http://bugs.winehq.org/show_bug.cgi?id=34106
Bug #: 34106
Summary: Bioshock demo needs native d3dx9_33 (purist)
Product: Wine
Version: 1.6
Platform: x86
OS/Version: Linux
Status: NEW
Severity: normal
Priority: P2
Component: directx-d3dx9
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: dank(a)kegel.com
CC: wine-bugs(a)winehq.org
Classification: Unclassified
After verifying that bug 23884 seems fixed, I tried running the game
after doing 'winetricks alldlls=builtin'.
It crashed after the first small splash screen, before the first logo movie,
with log:
err:d3dcompiler:compile_shader HLSL shader parsing failed.
Unhandled exception: page fault on read access to 0x00000000 in 32-bit code
(0x7dd73758).
Backtrace:
=>0 0x7dd73758 dump_exception_type+0xfb(type=0x685a180)
[dlls/msvcrt/except_i386.c:227]
...
9 0x7bc829d4 RtlRaiseException+0xb() in ntdll
10 0x00000001 (0x0073ac88)
11 0x7dd69f4d _CxxThrowException+0x47(object=<?>, type=<?>)
[dlls/msvcrt/cpp.c:1085] in msvcrt (0x0073acc8)
12 0x1091267f in bioshock (+0x1267e) (0x0073f760)
...
I'll attach a WINEDEBUG=+d3dcompiler log showing the shader compiler errors.
Setting d3dx9_33 to native rescued the game and let it launch and swim
to the initial entry hall.
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https://bugs.winehq.org/show_bug.cgi?id=54200
Bug ID: 54200
Summary: 227:11: E5005: Function "sqrt" is not defined.
Product: vkd3d
Version: 1.6
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: major
Priority: P2
Component: hlsl
Assignee: wine-bugs(a)winehq.org
Reporter: nostritius(a)googlemail.com
Distribution: ---
Created attachment 73732
--> https://bugs.winehq.org/attachment.cgi?id=73732
Mass Effect 1 Log with dxvk
I have tried to run the first Mass Effect Game from Steam with dxvk. As it can
be seen in the attached log, it fails with the message "227:11: E5005: Function
"sqrt" is not defined.". From what i can see, the hlsl part of vkd3d defines
some intrinsic functions (abs, clamp, min, max, ...), where the sqrt function
is searched for, maybe it is just a missing feature? The game works well when
disabling dxvk and running it in opengl mode.
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https://bugs.winehq.org/show_bug.cgi?id=54126
Bug ID: 54126
Summary: Zoria and the Cursed Land Demo: Error when starting a
new game.
Product: Wine
Version: 7.19
Hardware: x86-64
OS: Linux
Status: NEW
Severity: normal
Priority: P2
Component: d3d
Assignee: wine-bugs(a)winehq.org
Reporter: o.dierick(a)piezo-forte.be
Distribution: ---
Created attachment 73658
--> https://bugs.winehq.org/attachment.cgi?id=73658
Zoria and the Cursed Land Demo Wine 7.19 default terminal output
Hello,
Starting a game in Zoria and the Cursed Land Demo (Steam) results in an error:
--- Error transcript ---
FATAL ERROR in Vertex Shader compilation
ShaderName: sh_underwater
memory:68:25: E5005: Function "transpose" is not defined.
at gml_Object_oGameMasterController_Draw_74
--- end of transcript ---
Regards.
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http://bugs.winehq.org/show_bug.cgi?id=34747
Bug #: 34747
Summary: Clive Barker's Jericho Demo intro movies are grayscale
(without native d3dcompiler_43 or d3dx9_36)
Product: Wine
Version: 1.7.4
Platform: x86
URL: http://www.gamershell.com/download_21174.shtml
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
Intro movies without native d3dcompiler_43 or d3dx9_36 plays in grayscale
effect.
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http://bugs.winehq.org/show_bug.cgi?id=34233
Bug #: 34233
Summary: Rigs of Rods: D3D shader compilation fails
Product: Wine
Version: 1.7.0
Platform: x86
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: directx-d3d
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: b7.10110111(a)gmail.com
Classification: Unclassified
Created attachment 45548
--> http://bugs.winehq.org/attachment.cgi?id=45548
Terminal output
How to reproduce:
1. Install RoR
2. Run rorconfig (or check checkbox at the end of installation to launch the
game)
3. Press "Save and Play"
4. Wait until the game loads, press OK in the terrain selection dialog
5. See an error, screenshot of which I'll attach in next post
I attach full terminal log starting from the time I selected D3D9 as rendering
system (it contains game's logs as well as wine's).
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https://bugs.winehq.org/show_bug.cgi?id=54591
Bug ID: 54591
Summary: Call of Juarez: Bound in Blood crashes on launch
Product: vkd3d
Version: 1.6
Hardware: x86-64
OS: Linux
Status: NEW
Keywords: regression
Severity: normal
Priority: P2
Component: hlsl
Assignee: wine-bugs(a)winehq.org
Reporter: andrey.goosev(a)gmail.com
CC: fcasas(a)codeweavers.com
Regression SHA1: e0031d2a1f40792ac85619a495bf5197f248b0e1
Distribution: ---
../vkd3d/libs/vkd3d-shader/hlsl.c:207: Aborting, reached unreachable code.
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https://bugs.winehq.org/show_bug.cgi?id=54771
Bug ID: 54771
Summary: VCL TDateTimePicker does not allow selecting a date
Product: Wine
Version: 8.0
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: pentagon5178(a)gmail.com
Distribution: ---
Created attachment 74264
--> https://bugs.winehq.org/attachment.cgi?id=74264
Video & test app
I have created an VCL-application in the RAD Studio 11 IDE.
The main form contains win32 TDateTimePicker VCL component.
A bug was encountered: Selecting a date using the drop-down calendar does not
change the value in the picker.
I'm attaching a video of the error and test application.
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https://bugs.winehq.org/show_bug.cgi?id=53991
Bug ID: 53991
Summary: libx11 1.8.2 break bepo keyboard layout
Product: Wine
Version: unspecified
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: major
Priority: P2
Component: winex11.drv
Assignee: wine-bugs(a)winehq.org
Reporter: aeris+wine(a)imirhil.fr
Distribution: ---
Hello,
Since upgrading my ArchLinux system, the upgrade of libx11 from 1.8.1 to 1.8.2
breaks my bepo layout and some key are not detected in a weird way.
Restarting Guild Wars 2 game after libx11 upgrade just change "randomly" some
assigned key, from `É` to `=` and from `È` to `É`. Trying to reassign keys
doesn't work, `É` can be assign to previous skill, but `È` key just doesn't
work at all, it's no more detected as a valid input in skill selection windows.
But this `È` key works perfectly if used on an input text field like the ingame
chat.
Downgrading to 1.8.1 and restarting the game fix the trouble.
Behaviour seen at least in lutris-7.2.2 and lutris-ge-proton 7.34.
Don't know if this is related or not, but currently bepo layout is badly
managed by wine and i try to add support for it in
https://bugs.winehq.org/show_bug.cgi?id=48650 but never really succeed to
create something really good.
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http://bugs.winehq.org/show_bug.cgi?id=27819
Summary: Die by the Sword: strange audio distortions
Product: Wine
Version: 1.3.24
Platform: x86
OS/Version: Linux
Status: UNCONFIRMED
Severity: minor
Priority: P2
Component: -unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: gyebro69(a)gmail.com
Audio is not playing correctly in Die by the Sword (GoG.com version here). Some
scratching, stuttering sound is coming from the speakers during audio/music
playback. In the tutorial the voice-over of the narrator is also distorted by
the same artefacts.
Player taunts and NPC sounds are OK, though.
The same problem with Wine-1.0.1, too.
I can't reproduce the problem in the demo.
None of the followings helped:
- Alsa with 'emulation'
- winetricks dsoundbug9612
- changing 'defaults.pcm.dmix.rate' to '44100' in /usr/share/alsa/alsa.conf
The resampler patchset (bug #14717) reduced the intensity of the sound
artefacts considerably but they are still audible.
Terminal output is basically the same what I attached in bug #27814. The only
relevant lines are:
fixme:alsa:AudioClient_GetMixFormat Don't know what to do with 10000 channels,
pretending there's only 2 channels
fixme:alsa:AudioClient_GetMixFormat Don't know what to do with 10000 channels,
pretending there's only 2 channels
fixme:dsalsa:IDsDriverBufferImpl_SetVolumePan (0x15b610,0x152668): stub
Fedora 15
Alsa 1.0.24
nVidia Corporation MCP61 High Definition Audio (rev a2)
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https://bugs.winehq.org/show_bug.cgi?id=48174
Bug ID: 48174
Summary: wine-mono creates incorrect strings
Product: Wine
Version: 4.20
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: mscoree
Assignee: wine-bugs(a)winehq.org
Reporter: galtgendo(a)o2.pl
Distribution: ---
This bug is about Smile Game Builder - a game engine.
As a testcase 「虚毒ノ夢」 will be used - a (it seems - I don't actually know
Japanese) freeware game available from
https://kanawo.wixsite.com/teritoma/kodoku (first link is the download:
https://www.freem.ne.jp/dl/win/15104).
Problem 1.
As you might notice, the window title is purely mojibake.
CreateWindowEx expects CP_ACP string in cs->lpszName, but it's getting an utf8
one.
That's pretty much sums up what I could figure out about this part.
Problem 2.
This one is more tricky to notice; also, I couldn't figure out much about it,
so just describing symptoms.
Some of the strings printed on the screen (AFAICT neither by gdi, gdiplus nor
user32 standard text functions) are read from memory then written on the screen
past their actual length. What's more, they flicker - that is if such string is
printed, some of the time its extra part changes upon redraw.
As far as I understand mono (which, granted, isn't all that much), it would
suggest that upon string object creation its length is set incorrectly.
In the example game, you can observe it with a few strings as you start a new
game, then once you get control, if you walk to the closet (not the bookcase)
and interact with it, it's another such string.
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