I'm still waiting for "the" Wine release that will let me play Civilization III with an actual map, instead of a dark realm:

But hey, regardless of the above: all those changes sound like great news.
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I'm still waiting for "the" Wine release that will let me play Civilization III with an actual map, instead of a dark realm:

But hey, regardless of the above: all those changes sound like great news.
I played a lot of Civ III on Proton. I believe it was going backwards in versions of Proton runtime that fixed it.
Edit: checked protondb, it's Proton version 5.0-10
I just tried it, through Steam. Using proton 5.0-10 the game launches but quickly crashes; using proton experimental the game gets unresponsive; other proton versions are like either, or don't even launch it.
I remember trying the same some years ago, but... frankly I grew tired, and Civ5 has a native port anyway...
You will also need to add PlayIntro=0 to the .ini file as well or the intro will crash the game. There's one for playing at high resolutions as well and an audio dll to fix as well, but both of those are needed on Windows as well.
Edit: even then, the game crashes often in medium/late game. And the load game is a chore because it doesn't store the last location. Overall it is a pain but I got through university this way playing on Ubuntu.
Ah, that was part of the instructions already. As well as KeepRes=1 (otherwise the game gets stretched) and SFX Volume=1 (turning SFX off — no sound effects is better than getting them repeating in a loop).
Had a similar problem with Heroes of Might and Magic 5, once I started a game, the map was black, I think only some magical-like effects would show. There was also a weird stuttering even in the music in the main menu
I'm waiting for Sid Meyer's SimGolf!
Sometimes, we get to have nice things.
Honesty, I started to use Linux just 3-4 years ago, and the speed of the evolution is absolutly stunning. It just keeps getting better and better at everything.
esync […] Some distros ran into issues with file descriptor limits, since every synchronization object needed its own file descriptor, and games that opened a lot of them could hit the system's ceiling quite quickly.
Right, even a fucking launcher (i think EA launcher for Steam Mirror's Edge?) managed that once.