Newest winrash problems?
Hi, I had some problems with Winrash bailing out on 2 of my win98 systems. Apparently this was because a new winrash was available and it tried to install that? After uninstalling winrash 0009 and installing 0010 it works again. One of the main differences is that winrash 0010 has an extra winsock2 install, could this be the cause? Cheers, Paul.
Re: [user32/tests/sysparams.c] Check for availability of SPI_GETICONTITLEWRAP
On Wed, 2005-01-26 at 14:30, Paul Vriens wrote: [EMAIL PROTECTED] wrote: Yeah, you can't go wrong there (adding a trace after the call). I am more interested in finding out why a call isn't implemented in one copy of Windows 98SE but is in another. Currently in the tests a fair number are executed without checking for an error code. This is due to the assumption that they are implemented on all recent versions of Windows (95, 98, NT, 2000, etc). Finding calls here and there not being implemented on versions of Windows that should have them throws a wrench into that. We should probably just check the error code on all calls (whether they're expected to pass on all platforms or not). Hi, for some bisar reason SPI_GETICONTITLEWRAP is now there on my win98 boxes! I've changed nothing on them as there sole purpose is running winrash/winetest. I while have a look tonight or so. Cheers, Paul.
Re: x11drv regression?
--- Alexandre Julliard [EMAIL PROTECTED] wrote: Oliver Stieber [EMAIL PROTECTED] writes: Hi, I've just synced with CVS and the following code and I can no longer get an x11 window ID using (Window)GetPropA(HWND,__wine_x11_client_window ); The client window is gone, but __wine_x11_whole_window still works (though only for top-level windows). I seem to be getting the window inclusive of it's border and not just the client area, I can possibly do some clipping on the opengl drawable.. Here's one screenshot, I've got a better one somewhere where the windows window border is overwritten. http://www.oliverthered.f2s.com/projects/wine/screenshots/fr25_final2_4.jpg The red area hasn't been cleared properly because the drawable is larger than expected. Alexandre Julliard [EMAIL PROTECTED] ___ ALL-NEW Yahoo! Messenger - all new features - even more fun! http://uk.messenger.yahoo.com
Re: GDI: implement color management functions
Hans Leidekker [EMAIL PROTECTED] writes: This patch doesn't go as far as allocating and initializing a color space on DC creation. It simply creates (a dummy) one when asked for, to avoid any impact on performance. It also doesn't fully implement color space handles, instead it simply casts a pointer to a handle and back. This cannot possibly work, the pointer won't remain valid. If you don't want to implement proper handles then return something like 0xdeadbeef and print a FIXME so that it's at least obvious that something's not working right. Your approach will only lead to mysterious crashes. -- Alexandre Julliard [EMAIL PROTECTED]
Wine pthread_detach problem
Hi All, While doing experiments with winegcc/wineg++ I have compiled my application which uses complex multi-threaded library. Wine made shell wrapper script for me and the application itself with the extension .exe.so. I tried to run this application: FIXME:pthread_detach FIXME:pthread_detach Bad system call (core dumped) or, as another option: FIXME:pthread_detach wine: Unhandled exception (thread 000a), starting debugger... How can I handle this failure? //Sergey.
Re: [d3d9/device.c] IDirect3DDevice9Impl_GetDepthStencilSurface problem
When I did a 0x1 instead of != NULL at the check before it crashed, I bypassed the crash. It ended crashing at a similar point and I did it again. Then I was able to actually run the game to the point of controlling the ship, as long as it didn't crash first. I did like getting that far, but it was horribly unstable. I spent a while trying to trace a source of the 1 but found nothing. I've just put up a small website that you can get a diff of my wine as of today from http://www.oliverthered.f2s.com/projects/wine/ with the diff you should be able to run Pirates and Axis and Allies 2 okish, I haven't checked half life 2 or far cry yet. The diff still has some 'alpha' work in it that I'm cleaning up at the moment (well as soon as I've run a spell checker on my website!). Oliver. Thanks, Jesse ___ ALL-NEW Yahoo! Messenger - all new features - even more fun! http://uk.messenger.yahoo.com
Re: Newest winrash problems?
I'm not actually installing winsock2, just popping up a dialog during the installer mentioning that you need winsock2 if you are running on a win95 machine. What I *should* do is somehow get the nsis installer script to check for the winsock2 dlls and actually run the installer, but thats a bit more difficult than just displaying a dialog with text and a web link. Chris From: Paul Vriens [EMAIL PROTECTED] Date: 2005/02/03 Thu AM 03:19:52 EST To: wine-devel@winehq.org wine-devel@winehq.org Subject: Newest winrash problems? Hi, I had some problems with Winrash bailing out on 2 of my win98 systems. Apparently this was because a new winrash was available and it tried to install that? After uninstalling winrash 0009 and installing 0010 it works again. One of the main differences is that winrash 0010 has an extra winsock2 install, could this be the cause? Cheers, Paul.
Re: [variant] partial support for nulls + emptys converted to numbers.
On Thu, Feb 03, 2005 at 02:28:03PM +, Oliver Stieber wrote: Hi, I've had this lurking around in my tree for a while, the patch starts to support mixing nulls or emptys with integers (basically null == 0 and empty == 0) The patch does not match your description. It looks like some huge D3D diff instead ... Ciao, Marcus pgpSVgCuOyOjK.pgp Description: PGP signature
Re: [d3d9/device.c] IDirect3DDevice9Impl_GetDepthStencilSurface problem
On Thu, 3 Feb 2005 14:07:51 + (GMT), Oliver Stieber [EMAIL PROTECTED] wrote: I've just put up a small website that you can get a diff of my wine as of today from http://www.oliverthered.f2s.com/projects/wine/ with the diff you should be able to run Pirates and Axis and Allies 2 okish, I haven't checked half life 2 or far cry yet. Yeah, I have tried it out. Anyways, the problem before wasn't numlock, but that Pirates would get stuck in the transition before loading the ocean screen. You can hear the seagulls, that's it. But you patch fixes that. I can also enter town without crashing now. However there are other crashes in mss32 now -- in _AIL_3D_distance_factor and in another case AIL_debug_printf. The first one happened when I hit 5 to attack a ship. Now here's a bit of news: Star Wars: Battlefront works now! Well it loads to the menu and a thead crashes (ie music is still playing, but the menu is stuck). I'll investigate later. I think you fixed it with your volume fixes. Jesse
Re: ntdll / kernel32: #52
Eric Pouech [EMAIL PROTECTED] writes: +/** + * NtAddAtom (NTDLL.@) + */ +NTSTATUS WINAPI NtAddAtom( const WCHAR* name, ULONG length, ATOM* atom ) +{ +WCHAR full_name[MAX_ATOM_LEN + 1]; + +if (length / sizeof(WCHAR) MAX_ATOM_LEN) return STATUS_INVALID_PARAMETER; +memcpy(full_name, name, length); +full_name[length / sizeof(WCHAR)] = 0; +return RtlAddAtomToAtomTable( get_global_table(), full_name, atom ); That will work, but it's really ugly to copy the string just so we can do a strlenW on it and convert it back to a counted string for the server call. I think you really want the Nt* functions to make direct server calls, and the Rtl* to manipulate a local table. If we don't do things the way NT does we can just as well keep the current implementation. -- Alexandre Julliard [EMAIL PROTECTED]
Re: [d3d9/device.c] IDirect3DDevice9Impl_GetDepthStencilSurface problem
--- Jesse Allen [EMAIL PROTECTED] wrote: On Thu, 3 Feb 2005 14:07:51 + (GMT), Oliver Stieber [EMAIL PROTECTED] wrote: I've just put up a small website that you can get a diff of my wine as of today from http://www.oliverthered.f2s.com/projects/wine/ with the diff you should be able to run Pirates and Axis and Allies 2 okish, I haven't checked half life 2 or far cry yet. Yeah, I have tried it out. Anyways, the problem before wasn't numlock, but that Pirates would get stuck in the transition before loading the ocean screen. You can hear the seagulls, that's it. But you patch fixes that. I can also enter town without crashing now. However there are other crashes in mss32 now -- in _AIL_3D_distance_factor and in another case AIL_debug_printf. The first one happened when I hit 5 to attack a ship. Now here's a bit of news: Star Wars: Battlefront works now! Well it loads to the menu and a thead crashes (ie music is still playing, but the menu is stuck). I'll investigate later. I think you fixed it with your volume fixes. binkw32.dll (bink video) is crash happy, that's used for the intro and cutscenes. It may be possibly to make a simple linux version because you can get bink for linux. (or a version that displays the text 'thank you for disabling bink'. I'm using these dll overrides.. co... (well they change from time to time!). [Version] ;Windows = winxp Windows = win98 ;Windows = nt40 ;Windows = winme [DllOverrides] rpcrt4 = builtin, native oleaut32 = builtin, native ole32= builtin, native commdlg = builtin, native comdlg32 = builtin, native ver = builtin, native version = builtin, native shell= builtin, native shell32 = builtin, native shfolder = builtin, native shlwapi = builtin, native shdocvw = builtin, native lzexpand = builtin, native lz32 = builtin, native comctl32 = builtin, native commctrl = builtin, native advapi32 = builtin, native crtdll = builtin, native mpr = builtin, native winspool.drv = builtin, native ddraw= builtin, native dinput = builtin, native dsound = builtin, native opengl32 = builtin, native msvcrt = native, builtin msvideo = builtin, native msvfw32 = builtin, native mcicda.drv = builtin, native mciseq.drv = builtin, native mciwave.drv = builtin, native mciavi.drv = native, builtin mcianim.drv = native, builtin msacm.drv= builtin, native msacm= builtin, native msacm32 = builtin, native midimap.drv = builtin, native msi = native, builtin msiexec.exe = native, builtin d3dxoff.dll = native, builtin dinput8 =builtin, native d3dxoff = native, builtin d3dxof = native,builtin d3dxof.dll = native, builtin d3d9 = builtin, native ; you can specify applications too notepad.exe = native, builtin ; default for all other dlls * = builtin, native --snip -- [x11drv] ; Number of colors to allocate from the system palette AllocSystemColors = 100 ; Use a private color map PrivateColorMap = N ; Favor correctness over speed in some graphics operations PerfectGraphics = N ; Color depth to use on multi-depth screens ;;ScreenDepth = 16 ; Name of X11 display to use ;;Display = :0.0 ; Allow the window manager to manage created windows Managed = Y ; Use a desktop window of 640x480 for Wine Desktop = 1024x768 ; Use XFree86 DGA exten Turn on pixel shaders using regedit. wine regedit [local_machine] software/wine/Direct3D PixelShaderMode enabled and my .wine/windows/system32 looks like this... === ASYCFILT.DLL IR41_QC.dll QuickTime.qts atl.dll dmusic.dllmsimsg.dll msxml3a.dll regsvr32.so stdole32.tlb ATPartners.dllIR41_QCX.dll QuickTimeCheck.ocx bridge.dlldrivers msisip.dllmsxml3r.dll riched20.dll unregister.exe AcsProxy.dll ImgConv.dll QuickTimeFavorites.qtr cabinet.dll ezines.dat msls31.dllmsxmlr.dllsaie.exe user32.dll AcsProxy.lib Indeo4.qtx QuickTimeVR.qtx chat.dat foo mspatcha.dll ole32.dll saie.log usp10.dll Ati Dogs.scr MSVCP60.DLL SIntf16.dll comctl32.dll home.dat msvbvm60.dll oleacc.dllsaie_kyf.dat videos.dat COMCAT.DLLMSVCP71D.DLL SIntf32.dll comdlg32.oca imagehlp.dll msvcirt.dll oleaut32.dll saieau.datwinebrowserlink CmdLineExt03.dll MSVCR71D.DLL SIntfNT.dll comdlg32.ocx jao.dll msvcp71.dll olepoosdbapi.dllwinebrowserlink.so Cshtp32.ocx OLEAUT32.DLL Switp_bund_ar10.exe d3d9.dll mfc42.dll msvcr70.dll opengl32.dll shfolder.dll xmlinst.exe D3DX9sab.dll PreInstaller_p1.exe VB5DB.DLL d3dx8d.dllmsi.dll msvcr71.dll paysites.dat
Graphical debugging instead of winedbg
Hi I was trying to get a gui replacement for winedbg as I can never remember how to view memory etc, and saw http://www.winehq.com/site/docs/wine-devel/dbg-others where it talks about using kdbg. I was looking at a simple trap and thought it ideal to test with So... 1. Winedbg: I can get to the trap by winedbg program.exe, cont, and it stops and displays everything ok 2. KDBG: I launch winedbg --gdb --no-start program.exe, and it starts and issues the line target remote localhost:32835 I then issue kdbg -r localhost:32835 /usr/local/bin/wine-pthread and get a popup stating Sorry - KDbg, gdb: Using host libthread_db library /lib/tls/libthread_db.co.1 with an ok button I click the ok button and the console I launched winedbg in issues various messages about loads DLL c:\windows\system\user32 etc etc and eventually exception code=0x8003 but nothing ever happens to the GUI Note this is with cvs and Mandrake 10 if it makes any difference. How do I get the gui support working? 3. Can we use msdev.exe or windbg.exe to debug under wine yet, now the dbghelp is more functional? (I haven't tried for a long time) Regards, Jason
Editbox background regression (bug 2695)
*See Bug #2695 for screenshots: http://bugs.winehq.com/show_bug.cgi?id=2695 This regression was introduced within wine 20041019, since wine-20040914 was working just fine. (The latest release is still affected by the problem). The diff between these two versions is 5 megs big so I'm just wondering, which area of the codebase is affected by the bug... edit.c is not the case... Regards. *
Re: [d3d9/device.c] IDirect3DDevice9Impl_GetDepthStencilSurface problem
Hey Oliver, On Thu, 3 Feb 2005 14:07:51 + (GMT), Oliver Stieber [EMAIL PROTECTED] wrote: I've just put up a small website that you can get a diff of my wine as of today from http://www.oliverthered.f2s.com/projects/wine/ with the diff you should be able to run Pirates and Axis and Allies 2 okish, I haven't checked half life 2 or far cry yet. The diff still has some 'alpha' work in it that I'm cleaning up at the moment (well as soon as I've run a spell checker on my website!). Might just be me and my lack of knowledge about the wine build process. But I applied your patch and your Makefile.in in dlls/d3dx9/ doesn't get turned into a Makefile. Did you forget to diff something or is it me? Thanks, Paul
Re: Editbox background regression (bug 2695)
On Thu, 03 Feb 2005 18:04:17 +0100, George Ginden [EMAIL PROTECTED] wrote: *See Bug #2695 for screenshots: http://bugs.winehq.com/show_bug.cgi?id=2695 This regression was introduced within wine 20041019, since wine-20040914 was working just fine. (The latest release is still affected by the problem). The diff between these two versions is 5 megs big so I'm just wondering, which area of the codebase is affected by the bug... edit.c is not the case... It would help if you could do a regression test on the problem. See this link: http://winehq.org/site/docs/wine-devel/x1314 -- James Hawkins
Re: [d3d9/device.c] IDirect3DDevice9Impl_GetDepthStencilSurface problem
Oliver Stieber wrote: --- Jesse Allen [EMAIL PROTECTED] wrote: Now here's a bit of news: Star Wars: Battlefront works now! Well it loads to the menu and a thead crashes (ie music is still playing, but the menu is stuck). I'll investigate later. I think you fixed it with your volume fixes. binkw32.dll (bink video) is crash happy, that's used for the intro and cutscenes. It may be possibly to make a simple linux version because you can get bink for linux. (or a version that displays the text 'thank you for disabling bink'. Just FYI, in case it's helpful, there is a native application that allows bink video to be played within a native game-- nwmovies lets you use the BinkPlayer for Linux to play the unconverted Neverwinter Nights movies in-game (it also allows you to play them via mplayer and possibly plaympeg, after conversion). According to the readme: What little bit of this that is copyrightable is copywritten by David Holland [EMAIL PROTECTED] You may do what you wish with this code so long as some credit is given to me, and the copyright is maintained. So you might want to drop by the website at http://home.woh.rr.com/nwmovies/nwmovies/ or contact the author to see if there's anything you can use, as it does work. HTH, Holly
Re: [d3d9/device.c] IDirect3DDevice9Impl_GetDepthStencilSurface problem
On Thu, 3 Feb 2005 22:01:39 +0100, Paul van Schayck [EMAIL PROTECTED] wrote: Hey Oliver, Might just be me and my lack of knowledge about the wine build process. But I applied your patch and your Makefile.in in dlls/d3dx9/ doesn't get turned into a Makefile. Did you forget to diff something or is it me? Thanks, Paul I think he needs to update configure.ac in the top level directory.
Re: [d3d9/device.c] IDirect3DDevice9Impl_GetDepthStencilSurface problem
On Thu, 3 Feb 2005 14:45:43 -0700, Jesse Allen [EMAIL PROTECTED] wrote: On Thu, 3 Feb 2005 22:01:39 +0100, Paul van Schayck [EMAIL PROTECTED] wrote: I think he needs to update configure.ac in the top level directory. Yeah figured it. Changed confgure.ac and configure and the Makefile was created. Warcraft 3 works in d3d mode (I believe it didn't before). And World of Warcraft seems to get a bit further aswell. WoW doesn't work in opengl mode (problem with the minimap). Paul