http://bugs.winehq.org/show_bug.cgi?id=9740
Summary: Unimplemented function causes Phantasmagoria 2 to crash
Product: Wine
Version: 0.9.44.
Platform: PC
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: wine-msvcrt
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: deadlock(a)start.no
Created an attachment (id=8178)
--> (http://bugs.winehq.org/attachment.cgi?id=8178)
Crash log, +relay, +msgbox
When I start Phantasmagoria 2 - A puzzle of flesh, it crashes because of an
unimplemented function.
It tries to call msvcrt40.dll.??0ostrstream@@QAE@PADHH@Z which appears to be
unimplemented. I have attached the log from the crash.
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https://bugs.winehq.org/show_bug.cgi?id=48419
Bug ID: 48419
Summary: user32-rawinput-keyboard: can't use other programs
normally while a DirectX11 game is running (virtual
desktop mode)
Product: Wine-staging
Version: 5.0-rc3
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: kolAflash(a)kolahilft.de
CC: leslie_alistair(a)hotmail.com, z.figura12(a)gmail.com
Distribution: ---
When user32-rawinput-keyboard is being used, it's problematic to send keys to
other X11 windows while a game is running.
In detail:
1. configure "virtual desktop" mode via winecfg
2. Start a game in Wine
3. alt-tab to another X11 window (e.g. Firefox)
4. type something (e.g. enter a url in Firefox)
When typing in Firefox, the keys also get send into the game. E.g. if "g" is
being pressed in Firefox, the action which is configured for "g" in the game
will also be triggered.
So when looking up something in Firefox, it will probably trigger some stupid
actions in the game and your spaceship will explode or whatever...
Workaround:
Use wine-staging without applying user32-rawinput-keyboard and without
winex11-key_translation (which is depending on user32-rawinput-keyboard).
./patches/patchinstall.sh DESTDIR=../wine-5.0-rc4 --all -W
user32-rawinput-keyboard -W winex11-key_translation
Tested Wine version: staging-5.0-rc4
Didn't test it, but this should also apply to wine-staging-5.0-rc3.
Tested game: Elite Dangerous (Fullscreen mode) on DXVK-1.5
(probably only affecting DirectX11 applications)
I know, this isn't a lot of technical information.
If the problem isn't immediately clear, don't hesitate to ask me for more
details!
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https://bugs.winehq.org/show_bug.cgi?id=44697
Bug ID: 44697
Summary: Dark Souls: Prepare to Die Edition 2.0 - Cinematics
Audio Drops Intermittently
Product: Wine
Version: 3.3
Hardware: x86
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: quartz
Assignee: wine-bugs(a)winehq.org
Reporter: escomk3(a)hotmail.com
Distribution: ---
Created attachment 60707
--> https://bugs.winehq.org/attachment.cgi?id=60707
Terminal Output (+tid)
While playing a video, such as the opening cinematics, the audio drops now and
then, but keeps in sync just fine.
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https://bugs.winehq.org/show_bug.cgi?id=38227
Bug ID: 38227
Summary: wine crashes when running quotetracker
Product: Wine
Version: 1.7.38
Hardware: aarch64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: kernel32
Assignee: wine-bugs(a)winehq.org
Reporter: rockman6112(a)yahoo.com
CC: rockman6112(a)yahoo.com
Distribution: ---
Created attachment 51029
--> https://bugs.winehq.org/attachment.cgi?id=51029
crash info given by wine
1. the crash is reproducible for both wine 1.7 and 1.6 on ubuntu 14.04.
2. the exact same quotetracker setup ran with wine 1.4 on unbuntu 10.04 for
several years without any issues.
3. this bug is timing related in multi-processes(threads):
a. if the application has two open windows, no crash is observed. if the
application has more than 10 windows openned, it usually will crash within 60
minutes.
b. with using +relay, no crash was observered even after more than 100GB
debugging data was logged from the command line output. In this case, the
application takes more cpu load due to the logging process.
4. no err from the debug logging(class ERR).
5. There is an overhead in the setup to reproduce the bug, especially it needs
to get real time stock quote streaming. But I can be a big helper on this: such
as turning on a given set of debug parameters, even things like getting
instrumented code from the developer and compile/install wine on my system. So
please feel free to contact me in the bug fixing process.
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https://bugs.winehq.org/show_bug.cgi?id=45124
Bug ID: 45124
Summary: Fortnite: crash when loading battle royal lobby
Product: Wine
Version: 3.7
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: ado92300(a)gmail.com
Distribution: ---
Created attachment 61306
--> https://bugs.winehq.org/attachment.cgi?id=61306
wine log of launching fortnite
As of Fortnite 4.0/for now, battle eye is not required to play fortnite and
when run through wine the launcher will set -nobe (no battleeye) and fortnite
launches with out this bug https://bugs.winehq.org/show_bug.cgi?id=41670. But
once you load the title screen and select battle royal it crashes without a
clear error (in wine output).
I included the log of wine64 (Wine 3.7 Staging) and the UE4 Log for fortnite
the only dll override set is shcore to disabled because the launcher wont load
with it
note: sometimes i can hear the battle royal intro video but never see it
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http://bugs.winehq.org/show_bug.cgi?id=12443
Summary: Multi-monitor handling in ddraw/d3d
Product: Wine
Version: CVS/GIT
Platform: Other
OS/Version: other
Status: NEW
Severity: normal
Priority: P2
Component: directx-ddraw
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: thestig(a)google.com
In bug 1347, I write:
I'm guessing slideshows in Picasa with multi-monitors is affected by this as
well. When starting the slideshow, the entire screen gets blanked. After the
slideshow ends, the screen that showed the slideshow gets restored, but the
secondary screen remains blank until it gets drawn over.
Stefan replied:
This could as well be a bug with multi-monitor handling in ddraw, as ddraw is
pretty ignorant to that.
Yes, a bug on d3d multi-monitor handling is a good idea I think.
Thus this bug serves as a reminder to look at multi-monitor handling issues in
ddraw/d3d.
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http://bugs.winehq.org/show_bug.cgi?id=14398
Summary: X3 Reunion crash on opening comm menu
Product: Wine
Version: 1.1.0
Platform: PC
URL: http://www.egosoft.com/games/x3/info_en.php
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: pablo.bueti(a)gmail.com
Created an attachment (id=14712)
--> (http://bugs.winehq.org/attachment.cgi?id=14712)
The console outuput when game hangs
When selecting a ship and pressing C to open comms dialog the game hangs, there
are several fixme:amstream lines in console that don't stop showing while games
is hang. After pressing Ctrl-c in console I got the output to report the error
here (attached).
This was tested on openSuSe 10.3, kernel 2.6.22.18-0.2-default and Wine 1.1.0
without modifications.
Also videos and sounds aparently in mp3 format don't play. I found that I'm not
the only having this problem and seems to be related to amstream.dll. Also
tried using native dll but don't help (game crashes and return to console).
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http://bugs.winehq.org/show_bug.cgi?id=31342
Bug #: 31342
Summary: Trespasser wont launch
Product: Wine
Version: unspecified
Platform: x86-64
OS/Version: Linux
Status: UNCONFIRMED
Severity: critical
Priority: P2
Component: -unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: mstilson153(a)gmail.com
Classification: Unclassified
Created attachment 41183
--> http://bugs.winehq.org/attachment.cgi?id=41183
Error report information
Trespasser.exe: trespasser has encountered a serious problem and needs to
close.
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https://bugs.winehq.org/show_bug.cgi?id=45489
Bug ID: 45489
Summary: World of Warcraft needs GetRawInputBuffer
Product: Wine
Version: 3.12
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: blue-t(a)web.de
Distribution: ---
Since 8.0.1 i noticed quite a lot of noisy GetRawInputBuffer lines.
Performance should be a lot better with this deduplicated or better
implemented.
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