https://bugs.winehq.org/show_bug.cgi?id=51956
Bug ID: 51956
Summary: Morrowind: freezes when control keys are changing
Product: Wine
Version: 6.20
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: idarktemplar(a)mail.ru
Distribution: Gentoo
Created attachment 70936
--> https://bugs.winehq.org/attachment.cgi?id=70936
part_of_log.txt
When trying to configure controls in Morrowind, it freezes. If wine is used,
only killing application helps. If wine-staging is used, setting action to
mouse button unfreezes game. But this doesn't allow to change key binds.
OS: Gentoo Linux amd64 (x86_64)
Kernel: 5.10.74-gentoo
wine and wine-staging: 6.20
Desktop: KDE Plasma 5 (X11)
Morrowind: GOG version
Videocard: NVIDIA GeForce GTX 750 (Nvidia drivers 470.82.00)
Wine prefix: 32bit only (WINEARCH=32bit)
Reproduction:
1) Run Morrowind
2) Go to Options -> Controls
3) Click on any action
Result:
Game freezes. If wine is used, kill application. If wine-staging is used, press
mouse key to assign it to used action and unfreeze game.
Expected result:
Game not freezing and allowing to assign any keyboard key to an action.
Attaching suspicious parts of logs I've found. May provide additional debug
information if needed. Didn't test with other wine versions.
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https://bugs.winehq.org/show_bug.cgi?id=50292
Bug ID: 50292
Summary: Process-local synchronization objects use private
interfaces into the Unix library
Product: Wine
Version: 6.0-rc1
Hardware: x86-64
OS: Linux
Status: NEW
Severity: normal
Priority: P2
Component: ntdll
Assignee: wine-bugs(a)winehq.org
Reporter: z.figura12(a)gmail.com
Distribution: ---
This is not exactly a bug, but it is something we'd like to change about the
ntdll code, and we need somewhere to track
<https://github.com/wine-staging/wine-staging/tree/master/patches/ntdll-NtAl…>.
The basic "problem" is that process-local synchronization APIs [condition
variables, SRW locks, critical sections, Win32 futexes] use unixlib vectors
[fast_RtlpWaitForCriticalSection() et al.] instead of syscalls.
Some testing suggests that Win32 futexes and condition variables are
implemented on top of an internal, undocumented interface using the functions
NtAlertThreadByThreadId() and NtWaitForAlertByThreadId(), which are themselves
presumably syscalls. In particular, a thread waiting inside
RtlSleepConditionVariable*() or RtlWaitOnAddress() can be awoken with
NtAlertThreadByThreadId(). Because this interface is meant specifically for
process-local synchronization (in particular, it is not possible to alert
another process's thread), it is a good fit for Wine, both for those objects as
well as SRW locks and critical sections. Accordingly I have created a patch set
which implements these Nt* interfaces, and reimplements the Rtl* APIs on top of
them.
There is a problem with these patches, however. Some performance testing done
by Etienne Juvigny reveals that Star Citizen, a game which makes heavy use of
Win32 futexes, suffers a drop in performance from these patches. On one
machine, configured to be maximally CPU-limited, performance drops from 92 to
80 FPS. There are two potential reasons for this:
(1) locking of TEB lists is slow, both on the PE-side and the Unix-side. This
is especially likely given that performance suffered massively before the locks
were converted to read-write locks. However, removing these locks entirely is
difficult if not impossible.
(2) RtlWakeAddressAll() performs multiple syscalls (one per thread waiting on
the given address). In Star Citizen, this can be up to six threads in normal
usage patterns. This seems to be true on Windows as well:
NtAlertThreadByThreadId() only seems capable of waking one thread at a time,
and I can find no similar API that wakes more than one thread.
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https://bugs.winehq.org/show_bug.cgi?id=49803
Bug ID: 49803
Summary: WIDL cannot import TLBs stored as resources in PE,
such as stdole32.tlb and stdole2.tlb (even tuough both
have tlb extension, they are essentially PE)
Product: Wine
Version: unspecified
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: tools
Assignee: wine-bugs(a)winehq.org
Reporter: kolan_n(a)mail.ru
Distribution: ---
WIDL cannot import TLBs stored as resources in PE, such as stdole32.tlb and
stdole2.tlb (even tuough both have tlb extension, they are essentially PE).
Workaround 1 (I use it, since in order to use most IDLs one has to use wine
sources): fetch Wine sources and just recompile them (the matter is a bit
complicated because the IDLs have different names)
Workaround 2: use 7zip to extract TLBs from PE resources
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https://bugs.winehq.org/show_bug.cgi?id=51916
Bug ID: 51916
Summary: Wine loses compatibility if custom theme is applied
Product: Wine
Version: 6.16
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: major
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: joseskvolpe(a)gmail.com
Distribution: ArchLinux
Created attachment 70868
--> https://bugs.winehq.org/attachment.cgi?id=70868
Wine custom theme issue in EE2
For some reason, some applications has some issues if a custom msstyles theme
is applied on Wine. Wine seems to have better compatibility if no custom theme
is applied.
I've identified this issue on Nokia SDK 2.0 for Java and Dr. Monalisa mod for
Empire Earth 2. This issue possibly affects much more applications than these.
The same issue appears with any custom theme.
Nokia SDK 2.0 for Java: Application gets stuck in 98% on the loading screen.
Dr. Monalisa mod for Empire Earth 2: ImageItems and splash screen aren't
rendered
This bug occurs in Wine 6.16, i've also identified it on Wine 6.19.
I'm attaching 2 screenshots comparing both applications running with and
without custom theme.
Procedure:
*Open winecfg and apply any msstyles custom theme in "Desktop Integration" tab
*Open any problematic application with this bug
-Empire Earth 2: This bug is seem in Dr. Monalisa launcher
-Nokia SDK 2.0 for Java: This bug is seem by openning emulator.exe or
Nokia_SDK_2_0_Java_em.exe
Download:
Nokia SDK 2.0 for Java:
https://www.softpedia.com/get/Programming/SDK-DDK/Nokia-SDK.shtml
SHA1: 969dc440a420a7a3a210518f7fc4730f52826ad2
Note: JDK 6u23 is needed to open this application. It has a bug that won't find
RMI ports in newer Java versions, wich also occurs in Windows.
Empire Earth 2 is a paid game wich can be installed by CD or from GOG. Dr.
Monalisa mod is free
Dr. Monalisa mod: https://ee2.eu/patch/
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https://bugs.winehq.org/show_bug.cgi?id=47119
Bug ID: 47119
Summary: winedbg truncates 64-bit address when compiled with
mingw
Product: Wine
Version: 4.5
Hardware: x86
OS: Linux
Status: NEW
Keywords: download, source
Severity: normal
Priority: P2
Component: winedbg
Assignee: wine-bugs(a)winehq.org
Reporter: madewokherd(a)gmail.com
Distribution: ---
Running "winedbg notepad" with a mingw-compiled winedbg on windows:
Wine-dbg>break *0x123456789
Invalid address 0x0000000023456789, can't set breakpoint
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https://bugs.winehq.org/show_bug.cgi?id=46512
Bug ID: 46512
Summary: Window text has last letter cut off
Product: Wine
Version: 4.0
Hardware: x86
OS: Linux
Status: NEW
Severity: normal
Priority: P2
Component: gdi32
Assignee: wine-bugs(a)winehq.org
Reporter: leslie_alistair(a)hotmail.com
Distribution: ---
Created attachment 63363
--> https://bugs.winehq.org/attachment.cgi?id=63363
Image to show the problem.
Run regedit.
In the tree, the HKEY_* items all have the last letter cut off.
If you remove the FT_LOAD_TARGET_LCD flag from
WINE_GGO_HRGB_BITMAP/WINE_GGO_HBGR_BITMAP, then the tree draws as expected.
Some windows applications have their Title cutoff also.
7da7930a10f22cf186e9454fec2807d75f239fad is the first bad commit
commit 7da7930a10f22cf186e9454fec2807d75f239fad
Author: Byeongsik Jeon <bsjeon(a)hanmail.net>
Date: Tue Nov 13 09:27:09 2018 +0000
gdi32: Specify the suitable hinting flags explicitly.
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=41639
Signed-off-by: Byeongsik Jeon <bsjeon(a)hanmail.net>
Signed-off-by: Huw Davies <huw(a)codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard(a)winehq.org>
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https://bugs.winehq.org/show_bug.cgi?id=45130
Bug ID: 45130
Summary: Builtin xaudio2_7.dll break audio and slow down
performance for some games since wine 3.5
Product: Wine
Version: 3.5
Hardware: x86
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: xaudio2
Assignee: wine-bugs(a)winehq.org
Reporter: andy86(a)fastwebnet.it
CC: tonix64(a)inventati.org
Distribution: ArchLinux
Created attachment 61316
--> https://bugs.winehq.org/attachment.cgi?id=61316
log with +loaddll,+dll,+xaudio2 with wine 3.7
Since wine 3.5 set xaudio2_7 as builtin break audio for some games (legend of
kay, gray matter) and slow down performance (visible fps drop).
Maybe a regressions from bug 39021, but I use binaries package.
Note that "winetricks xact" install work native dll, but do not auto set
override for it.
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https://bugs.winehq.org/show_bug.cgi?id=52051
Bug ID: 52051
Summary: Oceanhorn: Monster of Uncharted Seas fails to start
(uses WINED3DFMT_R8G8_UINT in vertex declaration)
Product: Wine
Version: 6.21
Hardware: x86-64
OS: Linux
Status: NEW
Severity: normal
Priority: P2
Component: directx-d3d
Assignee: wine-bugs(a)winehq.org
Reporter: bunglehead(a)gmail.com
Distribution: ---
The crash happens after initial loading animation, when creating input layout:
010c:0110:trace:d3d_decl:dump_wined3d_vertex_element input_slot: 0
010c:0110:trace:d3d_decl:dump_wined3d_vertex_element offset:
36
010c:0110:trace:d3d_decl:dump_wined3d_vertex_element output_slot:
4294967294
010c:0110:trace:d3d_decl:dump_wined3d_vertex_element input slot class:
WINED3D_INPUT_PER_VERTEX_DATA
010c:0110:trace:d3d_decl:dump_wined3d_vertex_element instance data step rate: 0
010c:0110:trace:d3d_decl:dump_wined3d_vertex_element method:
WINED3D_DECL_METHOD_DEFAULT (0)
010c:0110:trace:d3d_decl:dump_wined3d_vertex_element usage:
WINED3D_DECL_USAGE_POSITION (0)
010c:0110:trace:d3d_decl:dump_wined3d_vertex_element usage_idx: 0
010c:0110:trace:d3d_decl:dump_wined3d_vertex_element format:
WINED3DFMT_R8G8_UINT (0x50)
...
010c:0110:fixme:d3d_decl:vertexdeclaration_init The application tries to use an
unsupported format (WINED3DFMT_R8G8_UINT).
010c:0110:warn:d3d_decl:wined3d_vertex_declaration_create Failed to initialize
vertex declaration, hr 0x80070057.
010c:0110:warn:d3d11:d3d_input_layout_init Failed to create wined3d vertex
declaration, hr 0x80070057.
010c:0110:warn:d3d11:d3d_input_layout_create Failed to initialize input layout,
hr 0x80070057.
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https://bugs.winehq.org/show_bug.cgi?id=51953
Bug ID: 51953
Summary: Joystick not detected for some older games with wine
6.20
Product: Wine
Version: 6.20
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: major
Priority: P2
Component: hid
Assignee: wine-bugs(a)winehq.org
Reporter: pe.we.psi(a)gmail.com
Distribution: ---
With wine 6.20 my Thrustmaster T-Flight Stick X is not detected anymore by some
(not all) older games (NFS3, NFS Underground 2, Star Wars Racer).
The device is visible with correct name and all functions in wine control-panel
(like before) but the games mentioned above do not see it anymore.
I tried to go back to wine version 6.17 and the joystick is correctly detected
in all games.
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https://bugs.winehq.org/show_bug.cgi?id=51587
Bug ID: 51587
Summary: Force feedback strength is really low in multiple
games
Product: Wine
Version: 6.0
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: major
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: andy86(a)fastwebnet.it
Distribution: ---
The vibration strength is really low in the latest versions of wine (at least
6.0/6.14 and up), in many situations you hardly notice it and in others you
probably don't feel it at all, and this applies to all the games I've played in
the last period and anyway with native games the vibration is stronger than
through wine (so, I guess it's not a game-related problem).
Testing the vibration with "wine control joy.cpl" or "xinputtest.exe" (max
speed) I feel it much more than in games, so I wonder if there is a problem in
the way wine interprets force feedback calls from games.
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