http://bugs.winehq.org/show_bug.cgi?id=31730
Bug #: 31730
Summary: MOHAA Demo crash at startup
Product: Wine
Version: 1.5.13
Platform: x86
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: fracting(a)gmail.com
Classification: Unclassified
A Linux user report that Mohaa doesn't work to the forum of Deepin Linux, I
forward his report here.
wine-1.5.13-63-gcaf6fe0
1. Download the Mahaa demo from
http://compactiongames.about.com/od/demos/p/mohaa.htm
4a0c431ed52c4c340b9c883ef859f1d3e7e4ab2e mohaaspdemo.exe
2. Install the demo
While installing, there are lots of repeated output like below:
err:ole:marshal_object object doesn't expose interface
{be6115a1-7de5-48dc-ad2a-25060e00fce2}, failing with error 0x80004002
err:ole:ClientIdentity_QueryMultipleInterfaces IRemUnknown_RemQueryInterface
failed with error 0x80004002
3. Start MOHAADemo:
~/.wine/drive_c/Program Files/EA GAMES/MOHAADemo$ wine MOHAADemo.exe
err:seh:setup_exception_record stack overflow 2176 bytes in thread 0009 eip
7bc3ef44 esp 013e0ab0 stack 0x13e0000-0x13e1000-0x1be0000
Segmentation fault
No other outputs.
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http://bugs.winehq.org/show_bug.cgi?id=25222
Summary: Football Manager 2011 fails to load with 3d enabled
Product: Wine
Version: 1.3.6
Platform: x86-64
OS/Version: Linux
Status: UNCONFIRMED
Severity: major
Priority: P2
Component: directx-d3d
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: maquis196(a)yahoo.co.uk
Created an attachment (id=32024)
--> (http://bugs.winehq.org/attachment.cgi?id=32024)
debug output for fm2011
When loading Football Manager 2011, the game fails to load with an error
reporting to be something about not being able to change back buffer count.
The issue that we have (if you look at appdb page several of us have been
working to try and locate issue) is that it _has_ worked in the past on the
same box; with both the full version and the demo I've had the game working
flawlessly in 3d.
I've never been able to duplicate my efforts as to how I got it working, even
doing the same steps which is why I'm raising this bug. The game has a separate
2d match bug/issue which I shall post at some point. So between these 2 errors
the game is unplayable.
I've attached the log and I'm happy to run whatever tests are required (right
down to new distro, drivers, etc)
Box info; (on my work box right now where I got the game working last time)
Nvidia quadro nvs 450, driver version 260.19.21
Gentoo x86_64 ~amd64
glibc 2.12.1-r3
xorg 1.9.2.901
2.6.34-gentoo
wine 1.3.6
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https://bugs.winehq.org/show_bug.cgi?id=38616
Bug ID: 38616
Summary: Wine 1.7.43 (32-bit) cannot be built by GCC 4.3.2 with
-O3 flag.
Product: Wine
Version: 1.7.43
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: ntdll
Assignee: wine-bugs(a)winehq.org
Reporter: kol(a)MV8660.spb.edu
Distribution: ---
Created attachment 51516
--> https://bugs.winehq.org/attachment.cgi?id=51516
GCC error message
GCC 4.3.2 with the optimization flag -O3 (and also -O2 or -O1) cannot
compile 32-bit Wine 1.7.43. An error is occured in "dlls/ntdll/server.c":
server.c: In function 'server_get_unix_fd':
server.c:971: error: unable to find a register to spill in class
'GENERAL_REGS'.
The full text of the error message is in the attachment. This is not an issue
for Wine 1.7.42 and I found that the regression is caused by the commit
commit 40c912b4bef45099d465ddb9a7cb16f33ec4ed3c
Author:: Sebastian Lackner <sebastian(a)fds-team.de>
Date: Thu, 30 Apr 2015 04:22:53 +0200
ntdll: Use lockfree implementation for get_cached_fd.
If the optimization level is set to -O0 only for "dlls/ntdll/server.c"
(by manual editing of "dlls/ntdll/Makefile"), the process of compilation
completes successfully. Optimization flags other than -O do not affect
the result.
GCC version is 4.3.2 (my system is Fedora 10). Wine is configured with
CFLAGS="-mtune=amdfam10 -march=amdfam10 -mfpmath=sse -O3 -ffast-math -msse3
-funroll-all-loops".
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http://bugs.winehq.org/show_bug.cgi?id=30269
Bug #: 30269
Summary: Imperium Galactica 2 : Glitches with background
textures
Product: Wine
Version: 1.5.0
Platform: x86
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: maquis196(a)yahoo.co.uk
Classification: Unclassified
Created attachment 39540
--> http://bugs.winehq.org/attachment.cgi?id=39540
Console output
The fix to bug 13615 created an issue where what I can only describe as
background textures behave strangely. On the main menu there are asteroids that
shoot towards to the screen and some of them spin much quicker then they did
before the fix.
On the main galactic screen, you don't notice anything if the camera is
completely top down. Once you start moving the camera angle to match the
horizontal plane the background blurs and doesn't update. I'll attach an image
for an example.
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https://bugs.winehq.org/show_bug.cgi?id=38540
Bug ID: 38540
Summary: Absent text in Ori And The Blind Forest
Product: Wine
Version: 1.7.41
Hardware: x86
OS: Mac OS X
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: isakov-sl(a)bk.ru
Created attachment 51408
--> https://bugs.winehq.org/attachment.cgi?id=51408
First screen in the game
The game doesn't show text. Pink squares instead.
It looks like not a font problem. I think the text generated other way.
Some messages in log if they related
---
fixme:dxgi:dxgi_output_GetDesc iface 0x12a510, desc 0x33f6c4 semi-stub!
fixme:d3d:debug_d3dformat Unrecognized 0xffffffff WINED3DFORMAT!
fixme:win:RegisterTouchWindow (0x10044 00000000): stub
err:d3d:swapchain_blit >>>>>>>>>>>>>>>>> GL_INVALID_FRAMEBUFFER_OPERATION
(0x506) from Swapchain present blit(EXT_framebuffer_blit)
@ ../wined3d/swapchain.c / 347
fixme:ver:GetCurrentPackageId (0x33daac 0x0): stub
fixme:toolhelp:CreateToolhelp32Snapshot Unimplemented: heap list snapshot
fixme:toolhelp:Heap32ListFirst : stub
err:d3d_shader:shader_glsl_load_samplers Trying to load sampler vs_sampler3 on
unsupported unit 4294967295.
err:d3d_shader:shader_glsl_load_samplers Trying to load sampler vs_sampler3 on
unsupported unit 4294967295.
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https://bugs.winehq.org/show_bug.cgi?id=36500
Bug ID: 36500
Summary: Avast Free Antivirus tools crash on unimplemented
function msvcp110.dll._Mtx_init
Product: Wine
Version: 1.7.19
Hardware: x86
OS: Linux
Status: NEW
Severity: normal
Priority: P2
Component: msvcp
Assignee: wine-bugs(a)winehq.org
Reporter: focht(a)gmx.net
Hello folks,
as the summary says...
You need bug 36487 fixed first to get the thing installed :)
--- snip ---
wine: Call from 0x7b83ac57 to unimplemented function msvcp110.dll._Mtx_init,
aborting
err:module:attach_process_dlls "ashBase.dll" failed to initialize, aborting
err:module:LdrInitializeThunk Main exe initialization for L"C:\\Program
Files\\AVAST Software\\Avast\\AvastUI.exe" failed, status 80000100
--- snip ---
$ sha1sum avast_free_antivirus_setup_9_0_2018.exe
f3c810bb61028801d3d89e5f6c7a4eb2761145e9
avast_free_antivirus_setup_9_0_2018.exe
$ du -sh avast_free_antivirus_setup_9_0_2018.exe
85M avast_free_antivirus_setup_9_0_2018.exe
$ wine --version
wine-1.7.19-47-g704d169
Regards
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http://bugs.winehq.org/show_bug.cgi?id=36504
Bug ID: 36504
Summary: The XFORM matrix is calculated incorrectly in PlgBlt()
Product: Wine
Version: 1.7.19
Hardware: x86
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: gdi32
Assignee: wine-bugs(a)winehq.org
Reporter: sashoalm(a)gmail.com
I initially posted this at the wine-devel mailing list -
http://www.winehq.org/pipermail/wine-devel/2014-May/104356.html
For now, I'll copy/paste the relevant parts describing how to reproduce the
bug.
The test is a VC6 project, you can find it at
https://drive.google.com/file/d/0B9PGUhmmnsm1S2VvZzc3WmhBY3c/edit?usp=shari….
The test is a demo of PlgBlt that I found on
CodeProject<http://www.codeproject.com/Articles/17712/The-GDI-magic-Rendering-reflectio…>.
You can compare how it works on XP and on Wine. For testing, I directly
inserted the original Wine implementation of PlgBlt, as well as my patched
version, into the VC6 project, and tested on that. This is because there
seems to be an additional problem with MaskBlt, which I'll try tackling
next.
I have screenshots of what the demo looks using Windows's
PlgBlt<http://imgur.com/q8qKGd7>,
and Wine's PlgBlt <http://imgur.com/smYEV6z>.
To test it, simply look at this function in the VC6 project:
BOOL MyPlgBlt( HDC hdcDest, const POINT *lpPoint,
HDC hdcSrc, INT nXSrc, INT nYSrc, INT nWidth,
INT nHeight, HBITMAP hbmMask, INT xMask, INT yMask)
{
// return MyPlgBltWinePatched(hdcDest, lpPoint, hdcSrc, nXSrc, nYSrc,
nWidth, nHeight, hbmMask, xMask, yMask);
return MyPlgBltWineUnpatched(hdcDest, lpPoint, hdcSrc, nXSrc,
nYSrc, nWidth, nHeight, hbmMask, xMask, yMask);
// return PlgBlt(hdcDest, lpPoint, hdcSrc, nXSrc, nYSrc, nWidth,
nHeight, hbmMask, xMask, yMask);
}
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https://bugs.winehq.org/show_bug.cgi?id=3952
Ian <iyeru42(a)gmail.com> changed:
What |Removed |Added
----------------------------------------------------------------------------
CC| |iyeru42(a)gmail.com
--- Comment #73 from Ian <iyeru42(a)gmail.com> ---
This is obviously still an issue.
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https://bugs.winehq.org/show_bug.cgi?id=8272
--- Comment #38 from Piotr Caban <piotr.caban(a)gmail.com> ---
I've found that it's a problem in _onexit implementation. I'll send a fix.
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