Category: Main Games Online (MMORPG) Games Dark Age Of Camelot Labyrinth of the Minotaur Internet Play Client

Dark Age Of Camelot

The permanently updated client for latest DAOC expansion

Application Details:

Version: Labyrinth of the Minotaur Internet Play Client
License: Free to use
Votes: 7
Latest Rating: Gold
Latest Wine Version Tested: 5.0

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Test Results

Old test results
The test results you have selected are very old and may not represent the current state of Wine.
Selected Test Results

What works

Caveat: Not tested with live servers. Free shard Uthgard was tested via DAoCPortal.  

 All important functions and areas of the game on Uthgard can be made to "work" albeit at perhaps unacceptable performance levels for serious play. I have tested the game connected to a free shard via DAoCPortal which barely sneaks by on a bronze rating of it's own with an installation of mono 2.1, some dll monkey-business, some mid-update permission changes, the use of "mono" to execute the updater, etc. Depending on what order you approach the tinkering and your experience level plan on many hours of fiddling and tinkering and taking notes about what worked and what didn't. Place the installation of DAoC OUTSIDE of the prefix because you'll probably delete the prefix a half dozen times before you get the program to even launch correctly... 

 Once all the hurdles are jumped, the game will launch, connect to server, play, etc. 

On a 2.9GHZ Athlon II, performance is very good in most areas that have a small number of character/mob models to render. The game is playable for solo grinding and crafting in most areas. 

 When PixelShaderMode=disabled and VertexShaderMode = none or hardware, the graphical options are limited to "classic" models/terrain etc. When PixelShaderMode=enabled and VertexShaderMode = none, more of the modern graphical options are available to choose from, however, performance is still limited...

 the terrain/trees seem to work fine if you opt for the PSM=enabled mode. (wine 1.4.1 drops the option in winecfg to adjust pixel and vertex shader settings so you will need to either use winetricks or regedit) 

What does not

Hardware acceleration does not work. (when configured with either psm or vsm or both disabled, the game runs but the gpu is not doing any of the work, no load detectable).

The game will aways crash out if the pixel shader and vertex shaders are both enabled. (one of the following must be set ...Direct3D registry keys: PixelShaderMode=disabled  -or-  VertexShaderMode=none )

CAT models are either not available or don't display correctly depending on the shader settings. 

Some graphical effects cause serious hits to FPS and any place with ~10 or more characters visible on screen will drag FPS down to noticably choppy levels.  Group work, rvr, 

GTX460 768MB edition is installed and providing hardware acceleration for opengl everywhere else just fine (including in other games run through wine, like supreme commander 2 via steam). I have tried to get hardware rendering to work in this game with several versions of the NV binary drivers (both manually installed and the "mint" options shown in "additional drivers" (package manager)). 32 bit libs are installed. No luck... 


What was not tested

I have not tested all areas of the game or all settings near water so....


Hardware tested


  • GPU:
  • Driver:

Additional Comments

I have not been able to test a "vertex blending" patched copy of wine installed to the machine but any results of such a test would not be applicable here anyway. Unfortunately, attempts to compile 32 bit patched wine from mint 14 have proven to be bordering on impossible. 32 and 64 bit versions of "vertex blending" wine builds (1.3.34, 1.3.28 and 1.2.3) on playonlinux do not resolve the crashing with the psm and vsm options enabled or the lack of hardware acceleration with one or the other disabled. Interestingly enough, the opengl performance is better but with lower image quality if you revert to the Nouveau driver. I don't believe the revert to the free driver results in any hardware rendering, I just think it removes a handful of support for gl extensions, the result of which is less load per frame, better fps, etc. Unfortunately, this is not a practical solution for most people since most other programs and games that leverage opengl will run far better with the binary driver. ----------- Final thoughts: I would be thrilled if a coding ninja somewhere could figure out a solution to the wine "max vertex blends" issue that could be wrapped up in a normal release of wine. Though I understand why this isn't a top priority at this time.

selected in Test Results table below
Operating systemTest dateWine versionInstalls?Runs?Used
ShowUbuntu 18.04 "Bionic" amd64 (+variants like Kubuntu)Mar 14 20205.0Yes Yes YesGoldjusdepatate 
ShowLinux Mint 17 "Qiana" x86_64Aug 26 20141.7.24Yes Yes Garbagean anonymous user 
CurrentLinux Mint 14 "Nadia" x86_64Feb 18 20131.4.1Yes Yes Bronzean anonymous user 
ShowopenSUSE 12.1 x86_64Feb 19 20121.4-rc4Yes Yes BronzeFeldspar 
ShowMac OS X 10.6 "Snow Leopard"Feb 05 20111.3.12No, but has workaround Yes SilverMikaN 

Known Bugs

Bug # Description Status Resolution Other apps affected
3548 .lnk file is created on the desktop together with the program icon... NEW View
39057 Support for Indexed Vertex Blending STAGED View
40646 Game Launcher fails with "Error occurred during a cryptographic operation". UNCONFIRMED View

Show all bugs

HowTo / Notes


Using FBO as the ORM crashes with fglrx drivers

This is not a Wine bug, it is a fglrx bug.  Please do not open a bug for this, it will just be closed.

See the fglrx bug for more details, or check the HOWTO for this app for a workaround.


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