Jump to content
Sign in to follow this  
VonS

New Mac OS Versions and FE2

Recommended Posts

Hello gents',

A quick heads up for those running FE2 in WineSkin on a Mac - keep in mind that FE2 is a 32-bit program. MacOS 10.15 and later will not be supporting 32-bit programs anymore (only 64-bit). This of course is a problem considering that WineSkin (and other Wine programs for Macs) are currently 32-bit. While WineSkin may eventually go 64-bit (this is a slim possibility), there is no guarantee that 32-bit programs like FE/FE2 will be able to run in it even if it is 64-bit, considering that MacOS 10.15 and later are stripping out most if not all of the 32-bit code from their OS. This leaves Mac fliers of FE2 in a precarious position. Options are eventually to go over to Windows and drop fiddling with WineSkin, or to keep running your older Intel Macs (like my 2012 quad-core Mini), or grab another Mac and sort of future-proof yourself, with something like a Mac Pro or the newer Mac Mini (2018), providing you don't upgrade past MacOS 10.14 (last one to support 32-bit). SF2 by the way is 64-bit, and so is WOFFue - so those are good to go into the future of 64-bit OSes, on the Windows side. No guarantees that you will be able to fly WOFF/SF2 in future Mac OSes however because WineSkin may remain 32-bit only (no telling what's going to happen with Wine on a Mac at this point). Have been reading some forums that the Wine folks may move over to Linux entirely if the Mac world drops 32-bit...not good news for legacy simming/gaming. Anyway, I'll probably future-proof myself in some way with an extra Mac or two since I like running FE2 in WineSkin and there's no dropping FE2 once you get the modding bug. :biggrin:

Happy flying,

Von S :flyer:

UPDATE: The CodeWeaver folks working on CrossOver (a fork of Wine) may be developing a way for 32-bit code/libraries to be loaded into a 64-bit version of Wine - something that may eventually be ported to the general branch of Wine too - but again this is work in progress and no telling what will happen until the dust settles down over the next couple of years, in terms of 32-bit gaming on a Mac, in Wine. Linux has a 64-bit version of Wine that can load 32-bit code for older games, and it seems to have had this for several years already - but this is not relevant to gaming on a Mac. Will update this post further if any (good) news emerges.

Edited by VonS
Added info.

Share this post


Link to post
Share on other sites

Further update to this Mac-related thread: FE2 and RB3D work fine in WineSkin on MacOS Mojave (10.14) - for FE2, the same recommended install procedure posted under the relevant WineSkin thread (under the stickies section) works fine, using the Wine8 ver. 1.5.1 engine, the best engine to use for FE2 since decent frame rates can be attained on it.

Have also tested FE2 in Win10 under BootCamp on my MacPro and it bogs down at around 10 fps with the AMD FirePro D700 cards - but runs beautifully in WineSkin on the MacOS side. :biggrin: I included the higher quality mesh-size flightengine.ini file and frame rates still run around 50-60 fps, about 80-120 fps with the lower quality flightengine.ini file. If running FE2 on integrated Intel video cards - the lower quality flightengine.ini file is recommended. Have kept most settings in the FE2 game menu at medium since there wasn't much difference between medium and high, while fps suffer at high settings.

Will do some further testing with FE2 on the BootCamp side to see if frame rates improve by running it in Win7 compatibility mode - otherwise WineSkin is still recommended for running FE2 on a Mac, in OS versions ranging from Snow Leopard (10.6) to Mojave (10.14). System 10.12 (Sierra) and above require however that you disable "system integrity protection" in the terminal window, or games in WineSkin won't load.

Happy flying and happy holidays,

Von S :drinks:

Edited by VonS
Added info.

Share this post


Link to post
Share on other sites

Hello fellow FE/FE2 flyers, here are the latest Mac-related updates.

WineSkin is still the simplest choice up to ver. 10.14 of MacOS to run FE2 on your Mac side...ave. fps are between 50 and 80 at medium graphics settings and a resolution of 1600 x 900 on my rig (Mac Pro 2013). Also good is that FE2 now runs fine in Win10 on the BootCamp side of the Mac....the trick, as posted in another thread earlier by gTerl and others, is to include the dx9 driver directly in your FE2 game (not user directory) folder. I'm getting good results with the generic dx9 driver included with the enb-series v. 0.076 package, located at the following link:

http://enbdev.com/mod_generic_v0076.htm

The only thing you need from that file is the dx9 driver. Ave. fps range from about 60 to 150 on the Win10 side of the Mac Pro with that driver in the FE2 folder...my previous tests with the dx10 and dx11 drivers installed, and advanced shaders set to "1" (on) and dx9 set to "false," in the options.ini file, have been filed away...yes fps gets into the 200 to 300 range but the sky and clouds look less subtle, peripheral/horizon fog flickers on occasion, and the classic, thin line water droplets disappear from the inclement effects. Also nicer I think are the landscapes with the older driver - more atmospheric. Aircraft and pilot shadows may of course be set to on if you are running a discrete graphics card or two (not recommended on Intel integrated vid. cards). Occasional crashes were also experienced with the dx10 and 11 driver installed - no such problems with dx9.

Recommended in the options.ini file is to set advanced shaders to off (0), to set dx9 to "true," and vsync off to "true." Also recommended are the following settings in the AMD control panel in BootCamp, basically the same ones that work well for WOFFue:

- anti-aliasing mode (override application settings)
- anti-aliasing level (4xEQ)
- anti-aliasing filter (Edge Detect)
- anti-aliasing method (Adaptive multisampling)
- morphological filtering (off)
- anisotropic filtering mode (override application settings)
- anisotropic filtering level (8x)
- texture filtering quality (high)
- surface format optimization (off)
- wait for vertical refresh (off, unless application specifies)
- opengl triple buffering (off)
- shader cache (on)
- tessellation mode (override application settings)
- maximum tessellation level (16x)
- AMD crossfire mode (optimize 1x1)
- frame pacing (on)

The great thing about Win10 in BootCamp is that all of the in-game settings can be run at high/ultimate with no problems...the only recommendation, if you like shadows enabled, is to set them no higher than "medium," to avoid any possible shadow flickering (although with dx9 instead of dx10 enabled, there shouldn't be any flickering visible...).

Happy flying,

Von S :smile:

Share this post


Link to post
Share on other sites

Representative pics with dx9 enabled (subtler clouds, better peripheral fog, classic rain drops visible together with the tga file raindrops, more realistic/subtle smoke and fire effects). Resolution at 1920 x 1080 in BootCamp, by the way.

Von S :flyer:

img00001.JPG

img00002.JPG

img00003.JPG

img00004.JPG

Edited by VonS
Added info.

Share this post


Link to post
Share on other sites

Good news on the WineSkin side of things too - dropping the dx9 driver into the FE2 game folder, within the WineSkin wrapper, improves the fps on the Mac side as well. Recommended is to set dx9 to "true" in the options.ini file, and enhanced shaders to off (0), as specified in the post above for BootCamp. Smooth fps can be attained then, and it's fine to increase the resolution to 1920 x 1080. The in-game (graphics) settings in FE2 running in WineSkin should be set to "medium" - otherwise there is slight stuttering at high settings. (The MacOS side doesn't crossover/link the two video cards on the Mac pro...while in BootCamp high/unlimited settings are fine in FE2.) It's possible that dropping the dx9 driver into the FE2 game folder even on Macs running Intel integrated vid. cards, such as the Mac Mini, might lead to fps boosts. Some representative pics below of FE2 in WineSkin with the dx9 driver in the game folder (pics. in the post above are from BootCamp...at unlimited/high settings.) GTerl's Caporetto terrain also works great in WineSkin, by the way.

Happy flying,

Von S :flyer:

NOTE: recommended, with the dx9 tweak, is the higher mesh size flightengine.ini file, for your Flight folder, even if you have FE2 installed in WineSkin - in BootCamp I have the higher mesh size flightengine.ini file running and it works fine, even with high/ultimate graphics settings in game. Pics. below are with the higher mesh size and medium graphics settings, in WineSkin. For integrated vid. cards, best is to use the simpler/default flightengine file (both are included with the ver. 9.5 FM update pack).

img00001.JPG

img00002.JPG

img00003.JPG

Edited by VonS
Added info.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

  • Similar Content

    • By VonS
      Hi All,
      Have been doing a bit of tinkering lately with my FlightGear install (see this thread for more info.) - and results are pleasing enough in what is a free, open-source flight sim. Managed eventually to get accurate photo-scenery working in FG, which is a noticeable improvement over the stock (dated) scenery that has been available in that sim for years on end (see pic. below for photo-scenery at work in FG, in this case in the Mesopotamian/s. Iraqi area; the Alb. D.I is a re-skin and FM-overhaul of a model done by Lester Boffo).

      On a hunch, I then converted a bunch of the photo-tiles from FG (stock format is DDS) to BMP format - so that they become visible in the FE2 terrains folder - and it does indeed work - but would require careful, aesthetic choices regarding what tiles to replace in the terrains folder, such as farms, cities, deserts, etc. - for best cohesion and not too many jarring disconnects between tiles.
      Nice to see that stock trees and buildings are populating over the satellite/ortho-terrains too, in FE2. Photo-scenery is simply an improved "satellite" carpet that covers the stock scenery and terrain framework in FlightGear - and by extension works the same way in the ThirdWire sims but requires manual conversion to BMP format and manual placement in the terrains folder (perhaps the DDS format would work too, but I didn't bother tinkering with the various settings/text files this time around in the terrains folder).
      The other good thing about FlightGear is that it is fully under the GNU GPL (General Public License; i.e., "copy-left" license) - so there are no copyright problems that I know of if one borrows such ortho-scenery for FE2 too (haven't bothered to test with SF2). And if working on such a terrain swap as a personal project - that is of course even simpler.
      A few representative pics. below with just a few ortho-scenery tiles placed over Stephen1918's upgrade of the Mesopotamian theater for FE2. Results look pretty good, particularly when flying higher up, and I haven't noticed any FPS drop with the photo-scenery tiles loaded. Some old tiles are still in place in the pics., for comparative purposes. Any empty areas are where I didn't bother to load tiles.




      Anyway - I hope you find this post interesting - it's perhaps the "cheapest" way of upgrading tiles across the various theaters available for FE2.
      If I find enough free time I might tinker further with this side-project; will post comments if the results prove particularly successful.
      Cheers & good flying,

    • By Eagle114th
      Hello everyone,

      I am sharing what I am working on with the team.  It is a slow project because we do it for the hobby.  We are flowing along with it, and there is no ETA.  Initially, I worked on Dhimar and Paran expansion pack without much research, which led me to do a project that made no sense.  That was an opportunity for me to learn how to do it properly, especially in a semi-realistic way that makes sense.
      I decided to discontinue Dhimar and Paran expansion project because I didn't want to change the stories written by TW. Therefore, I want to honor his work.  Thank the community and friends for inspiring me to work on an entirely new fictional nation that I can envision and bring into SF2.  A friend of mine recommended I look into the Africa map, where the imaginary nations of Saad and Zafir come in.
      What took the longest time was actual research about the nations around the horn of Africa and the Arabian Peninsula and the ancient civilization around that area.  The research on the language, cultures, and history was also involved.  It taught me many new things, which opened me to Africa and the Arab world.  
      This is how Saad and Zafir get an enriched history and depths with the cultures, languages, and where they come from.  This led me from just making SF2 mods into writing a book. I never thought I would do it, yet I am doing it as a hobby.
      Then it came to me; this book is not just for SF2; it can be used for any simulation. It taught me how to be creative with the stories, including the graphic designs (flags, insignia, roundel, pilot badges, and other materials).  
      After finishing the short history series about Saad and Zafir's ancestors,  I can start focusing on finding the right aircraft for Saad and Zafir.  It is intended that Saad and Zafir are truly unique to each other and the world of SF2.  It won't be another classic "USA aircraft vs. Soviets Aircraft."  Instead, they use various aircraft tied to Saad and Zafir history with connections to certain nations from Europe to the Middle East to Asia.  They will still use some of the United States and Soviets aircraft, though. 

      My friend has been a great teacher who taught me a lot about the military system and how they do things.  I can make Saad and Zafir military semi-realistic with it, especially when being fictional nations.  I intend to bridge the alternative world (SFAW) with this world in balanced ways.

      By the way, here is the information about the SFAW project:
       

       
      I will give you the brief background about Saad and Zafir.

      NOTE:  I am NOT an expert with the language of Tigrinya.  I am still looking for someone who knows the Tigrinya languages.  I find them to be very interesting.  It is intended that the language of Tigrinya for Saad is one of the native languages.  That way, Saad can be fully immersive in the book and SF2.



      ሳድ (Saad) - (1920 – Present)


      الظافر (Zafir) - (1930 – Present)

       

      FAQs
       


      Cheers!
    • By VonS
      Hello Gents',
       
      I have been investigating the core string and ini files that make up FE2 - primarily to see if multiplayer can be reintroduced. The relevant files can be found in the MenuData.cat and MenuText.cat files of the "Menu" folder of the actual game (not in the user folder for the game).
       
      I managed to restore the "multiplayer" button to the main screen of the game, but it leads nowhere. Also possible to restore was the "network" button under the options settings - but again this led nowhere when you click on it.
       
      It seems that each STR (string?) file requires a corresponding INI (initialization) file to work at all. Most of the files have both components, such as is the case with OPTIONSSCREEN.INI and OPTIONSSCREEN.STR - the ini file contains the relevant buttons, lists, codes, placements, lots of other things too, and the str component file contains the relevant data calls that correspond with what is called for in the ini file.
       
      I was however stumped to find that most of the network sub-option files have the STR component files in place - but ini files for those are all missing, perhaps having been removed by the game designer - or perhaps there is a more obscure way of calling up those string files that I am not aware of with my very limited knowledge of program/app coding.
       
      As an example, the NETWORKCONNECTIONSCREEN.STR file and the NETWORK.STR file - obviously important ones (and it's obvious what they are for) - cannot be called up in game, likely because corresponding ini files for those are missing. Looking through some of those network option str files shows, in some cases, more than 30 or 40 different data calls. I can only imagine then how much time it would take to create corresponding ini files for all of those different data calls in the str files, with all of the relevant buttons, menus, submenus, toggles created in the corresponding ini files - to get mutliplayer up and fully functional in FE2 - a daunting task that while theoretically possible would probably take a good month at least of full-time work on it (and then there is the risk of how stable the setup would be when done).
       
      Those who are inclined to tinker further with multiplayer possibilities in FE2 are advised to look at the main Options.ini file first that's in the user folder for FE2. The multiplayer settings should read as follows to be enabled:
       
      [MultiplayerOptions]
      LobbyLaunched=TRUE
       
      The following should also be toggled but I didn't experiment with correct values:
       
      [Multiplayer]
      Connection=0
      PlayerColor=0
      SessionType=0
      GameType=0
      Password=MyPassword
      MaxPlayers=8
      IPAddress=127.0.0.1
       
      In the OPTIONSCREEN.INI file that should be extracted to your "Menu" folder, the following should be toggled:
       
      [NetworkOptionsButton]
      StickySelection=TRUE
      Active=TRUE
       
      In MAINSCREEN.INI, also to be placed in the "Menu" folder, the following should be toggled:
       
      [MultiplayerHotspot]
      Active=TRUE
      Enabled=TRUE
       
      Also, the following should be modified to look as you see here, from the same file indicated above:
       
      [MissionControl]
      SingleMission=SingleMission
      InstantAction=InstantAction
      Campaign=Campaign
      Multiplayer=Multiplayer
       
      And finally, the relevant STR files that are missing corresponding INI files - or maybe requiring some other kind of call that I'm not aware of, are:
       
      NETWORK.STR
      NETWORKCONNECTIONSCREEN.STR
      MPDOGFIGHTSCREEN.STR
      MPHANGARSCREEN.STR
      MPMISSIONSCREEN.STR
      MULTIPLAYERSTATUS.STR
      PILOTRECORDSCREEN.STR (this one is to enable flight recording in multiplayer)
       
      As far as I can see, it's more feasible to continue improving the single-player side of the game, such as improvements in AI, scenery, also the great plane and skin mods that often come out for FE2. And thanks to all who contribute to this game and make it great. Those interested in pursuing the multiplayer aspect further will hopefully find my post useful. I will not be pursuing this topic further since I don't consider the project to be worthwhile.
       
      Happy flying,
      Von S
       
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..