https://bugs.winehq.org/show_bug.cgi?id=46503
Bug ID: 46503
Summary: Call of Juarez has shadows issue
Product: Wine
Version: 4.0
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 63354
--> https://bugs.winehq.org/attachment.cgi?id=63354
screenshot
First thing is that no shadows at all until commit
56d4de0fdee57b0acf02399525a893cc1b42d759
After that shadows become visible/invisible while moving mouse.
wine-4.0-52-gf5d7d9cccc
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https://bugs.winehq.org/show_bug.cgi?id=39156
Bug ID: 39156
Summary: magicka 2 doesn't start
Product: Wine
Version: 1.7.47
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: scrimekiler(a)yahoo.fr
Distribution: ---
Created attachment 52185
--> https://bugs.winehq.org/attachment.cgi?id=52185
+loaddll
Hi,
I have added Magicka 2 as new app on wine app db, it should come soon.
The game doesn't start at all and I'm trying to figure out why.I run it in a 32
bits clean prefix.
disabling d3d10 and d3d11 removes the error output about d3d.Adding vcrun2005
using winetricks removes the error about msvcrt (I've added this specific
version because +loaddll shows it's trying to load msvcr80)
Anyway, even after this the game still doesn't start.I've also tried to add the
component for magicka 1 with winetricks in case it uses some common components
without success (dotnet35 xna31 xinput)
I've added the +loaddll log as attachement, but here is the default wine output
:
fixme:winediag:start_process Wine Staging 1.7.47 is a testing version
containing experimental patches.
fixme:winediag:start_process Please report bugs at http://bugs.wine-staging.com
(instead of winehq.org).
fixme:ole:RemUnknown_QueryInterface No interface for iid
{00000019-0000-0000-c000-000000000046}
fixme:console:AttachConsole stub ffffffff
fixme:ver:GetCurrentPackageId (0x33fa38 (nil)): stub
fixme:d3d11:D3D11CreateDevice adapter 0x13d6d0, driver_type
D3D_DRIVER_TYPE_UNKNOWN, swrast (nil), flags 0, feature_levels 0x33f6e4, levels
0x6, sdk_version 7, device (nil), feature_level 0x33f6e0, context (nil) stub!
err:ole:CoCreateInstance apartment not initialised
fixme:msvcrt:__clean_type_info_names_internal (0x64085a64) stub
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https://bugs.winehq.org/show_bug.cgi?id=43896
Bug ID: 43896
Summary: Elex renders most parts as big white glowing area
Product: Wine-staging
Version: 2.18
Hardware: x86
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: holzminister(a)t-online.de
CC: erich.e.hoover(a)wine-staging.com, michael(a)fds-team.de,
sebastian(a)fds-team.de
Distribution: ---
Created attachment 59514
--> https://bugs.winehq.org/attachment.cgi?id=59514
Terminal log, compressed; uncompressed size is 43 MB
When I start up Elex(GOG version) most parts ingame are kind of glowing
white/yellow/green and are overshadowing the game graphics(see screenshots). I
can move ingame and collect things from the ground, but with the rendering bug
it is more or less unplayable.
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https://bugs.winehq.org/show_bug.cgi?id=46368
Bug ID: 46368
Summary: The game Evil Twin segfaults when loading saved state.
Product: Wine
Version: 4.0-rc2
Hardware: x86
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: directx-d3d
Assignee: wine-bugs(a)winehq.org
Reporter: inferrna(a)gmail.com
Distribution: ---
Created attachment 63107
--> https://bugs.winehq.org/attachment.cgi?id=63107
Bactrace in 4.02 (staging)
I still can play the game in previous version of wine (stable 3.04) bot it
fails in modern versions.
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https://bugs.winehq.org/show_bug.cgi?id=45911
Bug ID: 45911
Summary: Rocksmith 2014 crashes after playing Score Attack
Product: Wine
Version: 3.16
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: milo(a)meelo.org
Distribution: ---
Created attachment 62440
--> https://bugs.winehq.org/attachment.cgi?id=62440
crashlog
Rocksmith 2014/remastered (steam) crashes roughly 10 minutes after starting
Score Attack mode, even if you play just one song in it and move on to Learn a
Song mode.
Reproducing the easiest way:
* Go to Guitarcade -> Score Attack
* Pick a song that's 4-5 minutes long
* Play the same song until the game crashes
** Should crash during third playthrough
Workaround:
Restarting game client after every two playthroughs in Score Attack.
Wine-prefix is 64bit.
system:
CPU: AMD FX(tm)-8320 Eight-Core Processor
GPU: GeForce GTX 960 (2 GB video memory)
nvidia-drivers-396.24
RAM: 16 GB
OS: Gentoo, with 4.16.14 kernel
Wine versions tested:
wine-staging 3.9 - 3.16
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https://bugs.winehq.org/show_bug.cgi?id=43969
Bug ID: 43969
Summary: openGL SwapBuffers with NULL context
Product: Wine
Version: 2.19
Hardware: x86
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: winex11.drv
Assignee: wine-bugs(a)winehq.org
Reporter: jp-dev(a)inbox.ru
Distribution: ---
A fragment of openGL code works under Windows and crashes under wine staging
2.19 at glxdrv_wglSwapBuffers. This code can be found under the VSTGUI project
(see https://git.io/vFCwl).
The problem in wine is triggered because the library makes a null context
current before the invocation of swapBuffers. As strange as it may be, Windows
is able to render in this condition.
wglMakeCurrent (deviceContext, 0);
SwapBuffers (deviceContext);
When I pass a context instead of 0, wine works as well.
This reveals a pair of problems. First, there is a null pointer dereference in
wgl_SwapBuffers. ctx->hdc is an invalid access because of the null context (I
have added the `&& ctx` check).
if (escape.gl_drawable && ctx) ExtEscape( ctx->hdc, X11DRV_ESCAPE,
sizeof(escape), (LPSTR)&escape, 0, NULL );
This change allows the program to run without crash, but the result is no
rendering. My test configuration on Windows was 8.1 with the vmware GL
passthrough driver.
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http://bugs.winehq.org/show_bug.cgi?id=17735
Summary: andrew rudson's drum machine: makes wine segfault upon
start
Product: Wine
Version: 1.1.17
Platform: PC
URL: http://andrewrudson.com/drummachine/main.php
OS/Version: Linux
Status: UNCONFIRMED
Severity: enhancement
Priority: P2
Component: -unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: timonator(a)perpetuum-immobile.de
When starting up Drum Machine (see URL for download link; this bug report is
for drum machine version "1.36 beta") Wine crashes with a Segfault like this:
zsh: segmentation fault wine DrumMachine.exe
I can briefly see a window pop up and immediately close again.
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https://bugs.winehq.org/show_bug.cgi?id=46152
Bug ID: 46152
Summary: Ravage Lite VST plugin fails to register
Product: Wine
Version: 3.0.2
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: wininet
Assignee: wine-bugs(a)winehq.org
Reporter: alexthebassist(a)yandex.ru
Distribution: ---
Created attachment 62792
--> https://bugs.winehq.org/attachment.cgi?id=62792
Terminal output
I've got a legitimate license of Ravage Lite distortion plugin, but cannot
register and get rid of trial period. Every time I try to use it, I get a stack
overflow. Otherwise the plugin functions fine, despite multiple fixme warnings
it throws out when run in a terminal. I'm using Carla as a host application and
a wrapper for Ardour.
System info:
OS: KDE Neon 18.04 x86_64;
Wine: wine-rt 3.0.2;
Native overrides: winhttp and secur32.
What can I do to investigate the problem further?
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https://bugs.winehq.org/show_bug.cgi?id=44391
Bug ID: 44391
Summary: Star Trek Online: Hang when clicking "Engage"
Product: Wine
Version: 3.0
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: blocker
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: mbt(a)fortifiedtechsystems.com
Distribution: ---
Updated to Wine 3.0 and decided to try STO to see if it would work.
The upside is that it works better than it did when I tried it last time, but
it still doesn't work. It patches (slowly, but it does finish), but when
clicking the "Engage" button after the patch has done, the program blocks,
never to be heard from again.
Now, the debug output in total is too large to even really attach as a
compressed archive of files, so I'm going to defer to waiting for a detailed
request for information. However, what I _do_ know is that the program is
blocking on a read of a pipe file descriptor that is apparently not ready. The
pipe is created during program startup:
pipe2([7, 8], O_CLOEXEC) = 0
And then (MUCH, MUCH LATER), when I click on the Engage button:
write(3,
"\v\1\0\0\0\0\0\0\0\0\0\0\234\1\0\0D\244\254E\0\0\0\0D\244\254E\0\0\0\0"...,
64) = 64
read(5, "\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0"...,
64) = 64
rt_sigprocmask(SIG_SETMASK, [], NULL, 8) = 0
rt_sigprocmask(SIG_BLOCK, [HUP INT USR1 USR2 ALRM CHLD IO], [], 8) = 0
writev(3,
[{iov_base="\32\0\0\0000\0\0\0\0\0\0\0\2\0\0\0\330\3162\0\0\0\0\0\377\377\377\377\377\377\377\177"...,
iov_len=64},
{iov_base="\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0"...,
iov_len=40}, {iov_base="\1\0\0\0\340\1\0\0", iov_len=8}], 3) = 112
read(5,
"\3\1\0\0\0\0\0\0\377\377\377\377\377\377\377\177\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0"...,
64) = 64
rt_sigprocmask(SIG_SETMASK, [], NULL, 8) = 0
read(7,
It will sit for _forever_ that way. (At that point, it is still the socket
from earlier; I actually worked backwards from the fd number in /proc/$PID/fd/7
in order to figure out where it was instantiated in the log file.) The only
way out of it is to kill the process, which then wraps out the log as thus:
read(7, <unfinished ...>) = ?
+++ killed by SIGKILL +++
At that point, of course, the program ends and Wine shuts back down. Retrial
does the same time, and it does not appear to matter what version of Windows
WINE is set to report.
I would _love_ to report more information. But I need to be told what to
gather to turn this into a _really_ useful bug report. STO is just about the
only thing I boot up Windows for... it'd sure be nice to be rid of that
requirement!
Thanks, and keep up the good work.
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