c# - Selenium WebDriver - Could not find Chrome binary ...

Wine 5.9 Released

The Wine development release 5.9 is now available.
 
https://www.winehq.org/announce/5.9 
 
What's new in this release (see below for details):
 
- Major progress on the WineD3D Vulkan backend. - Initial support for splitting dlls into PE and Unix parts. - Support for generating PDB files when building PE dlls. - Timestamp updates in the Kernel User Shared Data. - Various bug fixes. 
 
The source is available from the following locations:
http://dl.winehq.org/wine/source/5.x/wine-5.9.tar.xz http://mirrors.ibiblio.org/wine/source/5.x/wine-5.9.tar.xz 
 
Binary packages for various distributions will be available from:
http://www.winehq.org/download 
 
You will find documentation on
http://www.winehq.org/documentation 
 
You can also get the current source directly from the git repository.
Check
http://www.winehq.org/git for details. 
 
Wine is available thanks to the work of many people.
See the file AUTHORS in the distribution for the complete list.
 
 
Bugs fixed in 5.9 (total 28):
 
15489 Build should optionally produce .pdb file suitable for use with symbol server 29168 Multiple games and applications need realtime updates to KSYSTEM_TIME members in KUSER_SHARED_DATA (Star Wars: The Old Republic game client, Blizzard games, GO 1.4+ runtime, Denuvo Anti-Tamper x64 #2) 29806 Hype The Time Quest: DirectX Media (DXM) v6.0 runtime installer fails (advpack.ExecuteCab should extract the INF from CAB before running the install part) 30814 Age of Empires II scrolling gets stuck after Alt-Tab away and back 42125 4k/8k demos often fail with 'Bad EXE Format' or 'error c0000020' due to Crinkler executable file compressor's "optimized" usage of PE header fields (loader compatibility) 43959 webservices/reader tests fail on arm 43960 rpcrt4/cstub tests fail on arm 43962 msvcrt/string tests fail on arm 44860 4k/8k demos crash due to Crinkler executable file compressor expecting PEB address in %ebx on process entry 48186 every wine process shows a definite leak in dlls/ntdll/env.c 48289 Grand Theft Auto 5 crashes after loading (GTA5 expects Vista+ PEB_LDR_DATA structure fields) 48441 mouse coordinates cannot exceed initial desktop size during startup of wineserver 48471 Mismatching behavior of GetEnvironmentVariableW for empty / long values 48490 Restored minimized windows have wrong height 48775 Microsoft Teams 1.3.x crashes on unimplemented function IPHLPAPI.DLL.NotifyRouteChange2 49105 Deus Ex GOTY fails to start with Direct3D renderer 49115 Hitman (2016) and Hitman 2 (2018) fail to launch in DX11 mode 49128 Good Company crash on launch 49130 NVIDIA RTX Voice installer crashes on unimplemented function setupapi.dll.SetupDiGetActualSectionToInstallExW 49131 wineboot fails to start 49139 Regression: Wine crashes on startup on FreeBSD >= 5.7 49140 Windows 10 SDK installer hangs on startup 49142 Horizontal mouse scroll events (X11 buttons 6 and 7) should not be translated to back/forward events 49146 Hearts of Iron IV needs api-ms-win-crt-private-l1-1- 0.dll._o_sin 49173 widl generates invalid code for Gecko's ISimpleDOM.idl 49175 Duplicated checking canonicalized inside kernelbase/path.c 49200 Steam hangs after login 49203 Possible incorrect usage >= instead <= in shlview.c 
submitted by catulirdit to linux_gaming [link] [comments]

Wine 4.21 Released

The Wine development release 4.21 is now available.
 
https://www.winehq.org/announce/4.21 
 
What's new in this release (see below for details):
 
- HTTP proxy configuration through DHCP. - Parameter block support in D3DX9. - A few more dlls converted to PE. - Various bug fixes. 
 
The source is available from the following locations:
http://dl.winehq.org/wine/source/4.x/wine-4.21.tar.xz http://mirrors.ibiblio.org/wine/source/4.x/wine-4.21.tar.xz 
 
Binary packages for various distributions will be available from:
http://www.winehq.org/download 
 
You will find documentation on
http://www.winehq.org/documentation 
 
You can also get the current source directly from the git repository.
Check
http://www.winehq.org/git for details. 
 
Wine is available thanks to the work of many people.
See the file AUTHORS in the distribution for the complete list.
 
 
Bugs fixed in 4.21 (total 50):
 
15670 .NET applications that make use of System.IO.IsolatedStorage crash (missing "HKLM\Software\Microsoft\Windows NT\CurrentVersion\ProfileList\ " registry subkey) 22030 LegoLand: crashes at main menu without native directmusic 23729 Need For Speed: Shift - throbbing glob around language and save game name not as noticable on Wine 23821 Super Mario Brothers X hangs in quartz? 25264 treeview wstr overrun in TVN_GETDISPINFOW (ExamXML crashes when opening an XML file) 26119 kernel32/pipe tests show some valgrind warnings 26721 Button and Static controls not painting in Win NT V6.00 and later modes 28506 kernel32/change.ok test fails occasionally on linux 28602 Ccleaner: installer has a non-fatal crash 30499 Multiple Avira AVG product installers crash due to access of undocumented PEB field "UnicodeCaseTableData" (AVG Free Edition 2012-2014, TuneUp Utilities 2014) 33284 Xin Shendiao Xialv ("The Giant Eagle and It's Companion") has some graphical issues 33352 Family Tree Maker 2012 crashes when trying to start program 34048 IE8 x64 for Server 2003 exits silently 35252 Multiple applications need ITaskScheduler::Enum implementation (lsTasks, Toad for MySQL Freeware 7.x) 36121 valgrind leaks in ntdll/tests/change.c 36266 valgrind shows several leaks in dmusic/tests/dmusic.c 36404 valgrind shows a leak in faultrep/tests/faultrep.c 36405 valgrind shows a leak in msxml3/tests/xmlview.c 36615 valgrind shows a definite leak in mshtml/tests/htmldoc.c 38300 using winegcc with stdin passes arguments in the wrong position to gcc 38659 Windows Sysinternals Process Explorer v16.x crashes on startup (registry SID profile data in 'ProfileList' must contain 'Flags' and 'ProfileImagePath' values) 39210 Dream Aquarium (screensaver) fails to read monitor power state ('{4d36e96e-e325-11ce-bfc1-08002be10318}' monitor device class registry data missing) 40970 Can't run LEGO DD anymore 43323 Beamng.drive: Cars render incorrectly 45661 Gothic 2 crashes with music enabled without native directmusic 46748 Splinter Cell: Blacklist shows some 'script code' instead of text 47414 valgrind shows a definite memory leak in dlls/ntdll/loader.c 47489 The appearance of configurable options in Audacity is broken 47547 Steam Overlay stopped working 47620 unimplemented function KERNEL32.dll.GetCurrentConsoleFontEx 47656 Crysis 1: game in DX10 cannot be started (also causing Very High graphical setting not available) in Vista and up 47724 .NET Framework 3.5 SP1 not installing 47740 dotnet20sp2: fails to install on arch and derivatives 47790 putty.exe displays an error at startup when placed in a path with accented characters. 47809 mscrt: strftime is missing some substutions 47832 FindFirstFileExW believes every directory entry has been read if NtQueryDirectoryFile underfills buffer 47935 Nextiva: Logging in fails with "Client is unable to connect to the server." 47991 motec i2 pro v1.0 data logger fails to start 48016 karafunplayer: Call from 0x7124d239 to unimplemented function shcore.dll.GetScaleFactorForMonitor, aborting 48072 Everquest Classic: Textures not working correctly 48087 Firestorm viewer can't login to Second Life grid since 4.19 48104 Graphics load improperly in LEGO Island 2 48111 myodbc-installer v5.x (part of Toad for MySQL Freeware 7.x) crashes when querying for installed drivers ('SQLGetInstalledDrivers' doesn't handle NULL 'sizeout') 48114 wine: could not open working directory L"unix\\home\\tod\\", starting in the Windows directory. 48140 Archicad 22 needs missing SHCreateDataObject from shell32 48157 SetThreadDescription() return value E_NOTIMPL crashes StarCitizen 48170 start.exe: /min no longer works 48176 cannot select drawn line in excel2003 sheet (for removal) 48178 upgrade to "version 4 stable" made EXCEL2003 unusable (even after re-installing/purging wine and EXCEL) 48188 wine fails to load, "kernelbase.dll" failed to initialize, aborting 
submitted by catulirdit to linux_gaming [link] [comments]

Wine 3.21 Released

The Wine development release 3.21 is now available.
 
https://www.winehq.org/announce/3.21 
 
What's new in this release (see below for details):
 
- Typelib marshaller rewrite using NDR functions. - Graphics support on recent Android versions. - Support for memory font resources in DirectWrite. - Joystick support improvements. - Various bug fixes. 
 
The source is available from the following locations:
http://dl.winehq.org/wine/source/3.x/wine-3.21.tar.xz http://mirrors.ibiblio.org/wine/source/3.x/wine-3.21.tar.xz 
 
Binary packages for various distributions will be available from:
http://www.winehq.org/download 
 
You will find documentation on
http://www.winehq.org/documentation 
 
You can also get the current source directly from the git repository.
Check
http://www.winehq.org/git for details. 
 
Wine is available thanks to the work of many people.
See the file AUTHORS in the distribution for the complete list.
 
 
Bugs fixed in 3.21 (total 62):
 
14078 Rewrite typelib marshaller on top of NDR functions 17708 Splinter cell double agent doesn't render correctly 18759 RoughDraft 3's Word Count feature always says zero 19016 Word Automation from .NET does not work 20776 3DMark Vantage: your graphics card doesn't support DirectX 10 (needs support for 'D3D10_QUERY_SO_STATISTICS') 25066 NFS Porsche: The game crashes on creation of pic16.fsh file 26768 oleaut32 needs stubless proxies implemented on x86-64 29700 C&C Tiberian Sun and Red Alert 2 game graphics rendering freezes when NOT moving the mouse. 30511 Guild Wars 2 launcher crashes with "assertion m_ioCount failed" 30522 Jupiter shows too small, unreadable fonts 30801 need for speed underground 2 [full version] unusable because of incorrect graphics render 33463 Alan Wake : No sound in cinematics 33502 SnagIt writes incomplete HKLM\\System\\CurrentControlSet\\Control\\Print\\Printers entry, causing loader failures for apps that depend on winspool.drv 34967 Microsoft .NET 2.0 (sp1) Framework (x64): hangs after install 35663 SWAT 3: Screen Flickering 35675 Bad textures in World of Tanks 36763 Rogue Squadron 3D 1.3: Crashes with game resolutions above 640x480 37850 fallout 2: problem with handling file permissions ? 37959 Guild Wars 2 freezes on startup 38124 Can't enable visual style in a DLL. 38394 Eador: Genesis crashes on exit (only in fullscreen mode) 39023 Final Fantasy XI Using a Bluetooth PS3 Controller crashes the game. 39253 Multiple games require DXTn volume textures (From Dust, Halo Online) 39799 Visilogic 8.0 needs 'ITypeInfo_fnInvoke' support for coclass objects (TKIND_COCLASS) in arguments 39944 Stars! battle dialog lags 40160 cant install mobogenie 40206 Revit Architecture fails to install: throws Messagebox "Function failed" and aborts 40224 Web Skype plugin for Firefox needs advapi32.CreatePrivateObjectSecurityEx implementation 40264 Iris Online cannot connect to login server (SO_SNDBUF with value 0 is not allowed in OSX) 40803 Hard Reset Redux fails to launch ("DirectX 10 device not found!")(DXGI_ADAPTER_DESC1 'DedicatedSystemMemory' or 'SharedSystemMemory' member must be non-null) 42058 rFactor2 requires unimplemented function [email protected]? [email protected][email protected]? [email protected]@[email protected]@@[email protected]@@[email protected]@QBE?AV? [email protected]? [email protected]@[email protected]@@[email protected]@[email protected]@ [email protected]@[email protected] called in 32-bit code (0x7b43fa6e). 42447 Oblivion crashes on exit 43630 Altium Designer Installer - Richedit control shows rtf code instead of text 43683 Unigine Superposition Benchmark: missing text in launcher 43731 GTAIV hangs when clicking Options if its resolution differs from virtual desktop resolution 43865 LeagueOfLegends now doesn't work in Wine 2.18 (regression ?) 44109 Simple free HAM program Opera crashes, needs unimplemented function pdh.dll.PdhVbAddCounter 44245 Gray / black screen on Android 8+ 44409 png with indexed colors and alpha miss the alpha channel on loading 44828 Sony Xperia Companion crashes on unimplemented function SHELL32.dll.Shell_NotifyIconGetRect 45407 MechCommander Gold: 'Could not Initialize .PDB file' at startup 45913 tchar.h: using the macro _sntprintf leads to an undefined reference to snwprintf; macro should resolve to _snwprintf 45948 Can't log in to Steam (Steam crashes after the login screen) 45949 Regression: Crash on start of Söldner Secret Wars since 3.10 45961 KeyShot 5.3.6 crashes on unimplemented function KERNEL32.dll.GetMaximumProcessorCount 45992 Some Unity games expect XInputSetState to succeed or ignore gamepad input 46050 Korean Translations for winecfg are broken 46068 Star Wars The Old Republic - slower on 3.18 & 3.19 46089 TopoEdit tool from Windows 10 SDK (10.0.17763.x) crashes in ntdll.LdrResolveDelayLoadedAPI during resolver failure (NULL dll failure hook) 46092 Multiple ARM64 apps want 'kernel32.GetSystemInfo' support for 'PROCESSOR_ARCHITECTURE_ARM64' ('Unknown processor architecture c') 46101 Multiple ARM64 apps from Windows 10 SDK (10.0.17763.x) crash on unimplemented function api-ms-win-core-libraryloader-l1-2- 1.dll.GetModuleHandleW 46120 Uplay hangs while filling in fields 46126 Provide more exception context information in ARM64 implementation of raise_exception() 46129 'sqlwriter.exe' from Microsoft SQL Server 2012/2014 crashes on unimplemented function VSSAPI.DLL.?? [email protected]@[email protected] 46130 Star Citizen (RSI launcher) installer needs kernel32.dll.SetFileInformationByHandle 'FileIoPriorityHintInfo' info class semi-stub 46135 Microsoft ODBC tool 'odbcconf.exe' (part of MDAC 2.x install) crashes during configuration (some 'advapi32.dll' API entries are not hotpatchable due to PIC/GOT code at entry) 46143 Multiple Windows 10 ARM64 apps crash due to unimplemented function ntdll.dll.RtlAddFunctionTable (and friends) 46144 Windows PowerShell Core 6.1 for ARM64 crashes on unimplemented function KERNEL32.dll.RtlPcToFileHeader 46156 Multiple applications from Windows 7-10 crash on unimplemented function slc.dll.SLOpen 46157 Doxie 2.10.3 crashes on unimplemented function msvcr120.dll._vscprintf_l 46159 Doxie 2.10.3 hangs on startup 46175 Crysis Warhead crashes at launch 
submitted by catulirdit to linux_gaming [link] [comments]

Wine 3.16 Released

The Wine development release 3.16 is now available.
 
https://www.winehq.org/announce/3.16 
 
What's new in this release (see below for details):
 
- Initial implementation of OPC Services. - Support for rendering buttons from an ImageList. - Better support for CSS properties in MSHTML. - Namespace fixes in XML Writer. - Various bug fixes. 
 
The source is available from the following locations:
http://dl.winehq.org/wine/source/3.x/wine-3.16.tar.xz http://mirrors.ibiblio.org/wine/source/3.x/wine-3.16.tar.xz 
 
Binary packages for various distributions will be available from:
http://www.winehq.org/download 
 
You will find documentation on
http://www.winehq.org/documentation 
 
You can also get the current source directly from the git repository.
Check
http://www.winehq.org/git for details. 
 
Wine is available thanks to the work of many people.
See the file AUTHORS in the distribution for the complete list.
 
 
Bugs fixed in 3.16 (total 43):
 
19801 cygwin can't run a batch file from inside a shell script without explicit cmd /c 22255 Total Commander: Deleting the 1st or 2nd character in an edit box deletes all of them 22440 Total Commander: The panels showing Brief are not resized vertically when the application window is resized vertically 24623 Windows Live Essentials 2011 installer doesn't show any options on the first screen (support for BCM_GETIDEALSIZE needed, ideal width and height for a specified button) 30856 Atmel Studio 6 fails to start with Visual Studio 2010 Isolated Shell, reporting 'Cannot find one or more components. Please reinstall the application.' 36142 Symantec Norton 360 installer fails ('rpcss' needs to be a proper Windows service) 37175 Call of Duty 2: Video playback is not working 38339 Can't change resolution in Call of Duty 4 38432 Xeon 1.0 (Xbox emulator) fails to load (PE image prelinked into DOS reserved area and default process heap range, no relocation possible) 40062 Media Player Classic Home Cinema does not show bitmaps in buttons, needs BCM_SETIMAGELIST 40064 Atmel Studio 7: 'DDAConfigCA' tool (part of Visual Studio 2015 Isolated Shell) crashes on unimplemented function api-ms-win- crt-runtime-l1-1-0.d._configure_wide_argv 40445 WinSCP main window lacks icons (unimplemented BCM_SETIMAGELIST?) and indentation for hosts 40598 Warframe 'launcher.exe' reports 'update failed' ('InternetCrackUrlW' must resize buffer when URL canonicalization fails due to insufficient buffer) 40704 foobar2000 v1.3.10 crashes on alt-F (file menu shortcut) 42577 Far manager: needs virtdisk.dll.GetStorageDependencyInformation 42710 Wechat can not send file to friend 42880 Ragnarok Online doe not clear the loading screen. 43488 Bluestacks crashes in ITextService::TxGetVScroll() 45246 Free Manga Downloader(all): no text on some boxes. 45372 Resident Evil 7 requires mfplat.dll.MFCreateMFByteStreamOnStream to be implemented 45430 Improve diagnostics of 'D3DxxCreateDevice' failures for warp driver type (D3D10_DRIVER_TYPE_WARP or D3D_DRIVER_TYPE_WARP) 45617 Just Dance 2017: Unimplemented function mfplat.dll.MFCreateSample 45622 Overwatch crashes when trying to save highlights (needs mfplat.MFTRegisterLocal implementation) 45715 Just Dance 2017: Unimplemented function mfplat.dll.MFCreateMemoryBuffer 45722 cmd for loop doesn't work with tokens and delims 45727 Quik 7: Regression with button bitmaps after 3.6 release - No any bitmap on the buttons in a messages window 45729 cmd's REM evaluates | 45731 cmd for loops sensitive to whitespace 45735 Neo Manager (formerly known as Alphasmart Manager) not installed, cannot read out via USB 45738 Unable to compile on macOS after "winhttp: Use winsock sockets" 45743 Firefox 61.x crashes on startup due to missing pipe server object type information (Chromium Windows sandbox handle duplication service) 45747 GPU-GPU depth stencil blit is slow (FF XIV) 45753 Office 2010 reruns setup on starting any app 45770 WMP9 crashes with unimplemented function pidgen.dll.PIDGenSimpW 45771 Parts of page(s) content missing when printing (seen in Framemaker 8) 45784 Bethesda Launcher Updater crashes on unimplemented function msvcp110.xtime_get 45785 Bethesda Launcher Updater crashes on unimplemented function msvcp110._Xtime_diff_to_millis2 45786 GTA downgrader (.NET program latest.exe) crashes: "Can't find matching timezone information" ("America/Sao_Paulo") 45788 Mouse pointer is off from the visible cursor by huge margin in steam, when winecfg DPI is different from Xorg 45798 NVIDIA GeForce Experience 3.x installer fails due to missing support for 'WinHttpSetOption( ..., WINHTTP_OPTION_RECEIVE_RESPONSE_TIMEOUT, ...)' 45800 Symantec Eraser Control Driver 'eeCtrl64.sys' (Norton 360) crashes on unimplemented function ntoskrnl.exe.ExReleaseResourceLite 45802 ReactOS logoff procedure needs 'mpr.WNetClearConnections' to disconnect user session network share connections 45821 Metasploit Console won't start due to missing registry value HKLM\System\CurrentControlSet\Services\Tcpip\Parameters\ DataBasePath 
submitted by catulirdit to linux_gaming [link] [comments]

Wine 3.20 Released

The Wine development release 3.20 is now available.
 
https://www.winehq.org/announce/3.20 
 
What's new in this release (see below for details):
 
- Async interfaces and ACF files in the IDL compiler. - Support for substorage transforms in MSI. - RPC/COM marshalling fixes. - Support for Unicode requests in WinHTTP. - Shell Autocomplete optimizations. - Various bug fixes. 
 
The source is available from the following locations:
http://dl.winehq.org/wine/source/3.x/wine-3.20.tar.xz http://mirrors.ibiblio.org/wine/source/3.x/wine-3.20.tar.xz 
 
Binary packages for various distributions will be available from:
http://www.winehq.org/download 
 
You will find documentation on
http://www.winehq.org/documentation 
 
You can also get the current source directly from the git repository.
Check
http://www.winehq.org/git for details. 
 
Wine is available thanks to the work of many people.
See the file AUTHORS in the distribution for the complete list.
 
 
Bugs fixed in 3.20 (total 36):
 
8933 Extremely slow in rendering when running Jane's USAF 12370 AGEod's American Civil War cannot run (needs native directmusic) 34384 Media Browser 3 Installer doesn't see .Net 4.5 as installed (wine-mono) 35320 setlocale(Chinese_China.950) returns NULL 38066 Memento Mori (Numen: Contest of Heroes): mouse buttons don't work (needs native dinput8) 41269 MSI uninstaller does not clean up Registry's UpgradeCode, ProductCode 41356 Multiple applications and games need support for szOID_NIST_sha* OIDs in crypt32 (The Crew (Uplay), Star Wars The Old Republic, PSNow v9.0.5) 41419 Visio 2013 crashes with unimplemented function msvcp100.dll.? [email protected]@[email protected]@YAIXZ 42520 Multiple Wargaming.net games crash on startup in Win7+ mode (XAudio 2.7 'IXAudio2SourceVoice::GetState' called with 'Flags' parameter, causing register corruption) (World of {Tanks, Warships}) 42550 Photoshop CC 2017: Installation Error (needs FileAccessInformation info class) 43358 EVE Online crashes on startup in Win7+ mode (XAudio 2.7 'IXAudio2SourceVoice::GetState' called with 'Flags' parameter, causing %ESI or %EDI register corruption) 43464 Elite Dangerous Horizons fails to connect to server with CRC error 43570 Bravura Easy Computer Sync 1.5 crashes on startup 44620 `Nt{WaitFor,Release}KeyedEvent()` don't accept null handles, while Windows 7 does. 44759 Steam show all text with italic font when dwrite is enabled 45593 Wargaming.net Game Center: Installer deadlocks during download ('ntdll.RtlDeregisterWaitEx' must not synchronously wait when 'CompletionEvent' is NULL) 45664 64-bit BattlEye 'BEDaisy' kernel service fails in driver entry point due to missing 'ntoskrnl.exe.PsGetProcessWow64Process' 45665 64-bit BattlEye 'BEDaisy' kernel service fails in driver entry point due to missing 'ntoskrnl.exe.MmCopyVirtualMemory' 45749 Multiple Node.js based applications/installers need ntdll.NtQueryInformationFile to handle 'FileModeInformation' information class (MS Visual Studio 2017 Installer, FACEIT Anti- cheat client) 45796 Nvidia GeForce Now installer aborts due to missing 'advapi32.RegQueryReflectionKey' export 45828 Several Microsoft games bundled with Windows 7 as part of OS install crash upon exit on unimplemented function ntdll.dll.WinSqmIncrementDWORD 45966 Missing scrollbars in TraCFoil ribs plotting program 45970 Add support for browseui IProgressDialog PROGDLG_AUTOTIME flag 45997 iPed 7G 2019 (.NET 4.0 app) v13.0.10800 crashes with System.NotImplementedException at system.drawing.pen.ScaleTransform 46004 SimSig: scroll bars in Options window do not render 46015 Nvidia GeForce NOW crashes on unimplemented function IPHLPAPI.DLL.GetIpInterfaceTable 46035 dotnet sdk 2.1.403 installer crashes with unimplemented Kernel32.FindStringOrdinal 46040 Intel Extreme Tuning Utility v6.4 kernel driver 'iocbios2.sys' crashes on unimplemented function ntoskrnl.exe.KeSetTargetProcessorDpc 46057 Multiple applications want 'ntdll.NtQueryInformationToken' to support 'TokenVirtualizationEnabled' (24) info class (Blizzard Battle.net) 46066 GeForceNOW.exe fails to load due to missing runtime dependencies, needs 'qwave.dll' stub dll (qWAVE - Quality Windows Audio/Video Experience) 46076 Something goes wrong when sending unicode http request 46080 Multiple installers are missing title bar buttons 46081 Multiple installers show readonly drives with broken size 46084 Skype 8.33.0.50 installer crashes due to unimplemented [email protected]@@[email protected] 46085 Multiple ARM64 apps from Windows 10 SDK (10.0.17763.x) need 'api-ms-win-core-winrt-string-l1-1-1.dll' stub dll 46086 Multiple ARM64 apps from Windows 10 SDK (10.0.17763.x) need 'api-ms-win-core-processthreads-l1-1-3' stub dll 
submitted by catulirdit to linux_gaming [link] [comments]

Wine 3.3 Released

The Wine development release 3.3 is now available.
 
https://www.winehq.org/announce/3.3 
 
What's new in this release (see below for details):
 
- Beginnings of Vulkan support. - Direct3D multi-threaded command stream enabled by default. - Multisample textures enabled by default. - Support for game controllers through SDL. - Support for loading CIL-only .Net binaries. - Various bug fixes. 
 
The source is available from the following locations:
http://dl.winehq.org/wine/source/3.x/wine-3.3.tar.xz http://mirrors.ibiblio.org/wine/source/3.x/wine-3.3.tar.xz 
 
Binary packages for various distributions will be available from:
http://www.winehq.org/download 
 
You will find documentation on
http://www.winehq.org/documentation 
 
You can also get the current source directly from the git repository.
Check
http://www.winehq.org/git for details. 
 
Wine is available thanks to the work of many people.
See the file AUTHORS in the distribution for the complete list.
 
 
Bugs fixed in 3.3 (total 35):
 
7284 Max Payne 2 light reflections on people are too bright and blocky 9914 Implement a Kerberos provider for SSPI 10347 Action Replay Code Manager crashes on start up 14336 BCG tooltips don't display correctly (Foxit PDF Reader) 19508 Multiple games fail to start after CreateDCW(DIB or DIRDIB) error (Cosmology of Kyoto, Secret of the Luxor, Pingu, Pettson and Findus, many Klik & Play games) 32186 Multiple kernel drivers crash on unimplemented function ntoskrnl.exe.KeWaitForMultipleObjects (Franson VSerial service 'bizvserialnt.sys', VSphere 6.0 'hcmon.sys') 32802 Janetter 4.1.1.0 fails to start properly and gives an error saying: "Backend server cannot init" 36143 Symantec Norton 360 installer reports 'This product is not compatible with this computer's current operating system' (RtlVerifyVersionInfo doesn't handle majominoservice pack condition mask properly) 37025 Photo Renamer 3.x/4.x crashes on startup 37852 Sentinel HASP 'hardlock.sys' kernel driver custom imports resolver can't cope with many 'ntoskrnl.exe' functions being fowarded to 'ntdll.dll' (Minitab 16 fails to start) 38661 64-bit .NET CLmanaged executables can't be run by Wine loader (entry point not set to mscoree.dll _CorExeMain/_CorDllMain)(Demoscene 'Coronoid', Rust, SIGMA Photo Pro 6) 39500 DRM kernel drivers used by some game demos crash on unimplemented function hal.dll.KeQueryPerformanceCounter (Secret Files: Tunguska, Sherlock Holmes vs Jack the Ripper) 39970 Bankperfect 8.0.0.373 defect 40002 Edit control is not repainted on focus change 42468 Broken msxml text nodes escaping 42592 The Witcher 3 has poor performance (buffer access flags are ignored) 42820 Multiple games (The Witness, Just Cause 2) require D3D11 multisample textures 42851 The BaiduMusic can not be launched 43041 Multiple application installers crash due to missing message string for 0x800b0100 (TRUST_E_NOSIGNATURE) (CodeXL 2.3, RT Se7en Lite) 43351 x64dbg needs kernel32.dll CreateRemoteThreadEx in Win7+ mode 43520 Magic The Gathering Online - corrupted rendering of CMYK jpegs 43740 GenerateMips not implemented for d3d10 (Just Cause 2) 44255 Wolf RPG Editor: Game.exe zombifies upon quit 44265 Options dialog triggers exception upon close in Windows Media Player 6.4 44279 Wine can't enumerate HID device that is based on Bluetooth (a Wiimote) 44460 Wine's loader should prevent multiple executable mappings of images (dlls) backed by the same physical file (long path vs. short path) 44462 Stuttering/Low fps in Unigine Valley 44473 glyph overlap in Delphi editor 44486 Stack overflow in The Witness, The Witcher 3 (multisample texture location loading) 44542 Multiple Vista+ UAC-aware applications need support for execution level information in manifest data/activation context 44556 SYN_DROPPED undeclared on Linux < 2.6.39 44578 ShellDispatch::BrowseForFolder is not implemented 44593 Improve Wine loader diagnostic output for .NET (IL) applications in case of 'mscoree.dll' load failures 44628 BaiduMusic needs dwmapi.DwmSetIconicThumbnail (stub) 44636 Sentinel HASP 'hardlock.sys' kernel driver access to CR4 via %ESI register operand not handled in ntoskrnl emulate_instruction 
submitted by catulirdit to linux_gaming [link] [comments]

Wine 3.20 Released

The Wine development release 3.20 is now available.
 
https://www.winehq.org/announce/3.20 
 
What's new in this release (see below for details):
 
- Async interfaces and ACF files in the IDL compiler. - Support for substorage transforms in MSI. - RPC/COM marshalling fixes. - Support for Unicode requests in WinHTTP. - Shell Autocomplete optimizations. - Various bug fixes. 
 
The source is available from the following locations:
http://dl.winehq.org/wine/source/3.x/wine-3.20.tar.xz http://mirrors.ibiblio.org/wine/source/3.x/wine-3.20.tar.xz 
 
Binary packages for various distributions will be available from:
http://www.winehq.org/download 
 
You will find documentation on
http://www.winehq.org/documentation 
 
You can also get the current source directly from the git repository.
Check
http://www.winehq.org/git for details. 
 
Wine is available thanks to the work of many people.
See the file AUTHORS in the distribution for the complete list.
 
 
Bugs fixed in 3.20 (total 36):
 
8933 Extremely slow in rendering when running Jane's USAF 12370 AGEod's American Civil War cannot run (needs native directmusic) 34384 Media Browser 3 Installer doesn't see .Net 4.5 as installed (wine-mono) 35320 setlocale(Chinese_China.950) returns NULL 38066 Memento Mori (Numen: Contest of Heroes): mouse buttons don't work (needs native dinput8) 41269 MSI uninstaller does not clean up Registry's UpgradeCode, ProductCode 41356 Multiple applications and games need support for szOID_NIST_sha* OIDs in crypt32 (The Crew (Uplay), Star Wars The Old Republic, PSNow v9.0.5) 41419 Visio 2013 crashes with unimplemented function msvcp100.dll.? [email protected]@[email protected]@YAIXZ 42520 Multiple Wargaming.net games crash on startup in Win7+ mode (XAudio 2.7 'IXAudio2SourceVoice::GetState' called with 'Flags' parameter, causing register corruption) (World of {Tanks, Warships}) 42550 Photoshop CC 2017: Installation Error (needs FileAccessInformation info class) 43358 EVE Online crashes on startup in Win7+ mode (XAudio 2.7 'IXAudio2SourceVoice::GetState' called with 'Flags' parameter, causing %ESI or %EDI register corruption) 43464 Elite Dangerous Horizons fails to connect to server with CRC error 43570 Bravura Easy Computer Sync 1.5 crashes on startup 44620 `Nt{WaitFor,Release}KeyedEvent()` don't accept null handles, while Windows 7 does. 44759 Steam show all text with italic font when dwrite is enabled 45593 Wargaming.net Game Center: Installer deadlocks during download ('ntdll.RtlDeregisterWaitEx' must not synchronously wait when 'CompletionEvent' is NULL) 45664 64-bit BattlEye 'BEDaisy' kernel service fails in driver entry point due to missing 'ntoskrnl.exe.PsGetProcessWow64Process' 45665 64-bit BattlEye 'BEDaisy' kernel service fails in driver entry point due to missing 'ntoskrnl.exe.MmCopyVirtualMemory' 45749 Multiple Node.js based applications/installers need ntdll.NtQueryInformationFile to handle 'FileModeInformation' information class (MS Visual Studio 2017 Installer, FACEIT Anti- cheat client) 45796 Nvidia GeForce Now installer aborts due to missing 'advapi32.RegQueryReflectionKey' export 45828 Several Microsoft games bundled with Windows 7 as part of OS install crash upon exit on unimplemented function ntdll.dll.WinSqmIncrementDWORD 45966 Missing scrollbars in TraCFoil ribs plotting program 45970 Add support for browseui IProgressDialog PROGDLG_AUTOTIME flag 45997 iPed 7G 2019 (.NET 4.0 app) v13.0.10800 crashes with System.NotImplementedException at system.drawing.pen.ScaleTransform 46004 SimSig: scroll bars in Options window do not render 46015 Nvidia GeForce NOW crashes on unimplemented function IPHLPAPI.DLL.GetIpInterfaceTable 46035 dotnet sdk 2.1.403 installer crashes with unimplemented Kernel32.FindStringOrdinal 46040 Intel Extreme Tuning Utility v6.4 kernel driver 'iocbios2.sys' crashes on unimplemented function ntoskrnl.exe.KeSetTargetProcessorDpc 46057 Multiple applications want 'ntdll.NtQueryInformationToken' to support 'TokenVirtualizationEnabled' (24) info class (Blizzard Battle.net) 46066 GeForceNOW.exe fails to load due to missing runtime dependencies, needs 'qwave.dll' stub dll (qWAVE - Quality Windows Audio/Video Experience) 46076 Something goes wrong when sending unicode http request 46080 Multiple installers are missing title bar buttons 46081 Multiple installers show readonly drives with broken size 46084 Skype 8.33.0.50 installer crashes due to unimplemented [email protected]@@[email protected] 46085 Multiple ARM64 apps from Windows 10 SDK (10.0.17763.x) need 'api-ms-win-core-winrt-string-l1-1-1.dll' stub dll 46086 Multiple ARM64 apps from Windows 10 SDK (10.0.17763.x) need 'api-ms-win-core-processthreads-l1-1-3' stub dll 
submitted by catulirdit to wine_gaming [link] [comments]

Wine 3.8 Released

The Wine development release 3.8 is now available.
 
https://www.winehq.org/announce/3.8 
 
What's new in this release (see below for details):
 
- Infrastructure for writing kernel driver tests. - Support for showing file properties in the Shell browser. - MP3 decoder as a DirectX Media Object. - More support for the Task Scheduler. - Support for COM aggregation in UrlMon. - Various bug fixes. 
 
The source is available from the following locations:
http://dl.winehq.org/wine/source/3.x/wine-3.8.tar.xz http://mirrors.ibiblio.org/wine/source/3.x/wine-3.8.tar.xz 
 
Binary packages for various distributions will be available from:
http://www.winehq.org/download 
 
You will find documentation on
http://www.winehq.org/documentation 
 
You can also get the current source directly from the git repository.
Check
http://www.winehq.org/git for details. 
 
Wine is available thanks to the work of many people.
See the file AUTHORS in the distribution for the complete list.
 
 
Bugs fixed in 3.8 (total 32):
 
10365 Multiple applications fail to install due to custom action dll instance data not reset (dll pinned during execution of multiple custom actions)(Nero 7, ABBYY FineReader 9, Lingvo X5/X6, TradeStation 10.0) 16144 Acrobat Reader X, XI and Photoshop CS any version crash on complex documents due to missing atmlib.dll (Adobe Type Manager, Windows NT OpenType/Type 1 API Library) 21404 winedbg does not support fixed host:port parameter 21530 Wrong notification format used by tooltip attached to Toolbar 22048 Installation of '.NET documentation' from Windows SDK for Windows 7 and .NET Framework 3.5 SP1 installer fails (VS90-KB953196-x86.exe hotfix fails with incorrect TARGETDIR) 23757 Free Pascal 2.4.0 segfaults (Cygwin 1.5.18 TLS implementation overwrites Wine/glibc/pthread data near Tib->StackBase) 30449 GDIPaint does not paint (works with native gdiplus) 30713 Microsoft Visual C++ 64-bit redistributables get incorrectly installed into SysWOW64 (system directory for 32-bit files) when run under 64-bit Wine 31741 python.org 64-bit Python 2.7.3 installer: selecting preferred installation folder does nothing (32-bit bootstrapper process needs custom action script/dll executed in 64-bit server process) 37856 Multiple installers fail due to 32-bit custom actions erroneously executed in 64-bit MSI process (packages needs to be processed as 32-bit by default, with relegation to 32-bit server) 38073 GdipDrawPath graphics object has no HDC (graphical glitches in Adobe Premiere Pro CS3) 43607 Akiba's Trip Undead & Undressed requires MFStartup to return S_OK. 44118 Steam Big Picture requires d3d11 Multiple Viewports 44119 Steam Big Picture requires d3d11 Multiple scissor rects 44334 'start /W "" notepad' does not wait as on native. 44399 WickrMe 4.19.7: Crashes due to stub combase.RoGetActivationFactory 44553 Kerberos support added in Wine 3.1 is breaking build on some old Linux distributions 44866 Autodesk Fusion 360 fails to run: propertystore_SetValue and propertystore_Commit need fake success 44895 League Of Legends: Unable to log in if behind OpenWRT based router 44914 Wrong cursor for IDC_SIZEWE 44953 Adobe Premiere Elements 14 (trial) crashes inside winmm.dll 44959 Adobe Premiere Elements 14 fails to install: ERROR: DF039: Cannot set folder icon. Error 2 File not found.(Seq 4) 44976 ConEmu-Maximus5 Windows console emulator causes crash of builtin 'wineconsole.exe' (division by zero) 45033 Dragon Naturally Speaking 15 installer fails with 'CheckWMIService' returning error 1602 (needs dummy Windows Management Instrumentation service 'winmgmt') 45073 MSI custom action server process crashes in remote_GetActionInfo while unmarshalling data (affects many MSI installers) 45078 UFOHD2 crashes inside devenum 45081 DsEnumerateDomainTrusts stubbed without A/W suffix 45118 Microsoft Windows PowerShell 6.x reports 'PowerShell Gallery is currently unavailable.' (WinHttpSetOption returns incorrect lasterror on unsupported options) 45134 Multiple MSI-based installers crash in custom actions with unhandled RPC exception 0x6b5 'Unknown Interface' (World Racing 2 demo, ABBYY Lingvo x6) 45136 Wine does not behave as Windows when using TBM_SETPAGESIZE call before TBM_SETRANGE 45143 Neoncron 2 Launcher crashes embedding IE browser process when clicking bottom menu items 45157 Toolbar code crashes on certain button tooltips 
submitted by catulirdit to linux_gaming [link] [comments]

Full container/vm documentation available (unreleased but copied/pasted here)

Sourced from here but copied/pasted here for ease of view. It's not merged yet but we will be able to find it here when finished.

Running Custom Containers Under Chrome OS

Welcome to the containers project where we support running arbitrary code inside
of VMs in Chrome OS.
This is a heavily-technical document, but more user-friendly information will be
coming in the future.
We won't get into technical details for specific projects as each one already
has relevant documentation.
We instead will link to them for further reading.
[TOC]

Overview

There are many codenames and technologies involved in this project, so hopefully
we can demystify things here.
Crostini is the umbrella term for making Linux application support easy to use
and integrating well with Chrome OS.
It largely focuses on getting you a Terminal with a container with easy access
to installing whatever developer-focused tools you might want.
It's the default first-party experience.
The Terminal app is the first entry point to that environment.
It's basically just crosh.
It takes care of kicking off everything else in the system that you'll interact
with.
crosvm is a custom virtual machine monitor that takes care of managing KVM,
the guest VM, and facilitating the low-level (virtio-based) communication.
Termina is a VM image with a stripped-down Chrome OS linux kernel and
userland tools.
Its only goal is to boot up as quickly as possible and start running containers.
Many of the programs/tools are custom here.
In hindsight, we might not have named it one letter off from "Terminal", but so
it goes.
Maitred is our init and service/container manager inside of the VM, and is
responsible for communicating with concierge (which runs outside of the VM).
Concierge sends it requests and Maitred is responsible for carrying those
out.
Garcon runs inside the container and provides integration with
Concierge/Chrome for more convenient/natural behavior.
For example, if the container wants to open a URL, Garcon takes care of
plumbing that request back out.
Sommelier is a Wayland proxy compositor that runs inside the container.
Sommelier provides seamless forwarding of contents, input events, clipboard
data, etc... between applications inside the container and Chrome.
Chrome does not run an X server or otherwise support the X protocol; it only
supports Wayland clients.
So Sommelier is also responsible for translating the X protocol inside the
container into the Wayland protocol that Chrome can understand.
You can launch crosh and use the vmc command to create new VMs manually.
It will only run Termina at this point in time.
You can use [vsh] to connect to a VM instance and use LXC to run
containers.

Quickstart

Here's a quick run down of how to get started.
If you're interested in Android Studio, check out their documentation.

Runtime Features

OK, so you've got your container going, but what exactly can you expect to work?

Missing Features

There's a lot of low-hanging fruit we're working on fleshing out.
There are more things we're thinking about, but we're being very
careful/cautious in rolling out features as we want to make sure we aren't
compromising overall system security in the process.
The (large) FAQ below should hopefully hit a lot of those topics.

Security

While running arbitrary code is normally a security risk, we believe we've come
up with a runtime model that addresses this.
The VM is our security boundary, so everything inside of the VM is
considered untrusted.
Our current VM guest image is also running our hardened kernel to further
improve the security of the containers, but we consider this a nice feature
rather than relying on it for overall system security.
In this model, the rest of the Chrome OS system should remain protected from
arbitrary code (malicious or accidental) that runs inside of the containers
inside of the VM.
The only contact with the outside world is via crosvm, and each channel
talks to individual processes (each of which are heavily sandboxed).

User Data In The Container

With the shift to cloud services, current security thinking highlights the fact
that getting account credentials (e.g. your Google/Facebook passwords) is way
more interesting than attacking your desktop/laptop.
They are not wrong.
The current VM/container Chrome OS solution does not currently improve on
this.
Put plainly, anything entered into the container is the responsibility of the
user currently.
So if you run an insecure/compromised container, and then type your passwords
into the container, they can be stolen even while the rest of the Chrome OS
system remains secure.

Persistence

Linux apps do not survive logout (since they live in the user's encrypted
storage).
They also do not automatically start at login (to avoid persistent attacks),
nor can they automatically run at boot (without a login session) since they
wouldn't be accessible (they're in the user's encrypted storage).

Lifecycles

Once you've got the Terminal installed (which takes care of installing all
the other necessary components like Termina), the system is ready to use.
By virtue of having things installed, nothing starts running right away.
In that regard, when you log out, everything is shutdown and killed, and when
you login, nothing is automatically restarted.
When you run the Terminal, the Termina will be started automatically,
and the default Crostini container will be started in that.
You can now connect to the container via SSH or SFTP (via the Files app).
Similarly, if you run a Linux application diretly (e.g. pinned to your shelf
or via the launcher), the Termina will be started automatically, and
the container that application belongs to will be launched.
There's no need to run Terminal manually in these situations.
When you close all visible appliations, the VM/containers are not shutdown.
If you want to manually stop them, you an do so via crosh and the vmc
command.
Similarly, if you want to spawn independent VMs, or more containers, you can
do so via crosh and the vmc and vsh commands.

Device Support

While we would like to be able to bring this work to all Chromebooks, the kernel
and hardware features required limit where we can deploy this.
A lot of features we use had to be backported, and the further back we go, the
more difficult & risky it is to do so.
We don't want to compromise system stability and security here.

Supported Now

The initial platform is the Google Pixelbook (eve) running an Intel processor
(x86_64) with Linux 4.4.

Hardware Requirements

We are not planning on requiring a minimum amount of RAM, storage, or CPU speed,
but certainly the more you have of each of these, the better off things will
perform.
You will need a CPU that has hardware virtualization support.

Glossary

FAQ

Where can I chat with developers?

All Chromium OS development discussions happen in our
chromium-os-dev Google Group.
Feel free to ask anything!

Where can I file feature requests?

As a nascent project, we've got a lot on our plate and planning on releasing,
so it'd be nice to hold off for now and check back in after a few Chrome OS
releases.
Feel free to chat/ask on the mailing list above in the meantime.
Once we are in a more stable place, you can use our issue tracker.
See the next question for details.

Where can I file bugs?

Please first make sure you're using the latest dev channel.
A lot of work is still ongoing.
Next, please make sure the issue isn't already known or fixed.
You can check the existing bug list.
If you still want to send feedback, you can [file a feedback
report]feedback-report and include #crostini in the description.
Feedback about any part of Chrome OS can be filed with "Alt-Shift-i".
If you still want to file a bug with the developers, use this link to
route to the right people.

Can I boot another OS like Windows, macOS, Linux, *BSD, etc...?

Currently, no, you can only boot our custom Linux VM named Termina.
See also the next few questions.

Can I run my own VM/kernel?

Currently, no, you can only boot Termina which uses our custom Linux kernel
and configs.
Stay tuned!

Can I run a different Linux distro?

Of course!
The full LXD command line is available, and the included images remote has lots
of other distros to choose from.
However, we don't test with anything other than the default container that we
ship, so things may be broken when running another distro.

I'm running , how do I get {gui apps, launcher icons, etc...}?

Sommelier and Garcon binaries are bind-mounted into every container, so no
need to install or cross-compile.
The systemd units and config files from cros-container-guest-tools will start
these daemons in a systemd user session.
It's also a good idea to run loginctl enable-linger to allow these to
remain running in the background.

Am I running Crostini?

If you're using the Terminal app, or programs in the default container we
provide that includes our programs to ease integration (e.g. Sommelier), then
yes.
If you're running your own container or VM, then no.

How do I share files between Chrome OS & the container?

Using Secure Shell, you can set up a SFTP mount to the remote container and
then browse via the Files app.
Work is on going to automate this step by default.

Can I access files when the container isn't running?

Currently, the container must be running in order to access its content.

Can I install custom kernel modules?

Currently, no, Termina does not include module support.
That means trying to use software that requires building or loading custom
kernel modules (e.g. VirtualBox) will not work.
See the next question too.

Can I mount filesystems?

Currently, no (*).
The containers are implemented using Linux user namespaces and those are quite
restricted (by design).
We're looking into supporting FUSE though.
(*): Technically you can mount a few limited pseudo filesystems (like
memory-backed tmpfs), but most people aren't interested in those.

Can I run a VM inside the VM?

Currently, no, nested KVM is not supported.
You could run qemu-system to emulate the hardware and boot whatever OS you want
inside of that.
Unfortunately, it'll be quite slow as QEMU won't be able to utilize KVM for
hardware acceleration.

Can I run a container inside the container?

Yes!
You'll probably need to install the relevant packages first for whatever
container format you want to run.

What container formats are supported?

Termina currently only supports LXC directly.
We're aware of Kubernetes/DockeOCI/rkt/etc... and hope to make them all easy
to use.
See the previous question for a workaround in the mean time.

What architecture works on my system?

Since everything is all native code execution, it depends on the device you
have.
If you don't know what device you have, you can find this out in two different
ways:
If you see x86_64, you'll be able to run code compiled for Intel/AMD
(32-bit/64-bit/x32 should all work).
If you see arm (or something similar like armv7l) or aarch64, you'll be
able to run code compiled for ARM/ARM64.

Can I run other architectures?

There is currently no integrated support for running e.g. ARM code on an Intel
system, or vice-versa.
You could handle this yourself (e.g. by using qemu-user), but if you're familiar
with qemu-user, then you already knew that :).

How many VMs can I run?

You can spawn as many as your system can handle (RAM/CPU-wise).
They are all independent of each other.

How many containers can I run?

You can spawn as many as your system can handle (RAM/CPU-wise).
Each VM instance can host multiple containers.

Can I run programs that keep running after logout?

Nope!
All VMs (and their containers) are tied to your login session.
As soon as you log out, all programs are shutdown/killed by design.
Since all your data lives in your encrypted home, we wouldn't want that to
possibly leak when you logout.
For more details, see the Security section in this doc.

Can I autorun programs when I login?

Nope!
All VMs (and their containers) need to be manually relaunched.
This helps prevent persistent exploits.
For more details, see the Security section in this doc.

Can I autorun programs when I boot?

Nope!
See the previous questions, and the Security section.

Are my VMs/containers/data synced/backed up?

Currently, no, nothing is synced or backed up.
You're responsible for any data going into the containers.
We hope to improve this situation greatly.

Can I use IPv6?

Unfortunately, only IPv4 is currently supported.
Yes, we're fully aware that everything should be IPv6-compatible in 2018.
We're working on it.

Can I access layer 2 networking?

Currently, no, networking access is only at layer 3 (i.e. IP).
So you won't be able to do any bridging or lower level fun stuff.
It's not clear if/when this will change.
Bridging with the outside world is difficult with WiFi, and not many devices
have Ethernet connections.
We could support layer 2 between containers, but it's not clear how many people
want this in order to justify the effort involved.

Can I access hardware (e.g. USB/Bluetooth/serial)?

Currently, no, but we are working on it.
Stay tuned!

Can I run graphical applications?

Yes, but currently things are unaccelerated.
So if you're looking to play the latest Quake game, it's not going to work well.
See the next few questions.

Can I run Wayland programs?

Yes, and in fact, these are preferred!
Chrome itself deals with Wayland clients heavily, and so you're much more
likely to have things "just work" if you upgrade.

Can I run X programs?

Yes, via our Sommelier helper.
We're still working out some compatibility kinks, and it probably will never be
as perfect as running an X server, but with the community moving to Wayland,
it should be good enough.

Why are windows sometimes tiny/fuzzy?

While Chrome supports high DPI displays, many Linux applications don't.
When a program doesn't properly support DPI scaling, poor results follow.
Currently we expose the native resolution and DPI directly to applications.
If they show up tiny or fuzzy, it's because they don't support scaling properly.
You should report these issues to the respective upstream projects so that,
hopefully someday, it'll "just work".
In the mean time, Sommelier exposes some runtime settings so you can set the
scale factor on a per-program basis to workaround the misbehavior.
Check out Sommelier's documentation for more details.
If you're applying a system wide zoom or otherwise changing the default display
resolution, we attempt to scale the application output to match.
This can lead to blurry results.
You can adjust the resolution of your display, or tweak things via Sommelier
(see above for more details).

Can I run Windows programs?

Sure, give WINE a try.
Compatibility will largely depend on WINE though, so please don't ask us for
support.

Can I run Steam?

Sure, give Steam a shot.
Just remember that without accelerated graphics or sound, it's probably not
going to be too much fun.

Can I run macOS programs?

Probably not.
You could try various existing Linux solutions, but chances are good that they
are even rougher around the edges.

Can I develop Android apps (for ARC++)?

Check out the Android Studio site for more details on this.

Why implement crosvm from scratch (instead of using QEMU/kvmtool/etc...)?

We have nothing against any of these other projects.
In fact, they're all pretty great, and their designs influenced ours.
Most significantly, they did more than we needed and did not have as good a
security model as we were able to attain by writing our own.
While crosvm cannot do everything those other projects can, it does only what
we need it to.
For more details, check out the crosvm project.

Why run VMs? Aren't containers secure?

While containers often isolate themselves (via Linux namespaces), they do not
isolate the kernel or similar system resources.
That means it only takes a single bug in the kernel to fully exploit the system
and steal your data.
That isn't good enough for Chrome OS, hence we put everything inside a VM.
Now you have to exploit crosvm via its limited interactions with the guest,
and crosvm itself is heavily sandboxed.
For more details, see the Security section in this doc.

Don't Android apps (ARC++) run in a container and not a VM?

Unfortunately, yes, Android apps currently run only in a container.
We try to isolate them quite a bit (using namespaces, seccomp,
alt syscall, SELinux, etc...), but at the end of the day, they have direct
access to many syscalls and kernel interfaces, so a bug in there is reachable
via code compiled with Android's NDK.

If Android apps are in a container, why can't users run code too?

We don't usually accept a low security bar in one place as a valid reason to
lower the security bar everywhere.
Instead, we want to constantly raise the security bar for all code.

Are Android apps (ARC++) going away?

There are no plans to merge the two projects.
We share/re-use a lot of the Chrome bridge code though, so it's not like we're
doing everything from scratch.

Don't VMs slow everything down?

It is certainly true that VMs add overhead when compared to running in only
a container or directly in the system.
However, in our tests, the overhead is negligble to the user experience, and
well worth the strong gains in system security.
For more details, see the Security section in this doc.

Why run containers inside the VM? Why not run programs directly in the VM?

In order to keep VM startup times low, we need Termina to be as slim as
possible.
That means cutting out programs/files we don't need or are about.
We use SquashFS to make the image smaller and faster to load, but it means
the image/root filesystem is always read-only.
Further, the versions of programs/libraries we ship are frequently newer than
other distros (since we build off of Gentoo), and are compiled with extra
security flags.
It would also make it more difficult to have a stateless image that always
worked and would be immune from user mistakes.
Altogether, it's difficult to support running arbitrary programs, and ends
up being undesirable.
Forcing everything into a container produces a more robust solution, and
allows users to freely experiment without worry.
Also, we love turtles.

Can I disable these features?

Administrators can control access to containers/VMs via the management
console, so enterprise/education organizations that want to limit this can.
Initially there is a "Linux (Beta)" option under the standard Chrome OS
settings, but the long-term plan is to remove this knob so things work
on-demand.
At which point, there will be no knob for unmanaged devices.
submitted by -nbsp- to Crostini [link] [comments]

Wine 3.8 Released

The Wine development release 3.8 is now available.
 
https://www.winehq.org/announce/3.8 
 
What's new in this release (see below for details):
 
- Infrastructure for writing kernel driver tests. - Support for showing file properties in the Shell browser. - MP3 decoder as a DirectX Media Object. - More support for the Task Scheduler. - Support for COM aggregation in UrlMon. - Various bug fixes. 
 
The source is available from the following locations:
http://dl.winehq.org/wine/source/3.x/wine-3.8.tar.xz http://mirrors.ibiblio.org/wine/source/3.x/wine-3.8.tar.xz 
 
Binary packages for various distributions will be available from:
http://www.winehq.org/download 
 
You will find documentation on
http://www.winehq.org/documentation 
 
You can also get the current source directly from the git repository.
Check
http://www.winehq.org/git for details. 
 
Wine is available thanks to the work of many people.
See the file AUTHORS in the distribution for the complete list.
 
 
Bugs fixed in 3.8 (total 32):
 
10365 Multiple applications fail to install due to custom action dll instance data not reset (dll pinned during execution of multiple custom actions)(Nero 7, ABBYY FineReader 9, Lingvo X5/X6, TradeStation 10.0) 16144 Acrobat Reader X, XI and Photoshop CS any version crash on complex documents due to missing atmlib.dll (Adobe Type Manager, Windows NT OpenType/Type 1 API Library) 21404 winedbg does not support fixed host:port parameter 21530 Wrong notification format used by tooltip attached to Toolbar 22048 Installation of '.NET documentation' from Windows SDK for Windows 7 and .NET Framework 3.5 SP1 installer fails (VS90-KB953196-x86.exe hotfix fails with incorrect TARGETDIR) 23757 Free Pascal 2.4.0 segfaults (Cygwin 1.5.18 TLS implementation overwrites Wine/glibc/pthread data near Tib->StackBase) 30449 GDIPaint does not paint (works with native gdiplus) 30713 Microsoft Visual C++ 64-bit redistributables get incorrectly installed into SysWOW64 (system directory for 32-bit files) when run under 64-bit Wine 31741 python.org 64-bit Python 2.7.3 installer: selecting preferred installation folder does nothing (32-bit bootstrapper process needs custom action script/dll executed in 64-bit server process) 37856 Multiple installers fail due to 32-bit custom actions erroneously executed in 64-bit MSI process (packages needs to be processed as 32-bit by default, with relegation to 32-bit server) 38073 GdipDrawPath graphics object has no HDC (graphical glitches in Adobe Premiere Pro CS3) 43607 Akiba's Trip Undead & Undressed requires MFStartup to return S_OK. 44118 Steam Big Picture requires d3d11 Multiple Viewports 44119 Steam Big Picture requires d3d11 Multiple scissor rects 44334 'start /W "" notepad' does not wait as on native. 44399 WickrMe 4.19.7: Crashes due to stub combase.RoGetActivationFactory 44553 Kerberos support added in Wine 3.1 is breaking build on some old Linux distributions 44866 Autodesk Fusion 360 fails to run: propertystore_SetValue and propertystore_Commit need fake success 44895 League Of Legends: Unable to log in if behind OpenWRT based router 44914 Wrong cursor for IDC_SIZEWE 44953 Adobe Premiere Elements 14 (trial) crashes inside winmm.dll 44959 Adobe Premiere Elements 14 fails to install: ERROR: DF039: Cannot set folder icon. Error 2 File not found.(Seq 4) 44976 ConEmu-Maximus5 Windows console emulator causes crash of builtin 'wineconsole.exe' (division by zero) 45033 Dragon Naturally Speaking 15 installer fails with 'CheckWMIService' returning error 1602 (needs dummy Windows Management Instrumentation service 'winmgmt') 45073 MSI custom action server process crashes in remote_GetActionInfo while unmarshalling data (affects many MSI installers) 45078 UFOHD2 crashes inside devenum 45081 DsEnumerateDomainTrusts stubbed without A/W suffix 45118 Microsoft Windows PowerShell 6.x reports 'PowerShell Gallery is currently unavailable.' (WinHttpSetOption returns incorrect lasterror on unsupported options) 45134 Multiple MSI-based installers crash in custom actions with unhandled RPC exception 0x6b5 'Unknown Interface' (World Racing 2 demo, ABBYY Lingvo x6) 45136 Wine does not behave as Windows when using TBM_SETPAGESIZE call before TBM_SETRANGE 45143 Neoncron 2 Launcher crashes embedding IE browser process when clicking bottom menu items 45157 Toolbar code crashes on certain button tooltips 
submitted by catulirdit to wine_gaming [link] [comments]

Wine 3.21 Released

The Wine development release 3.21 is now available.
 
https://www.winehq.org/announce/3.21 
 
What's new in this release (see below for details):
 
- Typelib marshaller rewrite using NDR functions. - Graphics support on recent Android versions. - Support for memory font resources in DirectWrite. - Joystick support improvements. - Various bug fixes. 
 
The source is available from the following locations:
http://dl.winehq.org/wine/source/3.x/wine-3.21.tar.xz http://mirrors.ibiblio.org/wine/source/3.x/wine-3.21.tar.xz 
 
Binary packages for various distributions will be available from:
http://www.winehq.org/download 
 
You will find documentation on
http://www.winehq.org/documentation 
 
You can also get the current source directly from the git repository.
Check
http://www.winehq.org/git for details. 
 
Wine is available thanks to the work of many people.
See the file AUTHORS in the distribution for the complete list.
 
 
Bugs fixed in 3.21 (total 62):
 
14078 Rewrite typelib marshaller on top of NDR functions 17708 Splinter cell double agent doesn't render correctly 18759 RoughDraft 3's Word Count feature always says zero 19016 Word Automation from .NET does not work 20776 3DMark Vantage: your graphics card doesn't support DirectX 10 (needs support for 'D3D10_QUERY_SO_STATISTICS') 25066 NFS Porsche: The game crashes on creation of pic16.fsh file 26768 oleaut32 needs stubless proxies implemented on x86-64 29700 C&C Tiberian Sun and Red Alert 2 game graphics rendering freezes when NOT moving the mouse. 30511 Guild Wars 2 launcher crashes with "assertion m_ioCount failed" 30522 Jupiter shows too small, unreadable fonts 30801 need for speed underground 2 [full version] unusable because of incorrect graphics render 33463 Alan Wake : No sound in cinematics 33502 SnagIt writes incomplete HKLM\\System\\CurrentControlSet\\Control\\Print\\Printers entry, causing loader failures for apps that depend on winspool.drv 34967 Microsoft .NET 2.0 (sp1) Framework (x64): hangs after install 35663 SWAT 3: Screen Flickering 35675 Bad textures in World of Tanks 36763 Rogue Squadron 3D 1.3: Crashes with game resolutions above 640x480 37850 fallout 2: problem with handling file permissions ? 37959 Guild Wars 2 freezes on startup 38124 Can't enable visual style in a DLL. 38394 Eador: Genesis crashes on exit (only in fullscreen mode) 39023 Final Fantasy XI Using a Bluetooth PS3 Controller crashes the game. 39253 Multiple games require DXTn volume textures (From Dust, Halo Online) 39799 Visilogic 8.0 needs 'ITypeInfo_fnInvoke' support for coclass objects (TKIND_COCLASS) in arguments 39944 Stars! battle dialog lags 40160 cant install mobogenie 40206 Revit Architecture fails to install: throws Messagebox "Function failed" and aborts 40224 Web Skype plugin for Firefox needs advapi32.CreatePrivateObjectSecurityEx implementation 40264 Iris Online cannot connect to login server (SO_SNDBUF with value 0 is not allowed in OSX) 40803 Hard Reset Redux fails to launch ("DirectX 10 device not found!")(DXGI_ADAPTER_DESC1 'DedicatedSystemMemory' or 'SharedSystemMemory' member must be non-null) 42058 rFactor2 requires unimplemented function [email protected]? [email protected][email protected]? [email protected]@[email protected]@@[email protected]@@[email protected]@QBE?AV? [email protected]? [email protected]@[email protected]@@[email protected]@[email protected]@ [email protected]@[email protected] called in 32-bit code (0x7b43fa6e). 42447 Oblivion crashes on exit 43630 Altium Designer Installer - Richedit control shows rtf code instead of text 43683 Unigine Superposition Benchmark: missing text in launcher 43731 GTAIV hangs when clicking Options if its resolution differs from virtual desktop resolution 43865 LeagueOfLegends now doesn't work in Wine 2.18 (regression ?) 44109 Simple free HAM program Opera crashes, needs unimplemented function pdh.dll.PdhVbAddCounter 44245 Gray / black screen on Android 8+ 44409 png with indexed colors and alpha miss the alpha channel on loading 44828 Sony Xperia Companion crashes on unimplemented function SHELL32.dll.Shell_NotifyIconGetRect 45407 MechCommander Gold: 'Could not Initialize .PDB file' at startup 45913 tchar.h: using the macro _sntprintf leads to an undefined reference to snwprintf; macro should resolve to _snwprintf 45948 Can't log in to Steam (Steam crashes after the login screen) 45949 Regression: Crash on start of Söldner Secret Wars since 3.10 45961 KeyShot 5.3.6 crashes on unimplemented function KERNEL32.dll.GetMaximumProcessorCount 45992 Some Unity games expect XInputSetState to succeed or ignore gamepad input 46050 Korean Translations for winecfg are broken 46068 Star Wars The Old Republic - slower on 3.18 & 3.19 46089 TopoEdit tool from Windows 10 SDK (10.0.17763.x) crashes in ntdll.LdrResolveDelayLoadedAPI during resolver failure (NULL dll failure hook) 46092 Multiple ARM64 apps want 'kernel32.GetSystemInfo' support for 'PROCESSOR_ARCHITECTURE_ARM64' ('Unknown processor architecture c') 46101 Multiple ARM64 apps from Windows 10 SDK (10.0.17763.x) crash on unimplemented function api-ms-win-core-libraryloader-l1-2- 1.dll.GetModuleHandleW 46120 Uplay hangs while filling in fields 46126 Provide more exception context information in ARM64 implementation of raise_exception() 46129 'sqlwriter.exe' from Microsoft SQL Server 2012/2014 crashes on unimplemented function VSSAPI.DLL.?? [email protected]@[email protected] 46130 Star Citizen (RSI launcher) installer needs kernel32.dll.SetFileInformationByHandle 'FileIoPriorityHintInfo' info class semi-stub 46135 Microsoft ODBC tool 'odbcconf.exe' (part of MDAC 2.x install) crashes during configuration (some 'advapi32.dll' API entries are not hotpatchable due to PIC/GOT code at entry) 46143 Multiple Windows 10 ARM64 apps crash due to unimplemented function ntdll.dll.RtlAddFunctionTable (and friends) 46144 Windows PowerShell Core 6.1 for ARM64 crashes on unimplemented function KERNEL32.dll.RtlPcToFileHeader 46156 Multiple applications from Windows 7-10 crash on unimplemented function slc.dll.SLOpen 46157 Doxie 2.10.3 crashes on unimplemented function msvcr120.dll._vscprintf_l 46159 Doxie 2.10.3 hangs on startup 46175 Crysis Warhead crashes at launch 
submitted by catulirdit to wine_gaming [link] [comments]

Wine 3.16 Released

The Wine development release 3.16 is now available.
 
https://www.winehq.org/announce/3.16 
 
What's new in this release (see below for details):
 
- Initial implementation of OPC Services. - Support for rendering buttons from an ImageList. - Better support for CSS properties in MSHTML. - Namespace fixes in XML Writer. - Various bug fixes. 
 
The source is available from the following locations:
http://dl.winehq.org/wine/source/3.x/wine-3.16.tar.xz http://mirrors.ibiblio.org/wine/source/3.x/wine-3.16.tar.xz 
 
Binary packages for various distributions will be available from:
http://www.winehq.org/download 
 
You will find documentation on
http://www.winehq.org/documentation 
 
You can also get the current source directly from the git repository.
Check
http://www.winehq.org/git for details. 
 
Wine is available thanks to the work of many people.
See the file AUTHORS in the distribution for the complete list.
 
 
Bugs fixed in 3.16 (total 43):
 
19801 cygwin can't run a batch file from inside a shell script without explicit cmd /c 22255 Total Commander: Deleting the 1st or 2nd character in an edit box deletes all of them 22440 Total Commander: The panels showing Brief are not resized vertically when the application window is resized vertically 24623 Windows Live Essentials 2011 installer doesn't show any options on the first screen (support for BCM_GETIDEALSIZE needed, ideal width and height for a specified button) 30856 Atmel Studio 6 fails to start with Visual Studio 2010 Isolated Shell, reporting 'Cannot find one or more components. Please reinstall the application.' 36142 Symantec Norton 360 installer fails ('rpcss' needs to be a proper Windows service) 37175 Call of Duty 2: Video playback is not working 38339 Can't change resolution in Call of Duty 4 38432 Xeon 1.0 (Xbox emulator) fails to load (PE image prelinked into DOS reserved area and default process heap range, no relocation possible) 40062 Media Player Classic Home Cinema does not show bitmaps in buttons, needs BCM_SETIMAGELIST 40064 Atmel Studio 7: 'DDAConfigCA' tool (part of Visual Studio 2015 Isolated Shell) crashes on unimplemented function api-ms-win- crt-runtime-l1-1-0.d._configure_wide_argv 40445 WinSCP main window lacks icons (unimplemented BCM_SETIMAGELIST?) and indentation for hosts 40598 Warframe 'launcher.exe' reports 'update failed' ('InternetCrackUrlW' must resize buffer when URL canonicalization fails due to insufficient buffer) 40704 foobar2000 v1.3.10 crashes on alt-F (file menu shortcut) 42577 Far manager: needs virtdisk.dll.GetStorageDependencyInformation 42710 Wechat can not send file to friend 42880 Ragnarok Online doe not clear the loading screen. 43488 Bluestacks crashes in ITextService::TxGetVScroll() 45246 Free Manga Downloader(all): no text on some boxes. 45372 Resident Evil 7 requires mfplat.dll.MFCreateMFByteStreamOnStream to be implemented 45430 Improve diagnostics of 'D3DxxCreateDevice' failures for warp driver type (D3D10_DRIVER_TYPE_WARP or D3D_DRIVER_TYPE_WARP) 45617 Just Dance 2017: Unimplemented function mfplat.dll.MFCreateSample 45622 Overwatch crashes when trying to save highlights (needs mfplat.MFTRegisterLocal implementation) 45715 Just Dance 2017: Unimplemented function mfplat.dll.MFCreateMemoryBuffer 45722 cmd for loop doesn't work with tokens and delims 45727 Quik 7: Regression with button bitmaps after 3.6 release - No any bitmap on the buttons in a messages window 45729 cmd's REM evaluates | 45731 cmd for loops sensitive to whitespace 45735 Neo Manager (formerly known as Alphasmart Manager) not installed, cannot read out via USB 45738 Unable to compile on macOS after "winhttp: Use winsock sockets" 45743 Firefox 61.x crashes on startup due to missing pipe server object type information (Chromium Windows sandbox handle duplication service) 45747 GPU-GPU depth stencil blit is slow (FF XIV) 45753 Office 2010 reruns setup on starting any app 45770 WMP9 crashes with unimplemented function pidgen.dll.PIDGenSimpW 45771 Parts of page(s) content missing when printing (seen in Framemaker 8) 45784 Bethesda Launcher Updater crashes on unimplemented function msvcp110.xtime_get 45785 Bethesda Launcher Updater crashes on unimplemented function msvcp110._Xtime_diff_to_millis2 45786 GTA downgrader (.NET program latest.exe) crashes: "Can't find matching timezone information" ("America/Sao_Paulo") 45788 Mouse pointer is off from the visible cursor by huge margin in steam, when winecfg DPI is different from Xorg 45798 NVIDIA GeForce Experience 3.x installer fails due to missing support for 'WinHttpSetOption( ..., WINHTTP_OPTION_RECEIVE_RESPONSE_TIMEOUT, ...)' 45800 Symantec Eraser Control Driver 'eeCtrl64.sys' (Norton 360) crashes on unimplemented function ntoskrnl.exe.ExReleaseResourceLite 45802 ReactOS logoff procedure needs 'mpr.WNetClearConnections' to disconnect user session network share connections 45821 Metasploit Console won't start due to missing registry value HKLM\System\CurrentControlSet\Services\Tcpip\Parameters\ DataBasePath 
submitted by catulirdit to wine_gaming [link] [comments]

Wine 3.3 Released

The Wine development release 3.3 is now available.
 
https://www.winehq.org/announce/3.3 
 
What's new in this release (see below for details):
 
- Beginnings of Vulkan support. - Direct3D multi-threaded command stream enabled by default. - Multisample textures enabled by default. - Support for game controllers through SDL. - Support for loading CIL-only .Net binaries. - Various bug fixes. 
 
The source is available from the following locations:
http://dl.winehq.org/wine/source/3.x/wine-3.3.tar.xz http://mirrors.ibiblio.org/wine/source/3.x/wine-3.3.tar.xz 
 
Binary packages for various distributions will be available from:
http://www.winehq.org/download 
 
You will find documentation on
http://www.winehq.org/documentation 
 
You can also get the current source directly from the git repository.
Check
http://www.winehq.org/git for details. 
 
Wine is available thanks to the work of many people.
See the file AUTHORS in the distribution for the complete list.
 
 
Bugs fixed in 3.3 (total 35):
 
7284 Max Payne 2 light reflections on people are too bright and blocky 9914 Implement a Kerberos provider for SSPI 10347 Action Replay Code Manager crashes on start up 14336 BCG tooltips don't display correctly (Foxit PDF Reader) 19508 Multiple games fail to start after CreateDCW(DIB or DIRDIB) error (Cosmology of Kyoto, Secret of the Luxor, Pingu, Pettson and Findus, many Klik & Play games) 32186 Multiple kernel drivers crash on unimplemented function ntoskrnl.exe.KeWaitForMultipleObjects (Franson VSerial service 'bizvserialnt.sys', VSphere 6.0 'hcmon.sys') 32802 Janetter 4.1.1.0 fails to start properly and gives an error saying: "Backend server cannot init" 36143 Symantec Norton 360 installer reports 'This product is not compatible with this computer's current operating system' (RtlVerifyVersionInfo doesn't handle majominoservice pack condition mask properly) 37025 Photo Renamer 3.x/4.x crashes on startup 37852 Sentinel HASP 'hardlock.sys' kernel driver custom imports resolver can't cope with many 'ntoskrnl.exe' functions being fowarded to 'ntdll.dll' (Minitab 16 fails to start) 38661 64-bit .NET CLmanaged executables can't be run by Wine loader (entry point not set to mscoree.dll _CorExeMain/_CorDllMain)(Demoscene 'Coronoid', Rust, SIGMA Photo Pro 6) 39500 DRM kernel drivers used by some game demos crash on unimplemented function hal.dll.KeQueryPerformanceCounter (Secret Files: Tunguska, Sherlock Holmes vs Jack the Ripper) 39970 Bankperfect 8.0.0.373 defect 40002 Edit control is not repainted on focus change 42468 Broken msxml text nodes escaping 42592 The Witcher 3 has poor performance (buffer access flags are ignored) 42820 Multiple games (The Witness, Just Cause 2) require D3D11 multisample textures 42851 The BaiduMusic can not be launched 43041 Multiple application installers crash due to missing message string for 0x800b0100 (TRUST_E_NOSIGNATURE) (CodeXL 2.3, RT Se7en Lite) 43351 x64dbg needs kernel32.dll CreateRemoteThreadEx in Win7+ mode 43520 Magic The Gathering Online - corrupted rendering of CMYK jpegs 43740 GenerateMips not implemented for d3d10 (Just Cause 2) 44255 Wolf RPG Editor: Game.exe zombifies upon quit 44265 Options dialog triggers exception upon close in Windows Media Player 6.4 44279 Wine can't enumerate HID device that is based on Bluetooth (a Wiimote) 44460 Wine's loader should prevent multiple executable mappings of images (dlls) backed by the same physical file (long path vs. short path) 44462 Stuttering/Low fps in Unigine Valley 44473 glyph overlap in Delphi editor 44486 Stack overflow in The Witness, The Witcher 3 (multisample texture location loading) 44542 Multiple Vista+ UAC-aware applications need support for execution level information in manifest data/activation context 44556 SYN_DROPPED undeclared on Linux < 2.6.39 44578 ShellDispatch::BrowseForFolder is not implemented 44593 Improve Wine loader diagnostic output for .NET (IL) applications in case of 'mscoree.dll' load failures 44628 BaiduMusic needs dwmapi.DwmSetIconicThumbnail (stub) 44636 Sentinel HASP 'hardlock.sys' kernel driver access to CR4 via %ESI register operand not handled in ntoskrnl emulate_instruction 
submitted by catulirdit to wine_gaming [link] [comments]

[Table] IAmA: We are Phosphor Games in Chicago, creators of UE4 Project Awakened, make your dream video game character

Verified? (This bot cannot verify AMAs just yet)
Date: 2013-02-15
Link to submission (Has self-text)
Link to my post
Questions Answers
Will there be microtransactions? While cars will not be in there for the beta, we know that this is something that is a big part of a lot of characters people want to make and are absolutely open to adding them if the community feels very strongly about them.
We plan on having an open world hub that will be a total sandbox environment as well as linear branches where the player will have to use their abilities to creatively solve challenges we put in their way.
Please answer #1... and if the answer is yes, give us a comparison to other existing games with mt's that your game will model. What do you exactly mean by microtransaction? Are you talking about 'Play To Win"? because we aren't planning on doing anything like that.
How are you going to structure the single-player experience so it isn't just a boiler plate, one-size-fits-all story that any hero/villain/player can fit into? The narrative will center around the various conflicts and tensions caused by the existence of augmentation technology and the struggles this tech causes between various factions (governments, corporations, vigilantes, private militias, dissidents, etc.) We think it makes sense to have some branching and different endings based on the faction the player decides to ally himself with or the choices he makes in the game.
Will factions have inter-conflict rather than two factions that will only conflict with each other? Yes factions aren't quite so binary black and white. There is especially inner conflict when you mind control one of them.
One of the cooler things though is making factions fight each other when they aren't. Situations are tense, and getting out there and causes a firefight to break when there was a standstill then sneaking away while they all kill each other is pretty cool to see unfold.
When you say sandbox, do you mean in the sense of GTA or do you mean I'm going to have to get to work using your modification tools to create what I desire? A bit of both? Or am I completely misinterpreting the term sandbox? What about the story? Are we going to see a heavy focus on the players, mini quests, powers, combat etc. probably causing a slight neglect of the story? Are we going to see a heavy focus on the interactivity of the player, and no main driven story? Or are you implimenting a main story? Though that seems undoable since you don't want to limit the player. The way I understand it, you don't want to force the player into anything, but to me that seems WAY too good to be true, you must force us into something. Or am I completely off? If so, please enlightmen me. In the event that the kickstarter reaches it's actual goal, do you have ANY indication of a release date. When I say indication, I mean what year, I understand month would be too specific. What I hate to miss out in on kickstarter is seeing what my money is being spent on. I'm usually not too careful with donating since I don't donate huge amounts, but I would definitely donate a bigger amount to the game if I could see what the money is being spent on. So, is it possible to keep donaters updated with your expenditure? See some budget plans? I am very excited about the project, but trying not to get my hopes up. My advice, however irrelevant it is, is not to overpromise. Rather promise what you know, and if something unexpected and awesome comes out, EPIC SURPRISE. Ammiright? Good luck. Question 1. We actually mean both. Our single player mode will allow you to take your created character and use your specific abilities to overcome challenges the way your character should. On the one hand you could choose a non lethal character who relied on stealth and sneak past a roadblock that was set up by creating a distraction to lure guards away. On the other hand you could also build a katana weilding character who would just run up and use your melee ability to take out the entire roadblock itself. On the mod sides of things we are a sandbox because we also want to foster a community where players can add and share content with each other to extend the life of the game past what we can provide you. We love what the community has done with games when given the ability to mod them and the thought of people creating their own worlds, character pieces, special abilities, and animation makes us really excited! Question 4. We have been so excited with how active the community has been thus far. We really want to open the development process up to backers and show you what your money is going towards! From bi-weekly chats with the development team where we answer questions live, to in depth development diaries, to votes on what the next ability should be! We want to show you that we do not take your trust lightly and will do everything we can do be as open as possible to show people where their hard earned money is going.
Question 2. We take story extremely seriously and often argue about it just as intensely as we do about gameplay! We will absolutely have a fully fleshed out main story in which you will be shown a road and we will give you branches to go down. This will allow you to not only create the character that you want but to also play him the way you feel he should act.
Question 3. We are hoping for an August 2014 release. We realize that this is longer than most projects but we are very sensitive to the amount of trust that people are placing in us with this kickstarter and would rather be early with our beta release than late.
If (and I hope its not the case) your don't make your kickstarter goal, will this still go forward as a game concept, or will you drop it completely? I absolutely love the idea, and just yesterday bumped up my kickstarter donation to the $100 tier. It will take much longer to release our beta if we dont complete our kickstarter.
You hear that people? get to kickstarter If one person would just contribute at the 500k level, we could be done already. It is pretty simple, really.
I understand the concept of a "build your own superhero" that you are shooting for, but will the game have RPG elements in it? What sort of progression will we undergo as a character throughout the game? We will have a progression system that will allow your abilities to grow as you play the single player campaign. Beyond simple number tweaks abilities may also gain additional properties. An example would be the seismic rift ability we showed in our ability video. Level 1 of that ability might be a small AOE that simply does damage. As you gain levels, the AOE will expand, damage will increase, and it can also throw enemies up into the air and stun them.
Love the game concept, seems extremely ambitious and I hope you can pull it off. My question is, with the level of customization you're doing with powers and stuff, how do you craft a campaign that's dynamic enough for a player to play through their way with their character as opposed to everything being the exact same except I shoot lightning and the other dude shoots fire. Will the campaign/npcs react and adjust to the way I'm playing and the powers I have? The AI will absolutely adjust to the way you play. AI something that we know will be key to realizing the create a player aspect of the game. With that in mind the AI will be able to recognize what type of abilities the player is using and respond accordingly. From running away from the bomb type moves like tornado, to blind firing in your last direction if you go invisible in front of them, we plan on making sure that AI will be just as reactive as you would expect from such an in depth create a player.
I live in Chicago and love video games. I work in IT sales and hate my job (though I'm good at it). Are you hiring? :)) Send your resume our way and we'd be happy to hold onto it should the need arise!
Link to www.phosphorgames.com
I play tested The Dark Meadow. It was fun even though it didn't lead to a job. Maybe someday! If there are any UI artists, we'd love for you to contact us.
Piggy-backing onto this question, I was wondering what advise you would recommend for a recent graduate with no experience in Development looking to get into the game industry? Currently, I find myself studying up a lot on programming and doing some light programming on the side. It depends on what exactly you want to do in the game industry. The main thing you can do regardless of what discipline you want to specialize in is to do as much as you can on your own! It will be much more impressive to a potential company if you can show that you have so much passion that you don't need to get paid to hone your skills.
What range of, for lack of a better term, power levels will the game allow for? I understand that the goal for the game is to be able to make any hero the user wants, but most of the demos seem to be a character that's in the FPS hero/Batman/low end superhero range. Will it be possible to make a Superman-level character and still have a balanced game there, or will that be something that's only allowed in the "casual" mode I've seen mentioned a couple of times? City of Heroes was a huge original inspiration to our Create-A-Player system- we too looked at it and said "that would be awesome for an action game!" the problem with some of their skills in action game is that they don't play well in classic video game character intricate situations- like they have a lot of skills that involve moving over large distances, when most action videogame are about closer situations. Like even the super speed we have, doesn't feel as a good as blink or teleport in closer environments. Super jump in small hallways is not fun either. We found that you either make a game optimized for characters that move very far or you optimize for more intricate detailed scenarios.
That is to say, Phosphor Games, are you willing to put in for the long haul on this thing? The one reason Project Awakened keeps going is our passion to it. Even now, all our guys are working around the clock on kickstarter, not because we force them to, but because they love the idea and want it to happen.
They either cut corners and end up with a drastically different product, or they give up entirely. Are you as a dev team willing to put the quality of your product, and your desire for it to be the best it can be, before your desire to make a quick and dirty release just to make some money when things seem bleak? If we weren't super passionate about making this game happen, it would have died a long time ago. It would have died early in Midway greenlight committees. It would have died in executive reviews. It would have died when Midway shut down. We just keep forcing the idea to live because we see so much potential in it.
It seems so daunting. In short, what does Phosphor Games have that sets it apart, and will make this game so much better and different from all those before that have failed? If the kickstarter doesn't happen, we will still find a way to make it live. It will just take more time.
Personally I support Project Awakened. It may just come down to how you look at the glass: is it half full, or half empty? Again, this game has many features, and we want to expose all of them on first beta release. Worst case scenario and Phosphor gets hit by a stray Russian meteorite after the kickstarter release, the game could easily continue through modders growing it to be whatever.
Will there be any abilities like shape shifting? Like... can the character turn into a cat? Shapeshifting is a cool ability that we will think about how we can add.
Even if that is not included I have been a backer since day 1, I hope I get to make some fire tornadoes soon! Not sure about the cat on initial beta release, but if the community wants it ...
Support for anthropomorphic animals would definitely draw a large furry fanbase, for better or worse. The 'furry lobby' is a indeed powerful one and we will make sure we support whatever they need
For instance, are there special gameplay considerations that you need to address when you added the teleport power so that the player can't skip events, or otherwise break the game? How do you approach those in terms of balancing it with the other powers? Yes- in the HUB players can sorta break missions, same way in Assassins Creed or GTA you can wander away and fail In the more intricate design spokes we just have to play the game many times and see how they work. This is actually one of the more fun things we do on the job. many of us worked on psi-Ops where we had to do similar things in playing the level- we are always aware of where the player can go in these situations, so every surface they can get to or go around needs to work with the situation at hand. Also for Beta Release we may end up with some skills that are "unsupported" that could break things, but players can try them out and have fun, and make suggestions how to improve them.
Will there be a multiplayer mode similar to Garry's Mod, where it is neither co-op or competitive and friends can spawn in vehicles and items to create a scene that they can mess around in? And could you add a melee weapon that is a drill similar to the one the Big Daddy has? The multiplayer that will be in the initial day one beta release will be "unsupported", meaning it won;t have leaderboards or matchmaking- very much something that you can open up and mess around with.
Could you explain a little further on the multiplayer I'm not sure I get it. Will I be able to host a game or are you in charge of servers? People will be able to manually connect to each other in the initial beta instead of through fully supported lobbies. (assuming the stretch goal isn't hit)
despite it not having matchmaking will other players still be able to join in the same game on beta release? This would mean that while it wouldn't be the most elegant form of multiplayer (in the initial beta) you would still be able to play with your friends!
Is there any plan to making something like Neverwinter Nights did with the aurora toolset? The aurora toolset is similar to something we hope to build towards so that you don't have to be an expert in modding to be able to create content for people to play.
How long do you plan the single-player campaign to be? When are you guys planning to release it? The first beta release we estimate would be a 10ish hour campaign mission for a single play through, which means you'd miss a lot of content if you only played it with a single character with a set group of skills.
If the community prioritizes more campaign content over other features, we'd make this longer.
As a side we guessed Horn was a 5 hour game and it ended up being 15 hours.
Will this make it to next gen consoles once they come out? You need a publisher to be on next gen consoles and we don't know about modding or how much freedom they will give that a game like Project Awakened requires. We are all console players so obviously we would love it
I'd prefer if project awakened never hit consoles, or at least did so well after release. too many good games are gimped by the hardware and control restrictions of the consoles. The only time I ever asked for a refund on a steam purchase was for From Dust... It would be well after beta release because I doubt they allow live betas on consoles.
Who knows what these next-gen consoles will be once out, I'd hope they'd be more open systems allowing for more traditional betas (not these marketing demos), modding, and more free-to-play options. Though of course we'll see, and I won't be expecting it. It would be great if they did. that is a big part of why PC is doing so great right now
What are some other games members of the dev team cite as their favorites and/or biggest influences? In other words, what other video game experiences do you hold in the highest esteem? I'm a backer. All the best of luck to you on your campaign. We have a pretty diverse group of guys and we all like to draw on different parts from different games. We love the melee combat in games like DMC3 and Bayonetta, the sandbox elements of games like Dishonored, the multiplayer balance of games like DOTA2, and the story elements from games like Bioshock. Also, thanks for backing!
Hi Phosphor games, I had two questions. How did you guys come up with this idea? Is there any way that the community can help to push this project along? We were inspired by a lot of MMOs and their ability to allow players to really create characters that were their own. We love character creation but we wanted to be able to use our custom creations in an action game environment. It was from that basic idea that we came up with the idea 6 years ago where we worked on a game called Hero. After Midway Games went bankrupt, we took those principals to Phosphor where we still feel strongly that we had something special and have been trying to make that game ever since.
Course they will,any game with modding tools will be abused.Why does it matter? Project Awakened can take the abuse. We really see it as not just a game but a kit to have fun.
Hey guys! Hero was pretty much my dream game so I'm incredibly excited that you're making Project Awakened. First off thank you for the very kind words!
So, on to the question: You say that the power system is "modular" as opposed to skill or class-based. How exactly do you get and equip powers? If you could elaborate on the powers system, that would be awesome. When you create your character will have access to a number of different tools that will allow you to outfit your character with abilities of your choosing. I hope you do not mind but I am going to throw out one of our updates that is a huge in depth write up into the character creation process just because I think this is a great question but one that would also cause the entire page to be taken up by an explanation. :) Link to www.kickstarter.com
Will you guys use steam as a deployment platform? If so seeing as the unreal series has always been friendly to linux, will there be a linux version? Epic chooses what platforms they support. If they go with Linux for UE4, we will definitely be there.
I think a solid number of people are going to want to make their character look like themselves. Is there an existing character creator you can compare yours to? For example, Skyrim or Saints Row 3? Basically, I want to make me as a superhero. Will your game let me do that? Something we could support after beta release is a "facegen" type thing where you can put your photo over a mesh and use your actual face in the game.
Would a throurough Character Creation (ala Saints Row 3) be easier than a facegen? I'm not really familiar with that aspect of game design. Yes it a simple app that lets you line a photo up with eye / mouth lines.
Can you tell us about any new powers that you haven't talked about or shown in the videos yet? Freeze and enemy in place and if he is low enough health, smash him to pieces. Geyser will erupt water from underneath an area and do damage as well as launch players (can be used on yourself too!). Fog of war creates a mist that temporarily lowers vision for people in the area. We will also have a variety of melee abilities like scythe, martial artist, and axe.
Did they officially state that you play as a "hero"? Would be awesome to have the choice to be a villain! There are evil-ish powers that people are afraid of.
With all the awesomeness of each possible play style, how do you think you can achieve a balanced multiplayer? Balanced Multiplayer is not a goal of the beta release. But ...
There are few ways to balance multiplayer.
One- we spend a lot of time making sure skills aren't over-powered.
Two- maybe matches have a type of wager mechanic, so even if a skill is over powered, so player can agree to 'if you are going to have that skill, I want better odds" or something so their win will be greater. So some balance is somewhat corwdsourced- players won't play against skills they think aren't fair.
Three- we can make a highly competitive tier that bans certain skills the community feels are overpowered.
What is your opinion of the game dev scene in Chicago right now? Chicago is awesome. Whenever a studio gets knocked down, two more spring up in their place. It is funny that Chicago was all arcade, then it was all console, now it is slowly PC and mobile. Times change and the scene evolves ...
As professional game developers, do you believe that giving more flexibility in letting users create their own adventures/universes will become more popular in the future? I know that allowing a platform to unleash users' creativity is the best way to keep them engaged for days/weeks/years, but there must be a limit to the freedom users receive, is that correct? - Not sure how many team members you have on the AMA panel, but I would love to hear from each and every one of them an answer to this question: "What is the single most important concept you had to learn/comprehend/love to be where you are today and what is your position at Phosphor?" - Statistically, how many of you drink at least two cups of coffee every day. - In the AMA picture, why is one guy not participating in the picture? Or is the picture of just the AMA panel? If so, how many employees does Phosphor have? >>As professional game developers, do you believe that giving more flexibility in letting users create their own adventures/universes will become more popular in the future? << >>Not sure how many team members you have on the AMA panel<< right now you have me, Chip, the project lead. I don;t know where to start. I started in 1994- went to art school but the first job I got was in QA... I think just being persistent and not letting failure be an option. >>Statistically, how many of you drink at least two cups of coffee every day.<,
Are you guys attempting to market anywhere though? Talk to big youtubers, gaming sites, etc. I haven't seen anything yet. Try harder! We have spent a lot of effort! If you have suggestions or ways to reach people let us know!
I would try contacting TotalBiscuit and ask him to do a WTF is Project Awakened. We have reached out to him already. The fans at this point must demand it
Will you allow user created content for power effects or character customization? For example, support for steam workshop or creating a similar platform to buy and sell with real money? We will allow you to customize your character with your own abilities, art, and animation. As for the workshop we are going to play a little bit of wait and see. We love how high quality the content is on games like TF2 and DOTA2 are and if the modders making the content want to charge for it, we are open to that!
As well, the concept video looks great, but I wonder about the faces. A lot of them seem to be using the same default face, can we expect more? Thanks! It can have issues in MP but singleplayer can be very cool ...
Hey Phosphor games! Me and my friends have been massive fans of yours back since the early development of the game 'hero'. We are so glad to see you back! We also created Link to www.reddit.com to keep track of this game as it unfolds and progresses. We really are psyched for this and wish you all the best! We're also wondering when will backers gain access to your exclusive forum? Once the kickstarter gets cleared, we'll open up those forums!
What size world will we be in? One city, multiple ones? The game will have 1 city at beta release. If the community prioritizes more world content after beta lease, that is what we will focus on
I noticed something during the Abilities/Powers Demonstration: During the demo of the Kinetic Push, the character used it to push boxes/crates/etc at the enemies. HOWEVER, the Concrete Road Blocks did not move. I suppose my question to you is: Why not? I noticed if you shoot them they chip, but they don't react to the physics of the push? Has that not been implemented yet? Or do you plan on implementing that? Very specific question I know. :) It just depends on the weight of the object vs the strength of the skill.
Some objects will not move if their mass is too much. A car will get pushed but heavy concrete might not.
Is the city going to be modeled on Chicago? It won't be exactly Chicago but when you live in the city it is hard to not use it for inspiration :)
Do you/will you have any actual UE4 footage to show off during the kickstarter? Yes! We plan on sh owing off some UE4 character creation soon to give a glimpse into the visual fidelity people people will see in the new engine!
After reading some of the responses in here, I'm wondering how the story will be effected by super powered people running amok being nigh impossible to kill. are there going to be ways to make "subtle" powered heroes? Like, you mentioned mind control somewhere, so would it be possible to roll a character that has basic proficiency in "normal" abilities, like shooting or general fighting, but can use subtle powers to secretly tip the scales in their favor without revealing to everyone "oh by the way I have powers the likes of which you cannot compare"? You will absolutely be able to use more subtle abilities like you mentioned! We realize that not everyone wants to be noticed and some people just want to be more sleeper force to be reckoned with.
Didn't know you guys were in Chicago. Beer sometime? We do those industry night drinking things - do you go?
Will you balance individual powers, but let combinations of powers break the game? How will you restrict players from overpowering a single power? Will you even consider fixing game-breaking power combinations, or just let it go? If we create something we like but has a tendency to break, we will label it as 'unsupported" but let people try it out anyway
Any possibility it will come out on consoles? Or Mac? We use Unreal 4, so what platforms Epic choose to support is up to them. That said, UE3 was ported to Mac so there is a good chance.
Consoles require a publisher, and we aren't sure if they support live betas and whatnot. We all plan to buy the latest ones when they come out, so maybe once they announce their plan ...
Would linux also be possible if only in the form of an officially supported Wine setup(since a port of UE3 for Linux never came out and the same would be logical for UE4 at least for a while)? We are fans of linux so we would do what we can- want the game in as many hands as possible.
Will there be a character power relating to mind control/possession of NPC's? Just something I would like to see. Yes it is is some of our videos- we have a mind jacking skill
Will there be a Mac version? Or is that not something you are putting your resources toward? Let's be honest- nobody loves Pete.
Thanks for the response! Is your approach to making games (at least in theory) gender-agnostic, or do you actively look for other (specifically womens') opinions and perspectives on the stuff you make? Many of us here have daughters as well, and we think it is important games don't just get made by and for males.
Can I make a character with the superpower of sarcasm? If so I'm sold. We could have the ability to summon sarcasm. What would the enemy reaction?
Ninjas? Yes.
I noticed in the video that a lot of the powers seem very, well, overpowered. Are you guys planning some sort of tier system for powers, or will we be able to create localized singularities and flaming rock tornadoes at the very start of the game? There are modes to try stuff out and have fun, and there are modes to play more as a challenge where these things are not handed out and have to be earned
The footage you showed us and all of it that it found showed the in-game Character as a super-hero with super-powers, is it possible to just create a regular soldier with next-gen weapons and just all this kind of "future-style" stuff? Absolutely- you can create normal characters. We are making a videogame character creation, not exclusively superheroes.
We are big fans of stuff like metal gear, gi joe, etc
I feel like that first option gives you more dynamic abilities, while the second one gives you a little more freedom and customization. My question is which of those does this game lean more towards? Agree both ideas are very cool and could be two different games!
Will the environment be destroyable in game? Like in battlefield where you can blow up a building, it would be awesome to make a tornado that can just tear down a house. Yes some structures can get torn down. We will see how much we can push and keep the detail ...
I actually had a dream about a game like this a few years ago and i think that it really sounds like an awesome idea! With that said, here is my question: will parts of the environment like buildings and bridges be destructible? Re: destruction-yes many structures can be destroyed that change gameplay. But you won't be able to level the whole city.
since you guys said "ask us anything" i'll come with a kind of off-topic question: If i wanted to try out making video games (and possibly achieve a career in this field), what would be a good way to start out? Any tips of how to get started would be much appreciated. Re starting out- if you can keep your expenses low, you can do anything. Really an amazing time to be a couple person team. There are amazing tools to build games for free, there is a amazing distribution to get the game to consumers. Hopefully it will last a long time
Last updated: 2013-02-21 16:34 UTC
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[Table] gaming: I am a programmer for Guild Wars 2, AMAA.

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Date: 2012-10-17
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Questions Answers
What programming methodologies does your team use? ie. agile, scrum, etc. This depends on the phase of the project which we're in - during "normal" development (like now!) we use a customized scrum-based project. When we're finalling we tend to go back to a traditional team-based just-fix-the-bugs process.
What do you use for source control and how do you handle refactoring code for optimization? Or do you try for best optimization on the first pass? We use perforce for source control. We have a few branches which we can work in to do refactoring (for optimization or any reason) so we can roll things out when they're ready.
What standards and practices do you use? Game development is actually pretty normal software development - we use technical design documents, coding standards, code reviews, etc, etc.
How does someone that is a new graduate get into the game programming job market when most jobs require being part of a published title already? Write games in your spare time! They don't have to be massive, just small polished games. People who are passionate about game development can't help themselves - they write games no matter what. That's how I got into the industry - I wrote a Game Boy emulator.
What is your engine written in? It's mostly in C++
How often to you dive down to the bit level of data manipulation? Very often :-)
Ever have to write Assembly code? Sometimes, although these days it's fairly rare.
Are you guys looking to eventually move to git/mercurial, since Perforce appears to now have Git integration? When you "scrum" what tools do you use to help with the process (ex. Pivotal)? Are you tasking with hours, story points, sprints, stories, epics, business value, etc.? As a company, no we won't be moving away from perforce. Git doesn't handle large, binary assets well and that's a problem for us. However, I personally use Git constantly on top of Perforce on my local machine for code. I find having a personal source control solution to manage my many different concurrent tasks and projects an indispensable part of my work process.
Any especially salient reason for settling on C++? Mostly performance.
Is your emulator widely used? Or just your personal one. I never released it, sadly - it was really a personal project to see whether I could do it. There were much better ones out at the time :-)
Can you explain a little more about your personal source control setup? This is really intriguing to me. Briefly as I need to get back to work =P. I use a git repository that ignores everything except code (so things like *.cpp, *.h, .vcproj, etc. make it in). My master branch is always clean and is what I am in when I sync perforce. Then I have branches for everything I'm working on and just rebase them onto master as I update master. When I'm satisfied with my work, I have a powershell script that takes the differences between my current branch and master, and creates a new perforce changelist with these files in it. I then merge the branch into master then submit the generated changelist (after writing the appropriate description of course =P).
I also have a backup repository on another computer that I constantly push to so if I ever have to change machines, experience hard drive corruption or some other catastrophic failure, I still have all my work.
I'm assuming you took some design steps early on to port it to other platforms easily too, which makes C++ a great choice? That's a great point - C++ is pretty portable, which is important for us.
What do you mean when you say 'mostly C++'? Is it written in other languages as well? How would that even work? We have a lot of different systems - the game client is only one of them (lots of different servers and tools and other backend services). We use a variety of languages depending on the needs of the system.
Thank you for answering! This was one of those glass shattering as you realize your life could be so much easier moments for me. Glad I could help! It took me a weekend of time to get it set up in a useful way. Then that Monday, first time I started using it, I wondered how I ever survived without it!
your colleagues aren't complaining about missing commits because you commit entire branches as one patch? (unless I misunderstood this) The git repository is strictly to assist me in keeping track of my work. I'm not commiting HUGE changes to perforce all at once, I'm still checking in changelists that are the same size as if I hadn't used git. However my git checkins are usually tiny bite-size checkins that you would never check in to a shared repository. The net result is that each branch turns into a log of my work. This of course helps me tremendously when going back and debugging, seeing where I went wrong, how I iterated on a problem, going back to a previous technique as I learn more about what I'm working on, etc.
My old colleagues would. :D. The other major advantage that git provides for me is the ability to quickly be in a clean state. I shut down whatever I'm working in, a quick "git checkout master" later and I'm at a clean state that I can branch from and fix a high-pri bug that just popped up and "ZOMG MUST BE FIXED NAO!" without losing any work or letting what I'm working on interfere with the bug. It also is nice when someone checks in something that breaks the build (which of course NEVER happens =P). I unwittingly sync up (I always sync p4 when I have git's master branch checked out and check the fresh sync into git with the latest p4 changelist number in the git commit description), then "git rebase master" the branch I'm working on. Well, instead of syncing, building, just to find out I'm blocked, I can simply "git rebase master~1" and all of a sudden my branch is RIGHT back where it was before I synced and I can continue working as the appropriate party is fixing the blocking issue! (Side effect, this has also helped track down issues in the past as I now have a record of two builds between which the build broke.)
Why not just use Perforce shelving? I started using a local git repo around the time that Perforce introduced shelving. The impetus was the fact that shelving appeared to be incredibly useful to me but at the time, p4 didn't allow you to merge changes from a shelve into local changes. This was a huge problem for me as I was always touching a file I had shelved and then dealing with getting everything synced up again after unshelving was kind of a pain. The local solution I started rolling at that point was far more flexible and powerful. I'm also a command-line kind of guy so it all just fit for me. Since then p4 has most definitely improved shelving a LOT and also introduced streams. Both of these features can (I believe) accomplish everything I do with git but I'm used to git and I don't see a need to change currently. The only advantage I see is the reliability of our p4 depot and storing my work there. But I'm used to backing up my git repository constantly so it just doesn't seem worth it to me to switch.
Will you ever implement or even consider a FoV slider? We've heard players loud and clear on this one. But we're not prepared to answer yet because we just convened a team to investigate, on Monday in fact, and we want to give them time to investigate. For example, there may be a bug affecting FoV calculations in widescreen resolutions. We want to know what's a bug and what's by design before we change the design.
What kind of witchcraft you use that makes both Guild Wars and Guild Wars 2 not need hours and hours of downtime for server maintenance and game updates? Ok, so this is kinda secret, but I'll tell you anyway. I can tell you because it's easy to say and really hard to do.
We have a system which lets us run the old build and the new build at the same time. So we don't need to take the old build down when there's a new one, we just also host the new build.
That's it, it's that simple in concept. But complicated to implement.
It also requires great care because our back-end servers must support the old and new build at the same time. Sometimes (not too often) we have to write code that only runs while both builds are live just to keep things compatible; then we remove it. As Cam hinted, it's something you have to architect in from the very beginning.
Do people on the "old build" still interact with people on the "new build" ? or are they segregated until they get on the same build? They are segregated, except for some things like party and guild chat.
Whoever keeps that piece of code-fu working deserves a cookie. It's ok, they get a lot of cupcakes :-)
Aww man. I figured you did something like this. One of my favorite features in the entire game is not immediately getting kicked from story mode when there's a new build. I was so goddamn thrilled the first time it told me "you have 3 hours" rather than "you have three minutes." Yeah, it gives you a different amount of time depending on what you're doing. We try to minimize disruption as much as possible.
As you say, it would be pretty annoying to be 80% of the way through a dungeon and then get kicked to the new build!
Is there a point to reporting bots any more? Not "hey you aren't doing anything about them," but more along the lines of the activities I recognize as botting (identical pathing, attacking thin air, identical (default) appearance, and so forth) seems like it should be able to be recognized via an automated system. If I see twelve bots running an identical path killing ALL the things, and only report ten of those (hard to remember if I've already reported xzxcczccx as well as vbcvvbcxxxvb), do those other two get to keep on going? Or can I report only a handful to have them all looked at? Is bug reporting in game more effective than on the forum? Or the reverse? Or are they about the same? For issues like the broken skill point in Metrica Province (with the dead Hylek NPC), is it really much more complicated than "if dead, resurrect"? Surface level it seems so trivial to correct, wondering if there's more to it that players aren't seeing. We've seen some information on the breakdown of the number of players choosing races. Will we be seeing more of that type of information? (side question -- closing in on two months after release, did any of the player demographics surprise the team?) We ban bots in waves. Those two aren't getting a pass. There are several advantages of using the forums for both developers and players - we can ask for additional specific information, and also we can respond to threads on the forums. Both bug reporting and the forums are very useful for us. Personally, I wish we'd been better prepared with the Trading Post, and that we'd been better prepared with content problems with things like events and skill points.
Is the culling issue in WvW (making other players invisible for sake of serveclient issues) going to get better? Do you like the state that it is currently in? Actually we have plans to improve this a lot. The biggest problem is making sure that we don't send too much data down to the client and make people on slower connections lag out. But we think this is solvable, we're on it.
Cam.
The issues with invisible players in WvW comes down to a couple of factors. One is to do with when the servers notify any given client about other characters in the game (I'll call this reporting/culling) and the other deals with the time it takes the client to present the character on the screen after it has received that notification (I'll call this asset load).
The asset load issue is all about how quickly the client can show you something it knows it should show you. We're looking in to ways that we can make that process faster, but it's always going to take non-zero time. However, that's not where the bulk of the invisible players come from. For that we have to look at the reporting/culling side of things.
In the situation where the local population density is relatively low, when another character comes in reporting range of your character the server sends a notification to your client with all of the data that it will need to track and render that character. That includes appearance data, race, gender, profession, weapon sets, etc. etc. It's an easy model to think about and works well, until the local population density goes up. When there are a lot of characters in reporting range we start to get into a situation where, under the current system, there's an overwhelming amount of data to send to the client (hello n-squared problem!) - after all, resources like client CPU/Memory/etc. and bandwidth are finite. In order to deal with this situation we elected to change the criteria for reporting characters slightly. Rather than just using a fixed range we instead also limit reporting to the closest N characters. By doing this we help to ensure that we're not overwhelming the available bandwidth and, since clients clearly can't draw or process characters they don't know about, we get some savings on client performance "for free". This works out pretty well in PvE and doesn't seem, at least as far as I can tell, to have a detrimental impact on gameplay.
Unfortunately in WvW, where large battles are quite common, we find that players are bumping into these limits quite often and the effect has a real, and unfortunate, impact on the gameplay experience. Do I like the state that it's currently in? No, honestly I don't. WvW has been my baby (though not mine alone!) for quite a while now and I really want to see EPIC battles play out in all of their glory. If there was a switch I could flip to just make this work then I would have flipped the hell out of it by now, believe me. However, when you're dealing with resource utilization issues like this there are rarely any easy answers. I'm currently, actively looking into what exactly our options are in this regard. The fix is likely to be large-ish in scope, with changes on both the client and server, but we have some ideas that look like they may work out. So, will it get better? I can't make any promises because we're still experimenting and building new tech, but as a person who works on this every day I certainly believe that it can and will do everything in my power to make that happen.
Also, more skins for weapons that are NOT GREATSWORDS. Show more love to the other weapons. Apologies in advance for only hitting one of your questions, but I'm not certain of the answers to the rest of them, so ;-)
Any plan to implement multiple trait set? That would be cool. I'd use that! We have a lot of things on the "cool to do" list though - we're working through it!
Also, what is the airspeed velocity of an unladen swallow? Branded or unbranded?
What are some other things on the "Cool to do" list? Well, I'll give you a historical example. The very top of the Cool To Do list when we shipped (for me, anyway) was crafting directly from collections... done!
It's that type of thing. Sorry I can't supply anything specific, sometimes this stuff looks easy and turns out to be hard to do the right way - so I don't want to commit to anything we might end up not shipping for some reason.
sometimes this stuff looks easy and turns out to be hard to do the right way. This is the sign of a battlescarred developer, and a wise one at that. My friend, don't even get me started :-)
Tabs or spaces? 4 spaces. No tabs.
Braces on the same line as the function signature, or on the next line? :o. Same line void Foo () { ... }
sigh Way to kill my dream of working at ANet. It's important to note here that HAVING a coding standard in your studio is more important than exactly what the standard is. Being able to move into anyone else's code in the studio and not be distracted by style differences is huge.
I am currently studying as a software engineer. Any large game or software is amazing, but how do you scale it up to handle so many things happening at once and synchronize this among all players? I can imagine how you might handle player movements, but once you start having 50 players, each moving and using skills multiple times per second, all while there are other mobs... I start to lose sight how this is even possible (without using way too much bandwidth). tl;dr Could you shed light on how you scale these server transactions up to handle so many players and environment objects at once? Of course messages are trimmed down as much as possible, but the best way to save bandwidth is to not send messages in the first place. At any given time, there are a lot of characters not using skills and not changing their movement and not even visible to you. We report to you precisely what you need for your view of the world where you are standing.
What particular role do programmers play in the pre-production or design phase of game development, if any? This varies a lot by studio. In some places, preprod and design are almost entirely separate from implementation. Those are the less fortunate shops, IMHO. In more pleasant studios like ArenaNet, we do what we can to involve all disciplines in the entire production process. This means that programmers typically have input into what is technically feasible and interesting from day one of design and preproduction.
How is the coding workload typically divided up among a team of programmers, if at all, at Anet? At the moment, we're organized by major groups of features. For instance, my team is focused on security in the game; anything pertaining to that generally lands on our plate. Different individuals always have their own strengths and specialties as well, so they tend to get assigned things that (A) they will enjoy working on and (B) they'll do a great job with.
About how much time, on average, would you estimate one spends on code per day during the production phase? This is really tough. How do you define time spent on code? Does that include reading code to find a bug? Does that include time spent talking about code with other developers? Does that include planning meetings that ultimately result in creating code?
What duties do game programmers have beyond simply writing game code? Troubleshooting problems is probably the second biggest thing we do, especially post-ship. We also spend a lot of time assisting in the design of new features, as I outlined earlier, to help ensure that everything we tackle is technically solid.
Programmers are super important during the design phase - it's really easy for designers to come up with cool ideas which could never be implemented. And (surprisingly commonly) designers sometimes self-limit their ideas because they think they'd be too hard to do - when actually there's an easy way of doing them. It's a collaboration.
We have lots of programmers and lots of work to do - we use a task tracking system to keep track of it all. In general our feature teams break down their high level goals into tasks and it'll be picked up by one of the programmers on that feature team.
During production, I'd say that a normal programmer would spend about 6 hours a day writing code.
Programmers tend to do activities related to writing code - brainstorming design ideas with other programmers, writing up technical proposals, buddy checking other programmer's commits, and so on.
During pre-production programmers may be working on general engine-level features or supporting prototyping efforts of design ideas.
Workload is usually divided up per-feature. For example, I'm mainly responsible for animation-related code in the game client. However, while we do emphasize code-ownership, we also value flexibility and shared knowledge of the code base, which allows us to shift the focus of programmers as different problems arise.
This is a tricky question, as it really depends on whats being worked on. If you've got a large feature or problem already worked out in your head or on paper, you may spend the majority of the day writing the code. However you may instead be working on a tricky bug, which means you'll be spending a good amount of time reproducing the problem, reading debug info, hypothesizing, testing fixes etc. So... anywhere from 0-8 hours, assuming you're not working overtime.
Fixing bugs and coordinating with designers, artists, and/or QA teams.
Obviously aim high in whatever you do, but for someone like me who has little to no side projects that amount to anything would you suggest that I continue to work on these to set myself apart from everyone else getting into the industry or should I throw my resume out to everyone I can? I wanted to apply for the internship you guys offered but I don’t feel confident with my current skill set which happens to be the reason why I’m doing side projects. Guild Wars 2 started development in 2007-08 I believe? Over the years I imagine new technologies that were discovered may have outperformed old technologies. What would you suggest that others start to learn today that you would have like to have known in ’07 –’08. I don’t know how well the programming team delved into the design portion of the game but I imagined everyone had a “Wouldn’t it be cool if…” What was the best “Wouldn’t it be cool if…” that never made it into the release? Finally I would like to thank you guys for working on such a wonderful game. It has truly blown my expectation out of the water. P.s. What’s with all the trench coat armor for medium armor? (1) Technologies change all the time; in terms of advising somebody what to learn now ... to be successful as a programmer you'll want to be able to adapt to the the fact that technology does change so often. Experimenting with new technology is a great way to broaden your horizons as a programmer (especially if that means learning a functional language when all you've previously known are other paradigms, for example) as well as a good way to teach you how to learn new things. You totally just need to keep plugging away at your own stuff. Having things to show off is the best way to impress in an interview, and the experience you gain from doing a "real world" project (as opposed to some sort of contrived demo) can be invaluable. Certainly technology always changes. It would have been nice if things like Direct3D 11 were available and ubiquitous back in 2007, but unfortunately hardware takes time and iteration to develop. No problem. We love to play games as much you guys, so being able to make one with our own ideas is an amazing experience. Whenever anybody asks me about getting into the industry (as a programmer) my first response has to be: Write code! Write code! Write code! Also, make games!!! There is no substitute for either writing code or making games and the more you do it the better you'll get at it. So I'd say you should do both: work on side projects as much as possible and send your resume to every company that you'd like to work for. New technology is awesome but it's not the most important thing. The most important thing is fundamentals. The deeper your fundamental understanding and the stronger your critical thinking skills the easier it will be to learn (or invent) new technology on job, and you'll be doing that often. One of the best things about working at ArenaNet is that we're all there to make the best games we can. We tend to work on small, cross-discipline feature teams that provide a lot of opportunity to share ideas. There are a bunch of ideas that didn't make it in, to be sure, but we keep all those around for later and I wouldn't want to spoil anything.
To the content pipeline programmers, what is the craziest request you had where the only proper response was "just no"? What was your favorite thing to program? Often designers want us to validate content data in such a way that would require us to solve the halting problem. As you can imagine, our game content is incredibly complicated, and there are a lot of things that are computationally expensive to verify, especially every time you want to make a change.
I built a lot of the tools we used to do very large scale load testing in preparation for launch, which used Amazon EC2 instances to log nearly a hundred thousand game clients into the game in just a few minutes. It actually literally used hardware spun up all around the world, on (edit: actually FOUR) different continents. Pushing the button to start those tests was always pretty awesome.
Please tell me that button was both big and red. It's just the enter key, I'm afraid - it's a little console app that talks to all the aws datacenters around the world and tells them all to begin spinning up instances. You just type a number in the console of how many you need, and press enter, and it does everything else. It's much more exciting than that sounds.
Now that the Mac client is available, any chance of a linux client? We have no official plans to launch a linux client. Having said that, I personally use linux a lot (starting with Slackware on those sweet A/D/etc floppy disks) and would love a native client. It's also really healthy for your code to support different platforms and compilers.
And as stuzart mentions, GW2 does actually run pretty well in Wine.
Now that you mention it, it would be awesome to know that someone - maybe you - checked from time to time if updates break wine. I understand that wine compatibility can't be a show-stopper, but some of your fans really depend on it :) We do actually check this - in fact, we've made a couple of changes specifically for Wine compatibility.
How did you learn to code? Do you have any tips for a "youngling"? 1.I've been writing code my whole life. At first I was self-taught and wrote terrible self-taught code. Then I did a Computer Systems Engineering degree and learnt how to do it properly. But in general you get good at coding by writing code. 5.Write games! Seriously, just write lots of code and put something together in your spare time. Or anything technically challenging - I wrote a Game Boy emulator, that's how I got into the industry. 2 - As Cam said, most of our code base is in C++ and I do enjoy that. However my favorite language is probably the one I haven't learned yet =). I'm always trying to learn a new language because I find that just about all of them are valid in some context to solve some set of problems. I see programming languages as tools in my toolbox and picking the right one for the job is very important. Make games. Or at least find out if you enjoy making games, as it's not for everyone. If you do end up teaching yourself programming, keep short and simple goals, and just slowly build up, as there are so many things to learn that go into game development. Write code! Make games! Don't be a game programmer because you kinda want to, be a game programmer because you can't do anything else, because even if nobody paid you to do it you'll still write games anyway.
What programming language is your favorite and why? Do you prefer working on a small game or a big game? Why? 2.We mostly use C++ - so I guess that's officially my favorite language for writing a game like GW2. But from a pure language perspective, C# is probably my current favorite. I used to use Delphi (ObjectPascal) a lot, so that's probably why. 1 - I started out doing electronics stuff in high school and as a result, learned very low level things (even down to machine language programming at one point). I eventually got higher and higher level and enjoyed programming so much that in college I changed majors to programming. I love me some C++, but I'm a language geek (both computer and human) so it's hard for me to pick a favorite. I generally think that there's a right tool for every job and since languages are just another tool it really depends on what problem I'm trying to solve.
4.When I started in the industry I worked on a bunch of smaller "boutique" titles, so I feel like I've done that, and now I love the challenge of big games. 4 - Both have their advantages and my desires shift with the times. Small games are awesome as I really get the sense of directly affecting the final outcome. However the feeling of being a part of a large project completing successfully is unmatched. 5 - As Cam said, write games =). I would also like to recommend working on your math skills and problem solving skills. I find that most of my job is solving some problem given some set of constraints and nothing teaches you that skill set (IMHO) like higher math. Not to mention that math is of course incredibly useful in its own right as a programmer =P. I've done both, from a small Nintendo DS game, to this huge MMO... and I'm undecided. There are things I like and dislike about both. Amazing, challenging, terrifying, fun, stressful, and immensely rewarding. Working on games is a dream come true for me, and Gw2 is the kind of project that doesn't come along every day. I've had a blast. Small games are great because you get to finish things so (relatively) often, but working on a big game like Gw2 is like nothing else. I cut my teeth on classic cyberpunk novels (William Gibson, etc.) and I'm still enchanted by the idea of a fully realized metaverse. I love that working on a massive online world like Gw2 feels like, in some small way, I'm helping to move us toward that goal.
Can you list all the programming languages used to develop the GW2 client? Is it 100% C++ or do you also incorporate scripting languages like Python or Ruby? The game is written in C++. We do use other languages for other aspects of development (our tools framework is in C# and is uses Python for scripting). Many of us engineers will also write scripts for our own personal use, to automate some daily tasks we may do frequently (I use a lot of Powershell and Ruby).
Is Powershell any good? When I'm on windows I always feel hobbled by the non-unix shell. Even bash via MinGW/Cygwin is annoying. It has some quirks, but now that I'm familiar with it I prefer it greatly over bash and zsh, which are the other two shells I most frequently use.
Can we please get a WvW queue number? This would REALLY help, especially since it's gotten long on my server since we started winning more. Probably part of why we're winning more. Edit: (sorry, steam of consiousness) How some form of way to get to the front of the line, with limited use? Say, allow a guild to skip to the front of the queue one night a week. Players can only use during one period of time so as to avoid multi-guild abuse. I've only spent about 15 seconds so haven't thought it through, and this is more of a design thing, but this would allow casuals to better-plan a WvW night with their guild. Technically feasible, though? I understand guesting would have to be done carefully so as not to mess up balance in a tight WvW match, but could also be great. Maybe only allow players to guest to "undermanned" servers or those who are behind on total or current points. Could help create more balanced matches, and maybe you could even put a small price on it, for either the joining players (pay to have no queue!) or the ones being joined (undermanned? hire mercenaries!). Hmmm this is probably secret, but we're all friends here! We have something in development which will greatly increase the number of people who can play WvW at the same time.
I was wondering how events are scripted, do the people who create events have to script it all by hand, or do you use some sort of WYSIWYG tool that writes the scripts for them? Events and other content in our game are created with a proprietary in-house tool called Duo, which uses a custom scripting language (it's more-or-less a visual tool, but reads like text and not a graph of "nodes").
if so: What kind of language do you use? and how much flexibility does it provide? During the development of the tool we worked very closely with the designers who would be using it on a day-to-day basis to make sure that it they'd be able to use it efficiently and effectively for all the content they need to build.
Last updated: 2012-10-24 11:24 UTC
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