https://bugs.winehq.org/show_bug.cgi?id=50832
Bug ID: 50832
Summary: That wine looks like windos 10 instead of windows 9x
Product: Wine
Version: 5.22
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: enhancement
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: toadfield(a)tutanota.com
Distribution: ---
I like the looks of windows 10 more than 9x.
It would make all the programs look much better.
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https://bugs.winehq.org/show_bug.cgi?id=51272
Bug ID: 51272
Summary: Silent Hunter 4: Lag when the radar is activated
Product: Wine-staging
Version: 6.10
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: for.ad(a)free.fr
CC: leslie_alistair(a)hotmail.com, z.figura12(a)gmail.com
Distribution: Debian
Created attachment 70153
--> https://bugs.winehq.org/attachment.cgi?id=70153
Terminal output
Hello,
I'm having lags in the conning tower or in the control room with S-class when
the radar is activated.
This happens with mega mods such as TMO or FotRSU.
I'm using Wine 6.10 staging, versions prior to 3.1 are better but lag is still
there.
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https://bugs.winehq.org/show_bug.cgi?id=43763
Bug ID: 43763
Summary: Warlords Battlecry II crashes on load map
Product: Wine
Version: 2.17
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: blocker
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: 9xzsnuwq9h(a)snkmail.com
Distribution: ---
Created attachment 59263
--> https://bugs.winehq.org/attachment.cgi?id=59263
wine log with back trace
Fresh install of dev-Version, deleted previous .wine directory.
Did not install Mono or Gecko.
Installed wb2.
Started program. Chose Skirmish. Created new Hero. Configured an AI opponent
(and small retinue points for testing, optional) and started. Selected retinue
(optional). Next step is loading the map -> Crash (see attached log).
First line logged line after loading starts is:
err:x11settings:X11DRV_ChangeDisplaySettingsEx No matching mode found
1600x1200x16 @0! (XRandR 1.2)
... 0 FPS is at least a weird setting. But this has probably not much to do
with the following:
wine: Unhandled page fault on read access to 0x00000000 at address 0x7bc50f90
(thread 0038), starting debugger...
Tested on different system and wine configurations. Same on 32Bit,
1.6.2-0ubuntu4 and winehq-stable.
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https://bugs.winehq.org/show_bug.cgi?id=40063
Bug ID: 40063
Summary: CircuitMaker install (free version): success but with
some installation issues
Product: Wine
Version: 1.8-rc4
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: hmf(a)inesctec.pt
Distribution: ---
I am using wine1.8 from the ppa:ubuntu-wine/ppa on Ubuntu 14.04.3.
I have installed Circuitmaker using the instructions in
https://appdb.winehq.org/objectManager.php?sClass=version&iId=32906. Using
Circuit maker version 1.1.0 (build 58026).
These are the commands I executed:
env WINEARCH=win32 WINEPREFIX=~/.wine32circuit winecfg
Must be in 32 bits
Select windows 8.1
. env WINEARCH=win32 WINEPREFIX=~/.wine32circuit winetricks -q corefonts mdac28
dotnet40
download gacutil-net40.tar.bz2
http://www.mediafire.com/download/v8rw5h1ra7maod4/gacutil-net40.tar.bz2
cp to /home/hmf/.cache/winetricks/dotnet40
rerun above
. env WINEARCH=win32 WINEPREFIX=~/.wine32circuit wine CircuitMakerSetup.exe
Issue - the login window fails to appear
Must do a blind login - just text in user, tab, password, tab and then enter
. env WINEARCH=win32 WINEPREFIX=~/.wine32circuit wine C:\\Program\
Files\\Altium\\CM\\DXP.exe
I found the following problems:
- The login dialogue box (which is required for installation does not appear).
Have to do it blind.
- The text showing the installation agreement appears garbled (not decoded)
- No link to the application is created to execute it
- No support for 64Bits (dotnet40).
HTS,
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https://bugs.winehq.org/show_bug.cgi?id=51270
Bug ID: 51270
Summary: Asus Armoury Crate crashes when opening it with Wine.
Product: Wine
Version: 6.9
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: 4lon3ly0(a)protonmail.com
Distribution: ---
Created attachment 70149
--> https://bugs.winehq.org/attachment.cgi?id=70149
Asus Armoury Crate Backtrace
When I open the Asus Armoury Crate 3.0.11.0 under Wine 6.9, it crashes saying
that the program had encountered a serious problem and that it needed to close.
Sha1sum:
fd6a0db01793eee7ff081e3afbd0f00133e213d4
Download:
https://dlcdnets.asus.com/pub/ASUS/mb/14Utilities/ArmouryCrateInstallTool.z…
Sysinfo:
X64
Artix Linux
Linux 5.12.7-hardened
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https://bugs.winehq.org/show_bug.cgi?id=8332
--- Comment #35 from Damjan Jovanovic <damjan.jov(a)gmail.com> ---
(In reply to Gabriel Ivăncescu from comment #34)
> Yeah, speaking of that, I had some patches to implement the asynchronous
> ICMP pings with Events and APCs, but they fell off the list. I should
> probably resend them, thanks for the reminder.
Great :).
> Do you plan to work on fixing this? It shouldn't conflict with my async
> patches much anyway, worst case a simple rebase would be sufficient. I could
> probably take a look if you can't, but you seem to know a lot more about it
> than I do, so am just asking to not duplicate the effort.
Sure. Some of the code is already written.
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https://bugs.winehq.org/show_bug.cgi?id=8332
--- Comment #34 from Gabriel Ivăncescu <gabrielopcode(a)gmail.com> ---
(In reply to Damjan Jovanovic from comment #33)
> (In reply to Gabriel Ivăncescu from comment #32)
> > I don't remember the exact details, there was a game pinging multiple time
> > every 5 seconds and it had a nasty stutter when that happened with the
> > wine-staging patch, since it invoked external commands and was very slow.
>
> That's not good. If the game stuttered merely because of the latency of a
> fork(), when we fix this and it waits for a network round-trip instead, it
> will be much worse. Are you sure there isn't another problem, eg. game wants
> asynchronous ping but we do it synchronously?
>
Yeah, speaking of that, I had some patches to implement the asynchronous ICMP
pings with Events and APCs, but they fell off the list. I should probably
resend them, thanks for the reminder.
> > I'm not that familiar with it, so I admit I haven't tested it at all other
> > than creating the raw socket itself, but it did fix the slowdown; now that
> > you mention it, though, it probably failed to ping.
>
> Ok thank you.
Do you plan to work on fixing this? It shouldn't conflict with my async patches
much anyway, worst case a simple rebase would be sufficient. I could probably
take a look if you can't, but you seem to know a lot more about it than I do,
so am just asking to not duplicate the effort.
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--- Comment #33 from Damjan Jovanovic <damjan.jov(a)gmail.com> ---
(In reply to Gabriel Ivăncescu from comment #32)
> I don't remember the exact details, there was a game pinging multiple time
> every 5 seconds and it had a nasty stutter when that happened with the
> wine-staging patch, since it invoked external commands and was very slow.
That's not good. If the game stuttered merely because of the latency of a
fork(), when we fix this and it waits for a network round-trip instead, it will
be much worse. Are you sure there isn't another problem, eg. game wants
asynchronous ping but we do it synchronously?
> I'm not that familiar with it, so I admit I haven't tested it at all other
> than creating the raw socket itself, but it did fix the slowdown; now that
> you mention it, though, it probably failed to ping.
Ok thank you.
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https://bugs.winehq.org/show_bug.cgi?id=42945
Bug ID: 42945
Summary: FFXIV Loop opening
Product: Wine
Version: 2.7
Hardware: x86
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: ssbkm(a)icloud.com
Distribution: ---
FFXIV gets stuck in a loop for opening movie requires work around by entering
config and disabling the movie to play game at all.
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--- Comment #32 from Gabriel Ivăncescu <gabrielopcode(a)gmail.com> ---
(In reply to Damjan Jovanovic from comment #31)
> Falling back to calling the "ping" command line tool shouldn't ever be
> necessary on MacOS and Linux.
>
> When creating a raw socket fails, Wine tries to fall back to using an
> unprivileged ICMP socket, which is a non-standard socket type present on
> MacOS and Linux:
>
> ---snip---
> int sid=socket(AF_INET,SOCK_RAW,IPPROTO_ICMP);
> if (sid < 0)
> {
> /* Some systems (e.g. Linux 3.0+ and Mac OS X) support
> non-privileged ICMP via SOCK_DGRAM type. */
> sid=socket(AF_INET,SOCK_DGRAM,IPPROTO_ICMP);
> }
> ---snip---
>
> Documentation:
> Linux: https://lwn.net/Articles/420800/
> MacOS: http://www.manpagez.com/man/4/icmp/
>
>
> On MacOS, I think that work fine.
>
> Linux however is currently completely broken, and pinging always fail,
> because:
>
> 1. This socket type does not return the IP header as expected from the
> recvfrom() system call in the icmp_get_reply() function, causing the reply
> to be parsed incorrectly in that function. On Linux, the reply immediately
> begins with the ICMP header instead.
>
> 2. Even when that is somewhat fixed (it's long and painful to fix fully), it
> still breaks, because Linux overwrites the ICMP header field "icmp_id" with
> its own value, ie. this value is later overwritten by the kernel:
>
> ---snip---
> icmp_header->icmp_id=id;
> ---snip---
>
> causing this check in icmp_get_reply() to always fail:
>
> ---snip---
> if ((icmp_header->icmp_id==id) &&
> (icmp_header->icmp_seq==seq))
> ---snip---
>
> and the reply thus falsely never matches the request, so pinging still fails.
>
> The "icmp_id" is overwritten by the socket's port number, which can be set
> through bind(). It cannot be queried by getsockname() which always returns
> port 0, even after bind(). However it seems best not to set it, let the
> kernel pick a free port, and then skip the icmp_id check above instead, as
> the kernel already filters replies by their icmp_id.
>
> Fixing (2) is easy, but (1) really needs to use recvmsg() instead, with
> IP_RECVTTL, IP_RECVTOS, IP_RETOPTS, IP_RECVERR and other ancillary data,
> only on Linux and only for these unprivileged ICMP sockets. Then this
> alternative source of IP header data needs to be integrated into
> icmp_get_reply().
>
> I don't know how Gabriel ever said that this works on Linux. Either he never
> tested, only tested pinging an invalid address, or Linux changed how
> unprivileged ICMP sockets work between then and now:
>
> ---snip---
> commit e6d9aaeb67172dd0ba1e73f34c7f0cad36ed43ff
> Author: Gabriel Iv��ncescu <gabrielopcode(a)gmail.com>
> Date: Mon Aug 3 16:15:52 2020 +0300
>
> iphlpapi: Update comment for SOCK_DGRAM since Linux also supports it
> from 3.0.
>
> Linux does require the user to be in the range specified by
> /proc/sys/net/ipv4/ping_group_range though, but otherwise works fine.
>
> Signed-off-by: Gabriel Iv��ncescu <gabrielopcode(a)gmail.com>
> Signed-off-by: Alexandre Julliard <julliard(a)winehq.org>
> ---snip---
I don't remember the exact details, there was a game pinging multiple time
every 5 seconds and it had a nasty stutter when that happened with the
wine-staging patch, since it invoked external commands and was very slow.
I'm not that familiar with it, so I admit I haven't tested it at all other than
creating the raw socket itself, but it did fix the slowdown; now that you
mention it, though, it probably failed to ping.
Note that the commit you referenced doesn't actually do anything, it just
changes a comment, which is true, because Linux does allow creating raw sockets
with the aforementioned requirements specified. So the code was already broken.
The "broken" functionality you mention was already there.
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