Hi,
Some info below:
I'll provide logs and things if asked.
A +ddraw,+d3d7 log would be useful
export WINE_DEBUG=+ddraw,+d3d7 ???? (the way this debug flag thing works is completely baffling to me)
WINEDEBUG=+ddraw,+d3d7
- Pharaoh - used to work back in 0.9.15 and still does in cvs
2006-07-02
Sounds like it broke with the ddraw rewrite, was fixed later and broke again. Can you do a regression test from 07-2 to today?
Sounds like it, I'll do a test on my machine with the latest CVS and file a bug report or I'll email you if it works.
- C&C Generals - Fails to run
Copy protection? Otherwise it has GPU detection problems
Looks like GPU issues, I'll try it again.
The issue is that Generals uses the pci id of the graphics card to find out which capatiblities it has. This is completely broken behavior because there are capatiblity flags in Direct3D which the game could read with IDirect3D9::GetCaps. Henri reported that Generals is broken in windows too when you have a shiny new nvidia card because nvidia changed the number scheme and Generals thinks it is running on a really ancient card and disables vital rendering.
- Imperialism II - Graphical tiles issue (DDRAW)
Do you have a screenshot?
It seems impossible to get screenshots, the game doesn't allow me to go back to kde until I exit and the timed screen shot is a pain.
you can try a virtual desktop: wine explorer.exe /desktop=name foo.exe or use ksnapshot or gimp or whatever and tell it to make a screenshot after waiting some time.
- Settlers IV - Fails to run
It would be useful to find out which DirectX version they use(ddraw, d3d8 or d3d9)? A +ddraw,+d3d8,+d3d9 log can reveal that, just see which channel spits out most messages. Likely copy protection makes problems with a lot of games.
I tried this again with the latest version, I got problems with setting the screen to higher resolutions, it didn't like playing any of the campaigns (but I think that might have been the install because it was asking for the cd) and it then segfaults when I tried to do anything other than play the tutorial.
Can you file a bug report with the crash output and a +ddraw log? (Well, when the winehq servers are up again. Ah, I just see they are back)
If you file a bug report, it is likely to happen that you won't hear much for quite some time. This isn't because we don't care about bug reports, but rather that we have a huge number of bug reports. Even with the bugs I know I could keep myself busy for months if not years. If you assign the bugs to directx->ddraw or directx->d3d8/9 I will find them again at latest when I've run out of open bugs and search for new work :-)
Keep in mind that the wine manpower is limited. We are only 5 people doint the major directx development, Henry, Ivan, Jason and Roderick are working in their free time, and I'm working for CodeWeavers, hence my priority to get some represenative games working properly. Vitaly, Jesse and others are giving us vital help too, like helping with bug reports and testing, and I'm very glad about their support. Writing angry rant mails to the list or ranting on irc won't get you anything, except eating the developers time with writing angry replies back.
Yes I understand, you never know you could have 6 if I could get my head around the source code and development platform.
My apologies again, I was not myself and the disappointment of a fellow linux user can be disheartening.
Yeah I understand. Similar things got me started with hacking on the wine code more than 2 years ago. I wanted Empire Earth to run, fixed 2 bugs in the old ddraw code. Then I hit the more fundamental problem of multithreading support which also affected d3d8 and d3d9 apps, so I decided to rewrite ddraw over wined3d and fix the threading problems there. That was almost a year ago when I started the ddraw rewrite by adding '#include "wine/wined3d_interface.h" ' in the ddraw code and got approx. 300 errors back :-\
Ironically Empire Earth still doesn't run, but now the more basic work is done and I can start with implementing multithreading support for Direct3D. But I'm afraid that this won't be enought and this game also needs proper render target locking support and a gdi engine...
So appoligies accepted :-)
Stefan