http://bugs.winehq.org/show_bug.cgi?id=25022
Summary: GetImageListForDrawing error with MT5
Product: Wine
Version: 1.3.6
Platform: x86
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: dyvazar(a)numericable.fr
i'm using MT5 (metaquotes) on wine 1.3.6, default installation
got this error logged and flooding .xsession-errors (maverick i386):
err:toolbar:TOOLBAR_GetImageListForDrawing bitmap for ID 0, index 0 is not
valid, number of bitmaps in imagelist: 0
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http://bugs.winehq.org/show_bug.cgi?id=18586
Summary: Cannot build wine-1.1.22 on OpenSolaris snv_112 with
GNU ld
Product: Wine
Version: 1.1.22
Platform: PC
OS/Version: Solaris
Status: UNCONFIRMED
Severity: enhancement
Priority: P2
Component: build-env
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: ylitvinenko(a)slb.com
Errors when building:
gcc -c -I../../../wine-1.1.22/dlls/acledit -I. -I../../../wine-1.1.22/include
-I../../include -D__WINESRC__ -D
_REENTRANT -fPIC -Wall -pipe -fno-strict-aliasing -Wdeclaration-after-statement
-Wwrite-strings -Wtype-limits -W
pointer-arith -march=pentium-m -mtune=pentium-m -o main.o
../../../wine-1.1.22/dlls/acledit/main.c
../../tools/winegcc/winegcc -B../../tools/winebuild -shared
../../../wine-1.1.22/dlls/acledit/acledit.spec m
ain.o -o acledit.dll.so -lkernel32 ../../libs/port/libwine_port.a
-lsocket -lnsl
Archive member included because of file (symbol)
../../dlls/winecrt0/libwinecrt0.a(dll_entry.o)
acledit.dll-Phx6qc.spec.o (__wine_spec_dll_entry)
../../dlls/winecrt0/libwinecrt0.a(init.o)
../../dlls/winecrt0/libwinecrt0.a(dll_entry.o)
(__wine_spec_init_state)
../../dlls/winecrt0/libwinecrt0.a(stub.o)
acledit.dll-Phx6qc.spec.o
(__wine_spec_unimplemented_stubacledit.dll-LoJFfh.map:3:
undefined symbol `A0x1000' referenced in expression
collect2: ld returned 1 exit status
I think this error because of winegcc creates linker's map files that GNU ld
doesn't understand.
The file tools/winegcc/winegcc.c contains line
create_file( mapfile, 0644, "text = A%s;\ndata = A%s;\n", align, align );
that produces this "undefined symbol A0x1000"
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http://bugs.winehq.org/show_bug.cgi?id=28025
Summary: CAJViewer 7.1 crash
Product: Wine
Version: 1.3.25
Platform: x86
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: fracting(a)gmail.com
1. Download CAJViewer
$ wget http://viewer.tj.cnki.net/CAJViewer%207.1.2.self.exe
2. Start CAJViewer
$ wine CAJViewer\ 7.1.2.self.exe
fixme:wininet:InternetSetOptionW Option
INTERNET_OPTION_MAX_CONNS_PER_1_0_SERVER (10): STUB
fixme:mountmgr:harddisk_ioctl Unsupported ioctl 74080 (device=7 access=1
func=20 method=0)
wine: Unhandled page fault on read access to 0x00000000 at address (nil)
(thread 0009), starting debugger...
Unhandled exception: page fault on read access to 0x00000000 in 32-bit code
(0x00000000).
fixme:dbghelp_dwarf:compute_location Only supporting one reg (ebp/22 -> -2)
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http://bugs.winehq.org/show_bug.cgi?id=24746
Summary: Missing graphics in FBO OffscreenRenderingMode
Product: Wine
Version: 1.3.4
Platform: x86
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: directx-d3d
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: jkohen(a)users.sourceforge.net
Telltale Games, in particular the third season of Sam & Max and the Wallace and
Gromit games, have missing in-game graphics when OffscreenRenderingMode is set
to fbo and the graphics quality is higher than the default. Switching to
"backbuffer" gets rid of the problem.
I have an nVidia 9800 GTX+ card and I'm using version 195.36.31 of the
proprietary drivers. At the default quality all looks fine, but when I raise
the quality to the maximum during in-game sequences I only see a film grain
effect. The menus and some other animations (like the space images from Sam &
Max 301 intro) display fine, but everything else is completely missing, I
assume covered by some shader effect that becomes solid (but I don't know
enough to make an educated guess).
On the other hand other games with film grain effects (from other developers),
such as Penumbra Overture and Mass Effect, worked fine in fbo mode.
Unfortunately I'm at loss at what kind of detailed information I could provide
to help developers diagnose this bug, but I can be of help with minor guidance.
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http://bugs.winehq.org/show_bug.cgi?id=17565
Summary: Half-Life 2 pauses after first key pressed
Product: Wine
Version: 1.1.16
Platform: PC
OS/Version: Linux
Status: UNCONFIRMED
Severity: enhancement
Priority: P2
Component: -unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: jordm.s(a)gmail.com
The first key pressed after loading a game for the first time after starting
Half-Life 2 will cause the game to pause. It only happens the first time you
load a game after just starting the app, loading any game afterwards will not
cause the issue.
The bug isn't very serious, all you have to do is hit "Resume Game" in the
menu, but nonetheless, shouldn't be happening.
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http://bugs.winehq.org/show_bug.cgi?id=12689
Summary: Input messages lingering in server slowing down wine
Product: Wine
Version: CVS/GIT
Platform: Other
OS/Version: other
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: alexd4(a)inbox.lv
Created an attachment (id=12347)
--> (http://bugs.winehq.org/attachment.cgi?id=12347)
testcase for problem
Attached testcase illustrates the problem. The problem was originally found in
a fan-developed Forsaken mod. I couldn't get feedback on this on wine-devel, so
I'm opening a bug for this. Close if it's not a bug or is non-fixable.
How to reproduce: hold a key and move mouse over the window, preferably also
clicking mouse buttons, main loop latency steadily increases from 10 to 50 (and
even 100) in a short time. In a game this means going from 100 fps to 20 or 10
just because of input messages. Has to be noted that in the actual game the
rate of slowdown seemed at least 2-3 times faster when just holding one key and
moving mouse, for reasons I don't know, but the testcase still should enough to
show the problem.
What the testcase is doing is bad practice, it's basically refusing to process
certain types of messages, and PeekMessage just once during a loop is probably
bad as well, but that's what the game was originally doing in its main game
loop. There are several concerns about it:
1) No slowdown happens on Windows, either in game or in this testcase. No
matter how much I move the mouse holding key and clicking madly, it shows same
stable 15-16 ticks latency in the testcase. I don't know what it does, but
somehow it handles this situation better than Wine.
2) Can this (broken) way of doing things be exposing some inefficiency in
message handling, maybe something that could use optimization? I tried to put
debug hacks into queue_hardware_message(), it seems that when slowdown is
already VERY bad in Forsaken (10fps), message queue in wine server has about
400 or maybe 600 messages. Is that kind of processing overhead per message
inevitable? (This is happening on AMD Athlon(tm) 3200+). Perhaps somebody who
knows that part of code well may be interested in looking into performance
issues in this case. Because, if 400-600 messages in the queue slow down the
application to a crawl, then who knows, perhaps it decreases performance of
more well-behaved but input-intensive apps as well, just less drastically
(holding one or several keys to move, all the while aiming with mouse and
abusing mouse buttons is a common thing in games, so there can be quite a few
input messages flooding the server).
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http://bugs.winehq.org/show_bug.cgi?id=13752
Summary: Kega Fusion: Direct 3D output does not fill window in
windowed mode
Product: Wine
Version: 1.0-rc4
Platform: Other
URL: http://www.eidolons-inn.net/tiki-index.php?page=Kega
OS/Version: Linux
Status: UNCONFIRMED
Severity: trivial
Priority: P2
Component: directx-d3d
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: tgheretford(a)fast4.net
When the program first starts in windowed mode, the graphics in the application
window are shifted down to the bottom and to the right. On the desktop, the
further to the bottom and the right you move the Kega Fusion application
window, the further down and right the graphics move in the window.
Fullscreen mode is not affected by this bug.
Currently using NVidia 169.12 drivers on a Zotac 512MB AMP! Edition card but I
do know that the same problem occurred on my old computer using a Geforce 6200
card.
Below will be two picture attachments of my desktop showing the bug when I move
the application window around my desktop.
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http://bugs.winehq.org/show_bug.cgi?id=22528
Summary: King's bounty armored princess really slow
Product: Wine
Version: 1.1.43
Platform: x86
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: directx-d3d
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: jskartman(a)gmail.com
The first scenario, your father's castle is played flawlessly, the console
output shows no errors. But when you enter on the second scenario, debir
island, there is a severe slowdown after 5 seconds. Yes you notice that 5
second of good frame rate and then suddenly a severe slow down. When this
happens the console output constantly throws:
fixme:d3d_surface:IWineD3DBaseSurfaceImpl_Blt Filters not supported in software
blit
fixme:d3d_texture:basetexture_generate_mipmaps iface 0x3a446e8 stub!
fixme:d3d_texture:basetexture_generate_mipmaps iface 0x3a446e8 stub!
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http://bugs.winehq.org/show_bug.cgi?id=27967
Summary: Sacred Underworld 2.28 with graphical issues
Product: Wine
Version: 1.3.25
Platform: x86-64
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: directx-d3d
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: roland(a)mxchange.org
I have a lot graphical issues in the mentioned game, e.g. the graphical mouse
is not visible and/or flipped up-side-down (when I move the mouse up, the
cursor moves down and vise versa) and many GUI things are gone. Attached is a
warn+all log (the regular log didn't show any specific).
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http://bugs.winehq.org/show_bug.cgi?id=12520
Summary: Yoda Stories main window is too small
Product: Wine
Version: unspecified
Platform: PC
URL: ftp://ftp.lucasarts.com/demos/pc/yodademo.exe
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: megazzt(a)gmail.com
When running Yoda Stories (full game or demo) the main window is too small (it
seems to be minimum size for a window) and cannot be resized. The game is
unplayable since the window is so small as to have no client area.
Get the demo from ftp://ftp.lucasarts.com/demos/pc/yodademo.exe for testing.
You can extract it with unzip if you don't want to go through the hassle of
installing it.
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