http://bugs.winehq.org/show_bug.cgi?id=25617
--- Comment #4 from Tom Kaminski ttkaminski@gmail.com 2011-04-14 00:48:59 CDT --- I've done some more debugging on this issue and found the cause of it. In the main game loop, a specific texture was being released and reloaded (allocated) from file every time (ie. for each rendered frame). This texture is not large, and the game properly releases the texture to free up memory. This isn't a problem in Windows, but it under wine, the allocation of the texture would eventually fail after a few minutes. It seems like wine has some sort of internal limit to the absolute number of textures that can be allocated (even if the previously loaded textures were all freed up).
In any case, I've implemented a simple fix in the Clones code to avoid reloading the same texture over and over again. After this, I was able to run the game for a few hours without a crash. This fix will be included in the upcoming v1.30 patch.