http://bugs.winehq.org/show_bug.cgi?id=10603
Summary: IDirectSoundBufferImpl_SetFX should be implemented
Product: Wine
Version: 0.9.49.
Platform: Other
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: wine-directx-dsound
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: pawel.stolowski(a)wp.pl
IDirectSoundBufferImpl_SetFX should be implemented - this is probably the only
problem left to have two games working correctly (both from the same company
and using same engine): "Dangerous Waters" and "Sub Command" - now they lack
sound effects - see my test results:
http://appdb.winehq.org/objectManager.php?sClass=version&iId=9913http://appdb.winehq.org/objectManager.php?sClass=version&iId=9914
These are the "fixme" messages printed for "Dangerous Waters":
fixme:dsound:IDirectSoundBufferImpl_SetFX (0xe96248,9,0x309d89c,0x34f39c): stub
fixme:dsound:IDirectSoundBufferImpl_SetFX (0xe96248,0,(nil),(nil)): stub
fixme:dsound:IDirectSoundBufferImpl_SetFX (0xe96248,0,(nil),(nil)): stub
fixme:dsound:IDirectSoundBufferImpl_SetFX (0x1112ae8,0,(nil),(nil)): stub
fixme:dsound:IDirectSoundBufferImpl_SetFX (0x1173b50,0,(nil),(nil)): stub
...
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https://bugs.winehq.org/show_bug.cgi?id=45433
Bug ID: 45433
Summary: dark souls 3: cannot change resolution in fullscreen
mode
Product: Wine
Version: 3.11
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: general(a)sarifria.x10.bz
Distribution: ---
when making a fresh graphics config file (let's say i perhaps deleted it, or
it's a fresh install) it will default to 1920x1080. upon a second boot, the
game will now switch to 800x600 resolution. in both cases, any attempts to
alter the resolution will fail, it does not even attempt to change it. windowed
mode works fine, however when you subsequently switch back to fullscreen it
will change back to 800x600 (even at 1920x1080). attached is a log where i
attempt to change in fullscreen, change in windowed mode, then attempt to
retain that resolution by switching back to fullscreen.
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https://bugs.winehq.org/show_bug.cgi?id=37491
Bug ID: 37491
Summary: wineconsole requires/uses TERM environment variable
Product: Wine
Version: unspecified
Hardware: x86
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: luke-jr+winebugs(a)utopios.org
Distribution: ---
For some reason, wineconsole requires TERM to be set to a valid value. However,
Windows ncurses requires TERM to be unset, clear, or "#win32con" or it starts
talking vt100, which wineconsole doesn't understand.
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https://bugs.winehq.org/show_bug.cgi?id=43107
Bug ID: 43107
Summary: The Witcher 3 fails to detect dx11 - registry
dx11>opengl applied
Product: Wine
Version: 2.9
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: directx-d3dx11
Assignee: wine-bugs(a)winehq.org
Reporter: kallekadakas(a)gmail.com
Distribution: ---
Created attachment 58299
--> https://bugs.winehq.org/attachment.cgi?id=58299
witcher3-startup-log
Greetings,
The Witcher 3 (steam version) used to work fine yesterday, however once
installing the wine-2.9-staging version, it now fails to detect DirectX11
support upon startup. (attached picture)
Reverted back to non-staging wine2.9 and the issue now happens with that as
well.
Created a fresh prefix, applied the registry fix to render dx11 calls in opengl
and limit the rendering to opengl4.5. Tested with both staging and non-staging
wine2.8, the issue persists.
Attached the logs from the moment when starting the game.
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https://bugs.winehq.org/show_bug.cgi?id=37644
Bug ID: 37644
Summary: .NET 3.5 crash when running System.Console.Clear()
Product: Wine
Version: 1.7.30
Hardware: x86
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: james(a)jameswarner.us
Distribution: ---
Created attachment 50099
--> https://bugs.winehq.org/attachment.cgi?id=50099
Example program, source code to said program and output log
When running System.Console.Clear() under .NET 3.5 in WINE (installed in a
clean .wine through Winetricks), it will crash with:
Unhandled Exception: System.IO.IOException: Invalid handle.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.Console.GetBufferInfo(Boolean throwOnNoConsole, Boolean&
succeeded)
at System.Console.Clear()
This can be reproduced by running System.Console.Clear() under any application
in .NET 3.5.
Attached is a demo application to reproduce this, the source code to produce
this issue and the log generated.
WINE version: 1.7.30 under Debian (sid) x86.
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https://bugs.winehq.org/show_bug.cgi?id=36960
Bug ID: 36960
Summary: Avencast: Rise of the Mage fails to start
(D3DXCreateTextureFromFileA failed)
Product: Wine
Version: 0.9.48.
Hardware: x86
URL: http://www.strategyinformer.com/pc/avencast/demo/17710
.html
OS: Linux
Status: NEW
Keywords: download
Severity: normal
Priority: P2
Component: directx-d3dx9
Assignee: wine-bugs(a)winehq.org
Reporter: austinenglish(a)gmail.com
Blocks: 10325
Created attachment 49077
--> https://bugs.winehq.org/attachment.cgi?id=49077
+d3dx,+d3d trace
While looking at old bugs (bug 10325), I noticed that Avencast has a problem
with d3dx:
"DXC_Gfx: D3DXCreateTextureFromFileA failed: D3DERR_INVALIDCALL
(file:graphics\\gui\\windows\\gui_energybar02_frame.tga)"
terminal shows:
fixme:d3d:wined3d_device_set_software_vertex_processing device 0x169430,
software 0 stub!
fixme:d3d:swapchain_gl_present WINED3D_SWAP_EFFECT_FLIP not implemented.
fixme:ntdll:NtLockFile I/O completion on lock not implemented yet
fixme:d3dx:D3DXCreateTextureFromFileInMemoryEx Texture creation failed.
doing winetricks d3dx9 let's the game start without that error. I've attached a
+d3d,+d3dx trace
austin@aw25 ~ $ du -h avencastdemo.exe
309M avencastdemo.exe
austin@aw25 ~ $ sha1sum avencastdemo.exe
704c0f3fd05405e00814282cc6247401b2884574 avencastdemo.exe
austin@aw25 ~ $ wine --version
wine-1.7.22
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https://bugs.winehq.org/show_bug.cgi?id=37254
Bug ID: 37254
Summary: server/curses.c fails to build on NetBSD 6.1.4
Product: Wine
Version: 1.7.26
Hardware: x86
OS: NetBSD
Status: NEW
Keywords: download, source
Severity: normal
Priority: P2
Component: wineserver
Assignee: wine-bugs(a)winehq.org
Reporter: austinenglish(a)gmail.com
gcc -c -o curses.o curses.c -I. -I../../include -D__WINESRC__ -D_REENTRANT
-fPIC -Wall -pipe -fno-strict-aliasing -Wdeclaration-after-statement
-Wempty-body -Wignored-qualifiers -Wstrict-prototypes -Wtype-limits -Wvla
-Wwrite-strings -Wpointer-arith -Wlogical-op -gdwarf-2 -gstrict-dwarf
-fno-omit-frame-pointer -g -O2
curses.c:102:1: error: 'getmouse' undeclared here (not in a function)
curses.c:102:1: warning: type defaults to 'int' in declaration of 'p_getmouse'
curses.c:128:1: error: 'acs_map' undeclared here (not in a function)
curses.c:128:1: warning: type defaults to 'int' in declaration of 'p_acs_map'
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https://bugs.winehq.org/show_bug.cgi?id=47491
Bug ID: 47491
Summary: dinput event queue is overflowing and stalling the
whole game/wineserver
Product: Wine
Version: 4.2
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: directx-dinput
Assignee: wine-bugs(a)winehq.org
Reporter: stefan.riesenberger(a)gmail.com
Distribution: ---
Created attachment 64873
--> https://bugs.winehq.org/attachment.cgi?id=64873
Achive with a +dinput log of 125hz and 1000hz pollrate mouse movement
The game tested was Borderlands 1 Enhanced Edition via Proton (not a Proton
issue though), because it is one of the most severe examples of this issue. The
game completely freezes when moving the mouse with the pollrate set to 1000Hz.
It only unfreezes when the mouse isn't moving anymore. This issue occurs in
multiple games resulting in huge framedrops when moving the mouse. A temporary
workaround is to set the mouse pollrate to 125Hz, but it's not a real solution
to the problem.
As already mentioned in the title the event queue of dinput is constantly
overflowing which blocks anything else running on the wineserver. I attached 2
logs with +dinput. Both were recorded for the same amount of time, one
containing the overflow with 1000Hz and one recorded at 125Hz.
My guess is that this problem occurs due to the single threaded nature of
wineserver and the huge amount of input data that arrives from the mouse. The
most elegant solution would probably be to move the input processing and
handling as much as possible outside of wineserver (glancing at esync), but I
am no expert in that regard.
kind regards,
Riesi
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https://bugs.winehq.org/show_bug.cgi?id=44422
Bug ID: 44422
Summary: Vectric Aspire 9 : it does not load 3d images
Product: Wine
Version: 3.0
Hardware: x86
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: abelefa(a)alice.it
Distribution: ---
Created attachment 60354
--> https://bugs.winehq.org/attachment.cgi?id=60354
schermata aspire con wine 3.0
Vectric Aspire 9 : it does not load 3d images (wine-3.0)
it worked perfectly up to the version of wine-1.8.7
(output) wine-1.8.7 (Debian 1.8.7-2) wine_1.8.7-2
casa@debian:~/.wine/drive_c/Programmi/Aspire 9.0/Win32$ wine aspire.exe
wine: Unhandled page fault on read access to 0x00000000 at address (nil)
(thread 0032), starting debugger...
wine: Call from 0x7b83ae8c to unimplemented function
api-ms-win-crt-runtime-l1-1-0.dll._initialize_onexit_table, aborting
err:treeview:TREEVIEW_SetImageList unknown imagelist type 1
(output ) wine-3.0 (Debian 3.0-1)
casa@debian:~/.wine/drive_c/Programmi/Aspire 9.0/Win32$ wine aspire.exe
001d:err:winedevice:async_create_driver failed to create driver L"KeyP":
c000000e
wine: Unhandled page fault on read access to 0x00000000 at address (nil)
(thread 0033), starting debugger...
0009:err:treeview:TREEVIEW_SetImageList unknown imagelist type 1
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https://bugs.winehq.org/show_bug.cgi?id=45573
Bug ID: 45573
Summary: League of Legends 8.12+ fails to start a game
(anticheat engine, hooking of syscall return
instructions)
Product: Wine
Version: 3.13
Hardware: x86
OS: Linux
Status: NEW
Severity: normal
Priority: P2
Component: ntdll
Assignee: wine-bugs(a)winehq.org
Reporter: z.figura12(a)gmail.com
Distribution: ---
Diagnosed by Andrew Wesie; partially split off from bug 45327.
The game expects to be able to hook both the first instruction of the syscall
and the last (return) instruction. The current staged implementation of the
syscall dispatcher does not return to the syscall thunk but rather directly to
its caller, which causes the game to fail.
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