https://bugs.winehq.org/show_bug.cgi?id=57918
Bug ID: 57918
Summary: MANIFEST is not loaded from DLL
Product: Wine
Version: 10.2
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: niki(a)vintech.bg
Distribution: ---
Created attachment 78170
--> https://bugs.winehq.org/attachment.cgi?id=78170
manifest in python310.dll
when running sample.exe file without MANIFEST that uses python310.dll with
MANIFEST then
common controls v6 are not activated as per
<assemblyIdentity type="win32" name="Microsoft.Windows.Common-Controls"
version="6.0.0.0" processorArchitecture="*" publicKeyToken="6595b64144ccf1df"
language="*" />
workaround is to add the MANIFEST to the sample.exe file
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https://bugs.winehq.org/show_bug.cgi?id=57917
Bug ID: 57917
Summary: HOMM sound related SIGBUS crash within seconds to
minutes of startup
Product: Wine
Version: 10.2
Hardware: x86-64
OS: FreeBSD
Status: NEW
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: damjan.jov(a)gmail.com
"Heroes of Might and Magic" (HOMM,
https://appdb.winehq.org/objectManager.php?sClass=application&iId=2500) starts
and plays now that bug 3930 is fixed, but gets frequent SIGBUS crashes :-(.
It always crashes within seconds to minutes of starting the game, although at
completely random times. Sometimes it happens at certain game events, such as
entering a town or starting a battle, but it's not reproducible.
The crashes appears to completely bypass Wine, there's no seh or useful
logging, I just get "Bus error (core dumped)" printed in my terminal, and:
pid 3203 (wine), jid 0, uid 1001: exited on signal 10 (core dumped)
logged in `dmesg` ("signal 10" = SIGBUS). The core dump doesn't give a helpful
stack trace, and the game gets a huge number of exceptions when run in winedbg.
Since the game heavily uses sound (both sampled sound and either CDDA or MIDI),
I tried to see what would happen when sound is completely disabled. And indeed,
when all the sound drivers (wineoss.drv, winepulse.drv, etc. and their .so
files) are moved or deleted, no sound is played but the SIGBUS crashes
completely stop, you can play for long time periods with no issues.
It doesn't seem to matter whether OSS or Pulse is used as the sound driver. It
could be a regression, but I still need to confirm that.
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https://bugs.winehq.org/show_bug.cgi?id=56348
Bug ID: 56348
Summary: Bricks: Regression in SetCursorPos handling
Product: Wine
Version: 9.0
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: bricks(a)speeddemosarchive.com
Distribution: ---
Hi,
I wrote the puzzle game bricks, website @ http://bricks-game.de/ with a direct
download link @ http://bricks-game.de/winbricks/bricks1/bricks1.zip
While running wine version 8 on Ubunutu 22.04 I had no problems at all running
bricks!
Unfortunately after upgrading to wine 9 the program is barely usable.
After clicking on a brick and trying to move it in a valid direction, the
program rapidly moves the brick back and forth hundreds of times a second.
I can tell you that in the source code, the program is calling the SetCursorPos
Windows API function, and so the regression appears to be there.
I also tried wine staging version 9.2 and the bug is there as well.
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https://bugs.winehq.org/show_bug.cgi?id=57916
Bug ID: 57916
Summary: Lost at sea is darker with vulkan render thant in gl
and dxvk ones
Product: Wine
Version: 10.2
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: d3d
Assignee: wine-bugs(a)winehq.org
Reporter: titan.costa(a)gmail.com
Distribution: ---
Nvidia GTX 3070 drive 535.54.03.
Ubuntu 22.04
wine-10.2-156-gd17225a89cf
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http://bugs.winehq.org/show_bug.cgi?id=25682
Summary: Super Crate Box runs slowly
Product: Wine
Version: 1.3.10
Platform: x86
OS/Version: Linux
Status: NEW
Severity: normal
Priority: P2
Component: -unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: madewokherd(a)gmail.com
On Wine, Super Crate Box runs slowly enough to actually be playable. While this
is arguably an improvement, we should match the Windows behavior which is to
run unplayably fast.
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https://bugs.winehq.org/show_bug.cgi?id=50764
Bug ID: 50764
Summary: The Suicide of Rachel Foster textures look color
inverted with OpenGL renderer
Product: Wine
Version: 6.3
Hardware: x86-64
OS: Linux
Status: NEW
Severity: normal
Priority: P2
Component: directx-d3d
Assignee: wine-bugs(a)winehq.org
Reporter: andrey.goosev(a)gmail.com
Distribution: ---
Created attachment 69554
--> https://bugs.winehq.org/attachment.cgi?id=69554
example
err:d3d:wined3d_debug_callback 0x8daa5b0: "GL_INVALID_ENUM in
glTexBufferRange(internalFormat GL_RGBA8_SNORM)".
err:d3d:wined3d_debug_callback 0x8d47510: "GL_INVALID_ENUM in
glTexBufferRange(internalFormat GL_RGBA16_SNORM)".
wine-6.3-42-g3c2db20f668
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https://bugs.winehq.org/show_bug.cgi?id=57721
Bug ID: 57721
Summary: Adobe Illustrator CS6 (16): Cannot type into text
inputs in collapsed-to-icon panels with built-in
gdiplus
Product: Wine
Version: 10.0
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: gdiplus
Assignee: wine-bugs(a)winehq.org
Reporter: bugs.winehq.org(a)zetafleet.com
Distribution: ---
Created attachment 77923
--> https://bugs.winehq.org/attachment.cgi?id=77923
WINEDEBUG=gdiplus trace of opening and attempting to interact with the
collapsed panel text input
Reproduction:
1. Create a new document (Ctrl+N)
2. Ensure Character panel is docked in a collapsed state:
a. From main menu, Window -> Workspace -> Web
b. Open the collapsed Character panel by clicking on its icon or by hitting
Ctrl+T
3. Focus any text input control in the panel (e.g. the font family)
4. Mash keyboard
Expected: Text is entered into the control
Actual: Nothing is entered into the control
With native gdiplus, this works correctly. It seems like with native gdiplus,
focusing the text field in a collapsed panel causes Illustrator to create a
whole duplicate window overlaying the panel which is actually receiving the
text input.
I have attached a gdiplus trace containing just the part where the panel is
opened and then keyboard input is attempted. Please let me know what additional
information you need.
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https://bugs.winehq.org/show_bug.cgi?id=57747
Bug ID: 57747
Summary: Merge request !6136 broke Dungeon Siege (2002)
rendering
Product: Wine
Version: unspecified
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: d3d
Assignee: wine-bugs(a)winehq.org
Reporter: liewkj(a)yahoo.com
Distribution: ---
Merge request !6136 introduced rendering glitches in Dungeon Siege (2002) on
how holding melee weapons appeared on the characters/enemies.
A FREE Dungeon Siege demo is available at
https://archive.org/details/DungeonSiegeDemo
How to reproduce:
1. Start a new game in Dungeon Siege demo.
2. In 3D rendered intro cutscene, the character working on the farm with a
`Hoe`.
3. When game started, zoom in the character on the hand holding knife. OR, head
back and pick up `Hoe` or `Dull Pitchfork` and equipped them.
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https://bugs.winehq.org/show_bug.cgi?id=3930
Damjan Jovanovic <damjan.jov(a)gmail.com> changed:
What |Removed |Added
----------------------------------------------------------------------------
Fixed by SHA1| |9491cb7ea9dbf1eced1feb626fe
| |ecdbef424c213
Status|NEW |RESOLVED
Resolution|--- |FIXED
--- Comment #91 from Damjan Jovanovic <damjan.jov(a)gmail.com> ---
Dmitry's patch has been merged, resolving FIXED :-).
Remember to set your Windows version to Windows 95, 98 or ME, otherwise the fix
will be disabled and HOMM will still deadlock.
A big thank you to everyone involved in testing, debugging and fixing this
notorious 20 year old bug. Hopefully this fix will help to get other games
using the (once popular) Miles Sound System working too.
Those graphical corruption issues I found need further investigation (eg. it
sometimes works in virtual desktop mode, but then also crashes with SIGBUS
after a few minutes), but that should be a separate bug.
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