> As far as I can tell from a quick look, no. All ddraw calls are done from the
> same thread, there are only a few imm32 calls from another thread.
OK, a shame :-)
> I have noticed that it creates multiple DirectDraw and Direct3D devices, some
> of them are freed, re-created and freed again. A
Hi,
> On Tue, Aug 23, 2005 at 12:35:16PM +, Stefan Dösinger wrote:
> > I'll try to reproduce the behaviour and write a small test for this
> > problem and the reference counting issue. However, this may take some
> > time...
>
> Could you do a +ddraw,+tid trace and check that all DirectX calls
On Tue, Aug 23, 2005 at 12:35:16PM +, Stefan Dösinger wrote:
> I'll try to reproduce the behaviour and write a small test for this problem
> and the reference counting issue. However, this may take some time...
Could you do a +ddraw,+tid trace and check that all DirectX calls are done
from th
Am Montag, 22. August 2005 22:16 schrieb James Liggett:
> Hi Stefan,
>
> > Now I've run into the next problem: Any call to glBegin(GL_Something)
> > crashes in the libs of my OpenGL driver(ATI fglrx) due to some NULL
> > pointer access[1]. If I disable Hardware Acceleration, the crash doesn't
> > o
Hi Stefan,
> Now I've run into the next problem: Any call to glBegin(GL_Something) crashes
> in the libs of my OpenGL driver(ATI fglrx) due to some NULL pointer
> access[1]. If I disable Hardware Acceleration, the crash doesn't occur and
> Empire Earth starts up to the Main Menu more or less su
Hi,
I've continued my work on Empire Earth my Solution(or is it a hack that works
by pure chance?) seems to work quite well, and the string operation was also
easy to solve, I just may not delete the intro movie.
Now I've run into the next problem: Any call to glBegin(GL_Something) crashes
in t
Hi,
> Could you put the +ddraw trace somewhere on the web ? This suspiciously
> looks like a reference counting issue either in the application or in the
> Wine code.
It looks to me that Empire Earth accidentally frees the DirectDraw Interface
it's working with. During my look at the ddraw code, I
Am Montag, 15. August 2005 17:07 schrieb Lionel Ulmer:
> > Well, Empire Earth doesn't crash on return from Main_DirectDraw_Release,
> > but quite a bit later in its own code. It tries to call
> > Main_DirectDrawSurfaceRelease for an allready freed surface: From the
> > crash dump:
>
> Could you put
Am Montag, 15. August 2005 17:07 schrieb Lionel Ulmer:
> > Well, Empire Earth doesn't crash on return from Main_DirectDraw_Release,
> > but quite a bit later in its own code. It tries to call
> > Main_DirectDrawSurfaceRelease for an allready freed surface: From the
> > crash dump:
>
> Could you put
> Well, Empire Earth doesn't crash on return from Main_DirectDraw_Release, but
> quite a bit later in its own code. It tries to call
> Main_DirectDrawSurfaceRelease for an allready freed surface: From the crash
> dump:
Could you put the +ddraw trace somewhere on the web ? This suspiciously
look
Hi,
That thing gets more and more interesting: I was mislead by the belief that
'next' would behave as 'nexti' at the end of the known C code. But obviosly
it doesn't.
Well, Empire Earth doesn't crash on return from Main_DirectDraw_Release, but
quite a bit later in its own code. It tries to ca
On Sat, 2005-08-13 at 22:15 +, Stefan Dösinger wrote:
> I indeed was in doubt that ddraw or dinput are causing the problem, and I
> didn't find anything wrong in the DDraw code. Well, I'll see.
>
> BTW, Empire Earth crashes in exactly the same way in Cedega, where I expect
> the DirectX imp
On Sat, 2005-08-13 at 22:35 +, Stefan Dösinger wrote:
> Am Samstag, 13. August 2005 19:34 schrieb Lionel Ulmer:
> > > This looks like a really nasty heap corruption to me, and I'm afraid it's
> > > beyond my knowledge. Can anyone of the ddraw/d3d people help me?
> >
> > I think best would a +dd
Hi,
On Sat, Aug 13, 2005 at 10:35:34PM +, Stefan Dösinger wrote:
> Am Samstag, 13. August 2005 19:34 schrieb Lionel Ulmer:
> > > This looks like a really nasty heap corruption to me, and I'm afraid it's
> > > beyond my knowledge. Can anyone of the ddraw/d3d people help me?
> >
> > I think best
Am Samstag, 13. August 2005 19:34 schrieb Lionel Ulmer:
> > This looks like a really nasty heap corruption to me, and I'm afraid it's
> > beyond my knowledge. Can anyone of the ddraw/d3d people help me?
>
> I think best would a +ddraw,+heap,+relay,+tid,+seh trace to be able to see
> where the corru
Am Samstag, 13. August 2005 19:34 schrieb Lionel Ulmer:
> > This looks like a really nasty heap corruption to me, and I'm afraid it's
> > beyond my knowledge. Can anyone of the ddraw/d3d people help me?
>
> I think best would a +ddraw,+heap,+relay,+tid,+seh trace to be able to see
> where the corru
> This looks like a really nasty heap corruption to me, and I'm afraid it's
> beyond my knowledge. Can anyone of the ddraw/d3d people help me?
I think best would a +ddraw,+heap,+relay,+tid,+seh trace to be able to see
where the corruption may occur. And it's not because it crashes into DDraw
code
Hi,
> > So my questions are:
> > *Am I right with my suspection that the problems are caused by a
> > incorrect return?
>
> It's possible. I'm working on a problem like that with palm desktop. But
> you won't know until you debug it :) It could be nasty to fix though.
I was lucky with setting a bra
On Thu, 2005-08-11 at 21:39 +, Stefan Dösinger wrote:
> Hello,
> I am trying(once again) to get Empire Earth [1] running with wine. After
> solving a few problems[2], I've run into a strange access violation crash. It
> looks like a buffer overrun, followed by a return to an invalid adress.
>
Hello,
I am trying(once again) to get Empire Earth [1] running with wine. After
solving a few problems[2], I've run into a strange access violation crash. It
looks like a buffer overrun, followed by a return to an invalid adress.
A +relay,+snoop trace gives this:
...
0009:CALL Low-Level [EMAIL P
20 matches
Mail list logo