http://bugs.winehq.org/show_bug.cgi?id=15883
Summary: When the Linux version of SDL_mixer is installed,
programs in Qb64 fail to compile (c++ compilation
failed).
Product: Wine
Version: 1.1.7
Platform: PC
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: samanddeanus(a)yahoo.com
When the Linux version of SDL_mixer is installed, programs in Qb64 fail to
compile (c++ compilation failed).
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https://bugs.winehq.org/show_bug.cgi?id=42329
Bug ID: 42329
Summary: Hellgate London Multiplayer: disconnect on specific
actions
Product: Wine
Version: 2.0
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: Kakarott2003(a)yahoo.de
Distribution: ---
Created attachment 57080
--> https://bugs.winehq.org/attachment.cgi?id=57080
log 1: disconnect on jump
With london2038.com (http://www.hellgateaus.info/forum/server-reboot/) there is
a new server for running Hellgate London in multiplayer.
The windows people can play find.
The most things I can do to.
Like:
- connect to the server
- create and choose a character
- enter stations and tunnels
- chat
- talk to npcs
- walk around
So far so good.
But when I do certain actions I get disconnected.
Like jumping. When I jump, sometimes on the first jump, sometimes later.
Everytime I shoot when I'm in the dungeon (can't shoot in stations).
I tried first with wine-2.0-rc6, then staging.
Tried earlier versions.
Tried some winetricks dlls.
Now with wine-staging-2.0.
Also made a thread on there forum
(http://www.hellgateaus.info/forum/support/hgl-on-linux-with-wine/)
Funny part:
Tried on another PC. Same Debian 64bit. Same wine from repos.
First it disconnected like always.
Then, I don't know what I did, it stayed connected.
I tried to reproduce it but couldn't. Changed wine version. (Of-course always
deleting wine-prefix.)
Nothing. It stayed connected (most times). While on the other machine it always
disconnects.
Tried same debian packages (probably just little different versions) on both
machines. Same /proc-net-TCP-settings.
No change.
Same network with via cable on same switch.
No change.
While staying connected I could see:
- doing nothing ping was around 150ms
- doing something the ping rose (saw times up around 100000ms...) until
standing and waiting, then it would fall normal again
- lots of tcp packages flowing in wireshark while actions were happening
Not really playable. But it stays connected. Somehow...
Now I made logs with
+accel,+actxprxy,+advapi,+animate,+chain,+comboex,+commctrl,+commdlg,+context,+cred,+crypt,+cryptasn,+cryptnet,+datetime,+dpa,+dsa,+eventlog,+handle,+header,+heap,+hotkey,+icmp,+imagelist,+ipaddress,+iphlpapi,+listview,+lsa,+monthcal,+mpr,+mscoree,+nativefont,+netapi32,+netbios,+ntlm,+ole,+oleacc,+olemalloc,+olepicture,+olerelay,+pager,+progress,+propsheet,+rebar,+reg,+rpc,+schannel,+secur32,+service,+statusbar,+storage,+syslink,+tab,+theme_button,+theme_scroll,+theming,+themingcombo,+toolbar,+tooltips,+trackbar,+treeview,+typelib,+updown,+userenv,+variant,+wbemprox,+winediag,+wininet,+winsock,+winspool,+wmi
Hope somebody can help.
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https://bugs.winehq.org/show_bug.cgi?id=5159
joaopa <jeremielapuree(a)yahoo.fr> changed:
What |Removed |Added
----------------------------------------------------------------------------
CC| |jeremielapuree(a)yahoo.fr
--- Comment #66 from joaopa <jeremielapuree(a)yahoo.fr> ---
Does the bug still occur with wine-4.2?
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https://bugs.winehq.org/show_bug.cgi?id=37965
Bug ID: 37965
Summary: Dead Space 3 sometimes fails to load checkpoints that
are not save points
Product: Wine
Version: 1.7.35
Hardware: x86
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: abolte(a)systemsaviour.com
Distribution: ---
Dead Space 3 autosaves the game, and there is no manual save option. While
checkpoints in the game are frequent, save points only occur every few
checkpoints. In theory, this means your character can die at any time without
major consequence. However quitting the game and loading it again may involve
replaying maybe 10+ minutes depending specifically where the death occurred.
Unfortunately, it seems that death in areas where the previous checkpoint was
not a save point causes the checkpoint to fail loading properly - resulting in
an instant death before the game even draws your character to the screen. This
results in a death/respawn loop that only ends when you bring up the in-game
main menu and select the option to exit the game, losing progress in the
process.
It is also noteworthy that the mouse cursor disappears from the game menu until
the option to end the current game is selected - presumably another side-effect
of the aforementioned bug. Re-loading the most recent save point gets the game
running normally again (until the next time it is triggered).
There is a video posted of this behaviour here:
https://www.youtube.com/watch?v=KDWbnrcx4Gc
While this behaviour was not reported in the Dead Space 3 AppDB entries, I
suspect this is the sort of thing that can easily go unnoticed without a
complete playthrough under Wine (which I just did) - particularly since I don't
think I even died during the first half of the game. I first encountered this
in Chapter 13, but it could be an issue in other chapters. I vaguely recall
seeing it later in the game somewhere.
The game was cracked to work around what I suspect is a variant of bug #34517
(only without an alternative work-around here). To rule out the crack being the
issue causing this behaviour, I copied the entire game directory and my save
game to a real Windows installation, where the bug could not be reproduced.
Observed on 1.7.35 with 8e9e4a6 reverted due to it producing a regression
(which I'll report separately momentarily).
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https://bugs.winehq.org/show_bug.cgi?id=42097
Bug ID: 42097
Summary: The Vanishing of Ethan Carter disabling Light Shafts
cause to graphic corrupt
Product: Wine
Version: 2.0-rc3
Hardware: x86-64
OS: Linux
Status: NEW
Severity: normal
Priority: P2
Component: directx-d3d
Assignee: wine-bugs(a)winehq.org
Reporter: andrey.goosev(a)gmail.com
Distribution: ---
Created attachment 56610
--> https://bugs.winehq.org/attachment.cgi?id=56610
light shafts disabled
It makes a layer effect.
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http://bugs.winehq.org/show_bug.cgi?id=34080
Bug #: 34080
Summary: Half-life 2 : Ammo doesn't display when loading game
Product: Wine
Version: 1.6-rc5
Platform: x86-64
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: scrimekiler(a)yahoo.fr
Classification: Unclassified
Created attachment 45307
--> http://bugs.winehq.org/attachment.cgi?id=45307
loaded game showing the bug
When I load a game, I can't see how much ammo is left on a weapon.
A workaround : changing video mode fullscreen/windowed then going back to the
previous one and then ammo display correctly.
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https://bugs.winehq.org/show_bug.cgi?id=38400
Bug ID: 38400
Summary: Files fail to save and open in BDCraft Cubik Lite/Pro
Product: Wine
Version: 1.7.40
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: alexjvanderpotwebdesign(a)gmail.com
Distribution: ---
Created attachment 51253
--> https://bugs.winehq.org/attachment.cgi?id=51253
Backtrace from "export json" attempt
File saving and opening fails in BDCraft Cubik in both the Pro and Lite
versions. This makes the program effectively useless in Wine as you can not
import/export models. A backtrace from a save attempt is attached.
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https://bugs.winehq.org/show_bug.cgi?id=46651
Bug ID: 46651
Summary: winegcc does not accept additional flags
Product: Wine
Version: 4.1
Hardware: x86-64
OS: Mac OS X
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: mrx(a)hcc.im
Created attachment 63573
--> https://bugs.winehq.org/attachment.cgi?id=63573
log
As macOS 10.14 SDK does not provide 32-bit libraries anymore, one possible way
to compile wine is to get an earlier SDK and use `-isysroot` switch to make
compiler use correct SDK path. (Getting a complete Xcode and using
`xcode-select` should be possible but takes too much disk space. Stripped down
macOS SDK and toolchain could save several GBs)
However, when compiling wine, `winegcc` does not pass any flag to underlying
`cc`, so wine dlls that link to macOS frameworks won't find the correct SDK to
link to.
There is a log below which is one of the failing dll. Command line is given by
`make`. The 10.13 SDK is at
`/Users/MrX/Developer13/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk`,
and different ways trying to pass the `-isysroot` switch such as environment
variable and appending desired switch all failed.
I've tried to manually build the file using command line given by `winegcc -v`
with `-isysroot` appended and I could get the desired .so file.
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https://bugs.winehq.org/show_bug.cgi?id=46611
Bug ID: 46611
Summary: Readiris 17 fails to load when d2d1 is enabled:
fixme:d2d:d2d_factory_CreateGeometryGroup iface
Product: Wine
Version: 4.1
Hardware: x86
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: d2d
Assignee: wine-bugs(a)winehq.org
Reporter: tinywrkbee(a)gmail.com
Distribution: ---
Created attachment 63511
--> https://bugs.winehq.org/attachment.cgi?id=63511
d2d1 enabled, application crashes
App: Readiris 17, latest trial version, can be downloaded freely from
http://www.irislink.com/EN-IL/c1760/Readiris-17---Trial-version--PDF-Softwa…
Wine: 4.1, WINEARCH=win32, Window 7, winetricks riched20 msxml6.
Behavior:
Installation finished successfully but application failing to load.
After disabling d2d1 the application loads correctly.
See attachments for output with d2d1 (failing) and output without.
0009:fixme:d2d:d2d_factory_CreateGeometryGroup iface 0x76ef8e0, fill_mode 0x1,
geometries 0x8c71df0, geometry_count 2, group 0x323634 stub!
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