Re: Deadline for Summer of Code is March 26th!

2007-03-21 Thread Kai Blin
On Thursday 22 March 2007 06:49, Dan Kegel wrote:
> On 3/20/07, Dan Kegel <[EMAIL PROTECTED]> wrote:
> > Watch out, those deadlines can creep up on you!
> > If you're a student interested in working on Wine
> > as part of Google's Summer of Code, you have
> > only five or so more days to apply.  See
> >
> > http://code.google.com/soc
>
> We still only have a couple applications.  Now's your chance
> for programming glory - come up with a good idea and apply today!

Read that as:
Uncle Dan wants YOU for working on Wine!

-- 
Kai Blin, 
WorldForge developerhttp://www.worldforge.org/
Wine developer  http://wiki.winehq.org/KaiBlin/
--
Will code for cotton.


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Re: x11drv: XDND: Fix file drop to properly support file:/// URIs(debugging problem)

2007-03-21 Thread Robert Shearman

Dmitry Timoshkov wrote:

-strcpy(((char*)lpDrop)+lpDrop->pFiles, path);
+memcpy(((char*)lpDrop)+lpDrop->pFiles, (char*)wpath, 
fullpathlen * sizeof(WCHAR));


Use lstrcpyW here instead of memcpy.



Why? Maciej has already got the length, so why not do the appropriate 
calculation on fullpathlen and use memcpy?


--
Rob Shearman





SoC idea: pressure sensitive tablet support

2007-03-21 Thread Dan Kegel

While looking around for a project idea, I noticed that people
are starting to ask for pressure sensitive tablet support in
Photoshop on Wine.  Seems like it could be a fun project
for some Summer of Code student.
- Dan




Re: Deadline for Summer of Code is March 26th!

2007-03-21 Thread Dan Kegel

On 3/20/07, Dan Kegel <[EMAIL PROTECTED]> wrote:

Watch out, those deadlines can creep up on you!
If you're a student interested in working on Wine
as part of Google's Summer of Code, you have
only five or so more days to apply.  See

http://code.google.com/soc


We still only have a couple applications.  Now's your chance
for programming glory - come up with a good idea and apply today!

- Dan




Re: x11drv: XDND: Fix file drop to properly support file:/// URIs(debugging problem)

2007-03-21 Thread Dmitry Timoshkov

Maciej Katafiasz <[EMAIL PROTECTED]> wrote:


+ if(!strncasecmp(p, "://localhost/", 13))
+ {
+   i = 12;
+ } else if (!strncasecmp(p, ":///", 4))
+ {
+   i = 3;
+ } else
+ {
+   TRACE("Not a valid file: URI: %s\n", (char*)data);
+   return count;
+ }


Please use the same indentation style as the existing does, i.e. 4 spaces,
not 2.


+pathlen = MultiByteToWideChar(CP_UNIXCP, 0, filename, len, NULL, 0);
+
+wfn = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, pathlen);


You allocate not enough space for a wide char string.


+TRACE("Convert to WCHAR: filename: %s, len: %d\n", debugstr_a(filename), 
pathlen);
+pathlen = MultiByteToWideChar(CP_UNIXCP, 0, filename, len, wfn, pathlen);
+if(GetLastError())
+{
+  TRACE("Can't convert to WCHAR: %d\n", GetLastError());
+  goto clean_wfn;
+}


This is not an appropriate way of testing for an API failure.


+TRACE("WCHAR filename: %s\n", debugstr_w(wfn));
+wpath = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, pathlen * 
sizeof(WCHAR));


Memory space calculations and allocations don't look right all over the place.


-strcpy(((char*)lpDrop)+lpDrop->pFiles, path);
+memcpy(((char*)lpDrop)+lpDrop->pFiles, (char*)wpath, fullpathlen * 
sizeof(WCHAR));


Use lstrcpyW here instead of memcpy.

--
Dmitry.




Re: automatically running wineprefixcreate

2007-03-21 Thread Jan Zerebecki
On Wed, Mar 21, 2007 at 12:24:23PM -0500, Tom Spear wrote:
> Well, Im just wanting to have winecfg run wineprefixcreate after the
> ok and apply buttons are pressed, so that the files and folders
> created by wineprefixcreate are created in the location of the fake c
> drive (in the event a user moved it from the default)..

But then the old location is left behind and the new used
instead, what happens when the user already has something
installed there?

How about a big warning that the user needs to move the content
of the directories he changed himself and a pop-up warning on OK if e.g.
the windows directory is not found on C: ?


Jan





x11drv: XDND: Fix file drop to properly support file:/// URIs (debugging problem)

2007-03-21 Thread Maciej Katafiasz
Hi,

(please ignore the other copy I sent from the wrong address by accident)

I'm working on a bug in winex11drv/xdnd.c, where file:/// URIs are not
correctly interpreted, resulting in DnD broken most of the time. There
are two parts of that bug:

1) X11DRV_XDND_BuildDropFiles() fails to properly handle absolute unix
paths, which is exactly what you get from file:///, so it won't find the
file unless $PWD and the constructed Windows drive-absolute path happen
to have the same root. For example, file:///home/mathrick/foo.txt will
yield "\\home\\mathrick\\foo.txt" and work only if the current directory
is on a drive letter on which that path is valid.

2) X11DRV_XDND_DeconstructTextPlain() fails to accommodate for the fact
file:/// URIs are, in fact, URIs and not paths, and doesn't check for
validity nor does it unescape % sequences. The result is that paths with
spaces, etc. in them won't work.

The attached patch is my first take at 1), it works, but there is a
problem. My test application is μTorrent, and it'll randomly lock up
with the following errors printed:

err:ntdll:RtlpWaitForCriticalSection section 0x110020 "heap.c: main
process heap section" wait timed out in thread 001f, blocked by 0019,
retrying (60 sec)
err:ntdll:RtlpWaitForCriticalSection section 0x110020 "heap.c: main
process heap section" wait timed out in thread 001e, blocked by 0019,
retrying (60 sec)

I can reproduce them by attempting to drop a file on µT's window right
after startup. If I wait a while, it works. It also happens if I switch
to another virtual desktop, then back to the one µT is on and then try
to drop.

I tried to check the code as well as I could (win32 API is not exactly
my everyday environment), and I believe it's correct. At least all the
allocations appear to be correct, nothing is overwritten. I've tried
debugging in several ways using winedbg, but it fails pretty hard with
various exceptions that aren't there when running outside the debugger,
or fails to attach to the process, etc. From the circumstances, I
believe there's some kind of race condition in allocation from process
heap. However, I'm unable to find it as I have no idea about wine
internals and how exactly DnD happens, and what threads do what and
when. I'd be therefore very grateful if someone knowledgeable would take
a look at it and see what's wrong, or at least help me with debugging
the issue, as my ideas how to attack it have run out.

Cheers,

-- 
Being really good at C++ is like being really good at using rocks to
sharpen sticks. (Thant Tessman)

Maciej Katafiasz <[EMAIL PROTECTED]>
http://mathrick.org


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Re: Regedit output to STDOUT / force registry files sync

2007-03-21 Thread Detlef Riekenberg
On Di, 2007-03-20 at 21:12 +0100, Vit Hrachovy wrote:

> Hi Bill,
> that's not the case I'm searching for. I'm aware that regedit can export 
>   into files. I simply want registry export to STDOUT nothing else.

Did you test reg.exe / regini.exe ?

> I'm going to submit a patch with some sort of new application

Please try the above first. Both are from Microsoft. 

Example:
$ wine reg.exe query "HKCU\Software\wine\MSHTML"

! REG.EXE VERSION 3.0

HKEY_CURRENT_USER\Software\wine\MSHTML
GeckoUrlREG_SZ  http://source.winehq.org/winegecko.php



-- 
 
By by ... Detlef






Re: Improving DirectDraw OpenGL renderer for SoC?

2007-03-21 Thread Scott Ritchie
On Wed, 2007-03-21 at 20:32 +0100, Stefan Dösinger wrote:
> The other issue is render target locking. This is essentially something that 
> is not well supported by OpenGL. There are 2 extensions which can help to 
> improve that, one is the pixel buffer objects extension, the other one is a 
> nvidia only extension which does exactly the same as 
> IDirectDrawSurface7::Lock. If neither of those extensions is available, or if 
> pbos turn out to be slow too, we can only play tricks like watching the 
> application's behavior and predict the area it will modify. I have started 
> toying with that, the most important fragment is this: 
> http://stud4.tuwien.ac.at/~e0526822/optimizer.junk

If it's the most efficient way to make it work, I see nothing wrong with
using an nvidia-only extension and then letting it be known we'd like
that extension as part of the OpenGL specification.

We'd likely want to catalog the various vendor-specific extensions we
use somewhere, though.

Thanks,
Scott Ritchie





Re: [3/4] WineD3D: Store the pixel format in the texture

2007-03-21 Thread Stefan Dösinger
Am Mittwoch 21 März 2007 17:53 schrieb H. Verbeet:
> Shouldn't this be done for volume textures as well?
It is done, unless I missed something:

@@ -896,6 +898,7 @@ static HRESULT WINAPI 
IWineD3DDeviceImpl_CreateVolumeTexture(IWineD3DDevice *ifa
 object->width  = Width;
 object->height = Height;
 object->depth  = Depth;
+object->baseTexture.format = Format;


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Re: Improving DirectDraw OpenGL renderer for SoC?

2007-03-21 Thread Stefan Dösinger
Am Mittwoch 21 März 2007 20:01 schrieb Alexander Nicolaysen Sørnes:
> Greetings,
>
> i am thinking about participating in the Summer of Code, and thought it
> would be interesting to improve DirectDraw such that Command & Conquer
> Tiberian Sun & Red Alert 2 run faster.  Currently, they crash once the
> mouse is moved in-game when OpenGL rendering is enabled.  Thus the project
> would involve fixing that bug, and then other performance issues/crashes
> that occur. However, I don't really have much experience with C and Wine. 
> The closest I have gotten is some patches for Wine's WordPad
> implementation. Would it be feasible to acquire the necessary knowledge and
> fix the bugs before the end of summer?
I think learning those things over the summer is feasable. There is not much 
OpenGL knowledge required, it is mostly about drawing textured quads.

Unfortunately other issues are major:
The crash when moving the mouse is because those games draw the mouse from a 
different thread. My multithreaded opengl patches may fix that. But for real 
thread safety we have to implement locking of private data. For one part this 
needs a lot of patience because those patches are tricky to review for 
Alexandre, and it needs knowledge about thread synchronisation. Overall it is 
a very tricky task.

The other issue is render target locking. This is essentially something that 
is not well supported by OpenGL. There are 2 extensions which can help to 
improve that, one is the pixel buffer objects extension, the other one is a 
nvidia only extension which does exactly the same as 
IDirectDrawSurface7::Lock. If neither of those extensions is available, or if 
pbos turn out to be slow too, we can only play tricks like watching the 
application's behavior and predict the area it will modify. I have started 
toying with that, the most important fragment is this: 
http://stud4.tuwien.ac.at/~e0526822/optimizer.junk


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Improving DirectDraw OpenGL renderer for SoC?

2007-03-21 Thread Alexander Nicolaysen Sørnes
Greetings,

i am thinking about participating in the Summer of Code, and thought it would 
be interesting to improve DirectDraw such that Command & Conquer Tiberian Sun 
& Red Alert 2 run faster.  Currently, they crash once the mouse is moved 
in-game when OpenGL rendering is enabled.  Thus the project would involve 
fixing that bug, and then other performance issues/crashes that occur.
 However, I don't really have much experience with C and Wine.  The 
closest I have gotten is some patches for Wine's WordPad implementation.  
Would it be feasible to acquire the necessary knowledge and fix the bugs 
before the end of summer?



Regards,

Alexander N. Sørnes




Review of wine/crossover

2007-03-21 Thread Dan Kegel

Another "jouralist tries linux" article.  This one's pretty good.
http://www.computerworld.com/action/article.do?command=viewArticleBasic&articleId=9013280

Her first complaint is that NoteTab Pro doesn't start when installed
with Crossover.
The app is $30 at http://www.notetab.com/ and sadly the free demo
doesn't show the problem.
The exact page where she complains about NoteTab Pro is page 3,
http://www.computerworld.com/action/article.do?command=viewArticleBasic&articleId=9013280&pageNumber=3
- Dan




Re: automatically running wineprefixcreate

2007-03-21 Thread Tom Spear

On 3/21/07, Marcus Meissner <[EMAIL PROTECTED]> wrote:

On Wed, Mar 21, 2007 at 09:31:23AM -0500, Tom Spear wrote:
> I was looking into my issues with menubuilder and trying to figure out
> ways to make the setup automatic so that everything would go where it
> should (since I know how to manually make wine put things in the
> proper place), and I noticed that no matter how wine is invoked (wine,
> winecfg, wineboot, winemine, notepad etc), if there is no ~/.wine it
> runs wineprefixcreate _first_ in order to create it.
>
> Currently in order to fix my issues, I have to re-run wineprefixcreate
> after running winecfg to make sure the directories and files are put
> in the place I have my fake c located.
>
> Would it be possible to make winecfg run wineprefixcreate one more
> time after the ok and apply buttons are pressed so that users dont
> have to manually run it when they use winecfg?

What do you really want to do?

Well, Im just wanting to have winecfg run wineprefixcreate after the
ok and apply buttons are pressed, so that the files and folders
created by wineprefixcreate are created in the location of the fake c
drive (in the event a user moved it from the default)..

--
Thanks

Tom

Check out this new 3D Instant Messenger called IMVU.  It's the best I
have seen yet!



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Re: [3/4] WineD3D: Store the pixel format in the texture

2007-03-21 Thread H. Verbeet

Shouldn't this be done for volume textures as well?




Re: automatically running wineprefixcreate

2007-03-21 Thread Marcus Meissner
On Wed, Mar 21, 2007 at 09:31:23AM -0500, Tom Spear wrote:
> I was looking into my issues with menubuilder and trying to figure out
> ways to make the setup automatic so that everything would go where it
> should (since I know how to manually make wine put things in the
> proper place), and I noticed that no matter how wine is invoked (wine,
> winecfg, wineboot, winemine, notepad etc), if there is no ~/.wine it
> runs wineprefixcreate _first_ in order to create it.
> 
> Currently in order to fix my issues, I have to re-run wineprefixcreate
> after running winecfg to make sure the directories and files are put
> in the place I have my fake c located.
> 
> Would it be possible to make winecfg run wineprefixcreate one more
> time after the ok and apply buttons are pressed so that users dont
> have to manually run it when they use winecfg?

What do you really want to do?

Ciao, Marcus




Re: Supreme Commander Up and running!

2007-03-21 Thread Stefan Dösinger
Am Mittwoch 21 März 2007 14:31 schrieb H. Verbeet:
> On 21/03/07, Mirek <[EMAIL PROTECTED]> wrote:
> > fixme:d3d_draw:drawStridedInstanced Unsupported WINED3DDECLTYPE_FLOAT16_4
>
> That'll do it. Looks like it's not so much the GLSL implementation as
> the different caps we return when GLSL is used.
Ah yes, Instancing makes sense for a real time strategy game.


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automatically running wineprefixcreate

2007-03-21 Thread Tom Spear

I was looking into my issues with menubuilder and trying to figure out
ways to make the setup automatic so that everything would go where it
should (since I know how to manually make wine put things in the
proper place), and I noticed that no matter how wine is invoked (wine,
winecfg, wineboot, winemine, notepad etc), if there is no ~/.wine it
runs wineprefixcreate _first_ in order to create it.

Currently in order to fix my issues, I have to re-run wineprefixcreate
after running winecfg to make sure the directories and files are put
in the place I have my fake c located.

Would it be possible to make winecfg run wineprefixcreate one more
time after the ok and apply buttons are pressed so that users dont
have to manually run it when they use winecfg?

--
Thanks

Tom

Check out this new 3D Instant Messenger called IMVU.  It's the best I
have seen yet!



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Re: Accessing File > 4gb problem (was: Debugging Supreme Commander)

2007-03-21 Thread Carl-Daniel Hailfinger
On 20.03.2007 15:08, Stephan Rose wrote:
> So apparently the issue comes down the lseek failing with > 4 gig files only
> on cd-rom drives and ends up not being a wine bug after all as far as I can
> tell. I will try to install it from the hard drive in a little bit and see
> if it succeeds then. I didn't have enough time during lunch to actually let
> the install run from the HD.

AFAIK Linux didn't support files with multiple extents on ISO9660
filesystems in the past, at least when Joliet is used. I'm not sure
about the current status.
http://en.wikipedia.org/wiki/ISO_9660#The_4_GB_file_size_limit

Regards,
Carl-Daniel
-- 
http://www.hailfinger.org/




Accessing File > 4gb problem (was: Debugging Supreme Commander)

2007-03-21 Thread Stephan Rose
Allright, I've got the bug nailed to the wall with all of its 6 legs.

What I don't know though is what to do about it. Still trying to find
the right sledgehammer to squash it with

Problem boils down to this:

Supreme Commander has a .cab file that is just under 6 gigs in size.

0x178d42fce bytes to be exact

Now here are the last 5 file seek positions in order from first to last:

0x0ff697fb4
0x0ff69800b
0x0ffebc19a
0x0ffebc1f0

All those succeed fine. But #5 ...
0x1007bc160 results in NTSTATUS c00d, Invalid Parameter.

That address is well within the range of the file though. 

The status occurs when lseek is called in this part of NtSetInformation,
don't mind my added debug fixme's =)

case FilePositionInformation:
if (len >= sizeof(FILE_POSITION_INFORMATION))
{
const FILE_POSITION_INFORMATION *info = ptr;
unsigned int* iptr = (unsigned
int*)&info->CurrentByteOffset.QuadPart;

FIXME( "%i, 0x%08x%08x\n", fd, *(iptr+1), *iptr);

if (lseek( fd, info->CurrentByteOffset.QuadPart, SEEK_SET ) ==
(off_t)-1)
{
FIXME("Bad result from lseek");
// Above fixme triggered past 4gb
io->u.Status = FILE_GetNtStatus();
}
}
else io->u.Status = STATUS_INVALID_PARAMETER_3;
break;

I checked sizeof(off_t) and it correctly reports as 8-bytes, so I am not
sure what the problem is and why this is happening.

Any ideas?

On a bright note...I almost have my Supreme Commander CD Key memorized
now...how many people can say that!!! ;)

Thanks,

Stephan






Re: Debugging Supreme Commander Installer

2007-03-21 Thread Tom Spear

On 3/19/07, Stephan Rose <[EMAIL PROTECTED]> wrote:

On Mon, 2007-03-19 at 09:40 +0100, Stefan Dösinger wrote:
> Am Montag 19 März 2007 01:49 schrieb Stephan Rose:
> > I've been playing around with the supreme commander install most of
> > today trying to figure out why it does not want to install. Running with
> > +file,+msgbox and noticed the following error for virtually all files:
>
> > So it seems that it freaks out because somehow the file appears in the
> > directory tree late.
> Sounds like a race :-) . I don't know anything about wine's msi and dcom
> implementation(which installshield uses heavilly). DCOM is about the most
> complex thing in Windows :-/
>
> One think you can try if that game works with windows 98 too is to use native
> msi 2.0 and / or native dcom98 . If that fails in the same way it is a bug
> somewhere else(ntdll / kernel), otherwise most likely msi or dcom. Dan's
> Winetricks may help with installing that. You need winver = win98 for native
> msi and dcom.
>

No luck there...but I am one step closer to tracking down the source of
the problem.

I found that kernel32 is calling RaiseException when the file that is
failing comes up.

So I went to check it out with +seh, this is the exception that comes
up:

trace:seh:raise_exception code=e06d7363 flags=1 addr=0x7ee4ca80
trace:seh:raise_exception  info[0]=19930520
trace:seh:raise_exception  info[1]=00334aec
trace:seh:raise_exception  info[2]=100f7058
trace:seh:raise_exception  eax=7ee37d89 ebx=7eeb8880 ecx=
edx=100f18d8 esi=100f18d8 edi=00334ad0
trace:seh:raise_exception  ebp=00334a90 esp=00334a2c cs=0073 ds=007b
es=007b fs=0033 gs=003b flags=00200216

Anyone have any idea on what the exception is?

I've come as far so far as that it seems to be some MS Specific C++
exception. I've still got to find out what function this exception is
originating in. Going to try and figure that one out next.

I could be way off the mark on this one but I think I remember hearing
somewhere that ebx=7eeb8880 was copy protection (SD2?).  Like I said
maybe way off the mark, but we will see.

--
Thanks

Tom

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Re: Makefiles: Be less verbose when performing make rules by only printing the command being executed and the source and/or target file.

2007-03-21 Thread Alexandre Julliard
Robert Shearman <[EMAIL PROTECTED]> writes:

> Alexandre Julliard wrote:
>> The MAKEFLAGS hack is certainly non portable, and won't behave right
>> on other makes. Using a shell script will also cause trouble on
>> Windows. The extra shell evaluation will also require some extra
>> quoting, that may be tricky to get right. It's really a lot of
>> trouble...
>
> I'm guessing you still believe this is the case, even with my latest patch.

Well, the quoting is fixed, but the rest isn't...

-- 
Alexandre Julliard
[EMAIL PROTECTED]




Re: Link creation not working _properly_ under 2.6 kernel?

2007-03-21 Thread Tom Spear

On 3/20/07, Vitaliy Margolen <[EMAIL PROTECTED]> wrote:

Tom Spear wrote:
>> > 2) Is the menu location (~/.local/share/applications) pretty much
>> > universal?  In other words IF a patch were submitted to add Start Menu
>> See: http://standards.freedesktop.org/menu-spec/menu-spec-1.0.html#paths
>>
>> > creation under windows\profiles, would it require detection of the
>> > menu location, or (in the case that it is nearly universal) could it
>> > just be statically coded?
>> You talking about two totally separate things:
>> 1. Windows' "Start Menu" location
>> 2. XOrg's location for the menu entries.
>>
>> Vitaliy.
>>
> No I'm not.  Apparently wine is broken in the way that it handles
> making links anyways, because if you look in winecfg with a clean
> ~/.wine you see Desktop points to ~/Desktop which is not good.  The
> reason this is not good is because when a user installs a program they
> get 2 icons, one is the lnk file that is used in windows (useless in
> wine/linux for launching programs), and the other is the .desktop
> file.
You missed that discussion. It was decided some time ago that for
compatibility reasons with 1000 different distros Wine will be using
symlinks. And it works properly. But the biggest reasoning behind it is
integration. Wine should use ~/Desktop as desktop (if it's present).


So we want users to have both a .lnk file (which doesnt work) and a
.desktop file (which does) on their desktop?

Ill file bugs if that is not correct, but afaics everything in the
menubuilder code looks fine.  Like I said if I disable the Desktop/My
docs linking in the desktop integration tab of winecfg, then wine acts
properly and puts lnk files where they should be (under the fake c
drive's start menu/desktop) and puts desktop files where they should
be (under the real xorg desktop and menu), which is what I meant when
I had said "central location", I just hadnt thought to disable the
link to boxes until after I said that.

--
Thanks

Tom

Check out this new 3D Instant Messenger called IMVU.  It's the best I
have seen yet!



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Re: Link creation not working _properly_ under 2.6 kernel?

2007-03-21 Thread Tom Spear

On 3/19/07, Tom Spear <[EMAIL PROTECTED]> wrote:

On 3/19/07, Tom Spear <[EMAIL PROTECTED]> wrote:
> > On 3/16/07, Vitaliy Margolen <[EMAIL PROTECTED]> wrote:
> > > Tom Spear wrote:
> > > > I did some more checking into this just now.  I'm not sure why or how,
> > > > but when I installed Worms 2, it installed the menu entries properly.
> > > > So I uninstalled WinRAR and reinstalled it.  This time it created a
> > > > menu entry for WinRAR under the wine folder in the menu, but it isnt a
> > > > subfolder, like it should be and the other icons that should be in the
> > > > menu aren't there.  It appears that the winrar installer may be doing
> > > > something that other installers dont do
> > > After install is finished you did run 'wineboot' right? As most
> > > installers create icons _first_ before anything else is installed.
> > >
> > > >
> > > > Anyone know of any debug messages I should run to try to narrow down
> > > > the problem?
> > > menubuilder would be helpfull. With the bug # where you should send all
> > > this information of course.
> > >
> > > Vitaliy
> > >
> I just uninstalled 0.9.32 (using the make directory for 0.9.32) and
> pulled and installed 0.9.33, removed ~/.wine, and drive_c as well as
> my desktop icons, and menu icons.
>
> On an unrelated note, oddly enough wine prompted me to install gecko,
> but when I said yes it did not install it and instead tried to
> initialize the one from my 0.9.32 install, which wasnt there...
>
> So anyways I get it all installed, run wineprefixcreate and winecfg,
> switch to my home directory, run wine with WINEDEBUG=+menubuilder
> ./wrar362.exe and install it.
>
> The Desktop icon appears like usual, but still no menu icons.  So I
> run WINEDEBUG=+menubuilder wineboot and still get no menu icons.  So,
> thinking that maybe the K Menu just needed to refresh, I rebooted the
> machine, and STILL get no icons..  So I looked into the
> drive_c/Program\ Files/WinRAR directory, and again there is the folder
> WinRAR (/mnt/d/Program\ Files/WinRAR/WinRAR) with all of the icons in
> it.. So I am still having my icons created in the Program files
> directory..
>
> Im taking a look into menubuilder now to see if I can find anything
> and will post back once the site is back up (which will be about the
> time you read this).  By that time I will also have a bug # (since I
> cant very well create a bug with bugzilla down too)..  The full
> +menubuilder trace is attached with comments inside the file, and the
> trace will also be attached to the bug for future reference..
>
> --
> Thanks
>
> Tom
>
> Check out this new 3D Instant Messenger called IMVU.  It's the best I
> have seen yet!
>
>
>
> http://imvu.com/catalog/web_invitation.php?userId=1547373&from=power-email
>
>

To add a bit more info, I just retried, again cleaning everything out
and rebuilding the environment with wineprefixcreate and winecfg.
This time however I created a symlink from
/mnt/d/windows/profiles/speeddy/Start\ Menu to
~/.local/share/applications

One of the .lnk files was put in the right place this time, and then
when I ran wineboot, it created the wine folder and the main shortcut
based off of that.

It seems (looking at my trace) that it's failing around line 917 (in
InvokeShellLinker), which basically checks the location of the lnk
file and if it isnt in a known location, such as Desktop, Start Menu,
Startup or the common version of such, then it fails and spits a warn.
 The odd thing is that that function should return a relative path
Assuming that my hunch is correct, if I comment out that part of the
call, then it should create the shortcuts in the proper location.  Of
course this would only work because I manually created the symlink for
Start Menu earlier, due to the next part which checks to see if the
links are under the start menu or desktop

The reason I see this failing is not due to a bug in the menubuilder
but due to a bug somewhere else in wine that causes the folder that
should go into the Start Menu to be put into Program Files\WinRAR..
So IMHO this bug is somewhere else.  I'll try running with +file and
see what I can come up with.

--
Thanks

Tom

Check out this new 3D Instant Messenger called IMVU.  It's the best I
have seen yet!



http://imvu.com/catalog/web_invitation.php?userId=1547373&from=power-email


OK finally found the culprit!

Looks like the WinRAR installer is looking for the Start Menu and
Start Menu\Programs..  Found it with the +file trace.  If those don't
exist then it defaults to installing into Program Files\WinRAR.

So I now have two questions:

1) Why was the Start Menu left out of wine's first
boot/wineprefixcreate and left out of the winecfg dialogs?  I mean was
it just an oversight or was there a specific reason, because I
honestly dont know or understand.

2) Is the menu location (~/.local/share/applications) pretty much
universal?  In other words IF a patch were submitted to add Start Menu
creation under windows\profiles, would it 

Re: Regedit output to STDOUT / force registry files sync

2007-03-21 Thread Vit Hrachovy

Lei Zhang wrote:

Believe it or not, there are UNIXes without /dev/stderr and /dev/stdout.
Having regedit option to flush its output to STDOUT (and to get its
input from STDIN) would be very helpful - and in case of STDOUT output
very easy to implement.

Regards
Vit Hrachovy



Sure, but Unices that run Wine have /dev/stderr.

A better reason for not modifying regedit is that is breaks
compatibility with Windows' regedit. Yes, it can is helpful to have a
tool that can retrieve registry keys from the command line, but we
should not overload that functionality into regedit.


Hi,
thanks for recommendation, I'll send a patch with the new tool for 
review soon.

Regards
Vit




RE: Enlarge max. length of PATH variable in programs/cmd/wcmdmain.c

2007-03-21 Thread Alexander.Farber
Hello Jason,

>>PS: I think   char string[1024]; in the main() should be extended 
>>to   char string[2048];   as well! (please see the MS note above)

>Yes, I'd agree (to MAXSTRING, but change the 1024 in at least one of
the calls appropriately as well)

yes, there are several places in wcmdmain.c besides main() where 1024 is
wrongly used.
But that would be another patch - related to the max. length of
commands.

I hope my original patch will be applied (with 2048 or with MAXSTRING as
you suggest) 
http://www.winehq.org/pipermail/wine-patches/2007-March/037313.html
- it is about the max. length of a PATH variable.

Regards
Alex






Re: Supreme Commander Up and running!

2007-03-21 Thread H. Verbeet

On 21/03/07, Mirek <[EMAIL PROTECTED]> wrote:

fixme:d3d_draw:drawStridedInstanced Unsupported WINED3DDECLTYPE_FLOAT16_4


That'll do it. Looks like it's not so much the GLSL implementation as
the different caps we return when GLSL is used.




Re: wined3d: Check for float texture formats correctly.

2007-03-21 Thread H. Verbeet

On 21/03/07, Stefan Dösinger <[EMAIL PROTECTED]> wrote:

Am Mittwoch 21 März 2007 08:34 schrieb H. Verbeet:
> On 21/03/07, Vitaly Budovski <[EMAIL PROTECTED]> wrote:
> > Move the checks for float texture formats into the correct location.
> > This allows some Direct3D sample applications to start up which check
> > for any of the float formats together with D3DUSAGE_RENDERTARGET.
> > ---
>
> That's better, but now those formats can only be used with render
> targets. I don't think that's correct, since they were probably added
> in the other place to make some application work.
Especially since its pointless to render to a texture if you can't use it
otherwise :-) Although I guess that apps assume that if its ok as a rt you
can use it as a texture too


Seems to have been comitted :-/




Re: Supreme Commander Up and running!

2007-03-21 Thread Markus
On Wednesday 21 March 2007 13:26, Wojciech 'arab' Arabczyk wrote:
> > http://headline.czela.net/Mirek/wine/Supreme%20Commander/ with GLSL and
> > this is part of messages when playing demo game:
> >
> > fixme:d3d_draw:drawStridedInstanced > 0x502 from
> > glDrawElements @ drawprim.c / 991
> > fixme:d3d_draw:drawStridedInstanced Unsupported WINED3DDECLTYPE_FLOAT16_4
> > fixme:d3d_draw:drawStridedInstanced > 0x502 from
> > glDrawElements @ drawprim.c / 991
>
> I've encountered this when running some windows demoscene prod, with GLSL
> FBO's enabled. Try switching to pbuffer as it helped here.
Setting either pbuffer, fbo or no OffscreenRenderingMode key at all did not 
have any effect.

-- 
Markus




Re: Supreme Commander Up and running!

2007-03-21 Thread Wojciech 'arab' Arabczyk
Hello

> http://headline.czela.net/Mirek/wine/Supreme%20Commander/ with GLSL and
> this is part of messages when playing demo game:
>
> fixme:d3d_draw:drawStridedInstanced > 0x502 from
> glDrawElements @ drawprim.c / 991
> fixme:d3d_draw:drawStridedInstanced Unsupported WINED3DDECLTYPE_FLOAT16_4
> fixme:d3d_draw:drawStridedInstanced > 0x502 from
> glDrawElements @ drawprim.c / 991

I've encountered this when running some windows demoscene prod, with GLSL 
FBO's enabled. Try switching to pbuffer as it helped here.

-- 
Best regards
Wojciech Arabczyk :: http://www.arabek.net :: jid:[EMAIL PROTECTED]




Re: Supreme Commander Up and running!

2007-03-21 Thread Mirek

Stefan Dösinger napsal(a):

Which font patch?

http://bugs.winehq.org/show_bug.cgi?id=7507

Oh, not d3d related.


According to the system requirements the highest it uses is 2.0.

I am also wondering if some of the other bugs, such as geometry being in
the wrong place may be resulting from the d3dx9_31.dll not being our
own. Maybe seeing some interoperability issues there between the native
version of that and our own version of the remaining d3d dlls?
No, this is not the case. d3dx9_31 is supposed to work with wine and works 
nice so far.


Can you attach a screenshot showing the rendering issues and / or open a bug 
for them?








Hi, here is screenshot: 
http://headline.czela.net/Mirek/wine/Supreme%20Commander/ with GLSL and 
this is part of messages when playing demo game:


fixme:d3d_draw:drawStridedInstanced > 0x502 from 
glDrawElements @ drawprim.c / 991

fixme:d3d_draw:drawStridedInstanced Unsupported WINED3DDECLTYPE_FLOAT16_4
fixme:d3d_draw:drawStridedInstanced > 0x502 from 
glDrawElements @ drawprim.c / 991

fixme:d3d_draw:drawStridedInstanced Unsupported WINED3DDECLTYPE_FLOAT16_4
fixme:d3d_draw:drawStridedInstanced > 0x502 from 
glDrawElements @ drawprim.c / 991

fixme:d3d_draw:drawStridedInstanced Unsupported WINED3DDECLTYPE_FLOAT16_4
fixme:d3d_draw:drawStridedInstanced > 0x502 from 
glDrawElements @ drawprim.c / 991

fixme:d3d_draw:drawStridedInstanced Unsupported WINED3DDECLTYPE_FLOAT16_4
fixme:d3d_draw:drawStridedInstanced > 0x502 from 
glDrawElements @ drawprim.c / 991

fixme:d3d_draw:drawStridedInstanced Unsupported WINED3DDECLTYPE_FLOAT16_4
fixme:d3d_draw:drawStridedInstanced > 0x502 from 
glDrawElements @ drawprim.c / 991

fixme:d3d_draw:drawStridedInstanced Unsupported WINED3DDECLTYPE_FLOAT16_4
fixme:d3d_draw:drawStridedInstanced > 0x502 from 
glDrawElements @ drawprim.c / 991

fixme:d3d_draw:drawStridedInstanced Unsupported WINED3DDECLTYPE_FLOAT16_4
fixme:d3d_draw:drawStridedInstanced > 0x502 from 
glDrawElements @ drawprim.c / 991

fixme:d3d_draw:drawStridedInstanced Unsupported WINED3DDECLTYPE_FLOAT16_4
fixme:d3d_draw:drawStridedInstanced > 0x502 from 
glDrawElements @ drawprim.c / 991

fixme:d3d_draw:drawStridedInstanced Unsupported WINED3DDECLTYPE_FLOAT16_4
fixme:d3d_draw:drawStridedInstanced > 0x502 from 
glDrawElements @ drawprim.c / 991

fixme:d3d_draw:drawStridedInstanced Unsupported WINED3DDECLTYPE_FLOAT16_4
fixme:d3d_draw:drawStridedInstanced > 0x502 from 
glDrawElements @ drawprim.c / 991

fixme:d3d_draw:drawStridedInstanced Unsupported WINED3DDECLTYPE_FLOAT16_4
fixme:d3d_draw:drawStridedInstanced > 0x502 from 
glDrawElements @ drawprim.c / 991

fixme:d3d_draw:drawStridedInstanced Unsupported WINED3DDECLTYPE_FLOAT16_4
fixme:d3d_draw:drawStridedInstanced > 0x502 from 
glDrawElements @ drawprim.c / 991

fixme:d3d_draw:drawStridedInstanced Unsupported WINED3DDECLTYPE_FLOAT16_4
fixme:d3d_draw:drawStridedInstanced > 0x502 from 
glDrawElements @ drawprim.c / 991

fixme:d3d_draw:drawStridedInstanced Unsupported WINED3DDECLTYPE_FLOAT16_4
fixme:d3d_draw:drawStridedInstanced > 0x502 from 
glDrawElements @ drawprim.c / 991

fixme:d3d_draw:drawStridedInstanced Unsupported WINED3DDECLTYPE_FLOAT16_4
fixme:d3d_draw:drawStridedInstanced > 0x502 from 
glDrawElements @ drawprim.c / 991

fixme:d3d_draw:drawStridedInstanced Unsupported WINED3DDECLTYPE_FLOAT16_4
fixme:d3d_draw:drawStridedInstanced > 0x502 from 
glDrawElements @ drawprim.c / 991

fixme:d3d_draw:drawStridedInstanced Unsupported WINED3DDECLTYPE_FLOAT16_4
fixme:d3d_draw:drawStridedInstanced > 0x502 from 
glDrawElements @ drawprim.c / 991

fixme:d3d_draw:drawStridedInstanced Unsupported WINED3DDECLTYPE_FLOAT16_4
fixme:d3d_draw:drawStridedInstanced > 0x502 from 
glDrawElements @ drawprim.c / 991

fixme:d3d_draw:drawStridedInstanced Unsupported WINED3DDECLTYPE_FLOAT16_4
fixme:d3d_draw:drawStridedInstanced > 0x502 from 
glDrawElements @ drawprim.c / 991

fixme:d3d_draw:drawStridedInstanced Unsupported WINED3DDECLTYPE_FLOAT16_4
fixme:d3d_draw:drawStridedInstanced > 0x502 from 
glDrawElements @ drawprim.c / 991

fixme:d3d_draw:drawStridedInstanced Unsupported WINED3DDECLTYPE_FLOAT16_4
fixme:d3d_draw:drawStridedInstanced Unsupported WINED3DDECLTYPE_FLOAT16_4
fixme:d3d_draw:drawStridedInstanced Unsupported WINED3DDECLTYPE_FLOAT16_4
fixme:d3d_draw:drawStridedInstanced Unsupported WINED3DDECLTYPE_FLOAT16_4
fixme:d3d_draw:drawStridedInstanced Unsupported WINED3DDECLTYPE_FLOAT16_4
fixme:d3d_draw:drawStridedInstanced Unsupported WINED3DDECLTYPE_FLOAT16_4
fixme:d3d_draw:drawStridedInstanced Unsupported WINED3DDECLTYPE_FLOAT16_4
fixme:d3d_dra

Re: Sugestion: A few changes to the

2007-03-21 Thread Robert Shearman

Giles Cameron wrote:

After learning about the wine debuging output's level system, and seeing
it be used for a while, I think its time we make a couple of new channels.

They would be like the 'trace' channel, only for more spefic purposes,
these could by default be compiled out, but when needed put in.
  


Trace isn't a channel. It's a level of debug output for the channel.


Their primary purpos would be for tracking down bugs in the API, ones
that may not be as easy to find in a test case.
  


You need to be more specific about what you propose to add.

--
Rob Shearman





Re: Road to 1.0

2007-03-21 Thread Tim Schmidt

On 3/20/07, Kai Blin <[EMAIL PROTECTED]> wrote:

http://code.google.com/soc/wine/about.html

Like that?


Yeah.  That was me attempting something resembling humor.  GSoC is
exactly what I meant.

--tim




Re: Test framework for authentication testing

2007-03-21 Thread Detlef Riekenberg
On So, 2007-03-18 at 18:18 +0100, Kai Blin wrote:

> > > What I'd want to do would be the following:
> > > * add a user
> >
> > You must handle the case, that the user has no rights
> > to do that (User is not an Administrator).
> 
> Sure. In that case, we just skip the tests like we do now. Nothing lost.

When you are not an Admnistrator and run the tests for 
msi (install) or advpack (install), you see why
I just want to point to this situation.

(both tests pop up a Dialog on w2k and stop
the testsuite)
I will create bug-reports, when bugzilla is online again.


-- 
 
By by ... Detlef






Re: Makefiles: Be less verbose when performing make rules by only printing the command being executed and the source and/or target file.

2007-03-21 Thread Robert Shearman

Alexandre Julliard wrote:

Robert Shearman <[EMAIL PROTECTED]> writes:

  

I don't see how. It doesn't change the portability with other versions
of make, and although I'm not an expert on shell programmings, I don't
think I used an non-portable constructs there.



The MAKEFLAGS hack is certainly non portable, and won't behave right
on other makes. Using a shell script will also cause trouble on
Windows. The extra shell evaluation will also require some extra
quoting, that may be tricky to get right. It's really a lot of
trouble...
  


I'm guessing you still believe this is the case, even with my latest patch.


--
Rob Shearman





Re: wine opinion of a user

2007-03-21 Thread Robert Shearman

Dan Kegel wrote:

On 3/20/07, Dan Kegel <[EMAIL PROTECTED]> wrote:

>> Sage Line 50 already has a bug filed:
>> http://bugs.winehq.org/show_bug.cgi?id=2956
>> but we're hampered because there's no free demo for us to test.
>>
>You could register for a free trial cd?
>http://www.sage.co.uk/considering/TryNow.aspx?tid=213114

D'oh.  Missed that.  Yeah, I'll register for one, thanks.


Sadly, only UK residents can get the free trial.  Can someone
in the UK get a copy and send it to me (and/or test themselves)?


I've ordered a trial CD of everything they're offering.

--
Rob Shearman





Re: wined3d: Check for float texture formats correctly.

2007-03-21 Thread Stefan Dösinger
Am Mittwoch 21 März 2007 08:34 schrieb H. Verbeet:
> On 21/03/07, Vitaly Budovski <[EMAIL PROTECTED]> wrote:
> > Move the checks for float texture formats into the correct location.
> > This allows some Direct3D sample applications to start up which check
> > for any of the float formats together with D3DUSAGE_RENDERTARGET.
> > ---
>
> That's better, but now those formats can only be used with render
> targets. I don't think that's correct, since they were probably added
> in the other place to make some application work.
Especially since its pointless to render to a texture if you can't use it 
otherwise :-) Although I guess that apps assume that if its ok as a rt you 
can use it as a texture too



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