It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
avatar
derbyhell: hello, I don't want to be burden but how would I go on about making a wrapper for the original Splinter Cell? to my knowledge there is a proton fork with gallium nine patches [to use dx8/9?]. Would that work with the widescreen patch? Sorry for my english T-T
I've had a look & I'm now working on a wrapper for it. It seems to have problems with Wine versions newer than 3.15, except Proton where it runs mostly fine (the only issue I've encountered so far is light shaft effects look a bit weird/flickery, but aside from that it seems fully playable from what I've played so far).

Until I have a wrapper ready for it you can try playing it using GOGWrap (see post 3 in this thread for the download link):

./gogwrap.sh -winearch=32 "setup_tom_clancys_splinter_cell_2.0.0.12.exe"

To use ThirteenAG's widescreen fix, you need to run winecfg and add library overrides for msacm32 and msvfw32 (set both to native,builtin). You will also need to remove (or simply not install) the modupdater files and set "ForceShadowBufferMode = 0" in SplinterCell.WidescreenFix.ini.

Edit: Tested it on the Win7 install on my old system, the weird lighting is present there too so it looks like that's just how the game is.
Post edited March 16, 2019 by adamhm
I did some more testing, enabling vsync helps with the flickery lighting.

Also to enable the better shadow effects dgVoodoo is required (you'll need to add an override to set d3d8 to "native,builtin" to enable dgVoodoo) and ForceShadowBufferMode should be left set to 1. However dgVoodoo causes the game to crash - to fix this d3dcompiler_47 needs to be installed using winetricks. This will also require DXVK & Vulkan support as it doesn't work with WineD3D.
Post edited March 16, 2019 by adamhm
Wrappers are now available for Consortium and Tom Clancy's Splinter Cell (I ended up not using dgVoodoo with Splinter Cell as it caused a crash that I could not fix).
Post edited 23 hours ago by adamhm
avatar
adamhm: I've had a look & I'm now working on a wrapper for it. It seems to have problems with Wine versions newer than 3.15, except Proton where it runs mostly fine
what problems did you have when using vanilla wine ?
I tested this briefly a while ago around the 4.0 release time and found it pretty much works out of the box (except the ForceShadowBufferMode setting you mentioned). Widescreen fix also worked.
avatar
adamhm: I've had a look & I'm now working on a wrapper for it. It seems to have problems with Wine versions newer than 3.15, except Proton where it runs mostly fine
avatar
immi101: what problems did you have when using vanilla wine ?
I tested this briefly a while ago around the 4.0 release time and found it pretty much works out of the box (except the ForceShadowBufferMode setting you mentioned). Widescreen fix also worked.
It just crashed immediately. I got it working by disabling CSMT and using taskset to force it to run on a single core. This seems to be a common issue with early Unreal engine games... normally I'd use imagecfg to set the CPU affinity mask in the game executable (and this seems to have already been done by GOG, at least in the case of XIII) but Wine currently seems to ignore that.

The widescreen fix works fine, it's only when using dgVoodoo that issues occur (dgVoodoo is required for the buffer shadows mode to work): when using dgVoodoo I found that as soon as I entered a certain area in the Kalinatek level the game would crash.
avatar
immi101: what problems did you have when using vanilla wine ?
I tested this briefly a while ago around the 4.0 release time and found it pretty much works out of the box (except the ForceShadowBufferMode setting you mentioned). Widescreen fix also worked.
avatar
adamhm: It just crashed immediately. I got it working by disabling CSMT and using taskset to force it to run on a single core. This seems to be a common issue with early Unreal engine games... normally I'd use imagecfg to set the CPU affinity mask in the game executable (and this seems to have already been done by GOG, at least in the case of XIII) but Wine currently seems to ignore that.
hmm, interesting. maybe I just got lucky with the timing to get past the issue. Multithreading bugs are always fun :o

too bad that dgVoodoo isn't working, from what I understand there is no other way to get that particular shadow effect working on current cards.
avatar
adamhm: Wrappers are now available for Consortium and Tom Clancy's Splinter Cell (I ended up not using dgVoodoo with Splinter Cell as it caused a crash that I could not fix).
Awesome, thank you!
With significant update of already owned Consortium and tempting price of Pandora Tomorrow - that looks like a good opportunity to try these.
avatar
immi101: hmm, interesting. maybe I just got lucky with the timing to get past the issue. Multithreading bugs are always fun :o

too bad that dgVoodoo isn't working, from what I understand there is no other way to get that particular shadow effect working on current cards.
Yeah... well, I plan on checking back on it every so often & I'll update the wrapper to include and enable it if/when it gets fixed :)