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Author Topic: About WME for Linux again  (Read 8786 times)

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Dionysius

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About WME for Linux again
« on: October 08, 2006, 05:17:59 AM »

Mnemonic, I asked to vote for WME in Wine at the Adventure Developer's forum and got this answer:
Quote
There is a SDK for Wine that the developer of Wintermute could download and make it work better. This is mostly an attitude on the part of software developers who really don't care if their app is cross platform or not. Thumbs up to the AGS developer who has done work to make it run on Linux, although not the development part, and Sludge, which works very well. At least the Sludge games, don't know about the development part.

What do you think about it?  ;)
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Mnemonic

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Re: About WME for Linux again
« Reply #1 on: October 08, 2006, 08:32:55 AM »

I suppose by "SDK for Wine" he means winelib. This library is useful if the developer doesn't want to reimplement any used Win32 API functions. This is not really the problem with WME, the graphics part is (game engines typically don't use a lot of WinAPI). As far as I know WME games DO work under wine (with some tweaking involved, of course). What doesn't work well are 3D characters, and especially shadows, because the wine implementation of Direct3D isn't complete (neither AGS or Sludge use D3D btw). winelib wouldn't help here at all.
An ideal solution would be to write a second renderer based on OpenGL (and also a second sound system, a second X file parser etc.) And once written, they'd need to be supported. All changes to the render/soundsystem/etc. would need to be done and tested twice. That's something I don't have the time or resources for. And THAT's the problem here. That's why I concentrate on the most viable platform. ad7enture can sue me, but that's the way it is. By the way, the Linux port of AGS isn't being developed/maintained by Chris Jones.
Another thing is, you want to use the *tools* under Linux as well. In this case a Linux port would mean "rewrite from scratch" I'm afraid.
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Dionysius

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Re: About WME for Linux again
« Reply #2 on: October 08, 2006, 05:10:06 PM »

How do you think, it is real to find someone who could make WME's port under Linux?
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Mnemonic

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Re: About WME for Linux again
« Reply #3 on: October 08, 2006, 08:12:12 PM »

I wish I knew that.. But it would be certainly a lot of work.
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Dionysius

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Re: About WME for Linux again
« Reply #4 on: October 09, 2006, 03:06:43 AM »

I think that WME interpreter under Linux for running games would be enough. The tools work in Wine.
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ErV

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Re: About WME for Linux again
« Reply #5 on: October 24, 2006, 11:43:40 PM »

I think that WME interpreter under Linux for running games would be enough. The tools work in Wine.
I've heard about a commercial version of Wine that can add (some) DirectX support for emulated applications in Linux. Never had it, though.
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odnorf

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Re: About WME for Linux again
« Reply #6 on: October 25, 2006, 06:11:24 AM »

I've heard about a commercial version of Wine that can add (some) DirectX support for emulated applications in Linux. Never had it, though.

That is Cedega by Transgaming. http://www.transgaming.com
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ErV

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Re: About WME for Linux again
« Reply #7 on: October 25, 2006, 02:41:55 PM »

I've heard about a commercial version of Wine that can add (some) DirectX support for emulated applications in Linux. Never had it, though.

That is Cedega by Transgaming. http://www.transgaming.com
Well, the application I was talking about was called WineX.
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odnorf

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Re: About WME for Linux again
« Reply #8 on: October 25, 2006, 04:22:29 PM »

Well, the application I was talking about was called WineX.

WineX is the old name of the Cedega  ;) ;D
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ErV

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Re: About WME for Linux again
« Reply #9 on: October 25, 2006, 11:57:38 PM »

Well, the application I was talking about was called WineX.

WineX is the old name of the Cedega  ;) ;D
Well... thanks for the info.
I guess too much time passed since I've first tried to use RedHat Linux 9 until now, when I've desided to switch from WinXP to ASP 11... :)
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