http://bugs.winehq.org/show_bug.cgi?id=14034
Summary: Max Payne 2: mirror reflections not working correctly
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: alexd4(a)inbox.lv
Created an attachment (id=14244)
--> (http://bugs.winehq.org/attachment.cgi?id=14244)
max payne 2: mirror reflection bug (total black)
Hi there,
another Max Payne 2 problem, again also present in the demo (see URL).
When playing the first level of the demo (or the game) you have a lot of
mirrors. For me reflections on the mirrors don't work correctly.
It wouldn't say they don't work at all, because there is something displayed in
the mirror, but it's mostly black. My changing the viewing position and angle
you actually can get something non-black on the mirror. See the screenshots for
more details.
Also see this bug:
http://bugs.winehq.org/show_bug.cgi?id=14031
I'm not sure how much these are connected, maybe they've no connection at all.
Hardware is nvidia Geforce FX 5900.
For a logfile you can see the linked bug from above. I can generate more
logging material if necessary :-)
Again adding Alexander ;-)
Greets,
Tobias
(...attaching screenshots...)
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http://bugs.winehq.org/show_bug.cgi?id=27543
Summary: Alice: Madness Returns - no sound in game
Product: Wine
Version: 1.3.22
Platform: x86
OS/Version: Linux
Status: NEW
Severity: minor
Priority: P2
Component: -unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: austinenglish(a)gmail.com
Sound works in the intro videos, as well as when cutscenes/recovering memories,
but all other sounds in game are muted.
The game uses x3daudio, which may be related. A few guides online suggest
forcing stereo sound in windows sound instead of 5.1 audio, but winecfg lacks
such an option ;-). Using hardwareaccerlation = emulation makes no difference.
Since it's an unreal 3 game, I tried the workaround from bug 26965:
[AudioOptions]
UseStereoSound=0
but that seems to be dragonage2 specific, doesn't help here.
Also tried:
[XAudio2.XAudio2Device]
MaxChannels=2
instead of 32, but still, no sound :(. Lastly, disabling mmdevapi makes no
difference.
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Christoph Korn <c_korn(a)gmx.de> changed:
What |Removed |Added
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CC| |c_korn(a)gmx.de
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iam(a)valdikss.org.ru changed:
What |Removed |Added
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CC|iam(a)valdikss.org.ru |
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http://bugs.winehq.org/show_bug.cgi?id=4666
--- Comment #55 from Nil Choudhury <Nil.Choudhury(a)gmail.com> ---
Created attachment 47051
--> http://bugs.winehq.org/attachment.cgi?id=47051
Maplestory crashes on start up, wine 1.7.9
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Saulius K. <saulius2(a)gmail.com> changed:
What |Removed |Added
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CC| |saulius2(a)gmail.com
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--- Comment #130 from Ken Thomases <ken(a)codeweavers.com> ---
(In reply to comment #125)
> I think that Stefan was on the right path. I think that, when ddraw/wined3d
> goes to set up window A for full-screen, it should not attempt to change the
> Win32 window. I think it needs to work with the user driver to set up a
> full-screen OpenGL surface that's outside of the Win32 window hierarchy.
> This surface would have to avoid interfering with mouse events. Those
> should still be delivered to whatever Win32 window is under the cursor.
Another approach would be for ddraw to create a Win32 device window that can
actually go in front for DDSCL_FULLSCREEN. As mentioned, it would have to
avoid interfering with mouse events. I think that WS_EX_TRANSPARENT should
have that effect. The docs are unclear but numerous sources on the net say
that's how WS_EX_TRANSPARENT works. In Wine it seems to only work that way
when combined with WS_EX_LAYERED. We would probably need tests to confirm how
it's supposed to work.
Besides handling WS_EX_TRANSPARENT correctly in user32 and the wineserver, the
user drivers might need to add special support for WS_EX_TRANSPARENT windows.
The problem with any approach that uses a Win32 window, though, is that it will
be visible and accessible to the game. For example, the game might enumerate
all windows of the thread, encounter the device window, and get confused. The
window is also vulnerable to window ordering. For example, if WA does
SetWindowPos(dialog D, HWND_TOPMOST, ...) then the dialog will once again be in
front of the drawing.
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http://bugs.winehq.org/show_bug.cgi?id=6833
Anastasius Focht <focht(a)gmx.net> changed:
What |Removed |Added
----------------------------------------------------------------------------
Fixed by SHA1| |ed2d53a36aa413e00c577e11772
| |915bc5de4161e
Status|NEW |RESOLVED
URL|http://aimpro.premiumservic |http://aimpro.premiumservic
|es.aol.com/ |es.aol.com/faq.html
Resolution|--- |FIXED
--- Comment #10 from Anastasius Focht <focht(a)gmx.net> ---
Hello folks,
this is fixed by commit
http://source.winehq.org/git/wine.git/commitdiff/ed2d53a36aa413e00c577e1177…
Thanks Piotr
NOTE: The app installs it's own Gecko engine which conflicts with the Wine
provided one (running into unimplemented function
nspr4.dll.PR_SetCurrentThreadName).
You have to remove some dlls from app folder to avoid that:
nspr4.dll, plc4.dll, softokn3.dll, nss3.dll ...
Regards
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okias <d.okias(a)gmail.com> changed:
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CC|d.okias(a)gmail.com |
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Bruno Jesus <00cpxxx(a)gmail.com> changed:
What |Removed |Added
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CC| |cmaster2(a)hotmail.com
--- Comment #42 from Bruno Jesus <00cpxxx(a)gmail.com> ---
*** Bug 11130 has been marked as a duplicate of this bug. ***
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