On Thu, Dec 06, 2012 at 10:26:28PM +0400, Pavel Shilovsky wrote:
> Network filesystems CIFS, SMB2.0, SMB3.0 and NFSv4 have such flags - this
> change can benefit cifs and nfs modules. While this change is ok for network
> filesystems, itsn't not targeted for local filesystems due security problem
since v5 this is SHCreateDesktop
200 stdcall -noname SHCreateDesktop(ptr)
see
http://www.geoffchappell.com/viewer.htm?doc=studies/windows/shell/shell32/api/index.htm
Am 07.02.2010 14:29, schrieb Vladimir Pankratov:
>
>
>
>
>
>
>
Hi Juan,
No, I used RegGetValue which expands them for me.
Christoph
Juan Lang schrieb:
> Hi Christoph,
>
> -/* @@ Wine registry key: HKCU\Software\Wine\MSHTML */
> -res = RegOpenKeyW(HKEY_CURRENT_USER, mshtml_keyW, &hkey);
> -if(res != ERROR_SUCCESS)
>
Thank you.
I have fixed it and resent the patch to wine-patches.
Also I have shortened the environment variable to WINENME.
Christoph Korn
Detlef Riekenberg schrieb:
> On Do, 2009-02-05 at 18:02 +0100, Christoph Korn wrote:
>> int PASCAL WinMain (HINSTANCE hInstance, HINSTANCE pr
The latest ubuntu packages are available here:
https://launchpad.net/~ubuntu-wine/+archive/ppa
Christoph Korn
Matt Perry schrieb:
> On Sun, Feb 1, 2009 at 8:54 AM, Dan Kegel wrote:
>> I can't download debian wine packages from
>> wine.budgetdedicated.com today...
>
&g
Ok, I did not know there was a CVS/GIT cleanup.
Maybe the message is irrelevant anyway.
Best regards
Christoph Korn
Jerome Leclanche schrieb:
> It's not hundreds / day (as it's been the past few days due to the
> CVS/GIT cleanup), but it's definitely not 10/day either. I
On Fri, Oct 10, 2008 at 10:42:05AM +0200, Roderick Colenbrander wrote:
> +/* Try to create an OpenGL 3.0 contet */
content? context?
--
cu
pgpP3eMPpyjbs.pgp
Description: PGP signature
On Tue, Jun 03, 2008 at 07:57:00PM -0700, Matthew D'Asaro wrote:
> Instead I set wm->info.lBufOffset to wm->info.lDiskOffset because the
> buffer is flushed at the beginning of a call to mmioSetBuffer so
> wm->info.lDiskOffset is synchronized with wm->info.lBufOffset and so
> wm->info.lDiskOffset
On Sat, Apr 26, 2008 at 12:54:14PM -0600, Vitaliy Margolen wrote:
> For anyone who wants more then 150 they can change that in the registry.
> Honestly I've yet to see a single device with such a high DPI!
for the fun of it - i run wine at 144 it is one less than i need:
0:32 !1 [EMAIL PROTECTE
On Sat, Apr 26, 2008 at 08:57:28AM -0600, Vitaliy Margolen wrote:
> Please use 4 spaces indentation, no tabs.
what happened to original author decides? ;)
i will run the uncopied parts through indent once i find the -unreadable
flag for it...
> > + snprintf(buf, MAX_PATH, FMT_UHIDDEVS,
On Sat, Apr 26, 2008 at 08:39:19AM -0600, Vitaliy Margolen wrote:
> Christoph Frick wrote:
> > diff --git a/dlls/dinput/device.c b/dlls/dinput/device.c
> > index 5f927d0..baca0b3 100644
> > --- a/dlls/dinput/device.c
> > +++ b/dlls/dinput/device.c
> > @@ -
On Thu, Apr 24, 2008 at 09:04:11AM -0600, Vitaliy Margolen wrote:
ok, don't beat me on this one (i guess i could have asked this also for
try one):
> +FIXME("Can't support %d axes. Clamping down to 16\n",
> newDevice->axes);
> ...
> +WARN("Can't support %d buttons. Clamping down
On Thu, Apr 24, 2008 at 08:06:07AM -0600, Vitaliy Margolen wrote:
> +FIXME("Can't support %d axis. Clamping down to 16\n",
> newDevice->axes);
FIXME("Can't support %d axes. Clamping down to 16\n",
newDevice->axes);
--
cu
pgpCuOEwa3C1c.pgp
Description: PGP signature
unix would do it the same way.
IANAE...
> Which, as Christoph noted, cause windows apps to bind to loopback
> addresses, breaking the networking. This only started to happen
> recently as recently Linux distros started mapping the machine's
> hostname to a loopback address. I d
On Mon, Apr 14, 2008 at 04:05:23PM +0200, Kai Blin wrote:
Hi Kai, et all,
> +static const char magic_loopback_addr[] = {127, 12, 34, 56};
in the past wine used to work quite well with the ip-address configured
using the places in the windows registry (msdn or something similar kept
an howto for
On Tue, Mar 04, 2008 at 03:35:11PM +0100, Kai Blin wrote:
> No argument on the US part. I'm still convinced that by EU laws,
> you're allowed to crack an app you bought in order to make it run on
> your software. As this hasn't been tested in court yet, though, I'll
> concede.
IANAL, but since 2
On Tue, Mar 04, 2008 at 04:15:10AM -0800, Dan Kegel wrote:
> I propose that we change the appdb ratings definitions so that an app
> that only works with a crack gets no higher than bronze.
how about:
give it the next state to gold and add a appdb flag, that states "may
only work if some " flag
On Mon, Feb 18, 2008 at 03:30:30PM +0800, Dmitry Timoshkov wrote:
> What's the purpose of running 3 full screen games simultaneously?
> Perhaps you have to run them with different wine prefixes then.
i run all my games in a desktop as big as the root window. this is a
must for the game Grand Prix
On Thu, Jan 17, 2008 at 02:05:43PM -0800, Lei Zhang wrote:
> Patches should be sent to [EMAIL PROTECTED]
i know - but it was too late once i pressed CTRL-X. so i convinced
myself, that this patch would not go through easy anyway because
somebody else would have done the same a long time ago and s
this is suggested on quite some places in appdb to make seucrom based games
come a litle further
---
tools/wine.inf |2 ++
1 files changed, 2 insertions(+), 0 deletions(-)
diff --git a/tools/wine.inf b/tools/wine.inf
index c3cb89c..f63fb23 100644
--- a/tools/wine.inf
+++ b/tools/wine.inf
@@
On Thu, Dec 20, 2007 at 03:58:05PM +0100, H. Verbeet wrote:
> > OLD CONFIGURATION:
> > Configuration: Core 2 Duo [EMAIL PROTECTED], 2GB RAM, GF 6800 GS
> > Options in wine registry: GLSL, FBO, VideoMemorySize 256, PS, VS,
> > SoftwareEmulation
> > Patches: 3DMark hack
> >
> > ACTUAL CONFIGURA
Hi wined3d devs,
i get this message on my notebook (Quadro 570m):
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
does anyone want some tr
On Thu, Oct 11, 2007 at 11:44:03AM +0200, Tijl Coosemans wrote:
> On Thursday 11 October 2007 04:02:22 Jan Zerebecki wrote:
> > On Wed, Oct 10, 2007 at 06:22:19PM -0500, King InuYasha wrote:
> >> That way, there isn't a conflict between audio
> >> streams to send to audio output.
> > Any mixing re
On Mon, Oct 08, 2007 at 08:09:37AM +0200, [EMAIL PROTECTED] wrote:
> Which program do I have to use to get connected in the #winehq
> channel?
>
> I have truly been out of chatting for a long time.
http://www.winehq.org/site/irc
--
cu
pgpXKn8BUAWak.pgp
Description: PGP signature
On Thu, Sep 27, 2007 at 04:48:23AM +, L. Rahyen wrote:
> On Thursday September 27 2007 04:07, Vitaliy Margolen wrote:
> > The point I'm trying to make is: can we once put our "right ways of
> > doing things" aside and fix something that never worked before? And
> > fix it _for good_!
> I stron
On Fri, Aug 10, 2007 at 02:29:49AM -0700, Chris Robinson wrote:
@@ -137,7 +132,7 @@ typedef struct wine_glpbuffer {
} Wine_GLPBuffer;
static Wine_GLContext *context_list;
-static struct WineGLInfo WineGLInfo = { 0 };
+static struct WineGLInfo WineGLInfo;
static int use_render_texture_emulation
On Thu, Aug 02, 2007 at 06:54:12AM -0600, Vitaliy Margolen wrote:
> >OK, so how do i force my system to use the other implementation (so i
> >can test it) ?
> >I have a Logitech WingMan Extreme (old version).
> Just (re)move /dev/input/js*. Or in dinput change device name to point to
> non-existe
On Mon, Jul 09, 2007 at 12:52:43PM +0200, Kovács András wrote:
> ...
> +#define D3D10_VS_OUTPUT_REGISTER_COUNT
> ( 16 )
> +#define D3D10_WHQL_CONTEXT_COUNT_FOR_RESOURCE_LIMIT
> ( 10 )
> +#define D3D10_WHQL_DRAWIND
On Fri, Jun 01, 2007 at 01:28:36PM -0500, Tom Spear wrote:
> root is used in more than just FetchUninstallInformation It is
> used in UninstallProgram. So unless I declare root as a global
> variable, it would not be accessible by UninstallProgram, and would
> therefore fail to compile. Als
On Fri, Apr 20, 2007 at 12:09:55PM +0200, Briareos wrote:
> My opinion is simple:
> To me it's logical that you get 127.0.0.1 when pinging your local hostname,
> but if windows does give the IP of your NIC then wine should do as well - as
> we want to reach compatibility.
>
> If, on the other h
On Mon, Apr 16, 2007 at 07:44:19PM +0200, Briareos wrote:
hi,
> The first thing I want to go for is the networking support, which does not
> work at all.
just for the files - i played this game already on a lan-partey some
_very_ long time ago. the no longer working network in that game is a
re
On Thu, Apr 12, 2007 at 10:02:31AM +0200, Maarten Lankhorst wrote:
> There are 5 different audio drivers for linux, I think this is a bit
> overkill, so I propose to remove the esd and nas drivers, I don't think
> anyone uses esd, especially that since for that task alsa can be used
> now since dm
On Thu, Mar 29, 2007 at 12:25:31PM +0200, Vit Hrachovy wrote:
> Please share Your opinion.
ok you asked for it ;)
> Available Video Memory (text input box)
> --
> User will input here the RAM size of his graphic card. According to
> Stefan: "There are vendor dependent ways to
On Mon, Feb 12, 2007 at 04:18:00PM +0100, Stefan Munz wrote:
> Developers in
> 1. Germany
> 2. Europe (incl. Germany)
> 3. Worldwide (incl. Europe)
> How many developers work for Codeweavers (as they are for sure the
> biggest contributor)?
isn't finding this number hard for OSS? what makes cont
On Thu, Feb 08, 2007 at 07:01:04PM +0100, Stefan Dösinger wrote:
> DirectDraw games access the screen directly by using coordinates from
> 0, 0 to with, height. If wine makes the surface bigger the rendering
> will just end up in a corner. The best thing we can do is to scale it,
> but that is wha
hiho
what i ever wondered but never dared to ask:
i tried recently the said key with jagged alliance 2. as the game has
quite a low resolution 640 or 800 it would be nice to allow higher
resolutions when rendering ddraw with opengl (e.g. game wants 800 but
for the final rendering use 1600). is th
On Mon, Jan 22, 2007 at 02:07:34PM -0600, Peter Seebach wrote:
> I have implemented and tested a patch which is almost certainly unsuitable
> for production, but which is very convenient to me; it is this patch I
> enclose. This patch replaces F13-F24 with "control-alt-F1" through
> "control-alt-
On Tue, Jan 23, 2007 at 08:58:24AM +0100, Tomas Carnecky wrote:
> I'm sure I could hack you a small app that takes input events from
> /dev/input/eventX and uses XTest to fake X key events. That way you
> could 'map' F13 to Control-F1. I've written a few 'drivers' for input
> devices (MS Strategic
This also (partially) fixes the issue with NFS:MW where nothing except
the menus appears to be draw when setting the Visual Treatment option
to high.
The scene is now visible, but its scaled down in the y direction and
only covers about the top 2/3 of the screen ...
Henri Verbeet wrote:
Well, you can't set a VBO as rendertarget directly, but you can copy
the FBO data into a PBO, which you can bind as a VBO. That's pretty
legitimate in OpenGL. But I was wondering how hard it would be to use
something like that for ProcessVertices.
Well, you would get the re
On Mon, Jan 15, 2007 at 08:03:25PM +0100, Christoph Frick wrote:
This is the replacement for [dinput 4/5] - the other patches still
apply.
--
Add a config for the axes like we do for the buttons
This adds a mapping from the linux input id of the axis to the instance id
we assigned the axis
On Mon, Jan 15, 2007 at 10:42:10AM -0700, Vitaliy Margolen wrote:
> > df->rgodf[idx++].dwType = DIDFT_MAKEINSTANCE(axis++) |
> > DIDFT_ABSAXIS;
> > }
> > -for (i = 0; i < 4; i++)
> > +
> > +idx = WINE_JOYSTICK_MAX_AXES;
> Why are you creating a gap? This is exactly the point
Stefan Dösinger wrote:
We will need software shaders for a correct implementation of
IWineD3DDevice::ProcessVertices. It supports Vertex shaders, but I
don't really think OpenGL feedback mode is what we want here.
Maybe we should remove it for now, but keep the code somewhere(in the
wiki maybe).
On Thu, Jan 11, 2007 at 10:25:51AM -0700, Vitaliy Margolen wrote:
attached a patch with all the suggestions for Vitaliy.
> Christoph Frick wrote:
> > with Vitaliy's patches i tried my games yesterday and everything seemed
> > ok (RBR works again). but my clutch on the wheel d
On Thu, Jan 11, 2007 at 01:10:21PM -0700, Vitaliy Margolen wrote:
> What you described is SetProperty(DIPROP_RANGE). What I'm talking about
> is the range we get from device itself. In the map_axis we have:
>
> if (val > hmax) This->joydev->havemax[axis] = hmax = val;
> if (val < hmin) Th
On Thu, Jan 11, 2007 at 10:25:51AM -0700, Vitaliy Margolen wrote:
> > @@ -128,11 +122,20 @@ struct JoystickImpl
> > /* The 'parent' DInput */
> > IDirectInputImpl *dinput;
> >
> > + /* autodetecting ranges per axe by following movement */
> > + LONG
On Sun, Jan 07, 2007 at 10:22:34PM +0200, Tuomo Kohvakka wrote:
> http://appdb.winehq.org/appview.php?iVersionId=5934&iTestingId=6382
>
> As shown there, joystick (that ofcourse really means the wheel :)
> isn't detected by the game with current wine. I decided to take a look
> at that, figuring
Zitat von "H. Verbeet" <[EMAIL PROTECTED]>:
Nah, it's correct that the refcounts are broken at the moment. What
Stefan probbly meant was that we might as well remove refcounting
completely from that fucntion.
Then so should the AddRef/Release be removed from the StateBlock's
Capture function
Yet the application (NFS:MW) page faults right at startup at the
address of pDecl + 4 so something's amiss ... maybe this will get fixed
automatically in one of the next patches or is due to some other weird
thing that affects my sources (eh?) ... as long as no one else
complains, lets leave it
Not performing the following:
if (NULL != pDecl) {
IWineD3DVertexDeclaration_AddRef(pDecl);
}
in IWineD3DDeviceImpl_SetVertexDeclaration(...) when state is being
recorded (note the return that was added), seems to cause a page fault,
at least in NFS: Most Wanted. Is it possible th
Note that WINED3DSIO_TEXDP3TEX, WINED3DSIO_TEXM3x3VSPEC,
WINED3DSIO_TEXM3x3SPEC are already handled in the 2 else if branches
below, they should probably be
removed somewhere.
@@ -295,8 +295,15 @@ HRESULT shader_get_registers_used(
if
(WINED3DSHADER_VERSION_MAJOR(This->baseShader.h
On Wed, Dec 20, 2006 at 10:27:52AM -0700, Vitaliy Margolen wrote:
> The biggest problem is we don't properly "initialize" device. We
> should create our own data format structure that has only found
> objects. So we don't need to do it over and over again in EnumObjects
> or GetObjectInfo.
In the
hiho
with that patch:
commit c17e06d5c0e456d3052a1b6de688956f87c59d3e
Author: Vitaliy Margolen <[EMAIL PROTECTED]>
Date: Sun Dec 10 14:15:08 2006 -0700
dinput: No need to copy default constant format. Use already defined static
instead.
:100644 100644 c5a35a1... 369c26d... M dlls/dinput
Zitat von Markus Amsler <[EMAIL PROTECTED]>:
Christoph Bumiller wrote:
I tried to run some DOS games with wine recently and since most of them
crashed
I would call this a success, since not ALL of them crashed :-).
Winedos is far from a complete DOS emulation.
Well, unfortunately
I tried to run some DOS games with wine recently and since most of them
crashed with a page fault I tried to find out why and so, examining the
last function calls before faulting revealed that when
__wine_enter_vm86 in signal_i386.c returns from
res = vm86_enter(...)
and encounters a VM
On Wed, Nov 08, 2006 at 10:32:05PM +0100, Mirek wrote:
> Here is some small report from terminal:
> cvswine glsl_bump_mapping.exe
> err:wgl:process_attach X11DRV or GDI32 not loaded. Cannot create default
> context.
> err:module:LdrInitializeThunk "opengl32.dll" failed to initialize, aborting
> e
On Mon, Nov 06, 2006 at 10:29:22PM +0800, Dmitry Timoshkov wrote:
> > 3) I'm using exec-shield patch, but I can disable it (for sure,
> > tested by the pax testing suite) using a procfs entry. Even with
> > exec-shield disabled the crash is still there, and in 2.6.17, even
> > with exec-shield ena
On Fri, Nov 03, 2006 at 01:57:33PM +0100, Roderick Colenbrander wrote:
> > one of the patches from 2006-10-31 fixed my problems as it seems.
> > IL2 now crashed out 1 of 4 starts but with another error. the
> > remaining stuff is fine - although NASCAR 2003 is very slow now.
> Regarding the slowne
On Thu, Nov 02, 2006 at 05:46:07PM +0100, Christoph Frick wrote:
> > Hmm, if that is indeed the case this patch could work for them. The
> > whole issue is new for me, I'll see what I can do about it. Right now
> > there's some GLX code in opengl32 which creates
On Thu, Nov 02, 2006 at 02:25:33PM +0100, Roderick Colenbrander wrote:
> Hmm, if that is indeed the case this patch could work for them. The
> whole issue is new for me, I'll see what I can do about it. Right now
> there's some GLX code in opengl32 which creates an opengl context. I
> was planning
On Wed, Oct 25, 2006 at 12:07:44AM +0200, Roderick Colenbrander wrote:
Hi Roderick,
> This patch reimplements opengl32's wglGetProcAddress. The endresult is
> a more reliable function which doesn't directly call X functions.
I have tested this patch against current GIT and still i dont get any o
On Mon, Oct 23, 2006 at 02:28:01PM +0200, Miko??aj Zalewski wrote:
> IMO the question is what would an Austrian user (who have chosen
> German as his preferred language) want to see if there is no such
> translation: the German spelling or English? I don't know the answer
> but I'd expect that if
hiho
the game LFS[1] uses in its shaders constants with "high" numbers
(c10-c17,c90-c95); so in sum no problem. but due to check against the
OpenGL implemented maximum (in my case VC[31]) the shaders wont work
anymore (array out of bounds).
is this due to recently discussed "max/4 is correct but
On Thu, Oct 05, 2006 at 04:25:38AM -0400, Tim Schmidt wrote:
> What we're talking about here is a class of applications that expect
> raw (or nearly-raw) disk access:
>
> - copy-protection that writes mysterious things to or near the MBR
> - various utility software (virus scanners, disk defragme
On Wed, Oct 04, 2006 at 07:10:41PM +0200, Kopfgeldjaeger wrote:
> 2. raw disk access normally requires root rights. It's very unlikely
> that Alexandre would permit anything which requires to run wine as root
> (even if those are only additional features)
and its very unlikely, that a sane perso
On Wed, Oct 04, 2006 at 04:09:51PM +0100, Martin Owens wrote:
> Anyone techinicaly adept could find the MBR, it's the 1st sector on
> the disk, this isn't about boot records but the MBR which is in a
> known place. I recon you could use linux tools on your windows hard
> drive to retrieve it easy.
On Wed, Oct 04, 2006 at 09:41:16AM -0500, Tom Spear wrote:
> I should add that I just thought about this and realized that we
> _could_ always just encrypt the contents of the file as it is written
> and read, so that we can actually get somewhere, and not be exposing
> sensitive data at the same
hi
would someone please comment on that patch? this is a nearly unchanged
version of my previous attempt - but this time against current git.
---
dlls/winex11.drv/settings.c |9 -
1 files changed, 4 insertions(+), 5 deletions(-)
diff --git a/dlls/winex11.drv/settings.c b/dlls/winex1
hiho
the game ``NASCAR Racing Season 2003`` from Papyrus actually asks when
using the OpenGL driver in the game for 24 bit modes. Otherwise it
complains, that it can not find any display modes (it works with 16bit -
but the game seem only to accept the modes the current desktop runs in).
so what
On Thu, Sep 07, 2006 at 12:07:30PM +0200, Roderick Colenbrander wrote:
> Hmm, strange. Could you run the programs using WINEDEBUG=+wgl
> appname.exe and post me the logs?
Strange indeed. please ignore this. i am back on the trunk and there is
no problem. sorry for all the confusion.
--
cu
pg
On Wed, Sep 06, 2006 at 07:42:03PM +0200, Roderick Colenbrander wrote:
Hi Roderick,
> The WGL patches which are in mike's tree are different ones. They move
> the WGL-specific opengl code from opengl32.dll to x11drv. The code
> itself isn't changed.
>
> So first try if the problems appeared on 0
hiho
i am currently running Mike's (?) mmbranch git version of wine and
beside some games are working without problems (or at least no new
problems) Richard Burns Rally and Live For Speed quit instantly with the
more or less same message, that there are no valid display modes
available.
using gi
On Wed, Sep 06, 2006 at 10:21:42AM -0400, Tom Wickline wrote:
> -Jason Edmeades
> -Jukka Heinonen
> -Ove Kåven
> -Shachar Shemesh
> -Oliver Stieber
> -Greg Turner
would it not be more kind to move the "veterans" into their own section
instead of removing them at all? at least they managed to get
On Thu, Aug 24, 2006 at 03:57:43AM -0700, [EMAIL PROTECTED] wrote:
> I've recently tried to play Heroes of Might and Magic IV under Wine,
> which has very poor performance and this message it printed out many,
> many times after the game is started:
>
> fixme:bitblt:X11DRV_BitBlt potential optimi
On Mon, Aug 21, 2006 at 11:33:28AM +0200, Michael Stefaniuc wrote:
> > My changes to the website reflect that support for CVS may not last
> > forever...
> Are there any plans to get rid of CVS? I would guess keeping the CVS
> tree sync from the git tree is low maintanance so it can be kept
> arou
Hi,
I'm still working on the clamav integration in wine. One question that came up
recently is how to handle configuration changes. I'd like to allow to
configure the virusscanner 'online' without restarting the wineserver or
applications currently running.
As the configuration is stored in th
On Sat, Aug 05, 2006 at 06:15:42PM +0200, H. Verbeet wrote:
> This patch fixes those issues by looking at the data types in the
> vertex declaration the shader will be used with. To be able to do
> that, we have to wait with compiling the shader until the shader is
> first used and we have a verte
On Tue, Aug 01, 2006 at 10:42:46AM +0100, [EMAIL PROTECTED] wrote:
> >wine-git # notepad
> >Segmentation fault
it is a good thing to uninstall _all_ remaining old wine instances
before installing the new one to make sure, there is nothing left (no
longer used "dlls" might lie around and add a goo
On Mon, Jul 24, 2006 at 02:49:57PM +0200, Molle Bestefich wrote:
> But in PRACTICE, it would help a lot to hinder total system
> destruction once viruses start running correctly on Wine.
> (Especially for users like me, who always runs Wine as the root user
> ;-).)
you complain about security in
On Wed, Jul 19, 2006 at 07:48:17AM -0700, Alex Ferguson wrote:
> Here's Planescape's output:
> fixme:d3d:IWineD3DDeviceImpl_GetAvailableTextureMem (0x7fd61210) : stub,
> emulating 64MB for now, returning 64MB
> fixme:ddraw:IDirectDrawImpl_SetCooperativeLevel
> (0x7fd4d940)->(0x10024,0011)
>
On Wed, Jul 19, 2006 at 02:03:06PM +0100, Robert Shearman wrote:
Hi Robert,
thanks for your comments.
> >so what i have tried so far:
> >- put find_joydevs into a critical section
> This should work. Why don't you share the patch you used to do this?
because i have dumped it, after there where
hi there,
the code i submitted some weeks ago about having more than one
/dev/input/event-joystick shows from time to time a race condition in
IL2 Sturmovik. this game is written in java and somehow exe-fied. so the
whole thing is running a boatload of threads. my box is a
smp-opteron-system with
On Tue, Jul 18, 2006 at 09:35:05AM +0200, Christoph Frick wrote:
> > Well, I was able to successfully build git revision
> > 6a97f2202e91fed286ff6ca254926e5f57ca17c1 so this topic is closed.
> this is a problem, that seemed to exist for a few days on gcc32
> compiles. Al
On Mon, Jul 17, 2006 at 03:15:35PM +0200, Alexandre Julliard wrote:
> > -L adds library paths to the beginning of the library search path.
> > You've probably got a libuuid in one of those directories, which now
> > takes precedence over the one in wine.
> This should be fixed now.
it is! thank y
On Mon, Jul 17, 2006 at 12:06:11AM +0200, Willie Sippel wrote:
> > They're defined in libuuid. Try "make depend && make". You should
> > post the exact error that you're seeing, not just your
> > interpretation of it.
i do seperate build and i just removed my ./wine_build dir and started
from s
hiho
i build wine nearly every day from cvs. for the last to days i was not
able to do so as the first occurences of IID_IUnknown and
IID_IClassFactory the compiler thinks they are missing. i can also not
find them via tags-file nor grep **/*.h; is there something wrong on my
end (as i would expec
hiho
within the dlls/wined3d/device.c there is a define for the fake size of
the graphic-card memory. with the given 64MB Richard Burns Rally[1] crashes
on startup - once i put my real 256MB there it start and drawprim is the
only remaining problem, the game has. IIRC there where a patch, that
all
On Tue, Jul 11, 2006 at 12:50:40PM +, Roland Kaeser wrote:
> >the goal is to implement the win32 APIs on top of unix. this does
> >neither exclude the gamers nor the "appers".
> But remember the mission: Bring the people to Linux! It's just a
> matter of priorization. What brings more people
On Tue, Jul 11, 2006 at 10:02:31AM +, Roland Kaeser wrote:
> I know thats cool developing gaming features but THAT CANNOT BE THE
> GOAL!
the goal is to implement the win32 APIs on top of unix. this does
neither exclude the gamers nor the "appers".
> In the offices I support as admin/sys
On Thu, Jul 06, 2006 at 01:28:21PM +0200, Christoph Frick wrote:
> - i have to find the range an app expects the min/max are - either we
> have to map the hardware allready to something sane - or we have to
> fix map_axis; currently my flight stick reports 0-2**16 - with the
>
On Wed, Jul 05, 2006 at 06:50:06AM -0400, Robert Reif wrote:
> This patch causes the dinput joystick regression test to hang. You
> shouldn't need to change any code outside of joystick_linuxinput.*.
ok thanks for the hint. i will change the code so the detection of the
dinput devices will creat
On Wed, Jul 05, 2006 at 08:00:38AM -0400, Robert Reif wrote:
> The iteration is already done for you in IDirectInputWImpl_EnumDevices
> . You only need to probe for the specified device in
> joydev_enum_deviceW where id is the index of the device being probed
> ("/dev/input/event%d", id). Pas
On Tue, Jul 04, 2006 at 08:03:06PM -0400, Robert Reif wrote:
> >this is again my patch for handling more than one /dev/input/event*
> >joystick within dinput. there are several other patches now to
> >follow, that expect this patch to be applied. so i label this one 0
> >of 6. against the previou
On Fri, Jun 30, 2006 at 05:11:24PM +0200, Alexander Nicolaysen Sørnes wrote:
> ...
> fixme:d3d:IWineD3DStateBlockImpl_Release Releasing primary stateblock
> ...
> fixme:d3d:IWineD3DStateBlockImpl_Release Releasing primary stateblock
this are also the last words of Planescape Torment when startin
On Thu, Jun 29, 2006 at 04:43:04PM +0200, Krzysztof Benkowski wrote:
> --- surface.c 26 Jun 2006 12:15:20 - 1.6
> +++ surface.c 29 Jun 2006 14:09:59 -
> @@ -377,7 +377,7 @@ IDirectDrawSurfaceImpl_Release(IDirectDr
> while( (surf = This->next_complex) )
> {
>
Hi.
Eric Pouech wrote:
> just for sake of completeness: how about enhancing ClamAV so that it
> takes a fd (instead of a filename) as its input ?
It looks like as if fd are already supported somehow. Need to have a closer
look at that ...
But I found an even better alternative: ClamAV supports
Hi.
Alexandre Julliard wrote:
> You can't do that in general. In Unix a file can have multiple names,
> or even none at all, there's simply no way to get a filename from a
> handle. On Linux you can use /proc/self/fd but that's not very
> portable.
So what do you think about the solution that th
Hi,
I'm one of the Google Summer of Code students and I'm working on the ClamAV
integration in wine. Today I was discussing an issue with my mentor and he
suggested to post it here.
Currently I'm working on a scan-after-write functionality: Whenever a file was
changed the virusscanner checks
On Fri, Jun 23, 2006 at 11:49:24AM +0200, Stefan Dösinger wrote:
Hi Stefan,
> I tested the demo, the loading screen appears without the assert. I will send
> a more proper implementation of IDirectDrawSurface::SetSurfaceDesc when I
> have time(university tests :-( ).
no hurry! i try out all th
hiho
on the end of this mail is a patch, that removes an assert(0) from the
surface code in ddraw. but removing it let Ankh[1][2] start (it started
before, but there where no loading screen visible). yet there are other
problems with this game - but it now actually works better than before.
so le
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