https://bugs.winehq.org/show_bug.cgi?id=41752
Bug ID: 41752
Summary: Need For Speed Most Wanted 2012 Corrupted Models &
Textures in Game
Product: Wine
Version: 1.9.23
Hardware: x86
OS: Linux
Status: UNCONFIRMED
Severity: blocker
Priority: P2
Component: directx-d3dx11
Assignee: wine-bugs(a)winehq.org
Reporter: Adix.me(a)gmail.com
Distribution: ---
Created attachment 56193
--> https://bugs.winehq.org/attachment.cgi?id=56193
Need For Speed Most Wanted 2012 Debug Log File
Need For Speed Most Wanted 2012 - In Game has corrupted Textures & Models,
complains about VSSetShader Dynamic linking is not implemented yet, PSSetShader
Dynamic linking is not implemented yet and OMSetBlendState Per-rendertarget
blend not implemented and WINED3D_RTYPE_TEXTURE_1D not implemented.
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http://bugs.winehq.org/show_bug.cgi?id=33834
Bug #: 33834
Summary: user32: multiline edit control renders tabs not
correctly using usp10
Product: Wine
Version: 1.6-rc2
Platform: x86
OS/Version: Linux
Status: UNCONFIRMED
Severity: minor
Priority: P3
Component: user32
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: bernhardu(a)vr-web.de
Classification: Unclassified
Created attachment 44856
--> http://bugs.winehq.org/attachment.cgi?id=44856
minimal test program
An multiline edit control from user32 with custom tab widths set by window
message EM_SETTABSTOPS gets the tabs not rendered correctly.
Only the first and the last "column" is visible.
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https://bugs.winehq.org/show_bug.cgi?id=38245
Bug ID: 38245
Summary: Constrcuct2 can't create a localhost server - httpapi
stubs
Product: Wine
Version: 1.7.36
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: blurymind(a)gmail.com
Distribution: ---
Created attachment 51055
--> https://bugs.winehq.org/attachment.cgi?id=51055
terminal log file
Constrcut2 works almost flawlessly now. You can edit the games and export the
games. They work.
But you can not playtest the games, because wine fails to create a localhost
server and launch the web browser with it.
Here the part when I try to run the localhost server in the terminal Log:
fixme:httpapi:HttpAddUrl ((nil), L"http://127.0.0.1:5099/", (nil)): stub!
fixme:httpapi:HttpAddUrl ((nil), L"http://127.0.0.1:5100/", (nil)): stub!
fixme:httpapi:HttpCreateHttpHandle (0x14819d8, 0): stub!
fixme:httpapi:HttpAddUrl ((nil), L"http://localhost:5000/", (nil)): stub!
fixme:httpapi:HttpAddUrl ((nil), L"http://localhost:5001/", (nil)): stub!
And this is just from one of my tests. I tried with local host server addresses
..
Exporting them takes minutes and that is just not an option when developing a
game - you need to run it in your browser immediately. Plus you can't debug the
game when exporting, then running - no debugger.
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https://bugs.winehq.org/show_bug.cgi?id=40868
Bug ID: 40868
Summary: World of Warcraft ; seh:RtlCaptureStackBackTrace stub
Product: Wine
Version: 1.9.13
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: minor
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: blue-t(a)web.de
Distribution: ---
Created attachment 54930
--> https://bugs.winehq.org/attachment.cgi?id=54930
Log with that exception
World of Warcraft 7 , aka the current Legion expansion beta realm version,
is quite agressive with seh:RtlCaptureStackBackTrace missing.
That occurs with both d3d9 and d3d11 rendering engines enabled.
fixme:seh:RtlCaptureStackBackTrace (0, 60, 0x23f8e0, 0x23f7c0) stub!
Not sure where that comes from as the live version seems to be a lot more
quiet.
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https://bugs.winehq.org/show_bug.cgi?id=44958
Bug ID: 44958
Summary: Epic Games Launcher requires DebugCreate (dbgeng)
Product: Wine
Version: 3.5
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: roothorick(a)gmail.com
Distribution: ---
Created attachment 61066
--> https://bugs.winehq.org/attachment.cgi?id=61066
Log snippet showing error
#41258 appears to be fixed in staging, but the launcher still doesn't come up.
Found the smoking gun pretty quickly; it immediately bails when DebugCreate()
(currently a complete stub) returns error (snippet from log with err,warn,fixme
attached).
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https://bugs.winehq.org/show_bug.cgi?id=47035
Bug ID: 47035
Summary: widl generates typelib file with enums multiply
defined
Product: Wine
Version: 4.5
Hardware: x86
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: rpc
Assignee: wine-bugs(a)winehq.org
Reporter: richard(a)torproject.org
Distribution: ---
When generating typelibs from idl where enums are defined, the generated tlb
ends up with a copy of the enum definition for every instance that the enum is
mentioned as a parameter to a function, plus 1.
I've created a branch with a min-repro here:
https://github.com/pospeselr/mingw-widl-bug/tree/enum_bug
Once again, update the Makefile to point to your local copy of widl.
I tested this with the latest mingw ( commit
c61763cc740f8f4986755eeafce832baa3655ee8 ) which uses widl version 4.5 plus
I've applied the patch from https://bugs.winehq.org/show_bug.cgi?id=47031
(note: this issue occurs even without the patch applied).
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https://bugs.winehq.org/show_bug.cgi?id=47149
Bug ID: 47149
Summary: widl generates invalid C headers when user-defined
structs also have const typedef'd names
Product: Wine
Version: 4.6
Hardware: x86
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: tools
Assignee: wine-bugs(a)winehq.org
Reporter: richard(a)torproject.org
Distribution: ---
Found this one while working on patch for #47035
With an idl snippet like so:
struct foo {};
typedef struct foo foo_t;
typedef const struct foo cfoo_t;
the generated header will contain:
struct foo {
};
typedef struct foo foo_t;
// redefinition of struct foo and discards const qualifier
typedef struct foo {
} cfoo_t;
This bug seems like it will be fixed once the patch for #47035 lands.
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http://bugs.winehq.org/show_bug.cgi?id=13610
Summary: DragonRiders: main character, dragon and sky appear
black
Product: Wine
Version: 1.0-rc3
Platform: Other
URL: http://appdb.winehq.org/objectManager.php?sClass=version
&iId=8946
OS/Version: other
Status: UNCONFIRMED
Severity: enhancement
Priority: P2
Component: directx-d3d
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: rainmaker(a)icgag.it
Created an attachment (id=13574)
--> (http://bugs.winehq.org/attachment.cgi?id=13574)
How it looks in Wine
The main character and the dragon in the DragonRiders game appear completely
black except for their eyes, as if they had no texture applied (check the
attached screenshots). From a bird's view of the village at the beginning, it
looks like the sky suffers from the same problem. I couldn't verify whether
this applies to other characters in the game as well or not, since I only
played for a few minutes.
The same bug happens in Cedega as well.
I can only guess it's some kind of chroma key problem (as the one in Ultima
IX), but the game cannot be configured with respect to that. The only hint is a
debug error that floods the console (check attached log):
err:d3d_surface:IWineD3DBaseSurfaceImpl_BltFast DXTC decompression not
supported by now
but I don't know if it might be related. There's also a message concerning an
unsupported Stippled Alpha feature.
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http://bugs.winehq.org/show_bug.cgi?id=26617
Summary: Need for Speed Shift 2: large black squares appear in
cockpit, obscuring much of the screen
Product: Wine
Version: 1.3.16
Platform: x86
OS/Version: Linux
Status: NEW
Severity: normal
Priority: P2
Component: directx-d3d
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: dank(a)kegel.com
It's as if part of the screen is censored.
The black blocks usually show up after about twenty or forty seconds of
racing. They're there even on lowest settings. Makes game unplayable.
There are quite a few messages like this:
fixme:d3d_surface:surface_load_location Downloading RGB surface 0x79f9eb50 to
reload it as sRGB.
fixme:d3d_surface:IWineD3DBaseSurfaceImpl_Blt Filter WINED3DTEXF_LINEAR not
supported in software blit.
fixme:d3d_surface:IWineD3DBaseSurfaceImpl_Blt Stretched blit not implemented
for bpp 64!
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https://bugs.winehq.org/show_bug.cgi?id=41260
Bug ID: 41260
Summary: Z-Fighting on character models during cutscenes in
SW:TOR
Product: Wine
Version: 1.9.17
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: minor
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: darkwingbuck13(a)gmail.com
Distribution: ---
Created attachment 55560
--> https://bugs.winehq.org/attachment.cgi?id=55560
An example of the problem
When entering a cutscene in SWTOR, the animated models for characters will have
black flickering spots appear and disappear in a frame during cutscenes. I
cannot find anything in a debug log that would give a reason for this to
happen. All settings are on Ultra. It is incredibly hard to screenshot and show
the problem, but I've attached what I could get.
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