http://bugs.winehq.org/show_bug.cgi?id=13085
Summary: TH06: No FPS limit in fullscreen mode
Product: Wine
Version: 0.9.61.
Platform: PC
OS/Version: Linux
Status: UNCONFIRMED
Severity: trivial
Priority: P4
Component: -unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: dottomi(a)gmail.com
The game seems to not limit FPS amount in fullscreen mode. It speeds up to >200
FPS instead of not going above 60.
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http://bugs.winehq.org/show_bug.cgi?id=22722
Summary: Wine running out of address space (MacOS)
Product: Wine
Version: unspecified
Platform: x86
OS/Version: Mac OS X 10.5
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: hoehle(a)users.sourceforge.net
This is the MacOS variant of bug #13335: mmap failures on 32bit Mac OS X 10.5.8
+ NVidia
After upgrading my Mac from 1GB RAM to 4GB, Lego Star Wars 2 started crashing
in Wine-1.1.24 after a variable amount of play time. The error always starts
with:
wine(6017,0xa022e720) malloc: *** mmap(size=16777216) failed (error code=12)
*** error: can't allocate region
*** set a breakpoint in malloc_error_break to debug
This is repeated 6/8/10 times, size always 16MB, followed by a crash like:
wine: Unhandled page fault on write access to 0x0000003c at address 0x7305cadb
(thread 0018), starting debugger...
The backtrace shows nothing particular.
The machine is an "early 2009" Mac mini 2GHz core duo with Nvidia 9400 graphics
processor. Using Mac OS X 10.5.8 and XQuartz 2.3.3.2. So this is a strict 32bit
system.
The crashes occur sometimes after half an hour, sometime after an hour of game
play. I'm pretty confident that the RAM upgrade is the cause because
- no SW upgrade of any kind was done around that time
(let's hope I got no trojan),
- I'm using LSW2 in wine-1.1.24 with a prefix distinct from
my git snapshot work,
- the app has been very stable in the past (the children played for hours),
- another app started failing as well (see next comment),
- syslogs prove the mmap failures began following the RAM upgrade,
- the crashes appear in levels the children played in the past, not new ones,
- such a huge RAM upgrade affects the memory mapping. Among others, the Nvidia
chip is said to make use of more main memory when the machine has more than 1GB
RAM (256MB? instead of 128MB).
Obviously the machine is not running out of memory. It now has more than
before. Instead, I believe this confirms the hypothesis about running out of
address space, c.f. R. Colenbrander in bug #13335, comment #96.
I have no reasons to believe that the new RAM is faulty. The machine is very
stable and only 2 apps in Wine are affected. I'm not going to remove the RAM
because of the effort it was to open the Mac mini box (the back sat so tight
that you couldn't slide in a putty knife, not even a sheet of paper).
Perhaps somebody knows a SW tool that can simulate a Mac equipped with 1GB RAM
only?
Few people ever reported the dependency of the mmap failure on the amount of
RAM. http://forums.adobe.com/message/1875853 mentions a perhaps similar failure
with native Photoshop.
Because of bug #22029 I cannot test the app in current Wine. It's unfortunate
that this mmap issue affects wine-1.1.24 because this release was excellent at
3D games with the 1GB Mac Mini.
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http://bugs.winehq.org/show_bug.cgi?id=20758
Summary: Missing nul termination in string passed to callback
of RtlQueryRegistryValues()?
Product: Wine
Version: 1.1.33
Platform: PC
OS/Version: Linux
Status: NEW
Keywords: source, testcase
Severity: normal
Priority: P2
Component: ntdll
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: dank(a)kegel.com
http://kegel.com/wine/valgrind/logs/2009-11-18-21.51/vg-ntdll_reg.txt
shows the error message
Invalid read of size 2
at strlenW (unicode.h:216)
by lstrlenW (string.c:214)
by QueryRoutine (reg.c:201)
by RTL_ReportRegistryValue (reg.c:992)
by RtlQueryRegistryValues (reg.c:1231)
by test_RtlQueryRegistryValues (reg.c:326)
Address 0x7f03c184 is 0 bytes after a block of size 52 alloc'd
at notify_alloc (heap.c:279)
by RtlAllocateHeap (heap.c:1521)
by RtlQueryRegistryValues (reg.c:1226)
by test_RtlQueryRegistryValues (reg.c:326)
It looks like an argument between len and null-terminated strings.
RtlQueryRegistryValues calls a user-supplied callback whose first
parameter is to a nul-terminated string... but it passes pInfo->Name,
which is not nul-terminated. (It comes from NtEnumerateValueKey,
and has a corresponding NameLength member.)
So... either we need to copy Name to a new buffer and terminate
it before calling the callback, or NtEnumerateValueKey needs
to silently nul-terminate Name. I guess it's time for another
conformance test.
(This error was seen before by Valgrind, but with a slightly
less informative description.)
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http://bugs.winehq.org/show_bug.cgi?id=18873
Summary: Civilization IV beyond the sword crashing at startup
Product: Wine
Version: 1.1.23
Platform: PC
OS/Version: Linux
Status: UNCONFIRMED
Severity: critical
Priority: P2
Component: -unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: zipu92(a)hotmail.com
Civilization IV beyond the sword is crashing at startup after message display
"Init XML(cached)"
For me it looks like a regression as I have just shifted from wine 1.1.22 to
1.1.23 and it worked fine before my Ubuntu upgrade
I am currently compiling wine to try to do some regression tests as you
indicate on the site. I already post the description to see if somebody else
has the same problem
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http://bugs.winehq.org/show_bug.cgi?id=14377
Summary: Crusader Kings: Instant crash when using bride ledger
(and some other ledgers)
Product: Wine
Version: 1.0-rc5
Platform: PC
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: daniel(a)jackson.kz
CC: daniel(a)jackson.kz
Created an attachment (id=14674)
--> (http://bugs.winehq.org/attachment.cgi?id=14674)
Printout from the terminal from starting the game, loading a game, navigating
to the bride ledger and the following crash
Steps to reproduce:
1. Open Crusaders.exe
2. Load a game (or start one)
3. Go to the ledger and find the "Bride ledger" where you can locate possible
brides.
Result:
Crash to desktop after a few seconds of thought, with an error message
displayed but blanked out due to graphical glitch.
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http://bugs.winehq.org/show_bug.cgi?id=21492
Summary: Creating new/opening existing project fails in
WinterMute Engine
Product: Wine
Version: 1.1.37
Platform: x86-64
URL: http://dead-code.org/download/download_wme.php
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: iliotropion2006(a)yandex.ru
This is impossible to create new or open existing project in WinterMute Engine
(game engine), the engine crashed with error:
X Error of failed request: BadWindow (invalid Window parameter)
Major opcode of failed request: 3 (X_GetWindowAttributes)
Resource id in failed request: 0x3201163
Serial number of failed request: 51374
Current serial number in output stream: 51375
libxcb: WARNING! Program tries to lock an already locked connection,
which indicates a programming error.
There will be no further warnings about this issue.
The problem exists since wine 1.1.36
I'll run regression test later
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http://bugs.winehq.org/show_bug.cgi?id=17040
Summary: Portal crashes when facing towards the exit on the first
level
Product: Wine
Version: 1.1.13
Platform: PC-x86-64
OS/Version: Linux
Status: NEW
Severity: normal
Priority: P2
Component: -unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: ben(a)atomnet.co.uk
Created an attachment (id=18843)
--> (http://bugs.winehq.org/attachment.cgi?id=18843)
Crash log
The game seems to be running fine unless you turn to face where the exit should
be (turn left after the game gives you control). The game either locks up or
crashes and closes itself (guessing it's crashed in the first instance too but
it doesn't always kill itself).
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http://bugs.winehq.org/show_bug.cgi?id=10340
Summary: Pro evolution soccer 2008
Product: Wine
Version: 0.9.48.
Platform: PC
OS/Version: Linux
Status: UNCONFIRMED
Severity: blocker
Priority: P2
Component: test
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: marco.r24(a)libero.it
During the game of the master league, legue or other, the game blocker while
save or load data! I hope in solution, thank you
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http://bugs.winehq.org/show_bug.cgi?id=14762
Summary: Max Payne 2: sepia tone filter issues (high PPE)
Product: Wine
Version: 1.0.0
Platform: PC-x86-64
URL: http://www.rockstargames.com/maxpayne2/mp2_downloads.htm
l
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: directx-d3d
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: liquid.acid(a)gmx.net
CC: onety-three(a)gmx.net
Hi,
this is a cleaned up version of the issues first described in
http://bugs.winehq.org/show_bug.cgi?id=14038.
Game affected: Max Payne 2 (demo version tested)
Issue: MP2 uses some fullscreen post-processing effects to enhance gaming
experience. The famous bullet time effect is using a sepia tone filter, which
breaks on wine when certain ingame options are set.
MP2 offers two modes of post-processing effect quality (switching them
completly off is also possible):
(i) medium -> the sepia filter works
(ii) high -> sepia filter breaks
Notice that MP2 also uses some other PP (post-processing) effects, like a
motion blur filter in cutscenes. The filter from the cutscenes is NOT affected
by this issue described here, although it also affects the entire screen.
The issue also appears with wine-0.9.56.
Issue is gone when going back to wine-0.9.45, but the rendered area is now
confined in a rectangular portion of the visible screen. (read more about this
at the end (*))
Regression testing turned up this commit:
[d09cbcec91561186bee77aaba55b29cbf2d7e7ef] wined3d: Activate
GL_ARB_texture_rectangle.
http://source.winehq.org/git/wine.git/?a=shortlog;h=d09cbcec91561186bee77aa…
Notice the other five wined3d commits by Stefan Dösinger.
Somehow using ARB_tex_rect instead of using NP2 emulation breaks the sepia
filter, but leaves the motion blur intact.
In fact this commit does also correct "scaling" issues with the other PP
effect, motion blur (again see below (*)).
My wine settings for MP2:
UseGLSL=disabled
OffscreenRenderingMode=backbuffer
RenderTargetLockMode=auto
It doesn't matter though is ORM is set to backbuffer or fbo, the issue also is
reproducible with ORM=fbo. However testing this with ORM=backbuffer makes it
easier for me because of other issues with FBO (plus FBO generates a lot of
FIXME noise on the console).
Graphics hardware used to confirm:
(i) Me, using a Geforce FX 5900
(ii) Frank Roscher, using a Geforce FX 5700
Drivers versions:
(i) FX 5900 driven with 100.14.19 and 173.14.09 (makes no difference)
(ii) FX 5700 driven by driver version 169.12
(*) Interesting facts with wine-0.9.45:
Like I said above PPE set to high work with this version, but the rendered area
is suffering from "scaling issues". This can be reproduced all the time with
the bullettime filter.
However there are also the cutscenes, using the motion blur filter. The funny
thing there is that they are also affected by the scaling issue, BUT not
always.
Watch the first cutscene sequence after you gain control over Max in the
hospital room (the cutscene begins when you are right in front of the double
door). The scaling issue changes during the cutscene to correct rendering, and
back after some moments.
I don't know if the changes from "wrong scaling" to "correct scaling" and
vice-versa are always the same but I'm going to check that again.
Greets,
Tobias
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http://bugs.winehq.org/show_bug.cgi?id=13070
Summary: Deus Ex - Invisible War fails to launch new game
Product: Wine
Version: 0.9.61.
Platform: Other
OS/Version: other
Status: UNCONFIRMED
Severity: critical
Priority: P2
Component: dbghelp
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: roland(a)mxchange.org
Created an attachment (id=12826)
--> (http://bugs.winehq.org/attachment.cgi?id=12826)
Default debug log
The named game is starting with intro movies and main menu. But when I want to
start a new game then it end's up with this message.
err:dbghelp:SymCleanup this process has not had SymInitialize() called for it!
The sound got repeated endless (OSS selected, full, 44800 Hz, 16 Bit. I guess
it is not the sound, more that error message. Attached is the full console
output (default WINEDEBUG)
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