http://bugs.winehq.org/show_bug.cgi?id=5054
--- Comment #11 from Mikolaj Zalewski <mikolaj.zalewski(a)gmail.com> 2008-07-23 14:24:48 ---
Created an attachment (id=15011)
--> (http://bugs.winehq.org/attachment.cgi?id=15011)
workaround for BITS
These are credentials for the proxy, so on a private computer this should not
be a problem. I'd expect the SSPI doesn't need to be used in BITS directly but
in a lower level library. We currently use urlmon, however so far I haven't
found APIs to choose the method of authentification (e.g. basic vs digest) or
http file upload. AFAIK lower-level libraries like wininet or winhttp supports
it. But it's possible that urlmon also provides some obscure interfaces to
support it.
The installer needs two more functions from BITS. With this patch that makes
them return S_OK it downloads the file, but then fail because of unimplemented
crypt32.CryptMsgGetAndVerifySigner. I don't know how hard it is to implement.
Ramiro: this bug is about version 2005. For version 2008 you should create
another bug - it's possible it will be harder to fix than 2005.
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http://bugs.winehq.org/show_bug.cgi?id=8357
--- Comment #25 from Charity <AngeliqeR(a)gmail.com> 2008-07-23 12:52:25 ---
(In reply to comment #24)
> Charity: I've read the FAQ in the appdb.
> I am not reporting a new bug here, just updating this bug with current
> information.
>
> The text your quoted is no longer valid. And i am not reporting that the game
> is crashing for me.
>
> The ini changes you quote from the appdb faq does not make eq models appear.
>
I'm not sure what is failing for you. Are you using an ATI card or NVIDIA card?
I installed wine 1.1.1 built from source. I then wiped my ~/.wine completely
and reinstalled EQ. Everything works fine with the modified dll. Your problem
sounded closely related to the TextureCache option issue. That is why I
suggested it.
Wine 1.1.1 has the same behavior as previous versions with EverQuest.
1. You must use the modified dll to get models to display properly.
2. TextureCache must be FALSE
3. VertexShaders must be TRUE
4. You have to use an NVIDIA card to get the best results with the modified dll
5. You have to run EQ on a single core on dual core systems. (Assumed since I
don't have a dual core machine to test this explicitly with)
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http://bugs.winehq.org/show_bug.cgi?id=6938
--- Comment #6 from Adrian Bunk <bunk(a)stusta.de> 2008-07-23 06:59:37 ---
yes
no
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http://bugs.winehq.org/show_bug.cgi?id=6297
James Hawkins <truiken(a)gmail.com> changed:
What |Removed |Added
----------------------------------------------------------------------------
Status|RESOLVED |CLOSED
--- Comment #41 from James Hawkins <truiken(a)gmail.com> 2008-07-23 00:24:54 ---
Closing.
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Stefan Dösinger <stefandoesinger(a)gmx.at> changed:
What |Removed |Added
----------------------------------------------------------------------------
Status|NEW |RESOLVED
Resolution| |INVALID
--- Comment #40 from Stefan Dösinger <stefandoesinger(a)gmx.at> 2008-07-23 00:06:34 ---
Since Windows users are affected as well(especially when system "tuners" are
installed), it's pretty obvious that it is a Steam bug. I am closing this bug
as INVALID to reflect that.
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Brad Martin <wine(a)fatlxception.no-ip.org> changed:
What |Removed |Added
----------------------------------------------------------------------------
CC| |wine(a)fatlxception.no-ip.org
--- Comment #39 from Brad Martin <wine(a)fatlxception.no-ip.org> 2008-07-22 21:57:49 ---
This has been happening to me for the past few months practically every time I
start the game unless I invoke the workaround I found.
Basically, before I start tf2, I start the following script running in a
separate terminal window: "while ! killall -STOP hl2.exe; do sleep .1; done;
sleep 5; killall -CONT hl2.exe" Works every time that way. The problem seems
to be that steam launches the game first, and *then* releases the resources
that the game expects to be able to use. Some kind of difference in processor
or disk scheduling means that the game starts quicker than steam is expecting,
leading to the resource conflict. Anything you can do to delay the game from
actually running after steam launches it makes it more likely that the whole
process will succeed. I suspect that is why some of you are having luck with
'sync' commands. Deleting some cache files and forcing the game to regenerate
them before starting probably has a similar effect.
Not sure of a good way to fix this in wine though. Obviously you could
hardcode some kind of a sleep any time a process named "hl2.exe" is launched,
but that's not very satisfying. When the bug is ultimately in steam though,
not sure what more can be done.
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http://bugs.winehq.org/show_bug.cgi?id=7711
--- Comment #49 from Lennart Hansen <lahansen(a)gmail.com> 2008-07-22 19:53:16 ---
Is anyone looking into this issue?
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Pawel Drewniak <czajernia(a)gmail.com> changed:
What |Removed |Added
----------------------------------------------------------------------------
CC| |czajernia(a)gmail.com
--- Comment #8 from Pawel Drewniak <czajernia(a)gmail.com> 2008-07-22 16:15:28 ---
No, it no longer crashes, but the game is unplayable (only with texture
compression on, see the screenshot).
Tested with wine-1.1.0
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http://bugs.winehq.org/show_bug.cgi?id=14589
Summary: PopCap installer .url creation error message
Product: Wine
Version: 1.1.1
Platform: PC
URL: http://www.popcap.com
OS/Version: Linux
Status: UNCONFIRMED
Severity: trivial
Priority: P5
Component: ole
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: kennybobs(a)o2.co.uk
Created an attachment (id=14956)
--> (http://bugs.winehq.org/attachment.cgi?id=14956)
First error message
The PopCap installer attempts to create a .url file, but fails to do so. The
installer continues as normal.
This is a trivial bug.
Confirmed in:
Heavy Weapon Deluxe
Insaniquarium Deluxe
AstroPop Deluxe
Bookworm Deluxe
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