The test results for this version are very old, and as such they may not represent the current state of Wine. Please consider submitting a new test report.
Selected Test Results (selected in 'Test Results' table below)
What works
Almost everything. Works out-of-the-box. Sound working nice Good performance
but...
What does not
... while the levels and GUI are perfectly fine and the game works, the textures seem to be completely missing/are invisible
With Wine Version 1.3.29 and higher winetricks are not needed any longer to get the sound working. Just set Wine Windows version to "Windows 7"
Before install get following winetricks:
* To get sound flawlessly working: directmusic dsound
* Working graphics (except turret and alien textures): d3dx9
For a wine gaming-pc setup read this guide (you can skip the praphics part if you dont own a nvidia card: [klick] http://linux-software-news-tutorials.blogspot.com/2011/04/install-wine-and-configure-maximum.html
For wine sound setup read this guide: [klick] http://www.carpefulgur.com/forum/index.php?topic=178.0
1. Install Steam (use AppDB Steam Guide)
2. get yourself a copy of Defense Grid
3. Install the game via Steam
4. winecfg: Set Windows version to "7" and Audio to "emulation"
5. Enjoy!
Starting problems on older wine versions/ wine 1.2 stable
To get the game to load you need to edit the ~/.wine/drive_c/Program\ Files/Steam/steamapps/common/defensegridtheawakenine/config.ini
Change "Quality 2" to "Quality 0" or "Quality 1" and the game will load.
With wine version 1.3.20 and later this shouldn't be necessary anymore.
Thanks to lubosz
For further info refer to bugreport 21076
The following comments are owned by whoever posted them. WineHQ is not responsible for what they say.
Non-black textures
by Keeeeeper on Saturday July 7th 2012, 2:11
Actually, you can improve the textures from pure black by opening the shaders mentioned above in a text editor and commenting out a few lines of code.
In each of the shader files here:
Shaders/Common/LastStandLowEndSkinnedLightingShader-V.hlsl
Shaders/Common/LastStandMidEndSkinnedLightingShader-V.hlsl
Shaders/Common/LastStandSkinnedLightingShader-V.hlsl
Comment out the lines of code shown below:
//#ifdef _XENON
float2 UV0 : TEXCOORD0; // Base map UVs
//#else
// float3 UV0AndDepth : TEXCOORD0; // Base map UVs and the depth value
//#endif