Hello, The patch http://cvs.winehq.org/patch.py?id=18375 from 2005/06/22 13:30:30 breaks Battlefield to a certain extend.
Battlefield used to have major texture problems(Units partially not visible, wrong colors sometimes) which went away approximately 2 Weeks ago. Now they came back with this patch.
It seems to me that this patch fixes some functionality which was broken 2 weeks ago and which causes the problems and the root cause is somewhere else.
Can someone give me a hint/documentation links what might be wrong here? Is it worth trying Oliviers DirectX patches? It looks to me that he's just committing them to CVS.
Stefan Dösinger
--- Stefan Dösinger stefandoesinger@gmx.at wrote:
Hello, The patch http://cvs.winehq.org/patch.py?id=18375 from 2005/06/22 13:30:30 breaks Battlefield to a certain extend.
Battlefield used to have major texture problems(Units partially not visible, wrong colors sometimes) which went away approximately 2 Weeks ago. Now they came back with this patch.
It seems to me that this patch fixes some functionality which was broken 2 weeks ago and which causes the problems and the root cause is somewhere else.
That seems odd SFAIK Battlefield 1942 is a directX 8 game
My notes on the demo are as follows 'seems to be ok, but there's a lot of missing text (this could just be a missing font though)
graphics also seem slow, but that could be mmtimer bogging things down
slowness looks like it's down to two things... drawstridedslow being one of them.
Since drawStridedSlow is fixed in d3d9 the came should hopefully get a good enough performance when d3d8 is made to point to wined3d.
One of the shaders doesn't work properly
There's the odd missing texture or wrongly draw element, and the graphics are annoyingly slow, apart from that everything seems to work fine."
Can someone give me a hint/documentation links what might be wrong here? Is it worth trying Oliviers DirectX patches? It looks to me that he's just committing them to CVS.
My DirectX patches shouldn't affect anything, as they are only for DirectX 9 and shoudln't affect DirectX 8. having said that the intent is to move the DirectX 8 code over to the new code, this should fix quite a few of the problems I've noted with the game.
Anyhow, I'll retest ASAP to make sure it's still working at my end.
Stefan Dösinger
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Hi,
That seems odd SFAIK Battlefield 1942 is a directX 8 game
Yes, as far as I know it is.
My notes on the demo are as follows 'seems to be ok, but there's a lot of missing text (this could just be a missing font though)
The fonts work with cedega, in wine there are only blocks. I didn't look at this deeply, but a missing font sounds possible
graphics also seem slow, but that could be mmtimer bogging things down
Not for me. Works fine with everything set to high at 800x600. Envmap and shadows disabled. (1.6 GHZ Intel Pentium M processor, 512 MB of RAM, Radeon Mobility 9000). Seems to work better(Tested in Cedega) than on WinXP on my friends notebook, who has exactly the same hardware. Wine's performance is the same as Cedegas, but you have to redirect STDERR to /dev/null, otherwise the scrolling wine messages will eat your fps.
There's the odd missing texture or wrongly draw element, and the graphics are annoyingly slow, apart from that everything seems to work fine."
Yes, thats also what I noticed. With Cedega the graphics work fine, but it's hell unstable because of the crappy fglrx driver(Some maps don't start, ...) In Wine it's much more stable and I have this texture problem and problems with Direct Sound and a minor Mouse Lock problem.
My DirectX patches shouldn't affect anything, as they are only for DirectX 9 and shoudln't affect DirectX 8. having said that the intent is to move the DirectX 8 code over to the new code, this should fix quite a few of the problems I've noted with the game.
Anyhow, I'll retest ASAP to make sure it's still working at my end.
I can send you screenshots if they are of use for you, but the most immediate thing is that you don't see the hands holding the weapon in front of you if the patch is applied.
Thanks for the good Direct3D work done so far! Stefan Dösinger