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The Wine 11.4 development release is now available for the Windows to Linux compatibility layer, bringing assorted new features and fixes. Following their usual schedule of a new development build around every two weeks, with the previous version Wine 11.3 released 20th February.

From the release notes the highlights are for Wine 11.4:

  • SAX reader reimplemented in MSXML.
  • Resampling optimizations in DirectSound.
  • Beginnings of a proper CFGMGR32 implementation.
  • Better Unix timezone matching.
  • Various bug fixes.

They mentioned bugs solved for the likes of: Xara Xtreme 4, CodeGear RAD Studio 2009, FL Studio 12.4 installer, Xilinx Vivado 2014.4, GAG The Impotent Mystery, ROMCenter and Roblox Studio.

We usually see one new main release of Wine per year, so expect Wine 12 in January 2027. Valve will usually then give Proton a version bump sometime after.

Article taken from GamingOnLinux.com.
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6 comments

mrdeathjr a day ago
​This wine version in my case work using some old titles like:

Radeon ARK Demo D7VK DX7

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Nightmare Creatures D7VK DX5

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Max Payne D8VK DX8

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for max payne need this for prevent jpeg error, similar to some old 3dmarks

https://www.pcgamingwiki.com/wiki/Max_Payne
Open <path-to-game>\rlmfc.dll in a hex editor.
Go to offset 0x256ED.
Replace 83 E0 0F with 90 90 90.
​😀

Last edited by mrdeathjr on 8 Mar 2026 at 11:46 pm UTC
mr-victory a day ago
Quoting: mrdeathjrThis wine version
Huh?
mrdeathjr a day ago
Quoting: mr-victory
Quoting: mrdeathjrThis wine version
Huh?
dont appear now, wait a moderator approve post

😀
scaine a day ago
User Avatar
Quoting: mrdeathjr
Quoting: mr-victory
Quoting: mrdeathjrThis wine version
Huh?
dont appear now, wait a moderator approve post

😀
All done! Was chilling on a Sunday night and thought I'd check the latest comments! 😀
mr-victory 17 hours ago
Quoting: mrdeathjrOpen <path-to-game>\rlmfc.dll in a hex editor.
Go to offset 0x256ED.
Replace 83 E0 0F with 90 90 90.

Replace with NOPs? It is so funny when it works imo
mrdeathjr 2 hours ago
Quoting: mr-victory
Quoting: mrdeathjrOpen <path-to-game>\rlmfc.dll in a hex editor.
Go to offset 0x256ED.
Replace 83 E0 0F with 90 90 90.​
Replace with NOPs? It is so funny when it works imo
yeah in some texts talk about this issue affects ryzen because game dont detect mmx instruction (rare?)

in other related news d7vk update readme file with this (maybe next release stay closer) :

D7VK

A Vulkan-based translation layer for Direct3D 7, 6, 5 and 3 which allows running 3D applications on Linux using Wine. It uses DXVK's D3D9 backend as well as Wine's DDraw implementation (or the windows native DDraw) and acts as a proxy between the two, providing a minimal D3D7/6/5/3-on-D3D9 implementation.

Note that D3D retained-mode applications are not supported, since the project only aims to implement immediate-mode.

FAQ

Will D7VK work with every game out there?

Sadly, no. DDraw and older D3D is a land of highly cursed API interoperability, and applications that for one reason or another mix and match D3D7/6/5/3 with DDraw and/or with GDI are not expected to work properly in all cases. If games provide alternative renderers, based on Glide or OpenGL, I strongly recommend you use those, together with nGlide where applicable.

If you're wondering about the current state of a certain game, a good starting point would be checking the issue tracker.

Wait, what? There's D3D6/5/3 support in my D7VK! How did it get there?
After looking over the D3D6/5 SDK documentation, they turned out to be somewhat approachable, so I have implemented both. Thanks to CkNoSFeRaTU we also support D3D3, along with execute buffer driven rendering, and thus have achieved full D3D (immediate-mode) coverage of the DDraw world.

Mind you, support for D3D7 still remains the main goal of the project. From a features and general compatibility standpoint, expect D3D6/5/3 to fare somewhat worse than D3D7, because, as I've said before: the further we stray from D3D8/9, the further we stray from the divine.

Why not spin off a D6VK, a D5VK and a D3VK, or rename the project?
All APIs prior to D3D8 fall under the cursed umbrella of DDraw, so it makes absolutely no sense to split things up. As for any renaming, that won't happen, since the project's main focus remains unchanged.

What happened to D3D1, D3D2 and D3D4?

D3D1 never existed, because the first release of DirectX didn't include a 3D component. Direct3D was added in DirectX 2 and was left mostly unchanged in DirectX 3, so D3D3 and D3D2 are interchangable terms, with a mostly historical distinction. DirectX 4 was never released, and the prototyped D3D4 implementation was restructured into what ultimately became D3D5.

DLL dependencies

Listed below are the DLL requirements for using DXVK with any single API.

d3d7: ddraw.dll
d3d6: ddraw.dll
d3d5: ddraw.dll
d3d3: ddraw.dll
😀
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