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Vampire: The Masquerade - Bloodlines fails to display menu/game #101
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Can you get log with mesa with debug enabled and NINE_DEBUG=all ? |
Thank you for your reply. I have no idea why it says: |
Thanks for the log. Could you do a short trace with apitrace (see apitrace wiki on how to make recording with wine) ? |
I'm am not sure I am doing this correct, but i have made two traces.
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Tested with latest: |
This is very interesting. |
I'm going to retest with ixit git, but the differences are minor. |
Tested again with latest https://github.com/iXit/Mesa-3D and it work's as it should. Probably a bug in the radeonsi driver. This should be tested on Nvidia too, just to be sure. |
Thank you, for helping narrowing it down. |
I tried again with Steam's Vampire: The Masquerade - Bloodlines, but I couldn't get it to start. It tries to create textures forever.... I've made an apitrace and it looks quite different compared to the apitrace you provided. |
I just bought the Steam version, and I am getting the same out of memory issue when using Nine (the same happens with a crack from gamecopyworld). But it is different from the other issue that I am having. I have been making the apitrace with the "true patch" applied, and applying the "true patch", to the Steam version is giving the same results (Black screen, sound in background, ability to click on menu items). Patching with the "unofficial patch" and using the exe (and maybe vampire.dll, can't remember), from the "true patch" gives the same results. The textures with WineD3D, look good with Wine 1.7.38. But dark with 1.7.40. |
I was able to start the unpatched game with my latest mesa git, but it has trouble setting a correct screen resolution and keeping in the foreground. It changes the screen resolution three times and always loses it's focus. I was able to see the intro movies, but got an engine error due to E_OUTOFMEMORY once I reach the main menu. |
The game requires vidmem accounting to work. It allocates textures in a loop until E_OUTOFMEMORY or D3DERR_OUTOFVIDEOMEMORY is beeing returned. It frees all textures and starts with "normal" operation, creating index and vertex buffers. As I'm using pipe_querry to get the actual vidmem, and the driver needs some time to free all resources, creating indexbuffer/ vertexbuffers receives an unexpected E_OUTOFMEMORY too. I've hacked around this issue and do not see a crash anymore, but a black screen with menu music playing as described in the first post. |
The game is likely fixed now. Can you confirm ? |
Sorry about the late response. |
"mesa from 12/12-2015": do you mean this mesa branch or not ? |
Yes, this branch. |
Try using mesa in the wine-a-holics overlay with the ixit and d3d9 use flags. |
Thank you for the suggestion, but there are no apparent difference; the same thing happens again. I did try to click something in the menu, and was flooded with the message: |
Could you give a log which shows this error message ? |
I found out that it only gives this error message, after switching to a different workspace, and then killing vampire.exe. So I guess a log is not of much use, but I have made one anyway: If I quit the game by using the menu - through blind navigation - it gives this log: |
Problem still exists. It's because d3d9/ddraw coop is used in this game. On windowed mode ( For fullscreen mode there's a resolution mismatch between d3d9 and ddraw. With nine, the game doesn't change the resolution, so you have to set the game to your (virtual) display resolution: |
Turns out the ddraw stuff is only used by binkw32.dll in this game. Renaming/deleting the |
Using WINEDEBUG=ddraw to see if ddraw is used, I tested different versions of GOG game ships with 1.6.3.0, which is using ddraw coop 1.5.21.0 from kotor1/2 - uses ddraw, no changes So apparently overwriting |
The resolution mismatch is fixed on standalone master.
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I can confirm that simply swapping in binkw32.dll v1.8 was enough to fix it for me. |
For the record: d9vk has the same ddraw coop issue |
VTMB Unofficial Patch v10.5-rc2 is shipping binkw32.dll v1.8x. GOG will eventually pick that up, but you can install it manually in any case. |
Wonderful! Thank you so much for following up on this old issue. |
Looks like it work now (with recent wine) without dancing with binkw32.dll. |
Intro video shows, but image hangs when going to menu.
Menu music plays in background, mouse/keyboard works, game loads/plays through blind navigation.
Without Nine, it works.
WINEDEBUG=d3d9 WINEPREFIX=/games/bloodlines WINEARCH=win32 wine vampire.exe
fixme:winediag:start_process Wine Staging is a testing version containing experimental patches.
fixme:winediag:start_process Please report bugs at http://bugs.wine-staging.com (instead of winehq.org).
trace:d3d9:Direct3DCreate9 sdk_version 0x1f.
fixme:d3d9:d3dadapter9_new
Native Direct3D 9 is active.
For more information visit https://wiki.ixit.cz/d3d9
trace:d3d9:d3dadapter9_GetAdapterIdentifier DeviceName overriden: .\DISPLAY1
trace:d3d9:d3dadapter9_GetAdapterIdentifier DeviceId:VendorId overridden: 6610:1002
trace:d3d9:d3dadapter9_GetAdapterModeCount 38 modes.
trace:d3d9:d3dadapter9_GetAdapterIdentifier DeviceName overriden: .\DISPLAY1
trace:d3d9:d3dadapter9_GetAdapterIdentifier DeviceId:VendorId overridden: 6610:1002
trace:d3d9:d3dadapter9_AddRef 0x131798 increasing refcount to 2.
fixme:d3dadapter:DRI3PresentGroup_GetMultiheadCount (0x13cff0), stub!
fixme:d3dadapter:DRI3PresentGroup_GetMultiheadCount (0x13cff0), stub!
trace:d3d9:d3dadapter9_Release 0x131798 decreasing refcount to 1.
System:
mesa [git, iXit - 2015-03-28]
wine [1.37] - think it's the same error msg with 1.38
xorg-server [1.7.1]
xf86-video-ati [git, anongit.freedesktop - 2015-03-28] - doesn't work with iXit driver either
Gfx card: Radeon R7 250
Wine overrides: d3dcompiler_43.dll and d3dx9_24.dll - d3dx9_43.dll
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