https://bugs.winehq.org/show_bug.cgi?id=43849
Bug ID: 43849
Summary: Heroes of the Storm; crashes when Call Mech effect is
on-screen
Product: Wine
Version: 2.18
Hardware: x86
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: jonathan(a)pearce.name
Distribution: ---
Steps to reproduce:
Start Heroes of the Storm.
Enter Try mode with D.Va.
Take tower damage until your mech is dead.
Shoot enemies until your Call Mech cooldown is activated.
Use Call Mech 'E'.
The mech arrival effect will begin but the game will crash before the mech
becomes visible on-screen. A dialog box pops up with a
e_gfxerrorshadercompilefailed error.
Relevant wine stdout:
fixme:d3dx:D3DXLoadSurfaceFromMemory Unhandled filter 0x80004.
fixme:d3dx:D3DXLoadSurfaceFromMemory Unhandled filter 0x80004.
fixme:msvcp:_Mtx_init_in_situ unknown flags ignored: 2
fixme:msvcp:_Mtx_init_in_situ unknown flags ignored: 2
fixme:msvcp:_Mtx_init_in_situ unknown flags ignored: 2
fixme:hlsl_parser:hlsl_parse Check for valued return on void function.
fixme:hlsl_parser:hlsl_parse Implicit conversion to the return type if needed,
error out if conversion not possible.
err:d3dcompiler:compile_shader HLSL shader parsing failed.
fixme:dbghelp:elf_search_auxv can't find symbol in module
fixme:d3dx:D3DXLoadSurfaceFromMemory Unhandled filter 0x80004.
fixme:heap:RtlSetHeapInformation (nil) 1 (nil) 0 stub
I experimented with
winetricks d3dx9_43
but that didn't fix the crash (it does change the error signature).
I also tried
d3dcompiler_43 (native)
but it didn't seem to matter.
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https://bugs.winehq.org/show_bug.cgi?id=43775
Bug ID: 43775
Summary: Heroes of the Storm crash on start with d3d11
Product: Wine
Version: 2.17
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: maxi.cass11(a)gmail.com
Distribution: ---
Created attachment 59282
--> https://bugs.winehq.org/attachment.cgi?id=59282
terminal Output 2.17-staging with dx11
I don't know if the bug is in the non-staging version because Battlenet crash
in non-staging.
My game crash on my laptop with d3d11, I need to set the -dx9 argument to
correct this.
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https://bugs.winehq.org/show_bug.cgi?id=55986
Bug ID: 55986
Summary: Gunner3 has flickering in fullscreen
Product: Wine
Version: 8.21
Hardware: x86-64
OS: Linux
Status: NEW
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: dark.shadow4(a)web.de
Distribution: ---
Since wine-6.1 there is flickering when running Gunner3 in fullscreen mode.
Also, from time to time old frame data is shown for a few moments making the
game
It works with winecfg virtual desktop mode, and making screenshots in
fullscreen is hard. It looks similar to the glitches in bug 45168 (but it is
unrelated).
Don't try to click on a level without having the fix from bug 41977 though, it
might crash. The menu is enough to reproduce the issue.
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https://bugs.winehq.org/show_bug.cgi?id=52244
Bug ID: 52244
Summary: starcraft2 crashes while loading arcade game
e_gfxErrorShaderCompileFailed
Product: Wine
Version: 6.23
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: cedric.dewijs(a)eclipso.eu
Distribution: ---
Created attachment 71352
--> https://bugs.winehq.org/attachment.cgi?id=71352
console messages
[cedric@cedric ~]$ wine --version
wine-6.23
[cedric@cedric ~]$ uname -a
Linux cedric 5.15.8-arch1-1 #1 SMP PREEMPT Tue, 14 Dec 2021 12:28:02 +0000
x86_64 GNU/Linux
[cedric@cedric ~]$ rm -rf ~/.wine
[cedric@cedric ~]$ wineboot
[cedric@cedric ~]$ wine ~/.wine-sc2-ok/drive_c/Program\ Files\
\(x86\)/StarCraft\ II/StarCraft\ II.exe
Install battle.net (it finds starcraft2), close
click Play
choose custom -> arcade. Type in "coop" into the search field, and click on
"Wings of liberty coop 1. Liberation day", and click create lobby, and then
click "start game".
After the countdown, the loading screen shows up, and the progress bar goes
about to half full. Then this error dialog shows up:
"Starcraft II
e_gfxErrorShaderCompileFailed
To help us identify the problem, please describe what you were doing when the
error occurred.
Please use the Report ID below when communicating with Blizzard about the
issue.
DF97FB56-8356-44A6-A960-5BEA033C44DA
[X] Send to Blizzard [Reopen] [Close]"
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http://bugs.winehq.org/show_bug.cgi?id=23015
Summary: PL\SQL Developer: shows standard message boxes behind
main window
Product: Wine
Version: 1.2-rc2
Platform: x86
OS/Version: Linux
Status: UNCONFIRMED
Severity: major
Priority: P2
Component: comdlg32
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: chaostya(a)gmail.com
When I write a query in PL\SQL Developer window, then issue it against DB and
then want to close the window I click [x] and it looks like nothing happens,
but if I move main window down I would see a standard "question" message dialog
box asking me if I want to save my changes. I'm on 1.2-rc2 and it's a
regression from 1.2-rc1
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https://bugs.winehq.org/show_bug.cgi?id=45039
Bug ID: 45039
Summary: Mono: System.UnauthorizedAccessException when trying
to read from stdin when both stdout and stderr are
redirected
Product: Wine
Version: 3.6
Hardware: x86
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: mk+winehq1803(a)pimpmybyte.de
Distribution: ---
I wrote a simple C# program that reads a line from stdin and prints it in
uppercase (01_shout.cs in [1]).
The exe (compiled on Ubuntu with "mcs") is available for download at
http://l.proggr.de/?1839m7ier
It accepts interactive input when run in cmd.exe on windows 7, even with both
stdout and stderr redirected (02_log_win7.txt in [1]).
In Ubuntu, it crashes when trying to read the line while stdin is a TTY and
both stdout and stderr are redirected (03_log_wine.txt in [1]).
Ubuntu 14.04.5 LTS trusty, wine-3.6,
Mono JIT compiler version 3.2.8 (Debian 3.2.8+dfsg-4ubuntu1.1)
Kernel 3.13.0-142-generic #191-Ubuntu SMP Fri Feb 2 12:14:37 UTC 2018 i686 i686
i686 GNU/Linux
[1] https://gist.github.com/mk-pmb/adae211e875ff11274d9b81248d033a3
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https://bugs.winehq.org/show_bug.cgi?id=44840
Bug ID: 44840
Summary: Icewind Dale unusably glitchy starting with Wine
Version 3.2
Product: Wine
Version: 3.4
Hardware: x86
OS: Linux
Status: UNCONFIRMED
Severity: major
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: wodencafe(a)gmail.com
Distribution: ---
Starting with Wine 3.2 and on, Icewind Dale (2.0.0.11 (GOG)) is having very
strange input / glitchy rendering issues.
I have attached a video comparison with 3.1 where it works fine.
Tested with 3.2, 3.3, and 3.4, and all have the strange input and glitchy
problem.
There are no additional wine modifications.
Please see the video for example of problem, and comparison of when it was
working with 3.1
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https://bugs.winehq.org/show_bug.cgi?id=56790
Bug ID: 56790
Summary: wine binds my application to "lo" adapter
Product: Wine
Version: unspecified
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: winsock
Assignee: wine-bugs(a)winehq.org
Reporter: contact(a)msteinbusch.nl
Distribution: ArchLinux
Created attachment 76596
--> https://bugs.winehq.org/attachment.cgi?id=76596
A full wine trace
Issue: Farming Simulator 2022 dedicated webserver binds application to "lo"
adapter
Wine doesn't run my program the same way as Windows does, for some reason it
binds to the "lo" adapter. I suspect the application is selecting the first
interface. Sadly there is no way to override this.
I included a full trace, keywords to look trough are winsock, 127.0.0.1,
winsock:bind socket etc.
Any help is welcome and if more info is needed let me know.
Wine: 9.10-1 and <
Archlinux, Kernel 6.9.3. X68_64
A VNC instance where the issue can be reproduced is available on request.
A license key for Farming Simulator 2022 can be provided by me on request.
The download of the game/server can be found at:
https://eshop.giants-software.com/downloads.php
This docker container is using nginx to get around the issue:
https://github.com/wine-gameservers/arch-wine-fs22
Screenshot and logs included in zip.
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https://bugs.winehq.org/show_bug.cgi?id=52284
Bug ID: 52284
Summary: Factory I/O SPS-Software hangs
Product: Wine
Version: 7.0-rc2
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: maiktapwagner(a)aol.com
Distribution: ---
Hello everyone,
I got a request from the ubuntuusers.de forum that one user had problems
running this program and submitted an AppDB entry at
https://appdb.winehq.org/objectManager.php?sClass=version&iId=40486
providing tests for 7.0rc1 and 7.0rc2 (queued) where as the console is spammed
with
018c:fixme:d3d:wined3d_device_context_resolve_sub_resource Multisample resolve
is not fully supported for typeless formats (dst_format
WINED3DFMT_R8G8B8A8_TYPELESS, src_format WINED3DFMT_R8G8B8A8_TYPELESS, format
WINED3DFMT_R8G8B8A8_UNORM).
Steps to reproduce after installation:
New → File → Drivers → Control I/O (opens up a grey window but nothing happens)
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https://bugs.winehq.org/show_bug.cgi?id=57588
Bug ID: 57588
Summary: Guardant USB key drivers: grdkey.sys crashes
Product: Wine
Version: 10.0-rc3
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: ntoskrnl
Assignee: wine-bugs(a)winehq.org
Reporter: amorozov(a)etersoft.ru
Distribution: ---
Created attachment 77697
--> https://bugs.winehq.org/attachment.cgi?id=77697
Log with WINEDEBUG=+ntoskrnl,+plugplay and winedbg output
I installed Guardant USB key drivers 7.0.224 from here:
https://www.guardant.com/support/users/download/2238/
with WoW64 Wine build.
$ md5sum GrdDrivers.exe
731d388d2ee4c1a4f45d655e4b8c9163 GrdDrivers.exe
After installation windows/system32/drivers/grdkey.sys appears. And it crashes
at Wine start:
wine: Unhandled page fault on read access to 0000000000000008 at address
00006FFFFC8A295B (thread 00f0), starting debugger...
In AddDevice handler grdkey.sys calls IoOpenDeviceRegistryKey. This results in
calling get_device_instance_id -> get_device_id and sending
IRP_MJ_PNP/IRP_MN_QUERY_ID with BusQueryDeviceID to the driver which calls
IofCallDriver(NULL, ....) and crashes.
The crash can be avoided with commenting out this line:
device = IoGetAttachedDevice( device );
in get_device_id function in dlls/ntoskrnl.exe/pnp.c
But I assume that the correct fix should be in avoiding to send IRPs from
IoOpenDeviceRegistryKey. MSDN says that IRP_MN_QUERY_ID is sent before loading
driver and calling AddDevice:
https://learn.microsoft.com/en-us/windows-hardware/drivers/kernel/adding-a-…
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