The mouse issue has been sort of fixed in wine with release months ago.. try double clicking a couple of times sort of buggy.
ATI Owners
http://www.phoronix.com/scan.php?pag...item=842&num=1
"In September 12, 2007, AMD released specs for the RV630 (Radeon HD 2600 PRO and Radeon HD 2600 XT) and M56 (Radeon Mobility X1600) chips for open source driver development, for its strategic open source driver development initiative, with more documentation likely to follow in the near future, as well as baseline open source drivers." still no 2d 3d acceration .. but they should be getting quite a bit better in the coming months.. I own a M56 so yay for me
http://www.phoronix.com/scan.php?pag...item=843&num=1
Do not purchase Cedega, they forked off Wines MIT license without giving back to Wines project.
Wines site
http://appdb.winehq.org/objectManage...rsion&iId=7530
Useful switch
-nosound to avoid FMOD problem. This disable sound engine where -mute only lowerise sound.
-dx7/8/9 (9 is default) to do DirectX regression test.
-diag to generate log about what's going wrong.
-repair to repair broken file. If you think you do have.
-noshaders to disable pixel and Vertic Shader's
-sndasio to enable audio using ASIO Audio Format
-image will download every files and decompress them. Huge use of CPU cycle - Warning.
-dsound
Registry tweaks:
[HKEY_CURRENT_USER\Software\Wine\Direct3D]
"DirectDrawRenderer"=""
gdi - Use GDI to draw on the screen (slow but reliable) (default)
opengl - Use OpenGL (fast but not all programs work correctly)]
"OffscreenRenderingMode"=""
backbuffer: the rendering is done in the backbuffer (default)
pbuffer: uses PixelBuffers
fbo: uses Framebuffer object
"PixelShaderMode"=""
"RenderTargetLockMode"=""
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]
"UseGLSL"=""
[When set to "enabled", this enables the use of GL Shading Language for vertex
and pixel shaders, as long as the hardware supports it. This is experimental
at the moment, and not fully implemented.]
"VertexShaderMode"=""
"VideoMemorySize"=""
[Sets the amount of emulated video memory. Default is 64 (that results in 64MB),
in the future some automatic ways to obtain the real value should be added.]
I really hope GW2 is also developed in opengl..