https://bugs.winehq.org/show_bug.cgi?id=51537
Bug ID: 51537
Summary: Mouse does not work in civilization VI
Product: Wine
Version: 6.13
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: voker57(a)gmail.com
Distribution: ---
Created attachment 70376
--> https://bugs.winehq.org/attachment.cgi?id=70376
complete log
Mouse does not work in Sid Meier's Civilization VI, menu loads but it is not
possible to do anything further.
This comment https://bugs.winehq.org/show_bug.cgi?id=49315#c9 suggests a cause
of this bug.
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https://bugs.winehq.org/show_bug.cgi?id=57584
Bug ID: 57584
Summary: 8-bit color mode is broken in Wine 9.11 and later
Product: Wine
Version: 9.11
Hardware: x86-64
OS: Linux
Status: NEW
Severity: normal
Priority: P2
Component: winex11.drv
Assignee: wine-bugs(a)winehq.org
Reporter: alexhenrie24(a)gmail.com
Distribution: ---
Created attachment 77694
--> https://bugs.winehq.org/attachment.cgi?id=77694
Regedit on Wine 9.22 in Xephyr
Similar to Bug 48088, palette colors are being mapped incorrectly again. Steps
to reproduce:
1. In one terminal, run `Xephyr :2 -ac -screen 800x600x8`
2. In a second terminal, run `DISPLAY=:2 openbox`
3. In a third terminal, run `DISPLAY=:2 wine regedit`
`git bisect` says:
commit 6ace92e0cafcc381f324fc831f3006fb15db4b4e (HEAD)
Author: Rémi Bernon <rbernon(a)codeweavers.com>
AuthorDate: Mon Jun 3 17:48:30 2024 +0200
Commit: Alexandre Julliard <julliard(a)winehq.org>
CommitDate: Mon Jun 3 23:24:59 2024 +0200
winex11: Create a HBITMAP for the allocated surface pixels.
dlls/winex11.drv/bitblt.c | 77
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++-------------------
1 file changed, 58 insertions(+), 19 deletions(-)
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https://bugs.winehq.org/show_bug.cgi?id=54352
Bug ID: 54352
Summary: Performance tanks when looking at occluded part of the
level
Product: Wine
Version: 8.0-rc4
Hardware: x86-64
OS: Windows
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: d3d
Assignee: wine-bugs(a)winehq.org
Reporter: mirh(a)protonmail.ch
https://github.com/doitsujin/dxvk/issues/1845
This is basically the equivalent of the missed optimization I had already
reported to dxvk (except wined3d had like half the framerate to begin with).
With the native nvidia d3d9 driver, you barely can spot a difference in the
Mass Effect comm room between looking at the emptiest wall in human history, or
the closed door behind that gives access to the rest of the ship.
With wined3d, I go from like 220fps to ~70.
Btw there's an apitrace in the thread above, if it can help.
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https://bugs.winehq.org/show_bug.cgi?id=56470
Bug ID: 56470
Summary: Wined3d has windows always sitting in background
Product: Wine
Version: 9.5
Hardware: x86-64
OS: Windows
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: d3d
Assignee: wine-bugs(a)winehq.org
Reporter: mirh(a)protonmail.ch
So.. as I always do every few month, I try to see if wined3d finally holds a
candle for helping with games in Windows. This time I was surprised by a
constant 30FPS lock, despite the fact both my game of choice settings and the
external tools profiles for its executable didn't have one (indeed if I removed
wine's dlls, native d3d9 could easily get almost 10 times as much framerate)
Long story short, after some time banging my head I figured this was happening
because "Background Application Max Frame Rate" was enabled in the nvidia
control panel.
Problem being of course that a foreground fullscreen window definitively isn't
supposed to be affected by that.
This does not happen with normal opengl games (even after I renamed their exe,
just to be extra safe about whitelisting and whatnot) so it seems something on
your side of things.
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https://bugs.winehq.org/show_bug.cgi?id=44021
Bug ID: 44021
Summary: LiveMaker engine fails to find font despite overrides
set up
Product: Wine
Version: 2.19
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: gdi32
Assignee: wine-bugs(a)winehq.org
Reporter: galtgendo(a)o2.pl
Distribution: ---
Going by https://github.com/xupefei/Locale-Emulator/issues/80, doesn't access
the font in question (MS Gothic) directly, yet despite its overrides being set
up correctly (HKEY_LOCAL_MACHINE\Software\Microsoft\Windows
NT\CurrentVersion\FontSubstitutes: both English and Japanese names), the engine
crashes unless that font is actually present in drive_c/windows/Fonts.
It might be that this can't be done as font matching/replacing takes place at
much later stage, yet would be nice if someone could verify one way or the
other.
Perhaps those names should simply hardcoded to be returned in Japanese locale,
regardless of the fonts being actually present ? Cause before Windows 10 (which
has a different Japanese font), they couldn't not be there after a proper
Japanese Windows install.
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https://bugs.winehq.org/show_bug.cgi?id=53819
Bug ID: 53819
Summary: some versions of Unity engine need GetWindowTheme
implemented to properly display crash dialog
Product: Wine
Version: 7.18
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: uxtheme
Assignee: wine-bugs(a)winehq.org
Reporter: galtgendo(a)o2.pl
Distribution: ---
So, I've stumbled upon a Unity engine game that crashes every now and then due
to what seems to be virtual mapping space exhaustion. Not sure about the crash
itself - it's more likely to be graphics related that winegstreamer, but that's
just a guess.
Anyway, once the crash happens, console is flooded by:
03b0:err:module:DelayLoadFailureHook failed to delay load
uxtheme.dll.GetWindowTheme
wine: Call from 7B0123C6 to unimplemented function uxtheme.dll.GetWindowTheme,
aborting
03b0:err:seh:KiUserCallbackDispatcher ignoring exception
and the Unity crash dialog doesn't display properly.
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https://bugs.winehq.org/show_bug.cgi?id=55915
Bug ID: 55915
Summary: Shader Compiler Issues
Product: Wine
Version: 8.20
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: d3d
Assignee: wine-bugs(a)winehq.org
Reporter: wschmrdr(a)gmail.com
Distribution: ---
Created attachment 75465
--> https://bugs.winehq.org/attachment.cgi?id=75465
Shader Compiler Errors Found
When attempting to play StarCraft II using a custom map (StarCraft Mass Recall
latest version to be precise), I noticed the attached in the log when starting.
Nothing on either side of this trace seemed out of the ordinary.
As a side note (don't know if it's related but I'll note it anyway), Map 5 of
Loomings ("Extermination") does seem to have the same graphics crash previously
reported when I build a Machine Shop off the Factory or try to attack the first
base.
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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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https://bugs.winehq.org/show_bug.cgi?id=44920
Bug ID: 44920
Summary: Starcraft II Arcade Crash during load
Product: Wine
Version: 3.5
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: antonio.e.russo(a)gmail.com
Distribution: ---
Created attachment 61011
--> https://bugs.winehq.org/attachment.cgi?id=61011
WINEDEBUG=warn+all log of crash (gzipped)
Starcraft II is a moving target. After the most recent patch, I was unable to
use wine-staging 2.21, which had been working excellently for me. Wine 3.5 has
trouble: loading the "Hero Attack 3X" (popular) arcade game, the game crashes.
I've attached a "WINEDEBUG=warn+all" log, and can help debug.
I checked "use 32-bit version", and I am using a clean prefix.
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https://bugs.winehq.org/show_bug.cgi?id=56447
Bug ID: 56447
Summary: PlayOnline Viewer: The "splash screen" is blank/grey
without its image.
Product: Wine
Version: 9.4
Hardware: x86-64
URL: https://web.archive.org/web/20210810150839/http://www.
playonline.com/ff11eu/download/media/install_win.html
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: chiitoo(a)gentoo.org
Distribution: Gentoo
This is a very old one, but as far as I can tell, not reported until now (aside
from some side-mentions).
PlayOnline Viewer, which is used to launch Final Fantasy XI Online, has a
blank/grey window for its "splash screen".
It has been working in Wine Staging for some time.
Not sure if related, but comparing the logging between runs, each of these show
up twice with Vanilla but only once with Staging:
err:d3d:wined3d_fence_wait glClientWaitSync returned 0x911b.
err:d3d:wined3d_context_gl_wait_command_fence Failed to wait for command fence
with id 0x1, ret 0x4.
err:d3d:wined3d_fence_wait glClientWaitSync returned 0x911b.
err:d3d:wined3d_context_gl_wait_command_fence Failed to wait for command fence
with id 0x2, ret 0x4.
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