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Running the scripts
The app runs all of these, and the app is the supported way to use this project. This page is for working from a clone: reproducing a fix by hand, checking what an installer does before trusting it, or building a proxy for a title that has none.
Nothing here is needed to use a release. If you downloaded the app, the README is the whole story.
The app runs these; each also works on its own. The installers take --status
to report and --restore to undo. stage-codecs.sh is the exception: it only
builds a staging directory of its own and modifies neither CrossOver nor the
game, so there is nothing for it to reverse.
These paths are in the source repository. The app download carries the
installers, stage-codecs.sh, pe.py, the prebuilt DLLs and the two undo
scripts inside its own bundle, but not runtime/build-proxy.sh, not
crossover/, and not app/build-app.sh. Clone the repository, or take the
source tarball from Releases, to run the commands below as
written.
Mortal Shell 2, both Life is Strange titles, Beast of Reincarnation.
runtime/install-runtime-fix.sh "/path/to/<Game>/Content" # install
runtime/install-runtime-fix.sh "/path/to/<Game>/Content" --status # report
runtime/install-runtime-fix.sh "/path/to/<Game>/Content" --restore # removeIt expects libogg_64.dll and pe.py beside it. The release ships that DLL
prebuilt; building your own is under Building.
runtime/install-dwo-bridge.sh "/path/to/steamapps/common/DWORIGINS" # install
runtime/install-dwo-bridge.sh "/path/to/steamapps/common/DWORIGINS" --status # report
runtime/install-dwo-bridge.sh "/path/to/steamapps/common/DWORIGINS" --restore # removeIt expects libxess.dll and pe.py beside it.
Two steps, and the bridge alone will not make the picture appear — without the codec there is nothing for it to carry.
runtime/stage-codecs.sh x86_64 "CrossOver Preview" # stage the VC-1 decoder
runtime/install-p5s-bridge.sh "/path/to/steamapps/common/P5S" # install the bridgestage-codecs.sh takes an architecture; x86_64 is what a WineArch=win64
Steam bottle selects. The second argument is the CrossOver to stage for, and it
changed after v4.2.1: the released copy takes an application name and defaults
to CrossOver Preview, staging for that one install, which is the form written
above. The current source takes an engine CFBundleVersion instead and, given
no second argument, stages for every CrossOver installed.
Remember the backend: this title runs on dxmt and nothing else.
The freeze both Life is Strange titles hit is in Unreal's D3D12 renderer rather than in either game, so the same guard can be installed once into a CrossOver build instead of once per game.
crossover/install-node-guard.sh "/Applications/CrossOver.app" # install
crossover/install-node-guard.sh "/Applications/CrossOver.app" --status # report
crossover/install-node-guard.sh "/Applications/CrossOver.app" --restore # removeIt replaces Apple's dxgi.dll with a proxy that handles all seven exports and
corrects one call. It affects every game in every bottle using that CrossOver,
which is the point of it and also the risk, and modifying the bundle invalidates
its code signature as any CrossOver patch does. Point it at a copy if you would
rather not touch the build you rely on. The per-game fix remains the default;
the trade between them is in
Findings.
Only for a copy an earlier version transcoded. That mode has been removed.
scripts/pak-hide-videos.py ".../Content/Paks/pakchunk0-Windows.pak" --restore
scripts/transcode-movies.sh "/path/to/<Game>/Content" --restoreNeither is a no-op on a game that never had the re-encode applied: both refuse
and change nothing, pak-hide-videos.py with "no record of a previous patch for
this pak" and transcode-movies.sh with an error naming the folder or backup it
could not find. What the pak patch did, and why undoing it is a truncate, is in
Findings.