EverQuest2.exe and context.c

Chris Ahrendt celticht32 at aol.com
Wed Jul 23 15:42:40 CDT 2008


Stefan Dösinger wrote:
>> Ok I did a clean install.. rebuilt wine from the base 1.1.1  code put
>> the above patch into the context.c and reran EverQuest2.exe I put
>> export WINEDEBUG=+d3d,+sed before running and am attaching the trace.
>> (If you need more just send me a message and I will retry it.
>> I still get the card does not have pixel shader error (and yes the card
>> has pixel shaders (its an ATI FIREGL5200)). I am attaching the log and
>> the screenshot.
> Don't let yourself be fooled by the pixelshader error message. It most
> likely has nothing to do with pixel shaders at all. Most likely the game
> does something like this:
> 
> try {
>     do_init_1();
>     do_init_2();
>     do_init_3();
> } catch(all_stuff_that_can_go_wrong) {
>     /* Initialization fails. This usually means that the card doesn't have
> the features
>      * we need
>      */
>     MessageBox("NO PIXEL SHADERS!!!!! GO BUY A BETTER CARD!!11!1!!\n");
> }
> 
> Of course the app isn't prepared for other things to go wrong, e.g. a Wine
> bug or a driver bug, and fails to write as much details about the problem as
> it can. Writing proper error paths is a pain in the ass, and so on.
> 
> wine: Unhandled page fault on read access to 0x016c6580 at address 0xa3502f
> (thread 0021), starting debugger..
> 
> This line is much more suspicious. The app seems to crash somewhere, and as
> far as I can see in the log long after initializing the opengl context. It
> does a reset call, but the Reset call succeeds. If changing the pixel format
> loading changes the behavior, it's most likely because it avoids triggering
> some crash in the graphics driver(doesn't mean it is a driver bug though).
> 
> 
> 
> 
Ok I ran make test and got the failure without running Everquest2.exe 
let me attach the output of maketest. I guess thats a start eh?


chris
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