Hi,
> You are right - with native dmusic,dmloader,dmime,dmsynth the game runs.
> I also had some dmusic/dmime output with the heap error, but that
> looked quite normal.
>
> Strange though that my regression testing had a different result.
> I did it just like the GitWine entry in the wiki suggests
Am Tue, 22 Aug 2006 08:56:05 +0200
schrieb Stefan Dösinger <[EMAIL PROTECTED]>:
> This is odd, I did a regression testing and it came up with Jason
> Greens dynamic shader constant patch as the first bad commit. While
> this sounds odd for a d3d7 game it could happen because of broken
> stateblock
Am Montag 21 August 2006 19:22 schrieb Paul Vriens:
> On Mon, 2006-08-21 at 15:13 +0200, Sebastian Schlingmann wrote:
> > Hi everybody,
> >
> > I noticed yesterday that the gothic 1/2 demos don't work anymore.
> >
> > Console output is the following:
> >
> > ...
> > err:ntdll:RtlpWaitForCriticalSec
On Mon, 2006-08-21 at 15:13 +0200, Sebastian Schlingmann wrote:
> Hi everybody,
>
> I noticed yesterday that the gothic 1/2 demos don't work anymore.
>
> Console output is the following:
>
> ...
> err:ntdll:RtlpWaitForCriticalSection section 0x7fe90020 "heap.c: main
> process heap section" wait
Hi everybody,
I noticed yesterday that the gothic 1/2 demos don't work anymore.
Console output is the following:
...
err:ntdll:RtlpWaitForCriticalSection section 0x7fe90020 "heap.c: main
process heap section" wait timed out in thread 000f, blocked by 0009,
retrying (60 sec) err:ntdll:RtlpWaitFor