http://bugs.winehq.org/show_bug.cgi?id=19659
Summary: EverQuest 2: EQ2 Crashed shortly after entering game. Product: Wine Version: 1.1.27 Platform: PC OS/Version: Linux Status: UNCONFIRMED Severity: major Priority: P2 Component: -unknown AssignedTo: wine-bugs@winehq.org ReportedBy: jonilh@gmail.com
This problem seams pressent in the 1.1.2* versions of Wine 1.1.18 is not a problem. Latest tested 1.1.27 where the crashes still remains.
In 1.1.18 and earlyer, pets wont move, doors dont show as open when you open them. This for the first few minutes everytime I start the game. In 1.1.18 and earlyer this just corrects itself afer a few minutes and after that works fine for that session.
But in the later versions of wine when it used to correct itself the game insted crashes with a errormessage from Wine saying it might be a bug in wine.
I hope this will give some hint to where the problem can be.
http://bugs.winehq.org/show_bug.cgi?id=19659
Vitaliy Margolen vitaliy@kievinfo.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Keywords| |regression Severity|major |normal
--- Comment #1 from Vitaliy Margolen vitaliy@kievinfo.com 2009-08-09 17:53:07 --- http://bugs.winehq.org/page.cgi?id=fields.html#bug_severity
Attach (as a plain text file do not paste) complete terminal output.
Please perform regression test as described here: http://wiki.winehq.org/RegressionTesting
http://bugs.winehq.org/show_bug.cgi?id=19659
Colin Wetherbee cww@denterprises.org changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |cww@denterprises.org
http://bugs.winehq.org/show_bug.cgi?id=19659
--- Comment #2 from Colin Wetherbee cww@denterprises.org 2009-08-09 18:59:18 --- I've been unable to play EverQuest II with anything above 1.1.18, either. I've been trying to get around to doing the regression test between 1.1.18 and 1.1.19 for weeks now, but it's going to take a lot of time.
http://bugs.winehq.org/show_bug.cgi?id=19659
Joni L-H jonilh@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Status|UNCONFIRMED |NEW Ever Confirmed|0 |1
--- Comment #3 from Joni L-H jonilh@gmail.com 2009-08-09 22:42:12 --- *** This bug has been confirmed by popular vote. ***
http://bugs.winehq.org/show_bug.cgi?id=19659
--- Comment #4 from Joni L-H jonilh@gmail.com 2009-08-10 13:10:20 --- Created an attachment (id=22977) --> (http://bugs.winehq.org/attachment.cgi?id=22977) backtrace
Here is the backtrace I get after the crashes.
I use Linux Mint 7 32bit But I have had this same crash also in Ubuntu 9.04 64bit
http://bugs.winehq.org/show_bug.cgi?id=19659
Scott Murray scott@aikendrum.org changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |scott@aikendrum.org
--- Comment #5 from Scott Murray scott@aikendrum.org 2009-08-17 23:31:38 --- Dell Studio XPS 1340. 4G Mem Nvidia Hybrid GeForce 9400M Ubuntu 9.04 2.6.30.5 x86_64. Nvidia Beta drivers 190.18
I also see this page fault, and my back trace matches Joni L-H's.
If I revert to 1.1.18, the page fault issue stops. (however an infrequent but different bug returns where X crashes and restarts at the logon screen, you also lose many of the graphical and speed advantages the latest build shows possible)
I've confirmed the problem remains with all Nvidia drivers I can easily build with this kernel (180.44 onwards)
I also did a lot of mucking about with the full screen/ windowed settings, and the Direct3D settings recommended in the AppDB for EverQuest2 with no effect on this bug. I'm currently running as per the AppDB again for testing.
I tested with the GIT update from last friday, and it still failed, however while setting up for regression testing today, the latest GIT hasn't shown the page fault crash yet - I'll see how it runs for the next day or so under load and if it faults again - will do the regression testing from 1.1.18 to 1.1.19 to try and narrow it down.
Cheers,
Scott.
http://bugs.winehq.org/show_bug.cgi?id=19659
--- Comment #6 from Scott Murray scott@aikendrum.org 2009-08-18 00:39:34 --- Created an attachment (id=23157) --> (http://bugs.winehq.org/attachment.cgi?id=23157) backtrace-eq2-wine1.1.27-266-0908181534
Fault still present in wine git 1.1.27-266, backtrace attached.
Will regression test 1.1.18 - 1.1.19.
http://bugs.winehq.org/show_bug.cgi?id=19659
--- Comment #7 from Scott Murray scott@aikendrum.org 2009-08-18 20:06:22 --- First Bisect, wine-1.1.18-159-g04b2e0b passed. Git Bisect Good to wine-1.1.18-239-g2a7a237 testing now
http://bugs.winehq.org/show_bug.cgi?id=19659
--- Comment #8 from Scott Murray scott@aikendrum.org 2009-08-24 00:22:16 --- Created an attachment (id=23232) --> (http://bugs.winehq.org/attachment.cgi?id=23232) regression-eq2-wine1.1.18-1.1.19-09082401448
http://bugs.winehq.org/show_bug.cgi?id=19659
Scott Murray scott@aikendrum.org changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |stefan@codeweavers.com
--- Comment #9 from Scott Murray scott@aikendrum.org 2009-08-24 00:23:22 --- Hi folks - the likely candidate from the regression testing I did seems to be this patch:
commit 014c4bfc70a4d4e60f033d579d1be13a46f65170 Author: Stefan Dösinger stefan@codeweavers.com Date: Thu Apr 9 18:40:57 2009 +0200
wined3d: Save some memory in vertex buffers.
see attached bisect log (regression-eq2-wine1.1.18-1.1.19-09082401448) for further details. The previously attached backtraces are still valid. (thread 09 etc)
I've put ~8 hrs running the bisected wine after excluding this patch, and the seg fault hasn't reoccured. 2 hrs is the longest I've run without seeing the fault during all the other bisects
I've also checked out out wine-1.1.19, reverted this patch (014c4bfc70a4d4e60f033d579d1be13a46f65170) out, compiled and I'v put ~3 hrs on this code to double-check the results of the bisect. (I can't easily revert this patch on later versions of code, as later patches require the added functionality Stefan has built in with this one, so the compile fails).
I use this app quite a bit - happy to assist with any further testing, patch evaluating etc if I can.
Cheers,
Scott Murray
http://bugs.winehq.org/show_bug.cgi?id=19659
Stefan Dösinger stefandoesinger@gmx.at changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |stefandoesinger@gmx.at
--- Comment #10 from Stefan Dösinger stefandoesinger@gmx.at 2009-09-14 05:21:26 --- Can you attach a +d3d log?
Its interesting that the game crashes when trying to access 0xffffffff(aka ~0U, aka -1). I wonder if it tries to access a vertex buffer without locking it. The old behavior prior to this patch would have hidden this problem.
http://bugs.winehq.org/show_bug.cgi?id=19659
--- Comment #11 from Scott Murray scott@aikendrum.org 2009-09-18 02:05:44 --- Hi Stefan, thanks for the info - appreciate your work here...
I've had trouble gathering the +d3d log - with full trace, warn, fixme etc it slows the app down so much the server kicks it off before you connect fully.
I've tried just +warn,fixme,error but it doesn't seem to give anything useful at the seg fault. I'll have another go at getting the trace tonight streaming the trace to file -see if that gives enough speed back.
Cheers,
Scott.
http://bugs.winehq.org/show_bug.cgi?id=19659
--- Comment #12 from Joni L-H jonilh@gmail.com 2009-09-24 12:22:23 --- Problem remains in Wine 1.1.29
http://bugs.winehq.org/show_bug.cgi?id=19659
--- Comment #13 from Scott Murray scott@aikendrum.org 2009-10-01 06:16:08 --- Created an attachment (id=23865) --> (http://bugs.winehq.org/attachment.cgi?id=23865) eq2-d3dtrace-091001-2110
Finally got a d3d trace of the crash - I've tailed the last 1500 lines into the attachment above - the last few lines before the crash are here:
trace:d3d:buffer_Unmap (0x908c590) trace:d3d:buffer_Map iface 0x915b990, offset 0, size 75564, data 0x32e4ac, flags 0 trace:d3d:buffer_Map Returning memory at 0x70b4b738 (base 0x70b4b738, offset 0) trace:d3d:buffer_Map iface 0x915ba28, offset 0, size 75564, data 0x32e4b4, flags 0 trace:d3d:buffer_Map Returning memory at 0x70b5de68 (base 0x70b5de68, offset 0) trace:d3d:buffer_Map iface 0x915bae0, offset 0, size 75564, data 0x32e4a0, flags 0 trace:d3d:buffer_Map Returning memory at 0x70b39008 (base 0x70b39008, offset 0) wine: Unhandled page fault on read access to 0xffffffff at address 0xa1e1b1 (thread 0009), starting debugger... Unhandled exception: page fault on read access to 0xffffffff in 32-bit code (0x00a1e1b1).
Stefan, does that assist ?
Cheers,
Scott.
http://bugs.winehq.org/show_bug.cgi?id=19659
Scott Murray scott@aikendrum.org changed:
What |Removed |Added ---------------------------------------------------------------------------- Attachment #23865|eq2-d3dtrace-091001-2110 |eq2-d3dtrace-091001-2110-wi description| |ne_1.1.19
http://bugs.winehq.org/show_bug.cgi?id=19659
Stefan Reimer it@stefanreimer.de changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |it@stefanreimer.de
--- Comment #14 from Stefan Reimer it@stefanreimer.de 2009-10-01 12:06:27 --- I managed to reproduce this bug after seconds in the game. Using wine-1.1.30.
The whole log trace+d3d (16MB gz) file from start to crash can be downloaded from http://www.startux.de/eq2.log.gz
Hope this helps !
http://bugs.winehq.org/show_bug.cgi?id=19659
--- Comment #15 from Scott Murray scott@aikendrum.org 2009-10-01 20:23:40 --- Hi Stefan R. - I couldn't twist your arm to do another one of those for wine_1.1.19 could I :)
http://bugs.winehq.org/show_bug.cgi?id=19659
--- Comment #16 from Stefan Reimer it@stefanreimer.de 2009-10-02 13:44:44 --- Hi, tried it using wine-1.1.19 but it crash right after login with a different error I think:
wine: Unhandled page fault on read access to 0x00000764 at address 0x7d243692 (thread 0024), starting debugger... Unhandled exception: page fault on read access to 0x00000764 in 32-bit code (0x7d243692). Register dump: CS:0023 SS:002b DS:002b ES:002b FS:0063 GS:006b EIP:7d243692 ESP:0c2de6d4 EBP:0c2de710 EFLAGS:00210297( - 00 RISAP1C) EAX:00000000 EBX:7ee0fff4 ECX:00000000 EDX:00008892 ESI:2b9563e8 EDI:0000018a Stack dump: 0x0c2de6d4: 7ed210ee 00008892 0000018a 3f800000 0x0c2de6e4: 3f800000 3f800000 3f800000 3f800000 0x0c2de6f4: 7bc34e61 3f800000 3f800000 7ed20feb 0x0c2de704: 7ee41ff4 0f9571b0 7ee42810 0c2de740 0x0c2de714: 7ee355fc 2b9563e8 00000000 00001494 0x0c2de724: 0c2de7c0 00000000 00000000 3f800000 Backtrace: =>0 0x7d243692 glEnableVertexAttribArrayARB+0x366() in libgl.so.1 (0x0c2de710) 1 0x7ee355fc in d3d9 (+0x155fc) (0x0c2de740) 2 0x009c6fbf in everquest2 (+0x5c6fbf) (0x0c2de774) 3 0x0094900c in everquest2 (+0x54900c) (0x0c2de7ac) 4 0x00a16ddf in everquest2 (+0x616ddf) (0x0c2de7e4) 5 0x00a1e70f in everquest2 (+0x61e70f) (0x0c2de94c) 6 0x00a26c41 in everquest2 (+0x626c41) (0x0c2de97c) 7 0x00a26d99 in everquest2 (+0x626d99) (0x0c2de9d8) 8 0x008d7c74 in everquest2 (+0x4d7c74) (0x0c2dea18) 9 0x7bc73ece call_thread_entry_point+0xe() in ntdll (0x0c2dea28) 10 0x7bc75d32 in ntdll (+0x65d32) (0x0c2deac8) 11 0x7bc75f00 in ntdll (+0x65f00) (0x0c2df3b8) 12 0xf7e4a4ff start_thread+0xbf() in libpthread.so.0 (0x0c2df4b8) 13 0xf7dc6b9e __clone+0x5e() in libc.so.6 (0x00000000) 0x7d243692 glEnableVertexAttribArrayARB+0x366 in libgl.so.1: jmp *0x764(%eax)
http://bugs.winehq.org/show_bug.cgi?id=19659
--- Comment #17 from Stefan Reimer it@stefanreimer.de 2009-10-12 18:14:41 --- Problem still exists in 1.1.31.
Seems to be related to crafting stations as crash immediately occurs after entering such a zone. Can provide WINEDEBUG=trace+d3d log file if needed.
http://bugs.winehq.org/show_bug.cgi?id=19659
Jack Storm jstorm@jstorm.net changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |jstorm@jstorm.net
--- Comment #18 from Jack Storm jstorm@jstorm.net 2009-10-25 23:33:47 --- 1.1.32 Trying to go in to South Qeynos it crashes on me with:
err:ntdll:RtlpWaitForCriticalSection section 0x158b628 "?" wait timed out in thread 002f, blocked by 003b, retrying (60 sec) wine: Unhandled page fault on read access to 0xffffffff at address 0xa1e2b8 (thread 0016), starting debugger...
Now thats with my main, 1 alt so far can hit:
Stalwart Township GrayStone Yard Qeynos Harbor South Qeynos
So it's not crafting zone, it's something with chars....
http://bugs.winehq.org/show_bug.cgi?id=19659
--- Comment #19 from Joni L-H jonilh@gmail.com 2009-11-23 21:08:44 --- This bug still remains in 1.1.33 and I can confirm that it seams to be sertan objects comming in to view that crashes you, like for example crafting stations.
http://bugs.winehq.org/show_bug.cgi?id=19659
--- Comment #20 from Joni L-H jonilh@gmail.com 2009-12-09 14:30:03 --- Bug Still remains in 1.1.34 :(
http://bugs.winehq.org/show_bug.cgi?id=19659
Vincent Povirk madewokherd@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Component|-unknown |directx-d3d
http://bugs.winehq.org/show_bug.cgi?id=19659
--- Comment #21 from Joni L-H jonilh@gmail.com 2010-01-07 03:05:09 --- Created an attachment (id=25601) --> (http://bugs.winehq.org/attachment.cgi?id=25601) Backtrace from 1.1.35
In Wine 1.1.35 game crashes directly at login of character (insted of after a short while as before)
http://bugs.winehq.org/show_bug.cgi?id=19659
--- Comment #22 from Stefan Dösinger stefandoesinger@gmx.at 2010-01-07 04:22:01 --- It seems to me that we have 3 different crashes here.
In a few of the logfiles you have to watch out: The game seems multithreaded, so there are a few more d3d log entries after the actual crash. I think a +d3d,+tid log might be useful.
Can anyone try to set the DOUBLEBUFFER buffer flag in buffer_init() in buffer.c? This is a hack that gets crysis working again - it might give hints for this bug.
Also please make some +d3d,+tid log. It is possible that the issues are caused by the app calling Unmap() from a different thread than map().
http://bugs.winehq.org/show_bug.cgi?id=19659
Juan Lang juan_lang@yahoo.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Attachment #25601|application/octet-stream |text/plain mime type| |
http://bugs.winehq.org/show_bug.cgi?id=19659
--- Comment #23 from Colin Wetherbee cww@denterprises.org 2010-01-07 22:33:13 --- (In reply to comment #22)
In a few of the logfiles you have to watch out: The game seems multithreaded, so there are a few more d3d log entries after the actual crash. I think a +d3d,+tid log might be useful.
Are there any tricks to getting this to work well with a multi-threaded app?
Also, yes, EQ2 uses a ton of threads.
Can anyone try to set the DOUBLEBUFFER buffer flag in buffer_init() in buffer.c? This is a hack that gets crysis working again - it might give hints for this bug.
Also please make some +d3d,+tid log. It is possible that the issues are caused by the app calling Unmap() from a different thread than map().
Sure, I'll see what I can do. I'm grabbing the latest git source right now.
http://bugs.winehq.org/show_bug.cgi?id=19659
--- Comment #24 from Colin Wetherbee cww@denterprises.org 2010-01-07 23:56:19 --- (In reply to comment #23)
Can anyone try to set the DOUBLEBUFFER buffer flag in buffer_init() in buffer.c? This is a hack that gets crysis working again - it might give hints for this bug.
I tried this by putting "buffer->flags |= WINED3D_BUFFER_DOUBLEBUFFER;" near the top of buffer_init(). It doesn't seem to change anything, though.
(Also, would you recommend some other way of forcing double-buffering?)
Also please make some +d3d,+tid log. It is possible that the issues are caused by the app calling Unmap() from a different thread than map().
Sure, I'll see what I can do. I'm grabbing the latest git source right now.
Here's the log I got. It's 15 MB uncompressed and comes from the Wine source in git at around 2010-01-08 04:30 UTC.
http://colinwetherbee.com/data/eq2-wine-debug-2010010700.bz2
The command line I used for this log was:
WINEDEBUG=+d3d,+tid WINEPREFIX=$HOME/local/lib/wine-git ~/local/wine-git/bin/wine EverQuest2.exe 2>&1 | bzip2 > /tmp/eq2-wine-debug-2010010700.bz2
My gut feeling is that the crash in this log is caused by something *other* than the problem described in this bug, though. I don't think Wine got far enough into the game before crashing.
I also tried with the Wine 1.1.35 and saw similar results. There may be another regression that was introduced between 1.1.30 (the last time I tried this) and 1.1.35... I will not have a chance to check tonight, but I'll try to keep it in mind when I'm looking for things to do this weekend. :)
http://bugs.winehq.org/show_bug.cgi?id=19659
--- Comment #25 from Stefan Dösinger stefandoesinger@gmx.at 2010-01-08 06:09:36 --- There don't seem to be any multithreaded d3d calls in the last log. I suspect we have a regression on top of the already known regression. Can you run another regression test to see when the crash changed from the one in eq2-d3dtrace-091001-2110-wine_1.1.19 to the one in Backtrace from 1.1.35?
http://bugs.winehq.org/show_bug.cgi?id=19659
--- Comment #26 from Joni L-H jonilh@gmail.com 2010-02-13 01:53:28 --- Created an attachment (id=26240) --> (http://bugs.winehq.org/attachment.cgi?id=26240) Backtrace from 1.1.38
As fare as I can tell same problem as in 1.1.35. (Wine 1.1.18 is still the newest version that runs EQ2 without direct or after a short time crashing)
http://bugs.winehq.org/show_bug.cgi?id=19659
--- Comment #27 from Jarod wine@faltine.com 2010-03-04 15:38:30 --- Created an attachment (id=26607) --> (http://bugs.winehq.org/attachment.cgi?id=26607) crash after login with wine-1.1.18-301-g014c4bf
I only recently started to witness a crash right after login into the game. the backtrace is similar to one posted above, and it looks like it happened in the same situation. This test was done with version 1.1.18-301-g014c4bf: looks like there are at least two different crashes with the first regression ?
fixme:d3d:buffer_Map count 1WINED3D_BUFFER_DIRTY trueReturning memory at 0x12869580 (base 0x12869580, offset 0) fixme:d3d:buffer_Map iface 0x111945e8, offset 0, size 5268, data 0xa6ce7d0, flags 0 fixme:d3d:buffer_Map count 1WINED3D_BUFFER_DOUBLEBUFFER=false and This->buffer_objectBefore GL_EXTCALL1wine: Unhandled page fault on read access to 0x00000764 at address 0x613864f2 (thread 0025), starting debugger... Unhandled exception: page fault on read access to 0x00000764 in 32-bit code (0x613864f2).
I added some fixme lines in buffer.c. I put the complete buffer.c at the start of the log file, but here is an exerpt:
FIXME("Before GL_EXTCALL1"); GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object)); FIXME("Before GL_EXTCALL2"); This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(This->buffer_type_hint, GL_READ_WRITE_ARB)); FIXME("After GL_EXTCALL2");
The crash happens during the first of the two GL_EXTCALL instructions.
Does it help ? I will try to do the same thing for the others crashes too.
http://bugs.winehq.org/show_bug.cgi?id=19659
--- Comment #28 from Stefan Dösinger stefandoesinger@gmx.at 2010-03-04 15:52:53 --- Seems as if it doesn't have a GL context, or the context isn't valid. Can you add the following line after the context_acquire call:
ERR("context->valid: %s\n", context->valid ? "true" : "false"); (If I screwed up and this doesn't compile I'll attach a proper diff)
http://bugs.winehq.org/show_bug.cgi?id=19659
--- Comment #29 from Jarod wine@faltine.com 2010-03-09 15:54:07 --- Created an attachment (id=26723) --> (http://bugs.winehq.org/attachment.cgi?id=26723) wine-1.1.39 and crafting station
The previous attachment was made with version wine-1.1.18-301-g014c4bf where I can't find "context_acquire". Then I made the following modifications to version 1.1.39 :
context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD); ERR("context->valid: %s\n", context->valid ? "true" : "false"); gl_info = context->gl_info; ERR("Before ENTER_GL\n"); ENTER_GL(); ERR("Before ENTER_GL_EXTCALL\n"); GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object)); ERR("After ENTER_GL_EXTCALL\n");
But I don't have the same crashes with version 1.1.39. I only have crashes with some in-game objects (crafting stations...); I don't have the crash after login. What I understand is that the two crashes don't happen in the same line of code, because here we clearly see the function returning before the crash.
What should I modify in version wine-1.1.18-301-g014c4bf to test context validity ?
http://bugs.winehq.org/show_bug.cgi?id=19659
--- Comment #30 from Stefan Dösinger stefandoesinger@gmx.at 2010-03-10 03:04:43 --- I fixed a crash added by some buffer changes a long time ago(that was maybe around 1.18) where the buffer code called GL without acquiring a context. Maybe that's why the crash is different in .39(different bug) and why there is no context_acquire call.
A while ago context_acquire was called ActivateContext and didn't return a context pointer. I don't remember when this was changed exactly.
http://bugs.winehq.org/show_bug.cgi?id=19659
Jarod wine@faltine.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |wine@faltine.com
--- Comment #31 from Jarod wine@faltine.com 2010-03-10 13:34:54 --- I find 4 instances of ActivateContext in buffer.c in this version: ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD); They are in various functions but not inside buffer_Map. What should I do to check the context in buffer_Map ? Or is it any use, if there is a chance this particular crash has been fixed ? Should I concentrate only on testing version 1.1.39 ?
http://bugs.winehq.org/show_bug.cgi?id=19659
--- Comment #32 from Ant Ant@promproekt.kht.ru 2010-05-10 18:51:42 --- Created an attachment (id=27869) --> (http://bugs.winehq.org/attachment.cgi?id=27869) Crash After Character Select Screen
Game crash after Character Select Screen on all version wine > 1.1.18 Ubuntu 10.04 x64 wine 1.1.44 NVIDIA Driver Version: 195.36.15
http://bugs.winehq.org/show_bug.cgi?id=19659
Ant Ant@promproekt.kht.ru changed:
What |Removed |Added ---------------------------------------------------------------------------- Attachment #27869|Crash After Character |back trace 1.1.44 description|Select Screen | Attachment #27869|application/octet-stream |text/plain mime type| |
http://bugs.winehq.org/show_bug.cgi?id=19659
--- Comment #33 from Henri Verbeet hverbeet@gmail.com 2010-07-08 13:48:23 --- The crash after character select should be fixed by 3ecaa4a41adc3f910792ace10bca59726c37ef69, does the original bug still happen?
http://bugs.winehq.org/show_bug.cgi?id=19659
--- Comment #34 from Joni L-H jonilh@gmail.com 2010-07-08 17:05:20 --- (In reply to comment #33)
The crash after character select should be fixed by 3ecaa4a41adc3f910792ace10bca59726c37ef69, does the original bug still happen?
Absolutly AWSOME!
Now its late so I just did a test run for about 30min running around stressing doin stuff that would make it crash even with 1.1.18. And no crash at all so fare. So seams like bugs fixed! :D
Not only that, it doubled my framerate and with Shader 3.0 I no longer have the odd texture bugs that I used to have to put up with. So it looks like this game is looking at a platinum rating soon :D
http://bugs.winehq.org/show_bug.cgi?id=19659
Dmitry Timoshkov dmitry@codeweavers.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Status|NEW |RESOLVED Resolution| |FIXED
--- Comment #35 from Dmitry Timoshkov dmitry@codeweavers.com 2010-07-08 23:49:37 --- Reported fixed.
http://bugs.winehq.org/show_bug.cgi?id=19659
Alexandre Julliard julliard@winehq.org changed:
What |Removed |Added ---------------------------------------------------------------------------- Status|RESOLVED |CLOSED
--- Comment #36 from Alexandre Julliard julliard@winehq.org 2010-07-09 11:57:18 --- Closing bugs fixed in 1.2-rc7.
http://bugs.winehq.org/show_bug.cgi?id=19659
Dan Kegel dank@kegel.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |ben@walkingriver.com
--- Comment #37 from Dan Kegel dank@kegel.com 2010-07-09 19:07:24 --- *** Bug 20669 has been marked as a duplicate of this bug. ***