https://bugs.winehq.org/show_bug.cgi?id=51543
Bug ID: 51543
Summary: Origin client doesn't understand/know that the game
has quit and doesn't log game details in Linux.
Product: Wine-staging
Version: 6.13
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: sampingu02(a)gmail.com
CC: leslie_alistair(a)hotmail.com, z.figura12(a)gmail.com
Distribution: ---
Created attachment 70386
--> https://bugs.winehq.org/attachment.cgi?id=70386
This is the screenshot of the issue.
General Information:-
I am having Battlefield 4 (Origin Version) through Lutris. I tried playing
with Lutris-Wine-6.13 Runner, Wine-GE-Custom-6.13 Runner and system installed
Wine-Staging 6.13.
I have used the Lutris Script to install Battlefield 4 with mangohud,
__GL_SHADER_DISK_CACHE_SKIP_CLEANUP=1, __GL_SHADER_DISK_CACHE_PATH,
DXVK_HUD=compiler environment variables set. Also I have ran it with WineD3D
and the same problem occurs. So this isnt a DXVK issue.
Steps To Reproduce:-
1. Open Origin through wine-staging 6.13 or the other wine runners.
2. Play a game from Origin Client (like Battlefield 4 in my case).
3. Launch the game and quit it.
4. Origin Client doesn't change the state of the game. The play button remains
greyed out. When quitting it either from system tray icon or from Menu Bar >
Origin > Quit Origin, it says that Battlefield (in my case) is sill running and
the information like "Hours Played" and "Last Played" wont be updated when
force quitting. Restarting Origin is the only way to play the game again.
Expected Result:-
The Origin client should recognize/know that the game has quit and show the
play button again, restart shouldn't be necessary to restart the game. The
client also should log the "Hours Played" and "Last Played" details.
System Specifications:-
OS/Kernel:- Arch Linux/Linux-TKG-PDS-5.13.6 (Also tested with Linux-Zen
Kernel).
Desktop Environment:- KDE Plasma 5.22.4 (All up-to-date - KDE Frameworks, Qt
Version).
CPU:- Intel Core i5 7500.
GPU:- NVIDIA GeForce GTX 1060 6 GB.
GPU Driver:- NVIDIA 470.52 Proprietary Driver.
Additional Information:-
The attached screenshot shows that the Play button is greyed out even after
quitting the game and a dialog is visible when quitting Origin saying
"Battlefield 4 is still running" even though it clearly isn't.
Also the Last Played and Hours Played information are from the time I played
in Windows. I played this game for nearly 20 hours and last played on August 30
in Linux.
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https://bugs.winehq.org/show_bug.cgi?id=44856
Bug ID: 44856
Summary: DOOM 2016 is no longer working
Product: Wine
Version: 3.4
Hardware: x86
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: justinrun(a)gmail.com
Distribution: ---
Created attachment 60912
--> https://bugs.winehq.org/attachment.cgi?id=60912
crash log
A new update to the DOOM 2016 game on steam is no longer working on wine. I
tested this in wine 3.4, 3.0, and 2.21. I also tried it with both OpenGL and
Vulkan rendering. I also tried it with nvidia drivers 390.48 and 384.130.
It always just starts up to a black screen. I have to kill the process to close
it. This did not happen prior to the most recent game update.
I also tried adding a launch argument to disable the intro video in case
playing it was the issue. It still did not work.
I attached a crash log.
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https://bugs.winehq.org/show_bug.cgi?id=48802
Bug ID: 48802
Summary: Logitech Extreme 3D Pro joystick works fine in joy.cpl
but buttons wrongly mapped in Battlefield 4
Product: Wine
Version: 5.4
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: luca.boccassi(a)gmail.com
Distribution: ---
I have a Logitech Extreme 3D Pro joystick which works perfectly fine when
calibrating via wine control joy.cpl (js mode).
In Battlefield 4 however the buttons are all scrambled, and the throttle and
the Z axis cannot be configured at all.
I can provide any extra logs if required, please specify which and how to
retrieve them.
Running wine from OBS-built packages on Debian 10.
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https://bugs.winehq.org/show_bug.cgi?id=45311
Bug ID: 45311
Summary: Skyrim Special Edition: ambient sounds do not
attenuate with distance
Product: Wine
Version: 3.9
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: xaudio2
Assignee: wine-bugs(a)winehq.org
Reporter: forestcode(a)ixio.org
Distribution: ---
In Skyrim SE, ambient sounds are supposed to attenuate based on the camera's
distance from the source, so that distant sounds will be barely perceptible,
nearby sounds will be loud and clear, and moving closer or farther from the
source will gradually change the sound's volume accordingly.
When running on wine with builtin xaudio, distance attenuation does not work;
any time the camera enters a certain (fairly distant) radius from a sound
source, that sound will suddenly start playing at full volume, as if the source
was in the player's ear. This results in disturbing situations like startlingly
loud footsteps and voices produced by distant NPCs, or a sudden roar of water
rushing the moment the player crosses an invisible threshold in the vicinity of
a river.
When running with Microsoft's native 64-bit xaudio libs, distance attenuation
works properly.
Note: While winetricks xact is probably the easiest way to install the native
xaudio libs for testing purposes, recent versions of winetricks do not install
the 64-bit versions. (See wine bug 41618#c5.) Reverting this commit is
therefore necessary in order to get the libs needed for Skyrim SE's 64-bit
executable:
https://github.com/Winetricks/winetricks/commit/f2b3d268d941120d13b4c3c3960…
I have identified a few locations in the early part of game where this bug is
prominent:
1. A point on the road from Helgen to Riverwood where the rumbling of a nearby
river cuts in suddenly as the player approaches it.
2. A point on the same road, closer to the river, where the whooshing of
rushing water cuts in suddenly as the player approaches.
3. A point in Riverwood where the creaking of the wooden water wheel cuts in at
full volume as the player approaches.
When standing at any of these points, one can hear the ambient sounds cut in
and out either by walking closer/farther from the sound source, or by zooming
out to third-person view and rotating the camera around the player, such that
the camera enters/exits the sound's radius.
I will attach screen shots showing these locations.
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https://bugs.winehq.org/show_bug.cgi?id=48881
Bug ID: 48881
Summary: sonic heroes camera spinning with dualshock 4
Product: Wine
Version: 5.5
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: animegirl(a)stronzi.org
Distribution: ---
Created attachment 66820
--> https://bugs.winehq.org/attachment.cgi?id=66820
wine log
Latest wine.
video https://streamable.com/64d1q8
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https://bugs.winehq.org/show_bug.cgi?id=46779
Bug ID: 46779
Summary: OblivionReloaded CompileEffects require
ID3DXEffectCompilerImpl_CompileEffect implementation.
Product: Wine
Version: 4.3
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: directx-d3dx9
Assignee: wine-bugs(a)winehq.org
Reporter: lorenzofer(a)live.it
Distribution: ---
OblivionReloaded 6.5.0 CompileEffects option (needed to recompile provided
effects and custom effects) require a working
ID3DXEffectCompilerImpl_CompileEffect.
Now with the stub, if the option is activated, all the effects fail to compile
silently.
Relevant log:
002f:trace:d3dx:D3DXCreateEffectCompilerFromFileA srcfile
"Data\\Shaders\\OblivionReloaded\\Bloom\\Bloom.fx.hlsl", defines (nil), include
(nil), flags 0, effectcompiler 0x32f290, parseerrors 0x3be3b18.
002f:trace:d3dx:D3DXCreateEffectCompilerFromFileW srcfile
L"Data\\Shaders\\OblivionReloaded\\Bloom\\Bloom.fx.hlsl", defines (nil),
include (nil), flags 0, effectcompiler 0x32f290, parseerrors 0x3be3b18.
002f:trace:d3dx:D3DXCreateEffectCompiler srcdata 0x57f0000, srcdatalen 4086,
defines (nil), include (nil), flags 0, compiler 0x32f290, parse_errors
0x3be3b18
002f:trace:d3dx:d3dx9_effect_compiler_init compiler 0x3be4048, data 0x57f0000,
data_size 4086, defines (nil), include (nil), eflags 0, error_messages
0x3be3b18.
002f:fixme:d3dx:d3dx9_effect_compiler_init ID3DXEffectCompiler implementation
is only a stub.
002f:trace:d3dx:D3DXCreateEffectCompiler Created ID3DXEffectCompiler 0x3be4048
002f:fixme:d3dx:ID3DXEffectCompilerImpl_CompileEffect iface 0x3be4048, flags 0,
effect 0x32f28c, error_msgs 0x3be3b18 stub!
002f:trace:d3dx:ID3DXEffectCompilerImpl_Release iface 0x3be4048: Release from 1
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https://bugs.winehq.org/show_bug.cgi?id=48488
Bug ID: 48488
Summary: Cemu Page Fault Exception on
IsThemeBackgroundPartiallyTransparent in uxtheme
Product: Wine
Version: 5.0-rc5
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: uxtheme
Assignee: wine-bugs(a)winehq.org
Reporter: sur3(a)gmx.de
Distribution: ---
Created attachment 66281
--> https://bugs.winehq.org/attachment.cgi?id=66281
Backtrace
Cemu crashes with a Page Fault exception since version 1.12.0.
While Cemu-1.12.0 ist still working in wine-staging-4.21 it crashes with
wine-staging-5.0-rc5.
Versions of Cemu-1.12.1 and higher crash on both wine version with that
exception at least.
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https://bugs.winehq.org/show_bug.cgi?id=48730
Bug ID: 48730
Summary: BioShock 2 crashes before entering main menu with
builtin d3dcompiler_47
Product: Wine
Version: 5.3
Hardware: x86-64
OS: Linux
Status: NEW
Severity: minor
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: andrey.goosev(a)gmail.com
Distribution: ---
Created attachment 66608
--> https://bugs.winehq.org/attachment.cgi?id=66608
+d3dcompiler
fixme:d3dcompiler:d3d10_shader_reflection_GetDesc iface 7F2B31A4, desc 0052F1E8
partial stub!
err:seh:raise_exception Unhandled exception code c0000005 flags 0 addr
0x7bc3b06f
wine-5.3-181-geb63713f60
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https://bugs.winehq.org/show_bug.cgi?id=48831
Bug ID: 48831
Summary: Crysis needs "gs_4_0" compilation target
Product: Wine
Version: 5.4
Hardware: x86-64
OS: Linux
Status: NEW
Severity: minor
Priority: P2
Component: directx-d3dx11
Assignee: wine-bugs(a)winehq.org
Reporter: andrey.goosev(a)gmail.com
Distribution: ---
Intro crashes with:
fixme:d3dcompiler:compile_shader Compilation target "gs_4_0" not yet supported
wine-5.4-412-g8baf4a2a55
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http://bugs.winehq.org/show_bug.cgi?id=25500
Summary: Megarace 3: in-game videos not working
Product: Wine
Version: 1.3.9
Platform: x86
URL: http://www.fileplanet.com/82163/80000/fileinfo/MegaRac
e-3-Demo
OS/Version: Linux
Status: UNCONFIRMED
Severity: minor
Priority: P2
Component: -unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: gyebro69(a)gmail.com
Created an attachment (id=32465)
--> (http://bugs.winehq.org/attachment.cgi?id=32465)
terminal output
Neither the intro videos (company logos) nor the in-game cutscenes are playing
in Megarace 3: Wine simply skips the videos without an error message. It's a
pity because there are some hilarious cutscenes in the game, featuring Lance
Boyle as the host of the game.
The company logos which should be played right after starting have the
following properties:
Video: WMV v7, 640x480 px, 4:3
Audio: WMA v7, 128 kbps, 44 kHz, Stereo, 16 bits
The cutscenes in the game are separated into 2 files:
a wmv file which also includes an audio track (WMV v7 / WMA v7)
and a corresponding wav file (ADPCM, Stereo, 22 kHz)
After installing WMP9 or 10 via winetricks the videos are still not playing.
The demo can be used to test the issue but it contains only one of the company
logos.
Fedora 14 x86
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