-
Notifications
You must be signed in to change notification settings - Fork 8
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Metal Gear Solid 2 #63
Comments
How did you install |
GOG offline installer, and I used lutris with DXVK and everything disabled to create the prefix. I then dropped the two dll's in the latest release into the system32 folder and overwrote. Overid both as well to only use the prefix dll's. |
32bit goes into SYSWOW64 unless it's a 32bit only prefix🙂 |
The retail version works quite well with D8VK in my Steam Deck. I only noticed some lightning bugs on the tanker section while looking at the horizon. The mgs2_sse.exe file must be edited to fix the texture issues just like on Windows, but D8VK is doing a great job with this game, the power usage is lower than dgVoodoo+DXVK. Unfortunately, the GOG version comes patched with both audio and video wrappers (curiously no input wrapper), so D8VK and IndirectSound are useless on that release. I’m sure that the GOG release can be patched to match the wrapper-clean retail version. |
You're saying deleting the d3d8 wrapper causes the game to no longer work properly? Or am I misunderstanding. |
"mgs2_sse.exe" and one of the config exe files are modified on the GOG version, so those files should be restored to the retail ones. Well, in the case "mgs2_sse.exe" not exactly the original one. The retail release must be:
Also, the wrapper files should also be removed. |
Yeah, I guess that makes sense, I forgot GOG's wrapper goes a bit further into its games, providing its own methods in a separate exe to change things like resolution and aliasing. So the issue for GOG's is a DXVK one, and the retail one is a D8VK issue. A bit annoying GOG's wrapper is a bit more integrated. |
Some of these instructions might change depending on your Linux Distribution, hardware or installed software. I made these instructions with the Steam Deck running on "SteamOS" and my desktop PC running on "Windows 11" in mind. 1- Install "cabextract" (it is required to install some dependencies through "Winetricks"). It should be reinstalled after every "SteamOS" update: 2- Install "Flatseal", "Lutris", "Okteta", "ProtonUp-Qt" and "Wine" through the Discover Store. 3- Use "ProtonUp-Qt" to install the latest "DXVK", "DXVK Async" and "Wine GE" versions onto "Lutris". 4- Install the GOG version as usual on a temporary Wine prefix. This prefix will be removed later. 5- Convert the GOG release to the retail release: 6- Move the install folder outside the prefix and remove the prefix. The GOG installer installs some dependencies, which could conflict with some other dependencies that are going to be installed in the new prefix. 7- Create a new Lutris entry for MGS2 with the following settings: 8- Create the prefix by entering "Wine configuration" for the newly created entry. 9- Copy the game folder to the newly created prefix (for example to "C:\Games"). 10- Install the required dependencies. Some of them are required by the own game, some others by the wrappers: 11- Open "Wine configuration" and then open the "Libraries" to add the following DLL overrides: 12- Install the wrappers: 13- Widescreen fix: 14- FMV Fix: 15- Configure the game -> Launch "\bin\MGS2SConfig.exe" and select "OPTION: 16- Edit the "\bin\mgs2.ini" file: 17- Hex edit the "\bin\mgs2_sse.exe" file (using "Okteta"): 18- Rename "\bin\MGS2SConfig.exe" to "\bin\MGS2SConfig_OLD.exe" to prevent the launcher running everytime the game gets closed. 19- Set the "Executable" setting on the "Lutris" entry to "\bin\mgs2_sse.exe". I know it's a long process, but the game runs beautifully this way on my Steam Deck (despite some visual bugs in the tanker section while looking at the horizon). I haven't managed to make the third-person mod work under Wine, but I'm sure it's possible. Curiously, while D8VK works also for this game on Windows and exhibits the same graphical issues, the config app crashes if D8VK dlls are present on the "\bin\" folder. |
First version I tried was actually the retail DVD version. @Manu270891 I am very glad that everything is working for you, especially on Steam Deck as I don't have one to test with.
We can probably implement a fix for this. |
Looking into this bug now and also the radeon geforce thing. |
There was a regression so I dealt with that first. The game seems to work fine now... |
Can't wait for the new version! |
@AlpyneDreams Please check if the game still works with #140 when you get the chance. Everything that regressed due to 08e183f should be addressed in the PR, assuming MGS2 is also left unbroken. |
How can I download the new build? |
New commits automatically trigger builds on the Actions tab. Once these complete, you can find the zip files under the "Artifacts (Package)" entries. Here is the link to my PR for example: https://github.com/AlpyneDreams/d8vk/actions/runs/4746626172 . Note that you have to be logged in to see & download them. |
@Manu270891 @Bitwolfies The latest build fixes the regression and the game runs well with d8vk (if you can get it to run in the first place). All that's left is very minor graphical glitches which I will look into later. |
The game still works with the latest build, but the exe must still be hex edited and those visual bugs are still present. Anyway, it's still an improvement, D8VK doesn't require "d3d9.dll" anymore! I also noticed that using "DXVK_HUD=version" shows "DXVK v1.7.1..." instead of "DXVK d8vk..." as the 0.10 release. |
The new "artifact" D8VK releases allow to rename the ASI Loader (used for the widescreen and 60 fps patches) to "version.dll", which fixes the sound delays. Before this, the ASI Loader was named "winmm.dll", which interfered certain multimedia (mm) calls, but there wasn't any other alternative. Also, the "d3d9.dll" file is not required anymore, so the wrapper has been simplified. I didn't expect D8VK to fix this, but is has! |
Yeah, that's a weird bug in our automated build system. It's based on DXVK 2.1 not 1.7. The next major release will have a proper version number. |
This was the first game I had running on Windows. It's about 10x more broken on Linux. Will need to get it running with wined3d first before I can test d8vk.
The text was updated successfully, but these errors were encountered: