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Another development release of the Windows compatibility layer is here with Wine 9.2, bringing with it some new features and fixes so here's what's changed. This is the tech that forms a major part of Steam Play Proton, allowing tons of Windows games to run on Linux and Steam Deck.

What's new:

  • Mono engine updated to version 9.0.0.
  • A number of system tray fixes.
  • Exception handling improvements on ARM platforms.
  • Various bug fixes.

Bug Fixes:

  • #43993 Quick3270 5.21: crashes when using the Connect function.
  • #47521 digikam 6.10 crashes on start.
  • #51360 vkGetDeviceProcAddr invalid behavior for functions from extensions unsupported by host Vulkan instance.
  • #51770 digikam-7.1.0 freezes on start.
  • #51843 dlls/ws2_32/socket.c:839:17: error: ‘IP_ADD_SOURCE_MEMBERSHIP’ undeclared here.
  • #53934 __unDName fails to demangle a name.
  • #55997 Dolphin Emulator crashes from 5.0-17264.
  • #56122 LANCommander won't start, prints "error code 0x8007046C" (ERROR_MAPPED_ALIGNMENT).
  • #56243 ShowSystray registry key was removed without alternative.
  • #56250 Elite Dangerous client gets stuck on black screen after launch.
  • #56256 Windows Sysinternals Process Explorer 17.05 shows incomplete user interface (32-bit).
  • #56259 Microsoft Webview 2 installer hangs forever.
  • #56265 Epic Games Launcher 15.21.0 calls unimplemented function cfgmgr32.dll.CM_Get_Device_Interface_PropertyW.
  • #56291 Kodu game lab crashes (with xnafx40_redist+dotnet48 preinstalled): Object reference not set to an instance of an object.
  • #56293 user32:msg test_recursive_hook fails on Windows 7.

Interested in the state of Wayland support? Check out what to expect from Wine and Wayland in 2024.

Want help managing Wine on Linux? You can try Lutris and the Heroic Games Launcher.

Article taken from GamingOnLinux.com.
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4 comments

Trias Feb 10
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Not sure when it happened, but looks like wineHQ updated their site a little?

...Anyway, if anyone is wondering whats new in Mono engine 9.0.0 - you can find it here. :).

Spoiler, click me

Changes since 8.1.0:

  • macOS-related updates:

    • Fixed Mono using direct GS access to read the win32 "last error" value, which does not work in 64-bit Wine on macOS.

    • Mono now ignores the TMPDIR environment variable, which is not normally set on Windows, but in Wine on macOS it's inherited from the host environment. This had caused errors creating temporary files.

    • The test suite now has macOS-specific and Linux-specific expected results, and I have verified that the tests pass on macOS with this release. (Full CI for macOS coming soon, I hope.)

  • Many System.Configuration improvements, with much of Mono's code replaced with code from referencesource.

  • Assemblies installed in the GAC can now use SkipVerification. Mono didn't allow this for reasons that were unclear, and it's hard to test whether .NET Framework matches. This had caused "invalid IL code" errors in 8.0.0 with assemblies installed to the Windows GAC, because that was the first version to inform Mono that those assemblies were in the GAC. Those regressions should be fixed now.

  • Added Microsoft.VisualBasic.Compatibility.dll.

  • Fixed the PDB filenames embedded in PE dll's.

  • FNA now uses D3D11 by default instead of OpenGL. This should fix hangs in some games that use multiple threads with XNA.

  • Changed the List<T>.Sort(Comparison<T>) method to not count as a modification. This is a bug in .NET Framework that Shenzhen I/O depends on.

  • Updated the registry information with a new .NET Framework Release number, which helps the XSplit Broadcaster Installer (but XSplit still doesn't work).

  • GC invocations and traced methods are now logged to WINE_FTRACE_FILE if it is set in the environment.

  • The DriveInfo.VolumeLabel property has been imported from referencesource.

  • Upstream updates:

    • Mono to main branch as of 2024-01-26

    • FNA to 24.01

    • FNA.NetStub to master branch as of 2023-10-27

    • llvm-mingw to 20231128

    • SDL to 2.28.5


Seeing the bug fix for dolphin emulator got me wondering what would be the reason to use it over the native build, I'm assuming to use the direct x api but now just makes me wonder which games work better on it because vulkan on native seems to work great on the games I've tested
whizse Feb 12
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Quoting: Doktor-MandrakeSeeing the bug fix for dolphin emulator got me wondering what would be the reason to use it over the native build, I'm assuming to use the direct x api but now just makes me wonder which games work better on it because vulkan on native seems to work great on the games I've tested
You would have to ask the bug reporter exactly why, but one reason to test FLOSS Windows applications with Wine is that it's much easier to see how they use a specific API. Source code is available, so you can skip the debugger.

In this case Dolphin seems to have exposed a limitation in the Windows.Gaming.Input API in Wine.
Quoting: whizse
Quoting: Doktor-MandrakeSeeing the bug fix for dolphin emulator got me wondering what would be the reason to use it over the native build, I'm assuming to use the direct x api but now just makes me wonder which games work better on it because vulkan on native seems to work great on the games I've tested
You would have to ask the bug reporter exactly why, but one reason to test FLOSS Windows applications with Wine is that it's much easier to see how they use a specific API. Source code is available, so you can skip the debugger.

In this case Dolphin seems to have exposed a limitation in the Windows.Gaming.Input API in Wine.

Makes sense

Similar to why people run console versions of pc games on console emulators I guess, it helps find any flaws
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