COD4 stopped working

2008-02-10 Thread Matthew Clark
So around the time that 0.9.54 came out I lost COD4 on both my desktop 
and laptop. In order for it to work you have to compile wine with the 
3dmark patch, so I was using the git, but when that didn't work I tried 
52 and 54 tarballs. Thing is I know it worked with the 52 git and with 
the 52 tarball it still doesn't work, I've tried reinstalling all the 
depends even... I've tried using a completely fresh prefix. I've tried 
downgrading my nvidiadrivers(169.09) to 07 and to 100.14.19 on my 
laptop(desktop has a 8800GT) and everything else I could think of. Below 
is the error log.
tried versions 1.3, 1.4 and 1.5 of COD4
Desktop:
gentoo 2.6.24-r1 amd64
athlon 3800 x2
8GBs DDR2-800 ram
8800GT (169.09 and 169.07)

Laptop:
gentoo 2.6.24 amd 64
turion 2.2GHz (think it's ML-40)
1GB ram(don't remember the specs)
7900GS (169.09, 169.07 and 100.14.19)

[EMAIL PROTECTED]/.wine/COD4/drive_c/Program Files/Activision]$ 
WINEPREFIX=/home/system/.wine/COD4 
/mnt/backup2/programs/games/wine-0.9.52/wine iw3mp.exe
ALSA lib pcm.c:6617:(snd_pcm_slave_conf) unknown format unchanged
ALSA lib pcm.c:6617:(snd_pcm_slave_conf) unknown format unchanged
fixme:d3d:IWineD3DImpl_FillGLCaps OpenGL implementation supports 32 
vertex samplers and 32 total samplers
fixme:d3d:IWineD3DImpl_FillGLCaps Expected vertex samplers + 
MAX_TEXTURES(=8)  combined_samplers
fixme:win:EnumDisplayDevicesW ((null),0,0x32f91c,0x), stub!
fixme:d3d:IWineD3DImpl_CheckDeviceMultiSampleType Quality levels 
unsupported at present
fixme:d3d:CreateContext  GL_INVALID_OPERATION (0x502) 
from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
 @ context.c / 384
fixme:d3d:CreateContext  GL_INVALID_OPERATION (0x502) 
from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
 @ context.c / 384
fixme:d3d:CreateContext  GL_INVALID_OPERATION (0x502) 
from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
 @ context.c / 384
fixme:d3d:CreateContext  GL_INVALID_OPERATION (0x502) 
from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
 @ context.c / 384
fixme:d3d:CreateContext  GL_INVALID_OPERATION (0x502) 
from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
 @ context.c / 384
fixme:d3d:CreateContext  GL_INVALID_OPERATION (0x502) 
from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
 @ context.c / 384
fixme:d3d:CreateContext  GL_INVALID_OPERATION (0x502) 
from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
 @ context.c / 384
fixme:d3d:CreateContext  GL_INVALID_OPERATION (0x502) 
from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
 @ context.c / 384
fixme:d3d:IWineD3DVolumeImpl_LockBox (0x17fd3aa8) : pBox=(nil) stub
fixme:d3d_surface:flush_to_framebuffer_drawpixels  
GL_INVALID_VALUE (0x501) from glDrawPixels @ surface.c / 1088
fixme:d3d:state_separateblend (WINED3DRS_SEPARATEALPHABLENDENABLE,1) not 
yet implemented
fixme:d3d:tex_bumpenvmat  GL_INVALID_OPERATION (0x502) 
from glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat) 
@ state.c / 2531
fixme:d3d:tex_bumpenvmat  GL_INVALID_OPERATION (0x502) 
from glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat) 
@ state.c / 2531
fixme:d3d:tex_bumpenvmat  GL_INVALID_OPERATION (0x502) 
from glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat) 
@ state.c / 2531
fixme:d3d:tex_bumpenvmat  GL_INVALID_OPERATION (0x502) 
from glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat) 
@ state.c / 2531
fixme:d3d:CreateContext  GL_INVALID_OPERATION (0x502) 
from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
 @ context.c / 384
fixme:d3d:CreateContext  GL_INVALID_OPERATION (0x502) 
from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
 @ context.c / 384
fixme:d3d:CreateContext  GL_INVALID_OPERATION (0x502) 
from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
 @ context.c / 384
fixme:d3d:CreateContext  GL_INVALID_OPERATION (0x502) 
from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
 @ context.c / 384
wine: Unhandled page fault on read access to 0x003c at address 
0x4ecf76 (thread 0009), starting debugger...
fixme:wave:widRecorder Recovering from XRUN!
Unhandled exception: page fault on read access to 0x003c in 32-bit 
code (0x004ecf76).
Register dump:
 CS:0023 SS:002b DS:002b ES:002b FS:0063 GS:006b
 EIP:004ecf76 ESP:0032fd10 EBP:0032fd54 EFLAGS:00010206(   - 00  - RIP1)
 EAX: EBX:7ed55b60 ECX:0cbb4660 EDX:
 ESI: EDI:
Stack dump:
0x0032fd10:  0cc1b248  0032fcf4 0057ab7c
0x0032fd20:   027fac38  0046cb07
0x0032fd30:  1388 1388 0cc11e40 0050017a
0x0032fd40:  0040 7ee37b80 0032fd54 
0x0032fd50:  0050036f 0032fd60 0050037d 7ee399e0
0x0032fd60:  0032ff08 00577463 0a28 0002
Backtrace:
=1 0x004ecf76 in iw3mp (+0xecf76) (0x0032fd54)
  2 0x0050037d in iw3mp (+0x10037d) (0x0032fd60)
  3 

Re: COD4 stopped working

2008-02-10 Thread Matthew Clark
Vitaliy Margolen wrote:
 Matthew Clark wrote:
 So around the time that 0.9.54 came out I lost COD4 on both my 
 desktop and laptop. In order for it to work you have to compile wine 
 with the 

 Please don't make posts like this. Open bug in bugzilla instead. The 
 mailing list is the bad place to track any information, especially bug 
 related.

 Vitaliy.

sorry about that http://bugs.winehq.org/show_bug.cgi?id=11545




Re: [press] Phoronix compares 7 versions of Wine

2007-12-09 Thread Matthew Clark
I want to say it said somewhere that it was a 8600 that they used... 
pretty sure

Bryan Haskins wrote:
 Phoronix often uses the 8 series cards when not testing things like 
 driver versions, we can probably assume they did use an 8 series.

 On Dec 9, 2007 10:54 AM, Stefan Dösinger  [EMAIL PROTECTED] 
 mailto:[EMAIL PROTECTED] wrote:

 Am Sonntag, 9. Dezember 2007 14:10:33 schrieb Jonathan Ernst:
  On dim, 2007-12-09 at 14:07 +0100, Jonathan Ernst wrote:
   Hello,
  
   What do you think about their tests and results ?
  
   http://www.phoronix.com/vr.php?view=11539
 
  I guess it's linked with
 http://bugs.winehq.org/show_bug.cgi?id=10631
 No, it doesn't look like they are hit by the 3dmark2k1 bug, which
 is strange.
 They are hit by the stencil test slowness in 3dmark2k3 though,
 which we
 resolved as a driver bug on geforce 8 cards, since we couldn't
 reproduce it
 elsewhere.

 I didn't find any info what card they used, so it is a bit hard to
 say what
 might be wrong.






 -- 
 Cheers,
 Bryan
 


   





OpenGL 2.3 to 3.0

2007-06-05 Thread Matthew Clark
I was reading the other day about the 2.3 and 3.0 versions of the OpenGL
API coming out this year(
http://www.theinquirer.net/default.aspx?article=39846 ) and the first
thought I had was wine and DX10. I was wondering what you guys thought
about this, are you excited(as I am)? are you hesitant? Knowing OpenGL
it shouldn't be hard at all to port the code over, but are there plans
already or are the plans to wait till it's in our faces to worry about
it?  Sorry for the tangent but I was just curious to hear what you guys
had to say about this.^_^

Thanks for all fish,
-Matt




Re: OpenGL 2.3 to 3.0

2007-06-05 Thread Matthew Clark
 Ah this makes perfect sense and is exactly what I was looking for, thank
 you for your response! My limited understanding from the article was
 that 2.3 was simply cleanup and putting some extensions in the official
 API that have been in drivers for a while just not in the official API
 and then 3.0 is where the real change will be, BUT that it will only
 activate the 3.0 functionality if it's on supporting hardware(i.e. DX10
 cards). Please correct me if my understanding is incorrect and again I
 think we all realize this is all in the future and is just fun to talk
 about^_^

 Thanks for all THE fish,
 -Matt


PS Yes I am an idiot some times =P
 
 Stefan Dösinger wrote:
 We are waiting for the final API before deciding if we like it or not. But 
 from what I've read so far the changes make sense.

 My concern is backwards compatiblity. For dx 1 to dx9 we will still need the 
 old apis. For one part because the new api may not offer fixed function 
 functionality, but more importantly because old cards will most likely not 
 see any driver updates.

 If the interface is vastly different we'll need 2 d3d implementations, one 
 wrapping to old gl and one for the new version. An idea would be to just 
 leave dx1 to 9 with gl 2.0 and write dx10 only for opengl 3.0.

 If the new API allows it however, we want to keep the wine code unified. 
 This 
 could happen by simply duplicating very specific functions which are 
 different, and then select them at creation time by choosing a different 
 virtual function table. If we need an if condition for every opengl call we 
 do it would be pointless to keep everything in one lib.

 But we need to know the final opengl 3.0 API to decide what to do.

 
 





Re: OpenGL 2.3 to 3.0

2007-06-05 Thread Matthew Clark
Ah, thank you for the clarification^^

Stefan Dösinger wrote:
 Am Dienstag, 5. Juni 2007 22:17 schrieb Matthew Clark:
 Ah this makes perfect sense and is exactly what I was looking for, thank
 you for your response! My limited understanding from the article was
 that 2.3 was simply cleanup and putting some extensions in the official
 API that have been in drivers for a while just not in the official API
 and then 3.0 is where the real change will be, BUT that it will only
 activate the 3.0 functionality if it's on supporting hardware(i.e. DX10
 cards). Please correct me if my understanding is incorrect and again I
 think we all realize this is all in the future and is just fun to talk
 about^_^
 They're takling more about codenames rather than 2.3 and 3.0, but I don't 
 know 
 the names currently.
 
 2.3 will have all the functionality of 3.0 and be fully backwards compatible. 
 This means you can use very old things together with the very new stuff. The 
 drawback will be that you don't get the performance improvements of 3.0. This 
 is somehow like d3d9. with d3d9.dll you can use the new d3d9 features, those 
 will work on d3d9 cards only. But you can also use d3d9.dll to write an app 
 that uses only dx7(or even earlier) level features, and those apps will run 
 on dx7 cards - an example for that is the Source engine in hl2.
 
 3.0 will be the complete rewrite. You'll have 3.0 only on cards that support 
 it, and afaik you can't use the 3.0 API to program older cards(like a geforce 
 2 that doesn't even support shaders). This is what happened in d3d10 too.
 
 The advantage of the api cleanup is that you get rid of all the legacy stuff. 
 The API is cleaner, drivers are simpler. The code is smaller and runs faster. 
 If you look at wined3d you'll see that it is full of stuff to support even 
 oldest cards(theoretically, in theory unsuccessful). Even though the state 
 management keeps the most of the code sleeping until the app actually uses 
 this features it makes everything more complex. A performance penalty is 
 maybe the GL_EXTCALL stuff, which we use to be able to link against old 
 opengl libs. Calling an address inserted by the dynamic linker at load time 
 would be cheaper than finding a function pointer in a table and calling it.
 





Re: Command and Conquer 3 Demo

2007-03-08 Thread Matthew Clark

Alexander Nicolaysen Sørnes wrote:


Not all users are experiencing the crashes, perhaps a SMP issue?

may be it I do have a dual-core system




Command and Conquer 3 Demo

2007-03-06 Thread Matthew Clark
I just wanted to write to let all of the devs know how proud of the wine 
project I am.  This Demo seems to work for the most part except for the 
movies in it don't seem to want to resize and when you are under attack 
the game crashes. Here is the console dump:
fixme:dsound:DSOUND_MixOne problem with underrun detection (mixlen=49332 
 primary_done=49356)
fixme:dsound:DSOUND_MixOne problem with underrun detection (mixlen=39800 
 primary_done=39824)
fixme:dsound:DSOUND_MixOne problem with underrun detection (mixlen=35960 
 primary_done=35984)
fixme:dsound:DSOUND_MixOne problem with underrun detection (mixlen=36008 
 primary_done=36032)
fixme:dsound:DSOUND_MixOne problem with underrun detection (mixlen=39968 
 primary_done=39992)
fixme:dsound:DSOUND_MixOne problem with underrun detection (mixlen=36128 
 primary_done=36152)
fixme:dsound:DSOUND_MixOne problem with underrun detection (mixlen=36128 
 primary_done=36152)
fixme:dsound:DSOUND_MixOne problem with underrun detection (mixlen=38072 
 primary_done=38076)
fixme:dsound:DSOUND_MixOne problem with underrun detection (mixlen=38072 
 primary_done=38076)
fixme:dsound:DSOUND_MixOne problem with underrun detection (mixlen=38072 
 primary_done=38076)
fixme:dsound:DSOUND_MixOne problem with underrun detection (mixlen=34232 
 primary_done=34236)
fixme:dsound:DSOUND_MixOne problem with underrun detection (mixlen=38072 
 primary_done=38096)
fixme:dsound:DSOUND_MixOne problem with underrun detection (mixlen=34232 
 primary_done=34256)
fixme:dsound:DSOUND_MixOne problem with underrun detection (mixlen=36152 
 primary_done=36176)
fixme:dsound:DSOUND_MixOne problem with underrun detection (mixlen=36152 
 primary_done=36176)
fixme:dsound:DSOUND_MixOne problem with underrun detection (mixlen=36152 
 primary_done=36176)

err:dsound:DSOUND_MixOne underrun on sound buffer 0x210b10
fixme:dsound:DSOUND_MixOne problem with underrun detection (mixlen=34568 
 primary_done=34592)
wine: Unhandled page fault on read access to 0xfff7 at address 
0x7efa2553 (thread 000e), starting debugger...
fixme:dsound:DSOUND_MixOne problem with underrun detection (mixlen=50292 
 primary_done=50316)
fixme:dsound:DSOUND_MixOne problem with underrun detection (mixlen=40784 
 primary_done=40808)
fixme:dsound:DSOUND_MixOne problem with underrun detection (mixlen=40784 
 primary_done=40808)
fixme:dsound:DSOUND_MixOne problem with underrun detection (mixlen=40784 
 primary_done=40808)
fixme:dsound:DSOUND_MixOne problem with underrun detection (mixlen=40784 
 primary_done=40808)
fixme:dsound:DSOUND_MixOne problem with underrun detection (mixlen=40784 
 primary_done=40808)
fixme:alsa:ALSA_AddRingMessage two fast messages in the queue toget 
= 52(WINE_WM_RESTARTING), tosave=53(UNKNOWN(0x))
fixme:alsa:ALSA_AddRingMessage two fast messages in the queue toget 
= 36(WINE_WM_RESTARTING), tosave=37(UNKNOWN(0x))


hope that helps. Again, greats that that is all that's wrong^_^ The 
graphics look great, it sounds great, and the videos are crystal 
clear(though small).


-Matthew Clark