https://bugs.winehq.org/show_bug.cgi?id=44856
Bug ID: 44856
Summary: DOOM 2016 is no longer working
Product: Wine
Version: 3.4
Hardware: x86
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: justinrun(a)gmail.com
Distribution: ---
Created attachment 60912
--> https://bugs.winehq.org/attachment.cgi?id=60912
crash log
A new update to the DOOM 2016 game on steam is no longer working on wine. I
tested this in wine 3.4, 3.0, and 2.21. I also tried it with both OpenGL and
Vulkan rendering. I also tried it with nvidia drivers 390.48 and 384.130.
It always just starts up to a black screen. I have to kill the process to close
it. This did not happen prior to the most recent game update.
I also tried adding a launch argument to disable the intro video in case
playing it was the issue. It still did not work.
I attached a crash log.
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https://bugs.winehq.org/show_bug.cgi?id=45311
Bug ID: 45311
Summary: Skyrim Special Edition: ambient sounds do not
attenuate with distance
Product: Wine
Version: 3.9
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: xaudio2
Assignee: wine-bugs(a)winehq.org
Reporter: forestcode(a)ixio.org
Distribution: ---
In Skyrim SE, ambient sounds are supposed to attenuate based on the camera's
distance from the source, so that distant sounds will be barely perceptible,
nearby sounds will be loud and clear, and moving closer or farther from the
source will gradually change the sound's volume accordingly.
When running on wine with builtin xaudio, distance attenuation does not work;
any time the camera enters a certain (fairly distant) radius from a sound
source, that sound will suddenly start playing at full volume, as if the source
was in the player's ear. This results in disturbing situations like startlingly
loud footsteps and voices produced by distant NPCs, or a sudden roar of water
rushing the moment the player crosses an invisible threshold in the vicinity of
a river.
When running with Microsoft's native 64-bit xaudio libs, distance attenuation
works properly.
Note: While winetricks xact is probably the easiest way to install the native
xaudio libs for testing purposes, recent versions of winetricks do not install
the 64-bit versions. (See wine bug 41618#c5.) Reverting this commit is
therefore necessary in order to get the libs needed for Skyrim SE's 64-bit
executable:
https://github.com/Winetricks/winetricks/commit/f2b3d268d941120d13b4c3c3960…
I have identified a few locations in the early part of game where this bug is
prominent:
1. A point on the road from Helgen to Riverwood where the rumbling of a nearby
river cuts in suddenly as the player approaches it.
2. A point on the same road, closer to the river, where the whooshing of
rushing water cuts in suddenly as the player approaches.
3. A point in Riverwood where the creaking of the wooden water wheel cuts in at
full volume as the player approaches.
When standing at any of these points, one can hear the ambient sounds cut in
and out either by walking closer/farther from the sound source, or by zooming
out to third-person view and rotating the camera around the player, such that
the camera enters/exits the sound's radius.
I will attach screen shots showing these locations.
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https://bugs.winehq.org/show_bug.cgi?id=46779
Bug ID: 46779
Summary: OblivionReloaded CompileEffects require
ID3DXEffectCompilerImpl_CompileEffect implementation.
Product: Wine
Version: 4.3
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: directx-d3dx9
Assignee: wine-bugs(a)winehq.org
Reporter: lorenzofer(a)live.it
Distribution: ---
OblivionReloaded 6.5.0 CompileEffects option (needed to recompile provided
effects and custom effects) require a working
ID3DXEffectCompilerImpl_CompileEffect.
Now with the stub, if the option is activated, all the effects fail to compile
silently.
Relevant log:
002f:trace:d3dx:D3DXCreateEffectCompilerFromFileA srcfile
"Data\\Shaders\\OblivionReloaded\\Bloom\\Bloom.fx.hlsl", defines (nil), include
(nil), flags 0, effectcompiler 0x32f290, parseerrors 0x3be3b18.
002f:trace:d3dx:D3DXCreateEffectCompilerFromFileW srcfile
L"Data\\Shaders\\OblivionReloaded\\Bloom\\Bloom.fx.hlsl", defines (nil),
include (nil), flags 0, effectcompiler 0x32f290, parseerrors 0x3be3b18.
002f:trace:d3dx:D3DXCreateEffectCompiler srcdata 0x57f0000, srcdatalen 4086,
defines (nil), include (nil), flags 0, compiler 0x32f290, parse_errors
0x3be3b18
002f:trace:d3dx:d3dx9_effect_compiler_init compiler 0x3be4048, data 0x57f0000,
data_size 4086, defines (nil), include (nil), eflags 0, error_messages
0x3be3b18.
002f:fixme:d3dx:d3dx9_effect_compiler_init ID3DXEffectCompiler implementation
is only a stub.
002f:trace:d3dx:D3DXCreateEffectCompiler Created ID3DXEffectCompiler 0x3be4048
002f:fixme:d3dx:ID3DXEffectCompilerImpl_CompileEffect iface 0x3be4048, flags 0,
effect 0x32f28c, error_msgs 0x3be3b18 stub!
002f:trace:d3dx:ID3DXEffectCompilerImpl_Release iface 0x3be4048: Release from 1
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http://bugs.winehq.org/show_bug.cgi?id=29985
Bug #: 29985
Summary: Joystick (DragonRise Inc. Generic USB Joystick)
incorrect setting in analog.
Product: Wine
Version: 1.4-rc4
Platform: x86
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: directx-dinput
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: fael_mc(a)msn.com
Classification: Unclassified
Created attachment 39035
--> http://bugs.winehq.org/attachment.cgi?id=39035
Pictures to explain better
Greetings
I have a very good experience with games in wine, but there is a bug with my
joystick, which disturbs some games.
I have a PS2 joystick style (DragonRise Inc. Generic USB Joystick) very popular
here in where I live, work and usually no problem with native linux games.
In wine, almost everything works normally, it recognizes, and works in all
games. But there is a problem with the axes of the analog.
In Games, I set up the axes of analog, such as "Pro Evolution Soccer 5"
everything is right.
But some games you can not configure the axes - Example "GTA San Andreas."
The problem is with the analog number 2 in the GTA is the camera, only works up
and down, left and right does not work, the function of the left and right
analog camera is in paragraph 1, which is normal, but beyond move to "CJ" also
moves the camera to the left and right.
"San Andreas" is just one example, this same problem hap wine in all games that
use analog 2.
To explain the problem better, I am attaching a zip file with two photos
The first is a photo of the joystick, and a second drawing I made to explain
the problem better.
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https://bugs.winehq.org/show_bug.cgi?id=39436
Bug ID: 39436
Summary: Gta Vice City - the black screen while playing clip at
the game start
Product: Wine
Version: 1.7.52
Hardware: x86
OS: Linux
Status: UNCONFIRMED
Severity: trivial
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: geeronzero(a)gmail.com
Distribution: ---
Gta Vice City - the black screen while playing clip at the game start. The is
music in it, but no image.
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http://bugs.winehq.org/show_bug.cgi?id=19816
Summary: Enhancement request: MSVBVM60
Product: Wine
Version: unspecified
Platform: PC
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: bammzilla(a)astronomy.com.ph
I would like to request that Wine have its own built-in version of MSVBVM60. I
don't know how difficult it would be, but since WinXP has it by default I would
love Wine to have it as well.
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http://bugs.winehq.org/show_bug.cgi?id=31786
Bug #: 31786
Summary: Run the tests on real hardware
Product: Wine-Testbot
Version: unspecified
Platform: x86
OS/Version: Linux
Status: NEW
Severity: normal
Priority: P2
Component: unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: fgouget(a)codeweavers.com
Classification: Unclassified
It would be very useful to run some tests on real hardware.
* This is the case for all the 3D graphics tests. For these we would even want
to run them on both AMD and NVidia graphics cards(*). Currently they are
essentially ignored by WineTestBot because the virtual graphic cards don't
provide meaningful 3D support.
* It could somewhat be useful for sound tests too, mostly to avoid timing
issues, but also to ensure the results we get are not tainted by bugs in the
emulated sound card. Also emulated sound cards typically don't support MIDI
emulation.
The problem is that it's very important to limit the test duration and to
restore the test environment to a clean state after each test, no matter what
happens, for two reasons:
* Because it's not uncommon for tests to have side effects and for them to
leave the test environment in an unusable state. Granted it happens much more
often with older Windows releases as they are more prone to crashes. However
graphics drivers also tend to be buggy and we would not want the tests to be
tainted by a previous run (though a reboot should take care of most issues).
* But also the Wine TestBot runs anything that gets posted by anonymous users
on wine-patches. That's ok as long as such code is properly confined and not
allowed to run for too long. That supposes thoroughly cleaning up the
environment after a test has run, including anything that could happen at boot
time.
Virtual machines provide a simple solution to both of these issues which is why
the TestBot relies on them heavily.
With QEmu it's possible to let the guest OS access some peripherals directly
via the 'passthrough' mode. This is normally done for network cards. If it
worked for graphics cards that would be a great solution but it's not clear
that it's feasible.
Another option would be to play tricks with Grub scripts: have it boot from a
clean Linux partition (or from the network?), restore the Windows partition
from a clean disk image, reboot into that partition, and back on the clean
partition with the next reboot. That still leaves the issue of forcing a reboot
in case of a freeze or malware taking control of Windows (use a remote
controlled power switch like in data centers?).
(*) We currently have two such machines ready for this:
http://www.winehq.org/pipermail/wine-devel/2012-February/094080.html
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http://bugs.winehq.org/show_bug.cgi?id=33912
Bug #: 33912
Summary: Remove All Wine Home Content - Button
Product: Wine
Version: 1.6-rc4
Platform: x86
OS/Version: Linux
Status: UNCONFIRMED
Severity: enhancement
Priority: P2
Component: programs
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: moceap(a)hotmail.com
Classification: Unclassified
This enhancement what I require that a button not remove only .wine folder in
home , also delete all installed-by-wine-application desktop integration files
Such as ::
$HOME/.local/share/mime/packages/wine*
$HOME/.local/share/applications/wine*
And others .
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https://bugs.winehq.org/show_bug.cgi?id=47099
Bug ID: 47099
Summary: [RFE Staging] Create EXT4 case-insensetive wineprefix
on Linux 5.2
Product: Wine
Version: unspecified
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: timofeevsv1989(a)gmail.com
Distribution: ---
Case-sensetivity creates many problems on wineprefixes.
Linux 5.2 can create case-insensetive empty folders with flag +F
Please add this option to staging
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https://bugs.winehq.org/show_bug.cgi?id=47883
Bug ID: 47883
Summary: Enable explicit large address aware override
Product: Wine
Version: 4.17
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: shtetldik(a)gmail.com
Distribution: ---
Some 32-bit games like Dragon Age: Origins start without sound in recent Wine
versions (see for example bug 43685), due to running out of 2 GB memory
limitations. One workaround is to use a patcher on the binary to enable large
address aware bit.
Such as: https://github.com/randomstuff/pe-set-laa
This is cumbersome however.
Please enable some explicit workaround (like some Wine environment variable for
example), to avoid using patching on the binaries.
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