gripp wrote: > Hi > total wine noob here - please spell things out a bit... > > the error i get that stops me from from loading medieval II is > > > > fixme:d3d:IWineD3DDeviceImpl_CreateAdditionalSwapChain The app requests more than one back buffer, this can't be supported properly. Please configure the application to use double buffering(=1 back buffer) if possible > > > and the how-to for this game says to go to the the "graphics" tab in the winecfg and select the double buffer whatever - there is no double buffer anything in my winecfg > i have "allow desktop apps to stop the mouse.." > "allow the window manager to control the windows" > "emulate a virtual desktop" > and > "allow pixel shader" > then the screen rez. > > i'm using ubuntu hardy installed via wubi > i have installed the plethora of dependancies listed here: > http://ubuntuforums.org/showthread.php?t=297280&highlight=open+%252Fdev%252Fsnd%252Fseq+failed > and have fixed the preloader error. > i have an 8800GTX with the linux driver installed (i.e. compiz works) > > also, i have successfully used winetricks to install dotnet2.0 > (if that helps) > but cant get gecko/IE to connect to the internet - it installed, but just stays on a white screen... Afraid I'm also a total wine noob but I'm learning. Have you given a thought or attempt to these registry tweaks? They seem to apply to rendering methods, framebuffer is mentioned. http://wiki.winehq.org/UsefulRegistryKeys clipping: Code: +-Direct3D | | | +->DirectDrawRenderer | | [Select what backend to use for DDraw. Valid options are: | | gdi - Use GDI to draw on the screen (slow but reliable) (default) | | opengl - Use OpenGL (fast but not all programs work correctly) | | see http://wiki.winehq.org/DirectDraw for more information] | | | +->RenderTargetLockMode | | [Selects which mode is used to read and write the framebuffer while it is locked. | | auto: same as readdraw at the moment, will do benchmarks and use best method later(default) | | disabled: effectively disables render target locking | | readdraw: uses glReadPixels for reading, glDrawPixels for drawing | | readtex: reading with glReadPixels, drawing by drawing a textured quad | | texdraw: readback using a texture, drawing with glDrawPixels | | textex: readback using a texture, drawing with a textured quad | | see http://wiki.winehq.org/DirectDraw for more information] | | | +->OffscreenRenderingMode | | [Selects which mode is used to render offscreen images/textures. | | backbuffer: the rendering is done in the backbuffer (default) | | pbuffer: uses PixelBuffers | | fbo: uses Framebuffer object]