http://bugs.winehq.org/show_bug.cgi?id=18035
Summary: EQ2 crash on character select with 1.1.19 Product: Wine Version: 1.1.19 Platform: PC OS/Version: Linux Status: UNCONFIRMED Severity: normal Priority: P2 Component: directx-d3d AssignedTo: wine-bugs@winehq.org ReportedBy: dhess31@comcast.net
Created an attachment (id=20429) --> (http://bugs.winehq.org/attachment.cgi?id=20429) eq2 crash log
As of wine 1.1.19, EverQuest II crashes when trying to display the initial character select screen.
This worked fine under 1.1.18.
Ubuntu 8.10 nvidia 180 drivers.
http://bugs.winehq.org/show_bug.cgi?id=18035
--- Comment #1 from Austin English austinenglish@gmail.com 2009-04-13 18:29:25 --- Regression test? http://wiki.winehq.org/RegressionTesting
http://bugs.winehq.org/show_bug.cgi?id=18035
Vitaliy Margolen vitaliy@kievinfo.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Attachment #20429|application/octet-stream |text/plain mime type| |
http://bugs.winehq.org/show_bug.cgi?id=18035
Vitaliy Margolen vitaliy@kievinfo.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Keywords| |regression
http://bugs.winehq.org/show_bug.cgi?id=18035
Vitaliy Margolen vitaliy@kievinfo.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Summary|EQ2 crash on character |EQ2 crash on character |select with 1.1.19 |select
http://bugs.winehq.org/show_bug.cgi?id=18035
--- Comment #2 from Don Hess dhess31@comcast.net 2009-04-14 12:10:26 --- (In reply to comment #1)
Regression test? http://wiki.winehq.org/RegressionTesting
Uh, yeah. Regression testing is a little bit outside my realm of ability. I'd be happy to help in any other way.
No software changed on my machine EXCEPT wine.
http://bugs.winehq.org/show_bug.cgi?id=18035
--- Comment #3 from Austin English austinenglish@gmail.com 2009-04-14 14:01:41 --- It's not hard, just time consuming. Without that information, the bug is very difficult to fix.
If you need help running the regression test, try the forums/#winehq irc channel.
http://bugs.winehq.org/show_bug.cgi?id=18035
Don Hess dhess31@comcast.net changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |stefan@codeweavers.com
--- Comment #4 from Don Hess dhess31@comcast.net 2009-04-14 17:26:29 --- (In reply to comment #3)
It's not hard, just time consuming. Without that information, the bug is very difficult to fix.
If you need help running the regression test, try the forums/#winehq irc channel.
OK. I made it through. Here is the bad section:
014c4bfc70a4d4e60f033d579d1be13a46f65170 is first bad commit commit 014c4bfc70a4d4e60f033d579d1be13a46f65170 Author: Stefan Dösinger stefan@codeweavers.com Date: Thu Apr 9 18:40:57 2009 +0200
wined3d: Save some memory in vertex buffers.
In most cases we're fine with the vbo and glMapBuffer and never use the actual heap memory copy. Try to stick to just the vbo copy and avoid allocating the extra heap memory. In case it is needed(emulation or vertex conversion), fall back to the old double buffering mode.
:040000 040000 e45dcc2b8694735b0a68492a7a03237b1c519ae3 0447d35c1e1a2037a962b49802a03a9dad1bf59e M dlls
http://bugs.winehq.org/show_bug.cgi?id=18035
Austin English austinenglish@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Status|UNCONFIRMED |RESOLVED Resolution| |DUPLICATE
--- Comment #5 from Austin English austinenglish@gmail.com 2009-04-14 21:30:06 --- (In reply to comment #4)
(In reply to comment #3)
It's not hard, just time consuming. Without that information, the bug is very difficult to fix.
If you need help running the regression test, try the forums/#winehq irc channel.
OK. I made it through. Here is the bad section:
014c4bfc70a4d4e60f033d579d1be13a46f65170 is first bad commit commit 014c4bfc70a4d4e60f033d579d1be13a46f65170 Author: Stefan Dösinger stefan@codeweavers.com Date: Thu Apr 9 18:40:57 2009 +0200
wined3d: Save some memory in vertex buffers. In most cases we're fine with the vbo and glMapBuffer and never use the
actual heap memory copy. Try to stick to just the vbo copy and avoid allocating the extra heap memory. In case it is needed(emulation or vertex conversion), fall back to the old double buffering mode.
:040000 040000 e45dcc2b8694735b0a68492a7a03237b1c519ae3 0447d35c1e1a2037a962b49802a03a9dad1bf59e M dlls
Thanks!
There's already another report open for this same patch, so I'll mark this one as a dupe of that one.
*** This bug has been marked as a duplicate of bug 18040 ***
http://bugs.winehq.org/show_bug.cgi?id=18035
Austin English austinenglish@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Status|RESOLVED |CLOSED
--- Comment #6 from Austin English austinenglish@gmail.com 2009-04-14 21:32:03 --- Closing.