http://bugs.winehq.org/show_bug.cgi?id=28084
Summary: Jedi Knight: Dark Forces II segfaults when Display
Hardware Acceleration is enabled
Product: Wine
Version: 1.3.26
Platform: x86-64
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: directx-dsound
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: cmtptr(a)gmail.com
Created an attachment (id=35957)
--> (http://bugs.winehq.org/attachment.cgi?id=35957)
Wine output including backtrace
Jedi Knight: Dark Forces II segfaults when I enable the Hardware Acceleration
option under the Display setup menu. Otherwise the game is entirely playable
(except that the software renderer can't display 16-bit textures).
Running wine 1.3.26
Arch Linux x86_64
NVIDIA GeForce 9600M GT with proprietary drivers 280.13
Attached is the output of Wine generated after I enabled hardware acceleration
and returned to the game to reproduce the crash, up to the point that I killed
it with "kill %1" (Wine appears to hang once this happens).
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http://bugs.winehq.org/show_bug.cgi?id=20413
Summary: AtcWindows - sound broken
Product: Wine
Version: 1.1.31
Platform: PC
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: sportflieger2004-wbug(a)yahoo.de
With TTS sound enabled, sound output stops after the first initial call of an
aircraft (and after the first number of the call sign of that aircraft).
On closing the application, the following is printed on the console:
fixme:winmm:MMDRV_Exit Closing while ll-driver open
fixme:winmm:MMDRV_Exit Closing while ll-driver open
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http://bugs.winehq.org/show_bug.cgi?id=21814
Summary: The game "Which" fails to load a d3dxof object file
Product: Wine
Version: 1.1.39
Platform: x86
URL: http://gamejolt.com/freeware/games/adventure/which/152
3/
OS/Version: Linux
Status: NEW
Keywords: download
Severity: normal
Priority: P2
Component: -unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: arethusa26(a)gmail.com
Created an attachment (id=26396)
--> (http://bugs.winehq.org/attachment.cgi?id=26396)
Which game +d3dxof trace
After installing vcrun2005 and d3dx9 from winetricks, launching Which-3D.exe
yields a dialog box stating:
"Runtime Error 7018 - Could not load 3D object at line 157"
Native d3dxof allows the game to proceed to bug 21805. A +d3dxof trace is
attached.
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http://bugs.winehq.org/show_bug.cgi?id=8724
Alexandre Julliard <julliard(a)winehq.org> changed:
What |Removed |Added
----------------------------------------------------------------------------
Status|RESOLVED |CLOSED
--- Comment #13 from Alexandre Julliard <julliard(a)winehq.org> 2011-08-26 13:25:07 CDT ---
Closing bugs fixed in 1.3.27.
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http://bugs.winehq.org/show_bug.cgi?id=21102
Summary: Hitman 2: Silent Assassin fails to draw intro
cinematic
Product: Wine
Version: 1.1.35
Platform: x86
OS/Version: Linux
Status: UNCONFIRMED
Severity: minor
Priority: P2
Component: directx-d3d
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: arethusa26(a)gmail.com
CC: stefan(a)codeweavers.com
With wine-1.1.35, when starting a new game in Hitman 2: Silent Assassin, an
intro cinematic is supposed to be rendered, but instead, the cinematic is drawn
as black for the entire duration, although in-game rendering seems fine. A
related problem occurs with the Eidos logo animation shown when starting the
game, where it is drawn extremely slow. Testing showed that rendering worked in
wine-1.0, and regression testing revealed:
014c4bfc70a4d4e60f033d579d1be13a46f65170 is first bad commit
commit 014c4bfc70a4d4e60f033d579d1be13a46f65170
Author: Stefan Dösinger <stefan(a)codeweavers.com>
Date: Thu Apr 9 18:40:57 2009 +0200
wined3d: Save some memory in vertex buffers.
In most cases we're fine with the vbo and glMapBuffer and never use the
actual
heap memory copy. Try to stick to just the vbo copy and avoid allocating
the
extra heap memory. In case it is needed(emulation or vertex conversion),
fall
back to the old double buffering mode.
:040000 040000 e45dcc2b8694735b0a68492a7a03237b1c519ae3
0447d35c1e1a2037a962b49802a03a9dad1bf59e M dlls
Testing wine-1.1.18-300-g7b2a44f immediately prior to the commit did not show
the problem with either the Eidos logo animation or the intro cinematic.
glxinfo reports for my machine:
OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: GeForce 9800 GT/PCI/SSE2/3DNOW!
OpenGL version string: 3.2.0 NVIDIA 190.42
Interestingly, Hitman 2: Silent Assassin on a machine with an integrated Intel
video card and wine-1.1.35 does not exhibit the rendering problem. glxinfo on
that machine reports:
OpenGL vendor string: Tungsten Graphics, Inc
OpenGL renderer string: Mesa DRI Intel(R) G45/G43 GEM 20090712 2009Q2 RC3
OpenGL version string: 2.1 Mesa 7.7-devel
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http://bugs.winehq.org/show_bug.cgi?id=27988
Summary: ibexpert can't start since wine 1.3.25
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: c_pradelli(a)yahoo.com
Since wine 1.3.25 IbExpert can't start.
The console output is:
fixme:ntdll:find_reg_tz_info Can't find matching timezone information in the
registry for bias 180, std (d/m/y): 0/00/0000, dlt (d/m/y): 0/00/0000
fixme:toolhelp:CreateToolhelp32Snapshot Unimplemented: heap list snapshot
fixme:bitblt:client_side_dib_copy potential optimization: client-side
color-index mode DIB copy
fixme:richedit:ME_HandleMessage EM_SETTYPOGRAPHYOPTIONS: stub
fixme:richedit:ME_HandleMessage EM_SETLANGOPTIONS: stub
fixme:richedit:IRichEditOle_fnSetHostNames stub 0x1b123338 IB Expert IB Expert
err:seh:setup_exception_record stack overflow 1520 bytes in thread 0015 eip
7bc3da1f esp 016e0d40 stack 0x16e0000-0x16e1000-0x26e0000
In 1.3.24 works perfect.
using Ubuntu 10.04 with fresh ".wine"
It can be tested using IBExpert Personal Edition (Free)
http://ibexpert.net/ibe/
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http://bugs.winehq.org/show_bug.cgi?id=28015
Summary: Rome Total War crashes at startup
Product: Wine
Version: 1.3.26
Platform: x86
URL: http://www.jeuxvideo.com/telecharger/jeux-et-demos/000
08466-rome-total-war-pc.htm
OS/Version: Linux
Status: UNCONFIRMED
Severity: minor
Priority: P2
Component: -unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: robert.munteanu(a)gmail.com
Rome Total War no longer starts as of 1.3.26 - was working on 1.3.24 and 1.3.25
. This affects both the demo and the full game version. Just start the demo and
it will crash shortly.
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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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