https://bugs.winehq.org/show_bug.cgi?id=46472
--- Comment #19 from tjb troyb@us.ibm.com --- (In reply to minion from comment #18)
gave it another shot running this under kernel 4.18.2 using wine-4.0 stable w/o dxvk and i still get no window launching. I'm also not smart enough to dork around with ptrace under wine. I couldn't get any log lines that would help hint at the issue. Taking a guess i'd say we're not providing the correct buffer and/or offsets for PTRACE_POKEUSER
There are lots of type conversions being done like unsigned longs being passed to methods requiring signed longs and vice versa, longs being passed as int parameters. I have very little experience with C and C++ so I'm not sure if these are potential issues or not.
I'd be interested to see someone shed a little light on this. I dorked around for a bit with no change. Will be happy to help where i can.
It must have something to do with AMD vs Nvidia card then. Game plays fine for me except for the lockup after 35 minutes on Nuketown (same thing on very latest wine-4.0 stable) both with and without DXVK (though stuttery without DXVK). I am running a 10 series nvidia (gtx 1070) use vulkan beta driver 396.54.09. Vulkan shouldn't make a difference if not using DXVK. It seems the time related crash may be due to an eventual internal memory overrun, I think the game manages its own internal heap but must do mem ops through core wine so I think in multithreaded mode something relating to memory management is not thread safe and the heap is eventually overflowing. This game is definately multi threaded due to the way it crashes (player can still move around map on one thread after it locks up) so that is the only hint I have, something with threading over threaded abi is not thread safe, most likely going to be really hard to track down.