http://bugs.winehq.org/show_bug.cgi?id=6643
Speeddymon(a)gmail.com changed:
What |Removed |Added
----------------------------------------------------------------------------
OtherBugsDependingO| |3356
nThis| |
Status|RESOLVED |CLOSED
------- Additional Comments From Speeddymon(a)gmail.com 2007-19-03 10:02 -------
Closing
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Speeddymon(a)gmail.com changed:
What |Removed |Added
----------------------------------------------------------------------------
OtherBugsDependingO| |1434, 2012
nThis| |
Status|RESOLVED |CLOSED
------- Additional Comments From Speeddymon(a)gmail.com 2007-19-03 10:01 -------
Closing
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------- Additional Comments From dmitry(a)codeweavers.com 2007-19-03 09:56 -------
Alexandre said that the app tries to peek inside of the PE loader structures,
that's a bad sign. What happens if you set windows version to win98 prior
installing and running it?
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------- Additional Comments From focht(a)gmx.net 2007-19-03 09:50 -------
Hello,
if you expect any help please give more information!
What kind of software is this? URL?
If commercial software: is there a free demo available with same problem?
Does this happen on newer versions too?
...
Regards
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------- Additional Comments From focht(a)gmx.net 2007-19-03 09:36 -------
Hello,
well i took a quick glance at this stuff.
MSVC runtime and MFC are linked in statically - thats why you dont see any
msvcrt calls.
--- snip runtime/linker signature scan ---
Noble Poker\cactivex.dll :: Microsoft Visual C++ v7.1 DLL
Noble Poker\casino.exe :: Microsoft Visual C++ 7.0 [Debug]
Noble Poker\casino.hlp :: Microsoft Visual C++ 6.0
Noble Poker\directsounddriver.dll :: Microsoft Visual C++ v7.1 DLL
Noble Poker\gdigraphdriver.dll :: Microsoft Visual C++ v7.1 DLL
Noble Poker\replace.exe :: Microsoft Visual C++ 7.0 [Debug]
Noble Poker\unicows.dll :: Nothing found [Overlay] *
Noble Poker\_SetupPoker.exe :: PECompact 2.x -> Jeremy Collake [Overlay]
Noble Poker\data\baccarat.dll :: Microsoft Visual C++ v7.1 DLL
Noble Poker\data\blackjack.dll :: Microsoft Visual C++ v7.1 DLL
Noble Poker\data\cashier.dll :: Microsoft Visual C++ v7.1 DLL
Noble Poker\data\common.dll :: Microsoft Visual C++ v7.1 DLL
Noble Poker\data\craps.dll :: Microsoft Visual C++ v7.1 DLL
Noble Poker\data\loader.dll :: Microsoft Visual C++ v7.1 DLL
Noble Poker\data\poker_common.dll :: Microsoft Visual C++ v7.1 DLL
Noble Poker\data\poker_lobby.dll :: Microsoft Visual C++ v7.1 DLL
Noble Poker\data\poker_table.dll :: Microsoft Visual C++ v7.1 DLL
--- snip runtime/linker signature scan ---
I verified with some executables with my tools further: different msvcrt library
signatures are found.
They did not only mix different runtime versions but release and debug version too.
The developers have obviously no clue that *all* kinds of errors are introduced
by mixing this stuff (not only different heap manager/layout related ones!)
Even microsoft strongly discourages this.
My guess: they have some unresolved issues/bugs in their crap^H^H^H^Hsoftware
which only manifests if they compile all to release code (thats why some of
their executables are compiled with optimization off/debug).
I've seen this kind of "fix" several times in customer code.
I wouldnt spend any more time on this software until they resolve these issues...
Regards
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Summary: Zoo Tycoon 2 D3D Device error
Product: Wine
Version: 0.9.33.
Platform: Other
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: wine-directx-d3d
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: josephpiche(a)gmail.com
I'm not sure exactly what this means--it's very cryptic, but after trying to
load the map, the game quits and gives this line.
fixme:d3d:IWineD3DDeviceImpl_ValidateDevice (0x1b15c0) : stub
Hope it helps.
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Summary: Segfault when tring to execute Zemax 2005-02-03
Product: Wine
Version: 0.9.33.
Platform: PC
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: wine-kernel
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: tritemio(a)gmail.com
I've tried to run Zemax 2005-02-03 under wine. The installation went ok. However
when running the program I get a segfault (attached).
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------- Additional Comments From stefandoesinger(a)gmx.at 2007-19-03 08:38 -------
Yes, this is a refcounting issue.
SetFVF creates a vertex declaration for the fvf, but it incorrectly AddRefs
the d3d9device. This creates a circular reference and the device isn't freed
properly.
I made a fix for that some time ago, but it was incorrect and I didn't have
time to persue fixing that yet.
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------- Additional Comments From dmitry(a)codeweavers.com 2007-19-03 08:33 -------
The patch has been committed, please retest and close if appropriate.
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------- Additional Comments From tappel(a)utu.fi 2007-19-03 08:30 -------
The problem is, the application does not seem to load any libraries called
msvcrt.dll or msvcirt.dll. I don't know if it incorporates those libraries or
parts of them in its own libraries or if it has them statically linked to the
binary. Anyway, I can't think of a way to circumvent the problem.
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------- Additional Comments From stefandoesinger(a)gmx.at 2007-19-03 07:36 -------
Ok, no multithreaded Direct3D. Good.
It seems that there are 2 different wined3d devices used in the same thread.
This is not handled yet. The problem that arises is that each device uses its
own opengl context, and only one context can be active at a time.
We have to keep track of the last active device in a thread local storage and
check it before activating the context. For context creation we should leave
the newly created context active unless a different context is used instead of
blindly activating the old context.
It is also strange that activating the old context fails, and not using it.
Maybe it is a reference counting problem, and the old device should be
destroyed. Can you attach a +d3d9 trace?
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vitaliy(a)kievinfo.com changed:
What |Removed |Added
----------------------------------------------------------------------------
Status|RESOLVED |REOPENED
Resolution|INVALID |
------- Additional Comments From vitaliy(a)kievinfo.com 2007-19-03 07:34 -------
It is a bug. Somehow D2 works on windows without destroying MBR.
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------- Additional Comments From hinrik.sig(a)gmail.com 2007-19-03 06:46 -------
Will this behavior be permanent? It worked just fine in 0.9.31 (no need for
virtual desktop or anything). In .32 and above (when I try to start Theme
Hospital) I just get "Failed to initialise VRES256 screen" after it tries to go
fullscreen, along with this:
fixme:xrandr:X11DRV_XRandR_SetCurrentMode Cannot change screen BPP from 32 to 8
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------- Additional Comments From focht(a)gmx.net 2007-19-03 06:45 -------
Hello
--- snip ---
fixme:mpr:WNetGetUniversalNameA ("C:\\PROGRAM
FILES\\KOBOLD\\SHOAI.80\\KLM\\KLM.mdb", 0x00000001, 0x34f82c, 0x34fc38): stub
--- snip ---
This fixme could probably solved by deferring work to WNetGetUniversalNameW().
You just need to convert input ansi params to unicode, pass it to "W" version
and convert back to ansi after WNetGetUniversalNameW() returns successfully.
Implementation is easy: you can copy the code from dlls/mpr/wnet.c
:WNetGetConnectionA() for this (same mechanism).
When working on it, fix some buggy code parts in WNetGetConnectionA() before
"reusing" the code:
--- snip dlls/mpr/wnet.c ----
DWORD WINAPI WNetGetConnectionA( LPCSTR lpLocalName,
LPSTR lpRemoteName, LPDWORD lpBufferSize )
{
...
else if (ret == WN_MORE_DATA)
{
PWSTR wideRemote = HeapAlloc(GetProcessHeap(), 0,
wideRemoteSize * sizeof(WCHAR));
if (wideRemote)
{
ret = WNetGetConnectionW(wideLocalName, wideRemote,
&wideRemoteSize);
if (ret == WN_SUCCESS)
{
// *** BUG: following call was missing before "len" check
int len = WideCharToMultiByte(CP_ACP, 0, wideRemote,
-1, NULL, 0, NULL, NULL);
if (len <= *lpBufferSize)
{
// *** BUG: "wideRemoteStatic" should be "wideRemote"
WideCharToMultiByte(CP_ACP, 0, wideRemoteStatic,
-1, lpRemoteName, *lpBufferSize, NULL, NULL);
ret = WN_SUCCESS;
}
else
{
*lpBufferSize = len;
ret = WN_MORE_DATA;
}
}
...
--- snip dlls/mpr/wnet.c ----
Regards
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jeremielapuree(a)yahoo.fr changed:
What |Removed |Added
----------------------------------------------------------------------------
URL| |http://www.microsoft.com/fra
| |nce/jeux/fiche.asp?n=motocro
| |ss2#download
------- Additional Comments From infyquest(a)gmail.com 2007-15-03 10:56 -------
problem with your tests, the angle theta is wrong.
theta=PI/2;
and resultant vector should be normalised vector.
Hence it should be (-sqrt(2)/2.0,sqrt(2)/2.0,0)
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------- Additional Comments From dmitry(a)codeweavers.com 2007-19-03 05:45 -------
Bugzilla is not a place for such kind of things, please send the test to wine-
patches.
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oberon(a)wildwein.de changed:
What |Removed |Added
----------------------------------------------------------------------------
CC|thestig(a)google.com |
------- Additional Comments From oberon(a)wildwein.de 2007-19-03 04:38 -------
There is a test case (created by testig) see comment #14 or is this
insufficient?
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------- Additional Comments From stefandoesinger(a)gmx.at 2007-19-03 03:59 -------
Just to exclude multithreading fun, can you attach a +d3d,+tid log?
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------- Additional Comments From dmitry(a)codeweavers.com 2007-19-03 03:58 -------
As has been said already a very first thing to do is write a test case.
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Summary: Black, crashing PlayOnline screen
Product: Wine
Version: 0.9.33.
Platform: PC
OS/Version: Linux
Status: UNCONFIRMED
Severity: major
Priority: P2
Component: wine-directx-d3d
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: adrussel(a)hotmail.com
I followed instructions according to
http://appdb.winehq.org/appview.php?iVersionId=5342 .
On the first run of pol.exe, I only get a black window. I can hear the
PlayOnline music going, and when I drag my mouse around the window, I can hear
the sound effect for the cursor changing selections. After dragging the mouse
around a bit, the window crashes.
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------- Additional Comments From shadow.wizzard(a)gmail.com 2007-19-03 03:40 -------
Ok. I corrected the trace so it looks now:
if(oldDrawable && oldCtx) {
TRACE("oldDrawable is %p\n", oldDrawable);
TRACE("oldCtx is %p\n",oldCtx);
glXMakeCurrent(display, oldDrawable, oldCtx);
}
And I've attached the log with the line glxMakeCurrent uncommented = previous one
was with this line commented out.
Best Regards
Shadow
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------- Additional Comments From oberon(a)wildwein.de 2007-19-03 03:25 -------
apparently COMDLG32_SetCommDlgExtendedError(0) is missing in Wine - at least I
can't find it in http://source.winehq.org/source/dlls/comdlg32/filedlg.c, but
it is possible that I am too C agnostic for recognizing it.
Moreover my Win98 Test system hasn't a defualt printer either and neither that
system nor Wine with the native comdlg32.dll (from Win98SE) produces that
error.
So it might be worthwhile to try to add a COMDLG32_SetCommDlgExtendedError(0)
at the right spot and hope that it does heal that minor problem without
breaking the code somewhere else ... but who can do that?
regards
Bernhard
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------- Additional Comments From stefandoesinger(a)gmx.at 2007-19-03 03:20 -------
Was that trace done with the crashing line built in? I don't think so,
otherwise I'd see a crash in it I think. Can you compile the crashing
glxMakeCurrent line in again?
Otherwise, this came to my eyes:
trace:d3d:CreateContext oldDrawable is 79691784
trace:d3d:CreateContext oldCtx is 2080949504
...
trace:d3d:CreateContext oldDrawable is 0x4c00008
trace:d3d:CreateContext oldCtx is 0x7c08c4f8
2080949504 is 7c08c500 hex. What lines did you add for tracing? It seems
strange that once it is decimal, one hexadecimal.
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------- Additional Comments From m6(a)kcidx.org 2007-19-03 02:13 -------
I reinstalled the game into a fresh .wine and i just played a whole game ( with
no sound ) and it did not crash. Before I did the sound fix for windows 2000,
and I think that may have been the issue.
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------- Additional Comments From focht(a)gmx.net 2007-19-03 01:55 -------
Hello,
--- quote ---
the next problem is
wine: Call from 0x7ee69320 to unimplemented function
setupapi.dll.InstallCatalog, aborting
(while running C:\cbad88ac07732ab58f3d0c87\update\update.exe)
Oddly, http://msdn2.microsoft.com/en-us/library/aa469375.aspx claims
this function isn't even implemented. But I gather back in
win2000 days it actually did stuff.
--- quote ---
I checked my XP system, the function is exported from setupapi, internally
aliased to "OldInstallCatalog( ... )"
It doesnt do any good, seems abandoned by M$.
I think it's safe to add an empty stub implementation to keep it happy.
--- snip stub ---
DWORD InstallCatalog( LPCTSTR CatalogFullPath, LPCTSTR NewBaseName, LPTSTR
NewCatalogFullPath)
{
TRACE( catalogfullpath_param);
return 0;
}
--- snip stub ---
Ironically "pSetupInstallCatalog()" which superseeds "InstallCatalog" is claimed
"no longer supported" too :)
http://msdn2.microsoft.com/en-us/library/ms805599.aspx
Regards.
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tony.lambregts(a)gmail.com changed:
What |Removed |Added
----------------------------------------------------------------------------
Status|RESOLVED |CLOSED
Keywords|NoAppDBEntry |
------- Additional Comments From tony.lambregts(a)gmail.com 2007-19-03 00:47 -------
Closing
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Bug 2012 depends on bug 2644, which changed state.
Bug 2644 Summary: Palm OS Emulator doesn't seem to accept keyboard input
http://bugs.winehq.org/show_bug.cgi?id=2644
What |Old Value |New Value
----------------------------------------------------------------------------
Status|UNCONFIRMED |RESOLVED
Resolution| |FIXED
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tony.lambregts(a)gmail.com changed:
What |Removed |Added
----------------------------------------------------------------------------
URL| |download.com/3001-2212_4-
| |10111409.html
Status|UNCONFIRMED |RESOLVED
Keywords|Abandoned? |
Resolution| |FIXED
------- Additional Comments From tony.lambregts(a)gmail.com 2007-19-03 00:28 -------
I downloaded the application provided in the download link and since I do not
own a palm pilot I needed to get a copy of a ROM File. There are instructions
for doing this at this site. http://www.rnpalm.com/palm_emulator.htm.
This progam seems to run flawlessly under current GIT (Resolving Fixed)
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------- Additional Comments From dmitry(a)codeweavers.com 2007-18-03 22:29 -------
Please attach a log of running the game with +win,+x11drv,+event,+xrandr
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------- Additional Comments From robin-wine(a)kallisti.net.nz 2007-18-03 22:24 -------
I'll try upgrading the gnome version when the next Ubuntu release comes out.
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------- Additional Comments From robin-wine(a)kallisti.net.nz 2007-18-03 22:23 -------
Yes, the game demo does the same for me, however the actual game does (see
screenshot in bug 3312. The real game comes up with a dialogue box before
entering full-screen, maybe this could contribute to the problem?
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------- Additional Comments From dmitry(a)codeweavers.com 2007-18-03 22:14 -------
Game demo correctly goes into fullscreen mode for me.
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Bug 1432 depends on bug 3312, which changed state.
Bug 3312 Summary: Fullscreen mode doesn't work correctly with Window Managers
http://bugs.winehq.org/show_bug.cgi?id=3312
What |Old Value |New Value
----------------------------------------------------------------------------
Status|REOPENED |RESOLVED
Resolution| |FIXED
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dmitry(a)codeweavers.com changed:
What |Removed |Added
----------------------------------------------------------------------------
Status|REOPENED |RESOLVED
Resolution| |FIXED
------- Additional Comments From dmitry(a)codeweavers.com 2007-18-03 22:11 -------
Afterlife problem looks different from this bug. Closing.
Please open a separate bug for the Fahrenheit problem.
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