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Did anyone manage to run it in Wine successfully? I've been hit by this bug:
https://bugs.winehq.org/show_bug.cgi?id=35718
I managed to run it in older Wine (1.7.12). But I get no music in game so far.
Post edited March 19, 2015 by shmerl
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shmerl: I managed to run it in older Wine (1.7.12). But I get no music in game so far.
This occurs in windows aswell

Most of us are having the no music / sound effects problem atm.


Hell, im not even getting cutscenes.
Post edited March 19, 2015 by DeCi
Only issue i've noted so far is when playing the first song will play in game but after that the music fails to change songs and goes silent. and doesn't seem to repeat or switch to anything else after that, been busy this afternoon so i don't know if i'll run into that issue if maps change but i'll update after i play some more and beat the first map (harder than i remember).

Edit: Forgot to mention i'm using windows 8.1 so there is some issues still in actual windows as well with music.

Update: After playing awhile it seems the music will continue playing eventually but it seems like it's not playing some songs because it takes what seems like the length of an entire song to play before the next one will. Also if you save the game and once you return to playing the music will stop playing but i don't know if it's going silent or just stopping all together. Only other issue i can point out (which isn't a big one really) is that with each time you go to settings or to save or a cut scene comes up or something the game has to keep changing aspect ratios and this causes it to minimize in and out while it does that, it's very annoying but isn't game breaking.
Post edited March 20, 2015 by Skwareblox
It seems to be affected by this bug: https://bugs.winehq.org/show_bug.cgi?id=37983
They proposed a patch for Wine to work around it. I'll give it a try.
Post edited March 22, 2015 by shmerl
@shmerl, did you try building with that patch and doing the winmm.dll DLL override yet?
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Sean-Der: @shmerl, did you try building with that patch and doing the winmm.dll DLL override yet?
Not yet (just checked out the source). Also, note that you need to use older Wine with it (1.7.12). Since Outlaws is bugged by this:
https://bugs.winehq.org/show_bug.cgi?id=35718

Building it from source is messy (need to figure out tons of 32 bit dependencies).

UPDATE: In order not to bork the system I'll just create a VM for the task. Looks like too much of stuff to install to build it.

It will take some time, so not sure when I'll get to it.
Post edited March 22, 2015 by shmerl
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shmerl: Building it from source is messy (need to figure out tons of 32 bit dependencies).
Building wine from source is a bit messy, yes, especially if you don't do that sort of thing all the time. A lot of it is because you'll really want to build a 32 bit wine, and cross-compiling such on a 64-bit system can be rather complex depending on system. I had relatively little trouble on a Red Hat variant due to how it's libraries are arranged, but it seems pretty impossible as such on Ubuntu.

The official instructions suggest using either a 32-bit chroot or lxc container. I've used the latter, but a virtual machine should work just as fine.
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shmerl: Building it from source is messy (need to figure out tons of 32 bit dependencies).
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Rixasha: Building wine from source is a bit messy, yes, especially if you don't do that sort of thing all the time. A lot of it is because you'll really want to build a 32 bit wine, and cross-compiling such on a 64-bit system can be rather complex depending on system. I had relatively little trouble on a Red Hat variant due to how it's libraries are arranged, but it seems pretty impossible as such on Ubuntu.

The official instructions suggest using either a 32-bit chroot or lxc container. I've used the latter, but a virtual machine should work just as fine.
On Debian it's not that hard, just need to install a lot of packages with :i386 suffix, which is doable if multiarch is enabled. But from experience, I already figured that it's better to create some isolated environments like VMs to avoid all kind of nasty incidents and to make cleanup easier. chroot or lxc container sounds like an option too.
Post edited March 22, 2015 by shmerl
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Rixasha: Building wine from source is a bit messy, yes
By the way, ogg-winmm author proposed another workaround. To modify the game binary to call another DLL instead of winmm (keeping the name length the same) and then rename the ogg-winmm hook DLL to that name. That could avoid the cyclic bug. I found winmm used in LECDSND.DLL and LECSMUSH.DLL.
Post edited March 22, 2015 by shmerl
Look here:

http://paulthetall.com/outlaws-mac/
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Silverhawk170485: Look here:

http://paulthetall.com/outlaws-mac/
I'm not familiar with PortingKit, but Crossover uses that patch referenced in the bug, so it's known to work with music in it.
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Silverhawk170485: Look here:

http://paulthetall.com/outlaws-mac/
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shmerl: I'm not familiar with PortingKit, but Crossover uses that patch referenced in the bug, so it's known to work with music in it.
The PortingKit is a very simple way to port Windows games to Mac. You only have to choose the game from the Server Library and klick on Download. Everything else does the PortingKit automatically.

I tried it out and everything works fine.
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shmerl: I'm not familiar with PortingKit, but Crossover uses that patch referenced in the bug, so it's known to work with music in it.
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Silverhawk170485: The PortingKit is a very simple way to port Windows games to Mac. You only have to choose the game from the Server Library and klick on Download. Everything else does the PortingKit automatically.

I tried it out and everything works fine.
It means they use patches similar to Crossover.
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shmerl: modify the game binary to call another DLL instead of winmm and then rename the ogg-winmm hook DLL to that name.
Hmm, yes... I guess that should work. Modifying the game is not an elegant solution, though. :)