[Bug 5485] Command and Conquer Generals (and Zero Hour) hang on splash screen

wine-bugs at winehq.org wine-bugs at winehq.org
Sun Sep 26 18:06:13 CDT 2010


http://bugs.winehq.org/show_bug.cgi?id=5485

fco.calisto at gmail.com changed:

           What    |Removed                     |Added
----------------------------------------------------------------------------
                 CC|                            |fco.calisto at gmail.com

--- Comment #42 from fco.calisto at gmail.com 2010-09-26 18:06:12 CDT ---
Present in wine 1.3.3

Generals works fine, Zero Hour hangs on splash and goes back to desktop, it was
working at one point suddenly its not, have tried multiple wine versions

Options.ini file is set up as follows:

IdealStaticGameLOD = Low
StaticGameLOD = Low

when run from terminal output is this:

francisco at francisco-laptop:~/.wine/drive_c/Program Files/EA Games/Command &
Conquer Generals Zero Hour$ wine generals.exe
fixme:dsalsa:IDsDriverBufferImpl_SetVolumePan (0x1f9c98,0x427af58): stub
fixme:dsalsa:IDsDriverBufferImpl_SetVolumePan (0x1f9c98,0x427af58): stub
fixme:cursor:CURSORICON_CreateIconFromANI Loading all frames for .ani cursors
not implemented.
[...]
fixme:cursor:CURSORICON_CreateIconFromANI Loading all frames for .ani cursors
not implemented.
err:d3d:check_fbo_compat >>>>>>>>>>>>>>>>> GL_INVALID_VALUE (0x501) from
Framebuffer format check @ utils.c / 1072
err:d3d:check_fbo_compat >>>>>>>>>>>>>>>>> GL_INVALID_VALUE (0x501) from
Framebuffer format check @ utils.c / 1072
err:d3d:check_fbo_compat >>>>>>>>>>>>>>>>> GL_INVALID_VALUE (0x501) from
Framebuffer format check @ utils.c / 1072
err:d3d:check_fbo_compat >>>>>>>>>>>>>>>>> GL_INVALID_VALUE (0x501) from
Framebuffer format check @ utils.c / 1072
err:d3d:check_fbo_compat >>>>>>>>>>>>>>>>> GL_INVALID_VALUE (0x501) from
Framebuffer format check @ utils.c / 1072
fixme:win:EnumDisplayDevicesW ((null),0,0x33873c,0x00000000), stub!
fixme:d3d:swapchain_init The application requested more than one back buffer,
this is not properly supported.
Please configure the application to use double buffering (1 back buffer) if
possible.
fixme:d3d8:ValidatePixelShader (0x2ed04c8 (nil) 0 (nil)): stub
fixme:imm:ImmReleaseContext (0x10064, 0x137570): stub

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