http://bugs.winehq.org/show_bug.cgi?id=8222
------- Additional Comments From truiken(a)gmail.com 2007-30-04 13:37 -------
> Adobe installers fail for the same reason.
Meant to say, 'Most Adobe installers...'
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http://bugs.winehq.org/show_bug.cgi?id=5348
------- Additional Comments From truiken(a)gmail.com 2007-30-04 13:36 -------
*** Bug 5768 has been marked as a duplicate of this bug. ***
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http://bugs.winehq.org/show_bug.cgi?id=5768
truiken(a)gmail.com changed:
What |Removed |Added
----------------------------------------------------------------------------
Status|NEW |RESOLVED
Resolution| |DUPLICATE
------- Additional Comments From truiken(a)gmail.com 2007-30-04 13:36 -------
Making this a duplicate of bug 5348. Important information from this report was
added to that bug report.
*** This bug has been marked as a duplicate of 5348 ***
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http://bugs.winehq.org/show_bug.cgi?id=5348
------- Additional Comments From truiken(a)gmail.com 2007-30-04 13:35 -------
>From bug 5768:
------- Additional Comment #7 From Mike McCormack 2007-01-11 20:30 -------
The "AMT_WriteRemoveFileEntry" action problem is a bug in MsiGetPropertyA that
we don't emulate.
Adobe products use MsiGetPropertyA in custom actions to fetch the value of
various properties like this:
char *get_prop( const char *name )
{
UINT r;
DWORD sz;
char *str;
/* sz is meant to be the size in TCHARs excluding nul */
r = MsiGetPropertyA( handle, name, NULL, &sz);
if (r != ERROR_SUCCESS || sz == 0) return NULL;
/* sz would be too short here.... */
str = HeapAlloc(GetProcessHeap(), 0, sz);
MsiGetPropertyA( handle, name, NULL, &sz);
if (r != ERROR_SUCCESS || sz == 0) goto error;
return str;
error:
/* log a message and fail */
...
}
The above code works in the installer, but we have a number of test cases
showing that it shouldn't.
The code is run in the context of a custom action. After writing a test case
for the above code in a custom action, the problem was apparent.
MsiGetPropertyA has a bug in this case; it returns the size of the wide string
in bytes.
eg. if the property value is "Photoshop.dll" it returns 26, not 13, so the above
code works.
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truiken(a)gmail.com changed:
What |Removed |Added
----------------------------------------------------------------------------
CC| |ead1234(a)hotmail.com
------- Additional Comments From truiken(a)gmail.com 2007-30-04 13:32 -------
*** Bug 8222 has been marked as a duplicate of this bug. ***
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truiken(a)gmail.com changed:
What |Removed |Added
----------------------------------------------------------------------------
Status|UNCONFIRMED |RESOLVED
Resolution| |DUPLICATE
------- Additional Comments From truiken(a)gmail.com 2007-30-04 13:32 -------
> nope.
Yes, this is a duplicate of bug 5348. The problem you mentioned has already
been debugged, and work is underway to implement this 'feature' (bug). Adobe
installers fail for the same reason.
*** This bug has been marked as a duplicate of 5348 ***
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http://bugs.winehq.org/show_bug.cgi?id=8236
Summary: Dungeon Siege 2 has some animation issues
Product: Wine
Version: CVS
Platform: PC-x86-64
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P3
Component: wine-directx-d3d
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: floppie(a)quadra-tec.net
There are a couple different effects of this bug.
First, there is the part where, if you kill an enemy, it doesn't fall over and
die like it normally should; instead, it will remain standing or even in some
cases, walking or attacking (the attack animation - it doesn't actually do a
damaging attack).
Second, there is an issue with ranged attacks; melee attacks do not appear to be
effected by this. Ranged attacks animate much, much faster than they should (in
the case of some spells, there's no animation at all, where there should be a
particle effect). As a result of this, the NPCs are able to attack considerably
faster than they should - at the same damage. This makes some enemies with
ranged attacks obscenely powerful. In the case of the spells that don't animate
at all, getting within range of them pretty much means you're just going to be
watching your health bar steadily drop. Note that this should only effect
single-player - with multiplayer, the attack speeds should be governed by the
host, not the local animations.
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http://bugs.winehq.org/show_bug.cgi?id=8226
------- Additional Comments From juan_lang(a)yahoo.com 2007-30-04 12:21 -------
Can you create a test case that verifies the behavior? Submit the test case and
your patch together to wine-patches.
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http://bugs.winehq.org/show_bug.cgi?id=8199
rmh(a)aybabtu.com changed:
What |Removed |Added
----------------------------------------------------------------------------
Attachment #5994 is|0 |1
obsolete| |
------- Additional Comments From rmh(a)aybabtu.com 2007-30-04 11:43 -------
Created an attachment (id=6040)
--> (http://bugs.winehq.org/attachment.cgi?id=6040&action=view)
same, with s/AC_TRY_LINK/AC_RUN_IFELSE/g
It seems it's not sure if binutils maintainers will change behaviour to make
link fail when mixing incompatible objects. I would suggest to be safe and use
AC_RUN_IFELSE rather than AC_TRY_LINK, so that this problem can be detected
with any version of binutils.
2007-04-30 Robert Millan <rmh(a)aybabtu.com>
* configure, configure.ac: Fallback to -lsicuuc and -lsicudata when
variable overrides aren't set. Use AC_RUN_IFELSE rather than AC_TRY_LINK.
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http://bugs.winehq.org/show_bug.cgi?id=2493
------- Additional Comments From fgouget(a)codeweavers.com 2007-30-04 11:40 -------
I just did a quick test with regedit today and the bug is still present.
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