https://bugs.winehq.org/show_bug.cgi?id=47314
Bug ID: 47314
Summary: SourceTree fails to install
Product: Wine
Version: 4.8
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: programs
Assignee: wine-bugs(a)winehq.org
Reporter: pavel.sklenak(a)gmail.com
Distribution: ---
Created attachment 64625
--> https://bugs.winehq.org/attachment.cgi?id=64625
Log from SourceTree installation.
The installation of SourceTree 3.1.3 fails
The app uses UAC feature therefore running with wine-staging
Environment (wine 4.8-staging, 32bit, winetricks 20190310):
env PATH=~/.PlayOnLinux/wine/linux-x86/4.8-staging/bin/:$PATH
WINEPREFIX=~/.PlayOnLinux/wineprefix/sourcetree WINEARCH=win32 'command'
Using the following steps:
winetricks -q dotnet472
winetricks -q vcrun2017
winetricks win7
wine runas /trustlevel:0x20000 "C:\\SourceTreeSetup-3.1.3.exe" (or wine
~/Downloads/SourceTreeSetup-3.1.3.exe)
The installation fails with this in console:
0041:err:eventlog:ReportEventW L"Application: Update.exe\nFramework
Version: v4.0.30319\nDescription: The process was terminated due to an
unhandled exception.\nException Info:
System.Runtime.InteropServices.COMException\n at
System.Windows.Media.Composition.DUCE+Channel.SyncFlush()\n at
System.Windows.Media.MediaCon"...
The backtrace is attached in a separate file.
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https://bugs.winehq.org/show_bug.cgi?id=47268
Bug ID: 47268
Summary: World of Warcraft - Crashing "Error #132"
Product: Wine
Version: 4.9
Hardware: x86
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: cybermax(a)dexter.no
Distribution: ---
Created attachment 64561
--> https://bugs.winehq.org/attachment.cgi?id=64561
WoW crash log
With wine-staging-4.9, World of Warcraft crashes when starting.
WoW works fine with -4.8.
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https://bugs.winehq.org/show_bug.cgi?id=47266
Bug ID: 47266
Summary: StarCraft 2 does not start since patch 4.8.x
Product: Wine
Version: 4.9
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: exposight(a)gmail.com
Distribution: ---
Created attachment 64558
--> https://bugs.winehq.org/attachment.cgi?id=64558
x64 console log
StarCraft 2 stopped working after some recent update. Before it worked just
fine on version 4.7.something and after recent update it fails to start.
Behavior is a bit different for x32 and x64 run modes, but neither works.
Previously x64 was definitely working fine, not sure for x32 one.
x64 silently does not start. In console there is an error:
01f4:err:seh:setup_exception stack overflow 1088 bytes in thread 01f4 eip
0000000000000000 esp 00000000096511d8 stack 0x9650000-0x9650000-0x9e50000
and then SC2_x64.exe process hangs as a zombie. Attached truncated log (first
40MB) generated with 'WINEDEBUG=+seh,+relay,+tid,+ntdll' - there it goes into
repeated exception handling loop.
x32 goes somewhere further (black screen appears) but then it returns back and
opens the error reporting tool to report a crash to Blizzard.
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https://bugs.winehq.org/show_bug.cgi?id=46596
Bug ID: 46596
Summary: DiscImageCreator doesn't work due to unimplemented
ioctl IOCTL_STORAGE_QUERY_PROPERTY
Product: Wine
Version: 4.0
Hardware: x86
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: gerbilsoft(a)gerbilsoft.com
Distribution: ---
Created attachment 63493
--> https://bugs.winehq.org/attachment.cgi?id=63493
DiscImageCreator log
DiscImageCreator is a program for ripping various types of CD-ROM and DVD-ROM
discs. It currently does not work in Wine because IOCTL_STORAGE_QUERY_PROPERTY
is not implemented.
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https://bugs.winehq.org/show_bug.cgi?id=47321
Bug ID: 47321
Summary: Regression: Painkiller crashes at startup
(wined3d_device_create_primary_opengl_context_cs()
doesn't check NULL return value from
context_acquire())
Product: Wine
Version: 4.9
Hardware: x86-64
OS: Linux
Status: NEW
Severity: normal
Priority: P2
Component: directx-d3d
Assignee: wine-bugs(a)winehq.org
Reporter: o.dierick(a)piezo-forte.be
Distribution: ---
Created attachment 64635
--> https://bugs.winehq.org/attachment.cgi?id=64635
painkiller multiplayer demo wine-4.9 terminal output
Painkiller Multiplayer and Singleplayer demos crash at startup in
wined3d_device_create_primary_opengl_context_cs().
This is a regression between wine-4.8 and wine-4.9.
The application triggers context_acquire() to return NULL.
The return value is not checked in
wined3d_device_create_primary_opengl_context_cs() and so it tries to access
NULL pointer and crashes.
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http://bugs.winehq.org/show_bug.cgi?id=34364
Bug #: 34364
Summary: Splinter Cell: Blacklist - D3DXLoadSurfaceFromMemory
Format conversion missing
Product: Wine
Version: 1.7.0
Platform: x86
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: directx-d3dx9
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: andrey.goosev(a)gmail.com
CC: wine-bugs(a)winehq.org
Classification: Unclassified
Created attachment 45746
--> http://bugs.winehq.org/attachment.cgi?id=45746
+d3dx
>From a terminal
fixme:d3dx:D3DXLoadSurfaceFromMemory Format conversion missing 0x35545844 ->
0x15
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https://bugs.winehq.org/show_bug.cgi?id=47317
Bug ID: 47317
Summary: Starcraft does not run
Product: Wine
Version: 4.8
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: exposight(a)gmail.com
Distribution: ---
Created attachment 64629
--> https://bugs.winehq.org/attachment.cgi?id=64629
console output
Starcraft 1.22 does not run on wine-devel 4.8. Process SC.exe appears, but it
hangs consuming one core. Nothing else happens. Same also on wine-devel 4.0.
wine-staging 4.8 makes it work.
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https://bugs.winehq.org/show_bug.cgi?id=46586
Bug ID: 46586
Summary: Starcraft2 does not start under wine4.0
Product: Wine
Version: 4.1
Hardware: x86
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: protel02(a)gmail.com
Distribution: ---
I would like to start Starcraft2 under Linux Mint19.0 and wine 4.0 But I have
got some error massages. You see below in the attachment. I guess the error
comes from the Vulcan driver. I do not know. That software (Starcraft2) worked
well under wine 3.86.
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https://bugs.winehq.org/show_bug.cgi?id=47263
Bug ID: 47263
Summary: Staging's Debug_Channel patchset doesn't work anymore
Product: Wine-staging
Version: 4.9
Hardware: x86
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: dereklesho52(a)Gmail.com
CC: leslie_alistair(a)hotmail.com, z.figura12(a)gmail.com
Distribution: ---
Created attachment 64552
--> https://bugs.winehq.org/attachment.cgi?id=64552
Updated Debug_Channel patch
Due to a patch earlier a month or two ago, the code for the patchset needs to
be moved from libs/wine/debug.c:parse_options to
dlls/ntdll/debugtools.c:parse_options.
Attached is an updated patch that should replace the old one.
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https://bugs.winehq.org/show_bug.cgi?id=8848
Paul Gofman <gofmanp(a)gmail.com> changed:
What |Removed |Added
----------------------------------------------------------------------------
CC| |gofmanp(a)gmail.com
--- Comment #34 from Paul Gofman <gofmanp(a)gmail.com> ---
Created attachment 64674
--> https://bugs.winehq.org/attachment.cgi?id=64674
Compute 3-component norm for nrm instruction
I have tested the demo and could reproduce the problem: dark characters clearly
visible while browsing through menus. The problem is reproducible only when
'Enable PS 2.0 shaders' game setting is on. While the setting is not directly
changeable in the menu, one can enable or disable this setting individually in
Swat4SPDemo.ini file.
The problem (with PS 2.0 shaders enabled of course, and all settings maxed out,
when the problem is reproducible) can be worked around by setting UseGLSL to
'disabled' (and max GL version 1.0 so that GLSL gets actually disabled).
This is reproducible with apitrace recorded on Windows 7. GLSL shaders exhibit
the problem when replaying apitrace, while switching to ARB shaders replay it
without dark characters, like on Windows.
The relevant difference between ARB and GLSL shaders is translation of 'nrm'
d3d shader opcode. ARB shader backend is using only 3 component for norm
calculation (which is consistent with MSDN docs), while GLSL backend is using
all 4. Here is one of PS 2.0 shaders which suffers from this:
----
ps_2_0
def c0 = 5.00000000e-01, 2.00000000e+00, 0.00000000e+00, 0.00000000e+00
def c6 = 1.00000000e+00, 0.00000000e+00, 0.00000000e+00, 0.00000000e+00
dcl t[0].xy
dcl t[1].xy
dcl_pp t[2].xyz
dcl v[0]
dcl v[1]
dcl_2d s[0]
dcl_2d s[1]
texld_pp r[0], t[0], s[0]
texld_pp r[1], t[1], s[1]
mad r[1].xyz, r[1].w, c[6], r[1]
add_pp r[1].xyz, r[1], -c[0].x
mul_pp r[1].xyz, r[1], c[0].y
nrm_pp r[2], t[2] ; This is the problematic instruction
dp3_sat_pp r[3], r[1], r[2]
mul_pp r[3], r[3], v[0]
add_pp r[3], r[3], v[1]
mul_pp r[4], r[3], r[0]
mul_pp r[4].xyz, r[4], c[0].y
mov_pp r[4].w, r[0].w
mov_pp oC[0], r[4]
----
This is how the norm is translated in ARB shader backend:
DP3 TA.x, fragment.texcoord[2], fragment.texcoord[2];
SGE TA.y, -TA.x, ps_helper_const.x;
MAD TA.x, ps_helper_const.y, TA.y, TA.x;
RSQ TA.x, TA.x;
MUL R2, fragment.texcoord[2], TA.x;
and in GLSL backend:
tmp0.x = dot(T2.xyzw.xyz, T2.xyzw.xyz);
R2.xyzw = (tmp0.x == 0.0 ? vec4(0.0) : (T2.xyzw * inversesqrt(tmp0.x)));
------------
I am attaching a patch which fixes this issue with GLSL backend. This could use
a test of course, I am likely going to prepare some.
I tested "dark characters" only, some comments above concern some potentially
different problems observed inside the game, I did not go deep inside and don't
know if this is actually the same problem or not.
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