http://bugs.winehq.org/show_bug.cgi?id=8025
djw <winehq(a)djw.org.uk> changed:
What |Removed |Added
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CC| |winehq(a)djw.org.uk
--- Comment #35 from djw <winehq(a)djw.org.uk> 2010-01-11 05:44:55 ---
This seems related to a problem I'm having with Day of Defeat:Source (with
Steam). During game play the game will randomly freeze and loop the current
sound. The last error message is:
err:ntdll:RtlpWaitForCriticalSection section 0x7e5f0120
"../../../dlls/winex11.drv/x11drv_main.c: X11DRV_CritSection" wait timed out in
thread 0065, blocked by 004c, retrying (60 sec)
My system is a Debian sid box running amd64. I have a 32-bit chroot for wine
which is invoked via dchroot. I have a Radeon HD 3200, I'm using the "non-free"
fglrx package from debian which is version 9-12.
I have had the same problem with the Debian packaged versions; 1.0.1, 1.1.24,
1.1.32. And also the winehq packaged version 1.1.35.
I tired running my system with one CPU, which the problem still occurred. Then
still with one CPU I reniced the steam.exe and hf2.exe processes to -10, this
still would freeze. A renice to -15 appeared to be stable and ran for several
hours without a problem. I'm about to test with two CPUs and renice -15.
When my system froze, I could not use the mouse or keyboard so I could not swap
to another virtual desktop or virtual terminal. I could login via ssh and then
kill the half-life process then I could continue using my system as normal,
startup Day of Defeat again, play for a while then have the system freeze again
and quickly kill the half-life process.
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http://bugs.winehq.org/show_bug.cgi?id=4264
Jeff Zaroyko <jeffz(a)jeffz.name> changed:
What |Removed |Added
----------------------------------------------------------------------------
Severity|major |normal
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--- Comment #10 from Jeff Zaroyko <jeffz(a)jeffz.name> 2010-01-11 04:53:34 ---
(In reply to comment #8)
> Refuses to install, saying I don't have the necessary registry permissions.
Seems to be looking for imm related registry keys before it gives the failure
message. Setting winver to win98 appears to skip this and instead it aborts on
OleLoadPictureFile being unimplemented, bug 10156.
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http://bugs.winehq.org/show_bug.cgi?id=21318
Summary: Borderlands: Sound no longer works with 1.1.36
Product: Wine
Version: 1.1.36
Platform: x86
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: srpape(a)gmail.com
Sound does not work in game after upgrading Wine to 1.1.36. Previous versions
were fine.
The intro advertisements (nvidia logo, etc) have working sound when the game is
first started, but from the main menu onward there isn't any.
I reverted to the previous version to continue playing it.
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http://bugs.winehq.org/show_bug.cgi?id=20087
Summary: All Orange Box Half Life 2 games freeze after load
Product: Wine
Version: unspecified
Platform: PC-x86-64
OS/Version: Linux
Status: UNCONFIRMED
Severity: critical
Priority: P2
Component: directx-d3d
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: rmuncrief(a)comcast.net
Created an attachment (id=23647)
--> (http://bugs.winehq.org/attachment.cgi?id=23647)
Bisect results for Half Life 2 games freezing
With current git all Half Life 2 Orange box games freeze after loading. I ran
bisect twice to confirm the bad commit and have attached the bisect output.
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http://bugs.winehq.org/show_bug.cgi?id=15268
Summary: No Video or Sound in GameMaker 7 Games
Product: Wine
Version: 1.1.4
Platform: Other
OS/Version: other
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: directx-d3d
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: me100313(a)gmail.com
This is on Kubuntu Hardy (KDE4.1) 32-bit. Games that are made with GameMaker 7
show their splash screen, then open up to a black window with no sound or
display. I have found that the controls still work as I am able to get dialog
boxes to appear in one of the games I tried. I think the game is running, but
video and audio just are not working.
I tried two games. The first is Mushroom Kingdom Fusion, found here:
http://mkfusion.ipbfree.com/index.php?showtopic=905&st=0&#entry12846
You will need both the music pack and the game data files. Also, you should
delete mp3_title.mp3 from the music pack as that causes a known lockup with the
game. This game uses FMOD for the background music, so it does work if you can
blindly get through the menu and start playing. To do this, wait a minute or
two for the intro logos (you can't see them, but that's what you would see) to
cycle through then hit Enter or Shift to start a new game. Just keep hitting
them both until you hear the BG music. Then you can use the arrow keys to move
right one or two times (SMB3 style map) and use Shift to enter a level. You'll
hear the level music play, but the video and the sound effects (which do NOT
use FMOD) will not work. I have played this game in Windows so that's how I
know how to get to a level. This game takes a very long time to load
(something that supposedly will be fixed in the next version).
The second game I tried just to verify this bug with other GameMaker games.
The other game is Sonic FGX ( http://www.yoyogames.com/games/show/30975 ) and
does not use FMOD for music. In this game, I manged to randomly hit arrow
keys, Shift, and Enter to get the generic Game Maker grey dialog boxes to
appear with descriptions of Sonic, Tails, and the other characters in the game.
I assume I was in a character select screen, but don't know since I've never
played this game before.
Both games repeatedly flash "fixme:d3d:IWineD3DSwapChainImpl_Present Unhandled
present options 0x32fcbc/0x32fccc" for Sonic FGX and
"fixme:d3d:IWineD3DSwapChainImpl_Present Unhandled present options
0x32f76c/0x32f77c" for MK Fusion. Both games also show a lot of
IDirectMusicLoader or IDirectMusicSegment functions in the console output.
I have included the console output of both games in the files "sfgx_ou.txt" and
"mkf_out.txt". Also, I ran wine with WINEDEBUG=+d3d,+dsound,+wine_d3d and
output those to "sfgx_dbg.txt" and "mkf_dbg.txt". All of the file will be
compressed. The debug output files are 270MB and 460MB.
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http://bugs.winehq.org/show_bug.cgi?id=6971
--- Comment #309 from Warren Dumortier <nwarrenfl(a)gmail.com> 2010-01-10 16:28:41 ---
Wasn't someone here working on a patch to implement XInput 2?
If so, i'd like to test it...
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--- Comment #308 from Forest Hale <lordhavoc(a)ghdigital.com> 2010-01-10 15:52:27 ---
(In reply to comment #304)
> (In reply to comment #303)
> >However this means DIinput will revert back to the current (broken) behavior.
>
> Do you mean "it just won't work" or "XI2 solution will leave systems without
> libXi-1.3 at current dinput state"? I'm incompetent here, but I don't really
> believe that any way of warping will totally solve this problem somehow. Again,
> I don't know for sure, but I guess that warping brings out other problems (i.e.
> lithtech games spot warping making aim intermittent)
That is a different kind of warping than I described.
I am describing a situation where the movement is captured transparently and
passed to wine, without updating the mouse pointer location at all, then wine
moves the mouse pointer to mimic the expected behavior (while imposing
restrictions such as mouse clip rects), as far as all programs (both wine and
X11 apps) can tell, it is moving normally.
How this is done is not important, whether it is DGA or XInput2, the result is
the same.
What we really want (and XInput2 supposedly delivers) is feedback on movement
even when the mouse is pressing against the borders of the clip rect, this is
what DirectInput cooperative mode expects.
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http://bugs.winehq.org/show_bug.cgi?id=8232
--- Comment #30 from joaopa <jeremielapuree(a)yahoo.fr> 2010-01-10 14:29:28 ---
That means that this bug is fixed. Please fulfill an other bug report for the
crash. Don't forget to add the useful informations to your bug report (video
card, driver and backtrace with debug symbols)
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http://bugs.winehq.org/show_bug.cgi?id=8598
Uwe Bonnes <bon(a)elektron.ikp.physik.tu-darmstadt.de> changed:
What |Removed |Added
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CC| |bon(a)elektron.ikp.physik.tu-
| |darmstadt.de
--- Comment #12 from Uwe Bonnes <bon(a)elektron.ikp.physik.tu-darmstadt.de> 2010-01-10 13:34:24 ---
I have send a patch adding a test case. fopen() without the an additional
"ccs=<encoding>" mode string should open all files as ANSI files. We probably
need an additional flag indicating a file opend in UNICODE mode and write an
ANSI string to the file otherwise
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