builtin" either in the Lutris config for the game or in the prefix itself. Then just run dgVoodooCpl.exe and/or edit dgVoodoo.conf to set the settings as you want them and you're good to go. And don't forget to enable DXVK. You'd want to use DXVK with it rather than WOGL.
  5. I've done some tests I can confirm that libstrangle indeed unlocks the adaptive fps. Seeing as the compilation instructions provided by cgalves are very straightforward I absolutely second that solution. I'm thinking if there is an elegant way to invoke strangle from Lutris though to easily "attach" it to games... [DX 7] using force AA option of Lutris with Nocturne (in DX 7 mode) freezes the game [DX 7] using dgvoodoo + DXVK allows forcing of antialising and anisotropic filtering in Nocturne and Messiah [DX 7] running Messiah with the Lutris AA options has no effect [DX 7] running Messiah and Nocturne with the enable FXAA option in the NVidia settings had no effect [DX 9] Regarding D9VK: The developer states this: "Please do not use wine's d3d9x or d3dcompiler with d9vk. They make invalid API calls and generate bad shaders. I cannot stress this enough." This means that in the wine prefix used with D9VK the following command should be ran This also means that it's better to make a separate Wine prefix for the usage of D9VK to avoid switching between the native and built in versions of these components, or worse still forget to switch and get bad results. Although I'm not entirely sure if the way Lutris invokes DXVK actually takes care of this or not?
  6. Okay just as I wrote I see nothing wrong with that checklist I found some nitpicking material. I'd modify the kill wine script as follows Rationale: wineserver doesn't have .exe in its name and it's better to make sure it's not still hanging and is killed together with the rest the name of the game's executable might be in all caps so grep without -i won't catch it
  7. Some preliminary points: the adaptive vsync issue Ross discovered really seems like it could be very well behavior baked into Wine itself. It'd be prudent to test and determine this as soon as possible, possibly by contacting Wine devs and try to get a patch for Wine made that addresses it. I think we should try to categorize all the games we'll be dealing with, because different types of games will require slightly different approaches depending on the graphics API used and other various nuances in the implementation. I imagine we'll have to tackle a lot of games on a case to case basis so it's important that solutions found in such manner will be correctly classified so they can be reused for others. Like for example as Ross mentions, some games actually benefit from going the whole dgvoodoo + DXVK route but a lot probably wouldn't. Regarding the 4:3 thing, I suspect using Proton would be best since it has fullscreen scaling built in, unless vanilla Wine has finally got that upstreamed. Assuming there isn't a game-specific patch on http://www.wsgf.org/ of course. I do think Lutris should be used as the "base of operations" because it has the best per-game configuration options, including an option of easily enabling DXVK. The only thing it misses is an easy way to make prefixes, but it's not like it's hard to make prefixes, even from a terminal. I'll write more when I have time and as I collect my thoughts. Edit: also I see nothing wrong with your checklist so far btw, Ross, seems like a reasonable starting point
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